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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 1.269 by root, Sat Apr 10 04:54:10 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213 80
214 players.erase (this); 81 players.erase (this);
215} 82}
216 83
217// connect the player with a specific client 84// connect the player with a specific client
227 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
228 95
229 ns->update_look = 0; 96 ns->update_look = 0;
230 ns->look_position = 0; 97 ns->look_position = 0;
231 98
232 clear_los (ob); 99 clear_los ();
233 100
234 ns->reset_stats (); 101 ns->reset_stats ();
235 102
236 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
239 106
240 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
241 link_player_skills (ob); 108 link_skills ();
242 109
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
246 111
247 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
249 { 114 {
250 object *tmp, *abil = 0, *skin = 0; 115 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");
254 116
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 120 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 122 skin = tmp;
261 123
262 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
263 } 125 }
264 126
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 128
267 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL:
278 case SKILL_TOOL:
279 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY);
281 apply_special (ob, op, AP_APPLY);
282 break;
283 }
284 130
285 ob->update_stats (); 131 ob->update_stats ();
132
286 ns->floorbox_update (); 133 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
290 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
291 activate (); 143 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296 144
297 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
299} 147}
300 148
301void 149void
302player::disconnect () 150player::disconnect ()
303{ 151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
304 if (ns) 158 if (ns)
305 { 159 {
306 if (active) 160 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308 162
311 ns->reset_stats (); 165 ns->reset_stats ();
312 ns->pl = 0; 166 ns->pl = 0;
313 ns = 0; 167 ns = 0;
314 } 168 }
315 169
316 if (ob) 170 // this is important for the player scheduler to get the correct refcount
317 ob->close_container (); //TODO: client-specific 171 // when ns = 0
172 observe = viewpoint = ob;
318 173
319 deactivate (); 174 deactivate ();
320} 175}
176
177//-GPL
321 178
322// the need for this function can be explained 179// the need for this function can be explained
323// by load_object not returning the object 180// by load_object not returning the object
324void 181void
325player::set_object (object *op) 182player::set_object (object *op)
326{ 183{
327 ob = op; 184 ob = observe = viewpoint = op;
328 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
329 186
187 ob->speed = 1.0f;
330 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
331 ob->speed = 1.0f; 189
332 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
333} 191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
334 208
335player::player () 209player::player ()
336{ 210{
337 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point. 212 * we deal with that below this point.
344 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
345 219
346 gen_sp_armour = 10; 220 gen_sp_armour = 10;
347 bowtype = bow_normal; 221 bowtype = bow_normal;
348 petmode = pet_normal; 222 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers; 223 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
352 do_los = 1; 225 do_los = 1;
226
227 weapon_sp = 1.0f;
228 weapon_sp_left = 0.5f;
353} 229}
354 230
355void 231void
356player::do_destroy () 232player::do_destroy ()
357{ 233{
358 disconnect (); 234 disconnect ();
359 235
360 attachable::do_destroy (); 236 attachable::do_destroy ();
361 237
362 if (ob) 238 if (ob)
363 {
364 ob->destroy_inv (false);
365 ob->destroy (); 239 ob->destroy ();
366 } 240
241 ob = observe = viewpoint = 0;
367} 242}
368 243
369player::~player () 244player::~player ()
370{ 245{
371 /* Clear item stack */ 246 /* Clear item stack */
372 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
373} 276}
374 277
375/* Tries to add player on the connection passed in ns. 278/* 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 279 * All we can really get in this is some settings like host and display
377 * mode. 280 * mode.
379player * 282player *
380player::create () 283player::create ()
381{ 284{
382 player *pl = new player; 285 player *pl = new player;
383 286
384 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
385 288
386 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
389 292
390 set_first_map (pl->ob); 293 set_first_map (pl->ob);
391 294
392 return pl; 295 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} 296}
422 297
423object * 298object *
424get_nearest_player (object *mon) 299get_nearest_player (object *mon)
425{ 300{
428 unsigned lastdist; 303 unsigned lastdist;
429 rv_vector rv; 304 rv_vector rv;
430 305
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 307 {
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)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 309 continue;
462 310
463 if (lastdist > rv.distance) 311 if (lastdist > rv.distance)
464 { 312 {
659 507
660 return firstdir; 508 return firstdir;
661} 509}
662 510
663void 511void
664give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
665{ 513{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 514 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 516
671 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
672 { 518 {
673 next = op->below; 519 next = op->below;
674 520
675 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
681 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 528 * by this player due to race restrictions
683 */ 529 */
684 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
685 { 531 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
533 &&
687 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
537 || op->type == BRACERS || op->type == GIRDLE))
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 538 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 { 539 {
692 op->destroy (); 540 op->destroy ();
693 continue; 541 continue;
694 } 542 }
695 } 543 }
696 544
697 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
698 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
699 * have a good idea what to replace it with (need something like 547 * generated by bad treasurelists. - elmex
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */ 548 */
703 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
704 { 550 {
705 object *tmp;
706
707 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 { 553 {
713 op->destroy (); 554 op->destroy ();
555 LOG (llevError,
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
715 continue; 557 break;
716 } 558 }
717 559
718 if (op->nrof > 1) 560 if (op->nrof > 1)
719 op->nrof = 1; 561 op->nrof = 1;
720 } 562 }
721 563
722 if (op->type == SPELLBOOK && op->inv) 564 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 565 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 566
727 /* Give starting characters identified, uncursed, and undamned 567 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 568 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 569 * merged properly.
730 */ 570 */
731 if (need_identify (op)) 571 if (need_identify (op))
732 { 572 {
733 SET_FLAG (op, FLAG_IDENTIFIED); 573 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED); 574 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED); 575 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 576 }
577
737 if (op->type == SPELL) 578 if (op->type == SPELL)
738 { 579 {
739 op->destroy (); 580 op->destroy ();
740 continue; 581 continue;
741 } 582 }
743 { 584 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 585 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 586 op->stats.exp = 0;
746 op->level = 1; 587 op->level = 1;
747 } 588 }
748 /* lock all 'normal items by default */ 589 else /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED); 590 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 591 } /* for loop of objects in player inv */
752 592
753 /* Need to set up the skill pointers */ 593 /* Need to set up the skill pointers */
754 link_player_skills (pl); 594 pl->contr->link_skills ();
755} 595}
756 596
757void 597void
758get_party_password (object *op, partylist *party) 598get_party_password (object *op, partylist *party)
759{ 599{
769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 609 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
770} 610}
771 611
772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 612/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
773static int 613static int
774roll_stat (void) 614roll_stat ()
775{ 615{
776 int a[4], i, j, k; 616 int a[4], i, j, k;
777 617
778 for (i = 0; i < 4; i++) 618 for (i = 0; i < 4; i++)
779 a[i] = (int) rndm (6) + 1; 619 a[i] = (int) rndm (6) + 1;
860static void 700static void
861start_info (object *op) 701start_info (object *op)
862{ 702{
863 char buf[MAX_BUF]; 703 char buf[MAX_BUF];
864 704
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 705 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 706 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} 707}
870 708
871/* This function takes the key that is passed, and does the 709/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 710 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 711 * The function name is for historical reasons - now we have
876 */ 714 */
877void 715void
878player::chargen_race_done () 716player::chargen_race_done ()
879{ 717{
880 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
881 esrv_new_player (ob->contr, ob->weight + ob->carrying); 719 esrv_new_player (ob->contr);
882 720
883 treasurelist *tl = treasurelist::find ("starting_wealth"); 721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
884 if (tl) 722 if (tl)
885 create_treasure (tl, ob, 0, 0, 0); 723 create_treasure (tl, ob, 0, 0, 0);
886 724
887 INVOKE_PLAYER (BIRTH, ob->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, ob->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
889 727
890 ob->contr->ns->state = ST_PLAYING; 728 ob->contr->ns->state = ST_PLAYING;
891 729
892 if (ob->msg) 730 if (ob->msg)
893 ob->msg = 0; 731 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 }
903 732
904 start_info (ob); 733 start_info (ob);
905 CLEAR_FLAG (ob, FLAG_WIZ); 734 CLEAR_FLAG (ob, FLAG_WIZ);
906 give_initial_items (ob, ob->randomitems); 735 give_initial_items (ob, ob->randomitems);
907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob); 736 esrv_send_inventory (ob, ob);
909 ob->update_stats (); 737 ob->update_stats ();
910 738
911 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
912 * is one for this race 740 * is one for this race
913 */ 741 */
914 if (*first_map_ext_path) 742 if (*first_map_ext_path)
915 { 743 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 744 else
930 LOG (llevDebug, "first_map_ext_path not set\n"); 745 LOG (llevDebug, "first_map_ext_path not set\n");
931} 746}
932 747
933void 748void
943 int x = ob->x, y = ob->y; 758 int x = ob->x, y = ob->y;
944 759
945 ob->remove_statbonus (); 760 ob->remove_statbonus ();
946 ob->remove (); 761 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 762 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 763 ob->arch->copy_to (ob);
949 ob->instantiate (); 764 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 765 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 766 ob->name = ob->name_pl = name;
952 ob->x = x; 767 ob->x = x;
953 ob->y = y; 768 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 769 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 770 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 771 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 772 ob->add_statbonus ();
958 } 773 }
959 while (!allowed_class (ob)); 774 while (!allowed_class (ob));
960 775
961 update_object (ob, UP_OBJ_FACE); 776 update_object (ob, UP_OBJ_FACE);
964 ob->stats.hp = ob->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
965 ob->stats.sp = ob->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
966 ob->stats.grace = 0; 781 ob->stats.grace = 0;
967} 782}
968 783
969void 784static void
970flee_player (object *op) 785flee_player (object *op)
971{ 786{
972 int dir, diff; 787 int dir, diff;
973 rv_vector rv; 788 rv_vector rv;
974 789
977 LOG (llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 793 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 794 return;
980 } 795 }
981 796
982 if (op->enemy == NULL) 797 if (!op->enemy)
983 { 798 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n"); 799 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED); 800 CLEAR_FLAG (op, FLAG_SCARED);
986 return; 801 return;
987 } 802 }
988 803
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)) 804 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 { 805 {
1002 op->enemy = NULL; 806 op->enemy = NULL;
1003 CLEAR_FLAG (op, FLAG_SCARED); 807 CLEAR_FLAG (op, FLAG_SCARED);
1004 return; 808 return;
1007 get_rangevector (op, op->enemy, &rv, 0); 811 get_rangevector (op, op->enemy, &rv, 0);
1008 812
1009 dir = absdir (4 + rv.direction); 813 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++) 814 for (diff = 0; diff < 3; diff++)
1011 { 815 {
1012 int m = 1 - (RANDOM () & 2); 816 int m = 1 - rndm (2) * 2;
1013 817
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 818 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1015 return; 819 return;
1016 } 820 }
1017 821
1018 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
1019 CLEAR_FLAG (op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
1028check_pick (object *op) 832check_pick (object *op)
1029{ 833{
1030 object *tmp, *next; 834 object *tmp, *next;
1031 int stop = 0; 835 int stop = 0;
1032 int wvratio; 836 int wvratio;
1033 char putstring[128];
1034 837
1035 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
1037 return 1; 840 return 1;
1038 841
1039 next = op->below; 842 next = op->below;
843
844 int cnt = MAX_ITEM_PER_ACTION;
845#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1040 846
1041 /* loop while there are items on the floor that are not marked as 847 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 848 * destroyed */
1043 while (next && !next->destroyed ()) 849 while (next && !next->destroyed ())
1044 { 850 {
1045 tmp = next; 851 tmp = next;
1046 next = tmp->below; 852 next = tmp->below;
1047 853
854 if (cnt <= 0)
855 {
856 op->failmsg ("Couldn't pickup all items at once.");
857 return 0;
858 }
859
1048 if (op->destroyed ()) 860 if (op->destroyed ())
1049 return 0; 861 return 0;
1050 862
1051 if (!can_pick (op, tmp)) 863 if (!can_pick (op, tmp))
1052 continue; 864 continue;
1053 865
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 866 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 867 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 868 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 869 CHK_PICK_PICKUP;
870
1058 continue; 871 continue;
1059 } 872 }
1060 873
1061 /* high not bit set? We're using the old autopickup model */ 874 /* pickup handling */
875 if (op->contr->mode & PU_DEBUG)
876 {
877 /* some debugging code to figure out item information */
878 const char *str = tmp->name
879 ? format ("item name: %s item type: %d weight/value: %d",
880 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
881 : format ("item name: %s item type: %d weight/value: %d",
882 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
883
884 new_draw_info (NDI_UNIQUE, 0, op, str);
885 }
886
887 if (op->contr->mode & PU_INHIBIT)
888 return 1;
889
890 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
891 return 1;
892
893 /* philosophy:
894 * It's easy to grab an item type from a pile, as long as it's
895 * generic. This takes no game-time. For more detailed pickups
896 * and selections, select-items should be used. This is a
897 * grab-as-you-run type mode that's really useful for arrows for
898 * example.
899 * The drawback: right now it has no frontend, so you need to
900 * stick the bits you want into a calculator in hex mode and then
901 * convert to decimal and then 'pickup <#>
902 */
903
904 /* the first two modes are exclusive: if NOTHING we return, if
905 * STOP then we stop. All the rest are applied sequentially,
906 * meaning if any test passes, the item gets picked up. */
907
908 /* if mode is set to pick nothing up, return */
909 if (op->contr->mode == PU_NOTHING)
910 return 1;
911
912 /* if mode is set to stop when encountering objects, return */
913 /* take STOP before INHIBIT since it doesn't actually pick
914 * anything up */
915 if (op->contr->mode & PU_STOP)
916 return 0;
917
918 /* useful for going into stores and not losing your settings... */
919 /* and for battles wher you don't want to get loaded down while
920 * fighting */
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 /* prevent us from turning into auto-thieves :) */
925 if (QUERY_FLAG (tmp, FLAG_UNPAID))
926 continue;
927
928 /* ignore known cursed objects */
929 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
930 continue;
931
932 /* all food and drink if desired */
933 /* question: don't pick up known-poisonous stuff? */
1062 if (!(op->contr->mode & PU_NEWMODE)) 934 if (op->contr->mode & PU_FOOD)
935 if (tmp->type == FOOD)
1063 { 936 {
1064 switch (op->contr->mode) 937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_DRINK)
942 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 if (op->contr->mode & PU_POTION)
949 if (tmp->type == POTION)
950 {
951 CHK_PICK_PICKUP;
952 continue;
953 }
954
955 /* spellbooks, skillscrolls and normal books/scrolls */
956 if (op->contr->mode & PU_SPELLBOOK)
957 if (tmp->type == SPELLBOOK)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_SKILLSCROLL)
964 if (tmp->type == SKILLSCROLL)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 if (op->contr->mode & PU_READABLES)
971 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
976
977 /* wands/staves/rods/horns */
978 if (op->contr->mode & PU_MAGIC_DEVICE)
979 if (tmp->type == WAND
980 || tmp->type == ROD
981 || tmp->type == HORN
982 || tmp->type == POWER_CRYSTAL)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 /* pick up all magical items */
989 if (op->contr->mode & PU_MAGICAL)
990 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
991 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 if (op->contr->mode & PU_VALUABLES)
998 {
999 if (tmp->type == MONEY || tmp->type == GEM)
1065 { 1000 {
1066 case 0: 1001 CHK_PICK_PICKUP;
1067 return 1; /* don't pick up */ 1002 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 } 1003 }
1099 } 1004 }
1100 else 1005
1101 { /* old model */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1102 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG) 1007 if (op->contr->mode & PU_JEWELS)
1008 if (tmp->type == RING
1009 || tmp->type == AMULET
1010 || tmp->type == GIRDLE
1011 || tmp->type == SKILL_TOOL)
1104 { 1012 {
1105 /* some debugging code to figure out item information */ 1013 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; 1014 continue;
1015 }
1152 1016
1153 /* ignore known cursed objects */ 1017 /* we don't forget dragon food */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1018 if (op->contr->mode & PU_FLESH)
1019 if (tmp->type == FLESH)
1020 {
1021 CHK_PICK_PICKUP;
1155 continue; 1022 continue;
1023 }
1156 1024
1157 /* all food and drink if desired */ 1025 /* bows and arrows. Bows are good for selling! */
1158 /* question: don't pick up known-poisonous stuff? */ 1026 if (op->contr->mode & PU_BOW)
1027 if (tmp->type == BOW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 if (op->contr->mode & PU_ARROW)
1034 if (tmp->type == ARROW)
1035 {
1036 CHK_PICK_PICKUP;
1037 continue;
1038 }
1039
1040 /* all kinds of armor etc. */
1041 if (op->contr->mode & PU_ARMOUR)
1042 if (tmp->type == ARMOUR)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_HELMET)
1049 if (tmp->type == HELMET)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 if (op->contr->mode & PU_SHIELD)
1056 if (tmp->type == SHIELD)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1159 if (op->contr->mode & PU_FOOD) 1062 if (op->contr->mode & PU_BOOTS)
1160 if (tmp->type == FOOD) 1063 if (tmp->type == BOOTS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_GLOVES)
1070 if (tmp->type == GLOVES || tmp->type == BRACERS)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 if (op->contr->mode & PU_CLOAK)
1077 if (tmp->type == CLOAK)
1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1083 /* hoping to catch throwing daggers here */
1084 if (op->contr->mode & PU_MISSILEWEAPON)
1085 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 /* careful: chairs and tables are weapons! */
1092 if (op->contr->mode & PU_ALLWEAPON)
1093 {
1094 if (tmp->type == WEAPON)
1095 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1161 { 1096 {
1162 pick_up (op, tmp); 1097 CHK_PICK_PICKUP;
1163 continue; 1098 continue;
1164 } 1099 }
1100 }
1165 1101
1102 /* misc stuff that's useful */
1166 if (op->contr->mode & PU_DRINK) 1103 if (op->contr->mode & PU_KEY)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1104 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1168 { 1105 {
1169 pick_up (op, tmp); 1106 CHK_PICK_PICKUP;
1170 continue; 1107 continue;
1171 } 1108 }
1172 1109
1110 /* any of the last 4 bits set means we use the ratio for value
1111 * pickups */
1173 if (op->contr->mode & PU_POTION) 1112 if (op->contr->mode & PU_RATIO)
1174 if (tmp->type == POTION) 1113 {
1114 /* use value density to decide what else to grab */
1115 /* >=7 was >= op->contr->mode */
1116 /* >=7 is the old standard setting. Now we take the last 4 bits
1175 { 1117 */
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) 1118 wvratio = op->contr->mode & PU_RATIO;
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1119 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 { 1120 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1121#if 0
1122 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1123 if (tmp->name != NULL)
1221 { 1124 {
1222 pick_up (op, tmp); 1125 fprintf (stderr, "%s", tmp->name);
1223 continue;
1224 } 1126 }
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 1127 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1128 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1130 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1362#endif 1131#endif
1132 CHK_PICK_PICKUP;
1363 continue; 1133 continue;
1364 }
1365 } 1134 }
1366 } /* the new pickup model */ 1135 } /* the new pickup model */
1367 } 1136 }
1368 1137
1369 return !stop; 1138 return !stop;
1139}
1140
1141/* routine for both players and monsters. We call this when
1142 * there is a possibility for our action distrubing our hiding
1143 * place or invisiblity spell. Artefact invisiblity causes
1144 * "noise" instead. If we arent invisible to begin with, we
1145 * return 0.
1146 */
1147static int
1148action_makes_visible (object *op)
1149{
1150 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1151 {
1152 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1153 {
1154 // artefact invisibility is permanent, but we still make noise
1155 // this is important for game-balance.
1156 if (op->contr)
1157 op->make_noise ();
1158
1159 return 0;
1160 }
1161
1162 if (op->contr && op->contr->tmp_invis == 0)
1163 return 0;
1164
1165 /* If monsters, they should become visible */
1166 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1167 {
1168 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1169 return 1;
1170 }
1171 }
1172
1173 return 0;
1370} 1174}
1371 1175
1372/* 1176/*
1373 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1374 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1375 * found object is returned. 1179 * found object is returned.
1376 */ 1180 */
1377object * 1181static object *
1378find_arrow (object *op, const char *type) 1182find_arrow (object *op, const char *type)
1379{ 1183{
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below) 1184 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) 1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1186 return splay (tmp);
1187
1188 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1189 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1190 if (object *arrow = find_arrow (tmp, type))
1191 {
1192 splay (tmp);
1386 return op; 1193 return arrow;
1194 }
1387 1195
1388 return tmp; 1196 return 0;
1389} 1197}
1390 1198
1391/* 1199/*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1200 * 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 1201 * 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 1202 * 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. 1203 * the hall. Failing that it does it's best to pick the highest plus arrow.
1396 */ 1204 */
1397object * 1205static object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1399{ 1207{
1400 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1402 1210
1403 if (!type) 1211 if (!type)
1407 { 1215 {
1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1216 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1409 { 1217 {
1410 i = 0; 1218 i = 0;
1411 ntmp = find_better_arrow (arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1220
1412 if (i > betterby) 1221 if (i > betterby)
1413 { 1222 {
1414 tmp = ntmp; 1223 tmp = ntmp;
1415 betterby = i; 1224 betterby = i;
1416 } 1225 }
1417 } 1226 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1227 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1228 {
1420 /* allways prefer assasination/slaying */ 1229 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1230 if (target->race && arrow->slaying.contains (target->race))
1422 { 1231 {
1423 if (arrow->attacktype & AT_DEATH) 1232 if (arrow->attacktype & AT_DEATH)
1424 { 1233 {
1425 *better = 100; 1234 *better = 100;
1426 return arrow; 1235 return arrow;
1434 else 1243 else
1435 { 1244 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1245 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1246 {
1438 attacktype = 1 << attacknum; 1247 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1248 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1249 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1250 {
1442 tmp = arrow; 1251 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1252 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1253 }
1445 } 1254 }
1255
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1256 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1257 {
1448 tmp = arrow; 1258 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam; 1259 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 } 1260 }
1261
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1262 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 { 1263 {
1453 tmp = arrow; 1264 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam; 1265 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 } 1266 }
1456 } 1267 }
1457 } 1268 }
1458 } 1269 }
1270
1459 if (tmp == NULL && arrow == NULL) 1271 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type); 1272 return find_arrow (op, type);
1461 1273
1462 *better = betterby; 1274 *better = betterby;
1463 return tmp; 1275 return tmp;
1467 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1280 * op = the shooter
1469 * type = bow->race 1281 * type = bow->race
1470 * dir = fire direction 1282 * dir = fire direction
1471 */ 1283 */
1472object * 1284static object *
1473pick_arrow_target (object *op, const char *type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1474{ 1286{
1475 object *tmp = NULL; 1287 object *tmp = NULL;
1476 maptile *m; 1288 maptile *m;
1477 int i, mflags, found, number; 1289 int i, mflags, found, number;
1478 sint16 x, y; 1290 sint16 x, y;
1493 for (i = 0, found = 0; i < 20; i++) 1305 for (i = 0, found = 0; i < 20; i++)
1494 { 1306 {
1495 x += freearr_x[dir]; 1307 x += freearr_x[dir];
1496 y += freearr_y[dir]; 1308 y += freearr_y[dir];
1497 mflags = get_map_flags (m, &m, x, y, &x, &y); 1309 mflags = get_map_flags (m, &m, x, y, &x, &y);
1310
1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1311 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 { 1312 {
1500 tmp = NULL; 1313 tmp = 0;
1501 break; 1314 break;
1502 } 1315 }
1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1316 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 { 1317 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1318 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption. 1319 * perhaps a bad assumption.
1507 */ 1320 */
1508 tmp = NULL; 1321 tmp = 0;
1509 break; 1322 break;
1510 } 1323 }
1324
1511 if (mflags & P_IS_ALIVE) 1325 if (mflags & P_IS_ALIVE)
1512 {
1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1326 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1520 break; 1328 break;
1521 }
1522 } 1329 }
1523 if (tmp == NULL) 1330
1331 if (!tmp)
1524 return find_arrow (op, type); 1332 return find_arrow (op, type);
1525 1333
1526 if (tmp->head) 1334 if (tmp->head)
1527 tmp = tmp->head; 1335 tmp = tmp->head;
1528 1336
1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1376 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1569 return 0; 1377 return 0;
1570 } 1378 }
1571 1379
1572 // optimisation: move object to top so we will find it quickly again 1380 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below) 1381 splay (bow);
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1579 } 1382 }
1580 1383
1581 if (!bow->race || !bow->skill) 1384 if (!bow->race || !bow->skill)
1582 { 1385 {
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1609 } 1412 }
1610 1413
1611 /* this should not happen, but sometimes does */ 1414 /* this should not happen, but sometimes does */
1612 if (arrow->nrof == 0) 1415 if (arrow->nrof == 0)
1613 { 1416 {
1417 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1614 arrow->destroy (); 1418 arrow->destroy ();
1615 return 0; 1419 return 0;
1616 } 1420 }
1617 1421
1618 left = arrow; /* these are arrows left to the player */ 1422 left = arrow; /* these are arrows left to the player */
1619 arrow = get_split_ob (arrow, 1); 1423 arrow = arrow->split ();
1620 if (!arrow) 1424 if (!arrow)
1621 { 1425 {
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1426 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 return 0; 1427 return 0;
1624 } 1428 }
1628 arrow->direction = dir; 1432 arrow->direction = dir;
1629 1433
1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1434 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam; 1435 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype; 1436 arrow->stats.grace = arrow->attacktype;
1437 arrow->custom_name = arrow->slaying;
1633 1438
1634 if (arrow->slaying) 1439#if 0
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637 if (player *pl = op->contr) 1440 if (player *pl = op->contr)
1638 { 1441 {
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; 1442 float speed = pl->weapon_sp;
1646 1443
1647 /* penalize ROF for bestarrow */ 1444 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1445 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1446 speed *= .9f;
1650 else 1447 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1448 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1449
1653 op->speed_left += speed - op->speed; 1450 op->speed_left += speed - op->speed;
1451 }
1654#endif 1452#endif
1655 }
1656 1453
1657 SET_ANIMATION (arrow, arrow->direction); 1454 SET_ANIMATION (arrow, arrow->direction);
1658 1455
1659 /* update the speed */ 1456 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1457 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; 1458 + bow->stats.dam / 7.f;
1662 1459
1663 arrow->set_speed (max (arrow->speed, 2.0)); 1460 arrow->set_speed (max (arrow->speed, 2.f));
1664 arrow->speed_left = 0; 1461 arrow->speed_left = 0;
1665 1462
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1463 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1464
1668 if (op->type == PLAYER) 1465 if (op->type == PLAYER)
1691 1488
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1489 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 arrow->move_type = MOVE_FLY_LOW; 1490 arrow->move_type = MOVE_FLY_LOW;
1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1491 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1695 1492
1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1493 op->play_sound (sound_find ("fire_arrow"));
1697 m->insert (arrow, sx, sy, op); 1494 m->insert (arrow, sx, sy, op);
1698 1495
1699 if (!arrow->destroyed ()) 1496 if (!arrow->destroyed ())
1700 move_arrow (arrow); 1497 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 1498
1710 return 1; 1499 return 1;
1711} 1500}
1712 1501
1713/* Special fire code for players - this takes into 1502/* Special fire code for players - this takes into
1715 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1716 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1717 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1718 * hence the function name. 1507 * hence the function name.
1719 */ 1508 */
1720int 1509static int
1721player_fire_bow (object *op, int dir) 1510player_fire_bow (object *op, int dir)
1722{ 1511{
1723 int ret = 0, wcmod = 0; 1512 int ret;
1724 1513
1725 if (op->contr->bowtype == bow_bestarrow) 1514 if (op->contr->bowtype == bow_bestarrow)
1726 { 1515 {
1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1516 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1728 } 1517 }
1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1518 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1730 { 1519 {
1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1520 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); 1521 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1735 } 1522 }
1736 else if (op->contr->bowtype == bow_threewide) 1523 else if (op->contr->bowtype == bow_threewide)
1737 { 1524 {
1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 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)]); 1526 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)]); 1527 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1741 } 1528 }
1742 else if (op->contr->bowtype == bow_spreadshot) 1529 else if (op->contr->bowtype == bow_spreadshot)
1743 { 1530 {
1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1531 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); 1532 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); 1533 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1747 } 1534 }
1748 else 1535 else
1749 { 1536 {
1755} 1542}
1756 1543
1757/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1758 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1759 */ 1546 */
1760void 1547static void
1761fire_misc_object (object *op, int dir) 1548fire_misc_object (object *op, int dir)
1762{ 1549{
1763 object *item = op->contr->ranged_ob; 1550 object *item = op->contr->ranged_ob;
1764 1551
1765 if (!item) 1552 if (!item)
1772 { 1559 {
1773 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1774 return; 1561 return;
1775 } 1562 }
1776 1563
1777 if (!op->change_weapon (item)) 1564 if (!op->apply (item))
1778 return; 1565 return;
1779 1566
1780 if (item->type == WAND) 1567 if (item->type == WAND)
1781 { 1568 {
1782 if (item->stats.food <= 0) 1569 if (item->stats.food <= 0)
1783 { 1570 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1571 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)); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786 1573
1787 return; 1574 return;
1788 } 1575 }
1789 } 1576 }
1790 else if (item->type == ROD || item->type == HORN) 1577 else if (item->type == ROD || item->type == HORN)
1791 { 1578 {
1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1579 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1580
1581 // using the maximum of the rods charge allows at least one spell cast
1582 // for a rod or horn, this fixes some broken rods.
1583 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1793 { 1584 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1585 op->contr->play_sound (sound_find ("wand_poof"));
1795 1586
1796 if (item->type == ROD) 1587 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)); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1589 else
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802 } 1593 }
1803 } 1594 }
1804 1595
1805 if (cast_spell (op, item, dir, item->inv, NULL)) 1596 if (cast_spell (op, item, dir, item->inv, NULL))
1806 { 1597 {
1807 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1598 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1599
1808 if (item->type == WAND) 1600 if (item->type == WAND)
1809 { 1601 {
1810 if (!(--item->stats.food)) 1602 if (!(--item->stats.food))
1811 { 1603 {
1812 object *tmp; 1604 object *tmp;
1813 1605
1814 if (item->arch) 1606 if (item->arch)
1815 { 1607 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1608 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1609 item->face = item->arch->face;
1818 item->set_speed (0); 1610 item->set_speed (0);
1819 } 1611 }
1820 1612
1821 if ((tmp = item->in_player ())) 1613 if (object *pl = item->visible_to ())
1822 esrv_update_item (UPD_ANIM, tmp, item); 1614 esrv_update_item (UPD_ANIM, pl, item);
1823 } 1615 }
1824 } 1616 }
1825 else if (item->type == ROD || item->type == HORN) 1617 else if (item->type == ROD || item->type == HORN)
1826 drain_rod_charge (item); 1618 drain_rod_charge (item);
1827 } 1619 }
1828} 1620}
1829 1621
1830/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1831 */ 1623 */
1832void 1624bool
1833fire (object *op, int dir) 1625fire (object *who, int dir)
1834{ 1626{
1835 int spellcost = 0; 1627 int spellcost = 0;
1836 1628
1629 player *pl = who->contr;
1630
1631 if (pl->golem)
1632 {
1633 control_golem (who->contr->golem, dir);
1634 return false;
1635 }
1636
1637 object *ob = pl->ranged_ob;
1638
1639 if (!ob)
1640 return false;
1641
1642 if (who->speed_left > 0.f)
1643 --who->speed_left;
1644 else
1645 return false;
1646
1647 if (!who->apply (ob))
1648 return false;
1649
1837 /* check for loss of invisiblity/hide */ 1650 /* check for loss of invisiblity/hide */
1838 if (action_makes_visible (op)) 1651 if (action_makes_visible (who))
1839 make_visible (op); 1652 make_visible (who);
1840
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 1653
1857 switch (ob->type) 1654 switch (ob->type)
1858 { 1655 {
1859 case BOW: 1656 case BOW:
1860 player_fire_bow (op, dir); 1657 player_fire_bow (who, dir);
1861 break; 1658 break;
1862 1659
1863 case SPELL: 1660 case SPELL:
1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1661 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1865 break; 1662 break;
1866 1663
1867 case BUILDER: 1664 case BUILDER:
1868 apply_map_builder (op, dir); 1665 apply_map_builder (who, dir);
1869 break; 1666 break;
1870 1667
1871 case SKILL: 1668 case SKILL:
1872 do_skill (op, op, ob, dir, 0); 1669 do_skill (who, who, ob, dir, 0);
1873 break; 1670 break;
1874 1671
1672 case RANGED:
1673 do_skill (who, ob, who->chosen_skill, dir, 0);
1674 break;
1675
1875 default: 1676 default:
1876 fire_misc_object (op, dir); 1677 fire_misc_object (who, dir);
1877 break; 1678 break;
1878 } 1679 }
1879}
1880 1680
1881/* find_key 1681 return true;
1882 * We try to find a key for the door as passed. If we find a key 1682}
1883 * and successfully use it, we return the key, otherwise NULL 1683
1884 * This function merges both normal and locked door, since the logic 1684static 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) 1685find_key_ (object *pl, object *container, object *door)
1893{ 1686{
1894 object *tmp, *key; 1687 object *tmp, *key;
1895 1688
1896 /* Should not happen, but sanity checking is never bad */ 1689 /* Should not happen, but sanity checking is never bad */
1897 if (!container->inv) 1690 if (!container->inv)
1900 /* First, lets try to find a key in the top level inventory */ 1693 /* First, lets try to find a key in the top level inventory */
1901 for (tmp = container->inv; tmp; tmp = tmp->below) 1694 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 { 1695 {
1903 if (door->type == DOOR && tmp->type == KEY) 1696 if (door->type == DOOR && tmp->type == KEY)
1904 break; 1697 break;
1698
1905 /* For sanity, we should really check door type, but other stuff 1699 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1700 * (like containers) can be locked with special keys
1907 */ 1701 */
1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1702 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 break; 1703 break;
1915 * a key, return 1709 * a key, return
1916 */ 1710 */
1917 if (!tmp) 1711 if (!tmp)
1918 { 1712 {
1919 for (tmp = container->inv; tmp; tmp = tmp->below) 1713 for (tmp = container->inv; tmp; tmp = tmp->below)
1920 {
1921 /* No reason to search empty containers */ 1714 /* No reason to search empty containers */
1922 if (tmp->type == CONTAINER && tmp->inv) 1715 if (tmp->type == CONTAINER && tmp->inv)
1923 {
1924 if ((key = find_key (pl, tmp, door))) 1716 if ((key = find_key_ (pl, tmp, door)))
1925 return key; 1717 return key;
1926 }
1927 }
1928 1718
1929 if (!tmp) 1719 if (!tmp)
1930 return NULL; 1720 return 0;
1931 } 1721 }
1932 1722
1933 /* We get down here if we have found a key. Now if its in a container, 1723 /* 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 1724 * see if we actually want to use it
1935 */ 1725 */
1936 if (pl != container) 1726 if (pl != container)
1937 { 1727 {
1938 /* Only let players use keys in containers */ 1728 /* Only let players use keys in containers */
1939 if (!pl->contr) 1729 if (!pl->contr)
1940 return NULL; 1730 return 0;
1731
1941 /* cases where this fails: 1732 /* cases where this fails:
1942 * If we only search the player inventory, return now since we 1733 * If we only search the player inventory, return now since we
1943 * are not in the players inventory. 1734 * are not in the players inventory.
1944 * If the container is not active, return now since only active 1735 * If the container is not active, return now since only active
1945 * containers can be used. 1736 * containers can be used.
1949 * inv must have been an container and must have been active. 1740 * inv must have been an container and must have been active.
1950 * 1741 *
1951 * Change the color so that the message doesn't disappear with 1742 * Change the color so that the message doesn't disappear with
1952 * all the others. 1743 * all the others.
1953 */ 1744 */
1954 if (pl->contr->usekeys == key_inventory || 1745 if (pl->contr->usekeys == key_inventory
1955 !QUERY_FLAG (container, FLAG_APPLIED) || 1746 || !QUERY_FLAG (container, FLAG_APPLIED)
1956 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1957 { 1748 {
1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1749 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)); 1750 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1960 return NULL; 1751 return NULL;
1961 } 1752 }
1962 } 1753 }
1963 1754
1964 return tmp; 1755 return tmp;
1756}
1757
1758/* find_key
1759 * We try to find a key for the door as passed. If we find a key
1760 * and successfully use it, we return the key, otherwise NULL
1761 * This function merges both normal and locked door, since the logic
1762 * for both is the same - just the specific key is different.
1763 * pl is the player,
1764 * inv is the objects inventory to searched
1765 * door is the door we are trying to match against.
1766 * This function can be called recursively to search containers.
1767 */
1768object *
1769find_key (object *pl, object *container, object *door)
1770{
1771 if (door->slaying && is_match_expr (door->slaying))
1772 {
1773 // for match expressions, we try to find the key by applying the match
1774 // to the op itself, which is supposed to find the "key", instead
1775 // of searching through containers ourselves.
1776
1777 return match_one (door->slaying, container, door, pl, pl);
1778 }
1779 else
1780 return find_key_ (pl, container, door);
1965} 1781}
1966 1782
1967/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
1970 * 0 otherwise 1786 * 0 otherwise
1971 */ 1787 */
1972static int 1788static int
1973player_attack_door (object *op, object *door) 1789player_attack_door (object *op, object *door)
1974{ 1790{
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1791 /* 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 - 1792 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1793 * otherwise, we fall through to the rest of the code.
1978 */ 1794 */
1979 object *key = find_key (op, op, door); 1795 object *key = find_key (op, op, door);
1980 1796
1981 /* IF we found a key, do some extra work */ 1797 /* If we found a key, do some extra work */
1982 if (key) 1798 if (key)
1983 { 1799 {
1984 object *container = key->env; 1800 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 1801
1988 if (action_makes_visible (op)) 1802 if (action_makes_visible (op))
1989 make_visible (op); 1803 make_visible (op);
1990 1804
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1805 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 1807
1994 if (door->type == DOOR) 1808 if (door->type == DOOR)
1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1809 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 else if (door->type == LOCKED_DOOR) 1810 else if (door->type == LOCKED_DOOR)
1997 { 1811 {
1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1812 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1999 remove_door2 (door); /* remove door without violence ;-) */ 1813 remove_door2 (door); /* remove door without violence ;-) */
2000 } 1814 }
2001 1815
2002 /* Do this after we print the message */ 1816 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */ 1817 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 1818
2008 return 1; /* Nothing more to do below */ 1819 return 1; /* Nothing more to do below */
2009 } 1820 }
2010 else if (door->type == LOCKED_DOOR) 1821 else if (door->type == LOCKED_DOOR)
2011 { 1822 {
2012 /* Might as well return now - no other way to open this */ 1823 /* Might as well return now - no other way to open this */
2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1824 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2014 return 1; 1825 return 1;
2015 } 1826 }
2016 1827
2017 return 0; 1828 return 0;
2018} 1829}
2021 * It should keep the code cleaner. 1832 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 1833 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 1834 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
2025 */ 1836 */
2026void 1837bool
2027move_player_attack (object *op, int dir) 1838move_player_attack (object *op, int dir)
2028{ 1839{
2029 object *tmp, *mon; 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2030 int on_battleground; 1841 {
2031 maptile *m; 1842 --op->speed_left;
1843 return true;
1844 }
2032 1845
2033 sint16 nx = freearr_x[dir] + op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
2035 1848
2036 on_battleground = op_on_battleground (op, 0, 0); 1849 if (out_of_map (op->map, nx, ny))
1850 return false;
2037 1851
2038 /* If braced, or can't move to the square, and it is not out of the 1852 /* 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 1853 * 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 1854 * 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 1855 * 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 1856 * 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 1857 * 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 1858 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses. 1859 * move_ob uses.
2046 */ 1860 */
2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1861 maptile *m = op->map->xy_find (nx, ny);
1862
1863 /* Go through all the objects, and find ones of interest. Only stop if
1864 * we find a monster - that is something we know we want to attack.
1865 * if its a door or barrel (can roll) see if there may be monsters
1866 * on the space
1867 */
1868 object *mon;
1869 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1870 {
1871 if ((mon->flag [FLAG_ALIVE]
1872 || mon->type == LOCKED_DOOR
1873 || mon->flag [FLAG_CAN_ROLL])
1874 && mon != op)
1875 break;
2048 { 1876 }
2049 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1877
1878 if (!mon) /* This happens anytime the player tries to move */
1879 return false; /* into a wall */
1880
1881 mon = mon->head_ ();
1882
1883 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1884 if (op->contr->weapon_sp_left > 0.f)
1885 if (player_attack_door (op, mon))
1886 {
1887 --op->contr->weapon_sp_left;
1888 return true;
2050 { 1889 }
2051 m = op->map->xy_find (nx, ny); 1890
2052 if (!m) 1891 /* The following deals with possibly attacking peaceful
2053 return; /* Don't think this should happen */ 1892 * or friendly creatures. Basically, all players are considered
1893 * unaggressive. If the moving player has peaceful set, then the
1894 * object should be pushed instead of attacked. It is assumed that
1895 * if you are braced, you will not attack friends accidently,
1896 * and thus will not push them.
1897 */
1898
1899 /* If the creature is a pet, push it even if the player is not
1900 * peaceful. Our assumption is the creature is a pet if the
1901 * player owns it and it is either friendly or unagressive.
1902 */
1903 if (op->type == PLAYER
1904 && ((mon->owner && mon->owner->contr
1905 && same_party (mon->owner->contr->party, op->contr->party))
1906 || mon->owner == op)
1907 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1908 {
1909 /* If we're braced, we don't want to switch places with it */
1910 if (op->contr->braced)
1911 return false;
1912
1913 if (op->speed_left > 0.f)
1914 {
1915 --op->speed_left;
1916
1917 op->play_sound (sound_find ("push_player"));
1918 push_ob (mon, dir, op);
1919
1920 if (action_makes_visible (op))
1921 make_visible (op);
1922
1923 return true;
2054 } 1924 }
2055 else 1925 else
2056 m = op->map;
2057
2058 if (!(tmp = m->at (nx, ny).bot))
2059 return; 1926 return false;
1927 }
2060 1928
2061 mon = 0; 1929 bool on_battleground = op_on_battleground (op, 0, 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 1930
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 1931 /* in certain circumstances, you shouldn't attack friendly
2128 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
2129 * someone, but put it inside this loop so that you won't 1933 * someone, but put it inside this loop so that you won't
2130 * attack them either. 1934 * attack them either.
2131 */ 1935 */
2132 if ((mon->type == PLAYER || mon->enemy != op) 1936 if ((mon->type == PLAYER || mon->enemy != op)
2133 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1937 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2134 && ((op->contr->peaceful 1938 && ((op->contr->peaceful
2135 || (mon->type == PLAYER && mon->contr->peaceful)) 1939 || (mon->type == PLAYER && mon->contr->peaceful))
2136 && !on_battleground)) 1940 && !on_battleground))
1941 {
1942 if (op->speed_left > 0.f)
2137 { 1943 {
1944 --op->speed_left;
1945
2138 if (!op->contr->braced) 1946 if (!op->contr->braced)
2139 { 1947 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1948 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 1949 push_ob (mon, dir, op);
2142 } 1950 }
2143 else 1951 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 1952 op->statusmsg ("You withhold your attack");
2145 1953
2146 if (op->contr->tmp_invis || op->hide) 1954 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2147 make_visible (op); 1955 make_visible (op);
2148 }
2149 1956
1957 return true;
1958 }
1959 }
2150 /* If the object is a boulder or other rollable object, then 1960 /* 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. 1961 * roll it if not braced. You can't roll it if you are braced.
2152 */ 1962 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1963 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1964 {
1965 if (op->speed_left > 0.f)
2154 { 1966 {
1967 --op->speed_left;
1968
2155 recursive_roll (mon, dir, op); 1969 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 1970 if (action_makes_visible (op))
2157 make_visible (op); 1971 make_visible (op);
2158 }
2159 1972
1973 return true;
1974 }
1975 }
2160 /* Any generic living creature. Including things like doors. 1976 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points 1977 * 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: 1978 * 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 1979 * 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. 1980 * that party_number -1 is no party, so attacks can still happen.
2165 */ 1981 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1982 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))) 1983 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 1984 {
2169 if (!op->contr->has_hit) 1985 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2170 { 1986 {
2171 op->contr->has_hit = 1; 1987 --op->contr->weapon_sp_left;
2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2173 }
2174 1988
2175 skill_attack (mon, op, 0, 0, 0); 1989 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 1990
2191 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2192 make_visible (op); 1992 make_visible (op);
2193 }
2194 } /* if player should attack something */
2195}
2196 1993
2197int 1994 return true;
1995 }
1996 }
1997
1998 return false;
1999}
2000
2001bool
2198move_player (object *op, int dir) 2002move_player (object *op, int dir)
2199{ 2003{
2200 int pick;
2201
2202 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2203 return 0; 2005 return 0;
2204 2006
2205 /* Sanity check: make sure dir is valid */ 2007 /* Sanity check: make sure dir is valid */
2206 if ((dir < 0) || (dir >= 9)) 2008 if (dir < 0 || dir >= 9)
2207 { 2009 {
2208 LOG (llevError, "move_player: invalid direction %d\n", dir); 2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2209 return 0; 2011 return 0;
2210 } 2012 }
2211 2013
2213 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2015 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2214 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2215 2017
2216 op->facing = dir; 2018 op->facing = dir;
2217 2019
2218 if (op->hide) 2020 if (op->flag [FLAG_HIDDEN])
2219 do_hidden_move (op); 2021 do_hidden_move (op);
2220 2022
2023 bool retval;
2024 int pick = 0;
2025
2221 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2026 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2222 /*nop */ ; 2027 retval = RESULT_INT (0);
2223 else if (op->contr->fire_on) 2028 else if (op->contr->fire_on)
2224 fire (op, dir); 2029 retval = fire (op, dir);
2225 else 2030 else
2226 { 2031 {
2227 move_player_attack (op, dir); 2032 retval = move_player_attack (op, dir);
2228 pick = check_pick (op); 2033 pick = check_pick (op);
2229 } 2034 }
2230 2035
2231 /* Add special check for newcs players and fire on - this way, the 2036 /* Add special check for newcs players and fire on - this way, the
2232 * server can handle repeat firing. 2037 * server can handle repeat firing.
2239 /* Update how the player looks. Use the facing, so direction may 2044 /* Update how the player looks. Use the facing, so direction may
2240 * get reset to zero. This allows for full animation capabilities 2045 * get reset to zero. This allows for full animation capabilities
2241 * for players. 2046 * for players.
2242 */ 2047 */
2243 animate_object (op, op->facing); 2048 animate_object (op, op->facing);
2244 return 0; 2049
2050 return retval;
2245} 2051}
2246 2052
2247/* This is similar to handle_player, below, but is only used by the 2053/* This is similar to handle_player, below, but is only used by the
2248 * new client/server stuff. 2054 * new client/server stuff.
2249 * This is sort of special, in that the new client/server actually uses 2055 * This is sort of special, in that the new client/server actually uses
2250 * the new speed values for commands. 2056 * the new speed values for commands.
2251 * 2057 *
2252 * Returns true if there are more actions we can do. 2058 * Returns true if there are more actions we can do. Should not do
2059 * many actions in a row, as that would be too unfair to other
2060 * players.
2253 */ 2061 */
2254int 2062bool
2255handle_newcs_player (object *op) 2063handle_newcs_player (object *op)
2256{ 2064{
2257 if (QUERY_FLAG (op, FLAG_SCARED)) 2065 if (QUERY_FLAG (op, FLAG_SCARED))
2258 { 2066 {
2259 flee_player (op); 2067 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 { 2068 {
2264 --op->speed_left; 2069 --op->speed_left;
2070 flee_player (op);
2071
2265 return 0; 2072 return true;
2266 } 2073 }
2074 else
2075 return false;
2267 } 2076 }
2268 2077
2269 /* call this here - we also will call this in do_ericserver, but 2078 /* call this here - we also will call this in do_ericserver, but
2270 * the players time has been increased when doericserver has been 2079 * the players time has been increased when doericserver has been
2271 * called, so we recheck it here. 2080 * called, so we recheck it here.
2272 */ 2081 */
2273 if (op->contr->ns->handle_command ()) 2082 if (op->contr->ns->handle_command ())
2274 return 1; 2083 return true;
2275 2084
2276 if (op->speed_left > 0.f)
2277 {
2278 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2085 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); 2086 return move_player (op, op->direction);
2288 2087
2289 return op->speed_left > 0.f;
2290 }
2291 }
2292
2293 return 0; 2088 return false;
2294} 2089}
2295 2090
2296int 2091static int
2297save_life (object *op) 2092save_life (object *op)
2298{ 2093{
2299 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2300 return 0; 2095 return 0;
2301 2096
2302 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2097 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2303 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2098 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2304 { 2099 {
2305 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2100 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)); 2101 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 2102
2311 tmp->destroy (); 2103 tmp->destroy ();
2312 CLEAR_FLAG (op, FLAG_LIFESAVE); 2104 CLEAR_FLAG (op, FLAG_LIFESAVE);
2313 2105
2314 if (op->stats.hp < 0) 2106 if (op->stats.hp < 0)
2315 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2316 2108
2317 if (op->stats.food < 0) 2109 if (op->stats.food < 0)
2318 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2319 2111
2320 op->update_stats (); 2112 op->update_stats ();
2321 return 1; 2113 return 1;
2322 } 2114 }
2323 2115
2327 return 0; 2119 return 0;
2328} 2120}
2329 2121
2330/* This goes throws the inventory and removes unpaid objects, and puts them 2122/* 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 2123 * 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 2124 * function will descend into containers. op is the object to start the search
2333 * from. 2125 * from.
2334 */ 2126 */
2127static void
2128drop_unpaid_items (object *op, object *env)
2129{
2130 while (op)
2131 {
2132 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2133
2134 if (QUERY_FLAG (op, FLAG_UNPAID))
2135 op->insert_at (env);
2136 else if (op->inv)
2137 drop_unpaid_items (op->inv, env);
2138
2139 op = next;
2140 }
2141}
2142
2335void 2143void
2336remove_unpaid_objects (object *op, object *env) 2144object::drop_unpaid_items ()
2337{ 2145{
2338 while (op) 2146 if (!flag [FLAG_REMOVED])
2339 { 2147 ::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} 2148}
2398 2149
2399void 2150void
2400do_some_living (object *op) 2151do_some_living (object *op)
2401{ 2152{
2453 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2204 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2454 else 2205 else
2455 { 2206 {
2456 gen_grace = op->stats.maxgrace; 2207 gen_grace = op->stats.maxgrace;
2457 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2208 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 } 2209 }
2501 2210
2502 /* Regenerate Grace */ 2211 /* Regenerate Grace */
2503 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2212 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2504 if (--op->last_grace < 0) 2213 if (--op->last_grace < 0)
2525 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2234 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2526 } 2235 }
2527 /* wearing stuff doesn't detract from grace generation. */ 2236 /* wearing stuff doesn't detract from grace generation. */
2528 } 2237 }
2529 2238
2239 if (op->stats.food > 0)
2240 {
2530 /* Regenerate Hit Points */ 2241 /* Regenerate Spell Points */
2531 if (--op->last_heal < 0) 2242 if (!op->contr->golem && --op->last_sp < 0)
2532 {
2533 if (op->stats.hp < op->stats.maxhp)
2534 { 2243 {
2535 op->stats.hp++; 2244 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2536 /* dms do not consume food */ 2245
2537 if (!QUERY_FLAG (op, FLAG_WIZ)) 2246 if (op->stats.sp < op->stats.maxsp)
2538 { 2247 {
2248 op->stats.sp++;
2249
2250 /* dms do not consume food */
2251 if (!QUERY_FLAG (op, FLAG_WIZ))
2252 {
2539 op->stats.food--; 2253 op->stats.food--;
2254
2540 if (op->contr->digestion < 0) 2255 if (op->contr->digestion < 0)
2541 op->stats.food += op->contr->digestion; 2256 op->stats.food += op->contr->digestion;
2542 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2257 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2543 op->stats.food = last_food; 2258 op->stats.food = last_food;
2259 }
2544 } 2260 }
2545 }
2546 2261
2547 if (max_hp > 1) 2262 if (max_sp > 1)
2548 {
2549 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2550 if (over_hp > 0)
2551 { 2263 {
2552 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2264 over_sp = (gen_sp + 10) / rate_sp;
2265 if (over_sp > 0)
2266 {
2267 if (op->stats.sp < op->stats.maxsp)
2268 {
2269 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2270
2271 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2272 op->stats.sp--;
2273
2274 if (op->stats.sp > op->stats.maxsp)
2275 op->stats.sp = op->stats.maxsp;
2276 }
2277
2553 op->last_heal = 0; 2278 op->last_sp = 0;
2279 }
2280 else
2281 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2554 } 2282 }
2555 else 2283 else
2284 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2285 }
2286
2287 /* Regenerate Hit Points */
2288 if (--op->last_heal < 0)
2289 {
2290 if (op->stats.hp < op->stats.maxhp)
2556 { 2291 {
2557 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2292 op->stats.hp++;
2293
2294 /* dms do not consume food */
2295 if (!QUERY_FLAG (op, FLAG_WIZ))
2296 {
2297 op->stats.food--;
2298
2299 if (op->contr->digestion < 0)
2300 op->stats.food += op->contr->digestion;
2301 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2302 op->stats.food = last_food;
2303 }
2558 } 2304 }
2305
2306 if (max_hp > 1)
2307 {
2308 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2309
2310 if (over_hp > 0)
2311 {
2312 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2313 op->last_heal = 0;
2314 }
2315 else
2316 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2559 } 2317 }
2560 else 2318 else
2561 {
2562 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2319 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2563 } 2320 }
2564 } 2321 }
2565 2322
2566 /* Digestion */ 2323 /* Digestion */
2567 if (--op->last_eat < 0) 2324 if (--op->last_eat < 0)
2568 { 2325 {
2569 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2326 int bonus = max (0, op->contr->digestion),
2327 penalty = max (0, -op->contr->digestion);
2570 2328
2571 if (op->contr->gen_hp > 0)
2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2329 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 2330
2576 /* dms do not consume food */ 2331 /* dms do not consume food */
2577 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!QUERY_FLAG (op, FLAG_WIZ))
2578 op->stats.food--; 2333 op->stats.food--;
2579 } 2334 }
2580 2335
2581 if (op->stats.food < 0 && op->stats.hp >= 0) 2336 if (op->stats.food < 0 && op->stats.hp >= 0)
2582 { 2337 {
2583 object *tmp, *flesh = 0; 2338 object *flesh = 0;
2584 2339
2585 for (tmp = op->inv; tmp; tmp = tmp->below) 2340 for_inv_removable (op, tmp)
2586 { 2341 {
2587 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2342 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2343 continue;
2344
2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2588 { 2346 {
2589 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2347 op->statusmsg ("You blindly grab for a bite of food. "
2590 { 2348 "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."); 2349 op->apply (tmp);
2592 manual_apply (op, tmp, 0); 2350
2593 if (op->stats.food >= 0 || op->stats.hp < 0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2594 break; 2352 break;
2595 } 2353 }
2596 else if (tmp->type == FLESH) 2354 else if (tmp->type == FLESH)
2597 flesh = tmp; 2355 flesh = tmp;
2598 } /* End if paid for object */ 2356 }
2599 } /* end of for loop */
2600 2357
2601 /* If player is still starving, it means they don't have any food, so 2358 /* If player is still starving, it means they don't have any food, so
2602 * eat flesh instead. 2359 * eat flesh instead.
2603 */ 2360 */
2604 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2605 { 2362 {
2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2363 op->statusmsg ("You blindly grab for a bite of food. "
2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2607 manual_apply (op, flesh, 0); 2365 op->apply (flesh);
2608 } 2366 }
2367
2368 // If player is still starving, alert him!
2369 if (op->stats.food < 0)
2370 op->failmsg ("You are starving! "
2371 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2372 }
2373
2374 if (op->stats.food < 0)
2609 } 2375 {
2376 op->stats.hp += op->stats.food;
2377 op->stats.food = 0;
2610 2378
2611 while (op->stats.food < 0 && op->stats.hp >= 0) 2379 if (op->stats.hp < 0)
2612 op->stats.food++, op->stats.hp--; 2380 {
2381 op->contr->killer = archetype::get ("killer_starvation");
2382 op->contr->killer->destroy ();
2383 }
2384 }
2613 2385
2386 /* killer should be set here already */
2614 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2387 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2615 kill_player (op); 2388 kill_player (op);
2616 } 2389 }
2617} 2390}
2618 2391
2622 * file. 2395 * file.
2623 */ 2396 */
2624void 2397void
2625kill_player (object *op) 2398kill_player (object *op)
2626{ 2399{
2627 char buf[MAX_BUF];
2628 int x, y; 2400 int x, y;
2629
2630 //int i;
2631 maptile *map; /* this is for resurrection */ 2401 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; 2402 int will_kill_again;
2639 archetype *at; 2403 archetype *at;
2640 object *tmp; 2404 object *tmp;
2641 2405
2642 if (save_life (op)) 2406 if (save_life (op))
2643 return; 2407 return;
2644 2408
2409 dynbuf_text deathtab;
2410
2411 /* restore player */
2412 at = archetype::find (shstr_poisoning);
2413 if (object *tmp = present_arch_in_ob (at, op))
2414 {
2415 tmp->destroy ();
2416 deathtab << "Your body feels cleansed...\r";
2417 }
2418
2419 at = archetype::find (shstr_confusion);
2420 if (object *tmp = present_arch_in_ob (at, op))
2421 {
2422 tmp->destroy ();
2423 deathtab << "Your mind feels clearer...\r";
2424 }
2425
2426 cure_disease (op, 0, 0); /* remove any disease */
2427
2428 max_it (op->stats.hp , op->stats.maxhp);
2429 max_it (op->stats.sp , op->stats.maxsp);
2430 max_it (op->stats.grace, op->stats.maxgrace);
2431 max_it (op->stats.food , 200);
2432
2433 // remove all spell effects that are active
2434 // to avoid long-term effects such as word-of-recall
2435 for (object *item = op->inv; item; )
2436 {
2437 object *next = item->below;
2438
2439 if (item->type == SPELL_EFFECT && item->active)
2440 item->destroy ();
2441
2442 item = next;
2443 }
2645 2444
2646 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2445 /* 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. 2446 * in cities ONLY!!! It is very important that this doesn't get abused.
2648 * Look at op_on_battleground() for more info --AndreasV 2447 * Look at op_on_battleground() for more info --AndreasV
2649 */ 2448 */
2650 if (op_on_battleground (op, &x, &y)) 2449 if (op_on_battleground (op, &x, &y))
2651 { 2450 {
2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2451 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 2452
2675 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2676 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2677 { 2455
2678 sprintf (buf, "%s's finger", &op->name); 2456 tmp->name = format ("%s's finger" , &op->name);
2679 tmp->name = buf; 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2680 sprintf (buf, " This finger has been cut off %s\n" 2458 tmp->msg = format (
2681 " the %s, when he was defeated at\n level %d by %s.\n", 2459 "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); 2460 &op->name, op->contr->title,
2683 tmp->msg = buf; 2461 (int)op->level,
2462 op->contr->killer_name ()
2463 );
2684 tmp->value = 0, tmp->type = 0; 2464 tmp->value = 0, tmp->type = 0;
2685 tmp->materialname = "organics"; 2465 tmp->material = name_to_material (shstr_organic);
2686 tmp->insert_at (op, tmp); 2466 tmp->insert_at (op, tmp);
2687 }
2688 2467
2689 /* teleport defeated player to new destination */ 2468 /* teleport defeated player to new destination */
2690 transfer_ob (op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2691 op->contr->braced = 0; 2470 op->contr->braced = 0;
2471
2472 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2692 return; 2473 return;
2693 } 2474 }
2694 2475
2476 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2477 deathtab << "T<YOU HAVE DIED>\n\n";
2478
2695 INVOKE_PLAYER (DEATH, op->contr); 2479 INVOKE_PLAYER (DEATH, op->contr);
2696 2480
2697 command_kill_pets (op, 0); 2481 command_kill_pets (op, 0);
2698 2482
2699 if (op->stats.food < 0) 2483 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 2484
2709 /* save the map location for corpse, gravestone */ 2485 /* save the map location for corpse, gravestone */
2710 x = op->x; 2486 x = op->x;
2711 y = op->y; 2487 y = op->y;
2712 map = op->map; 2488 map = op->map;
2740 2516
2741 lost_a_stat = 0; 2517 lost_a_stat = 0;
2742 2518
2743 for (z = 0; z < num_stats_lose; z++) 2519 for (z = 0; z < num_stats_lose; z++)
2744 { 2520 {
2745 i = RANDOM () % NUM_STATS; 2521 i = rndm (NUM_STATS);
2746 2522
2747 if (settings.stat_loss_on_death) 2523 if (settings.stat_loss_on_death)
2748 { 2524 {
2749 /* Pick a random stat and take a point off it. Tell the player 2525 /* Pick a random stat and take a point off it. Tell the player
2750 * what he lost. 2526 * what he lost.
2757 lost_a_stat = 1; 2533 lost_a_stat = 1;
2758 } 2534 }
2759 else 2535 else
2760 { 2536 {
2761 /* deplete a stat */ 2537 /* deplete a stat */
2762 archetype *deparch = archetype::find ("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2763 object *dep; 2539 object *dep;
2764 2540
2765 dep = present_arch_in_ob (deparch, op); 2541 dep = present_arch_in_ob (deparch, op);
2766 if (!dep) 2542 if (!dep)
2767 { 2543 {
2768 dep = arch_to_object (deparch); 2544 dep = deparch->instance ();
2769 insert_ob_in_ob (dep, op); 2545 insert_ob_in_ob (dep, op);
2770 } 2546 }
2771 lose_this_stat = 1; 2547 lose_this_stat = 1;
2772 if (settings.balanced_stat_loss) 2548 if (settings.balanced_stat_loss)
2773 { 2549 {
2801 } 2577 }
2802 } 2578 }
2803 2579
2804 if (lose_this_stat) 2580 if (lose_this_stat)
2805 { 2581 {
2806 this_stat = get_attr_value (&(dep->stats), i); 2582 this_stat = get_attr_value (&dep->stats, i);
2807 /* We could try to do something clever like find another 2583 /* We could try to do something clever like find another
2808 * stat to reduce if this fails. But chances are, if 2584 * stat to reduce if this fails. But chances are, if
2809 * stats have been depleted to -50, all are pretty low 2585 * stats have been depleted to -50, all are pretty low
2810 * and should be roughly the same, so it shouldn't make a 2586 * and should be roughly the same, so it shouldn't make a
2811 * difference. 2587 * difference.
2819 lost_a_stat = 1; 2595 lost_a_stat = 1;
2820 } 2596 }
2821 } 2597 }
2822 } 2598 }
2823 } 2599 }
2600
2824 /* If no stat lost, tell the player. */ 2601 /* If no stat lost, tell the player. */
2825 if (!lost_a_stat) 2602 if (!lost_a_stat)
2826 { 2603 {
2827 /* determine_god() seems to not work sometimes... why is this? 2604 /* determine_god() seems to not work sometimes... why is this?
2828 Should I be using something else? GD */ 2605 Should I be using something else? GD */
2829 const char *god = determine_god (op); 2606 shstr_tmp god = determine_god (op);
2830 2607
2831 if (god && (strcmp (god, "none"))) 2608 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); 2609 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2833 else 2610 else
2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2611 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2835 } 2612 }
2836#else 2613#else
2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2614 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2838#endif 2615#endif
2839 2616
2840 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2841 * exp loss on the stone. 2618 * exp loss on the stone.
2842 */ 2619 */
2843 tmp = arch_to_object (archetype::find ("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2844 sprintf (buf, "%s's gravestone", &op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
2845 tmp->name = buf; 2622 tmp->name_pl = format ("%s's gravestones", &op->name);
2846 sprintf (buf, "%s's gravestones", &op->name); 2623 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2847 tmp->name_pl = buf; 2624 &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; 2625 tmp->x = op->x, tmp->y = op->y;
2851 insert_ob_in_map (tmp, op->map, NULL, 0); 2626 insert_ob_in_map (tmp, op->map, NULL, 0);
2852 2627
2853 /**************************************/ 2628 /**************************************/
2854 /* */ 2629 /* */
2855 /* Subtract the experience points, */ 2630 /* Subtract the experience points, */
2856 /* if we died cause of food, give us */
2857 /* food, and reset HP's... */
2858 /* */ 2631 /* */
2859 /**************************************/ 2632 /**************************************/
2860 2633
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)); */ 2634 /*add_exp(op, (op->stats.exp * -0.20)); */
2883 apply_death_exp_penalty (op); 2635 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 2636
2890 /* 2637 /*
2891 * Check to see if the player has any unpaid items. If so, remove them 2638 * Check to see if the player has any unpaid items. If so, remove them
2892 * and put them back in the map. 2639 * and put them back in the map.
2893 */ 2640 */
2894 remove_unpaid_objects (op->inv, op); 2641 op->drop_unpaid_items ();
2895 2642
2896 /****************************************/ 2643 /****************************************/
2897 /* */ 2644 /* */
2898 /* Move player to his current respawn- */ 2645 /* Move player to his current respawn- */
2899 /* position (usually last savebed) */ 2646 /* position (usually last savebed) */
2928 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
2929 force->resist[at] = 100; 2676 force->resist[at] = 100;
2930 2677
2931 insert_ob_in_ob (force, op); 2678 insert_ob_in_ob (force, op);
2932 op->update_stats (); 2679 op->update_stats ();
2933
2934 } 2680 }
2935 2681
2936 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2937} 2683}
2938 2684
2939void 2685static void
2940loot_object (object *op) 2686loot_object (object *op)
2941{ /* Grab and destroy some treasure */ 2687{ /* Grab and destroy some treasure */
2942 object *tmp, *tmp2, *next; 2688 object *tmp, *tmp2, *next;
2943 2689
2944 op->close_container (); /* close open sack first */ 2690 op->close_container (); /* close open sack first */
2958 2704
2959 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2705 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2960 { 2706 {
2961 if (tmp->nrof > 1) 2707 if (tmp->nrof > 1)
2962 { 2708 {
2963 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2709 tmp->decrease (rndm (1, tmp->nrof - 1));
2964 tmp2->destroy ();
2965 insert_ob_in_map (tmp, op->map, NULL, 0); 2710 insert_ob_in_map (tmp, op->map, NULL, 0);
2966 } 2711 }
2967 else 2712 else
2968 tmp->destroy (); 2713 tmp->destroy ();
2969 } 2714 }
2976 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
2977 * what needs to be fixed. Refresh windows and fix speed if anything 2722 * what needs to be fixed. Refresh windows and fix speed if anything
2978 * was changed. 2723 * was changed.
2979 */ 2724 */
2980void 2725void
2981fix_weight (void) 2726fix_weight ()
2982{ 2727{
2983 for_all_players (pl) 2728 for_all_players (pl)
2984 { 2729 {
2985 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2730 sint32 old = pl->ob->carrying;
2986 2731
2987 if (old == sum) 2732 pl->ob->update_weight ();
2988 continue; 2733
2734 if (old != pl->ob->carrying)
2735 {
2989 pl->ob->update_stats (); 2736 pl->ob->update_stats ();
2990 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2737 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2738 }
2991 } 2739 }
2992} 2740}
2993 2741
2994void 2742void
2995fix_luck (void) 2743fix_luck ()
2996{ 2744{
2997 for_all_players (pl) 2745 for_all_players (pl)
2998 if (!pl->ob->contr->ns->state) 2746 if (!pl->ob->contr->ns->state)
2999 pl->ob->change_luck (0); 2747 pl->ob->change_luck (0);
3000} 2748}
3037} 2785}
3038 2786
3039void 2787void
3040make_visible (object *op) 2788make_visible (object *op)
3041{ 2789{
3042 op->hide = 0; 2790 op->flag [FLAG_HIDDEN] = 0;
3043 op->invisible = 0; 2791 op->invisible = 0;
2792
3044 if (op->type == PLAYER) 2793 if (op->type == PLAYER)
3045 { 2794 {
3046 op->contr->tmp_invis = 0; 2795 op->contr->tmp_invis = 0;
3047 op->contr->invis_race = 0; 2796 op->contr->invis_race = 0;
3048 } 2797 }
3051} 2800}
3052 2801
3053int 2802int
3054is_true_undead (object *op) 2803is_true_undead (object *op)
3055{ 2804{
3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2805 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3057 return 1; 2806 return 1;
3058 2807
3059 return 0; 2808 return 0;
3060} 2809}
3061 2810
3062/* look at the surrounding terrain to determine 2811/* look at the surrounding terrain to determine
3063 * the hideability of this object. Positive levels 2812 * the hideability of this object. Positive levels
3064 * indicate greater hideability. 2813 * indicate greater hideability.
3065 */ 2814 */
3066
3067int 2815int
3068hideability (object *ob) 2816hideability (object *ob)
3069{ 2817{
3070 int i, level = 0, mflag; 2818 int i, level = 0, mflag;
3071 sint16 x, y; 2819 sint16 x, y;
3072 2820
3073 if (!ob || !ob->map) 2821 if (!ob || !ob->map)
3074 return 0; 2822 return 0;
3075 2823
3076 /* so, on normal lighted maps, its hard to hide */ 2824 /* so, on normal lighted maps, its hard to hide */
3077 level = ob->map->darkness - 2; 2825 level = ob->map->darklevel () - 2;
3078 2826
3079 /* this also picks up whether the object is glowing. 2827 /* this also picks up whether the object is glowing.
3080 * If you carry a light on a non-dark map, its not 2828 * If you carry a light on a non-dark map, its not
3081 * as bad as carrying a light on a pitch dark map */ 2829 * as bad as carrying a light on a pitch dark map */
3082 if (has_carried_lights (ob)) 2830 if (ob->has_carried_lights ())
3083 level = -(10 + (2 * ob->map->darkness)); 2831 level = -(10 + (2 * ob->map->darklevel ()));
3084 2832
3085 /* scan through all nearby squares for terrain to hide in */ 2833 /* 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]) 2834 for (i = 0, x = ob->x, y = ob->y;
2835 i <= SIZEOFFREE1;
2836 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3087 { 2837 {
3088 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2838 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3089 if (mflag & P_OUT_OF_MAP) 2839 if (mflag & P_OUT_OF_MAP)
3090 {
3091 continue; 2840 continue;
3092 } 2841
3093 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2842 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3094 level += 2; 2843 level += 2;
3095 else /* open terrain! */ 2844 else /* open terrain! */
3096 level -= 1; 2845 level -= 1;
3097 } 2846 }
3105/* For Hidden creatures - a chance of becoming 'unhidden' 2854/* For Hidden creatures - a chance of becoming 'unhidden'
3106 * every time they move - as we subtract off 'invisibility' 2855 * every time they move - as we subtract off 'invisibility'
3107 * AND, for players, if they move into a ridiculously unhideable 2856 * AND, for players, if they move into a ridiculously unhideable
3108 * spot (surrounded by clear terrain in broad daylight). -b.t. 2857 * spot (surrounded by clear terrain in broad daylight). -b.t.
3109 */ 2858 */
3110
3111void 2859void
3112do_hidden_move (object *op) 2860do_hidden_move (object *op)
3113{ 2861{
3114 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2862 int hide = 0;
3115 object *skop;
3116 2863
3117 if (!op || !op->map) 2864 if (!op || !op->map)
3118 return; 2865 return;
3119 2866
3120 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2867 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2868 int num = random_roll (0, 19, op, PREFER_LOW);
3121 2869
3122 /* its *extremely* hard to run and sneak/hide at the same time! */ 2870 /* its *extremely* hard to run and sneak/hide at the same time! */
3123 if (op->type == PLAYER && op->contr->run_on) 2871 if (op->type == PLAYER && op->contr->run_on)
3124 if (!skop || num >= skop->level) 2872 if (!skop || num >= skop->level)
3125 { 2873 {
3135 num -= hide; 2883 num -= hide;
3136 2884
3137 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2885 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3138 { 2886 {
3139 make_visible (op); 2887 make_visible (op);
2888
3140 if (op->type == PLAYER) 2889 if (op->type == PLAYER)
3141 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2890 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3142 } 2891 }
3143 else if (op->type == PLAYER && skop) 2892 else if (op->type == PLAYER && skop)
3144 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2893 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3197 * object op. This function works fine for monsters, 2946 * object op. This function works fine for monsters,
3198 * but we dont worry if the object isnt the top one in 2947 * but we dont worry if the object isnt the top one in
3199 * a pile (say a coin under a table would return "viewable" 2948 * a pile (say a coin under a table would return "viewable"
3200 * by this routine). Another question, should we be 2949 * by this routine). Another question, should we be
3201 * concerned with the direction the player is looking 2950 * concerned with the direction the player is looking
3202 * in? Realistically, most of use cant see stuff behind 2951 * in? Realistically, most of us can't see stuff behind
3203 * our backs...on the other hand, does the "facing" direction 2952 * our backs...on the other hand, does the "facing" direction
3204 * imply the way your head, or body is facing? Its possible 2953 * 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. 2954 * for them to differ. Sigh, this fctn could get a bit more complex.
3206 * -b.t. 2955 * -b.t.
3207 * This function is now map tiling safe. 2956 * This function is now map tiling safe.
3208 */ 2957 */
3209
3210int 2958int
3211player_can_view (object *pl, object *op) 2959player_can_view (object *pl, object *op)
3212{ 2960{
3213 rv_vector rv; 2961 rv_vector rv;
3214 int dx, dy; 2962 int dx, dy;
3226 2974
3227 get_rangevector (pl, op, &rv, 0x1); 2975 get_rangevector (pl, op, &rv, 0x1);
3228 2976
3229 /* starting with the 'head' part, lets loop 2977 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any 2978 * through the object and find if it has any
3231 * part that is in the los array but isnt on 2979 * part that is in the los array but isn't on
3232 * a blocked los square. 2980 * a blocked los square.
3233 * we use the archetype to figure out offsets. 2981 * we use the archetype to figure out offsets.
3234 */ 2982 */
3235 while (op) 2983 while (op)
3236 { 2984 {
3237 dx = rv.distance_x + op->arch->clone.x; 2985 dx = rv.distance_x + op->arch->x;
3238 dy = rv.distance_y + op->arch->clone.y; 2986 dy = rv.distance_y + op->arch->y;
3239 2987
3240 /* only the viewable area the player sees is updated by LOS 2988 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; 2989 return 1;
2990
3248 op = op->more; 2991 op = op->more;
3249 } 2992 }
3250 return 0;
3251}
3252 2993
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; 2994 return 0;
3279} 2995}
3280 2996
3281/* op_on_battleground - checks if the given object op (usually 2997/* op_on_battleground - checks if the given object op (usually
3282 * a player) is standing on a valid battleground-tile, 2998 * 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 3003 * Default is to do the same as before, so only people wanting to have different points need worry about this
3288 */ 3004 */
3289int 3005int
3290op_on_battleground (object *op, int *x, int *y) 3006op_on_battleground (object *op, int *x, int *y)
3291{ 3007{
3292 object *tmp;
3293
3294 /* A battleground-tile needs the following attributes to be valid: 3008 /* 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), 3009 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3296 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3010 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3297 * and the exit-coordinates sp/hp must both be > 0. 3011 * and the exit-coordinates sp/hp must both be > 0.
3298 * => The intention here is to prevent abuse of the battleground- 3012 * => The intention here is to prevent abuse of the battleground-
3299 * feature (like pickable or hidden battleground tiles). */ 3013 * feature (like pickable or hidden battleground tiles). */
3300 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3014 for (object *tmp = op->below; tmp; tmp = tmp->below)
3301 { 3015 {
3302 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3016 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3303 { 3017 {
3304 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3018 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3305 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3019 && tmp->type == BATTLEGROUND
3020 && tmp->name == shstr_battleground
3021 && EXIT_X (tmp) && EXIT_Y (tmp))
3306 { 3022 {
3307 /*before we assign the exit, check if this is a teambattle */ 3023 /* before we assign the exit, check if this is a teambattle */
3308 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3024 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3309 {
3310 object *invtmp;
3311
3312 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3025 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3026 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3313 { 3027 {
3314 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3315 {
3316 if (x != NULL && y != NULL) 3028 if (x && y)
3317 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3030
3318 return 1; 3031 return 1;
3319 }
3320 } 3032 }
3321 } 3033
3322 if (x != NULL && y != NULL) 3034 if (x && y)
3323 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3036
3324 return 1; 3037 return 1;
3325 } 3038 }
3326 } 3039 }
3327 } 3040 }
3041
3328 /* If we got here, did not find a battleground */ 3042 /* If we got here, did not find a battleground */
3329 return 0; 3043 return 0;
3330} 3044}
3331 3045
3332/* 3046/*
3348 char buf[MAX_BUF]; /* tmp. string buffer */ 3062 char buf[MAX_BUF]; /* tmp. string buffer */
3349 int i = 0, j = 0; 3063 int i = 0, j = 0;
3350 3064
3351 /* get the appropriate treasurelist */ 3065 /* get the appropriate treasurelist */
3352 if (atnr == ATNR_FIRE) 3066 if (atnr == ATNR_FIRE)
3353 trlist = treasurelist::find ("dragon_ability_fire"); 3067 trlist = treasurelist::find (shstr_dragon_ability_fire);
3354 else if (atnr == ATNR_COLD) 3068 else if (atnr == ATNR_COLD)
3355 trlist = treasurelist::find ("dragon_ability_cold"); 3069 trlist = treasurelist::find (shstr_dragon_ability_cold);
3356 else if (atnr == ATNR_ELECTRICITY) 3070 else if (atnr == ATNR_ELECTRICITY)
3357 trlist = treasurelist::find ("dragon_ability_elec"); 3071 trlist = treasurelist::find (shstr_dragon_ability_elec);
3358 else if (atnr == ATNR_POISON) 3072 else if (atnr == ATNR_POISON)
3359 trlist = treasurelist::find ("dragon_ability_poison"); 3073 trlist = treasurelist::find (shstr_dragon_ability_poison);
3360 3074
3361 if (trlist == NULL || who->type != PLAYER) 3075 if (trlist == NULL || who->type != PLAYER)
3362 return; 3076 return;
3363 3077
3364 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3078 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]); */ 3082 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3369 return; 3083 return;
3370 } 3084 }
3371 3085
3372 /* everything seems okay - now bring on the gift: */ 3086 /* everything seems okay - now bring on the gift: */
3373 item = &(tr->item->clone); 3087 item = tr->item;
3374 3088
3375 if (item->type == SPELL) 3089 if (item->type == SPELL)
3376 { 3090 {
3377 if (check_spell_known (who, item->name)) 3091 if (check_spell_known (who, item->name))
3378 return; 3092 return;
3437 { 3151 {
3438 /* forces in the treasurelist can alter the player's stats */ 3152 /* forces in the treasurelist can alter the player's stats */
3439 object *skin; 3153 object *skin;
3440 3154
3441 /* first get the dragon skin force */ 3155 /* 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) 3156 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3444 ; 3157 ;
3445 3158
3446 if (!skin) 3159 if (!skin)
3447 return; 3160 return;
3448 3161
3462 else 3175 else
3463 j = 1; 3176 j = 1;
3464 strcat (buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3465 } 3178 }
3466 } 3179 }
3180
3467 strcat (buf, "."); 3181 strcat (buf, ".");
3468 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3469 } 3183 }
3470 3184
3471 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3481 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3482 } 3196 }
3483 else 3197 else
3484 { 3198 {
3485 /* generate misc. treasure */ 3199 /* generate misc. treasure */
3486 tmp = arch_to_object (tr->item); 3200 tmp = tr->item->instance ();
3487 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3201 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); 3202 who->insert (tmp);
3489 if (who->type == PLAYER)
3490 esrv_send_item (who, tmp);
3491 } 3203 }
3492} 3204}
3493 3205
3494/** 3206//-GPL
3495 * Unready an object for a player. This function does nothing if the object was
3496 * not readied.
3497 */
3498void
3499player_unready_range_ob (player *pl, object *ob)
3500{
3501 if (pl->ob->current_weapon == ob)
3502 pl->ob->current_weapon = 0;
3503
3504 if (pl->combat_ob == ob)
3505 pl->combat_ob = 0;
3506
3507 if (pl->ranged_ob == ob)
3508 pl->ranged_ob = 0;
3509}
3510 3207
3511sint8 3208sint8
3512player::visibility_at (maptile *map, int x, int y) const 3209player::darkness_at (maptile *map, int x, int y) const
3513{ 3210{
3514 if (!ns) 3211 if (!ns)
3515 return 0; 3212 return LOS_BLOCKED;
3516 3213
3517 int dx, dy; 3214 int dx, dy;
3518 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3215 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3216 return LOS_BLOCKED;
3217
3218 x += dx - ns->current_x;
3219 y += dy - ns->current_y;
3220
3221 return blocked_los (x, y);
3222}
3223
3224void
3225player::infobox (const char *title, const char *msg, int color)
3226{
3227 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3228}
3229
3230void
3231player::statusmsg (const char *msg, int color)
3232{
3233 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3234}
3235
3236void
3237player::failmsg (const char *msg, int color)
3238{
3239 play_sound (sound_find ("generic_failure"));
3240 statusmsg (msg, color);
3241}
3242
3243void
3244object::failmsgf (const char *format, ...)
3245{
3246 if (!contr)
3519 return 0; 3247 return;
3520 3248
3521 x += dx - ns->current_x + ns->mapx / 2; 3249 va_list ap;
3522 y += dy - ns->current_y + ns->mapy / 2; 3250 va_start (ap, format);
3523 3251 contr->failmsg (vformat (format, ap));
3524 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3252 va_end (ap);
3525 return 0;
3526
3527 return 100 - blocked_los [x][y];
3528} 3253}
3254
3255void
3256player::failmsgf (const char *format, ...)
3257{
3258 va_list ap;
3259 va_start (ap, format);
3260 failmsg (vformat (format, ap));
3261 va_end (ap);
3262}
3263

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