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Comparing deliantra/server/server/player.C (file contents):
Revision 1.137 by root, Thu May 17 14:14:55 2007 UTC vs.
Revision 1.251 by root, Sat Jan 30 23:30:26 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36playervec players; 38playervec players;
37 39
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
158/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
159static void 41static void
160set_first_map (object *op) 42set_first_map (object *op)
161{ 43{
162 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
163 op->x = -1; 45 op->x = -1;
164 op->y = -1; 46 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178} 47}
179 48
180void 49void
181player::activate () 50player::activate ()
182{ 51{
187 ob->remove (); 56 ob->remove ();
188 ob->map = 0; 57 ob->map = 0;
189 ob->activate_recursive (); 58 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 60 add_friendly_object (ob);
192 enter_map ();
193} 61}
194 62
195void 63void
196player::deactivate () 64player::deactivate ()
197{ 65{
204 72
205 if (ob->map) 73 if (ob->map)
206 maplevel = ob->map->path; 74 maplevel = ob->map->path;
207 75
208 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
209 ob->map = 0; 78 ob->map = 0;
210 party = 0; 79 party = 0;
211 80
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213 82
227 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
228 97
229 ns->update_look = 0; 98 ns->update_look = 0;
230 ns->look_position = 0; 99 ns->look_position = 0;
231 100
232 clear_los (ob); 101 clear_los ();
233 102
234 ns->reset_stats (); 103 ns->reset_stats ();
235 104
236 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
239 108
240 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
241 link_player_skills (ob); 110 link_skills ();
242 111
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
246 113
247 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
249 { 116 {
250 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254 118
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 122 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 124 skin = tmp;
261 125
262 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
263 } 127 }
264 128
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 130
267 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_BOW] = false;
268 142
269 for (object *op = ob->inv; op; op = op->below) 143 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED]) 144 if (op->flag [FLAG_APPLIED])
271 switch (op->type) 145 switch (op->type)
272 { 146 {
147 case SKILL:
148 op->flag [FLAG_APPLIED] = false;
149 break;
150
273 case WAND: 151 case WAND:
274 case ROD: 152 case ROD:
275 case HORN: 153 case HORN:
276 case BOW: 154 case BOW:
277 case SKILL: 155 ranged_ob = op;
278 case SKILL_TOOL: 156 break;
157
279 case WEAPON: 158 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY); 159 combat_ob = op;
281 apply_special (ob, op, AP_APPLY);
282 break; 160 break;
283 } 161 }
284 162
285 ob->update_stats (); 163 ob->current_weapon = 0;
286 ns->floorbox_update (); 164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
287 165 activate (); // change_weapon also activates, but this doesn't hurt
288 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0);
290
291 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296 166
297 INVOKE_PLAYER (CONNECT, this); 167 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this); 168 INVOKE_PLAYER (LOGIN, this);
299} 169}
300 170
301void 171void
302player::disconnect () 172player::disconnect ()
303{ 173{
174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
304 if (ns) 180 if (ns)
305 { 181 {
306 if (active) 182 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308 184
311 ns->reset_stats (); 187 ns->reset_stats ();
312 ns->pl = 0; 188 ns->pl = 0;
313 ns = 0; 189 ns = 0;
314 } 190 }
315 191
316 if (ob) 192 // this is important for the player scheduler to get the correct refcount
317 ob->close_container (); //TODO: client-specific 193 // when ns = 0
194 observe = viewpoint = ob;
318 195
319 deactivate (); 196 deactivate ();
320} 197}
198
199//-GPL
321 200
322// the need for this function can be explained 201// the need for this function can be explained
323// by load_object not returning the object 202// by load_object not returning the object
324void 203void
325player::set_object (object *op) 204player::set_object (object *op)
326{ 205{
327 ob = op; 206 ob = observe = viewpoint = op;
328 ob->contr = this; /* this aren't yet in archetype */ 207 ob->contr = this; /* this aren't yet in archetype */
329 208
209 ob->speed = 1.0f;
330 ob->speed_left = 0.5f; 210 ob->speed_left = 0.5f;
331 ob->speed = 1.0f; 211
332 ob->direction = 5; /* So player faces south */ 212 ob->direction = 5; /* So player faces south */
333} 213}
214
215void
216player::set_observe (object *op)
217{
218 observe = viewpoint = op ? op : ob;
219 do_los = 1;
220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
334 230
335player::player () 231player::player ()
336{ 232{
337 /* There are some elements we want initialised to non zero value - 233 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point. 234 * we deal with that below this point.
344 savebed_map = first_map_path; /* Init. respawn position */ 240 savebed_map = first_map_path; /* Init. respawn position */
345 241
346 gen_sp_armour = 10; 242 gen_sp_armour = 10;
347 bowtype = bow_normal; 243 bowtype = bow_normal;
348 petmode = pet_normal; 244 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers; 245 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 246 peaceful = 1; /* default peaceful */
352 do_los = 1; 247 do_los = 1;
248
249 weapon_sp = 1.0f;
250 weapon_sp_left = 0.5f;
353} 251}
354 252
355void 253void
356player::do_destroy () 254player::do_destroy ()
357{ 255{
362 if (ob) 260 if (ob)
363 { 261 {
364 ob->destroy_inv (false); 262 ob->destroy_inv (false);
365 ob->destroy (); 263 ob->destroy ();
366 } 264 }
265
266 ob = observe = viewpoint = 0;
367} 267}
368 268
369player::~player () 269player::~player ()
370{ 270{
371 /* Clear item stack */ 271 /* Clear item stack */
372 free (stack_items); 272 free (stack_items);
273}
274
275/*
276 * get_player_archetype() return next player archetype from archetype
277 * list. Not very efficient routine, but used only creating new players.
278 * Note: there MUST be at least one player archetype!
279 */
280static archetype *
281get_player_archetype (archetype *at)
282{
283 // archetypes could have been reloaded
284 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
285
286 if (!nat)
287 return at;
288
289 archvec::iterator i = archetypes.find (nat);
290
291 for (;;)
292 {
293 if (++i == archetypes.end ())
294 i = archetypes.begin ();
295 else if (*i == at)
296 cleanup ("not a single player archetype found");
297
298 if ((*i)->type == PLAYER)
299 return *i;
300 }
373} 301}
374 302
375/* Tries to add player on the connection passed in ns. 303/* Tries to add player on the connection passed in ns.
376 * All we can really get in this is some settings like host and display 304 * All we can really get in this is some settings like host and display
377 * mode. 305 * mode.
379player * 307player *
380player::create () 308player::create ()
381{ 309{
382 player *pl = new player; 310 player *pl = new player;
383 311
384 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
385 313
386 pl->ob->roll_stats (); 314 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2; 315 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */ 316 pl->ob->run_away = 25; /* Then we panick... */
389 317
390 set_first_map (pl->ob); 318 set_first_map (pl->ob);
391 319
392 return pl; 320 return pl;
393}
394
395/*
396 * get_player_archetype() return next player archetype from archetype
397 * list. Not very efficient routine, but used only creating new players.
398 * Note: there MUST be at least one player archetype!
399 */
400archetype *
401get_player_archetype (archetype *at)
402{
403 archetype *start = at;
404
405 for (;;)
406 {
407 if (at == NULL || at->next == NULL)
408 at = first_archetype;
409 else
410 at = at->next;
411
412 if (at->clone.type == PLAYER)
413 return at;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 }
421} 321}
422 322
423object * 323object *
424get_nearest_player (object *mon) 324get_nearest_player (object *mon)
425{ 325{
428 unsigned lastdist; 328 unsigned lastdist;
429 rv_vector rv; 329 rv_vector rv;
430 330
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 332 {
433 /* We should not find free objects on this friendly list, but it
434 * does periodically happen. Given that, lets deal with it.
435 * While unlikely, it is possible the next object on the friendly
436 * list is also free, so encapsulate this in a while loop.
437 */
438 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439 {
440 object *tmp = ol->ob;
441
442 /* Can't do much more other than log the fact, because the object
443 * itself will have been cleared.
444 */
445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
447 ol = ol->next;
448 remove_friendly_object (tmp);
449 if (!ol)
450 return op;
451 }
452
453 /* Remove special check for player from this. First, it looks to cause
454 * some crashes (ol->ob->contr not set properly?), but secondly, a more
455 * complicated method of state checking would be needed in any case -
456 * as it was, a clever player could type quit, and the function would
457 * skip them over while waiting for confirmation. Remove
458 * on_same_map check, as can_detect_enemy also does this
459 */
460 if (!can_detect_enemy (mon, ol->ob, &rv)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 334 continue;
462 335
463 if (lastdist > rv.distance) 336 if (lastdist > rv.distance)
464 { 337 {
659 532
660 return firstdir; 533 return firstdir;
661} 534}
662 535
663void 536void
664give_initial_items (object *pl, treasurelist * items) 537give_initial_items (object *pl, treasurelist *items)
665{ 538{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 539 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 541
671 for (op = pl->inv; op; op = next) 542 for (object *next, *op = pl->inv; op; op = next)
672 { 543 {
673 next = op->below; 544 next = op->below;
674 545
675 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 547 * flag "neutral" set. Sorry but I can't think of a better way
681 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 553 * by this player due to race restrictions
683 */ 554 */
684 if (pl->type == PLAYER) 555 if (pl->type == PLAYER)
685 { 556 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
687 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 { 564 {
692 op->destroy (); 565 op->destroy ();
693 continue; 566 continue;
694 } 567 }
695 } 568 }
696 569
697 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
698 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
699 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */ 573 */
703 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
704 { 575 {
705 object *tmp;
706
707 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 { 578 {
713 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
715 continue; 582 break;
716 } 583 }
717 584
718 if (op->nrof > 1) 585 if (op->nrof > 1)
719 op->nrof = 1; 586 op->nrof = 1;
720 } 587 }
721 588
722 if (op->type == SPELLBOOK && op->inv) 589 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 591
727 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 593 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 594 * merged properly.
730 */ 595 */
731 if (need_identify (op)) 596 if (need_identify (op))
732 { 597 {
733 SET_FLAG (op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 601 }
602
737 if (op->type == SPELL) 603 if (op->type == SPELL)
738 { 604 {
739 op->destroy (); 605 op->destroy ();
740 continue; 606 continue;
741 } 607 }
743 { 609 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 611 op->stats.exp = 0;
746 op->level = 1; 612 op->level = 1;
747 } 613 }
748 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
752 617
753 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
754 link_player_skills (pl); 619 pl->contr->link_skills ();
755} 620}
756 621
757void 622void
758get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
759{ 624{
769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 634 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
770} 635}
771 636
772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 637/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
773static int 638static int
774roll_stat (void) 639roll_stat ()
775{ 640{
776 int a[4], i, j, k; 641 int a[4], i, j, k;
777 642
778 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
779 a[i] = (int) rndm (6) + 1; 644 a[i] = (int) rndm (6) + 1;
860static void 725static void
861start_info (object *op) 726start_info (object *op)
862{ 727{
863 char buf[MAX_BUF]; 728 char buf[MAX_BUF];
864 729
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 730 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 731 new_draw_info (NDI_UNIQUE, 0, op, buf);
867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
869} 732}
870 733
871/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
876 */ 739 */
877void 740void
878player::chargen_race_done () 741player::chargen_race_done ()
879{ 742{
880 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
881 esrv_new_player (ob->contr, ob->weight + ob->carrying); 744 esrv_new_player (ob->contr);
882 745
883 treasurelist *tl = treasurelist::find ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
884 if (tl) 747 if (tl)
885 create_treasure (tl, ob, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
886 749
887 INVOKE_PLAYER (BIRTH, ob->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, ob->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
889 752
890 ob->contr->ns->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
891 754
892 if (ob->msg) 755 if (ob->msg)
893 ob->msg = 0; 756 ob->msg = 0;
894
895 /* We create this now because some of the unique maps will need it
896 * to save here.
897 */
898 {
899 char buf[MAX_BUF];
900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
901 make_path_to_file (buf);
902 }
903 757
904 start_info (ob); 758 start_info (ob);
905 CLEAR_FLAG (ob, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
906 give_initial_items (ob, ob->randomitems); 760 give_initial_items (ob, ob->randomitems);
907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob); 761 esrv_send_inventory (ob, ob);
909 ob->update_stats (); 762 ob->update_stats ();
910 763
911 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
912 * is one for this race 765 * is one for this race
913 */ 766 */
914 if (*first_map_ext_path) 767 if (*first_map_ext_path)
915 { 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
916 object *tmp;
917 char mapname[MAX_BUF];
918
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
920 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
925 * if the map isn't there, then stay on the
926 * default initial map */
927 tmp->destroy ();
928 }
929 else 769 else
930 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
931} 771}
932 772
933void 773void
943 int x = ob->x, y = ob->y; 783 int x = ob->x, y = ob->y;
944 784
945 ob->remove_statbonus (); 785 ob->remove_statbonus ();
946 ob->remove (); 786 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 787 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 788 ob->arch->copy_to (ob);
949 ob->instantiate (); 789 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 791 ob->name = ob->name_pl = name;
952 ob->x = x; 792 ob->x = x;
953 ob->y = y; 793 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 796 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 797 ob->add_statbonus ();
958 } 798 }
959 while (!allowed_class (ob)); 799 while (!allowed_class (ob));
960 800
961 update_object (ob, UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
964 ob->stats.hp = ob->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
965 ob->stats.sp = ob->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
966 ob->stats.grace = 0; 806 ob->stats.grace = 0;
967} 807}
968 808
969void 809static void
970flee_player (object *op) 810flee_player (object *op)
971{ 811{
972 int dir, diff; 812 int dir, diff;
973 rv_vector rv; 813 rv_vector rv;
974 814
977 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 819 return;
980 } 820 }
981 821
982 if (op->enemy == NULL) 822 if (!op->enemy)
983 { 823 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
986 return; 826 return;
987 } 827 }
988 828
989 /* Seen some crashes here. Since we don't store an
990 * op->enemy_count, it is possible that something destroys the
991 * actual enemy, and the object is recycled.
992 */
993 if (op->enemy->map == NULL)
994 {
995 CLEAR_FLAG (op, FLAG_SCARED);
996 op->enemy = NULL;
997 return;
998 }
999
1000 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 { 830 {
1002 op->enemy = NULL; 831 op->enemy = NULL;
1003 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1004 return; 833 return;
1007 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1008 837
1009 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
1011 { 840 {
1012 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
1013 842
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 843 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1015 return; 844 return;
1016 } 845 }
1017 846
1028check_pick (object *op) 857check_pick (object *op)
1029{ 858{
1030 object *tmp, *next; 859 object *tmp, *next;
1031 int stop = 0; 860 int stop = 0;
1032 int wvratio; 861 int wvratio;
1033 char putstring[128];
1034 862
1035 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1037 return 1; 865 return 1;
1038 866
1039 next = op->below; 867 next = op->below;
1040 868
869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
871
1041 /* loop while there are items on the floor that are not marked as 872 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 873 * destroyed */
1043 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1044 { 875 {
1045 tmp = next; 876 tmp = next;
1046 next = tmp->below; 877 next = tmp->below;
1047 878
879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
1048 if (op->destroyed ()) 885 if (op->destroyed ())
1049 return 0; 886 return 0;
1050 887
1051 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1052 continue; 889 continue;
1053 890
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 892 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1058 continue; 896 continue;
1059 } 897 }
1060 898
1061 /* high not bit set? We're using the old autopickup model */ 899 /* pickup handling */
900 if (op->contr->mode & PU_DEBUG)
901 {
902 /* some debugging code to figure out item information */
903 const char *str = tmp->name
904 ? format ("item name: %s item type: %d weight/value: %d",
905 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
906 : format ("item name: %s item type: %d weight/value: %d",
907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
908
909 new_draw_info (NDI_UNIQUE, 0, op, str);
910 }
911
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
916 return 1;
917
918 /* philosophy:
919 * It's easy to grab an item type from a pile, as long as it's
920 * generic. This takes no game-time. For more detailed pickups
921 * and selections, select-items should be used. This is a
922 * grab-as-you-run type mode that's really useful for arrows for
923 * example.
924 * The drawback: right now it has no frontend, so you need to
925 * stick the bits you want into a calculator in hex mode and then
926 * convert to decimal and then 'pickup <#>
927 */
928
929 /* the first two modes are exclusive: if NOTHING we return, if
930 * STOP then we stop. All the rest are applied sequentially,
931 * meaning if any test passes, the item gets picked up. */
932
933 /* if mode is set to pick nothing up, return */
934 if (op->contr->mode == PU_NOTHING)
935 return 1;
936
937 /* if mode is set to stop when encountering objects, return */
938 /* take STOP before INHIBIT since it doesn't actually pick
939 * anything up */
940 if (op->contr->mode & PU_STOP)
941 return 0;
942
943 /* useful for going into stores and not losing your settings... */
944 /* and for battles wher you don't want to get loaded down while
945 * fighting */
946 if (op->contr->mode & PU_INHIBIT)
947 return 1;
948
949 /* prevent us from turning into auto-thieves :) */
950 if (QUERY_FLAG (tmp, FLAG_UNPAID))
951 continue;
952
953 /* ignore known cursed objects */
954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
955 continue;
956
957 /* all food and drink if desired */
958 /* question: don't pick up known-poisonous stuff? */
1062 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1063 { 961 {
1064 switch (op->contr->mode) 962 CHK_PICK_PICKUP;
963 continue;
964 }
965
966 if (op->contr->mode & PU_DRINK)
967 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_POTION)
974 if (tmp->type == POTION)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 /* spellbooks, skillscrolls and normal books/scrolls */
981 if (op->contr->mode & PU_SPELLBOOK)
982 if (tmp->type == SPELLBOOK)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_SKILLSCROLL)
989 if (tmp->type == SKILLSCROLL)
990 {
991 CHK_PICK_PICKUP;
992 continue;
993 }
994
995 if (op->contr->mode & PU_READABLES)
996 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1001
1002 /* wands/staves/rods/horns */
1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1004 if (tmp->type == WAND
1005 || tmp->type == ROD
1006 || tmp->type == HORN
1007 || tmp->type == POWER_CRYSTAL)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 if (op->contr->mode & PU_VALUABLES)
1023 {
1024 if (tmp->type == MONEY || tmp->type == GEM)
1065 { 1025 {
1066 case 0: 1026 CHK_PICK_PICKUP;
1067 return 1; /* don't pick up */ 1027 continue;
1068 case 1:
1069 pick_up (op, tmp);
1070 return 1;
1071 case 2:
1072 pick_up (op, tmp);
1073 return 0;
1074 case 3:
1075 return 0; /* stop before pickup */
1076 case 4:
1077 pick_up (op, tmp);
1078 break;
1079 case 5:
1080 pick_up (op, tmp);
1081 stop = 1;
1082 break;
1083 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1085 pick_up (op, tmp);
1086 break;
1087
1088 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp);
1091 break;
1092
1093 default:
1094 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp);
1098 } 1028 }
1099 } 1029 }
1100 else 1030
1101 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1102 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG) 1032 if (op->contr->mode & PU_JEWELS)
1033 if (tmp->type == RING
1034 || tmp->type == AMULET
1035 || tmp->type == GIRDLE
1036 || tmp->type == SKILL_TOOL)
1104 { 1037 {
1105 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1106 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 }
1115
1116 /* philosophy:
1117 * It's easy to grab an item type from a pile, as long as it's
1118 * generic. This takes no game-time. For more detailed pickups
1119 * and selections, select-items should be used. This is a
1120 * grab-as-you-run type mode that's really useful for arrows for
1121 * example.
1122 * The drawback: right now it has no frontend, so you need to
1123 * stick the bits you want into a calculator in hex mode and then
1124 * convert to decimal and then 'pickup <#>
1125 */
1126
1127 /* the first two modes are exclusive: if NOTHING we return, if
1128 * STOP then we stop. All the rest are applied sequentially,
1129 * meaning if any test passes, the item gets picked up. */
1130
1131 /* if mode is set to pick nothing up, return */
1132
1133 if (op->contr->mode & PU_NOTHING)
1134 return 1;
1135
1136 /* if mode is set to stop when encountering objects, return */
1137 /* take STOP before INHIBIT since it doesn't actually pick
1138 * anything up */
1139
1140 if (op->contr->mode & PU_STOP)
1141 return 0;
1142
1143 /* useful for going into stores and not losing your settings... */
1144 /* and for battles wher you don't want to get loaded down while
1145 * fighting */
1146 if (op->contr->mode & PU_INHIBIT)
1147 return 1;
1148
1149 /* prevent us from turning into auto-thieves :) */
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 continue; 1039 continue;
1040 }
1152 1041
1153 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1043 if (op->contr->mode & PU_FLESH)
1044 if (tmp->type == FLESH)
1045 {
1046 CHK_PICK_PICKUP;
1155 continue; 1047 continue;
1048 }
1156 1049
1157 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1158 /* question: don't pick up known-poisonous stuff? */ 1051 if (op->contr->mode & PU_BOW)
1052 if (tmp->type == BOW)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_ARROW)
1059 if (tmp->type == ARROW)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 /* all kinds of armor etc. */
1066 if (op->contr->mode & PU_ARMOUR)
1067 if (tmp->type == ARMOUR)
1068 {
1069 CHK_PICK_PICKUP;
1070 continue;
1071 }
1072
1073 if (op->contr->mode & PU_HELMET)
1074 if (tmp->type == HELMET)
1075 {
1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_SHIELD)
1081 if (tmp->type == SHIELD)
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1159 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1160 if (tmp->type == FOOD) 1088 if (tmp->type == BOOTS)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 if (op->contr->mode & PU_GLOVES)
1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 if (op->contr->mode & PU_CLOAK)
1102 if (tmp->type == CLOAK)
1103 {
1104 CHK_PICK_PICKUP;
1105 continue;
1106 }
1107
1108 /* hoping to catch throwing daggers here */
1109 if (op->contr->mode & PU_MISSILEWEAPON)
1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* careful: chairs and tables are weapons! */
1117 if (op->contr->mode & PU_ALLWEAPON)
1118 {
1119 if (tmp->type == WEAPON)
1120 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1161 { 1121 {
1162 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1163 continue; 1123 continue;
1164 } 1124 }
1125 }
1165 1126
1127 /* misc stuff that's useful */
1166 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1168 { 1130 {
1169 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1170 continue; 1132 continue;
1171 } 1133 }
1172 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1173 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1174 if (tmp->type == POTION) 1138 {
1139 /* use value density to decide what else to grab */
1140 /* >=7 was >= op->contr->mode */
1141 /* >=7 is the old standard setting. Now we take the last 4 bits
1175 { 1142 */
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1144 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_VALUABLES)
1219 { 1145 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1221 { 1149 {
1222 pick_up (op, tmp); 1150 fprintf (stderr, "%s", tmp->name);
1223 continue;
1224 } 1151 }
1225 }
1226
1227 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON)
1311 {
1312 if (tmp->type == WEAPON && tmp->name != NULL)
1313 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320 }
1321
1322 if (tmp->type == WEAPON && tmp->name == NULL)
1323 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330 }
1331
1332 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */
1342 if (op->contr->mode & PU_RATIO)
1343 {
1344 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 {
1351 pick_up (op, tmp);
1352#if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL)
1355 {
1356 fprintf (stderr, "%s", tmp->name);
1357 }
1358 else 1152 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1155 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1362#endif 1156#endif
1157 CHK_PICK_PICKUP;
1363 continue; 1158 continue;
1364 }
1365 } 1159 }
1366 } /* the new pickup model */ 1160 } /* the new pickup model */
1367 } 1161 }
1368 1162
1369 return !stop; 1163 return !stop;
1164}
1165
1166/* routine for both players and monsters. We call this when
1167 * there is a possibility for our action distrubing our hiding
1168 * place or invisiblity spell. Artefact invisiblity causes
1169 * "noise" instead. If we arent invisible to begin with, we
1170 * return 0.
1171 */
1172static int
1173action_makes_visible (object *op)
1174{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1176 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1178 {
1179 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance.
1181 if (op->contr)
1182 op->make_noise ();
1183
1184 return 0;
1185 }
1186
1187 if (op->contr && op->contr->tmp_invis == 0)
1188 return 0;
1189
1190 /* If monsters, they should become visible */
1191 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1192 {
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1194 return 1;
1195 }
1196 }
1197
1198 return 0;
1370} 1199}
1371 1200
1372/* 1201/*
1373 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1374 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1375 * found object is returned. 1204 * found object is returned.
1376 */ 1205 */
1377object * 1206static object *
1378find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1379{ 1208{
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type) 1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp);
1212
1213 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1215 if (object *arrow = find_arrow (tmp, type))
1216 {
1217 splay (tmp);
1386 return op; 1218 return arrow;
1219 }
1387 1220
1388 return tmp; 1221 return 0;
1389} 1222}
1390 1223
1391/* 1224/*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1225 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1393 * against the target. A full test is not performed, simply a basic test 1226 * against the target. A full test is not performed, simply a basic test
1394 * of resistances. The archer is making a quick guess at what he sees down 1227 * of resistances. The archer is making a quick guess at what he sees down
1395 * the hall. Failing that it does it's best to pick the highest plus arrow. 1228 * the hall. Failing that it does it's best to pick the highest plus arrow.
1396 */ 1229 */
1397object * 1230static object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1399{ 1232{
1400 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1402 1235
1403 if (!type) 1236 if (!type)
1407 { 1240 {
1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1409 { 1242 {
1410 i = 0; 1243 i = 0;
1411 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1412 if (i > betterby) 1246 if (i > betterby)
1413 { 1247 {
1414 tmp = ntmp; 1248 tmp = ntmp;
1415 betterby = i; 1249 betterby = i;
1416 } 1250 }
1417 } 1251 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1253 {
1420 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1422 { 1256 {
1423 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1424 { 1258 {
1425 *better = 100; 1259 *better = 100;
1426 return arrow; 1260 return arrow;
1434 else 1268 else
1435 { 1269 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1271 {
1438 attacktype = 1 << attacknum; 1272 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1274 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1275 {
1442 tmp = arrow; 1276 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1277 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1278 }
1445 } 1279 }
1280
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1282 {
1448 tmp = arrow; 1283 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 } 1285 }
1286
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 { 1288 {
1453 tmp = arrow; 1289 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 } 1291 }
1456 } 1292 }
1457 } 1293 }
1458 } 1294 }
1295
1459 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type); 1297 return find_arrow (op, type);
1461 1298
1462 *better = betterby; 1299 *better = betterby;
1463 return tmp; 1300 return tmp;
1467 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1305 * op = the shooter
1469 * type = bow->race 1306 * type = bow->race
1470 * dir = fire direction 1307 * dir = fire direction
1471 */ 1308 */
1472object * 1309static object *
1473pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1474{ 1311{
1475 object *tmp = NULL; 1312 object *tmp = NULL;
1476 maptile *m; 1313 maptile *m;
1477 int i, mflags, found, number; 1314 int i, mflags, found, number;
1478 sint16 x, y; 1315 sint16 x, y;
1493 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1494 { 1331 {
1495 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1496 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1497 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 { 1337 {
1500 tmp = NULL; 1338 tmp = 0;
1501 break; 1339 break;
1502 } 1340 }
1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1341 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 { 1342 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1507 */ 1345 */
1508 tmp = NULL; 1346 tmp = 0;
1509 break; 1347 break;
1510 } 1348 }
1349
1511 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1512 {
1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1520 break; 1353 break;
1521 }
1522 } 1354 }
1523 if (tmp == NULL) 1355
1356 if (!tmp)
1524 return find_arrow (op, type); 1357 return find_arrow (op, type);
1525 1358
1526 if (tmp->head) 1359 if (tmp->head)
1527 tmp = tmp->head; 1360 tmp = tmp->head;
1528 1361
1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1569 return 0; 1402 return 0;
1570 } 1403 }
1571 1404
1572 // optimisation: move object to top so we will find it quickly again 1405 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below) 1406 splay (bow);
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1579 } 1407 }
1580 1408
1581 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1582 { 1410 {
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1609 } 1437 }
1610 1438
1611 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1612 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1613 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1614 arrow->destroy (); 1443 arrow->destroy ();
1615 return 0; 1444 return 0;
1616 } 1445 }
1617 1446
1618 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1619 arrow = get_split_ob (arrow, 1); 1448 arrow = arrow->split ();
1620 if (!arrow) 1449 if (!arrow)
1621 { 1450 {
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1451 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 return 0; 1452 return 0;
1624 } 1453 }
1628 arrow->direction = dir; 1457 arrow->direction = dir;
1629 1458
1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1459 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam; 1460 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype; 1461 arrow->stats.grace = arrow->attacktype;
1462 arrow->custom_name = arrow->slaying;
1633 1463
1634 if (arrow->slaying) 1464#if 0
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637 if (player *pl = op->contr) 1465 if (player *pl = op->contr)
1638 { 1466 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp; 1467 float speed = pl->weapon_sp;
1646 1468
1647 /* penalize ROF for bestarrow */ 1469 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1470 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1471 speed *= .9f;
1650 else 1472 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1473 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1474
1653 op->speed_left += speed - op->speed; 1475 op->speed_left += speed - op->speed;
1476 }
1654#endif 1477#endif
1655 }
1656 1478
1657 SET_ANIMATION (arrow, arrow->direction); 1479 SET_ANIMATION (arrow, arrow->direction);
1658 1480
1659 /* update the speed */ 1481 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1482 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1661 + bow->stats.dam / 7.0; 1483 + bow->stats.dam / 7.f;
1662 1484
1663 arrow->set_speed (max (arrow->speed, 2.0)); 1485 arrow->set_speed (max (arrow->speed, 2.f));
1664 arrow->speed_left = 0; 1486 arrow->speed_left = 0;
1665 1487
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1488 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1489
1668 if (op->type == PLAYER) 1490 if (op->type == PLAYER)
1691 1513
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1695 1517
1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1697 m->insert (arrow, sx, sy, op); 1519 m->insert (arrow, sx, sy, op);
1698 1520
1699 if (!arrow->destroyed ()) 1521 if (!arrow->destroyed ())
1700 move_arrow (arrow); 1522 move_arrow (arrow);
1701
1702 if (op->type == PLAYER)
1703 {
1704 if (left->destroyed ())
1705 esrv_del_item (op->contr, left->count);
1706 else
1707 esrv_send_item (op, left);
1708 }
1709 1523
1710 return 1; 1524 return 1;
1711} 1525}
1712 1526
1713/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1715 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1716 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1717 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1718 * hence the function name. 1532 * hence the function name.
1719 */ 1533 */
1720int 1534static int
1721player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1722{ 1536{
1723 int ret = 0, wcmod = 0; 1537 int ret;
1724 1538
1725 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1726 { 1540 {
1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1541 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1728 } 1542 }
1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1543 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1730 { 1544 {
1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1732 wcmod = -1;
1733
1734 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1735 } 1547 }
1736 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1737 { 1549 {
1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1551 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1740 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1741 } 1553 }
1742 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1743 { 1555 {
1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1745 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1557 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1558 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1747 } 1559 }
1748 else 1560 else
1749 { 1561 {
1755} 1567}
1756 1568
1757/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1758 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1759 */ 1571 */
1760void 1572static void
1761fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1762{ 1574{
1763 object *item = op->contr->ranged_ob; 1575 object *item = op->contr->ranged_ob;
1764 1576
1765 if (!item) 1577 if (!item)
1779 1591
1780 if (item->type == WAND) 1592 if (item->type == WAND)
1781 { 1593 {
1782 if (item->stats.food <= 0) 1594 if (item->stats.food <= 0)
1783 { 1595 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1596 op->contr->play_sound (sound_find ("wand_poof"));
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786 1598
1787 return; 1599 return;
1788 } 1600 }
1789 } 1601 }
1790 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1791 { 1603 {
1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1605
1606 // using the maximum of the rods charge allows at least one spell cast
1607 // for a rod or horn, this fixes some broken rods.
1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1793 { 1609 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1795 1611
1796 if (item->type == ROD) 1612 if (item->type == ROD)
1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1614 else
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802 } 1618 }
1803 } 1619 }
1804 1620
1805 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1806 { 1622 {
1807 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1623 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1624
1808 if (item->type == WAND) 1625 if (item->type == WAND)
1809 { 1626 {
1810 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
1811 { 1628 {
1812 object *tmp; 1629 object *tmp;
1813 1630
1814 if (item->arch) 1631 if (item->arch)
1815 { 1632 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1634 item->face = item->arch->face;
1818 item->set_speed (0); 1635 item->set_speed (0);
1819 } 1636 }
1820 1637
1821 if ((tmp = item->in_player ())) 1638 if (object *pl = item->visible_to ())
1822 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
1823 } 1640 }
1824 } 1641 }
1825 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
1826 drain_rod_charge (item); 1643 drain_rod_charge (item);
1827 } 1644 }
1828} 1645}
1829 1646
1830/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
1831 */ 1648 */
1832void 1649bool
1833fire (object *op, int dir) 1650fire (object *op, int dir)
1834{ 1651{
1835 int spellcost = 0; 1652 int spellcost = 0;
1653
1654 player *pl = op->contr;
1655
1656 if (pl->golem)
1657 {
1658 control_golem (op->contr->golem, dir);
1659 return false;
1660 }
1661
1662 object *ob = pl->ranged_ob;
1663
1664 if (!ob)
1665 return false;
1666
1667 if (op->speed_left > 0.f)
1668 --op->speed_left;
1669 else
1670 return false;
1671
1672 if (!op->change_weapon (ob))
1673 return false;
1836 1674
1837 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
1838 if (action_makes_visible (op)) 1676 if (action_makes_visible (op))
1839 make_visible (op); 1677 make_visible (op);
1840 1678
1841 player *pl = op->contr;
1842
1843 if (pl->golem)
1844 {
1845 control_golem (op->contr->golem, dir);
1846 return;
1847 }
1848
1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1852 return;
1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1857 switch (ob->type) 1679 switch (ob->type)
1858 { 1680 {
1859 case BOW: 1681 case BOW:
1860 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1861 break; 1683 break;
1862 1684
1863 case SPELL: 1685 case SPELL:
1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1865 break; 1687 break;
1866 1688
1867 case BUILDER: 1689 case BUILDER:
1868 apply_map_builder (op, dir); 1690 apply_map_builder (op, dir);
1869 break; 1691 break;
1874 1696
1875 default: 1697 default:
1876 fire_misc_object (op, dir); 1698 fire_misc_object (op, dir);
1877 break; 1699 break;
1878 } 1700 }
1879}
1880 1701
1881/* find_key 1702 return true;
1882 * We try to find a key for the door as passed. If we find a key 1703}
1883 * and successfully use it, we return the key, otherwise NULL 1704
1884 * This function merges both normal and locked door, since the logic 1705static object *
1885 * for both is the same - just the specific key is different.
1886 * pl is the player,
1887 * inv is the objects inventory to searched
1888 * door is the door we are trying to match against.
1889 * This function can be called recursively to search containers.
1890 */
1891object *
1892find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1893{ 1707{
1894 object *tmp, *key; 1708 object *tmp, *key;
1895 1709
1896 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1897 if (!container->inv) 1711 if (!container->inv)
1900 /* First, lets try to find a key in the top level inventory */ 1714 /* First, lets try to find a key in the top level inventory */
1901 for (tmp = container->inv; tmp; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 { 1716 {
1903 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1904 break; 1718 break;
1719
1905 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1907 */ 1722 */
1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 break; 1724 break;
1915 * a key, return 1730 * a key, return
1916 */ 1731 */
1917 if (!tmp) 1732 if (!tmp)
1918 { 1733 {
1919 for (tmp = container->inv; tmp; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1920 {
1921 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1922 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1923 {
1924 if ((key = find_key (pl, tmp, door))) 1737 if ((key = find_key_ (pl, tmp, door)))
1925 return key; 1738 return key;
1926 }
1927 }
1928 1739
1929 if (!tmp) 1740 if (!tmp)
1930 return NULL; 1741 return 0;
1931 } 1742 }
1932 1743
1933 /* We get down here if we have found a key. Now if its in a container, 1744 /* We get down here if we have found a key. Now if its in a container,
1934 * see if we actually want to use it 1745 * see if we actually want to use it
1935 */ 1746 */
1936 if (pl != container) 1747 if (pl != container)
1937 { 1748 {
1938 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1939 if (!pl->contr) 1750 if (!pl->contr)
1940 return NULL; 1751 return 0;
1752
1941 /* cases where this fails: 1753 /* cases where this fails:
1942 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1943 * are not in the players inventory. 1755 * are not in the players inventory.
1944 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1945 * containers can be used. 1757 * containers can be used.
1949 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1950 * 1762 *
1951 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1952 * all the others. 1764 * all the others.
1953 */ 1765 */
1954 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1955 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1956 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1957 { 1769 {
1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1960 return NULL; 1772 return NULL;
1961 } 1773 }
1962 } 1774 }
1963 1775
1964 return tmp; 1776 return tmp;
1777}
1778
1779/* find_key
1780 * We try to find a key for the door as passed. If we find a key
1781 * and successfully use it, we return the key, otherwise NULL
1782 * This function merges both normal and locked door, since the logic
1783 * for both is the same - just the specific key is different.
1784 * pl is the player,
1785 * inv is the objects inventory to searched
1786 * door is the door we are trying to match against.
1787 * This function can be called recursively to search containers.
1788 */
1789object *
1790find_key (object *pl, object *container, object *door)
1791{
1792 if (door->slaying && is_match_expr (door->slaying))
1793 {
1794 // for match expressions, we try to find the key by applying the match
1795 // to the op itself, which is supposed to find the "key", instead
1796 // of searching through containers ourselves.
1797
1798 return match_one (door->slaying, container, door, pl, pl);
1799 }
1800 else
1801 return find_key_ (pl, container, door);
1965} 1802}
1966 1803
1967/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1970 * 0 otherwise 1807 * 0 otherwise
1971 */ 1808 */
1972static int 1809static int
1973player_attack_door (object *op, object *door) 1810player_attack_door (object *op, object *door)
1974{ 1811{
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1812 /* If its a door, try to find a key. If we do destroy the door,
1976 * might as well return immediately as there is nothing more to do - 1813 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
1978 */ 1815 */
1979 object *key = find_key (op, op, door); 1816 object *key = find_key (op, op, door);
1980 1817
1981 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
1982 if (key) 1819 if (key)
1983 { 1820 {
1984 object *container = key->env; 1821 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 1822
1988 if (action_makes_visible (op)) 1823 if (action_makes_visible (op))
1989 make_visible (op); 1824 make_visible (op);
1990 1825
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 1828
1994 if (door->type == DOOR) 1829 if (door->type == DOOR)
1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1830 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
1997 { 1832 {
1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1833 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1999 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
2000 } 1835 }
2001 1836
2002 /* Do this after we print the message */ 1837 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
2004 /* Need to update the weight the container the key was in */
2005 if (container != op)
2006 esrv_update_item (UPD_WEIGHT, op, container);
2007 1839
2008 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
2009 } 1841 }
2010 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
2011 { 1843 {
2012 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1845 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2014 return 1; 1846 return 1;
2015 } 1847 }
2016 1848
2017 return 0; 1849 return 0;
2018} 1850}
2021 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2025 */ 1857 */
2026void 1858bool
2027move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
2028{ 1860{
2029 object *tmp, *mon; 1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1862 {
1863 --op->speed_left;
1864 return true;
1865 }
1866
2030 int on_battleground; 1867 int on_battleground;
2031 maptile *m;
2032 1868
2033 sint16 nx = freearr_x[dir] + op->x; 1869 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 1870 sint16 ny = freearr_y[dir] + op->y;
2035 1871
2036 on_battleground = op_on_battleground (op, 0, 0); 1872 on_battleground = op_on_battleground (op, 0, 0);
1873
1874 if (out_of_map (op->map, nx, ny))
1875 return false;
2037 1876
2038 /* If braced, or can't move to the square, and it is not out of the 1877 /* If braced, or can't move to the square, and it is not out of the
2039 * map, attack it. Note order of if statement is important - don't 1878 * map, attack it. Note order of if statement is important - don't
2040 * want to be calling move_ob if braced, because move_ob will move the 1879 * want to be calling move_ob if braced, because move_ob will move the
2041 * player. This is a pretty nasty hack, because if we could 1880 * player. This is a pretty nasty hack, because if we could
2042 * move to some space, it then means that if we are braced, we should 1881 * move to some space, it then means that if we are braced, we should
2043 * do nothing at all. As it is, if we are braced, we go through 1882 * do nothing at all. As it is, if we are braced, we go through
2044 * quite a bit of processing. However, it probably is less than what 1883 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses. 1884 * move_ob uses.
2046 */ 1885 */
2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1886 maptile *m = op->map->xy_find (nx, ny);
1887
1888 /* Go through all the objects, and find ones of interest. Only stop if
1889 * we find a monster - that is something we know we want to attack.
1890 * if its a door or barrel (can roll) see if there may be monsters
1891 * on the space
1892 */
1893 object *mon;
1894 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1895 {
1896 if ((mon->flag [FLAG_ALIVE]
1897 || mon->type == LOCKED_DOOR
1898 || mon->flag [FLAG_CAN_ROLL])
1899 && mon != op)
1900 break;
2048 { 1901 }
2049 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1902
1903 if (!mon) /* This happens anytime the player tries to move */
1904 return false; /* into a wall */
1905
1906 mon = mon->head_ ();
1907
1908 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1909 if (op->contr->weapon_sp_left > 0.f)
1910 if (player_attack_door (op, mon))
1911 {
1912 --op->contr->weapon_sp_left;
1913 return true;
2050 { 1914 }
2051 m = op->map->xy_find (nx, ny); 1915
2052 if (!m) 1916 /* The following deals with possibly attacking peaceful
2053 return; /* Don't think this should happen */ 1917 * or friendly creatures. Basically, all players are considered
1918 * unaggressive. If the moving player has peaceful set, then the
1919 * object should be pushed instead of attacked. It is assumed that
1920 * if you are braced, you will not attack friends accidently,
1921 * and thus will not push them.
1922 */
1923
1924 /* If the creature is a pet, push it even if the player is not
1925 * peaceful. Our assumption is the creature is a pet if the
1926 * player owns it and it is either friendly or unagressive.
1927 */
1928 if (op->type == PLAYER
1929 && ((mon->owner && mon->owner->contr
1930 && same_party (mon->owner->contr->party, op->contr->party))
1931 || mon->owner == op)
1932 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1933 {
1934 /* If we're braced, we don't want to switch places with it */
1935 if (op->contr->braced)
1936 return false;
1937
1938 if (op->speed_left > 0.f)
1939 {
1940 --op->speed_left;
1941
1942 op->play_sound (sound_find ("push_player"));
1943 push_ob (mon, dir, op);
1944
1945 if (action_makes_visible (op))
1946 make_visible (op);
1947
1948 return true;
2054 } 1949 }
2055 else 1950 else
2056 m = op->map;
2057
2058 if (!(tmp = m->at (nx, ny).bot))
2059 return; 1951 return false;
1952 }
2060 1953
2061 mon = 0;
2062 /* Go through all the objects, and find ones of interest. Only stop if
2063 * we find a monster - that is something we know we want to attack.
2064 * if its a door or barrel (can roll) see if there may be monsters
2065 * on the space
2066 */
2067 while (tmp)
2068 {
2069 if (tmp == op)
2070 {
2071 tmp = tmp->above;
2072 continue;
2073 }
2074
2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2076 {
2077 mon = tmp;
2078 break;
2079 }
2080
2081 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2082 mon = tmp;
2083
2084 tmp = tmp->above;
2085 }
2086
2087 if (!mon) /* This happens anytime the player tries to move */
2088 return; /* into a wall */
2089
2090 if (mon->head)
2091 mon = mon->head;
2092
2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2094 if (player_attack_door (op, mon))
2095 return;
2096
2097 /* The following deals with possibly attacking peaceful
2098 * or frienddly creatures. Basically, all players are considered
2099 * unaggressive. If the moving player has peaceful set, then the
2100 * object should be pushed instead of attacked. It is assumed that
2101 * if you are braced, you will not attack friends accidently,
2102 * and thus will not push them.
2103 */
2104
2105 /* If the creature is a pet, push it even if the player is not
2106 * peaceful. Our assumption is the creature is a pet if the
2107 * player owns it and it is either friendly or unagressive.
2108 */
2109 if (op->type == PLAYER
2110 && ((mon->owner && mon->owner->contr
2111 && same_party (mon->owner->contr->party, op->contr->party))
2112 || mon->owner == op)
2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2114 {
2115 /* If we're braced, we don't want to switch places with it */
2116 if (op->contr->braced)
2117 return;
2118
2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2120 push_ob (mon, dir, op);
2121 if (op->contr->tmp_invis || op->hide)
2122 make_visible (op);
2123
2124 return;
2125 }
2126
2127 /* in certain circumstances, you shouldn't attack friendly 1954 /* in certain circumstances, you shouldn't attack friendly
2128 * creatures. Note that if you are braced, you can't push 1955 * creatures. Note that if you are braced, you can't push
2129 * someone, but put it inside this loop so that you won't 1956 * someone, but put it inside this loop so that you won't
2130 * attack them either. 1957 * attack them either.
2131 */ 1958 */
2132 if ((mon->type == PLAYER || mon->enemy != op) 1959 if ((mon->type == PLAYER || mon->enemy != op)
2133 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1960 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2134 && ((op->contr->peaceful 1961 && ((op->contr->peaceful
2135 || (mon->type == PLAYER && mon->contr->peaceful)) 1962 || (mon->type == PLAYER && mon->contr->peaceful))
2136 && !on_battleground)) 1963 && !on_battleground))
1964 {
1965 if (op->speed_left > 0.f)
2137 { 1966 {
1967 --op->speed_left;
1968
2138 if (!op->contr->braced) 1969 if (!op->contr->braced)
2139 { 1970 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1971 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 1972 push_ob (mon, dir, op);
2142 } 1973 }
2143 else 1974 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 1975 op->statusmsg ("You withhold your attack");
2145 1976
2146 if (op->contr->tmp_invis || op->hide) 1977 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2147 make_visible (op); 1978 make_visible (op);
2148 }
2149 1979
1980 return true;
1981 }
1982 }
2150 /* If the object is a boulder or other rollable object, then 1983 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced. 1984 * roll it if not braced. You can't roll it if you are braced.
2152 */ 1985 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1986 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1987 {
1988 if (op->speed_left > 0.f)
2154 { 1989 {
1990 --op->speed_left;
1991
2155 recursive_roll (mon, dir, op); 1992 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 1993 if (action_makes_visible (op))
2157 make_visible (op); 1994 make_visible (op);
2158 }
2159 1995
1996 return true;
1997 }
1998 }
2160 /* Any generic living creature. Including things like doors. 1999 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points 2000 * Way it works is like this: First, it must have some hit points
2162 * and be living. Then, it must be one of the following: 2001 * and be living. Then, it must be one of the following:
2163 * 1) Not a player, 2) A player, but of a different party. Note 2002 * 1) Not a player, 2) A player, but of a different party. Note
2164 * that party_number -1 is no party, so attacks can still happen. 2003 * that party_number -1 is no party, so attacks can still happen.
2165 */ 2004 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2005 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2006 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 2007 {
2169 if (!op->contr->has_hit) 2008 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2170 { 2009 {
2171 op->contr->has_hit = 1; 2010 --op->contr->weapon_sp_left;
2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2173 }
2174 2011
2175 skill_attack (mon, op, 0, 0, 0); 2012 skill_attack (mon, op, 0, 0, 0);
2176
2177 /* If attacking another player, that player gets automatic
2178 * hitback, and doesn't loose luck either.
2179 * Disable hitback on the battleground or if the target is
2180 * the wiz.
2181 */
2182 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2183 {
2184 short luck = mon->stats.luck;
2185
2186 mon->contr->has_hit = 1;
2187 skill_attack (op, mon, 0, 0, 0);
2188 mon->stats.luck = luck;
2189 }
2190 2013
2191 if (action_makes_visible (op)) 2014 if (action_makes_visible (op))
2192 make_visible (op); 2015 make_visible (op);
2193 }
2194 } /* if player should attack something */
2195}
2196 2016
2197int 2017 return true;
2018 }
2019 }
2020
2021 return false;
2022}
2023
2024bool
2198move_player (object *op, int dir) 2025move_player (object *op, int dir)
2199{ 2026{
2200 int pick;
2201
2202 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2027 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2203 return 0; 2028 return 0;
2204 2029
2205 /* Sanity check: make sure dir is valid */ 2030 /* Sanity check: make sure dir is valid */
2206 if ((dir < 0) || (dir >= 9)) 2031 if ((dir < 0) || (dir >= 9))
2207 { 2032 {
2213 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2038 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2214 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2039 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2215 2040
2216 op->facing = dir; 2041 op->facing = dir;
2217 2042
2218 if (op->hide) 2043 if (op->flag [FLAG_HIDDEN])
2219 do_hidden_move (op); 2044 do_hidden_move (op);
2220 2045
2046 bool retval;
2047 int pick = 0;
2048
2221 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2049 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2222 /*nop */ ; 2050 retval = RESULT_INT (0);
2223 else if (op->contr->fire_on) 2051 else if (op->contr->fire_on)
2224 fire (op, dir); 2052 retval = fire (op, dir);
2225 else 2053 else
2226 { 2054 {
2227 move_player_attack (op, dir); 2055 retval = move_player_attack (op, dir);
2228 pick = check_pick (op); 2056 pick = check_pick (op);
2229 } 2057 }
2230 2058
2231 /* Add special check for newcs players and fire on - this way, the 2059 /* Add special check for newcs players and fire on - this way, the
2232 * server can handle repeat firing. 2060 * server can handle repeat firing.
2239 /* Update how the player looks. Use the facing, so direction may 2067 /* Update how the player looks. Use the facing, so direction may
2240 * get reset to zero. This allows for full animation capabilities 2068 * get reset to zero. This allows for full animation capabilities
2241 * for players. 2069 * for players.
2242 */ 2070 */
2243 animate_object (op, op->facing); 2071 animate_object (op, op->facing);
2244 return 0; 2072
2073 return retval;
2245} 2074}
2246 2075
2247/* This is similar to handle_player, below, but is only used by the 2076/* This is similar to handle_player, below, but is only used by the
2248 * new client/server stuff. 2077 * new client/server stuff.
2249 * This is sort of special, in that the new client/server actually uses 2078 * This is sort of special, in that the new client/server actually uses
2250 * the new speed values for commands. 2079 * the new speed values for commands.
2251 * 2080 *
2252 * Returns true if there are more actions we can do. 2081 * Returns true if there are more actions we can do. Should not do
2082 * many actions in a row, as that would be too unfair to other
2083 * players.
2253 */ 2084 */
2254int 2085bool
2255handle_newcs_player (object *op) 2086handle_newcs_player (object *op)
2256{ 2087{
2257 if (QUERY_FLAG (op, FLAG_SCARED)) 2088 if (QUERY_FLAG (op, FLAG_SCARED))
2258 { 2089 {
2259 flee_player (op); 2090 if (op->speed_left > 0.f)
2260
2261 /* If player is still scared, that is his action for this tick */
2262 if (op->flag [FLAG_SCARED])
2263 { 2091 {
2264 --op->speed_left; 2092 --op->speed_left;
2093 flee_player (op);
2094
2265 return 0; 2095 return true;
2266 } 2096 }
2097 else
2098 return false;
2267 } 2099 }
2268 2100
2269 /* call this here - we also will call this in do_ericserver, but 2101 /* call this here - we also will call this in do_ericserver, but
2270 * the players time has been increased when doericserver has been 2102 * the players time has been increased when doericserver has been
2271 * called, so we recheck it here. 2103 * called, so we recheck it here.
2272 */ 2104 */
2273 if (op->contr->ns->handle_command ()) 2105 if (op->contr->ns->handle_command ())
2274 return 1; 2106 return true;
2275 2107
2276 if (op->speed_left > 0.f)
2277 {
2278 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2108 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2279 {
2280 /* All move commands take 1 tick, at least for now */
2281 --op->speed_left;
2282
2283 /* Instead of all the stuff below, let move_player take care
2284 * of it. Also, some of the skill stuff is only put in
2285 * there, as well as the confusion stuff.
2286 */
2287 move_player (op, op->direction); 2109 return move_player (op, op->direction);
2288 2110
2289 return op->speed_left > 0.f;
2290 }
2291 }
2292
2293 return 0; 2111 return false;
2294} 2112}
2295 2113
2296int 2114static int
2297save_life (object *op) 2115save_life (object *op)
2298{ 2116{
2299 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2117 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2300 return 0; 2118 return 0;
2301 2119
2302 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2120 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2303 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2121 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2304 { 2122 {
2305 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2123 op->play_sound (sound_find ("ob_evaporate"));
2306 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2124 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2307
2308 if (op->contr)
2309 esrv_del_item (op->contr, tmp->count);
2310 2125
2311 tmp->destroy (); 2126 tmp->destroy ();
2312 CLEAR_FLAG (op, FLAG_LIFESAVE); 2127 CLEAR_FLAG (op, FLAG_LIFESAVE);
2313 2128
2314 if (op->stats.hp < 0) 2129 if (op->stats.hp < 0)
2327 return 0; 2142 return 0;
2328} 2143}
2329 2144
2330/* This goes throws the inventory and removes unpaid objects, and puts them 2145/* This goes throws the inventory and removes unpaid objects, and puts them
2331 * back in the map (location and map determined by values of env). This 2146 * back in the map (location and map determined by values of env). This
2332 * function will descend into containers. op is the object to start the search 2147 * function will descend into containers. op is the object to start the search
2333 * from. 2148 * from.
2334 */ 2149 */
2150static void
2151drop_unpaid_items (object *op, object *env)
2152{
2153 while (op)
2154 {
2155 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2156
2157 if (QUERY_FLAG (op, FLAG_UNPAID))
2158 op->insert_at (env);
2159 else if (op->inv)
2160 drop_unpaid_items (op->inv, env);
2161
2162 op = next;
2163 }
2164}
2165
2335void 2166void
2336remove_unpaid_objects (object *op, object *env) 2167object::drop_unpaid_items ()
2337{ 2168{
2338 while (op) 2169 if (!flag [FLAG_REMOVED])
2339 { 2170 ::drop_unpaid_items (inv, this);
2340 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341
2342 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 {
2344 if (env->type == PLAYER)
2345 esrv_del_item (env->contr, op->count);
2346
2347 op->insert_at (env);
2348 }
2349 else if (op->inv)
2350 remove_unpaid_objects (op->inv, env);
2351
2352 op = next;
2353 }
2354}
2355
2356/*
2357 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory.
2362 */
2363char *
2364gravestone_text (object *op)
2365{
2366 static char buf2[MAX_BUF];
2367 char buf[MAX_BUF];
2368 time_t now = time (NULL);
2369
2370 strcpy (buf2, " R.I.P.\n\n");
2371 if (op->type == PLAYER)
2372 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2373 else
2374 sprintf (buf, "%s\n", &op->name);
2375
2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf);
2378 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382
2383 strncat (buf2, " ", 20 - strlen (buf) / 2);
2384 strcat (buf2, buf);
2385 if (op->type == PLAYER)
2386 {
2387 sprintf (buf, "by %s.\n\n", op->contr->killer);
2388 strncat (buf2, " ", 21 - strlen (buf) / 2);
2389 strcat (buf2, buf);
2390 }
2391
2392 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2394 strcat (buf2, buf);
2395
2396 return buf2;
2397} 2171}
2398 2172
2399void 2173void
2400do_some_living (object *op) 2174do_some_living (object *op)
2401{ 2175{
2453 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2227 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2454 else 2228 else
2455 { 2229 {
2456 gen_grace = op->stats.maxgrace; 2230 gen_grace = op->stats.maxgrace;
2457 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2231 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2458 }
2459
2460 /* Regenerate Spell Points */
2461 if (!op->contr->golem && --op->last_sp < 0)
2462 {
2463 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2464 if (op->stats.sp < op->stats.maxsp)
2465 {
2466 op->stats.sp++;
2467 /* dms do not consume food */
2468 if (!QUERY_FLAG (op, FLAG_WIZ))
2469 {
2470 op->stats.food--;
2471 if (op->contr->digestion < 0)
2472 op->stats.food += op->contr->digestion;
2473 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2474 op->stats.food = last_food;
2475 }
2476 }
2477
2478 if (max_sp > 1)
2479 {
2480 over_sp = (gen_sp + 10) / rate_sp;
2481 if (over_sp > 0)
2482 {
2483 if (op->stats.sp < op->stats.maxsp)
2484 {
2485 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2486
2487 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2488 op->stats.sp--;
2489
2490 if (op->stats.sp > op->stats.maxsp)
2491 op->stats.sp = op->stats.maxsp;
2492 }
2493 op->last_sp = 0;
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497 }
2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 } 2232 }
2501 2233
2502 /* Regenerate Grace */ 2234 /* Regenerate Grace */
2503 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2235 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2504 if (--op->last_grace < 0) 2236 if (--op->last_grace < 0)
2525 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2257 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2526 } 2258 }
2527 /* wearing stuff doesn't detract from grace generation. */ 2259 /* wearing stuff doesn't detract from grace generation. */
2528 } 2260 }
2529 2261
2262 if (op->stats.food > 0)
2263 {
2530 /* Regenerate Hit Points */ 2264 /* Regenerate Spell Points */
2531 if (--op->last_heal < 0) 2265 if (!op->contr->golem && --op->last_sp < 0)
2532 {
2533 if (op->stats.hp < op->stats.maxhp)
2534 { 2266 {
2535 op->stats.hp++; 2267 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2536 /* dms do not consume food */ 2268
2537 if (!QUERY_FLAG (op, FLAG_WIZ)) 2269 if (op->stats.sp < op->stats.maxsp)
2538 { 2270 {
2271 op->stats.sp++;
2272
2273 /* dms do not consume food */
2274 if (!QUERY_FLAG (op, FLAG_WIZ))
2275 {
2539 op->stats.food--; 2276 op->stats.food--;
2277
2540 if (op->contr->digestion < 0) 2278 if (op->contr->digestion < 0)
2541 op->stats.food += op->contr->digestion; 2279 op->stats.food += op->contr->digestion;
2542 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2280 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2543 op->stats.food = last_food; 2281 op->stats.food = last_food;
2282 }
2544 } 2283 }
2545 }
2546 2284
2547 if (max_hp > 1) 2285 if (max_sp > 1)
2548 {
2549 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2550 if (over_hp > 0)
2551 { 2286 {
2552 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2287 over_sp = (gen_sp + 10) / rate_sp;
2288 if (over_sp > 0)
2289 {
2290 if (op->stats.sp < op->stats.maxsp)
2291 {
2292 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2293
2294 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2295 op->stats.sp--;
2296
2297 if (op->stats.sp > op->stats.maxsp)
2298 op->stats.sp = op->stats.maxsp;
2299 }
2300
2553 op->last_heal = 0; 2301 op->last_sp = 0;
2302 }
2303 else
2304 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2554 } 2305 }
2555 else 2306 else
2307 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2308 }
2309
2310 /* Regenerate Hit Points */
2311 if (--op->last_heal < 0)
2312 {
2313 if (op->stats.hp < op->stats.maxhp)
2556 { 2314 {
2557 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2315 op->stats.hp++;
2316
2317 /* dms do not consume food */
2318 if (!QUERY_FLAG (op, FLAG_WIZ))
2319 {
2320 op->stats.food--;
2321
2322 if (op->contr->digestion < 0)
2323 op->stats.food += op->contr->digestion;
2324 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2325 op->stats.food = last_food;
2326 }
2558 } 2327 }
2328
2329 if (max_hp > 1)
2330 {
2331 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2332
2333 if (over_hp > 0)
2334 {
2335 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2336 op->last_heal = 0;
2337 }
2338 else
2339 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2559 } 2340 }
2560 else 2341 else
2561 {
2562 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2342 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2563 } 2343 }
2564 } 2344 }
2565 2345
2566 /* Digestion */ 2346 /* Digestion */
2567 if (--op->last_eat < 0) 2347 if (--op->last_eat < 0)
2568 { 2348 {
2569 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2349 int bonus = max (0, op->contr->digestion),
2350 penalty = max (0, -op->contr->digestion);
2570 2351
2571 if (op->contr->gen_hp > 0)
2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2352 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2573 else
2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2575 2353
2576 /* dms do not consume food */ 2354 /* dms do not consume food */
2577 if (!QUERY_FLAG (op, FLAG_WIZ)) 2355 if (!QUERY_FLAG (op, FLAG_WIZ))
2578 op->stats.food--; 2356 op->stats.food--;
2579 } 2357 }
2580 2358
2581 if (op->stats.food < 0 && op->stats.hp >= 0) 2359 if (op->stats.food < 0 && op->stats.hp >= 0)
2582 { 2360 {
2583 object *tmp, *flesh = 0; 2361 object *flesh = 0;
2584 2362
2585 for (tmp = op->inv; tmp; tmp = tmp->below) 2363 for_inv_removable (op, tmp)
2586 { 2364 {
2587 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2365 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2366 continue;
2367
2368 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2588 { 2369 {
2589 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2370 op->statusmsg ("You blindly grab for a bite of food. "
2590 { 2371 "H<To prevent you from starving, you ate some random item from your backpack.>");
2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2592 manual_apply (op, tmp, 0); 2372 manual_apply (op, tmp, 0);
2373
2593 if (op->stats.food >= 0 || op->stats.hp < 0) 2374 if (op->stats.food >= 0 || op->stats.hp < 0)
2594 break; 2375 break;
2595 } 2376 }
2596 else if (tmp->type == FLESH) 2377 else if (tmp->type == FLESH)
2597 flesh = tmp; 2378 flesh = tmp;
2598 } /* End if paid for object */ 2379 }
2599 } /* end of for loop */
2600 2380
2601 /* If player is still starving, it means they don't have any food, so 2381 /* If player is still starving, it means they don't have any food, so
2602 * eat flesh instead. 2382 * eat flesh instead.
2603 */ 2383 */
2604 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2384 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2605 { 2385 {
2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2386 op->statusmsg ("You blindly grab for a bite of food. "
2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2607 manual_apply (op, flesh, 0); 2388 manual_apply (op, flesh, 0);
2608 } 2389 }
2390
2391 // If player is still starving, alert him!
2392 if (op->stats.food < 0)
2393 op->failmsg ("You are starving! "
2394 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2395 }
2396
2397 if (op->stats.food < 0)
2609 } 2398 {
2399 op->stats.hp += op->stats.food;
2400 op->stats.food = 0;
2610 2401
2611 while (op->stats.food < 0 && op->stats.hp >= 0) 2402 if (op->stats.hp < 0)
2612 op->stats.food++, op->stats.hp--; 2403 {
2404 op->contr->killer = archetype::get ("killer_starvation");
2405 op->contr->killer->destroy ();
2406 }
2407 }
2613 2408
2409 /* killer should be set here already */
2614 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2410 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2615 kill_player (op); 2411 kill_player (op);
2616 } 2412 }
2617} 2413}
2618 2414
2622 * file. 2418 * file.
2623 */ 2419 */
2624void 2420void
2625kill_player (object *op) 2421kill_player (object *op)
2626{ 2422{
2627 char buf[MAX_BUF];
2628 int x, y; 2423 int x, y;
2629
2630 //int i;
2631 maptile *map; /* this is for resurrection */ 2424 maptile *map; /* this is for resurrection */
2632
2633 /* int z;
2634 int num_stats_lose;
2635 int lost_a_stat;
2636 int lose_this_stat;
2637 int this_stat; */
2638 int will_kill_again; 2425 int will_kill_again;
2639 archetype *at; 2426 archetype *at;
2640 object *tmp; 2427 object *tmp;
2641 2428
2642 if (save_life (op)) 2429 if (save_life (op))
2643 return; 2430 return;
2644 2431
2432 dynbuf_text deathtab;
2433
2434 /* restore player */
2435 at = archetype::find (shstr_poisoning);
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your body feels cleansed...\r";
2440 }
2441
2442 at = archetype::find (shstr_confusion);
2443 if (object *tmp = present_arch_in_ob (at, op))
2444 {
2445 tmp->destroy ();
2446 deathtab << "Your mind feels clearer...\r";
2447 }
2448
2449 cure_disease (op, 0, 0); /* remove any disease */
2450
2451 max_it (op->stats.hp , op->stats.maxhp);
2452 max_it (op->stats.sp , op->stats.maxsp);
2453 max_it (op->stats.grace, op->stats.maxgrace);
2454
2455 if (op->stats.food <= 0)
2456 op->stats.food = 999;
2457
2458 // remove all spell effects that are active
2459 // to avoid long-term effects such as word-of-recall
2460 for (object *item = op->inv; item; )
2461 {
2462 object *next = item->below;
2463
2464 if (item->type == SPELL_EFFECT && item->active)
2465 item->destroy ();
2466
2467 item = next;
2468 }
2645 2469
2646 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2470 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2647 * in cities ONLY!!! It is very important that this doesn't get abused. 2471 * in cities ONLY!!! It is very important that this doesn't get abused.
2648 * Look at op_on_battleground() for more info --AndreasV 2472 * Look at op_on_battleground() for more info --AndreasV
2649 */ 2473 */
2650 if (op_on_battleground (op, &x, &y)) 2474 if (op_on_battleground (op, &x, &y))
2651 { 2475 {
2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2476 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2654
2655 /* restore player */
2656 at = archetype::find ("poisoning");
2657 if (object *tmp = present_arch_in_ob (at, op))
2658 {
2659 tmp->destroy ();
2660 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2661 }
2662
2663 at = archetype::find ("confusion");
2664 if (object *tmp = present_arch_in_ob (at, op))
2665 {
2666 tmp->destroy ();
2667 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2668 }
2669
2670 cure_disease (op, 0); /* remove any disease */
2671 op->stats.hp = op->stats.maxhp;
2672 if (op->stats.food <= 0)
2673 op->stats.food = 999;
2674 2477
2675 /* create a bodypart-trophy to make the winner happy */ 2478 /* create a bodypart-trophy to make the winner happy */
2676 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2479 object *tmp = archetype::find (shstr_finger)->instance ();
2677 { 2480
2678 sprintf (buf, "%s's finger", &op->name); 2481 tmp->name = format ("%s's finger" , &op->name);
2679 tmp->name = buf; 2482 tmp->name_pl = format ("%s's fingers", &op->name);
2680 sprintf (buf, " This finger has been cut off %s\n" 2483 tmp->msg = format (
2681 " the %s, when he was defeated at\n level %d by %s.\n", 2484 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2682 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2485 &op->name, op->contr->title,
2683 tmp->msg = buf; 2486 (int)op->level,
2487 op->contr->killer_name ()
2488 );
2684 tmp->value = 0, tmp->type = 0; 2489 tmp->value = 0, tmp->type = 0;
2685 tmp->materialname = "organics"; 2490 tmp->material = name_to_material (shstr_organic);
2686 tmp->insert_at (op, tmp); 2491 tmp->insert_at (op, tmp);
2687 }
2688 2492
2689 /* teleport defeated player to new destination */ 2493 /* teleport defeated player to new destination */
2690 transfer_ob (op, x, y, 0, NULL); 2494 transfer_ob (op, x, y, 0, NULL);
2691 op->contr->braced = 0; 2495 op->contr->braced = 0;
2496
2497 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2692 return; 2498 return;
2693 } 2499 }
2694 2500
2501 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2502 deathtab << "T<YOU HAVE DIED>\n\n";
2503
2695 INVOKE_PLAYER (DEATH, op->contr); 2504 INVOKE_PLAYER (DEATH, op->contr);
2696 2505
2697 command_kill_pets (op, 0); 2506 command_kill_pets (op, 0);
2698 2507
2699 if (op->stats.food < 0) 2508 op->contr->play_sound (sound_find ("player_dies"));
2700 {
2701 sprintf (buf, "%s starved to death.", &op->name);
2702 strcpy (op->contr->killer, "starvation");
2703 }
2704 else
2705 sprintf (buf, "%s died.", &op->name);
2706
2707 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2708 2509
2709 /* save the map location for corpse, gravestone */ 2510 /* save the map location for corpse, gravestone */
2710 x = op->x; 2511 x = op->x;
2711 y = op->y; 2512 y = op->y;
2712 map = op->map; 2513 map = op->map;
2740 2541
2741 lost_a_stat = 0; 2542 lost_a_stat = 0;
2742 2543
2743 for (z = 0; z < num_stats_lose; z++) 2544 for (z = 0; z < num_stats_lose; z++)
2744 { 2545 {
2745 i = RANDOM () % NUM_STATS; 2546 i = rndm (NUM_STATS);
2746 2547
2747 if (settings.stat_loss_on_death) 2548 if (settings.stat_loss_on_death)
2748 { 2549 {
2749 /* Pick a random stat and take a point off it. Tell the player 2550 /* Pick a random stat and take a point off it. Tell the player
2750 * what he lost. 2551 * what he lost.
2757 lost_a_stat = 1; 2558 lost_a_stat = 1;
2758 } 2559 }
2759 else 2560 else
2760 { 2561 {
2761 /* deplete a stat */ 2562 /* deplete a stat */
2762 archetype *deparch = archetype::find ("depletion"); 2563 archetype *deparch = archetype::find (shstr_depletion);
2763 object *dep; 2564 object *dep;
2764 2565
2765 dep = present_arch_in_ob (deparch, op); 2566 dep = present_arch_in_ob (deparch, op);
2766 if (!dep) 2567 if (!dep)
2767 { 2568 {
2768 dep = arch_to_object (deparch); 2569 dep = deparch->instance ();
2769 insert_ob_in_ob (dep, op); 2570 insert_ob_in_ob (dep, op);
2770 } 2571 }
2771 lose_this_stat = 1; 2572 lose_this_stat = 1;
2772 if (settings.balanced_stat_loss) 2573 if (settings.balanced_stat_loss)
2773 { 2574 {
2801 } 2602 }
2802 } 2603 }
2803 2604
2804 if (lose_this_stat) 2605 if (lose_this_stat)
2805 { 2606 {
2806 this_stat = get_attr_value (&(dep->stats), i); 2607 this_stat = get_attr_value (&dep->stats, i);
2807 /* We could try to do something clever like find another 2608 /* We could try to do something clever like find another
2808 * stat to reduce if this fails. But chances are, if 2609 * stat to reduce if this fails. But chances are, if
2809 * stats have been depleted to -50, all are pretty low 2610 * stats have been depleted to -50, all are pretty low
2810 * and should be roughly the same, so it shouldn't make a 2611 * and should be roughly the same, so it shouldn't make a
2811 * difference. 2612 * difference.
2819 lost_a_stat = 1; 2620 lost_a_stat = 1;
2820 } 2621 }
2821 } 2622 }
2822 } 2623 }
2823 } 2624 }
2625
2824 /* If no stat lost, tell the player. */ 2626 /* If no stat lost, tell the player. */
2825 if (!lost_a_stat) 2627 if (!lost_a_stat)
2826 { 2628 {
2827 /* determine_god() seems to not work sometimes... why is this? 2629 /* determine_god() seems to not work sometimes... why is this?
2828 Should I be using something else? GD */ 2630 Should I be using something else? GD */
2829 const char *god = determine_god (op); 2631 shstr_tmp god = determine_god (op);
2830 2632
2831 if (god && (strcmp (god, "none"))) 2633 if (god != shstr_none)
2832 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2634 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2833 else 2635 else
2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2636 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2835 } 2637 }
2836#else 2638#else
2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2639 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2838#endif 2640#endif
2839 2641
2840 /* Put a gravestone up where the character 'almost' died. List the 2642 /* Put a gravestone up where the character 'almost' died. List the
2841 * exp loss on the stone. 2643 * exp loss on the stone.
2842 */ 2644 */
2843 tmp = arch_to_object (archetype::find ("gravestone")); 2645 tmp = archetype::find (shstr_gravestone)->instance ();
2844 sprintf (buf, "%s's gravestone", &op->name); 2646 tmp->name = format ("%s's gravestone", &op->name);
2845 tmp->name = buf; 2647 tmp->name_pl = format ("%s's gravestones", &op->name);
2846 sprintf (buf, "%s's gravestones", &op->name); 2648 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2847 tmp->name_pl = buf; 2649 &op->name, op->contr->title, op->contr->killer_name ());
2848 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2849 tmp->msg = buf;
2850 tmp->x = op->x, tmp->y = op->y; 2650 tmp->x = op->x, tmp->y = op->y;
2851 insert_ob_in_map (tmp, op->map, NULL, 0); 2651 insert_ob_in_map (tmp, op->map, NULL, 0);
2852 2652
2853 /**************************************/ 2653 /**************************************/
2854 /* */ 2654 /* */
2855 /* Subtract the experience points, */ 2655 /* Subtract the experience points, */
2856 /* if we died cause of food, give us */
2857 /* food, and reset HP's... */
2858 /* */ 2656 /* */
2859 /**************************************/ 2657 /**************************************/
2860 2658
2861 /* remove any poisoning and confusion the character may be suffering. */
2862 /* restore player */
2863 at = archetype::find ("poisoning");
2864 tmp = present_arch_in_ob (at, op);
2865
2866 if (tmp)
2867 {
2868 tmp->destroy ();
2869 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2870 }
2871
2872 at = archetype::find ("confusion");
2873 tmp = present_arch_in_ob (at, op);
2874 if (tmp)
2875 {
2876 tmp->destroy ();
2877 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2878 }
2879
2880 cure_disease (op, 0); /* remove any disease */
2881
2882 /*add_exp(op, (op->stats.exp * -0.20)); */ 2659 /*add_exp(op, (op->stats.exp * -0.20)); */
2883 apply_death_exp_penalty (op); 2660 apply_death_exp_penalty (op);
2884 if (op->stats.food < 100)
2885 op->stats.food = 900;
2886 op->stats.hp = op->stats.maxhp;
2887 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2888 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2889 2661
2890 /* 2662 /*
2891 * Check to see if the player has any unpaid items. If so, remove them 2663 * Check to see if the player has any unpaid items. If so, remove them
2892 * and put them back in the map. 2664 * and put them back in the map.
2893 */ 2665 */
2894 remove_unpaid_objects (op->inv, op); 2666 op->drop_unpaid_items ();
2895 2667
2896 /****************************************/ 2668 /****************************************/
2897 /* */ 2669 /* */
2898 /* Move player to his current respawn- */ 2670 /* Move player to his current respawn- */
2899 /* position (usually last savebed) */ 2671 /* position (usually last savebed) */
2928 if (will_kill_again & (1 << at)) 2700 if (will_kill_again & (1 << at))
2929 force->resist[at] = 100; 2701 force->resist[at] = 100;
2930 2702
2931 insert_ob_in_ob (force, op); 2703 insert_ob_in_ob (force, op);
2932 op->update_stats (); 2704 op->update_stats ();
2933
2934 } 2705 }
2935 2706
2936 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2707 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2937} 2708}
2938 2709
2939void 2710static void
2940loot_object (object *op) 2711loot_object (object *op)
2941{ /* Grab and destroy some treasure */ 2712{ /* Grab and destroy some treasure */
2942 object *tmp, *tmp2, *next; 2713 object *tmp, *tmp2, *next;
2943 2714
2944 op->close_container (); /* close open sack first */ 2715 op->close_container (); /* close open sack first */
2958 2729
2959 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2730 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2960 { 2731 {
2961 if (tmp->nrof > 1) 2732 if (tmp->nrof > 1)
2962 { 2733 {
2963 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2734 tmp->decrease (rndm (1, tmp->nrof - 1));
2964 tmp2->destroy ();
2965 insert_ob_in_map (tmp, op->map, NULL, 0); 2735 insert_ob_in_map (tmp, op->map, NULL, 0);
2966 } 2736 }
2967 else 2737 else
2968 tmp->destroy (); 2738 tmp->destroy ();
2969 } 2739 }
2976 * fix_weight(): Check recursively the weight of all players, and fix 2746 * fix_weight(): Check recursively the weight of all players, and fix
2977 * what needs to be fixed. Refresh windows and fix speed if anything 2747 * what needs to be fixed. Refresh windows and fix speed if anything
2978 * was changed. 2748 * was changed.
2979 */ 2749 */
2980void 2750void
2981fix_weight (void) 2751fix_weight ()
2982{ 2752{
2983 for_all_players (pl) 2753 for_all_players (pl)
2984 { 2754 {
2985 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2755 sint32 old = pl->ob->carrying;
2986 2756
2987 if (old == sum) 2757 pl->ob->update_weight ();
2988 continue; 2758
2759 if (old != pl->ob->carrying)
2760 {
2989 pl->ob->update_stats (); 2761 pl->ob->update_stats ();
2990 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2762 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2763 }
2991 } 2764 }
2992} 2765}
2993 2766
2994void 2767void
2995fix_luck (void) 2768fix_luck ()
2996{ 2769{
2997 for_all_players (pl) 2770 for_all_players (pl)
2998 if (!pl->ob->contr->ns->state) 2771 if (!pl->ob->contr->ns->state)
2999 pl->ob->change_luck (0); 2772 pl->ob->change_luck (0);
3000} 2773}
3037} 2810}
3038 2811
3039void 2812void
3040make_visible (object *op) 2813make_visible (object *op)
3041{ 2814{
3042 op->hide = 0; 2815 op->flag [FLAG_HIDDEN] = 0;
3043 op->invisible = 0; 2816 op->invisible = 0;
2817
3044 if (op->type == PLAYER) 2818 if (op->type == PLAYER)
3045 { 2819 {
3046 op->contr->tmp_invis = 0; 2820 op->contr->tmp_invis = 0;
3047 op->contr->invis_race = 0; 2821 op->contr->invis_race = 0;
3048 } 2822 }
3051} 2825}
3052 2826
3053int 2827int
3054is_true_undead (object *op) 2828is_true_undead (object *op)
3055{ 2829{
3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2830 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3057 return 1; 2831 return 1;
3058 2832
3059 return 0; 2833 return 0;
3060} 2834}
3061 2835
3062/* look at the surrounding terrain to determine 2836/* look at the surrounding terrain to determine
3063 * the hideability of this object. Positive levels 2837 * the hideability of this object. Positive levels
3064 * indicate greater hideability. 2838 * indicate greater hideability.
3065 */ 2839 */
3066
3067int 2840int
3068hideability (object *ob) 2841hideability (object *ob)
3069{ 2842{
3070 int i, level = 0, mflag; 2843 int i, level = 0, mflag;
3071 sint16 x, y; 2844 sint16 x, y;
3072 2845
3073 if (!ob || !ob->map) 2846 if (!ob || !ob->map)
3074 return 0; 2847 return 0;
3075 2848
3076 /* so, on normal lighted maps, its hard to hide */ 2849 /* so, on normal lighted maps, its hard to hide */
3077 level = ob->map->darkness - 2; 2850 level = ob->map->darklevel () - 2;
3078 2851
3079 /* this also picks up whether the object is glowing. 2852 /* this also picks up whether the object is glowing.
3080 * If you carry a light on a non-dark map, its not 2853 * If you carry a light on a non-dark map, its not
3081 * as bad as carrying a light on a pitch dark map */ 2854 * as bad as carrying a light on a pitch dark map */
3082 if (has_carried_lights (ob)) 2855 if (ob->has_carried_lights ())
3083 level = -(10 + (2 * ob->map->darkness)); 2856 level = -(10 + (2 * ob->map->darklevel ()));
3084 2857
3085 /* scan through all nearby squares for terrain to hide in */ 2858 /* scan through all nearby squares for terrain to hide in */
3086 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2859 for (i = 0, x = ob->x, y = ob->y;
2860 i <= SIZEOFFREE1;
2861 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3087 { 2862 {
3088 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2863 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3089 if (mflag & P_OUT_OF_MAP) 2864 if (mflag & P_OUT_OF_MAP)
3090 {
3091 continue; 2865 continue;
3092 } 2866
3093 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2867 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3094 level += 2; 2868 level += 2;
3095 else /* open terrain! */ 2869 else /* open terrain! */
3096 level -= 1; 2870 level -= 1;
3097 } 2871 }
3105/* For Hidden creatures - a chance of becoming 'unhidden' 2879/* For Hidden creatures - a chance of becoming 'unhidden'
3106 * every time they move - as we subtract off 'invisibility' 2880 * every time they move - as we subtract off 'invisibility'
3107 * AND, for players, if they move into a ridiculously unhideable 2881 * AND, for players, if they move into a ridiculously unhideable
3108 * spot (surrounded by clear terrain in broad daylight). -b.t. 2882 * spot (surrounded by clear terrain in broad daylight). -b.t.
3109 */ 2883 */
3110
3111void 2884void
3112do_hidden_move (object *op) 2885do_hidden_move (object *op)
3113{ 2886{
3114 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2887 int hide = 0;
3115 object *skop;
3116 2888
3117 if (!op || !op->map) 2889 if (!op || !op->map)
3118 return; 2890 return;
3119 2891
3120 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2892 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2893 int num = random_roll (0, 19, op, PREFER_LOW);
3121 2894
3122 /* its *extremely* hard to run and sneak/hide at the same time! */ 2895 /* its *extremely* hard to run and sneak/hide at the same time! */
3123 if (op->type == PLAYER && op->contr->run_on) 2896 if (op->type == PLAYER && op->contr->run_on)
3124 if (!skop || num >= skop->level) 2897 if (!skop || num >= skop->level)
3125 { 2898 {
3135 num -= hide; 2908 num -= hide;
3136 2909
3137 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2910 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3138 { 2911 {
3139 make_visible (op); 2912 make_visible (op);
2913
3140 if (op->type == PLAYER) 2914 if (op->type == PLAYER)
3141 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2915 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3142 } 2916 }
3143 else if (op->type == PLAYER && skop) 2917 else if (op->type == PLAYER && skop)
3144 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2918 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3197 * object op. This function works fine for monsters, 2971 * object op. This function works fine for monsters,
3198 * but we dont worry if the object isnt the top one in 2972 * but we dont worry if the object isnt the top one in
3199 * a pile (say a coin under a table would return "viewable" 2973 * a pile (say a coin under a table would return "viewable"
3200 * by this routine). Another question, should we be 2974 * by this routine). Another question, should we be
3201 * concerned with the direction the player is looking 2975 * concerned with the direction the player is looking
3202 * in? Realistically, most of use cant see stuff behind 2976 * in? Realistically, most of us can't see stuff behind
3203 * our backs...on the other hand, does the "facing" direction 2977 * our backs...on the other hand, does the "facing" direction
3204 * imply the way your head, or body is facing? Its possible 2978 * imply the way your head, or body is facing? It's possible
3205 * for them to differ. Sigh, this fctn could get a bit more complex. 2979 * for them to differ. Sigh, this fctn could get a bit more complex.
3206 * -b.t. 2980 * -b.t.
3207 * This function is now map tiling safe. 2981 * This function is now map tiling safe.
3208 */ 2982 */
3209
3210int 2983int
3211player_can_view (object *pl, object *op) 2984player_can_view (object *pl, object *op)
3212{ 2985{
3213 rv_vector rv; 2986 rv_vector rv;
3214 int dx, dy; 2987 int dx, dy;
3226 2999
3227 get_rangevector (pl, op, &rv, 0x1); 3000 get_rangevector (pl, op, &rv, 0x1);
3228 3001
3229 /* starting with the 'head' part, lets loop 3002 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any 3003 * through the object and find if it has any
3231 * part that is in the los array but isnt on 3004 * part that is in the los array but isn't on
3232 * a blocked los square. 3005 * a blocked los square.
3233 * we use the archetype to figure out offsets. 3006 * we use the archetype to figure out offsets.
3234 */ 3007 */
3235 while (op) 3008 while (op)
3236 { 3009 {
3237 dx = rv.distance_x + op->arch->clone.x; 3010 dx = rv.distance_x + op->arch->x;
3238 dy = rv.distance_y + op->arch->clone.y; 3011 dy = rv.distance_y + op->arch->y;
3239 3012
3240 /* only the viewable area the player sees is updated by LOS 3013 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3241 * code, so we need to restrict ourselves to that range of values
3242 * for any meaningful values.
3243 */
3244 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3245 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3246 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3247 return 1; 3014 return 1;
3015
3248 op = op->more; 3016 op = op->more;
3249 } 3017 }
3250 return 0;
3251}
3252 3018
3253/* routine for both players and monsters. We call this when
3254 * there is a possibility for our action distrubing our hiding
3255 * place or invisiblity spell. Artefact invisiblity is not
3256 * effected by this. If we arent invisible to begin with, we
3257 * return 0.
3258 */
3259int
3260action_makes_visible (object *op)
3261{
3262
3263 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3264 {
3265 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3266 return 0;
3267
3268 if (op->contr && op->contr->tmp_invis == 0)
3269 return 0;
3270
3271 /* If monsters, they should become visible */
3272 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3273 {
3274 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3275 return 1;
3276 }
3277 }
3278 return 0; 3019 return 0;
3279} 3020}
3280 3021
3281/* op_on_battleground - checks if the given object op (usually 3022/* op_on_battleground - checks if the given object op (usually
3282 * a player) is standing on a valid battleground-tile, 3023 * a player) is standing on a valid battleground-tile,
3287 * Default is to do the same as before, so only people wanting to have different points need worry about this 3028 * Default is to do the same as before, so only people wanting to have different points need worry about this
3288 */ 3029 */
3289int 3030int
3290op_on_battleground (object *op, int *x, int *y) 3031op_on_battleground (object *op, int *x, int *y)
3291{ 3032{
3292 object *tmp;
3293
3294 /* A battleground-tile needs the following attributes to be valid: 3033 /* A battleground-tile needs the following attributes to be valid:
3295 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3034 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3296 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3035 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3297 * and the exit-coordinates sp/hp must both be > 0. 3036 * and the exit-coordinates sp/hp must both be > 0.
3298 * => The intention here is to prevent abuse of the battleground- 3037 * => The intention here is to prevent abuse of the battleground-
3299 * feature (like pickable or hidden battleground tiles). */ 3038 * feature (like pickable or hidden battleground tiles). */
3300 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3039 for (object *tmp = op->below; tmp; tmp = tmp->below)
3301 { 3040 {
3302 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3041 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3303 { 3042 {
3304 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3043 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3305 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3044 && tmp->type == BATTLEGROUND
3045 && tmp->name == shstr_battleground
3046 && EXIT_X (tmp) && EXIT_Y (tmp))
3306 { 3047 {
3307 /*before we assign the exit, check if this is a teambattle */ 3048 /* before we assign the exit, check if this is a teambattle */
3308 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3049 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3309 { 3050 {
3310 object *invtmp;
3311
3312 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3051 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3313 { 3052 {
3314 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3053 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3315 { 3054 {
3316 if (x != NULL && y != NULL) 3055 if (x && y)
3317 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3056 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3057
3318 return 1; 3058 return 1;
3319 } 3059 }
3320 } 3060 }
3321 } 3061 }
3062
3322 if (x != NULL && y != NULL) 3063 if (x && y)
3323 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3064 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3065
3324 return 1; 3066 return 1;
3325 } 3067 }
3326 } 3068 }
3327 } 3069 }
3070
3328 /* If we got here, did not find a battleground */ 3071 /* If we got here, did not find a battleground */
3329 return 0; 3072 return 0;
3330} 3073}
3331 3074
3332/* 3075/*
3348 char buf[MAX_BUF]; /* tmp. string buffer */ 3091 char buf[MAX_BUF]; /* tmp. string buffer */
3349 int i = 0, j = 0; 3092 int i = 0, j = 0;
3350 3093
3351 /* get the appropriate treasurelist */ 3094 /* get the appropriate treasurelist */
3352 if (atnr == ATNR_FIRE) 3095 if (atnr == ATNR_FIRE)
3353 trlist = treasurelist::find ("dragon_ability_fire"); 3096 trlist = treasurelist::find (shstr_dragon_ability_fire);
3354 else if (atnr == ATNR_COLD) 3097 else if (atnr == ATNR_COLD)
3355 trlist = treasurelist::find ("dragon_ability_cold"); 3098 trlist = treasurelist::find (shstr_dragon_ability_cold);
3356 else if (atnr == ATNR_ELECTRICITY) 3099 else if (atnr == ATNR_ELECTRICITY)
3357 trlist = treasurelist::find ("dragon_ability_elec"); 3100 trlist = treasurelist::find (shstr_dragon_ability_elec);
3358 else if (atnr == ATNR_POISON) 3101 else if (atnr == ATNR_POISON)
3359 trlist = treasurelist::find ("dragon_ability_poison"); 3102 trlist = treasurelist::find (shstr_dragon_ability_poison);
3360 3103
3361 if (trlist == NULL || who->type != PLAYER) 3104 if (trlist == NULL || who->type != PLAYER)
3362 return; 3105 return;
3363 3106
3364 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3107 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3368 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3111 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3369 return; 3112 return;
3370 } 3113 }
3371 3114
3372 /* everything seems okay - now bring on the gift: */ 3115 /* everything seems okay - now bring on the gift: */
3373 item = &(tr->item->clone); 3116 item = tr->item;
3374 3117
3375 if (item->type == SPELL) 3118 if (item->type == SPELL)
3376 { 3119 {
3377 if (check_spell_known (who, item->name)) 3120 if (check_spell_known (who, item->name))
3378 return; 3121 return;
3437 { 3180 {
3438 /* forces in the treasurelist can alter the player's stats */ 3181 /* forces in the treasurelist can alter the player's stats */
3439 object *skin; 3182 object *skin;
3440 3183
3441 /* first get the dragon skin force */ 3184 /* first get the dragon skin force */
3442 shstr_cmp dragon_skin_force ("dragon_skin_force");
3443 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3185 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3444 ; 3186 ;
3445 3187
3446 if (!skin) 3188 if (!skin)
3447 return; 3189 return;
3448 3190
3481 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3223 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3482 } 3224 }
3483 else 3225 else
3484 { 3226 {
3485 /* generate misc. treasure */ 3227 /* generate misc. treasure */
3486 tmp = arch_to_object (tr->item); 3228 tmp = tr->item->instance ();
3487 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3229 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3488 tmp = insert_ob_in_ob (tmp, who); 3230 who->insert (tmp);
3489 if (who->type == PLAYER)
3490 esrv_send_item (who, tmp);
3491 } 3231 }
3492} 3232}
3493 3233
3494/** 3234/**
3495 * Unready an object for a player. This function does nothing if the object was 3235 * Unready an object for a player. This function does nothing if the object was
3506 3246
3507 if (pl->ranged_ob == ob) 3247 if (pl->ranged_ob == ob)
3508 pl->ranged_ob = 0; 3248 pl->ranged_ob = 0;
3509} 3249}
3510 3250
3251//-GPL
3252
3511sint8 3253sint8
3512player::visibility_at (maptile *map, int x, int y) const 3254player::darkness_at (maptile *map, int x, int y) const
3513{ 3255{
3514 if (!ns) 3256 if (!ns)
3515 return 0; 3257 return LOS_BLOCKED;
3516 3258
3517 int dx, dy; 3259 int dx, dy;
3518 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3260 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3519 return 0; 3261 return LOS_BLOCKED;
3520 3262
3521 x += dx - ns->current_x + ns->mapx / 2; 3263 x += dx - ns->current_x;
3522 y += dy - ns->current_y + ns->mapy / 2; 3264 y += dy - ns->current_y;
3523 3265
3524 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3525 return 0;
3526
3527 return 100 - blocked_los [x][y]; 3266 return blocked_los (x, y);
3528} 3267}
3268
3269void
3270player::infobox (const char *title, const char *msg, int color)
3271{
3272 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3273}
3274
3275void
3276player::statusmsg (const char *msg, int color)
3277{
3278 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3279}
3280
3281void
3282player::failmsg (const char *msg, int color)
3283{
3284 play_sound (sound_find ("generic_failure"));
3285 statusmsg (msg, color);
3286}
3287

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