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Comparing deliantra/server/server/player.C (file contents):
Revision 1.139 by root, Fri May 18 01:01:02 2007 UTC vs.
Revision 1.213 by root, Fri Dec 26 13:33:22 2008 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
123 continue; 122 continue;
124 123
125 if (*buf == '%') 124 if (*buf == '%')
126 { /* send one news */ 125 { /* send one news */
127 if (size > 0) 126 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 */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
129 131
130 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
131 strip_endline (subject); 133 strip_endline (subject);
132 size = 0; 134 size = 0;
133 news[0] = '\0'; 135 news[0] = '\0';
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 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); 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
150} 152}
151 153
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. */ 154/* This loads the first map an puts the player on it. */
159static void 155static void
160set_first_map (object *op) 156set_first_map (object *op)
161{ 157{
162 op->contr->maplevel = first_map_path; 158 op->contr->maplevel = first_map_path;
163 op->x = -1; 159 op->x = -1;
164 op->y = -1; 160 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} 161}
179 162
180void 163void
181player::activate () 164player::activate ()
182{ 165{
187 ob->remove (); 170 ob->remove ();
188 ob->map = 0; 171 ob->map = 0;
189 ob->activate_recursive (); 172 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 174 add_friendly_object (ob);
192 enter_map ();
193} 175}
194 176
195void 177void
196player::deactivate () 178player::deactivate ()
197{ 179{
204 186
205 if (ob->map) 187 if (ob->map)
206 maplevel = ob->map->path; 188 maplevel = ob->map->path;
207 189
208 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
209 ob->map = 0; 192 ob->map = 0;
210 party = 0; 193 party = 0;
211 194
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213 196
227 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
228 211
229 ns->update_look = 0; 212 ns->update_look = 0;
230 ns->look_position = 0; 213 ns->look_position = 0;
231 214
232 clear_los (ob); 215 clear_los ();
233 216
234 ns->reset_stats (); 217 ns->reset_stats ();
235 218
236 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
239 222
240 ob->carrying = sum_weight (ob); 223 ob->update_weight ();
241 link_player_skills (ob); 224 link_skills ();
242 225
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244 227
245 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
246 229
247 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
249 { 232 {
250 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
251 234
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 238 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 240 skin = tmp;
261 241
262 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
263 } 243 }
264 244
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 246
267 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
268 303
269 ob->flag [FLAG_READY_WEAPON] = false; 304 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false; 305 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false; 306 ob->flag [FLAG_READY_BOW] = false;
272 307
273 for (object *op = ob->inv; op; op = op->below) 308 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED]) 309 if (op->flag [FLAG_APPLIED])
275 switch (op->type) 310 switch (op->type)
276 { 311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
277 case WAND: 316 case WAND:
278 case ROD: 317 case ROD:
279 case HORN: 318 case HORN:
280 case BOW: 319 case BOW:
281 case SKILL_TOOL: 320 ranged_ob = op;
321 break;
322
282 case WEAPON: 323 case WEAPON:
283 op->flag [FLAG_APPLIED] = false; 324 combat_ob = op;
284 apply_special (ob, op, AP_APPLY);
285 break; 325 break;
286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break;
290 } 326 }
291 327
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
293 ob->update_stats (); 329 ob->deactivate (); // change_weapon activates, fix this better
294
295 ns->floorbox_update ();
296 esrv_send_inventory (ob, ob);
297 esrv_add_spells (this, 0);
298
299 activate ();
300
301 send_rules (ob);
302 send_news (ob);
303 display_motd (ob);
304
305 INVOKE_PLAYER (CONNECT, this);
306 INVOKE_PLAYER (LOGIN, this);
307} 330}
308 331
309void 332void
310player::disconnect ()
311{
312 if (ns)
313 {
314 if (active)
315 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
316
317 INVOKE_PLAYER (DISCONNECT, this);
318
319 ns->reset_stats ();
320 ns->pl = 0;
321 ns = 0;
322 }
323
324 if (ob)
325 ob->close_container (); //TODO: client-specific
326
327 deactivate ();
328}
329
330// the need for this function can be explained
331// by load_object not returning the object
332void
333player::set_object (object *op) 333player::set_observe (object *op)
334{ 334{
335 ob = op; 335 observe = op ? op : ob;
336 ob->contr = this; /* this aren't yet in archetype */ 336 do_los = 1;
337
338 ob->speed_left = 0.5f;
339 ob->speed = 1.0f;
340 ob->direction = 5; /* So player faces south */
341} 337}
342 338
343player::player () 339player::player ()
344{ 340{
345 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
352 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
353 349
354 gen_sp_armour = 10; 350 gen_sp_armour = 10;
355 bowtype = bow_normal; 351 bowtype = bow_normal;
356 petmode = pet_normal; 352 petmode = pet_normal;
357 listening = 10;
358 usekeys = containers; 353 usekeys = containers;
359 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
360 do_los = 1; 355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
361} 359}
362 360
363void 361void
364player::do_destroy () 362player::do_destroy ()
365{ 363{
370 if (ob) 368 if (ob)
371 { 369 {
372 ob->destroy_inv (false); 370 ob->destroy_inv (false);
373 ob->destroy (); 371 ob->destroy ();
374 } 372 }
373
374 ob = observe = 0;
375} 375}
376 376
377player::~player () 377player::~player ()
378{ 378{
379 /* Clear item stack */ 379 /* Clear item stack */
406 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
407 */ 407 */
408archetype * 408archetype *
409get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
410{ 410{
411 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
412 418
413 for (;;) 419 for (;;)
414 { 420 {
415 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
416 at = first_archetype; 422 i = archetypes.begin ();
417 else 423 else if (*i == at)
418 at = at->next; 424 cleanup ("not a single player archetype found");
419 425
420 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
421 return at; 427 return *i;
422
423 if (at == start)
424 {
425 LOG (llevError, "No Player archetypes\n");
426 exit (-1);
427 }
428 } 428 }
429} 429}
430 430
431object * 431object *
432get_nearest_player (object *mon) 432get_nearest_player (object *mon)
436 unsigned lastdist; 436 unsigned lastdist;
437 rv_vector rv; 437 rv_vector rv;
438 438
439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
440 { 440 {
441 /* We should not find free objects on this friendly list, but it
442 * does periodically happen. Given that, lets deal with it.
443 * While unlikely, it is possible the next object on the friendly
444 * list is also free, so encapsulate this in a while loop.
445 */
446 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
447 {
448 object *tmp = ol->ob;
449
450 /* Can't do much more other than log the fact, because the object
451 * itself will have been cleared.
452 */
453 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
454 tmp->debug_desc ());
455 ol = ol->next;
456 remove_friendly_object (tmp);
457 if (!ol)
458 return op;
459 }
460
461 /* Remove special check for player from this. First, it looks to cause
462 * some crashes (ol->ob->contr not set properly?), but secondly, a more
463 * complicated method of state checking would be needed in any case -
464 * as it was, a clever player could type quit, and the function would
465 * skip them over while waiting for confirmation. Remove
466 * on_same_map check, as can_detect_enemy also does this
467 */
468 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
469 continue; 442 continue;
470 443
471 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
472 { 445 {
667 640
668 return firstdir; 641 return firstdir;
669} 642}
670 643
671void 644void
672give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
673{ 646{
674 object *op, *next = NULL;
675
676 if (pl->randomitems != NULL) 647 if (pl->randomitems)
677 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
678 649
679 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
680 { 651 {
681 next = op->below; 652 next = op->below;
682 653
683 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
684 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
689 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
690 * by this player due to race restrictions 661 * by this player due to race restrictions
691 */ 662 */
692 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
693 { 664 {
694 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
695 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
696 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
697 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
698 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
699 { 672 {
700 op->destroy (); 673 op->destroy ();
701 continue; 674 continue;
702 } 675 }
703 } 676 }
726 if (op->nrof > 1) 699 if (op->nrof > 1)
727 op->nrof = 1; 700 op->nrof = 1;
728 } 701 }
729 702
730 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
731 {
732 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
733 }
734 705
735 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
736 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
737 * merged properly. 708 * merged properly.
738 */ 709 */
739 if (need_identify (op)) 710 if (need_identify (op))
740 { 711 {
741 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
742 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
743 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
744 } 715 }
716
745 if (op->type == SPELL) 717 if (op->type == SPELL)
746 { 718 {
747 op->destroy (); 719 op->destroy ();
748 continue; 720 continue;
749 } 721 }
751 { 723 {
752 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
753 op->stats.exp = 0; 725 op->stats.exp = 0;
754 op->level = 1; 726 op->level = 1;
755 } 727 }
756 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
757 else
758 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
759 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
760 731
761 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
762 link_player_skills (pl); 733 pl->contr->link_skills ();
763} 734}
764 735
765void 736void
766get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
767{ 738{
868static void 839static void
869start_info (object *op) 840start_info (object *op)
870{ 841{
871 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
872 843
873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
874 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
877} 846}
878 847
879/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
880 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
881 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
884 */ 853 */
885void 854void
886player::chargen_race_done () 855player::chargen_race_done ()
887{ 856{
888 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
889 esrv_new_player (ob->contr, ob->weight + ob->carrying); 858 esrv_new_player (ob->contr);
890 859
891 treasurelist *tl = treasurelist::find ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
892 if (tl) 861 if (tl)
893 create_treasure (tl, ob, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
894 863
898 ob->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
899 868
900 if (ob->msg) 869 if (ob->msg)
901 ob->msg = 0; 870 ob->msg = 0;
902 871
903 /* We create this now because some of the unique maps will need it
904 * to save here.
905 */
906 {
907 char buf[MAX_BUF];
908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
909 make_path_to_file (buf);
910 }
911
912 start_info (ob); 872 start_info (ob);
913 CLEAR_FLAG (ob, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
914 give_initial_items (ob, ob->randomitems); 874 give_initial_items (ob, ob->randomitems);
915 link_player_skills (ob);
916 esrv_send_inventory (ob, ob); 875 esrv_send_inventory (ob, ob);
917 ob->update_stats (); 876 ob->update_stats ();
918 877
919 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
920 * is one for this race 879 * is one for this race
921 */ 880 */
922 if (*first_map_ext_path) 881 if (*first_map_ext_path)
923 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
924 object *tmp;
925 char mapname[MAX_BUF];
926
927 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
928 tmp = object::create ();
929 EXIT_PATH (tmp) = mapname;
930 EXIT_X (tmp) = ob->x;
931 EXIT_Y (tmp) = ob->y;
932 ob->enter_exit (tmp); /* we don't really care if it succeeded;
933 * if the map isn't there, then stay on the
934 * default initial map */
935 tmp->destroy ();
936 }
937 else 883 else
938 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
939} 885}
940 886
941void 887void
951 int x = ob->x, y = ob->y; 897 int x = ob->x, y = ob->y;
952 898
953 ob->remove_statbonus (); 899 ob->remove_statbonus ();
954 ob->remove (); 900 ob->remove ();
955 ob->arch = get_player_archetype (ob->arch); 901 ob->arch = get_player_archetype (ob->arch);
956 ob->arch->clone.copy_to (ob); 902 ob->arch->copy_to (ob);
957 ob->instantiate (); 903 ob->instantiate ();
958 ob->stats = ob->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
959 ob->name = ob->name_pl = name; 905 ob->name = ob->name_pl = name;
960 ob->x = x; 906 ob->x = x;
961 ob->y = y; 907 ob->y = y;
962 SET_ANIMATION (ob, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
963 insert_ob_in_map (ob, ob->map, ob, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
964 assign (ob->contr->title, ob->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
965 ob->add_statbonus (); 911 ob->add_statbonus ();
966 } 912 }
967 while (!allowed_class (ob)); 913 while (!allowed_class (ob));
968 914
969 update_object (ob, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
985 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
986 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
987 return; 933 return;
988 } 934 }
989 935
990 if (op->enemy == NULL) 936 if (!op->enemy)
991 { 937 {
992 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
993 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
994 return;
995 }
996
997 /* Seen some crashes here. Since we don't store an
998 * op->enemy_count, it is possible that something destroys the
999 * actual enemy, and the object is recycled.
1000 */
1001 if (op->enemy->map == NULL)
1002 {
1003 CLEAR_FLAG (op, FLAG_SCARED);
1004 op->enemy = NULL;
1005 return; 940 return;
1006 } 941 }
1007 942
1008 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1009 { 944 {
1044 if (op->move_type & MOVE_FLYING) 979 if (op->move_type & MOVE_FLYING)
1045 return 1; 980 return 1;
1046 981
1047 next = op->below; 982 next = op->below;
1048 983
984 int cnt = MAX_ITEM_PER_DROP;
985#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
986
1049 /* loop while there are items on the floor that are not marked as 987 /* loop while there are items on the floor that are not marked as
1050 * destroyed */ 988 * destroyed */
1051 while (next && !next->destroyed ()) 989 while (next && !next->destroyed ())
1052 { 990 {
1053 tmp = next; 991 tmp = next;
1054 next = tmp->below; 992 next = tmp->below;
1055 993
994 if (cnt <= 0)
995 {
996 op->failmsg ("Couldn't pickup all items at once.");
997 return 0;
998 }
999
1056 if (op->destroyed ()) 1000 if (op->destroyed ())
1057 return 0; 1001 return 0;
1058 1002
1059 if (!can_pick (op, tmp)) 1003 if (!can_pick (op, tmp))
1060 continue; 1004 continue;
1061 1005
1062 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1006 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1063 { 1007 {
1064 if (item_matched_string (op, tmp, op->contr->search_str)) 1008 if (item_matched_string (op, tmp, op->contr->search_str))
1065 pick_up (op, tmp); 1009 CHK_PICK_PICKUP;
1010
1066 continue; 1011 continue;
1067 } 1012 }
1068 1013
1069 /* high not bit set? We're using the old autopickup model */ 1014 /* high not bit set? We're using the old autopickup model */
1070 if (!(op->contr->mode & PU_NEWMODE)) 1015 if (!(op->contr->mode & PU_NEWMODE))
1072 switch (op->contr->mode) 1017 switch (op->contr->mode)
1073 { 1018 {
1074 case 0: 1019 case 0:
1075 return 1; /* don't pick up */ 1020 return 1; /* don't pick up */
1076 case 1: 1021 case 1:
1077 pick_up (op, tmp); 1022 CHK_PICK_PICKUP;
1078 return 1; 1023 return 1;
1079 case 2: 1024 case 2:
1080 pick_up (op, tmp); 1025 CHK_PICK_PICKUP;
1081 return 0; 1026 return 0;
1082 case 3: 1027 case 3:
1083 return 0; /* stop before pickup */ 1028 return 0; /* stop before pickup */
1084 case 4: 1029 case 4:
1085 pick_up (op, tmp); 1030 CHK_PICK_PICKUP;
1086 break; 1031 break;
1087 case 5: 1032 case 5:
1088 pick_up (op, tmp); 1033 CHK_PICK_PICKUP;
1089 stop = 1; 1034 stop = 1;
1090 break; 1035 break;
1091 case 6: 1036 case 6:
1092 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1037 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1093 pick_up (op, tmp); 1038 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1039 CHK_PICK_PICKUP;
1094 break; 1040 break;
1095 1041
1096 case 7: 1042 case 7:
1097 if (tmp->type == MONEY || tmp->type == GEM) 1043 if (tmp->type == MONEY || tmp->type == GEM)
1098 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1099 break; 1045 break;
1100 1046
1101 default: 1047 default:
1102 /* use value density */ 1048 /* use value density */
1103 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1049 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1104 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1050 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1105 pick_up (op, tmp); 1051 CHK_PICK_PICKUP;
1106 } 1052 }
1107 } 1053 }
1108 else 1054 else
1109 { /* old model */ 1055 { /* old model */
1110 /* NEW pickup handling */ 1056 /* NEW pickup handling */
1114 if (tmp->name != NULL) 1060 if (tmp->name != NULL)
1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1061 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1116 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1062 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1117 else 1063 else
1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1064 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1119 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1065 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120 1066
1121 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1067 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1122 } 1068 }
1123 1069
1124 /* philosophy: 1070 /* philosophy:
1165 /* all food and drink if desired */ 1111 /* all food and drink if desired */
1166 /* question: don't pick up known-poisonous stuff? */ 1112 /* question: don't pick up known-poisonous stuff? */
1167 if (op->contr->mode & PU_FOOD) 1113 if (op->contr->mode & PU_FOOD)
1168 if (tmp->type == FOOD) 1114 if (tmp->type == FOOD)
1169 { 1115 {
1170 pick_up (op, tmp); 1116 CHK_PICK_PICKUP;
1171 continue; 1117 continue;
1172 } 1118 }
1173 1119
1174 if (op->contr->mode & PU_DRINK) 1120 if (op->contr->mode & PU_DRINK)
1175 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1121 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1176 { 1122 {
1177 pick_up (op, tmp); 1123 CHK_PICK_PICKUP;
1178 continue; 1124 continue;
1179 } 1125 }
1180 1126
1181 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_POTION)
1182 if (tmp->type == POTION) 1128 if (tmp->type == POTION)
1183 { 1129 {
1184 pick_up (op, tmp); 1130 CHK_PICK_PICKUP;
1185 continue; 1131 continue;
1186 } 1132 }
1187 1133
1188 /* spellbooks, skillscrolls and normal books/scrolls */ 1134 /* spellbooks, skillscrolls and normal books/scrolls */
1189 if (op->contr->mode & PU_SPELLBOOK) 1135 if (op->contr->mode & PU_SPELLBOOK)
1190 if (tmp->type == SPELLBOOK) 1136 if (tmp->type == SPELLBOOK)
1191 { 1137 {
1192 pick_up (op, tmp); 1138 CHK_PICK_PICKUP;
1193 continue; 1139 continue;
1194 } 1140 }
1195 1141
1196 if (op->contr->mode & PU_SKILLSCROLL) 1142 if (op->contr->mode & PU_SKILLSCROLL)
1197 if (tmp->type == SKILLSCROLL) 1143 if (tmp->type == SKILLSCROLL)
1198 { 1144 {
1199 pick_up (op, tmp); 1145 CHK_PICK_PICKUP;
1200 continue; 1146 continue;
1201 } 1147 }
1202 1148
1203 if (op->contr->mode & PU_READABLES) 1149 if (op->contr->mode & PU_READABLES)
1204 if (tmp->type == BOOK || tmp->type == SCROLL) 1150 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1205 { 1151 {
1206 pick_up (op, tmp); 1152 CHK_PICK_PICKUP;
1207 continue; 1153 continue;
1208 } 1154 }
1209 1155
1210 /* wands/staves/rods/horns */ 1156 /* wands/staves/rods/horns */
1211 if (op->contr->mode & PU_MAGIC_DEVICE) 1157 if (op->contr->mode & PU_MAGIC_DEVICE)
1212 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1158 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1213 { 1159 {
1214 pick_up (op, tmp); 1160 CHK_PICK_PICKUP;
1215 continue; 1161 continue;
1216 } 1162 }
1217 1163
1218 /* pick up all magical items */ 1164 /* pick up all magical items */
1219 if (op->contr->mode & PU_MAGICAL) 1165 if (op->contr->mode & PU_MAGICAL)
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1166 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1221 { 1167 {
1222 pick_up (op, tmp); 1168 CHK_PICK_PICKUP;
1223 continue; 1169 continue;
1224 } 1170 }
1225 1171
1226 if (op->contr->mode & PU_VALUABLES) 1172 if (op->contr->mode & PU_VALUABLES)
1227 { 1173 {
1228 if (tmp->type == MONEY || tmp->type == GEM) 1174 if (tmp->type == MONEY || tmp->type == GEM)
1229 { 1175 {
1230 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1231 continue; 1177 continue;
1232 } 1178 }
1233 } 1179 }
1234 1180
1235 /* rings & amulets - talismans seems to be typed AMULET */ 1181 /* rings & amulets - talismans seems to be typed AMULET */
1236 if (op->contr->mode & PU_JEWELS) 1182 if (op->contr->mode & PU_JEWELS)
1237 if (tmp->type == RING || tmp->type == AMULET) 1183 if (tmp->type == RING || tmp->type == AMULET)
1238 { 1184 {
1239 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1240 continue; 1186 continue;
1241 } 1187 }
1242 1188
1243 /* we don't forget dragon food */ 1189 /* we don't forget dragon food */
1244 if (op->contr->mode & PU_FLESH) 1190 if (op->contr->mode & PU_FLESH)
1245 if (tmp->type == FLESH) 1191 if (tmp->type == FLESH)
1246 { 1192 {
1247 pick_up (op, tmp); 1193 CHK_PICK_PICKUP;
1248 continue; 1194 continue;
1249 } 1195 }
1250 1196
1251 /* bows and arrows. Bows are good for selling! */ 1197 /* bows and arrows. Bows are good for selling! */
1252 if (op->contr->mode & PU_BOW) 1198 if (op->contr->mode & PU_BOW)
1253 if (tmp->type == BOW) 1199 if (tmp->type == BOW)
1254 { 1200 {
1255 pick_up (op, tmp); 1201 CHK_PICK_PICKUP;
1256 continue; 1202 continue;
1257 } 1203 }
1258 1204
1259 if (op->contr->mode & PU_ARROW) 1205 if (op->contr->mode & PU_ARROW)
1260 if (tmp->type == ARROW) 1206 if (tmp->type == ARROW)
1261 { 1207 {
1262 pick_up (op, tmp); 1208 CHK_PICK_PICKUP;
1263 continue; 1209 continue;
1264 } 1210 }
1265 1211
1266 /* all kinds of armor etc. */ 1212 /* all kinds of armor etc. */
1267 if (op->contr->mode & PU_ARMOUR) 1213 if (op->contr->mode & PU_ARMOUR)
1268 if (tmp->type == ARMOUR) 1214 if (tmp->type == ARMOUR)
1269 { 1215 {
1270 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1271 continue; 1217 continue;
1272 } 1218 }
1273 1219
1274 if (op->contr->mode & PU_HELMET) 1220 if (op->contr->mode & PU_HELMET)
1275 if (tmp->type == HELMET) 1221 if (tmp->type == HELMET)
1276 { 1222 {
1277 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1278 continue; 1224 continue;
1279 } 1225 }
1280 1226
1281 if (op->contr->mode & PU_SHIELD) 1227 if (op->contr->mode & PU_SHIELD)
1282 if (tmp->type == SHIELD) 1228 if (tmp->type == SHIELD)
1283 { 1229 {
1284 pick_up (op, tmp); 1230 CHK_PICK_PICKUP;
1285 continue; 1231 continue;
1286 } 1232 }
1287 1233
1288 if (op->contr->mode & PU_BOOTS) 1234 if (op->contr->mode & PU_BOOTS)
1289 if (tmp->type == BOOTS) 1235 if (tmp->type == BOOTS)
1290 { 1236 {
1291 pick_up (op, tmp); 1237 CHK_PICK_PICKUP;
1292 continue; 1238 continue;
1293 } 1239 }
1294 1240
1295 if (op->contr->mode & PU_GLOVES) 1241 if (op->contr->mode & PU_GLOVES)
1296 if (tmp->type == GLOVES) 1242 if (tmp->type == GLOVES)
1297 { 1243 {
1298 pick_up (op, tmp); 1244 CHK_PICK_PICKUP;
1299 continue; 1245 continue;
1300 } 1246 }
1301 1247
1302 if (op->contr->mode & PU_CLOAK) 1248 if (op->contr->mode & PU_CLOAK)
1303 if (tmp->type == CLOAK) 1249 if (tmp->type == CLOAK)
1304 { 1250 {
1305 pick_up (op, tmp); 1251 CHK_PICK_PICKUP;
1306 continue; 1252 continue;
1307 } 1253 }
1308 1254
1309 /* hoping to catch throwing daggers here */ 1255 /* hoping to catch throwing daggers here */
1310 if (op->contr->mode & PU_MISSILEWEAPON) 1256 if (op->contr->mode & PU_MISSILEWEAPON)
1311 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1257 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1312 { 1258 {
1313 pick_up (op, tmp); 1259 CHK_PICK_PICKUP;
1314 continue; 1260 continue;
1315 } 1261 }
1316 1262
1317 /* careful: chairs and tables are weapons! */ 1263 /* careful: chairs and tables are weapons! */
1318 if (op->contr->mode & PU_ALLWEAPON) 1264 if (op->contr->mode & PU_ALLWEAPON)
1319 { 1265 {
1320 if (tmp->type == WEAPON && tmp->name != NULL) 1266 if (tmp->type == WEAPON && tmp->name != NULL)
1321 { 1267 {
1322 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1268 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1323 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1269 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1324 { 1270 {
1325 pick_up (op, tmp); 1271 CHK_PICK_PICKUP;
1326 continue; 1272 continue;
1327 } 1273 }
1328 } 1274 }
1329 1275
1330 if (tmp->type == WEAPON && tmp->name == NULL) 1276 if (tmp->type == WEAPON && tmp->name == NULL)
1331 { 1277 {
1332 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1278 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1333 { 1279 {
1334 pick_up (op, tmp); 1280 CHK_PICK_PICKUP;
1335 continue; 1281 continue;
1336 } 1282 }
1337 } 1283 }
1338 } 1284 }
1339 1285
1340 /* misc stuff that's useful */ 1286 /* misc stuff that's useful */
1341 if (op->contr->mode & PU_KEY) 1287 if (op->contr->mode & PU_KEY)
1342 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1288 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1343 { 1289 {
1344 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1345 continue; 1291 continue;
1346 } 1292 }
1347 1293
1348 /* any of the last 4 bits set means we use the ratio for value 1294 /* any of the last 4 bits set means we use the ratio for value
1349 * pickups */ 1295 * pickups */
1350 if (op->contr->mode & PU_RATIO) 1296 if (op->contr->mode & PU_RATIO)
1351 { 1297 {
1352 /* use value density to decide what else to grab */ 1298 /* use value density to decide what else to grab */
1353 /* >=7 was >= op->contr->mode */ 1299 /* >=7 was >= op->contr->mode */
1354 /* >=7 is the old standard setting. Now we take the last 4 bits 1300 /* >=7 is the old standard setting. Now we take the last 4 bits
1355 * and multiply them by 5, giving 0..15*5== 5..75 */ 1301 */
1356 wvratio = (op->contr->mode & PU_RATIO) * 5; 1302 wvratio = op->contr->mode & PU_RATIO;
1357 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1303 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1358 { 1304 {
1359 pick_up (op, tmp); 1305 CHK_PICK_PICKUP;
1360#if 0 1306#if 0
1361 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1307 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1362 if (tmp->name != NULL) 1308 if (tmp->name != NULL)
1363 { 1309 {
1364 fprintf (stderr, "%s", tmp->name); 1310 fprintf (stderr, "%s", tmp->name);
1365 } 1311 }
1366 else 1312 else
1367 fprintf (stderr, "%s", tmp->arch->name); 1313 fprintf (stderr, "%s", tmp->arch->archname);
1368 fprintf (stderr, ",%d] = ", tmp->type); 1314 fprintf (stderr, ",%d] = ", tmp->type);
1369 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1315 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1370#endif 1316#endif
1371 continue; 1317 continue;
1372 } 1318 }
1383 * found object is returned. 1329 * found object is returned.
1384 */ 1330 */
1385object * 1331object *
1386find_arrow (object *op, const char *type) 1332find_arrow (object *op, const char *type)
1387{ 1333{
1388 object *tmp = 0;
1389
1390 for (op = op->inv; op; op = op->below) 1334 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1391 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1392 tmp = find_arrow (op, type);
1393 else if (op->type == ARROW && op->race == type) 1335 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1336 return splay (tmp);
1337
1338 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1339 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1340 if (object *arrow = find_arrow (tmp, type))
1341 {
1342 splay (tmp);
1394 return op; 1343 return arrow;
1344 }
1395 1345
1396 return tmp; 1346 return 0;
1397} 1347}
1398 1348
1399/* 1349/*
1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1350 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1401 * against the target. A full test is not performed, simply a basic test 1351 * against the target. A full test is not performed, simply a basic test
1424 } 1374 }
1425 } 1375 }
1426 else if (arrow->type == ARROW && arrow->race == type) 1376 else if (arrow->type == ARROW && arrow->race == type)
1427 { 1377 {
1428 /* allways prefer assasination/slaying */ 1378 /* allways prefer assasination/slaying */
1429 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1379 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1430 { 1380 {
1431 if (arrow->attacktype & AT_DEATH) 1381 if (arrow->attacktype & AT_DEATH)
1432 { 1382 {
1433 *better = 100; 1383 *better = 100;
1434 return arrow; 1384 return arrow;
1442 else 1392 else
1443 { 1393 {
1444 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1394 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1445 { 1395 {
1446 attacktype = 1 << attacknum; 1396 attacktype = 1 << attacknum;
1447 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1397 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1448 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1398 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1449 { 1399 {
1450 tmp = arrow; 1400 tmp = arrow;
1451 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1401 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1452 } 1402 }
1453 } 1403 }
1454 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1404 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1405 {
1456 tmp = arrow; 1406 tmp = arrow;
1462 betterby = 1 + arrow->magic + arrow->stats.dam; 1412 betterby = 1 + arrow->magic + arrow->stats.dam;
1463 } 1413 }
1464 } 1414 }
1465 } 1415 }
1466 } 1416 }
1417
1467 if (tmp == NULL && arrow == NULL) 1418 if (tmp == NULL && arrow == NULL)
1468 return find_arrow (op, type); 1419 return find_arrow (op, type);
1469 1420
1470 *better = betterby; 1421 *better = betterby;
1471 return tmp; 1422 return tmp;
1501 for (i = 0, found = 0; i < 20; i++) 1452 for (i = 0, found = 0; i < 20; i++)
1502 { 1453 {
1503 x += freearr_x[dir]; 1454 x += freearr_x[dir];
1504 y += freearr_y[dir]; 1455 y += freearr_y[dir];
1505 mflags = get_map_flags (m, &m, x, y, &x, &y); 1456 mflags = get_map_flags (m, &m, x, y, &x, &y);
1457
1506 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1458 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1507 { 1459 {
1508 tmp = NULL; 1460 tmp = 0;
1509 break; 1461 break;
1510 } 1462 }
1511 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1463 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1512 { 1464 {
1513 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1465 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1514 * perhaps a bad assumption. 1466 * perhaps a bad assumption.
1515 */ 1467 */
1516 tmp = NULL; 1468 tmp = 0;
1517 break; 1469 break;
1518 } 1470 }
1471
1519 if (mflags & P_IS_ALIVE) 1472 if (mflags & P_IS_ALIVE)
1520 {
1521 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1473 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1474 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1523 {
1524 found++;
1525 break;
1526 }
1527 if (found)
1528 break; 1475 break;
1529 }
1530 } 1476 }
1531 if (tmp == NULL) 1477
1478 if (!tmp)
1532 return find_arrow (op, type); 1479 return find_arrow (op, type);
1533 1480
1534 if (tmp->head) 1481 if (tmp->head)
1535 tmp = tmp->head; 1482 tmp = tmp->head;
1536 1483
1581 if (bow->below) 1528 if (bow->below)
1582 { 1529 {
1583 bow->remove (); 1530 bow->remove ();
1584 op->insert (bow); 1531 op->insert (bow);
1585 } 1532 }
1586
1587 } 1533 }
1588 1534
1589 if (!bow->race || !bow->skill) 1535 if (!bow->race || !bow->skill)
1590 { 1536 {
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1537 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1617 } 1563 }
1618 1564
1619 /* this should not happen, but sometimes does */ 1565 /* this should not happen, but sometimes does */
1620 if (arrow->nrof == 0) 1566 if (arrow->nrof == 0)
1621 { 1567 {
1568 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1622 arrow->destroy (); 1569 arrow->destroy ();
1623 return 0; 1570 return 0;
1624 } 1571 }
1625 1572
1626 left = arrow; /* these are arrows left to the player */ 1573 left = arrow; /* these are arrows left to the player */
1627 arrow = get_split_ob (arrow, 1); 1574 arrow = arrow->split ();
1628 if (!arrow) 1575 if (!arrow)
1629 { 1576 {
1630 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1631 return 0; 1578 return 0;
1632 } 1579 }
1640 arrow->stats.grace = arrow->attacktype; 1587 arrow->stats.grace = arrow->attacktype;
1641 1588
1642 if (arrow->slaying) 1589 if (arrow->slaying)
1643 arrow->spellarg = strdup (arrow->slaying); 1590 arrow->spellarg = strdup (arrow->slaying);
1644 1591
1592#if 0
1645 if (player *pl = op->contr) 1593 if (player *pl = op->contr)
1646 { 1594 {
1647 if (!pl->has_hit)
1648 {
1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp; 1595 float speed = pl->weapon_sp;
1654 1596
1655 /* penalize ROF for bestarrow */ 1597 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow) 1598 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f; 1599 speed *= .9f;
1658 else 1600 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1601 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660 1602
1661 op->speed_left += speed - op->speed; 1603 op->speed_left += speed - op->speed;
1604 }
1662#endif 1605#endif
1663 }
1664 1606
1665 SET_ANIMATION (arrow, arrow->direction); 1607 SET_ANIMATION (arrow, arrow->direction);
1666 1608
1667 /* update the speed */ 1609 /* update the speed */
1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1610 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1669 + bow->stats.dam / 7.0; 1611 + bow->stats.dam / 7.f;
1670 1612
1671 arrow->set_speed (max (arrow->speed, 2.0)); 1613 arrow->set_speed (max (arrow->speed, 2.f));
1672 arrow->speed_left = 0; 1614 arrow->speed_left = 0;
1673 1615
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1616 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1675 1617
1676 if (op->type == PLAYER) 1618 if (op->type == PLAYER)
1699 1641
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1642 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1701 arrow->move_type = MOVE_FLY_LOW; 1643 arrow->move_type = MOVE_FLY_LOW;
1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1644 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1703 1645
1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1646 op->play_sound (sound_find ("fire_arrow"));
1705 m->insert (arrow, sx, sy, op); 1647 m->insert (arrow, sx, sy, op);
1706 1648
1707 if (!arrow->destroyed ()) 1649 if (!arrow->destroyed ())
1708 move_arrow (arrow); 1650 move_arrow (arrow);
1709
1710 if (op->type == PLAYER)
1711 {
1712 if (left->destroyed ())
1713 esrv_del_item (op->contr, left->count);
1714 else
1715 esrv_send_item (op, left);
1716 }
1717 1651
1718 return 1; 1652 return 1;
1719} 1653}
1720 1654
1721/* Special fire code for players - this takes into 1655/* Special fire code for players - this takes into
1726 * hence the function name. 1660 * hence the function name.
1727 */ 1661 */
1728int 1662int
1729player_fire_bow (object *op, int dir) 1663player_fire_bow (object *op, int dir)
1730{ 1664{
1731 int ret = 0, wcmod = 0; 1665 int ret;
1732 1666
1733 if (op->contr->bowtype == bow_bestarrow) 1667 if (op->contr->bowtype == bow_bestarrow)
1734 { 1668 {
1735 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1669 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1736 } 1670 }
1737 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1671 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1738 { 1672 {
1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1673 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1740 wcmod = -1;
1741
1742 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1674 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1743 } 1675 }
1744 else if (op->contr->bowtype == bow_threewide) 1676 else if (op->contr->bowtype == bow_threewide)
1745 { 1677 {
1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1678 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1747 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1679 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1748 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1680 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1749 } 1681 }
1750 else if (op->contr->bowtype == bow_spreadshot) 1682 else if (op->contr->bowtype == bow_spreadshot)
1751 { 1683 {
1752 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1684 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1753 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1685 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1754 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1686 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1755 } 1687 }
1756 else 1688 else
1757 { 1689 {
1787 1719
1788 if (item->type == WAND) 1720 if (item->type == WAND)
1789 { 1721 {
1790 if (item->stats.food <= 0) 1722 if (item->stats.food <= 0)
1791 { 1723 {
1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1724 op->contr->play_sound (sound_find ("wand_poof"));
1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1725 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794 1726
1795 return; 1727 return;
1796 } 1728 }
1797 } 1729 }
1798 else if (item->type == ROD || item->type == HORN) 1730 else if (item->type == ROD || item->type == HORN)
1799 { 1731 {
1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1732 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1733
1734 // using the maximum of the rods charge allows at least one spell cast
1735 // for a rod or horn, this fixes some broken rods.
1736 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1801 { 1737 {
1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1738 op->contr->play_sound (sound_find ("wand_poof"));
1803 1739
1804 if (item->type == ROD) 1740 if (item->type == ROD)
1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1741 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1806 else 1742 else
1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1810 } 1746 }
1811 } 1747 }
1812 1748
1813 if (cast_spell (op, item, dir, item->inv, NULL)) 1749 if (cast_spell (op, item, dir, item->inv, NULL))
1814 { 1750 {
1815 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1751 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1752
1816 if (item->type == WAND) 1753 if (item->type == WAND)
1817 { 1754 {
1818 if (!(--item->stats.food)) 1755 if (!(--item->stats.food))
1819 { 1756 {
1820 object *tmp; 1757 object *tmp;
1821 1758
1822 if (item->arch) 1759 if (item->arch)
1823 { 1760 {
1824 CLEAR_FLAG (item, FLAG_ANIMATE); 1761 CLEAR_FLAG (item, FLAG_ANIMATE);
1825 item->face = item->arch->clone.face; 1762 item->face = item->arch->face;
1826 item->set_speed (0); 1763 item->set_speed (0);
1827 } 1764 }
1828 1765
1829 if ((tmp = item->in_player ())) 1766 if (object *pl = item->visible_to ())
1830 esrv_update_item (UPD_ANIM, tmp, item); 1767 esrv_update_item (UPD_ANIM, pl, item);
1831 } 1768 }
1832 } 1769 }
1833 else if (item->type == ROD || item->type == HORN) 1770 else if (item->type == ROD || item->type == HORN)
1834 drain_rod_charge (item); 1771 drain_rod_charge (item);
1835 } 1772 }
1836} 1773}
1837 1774
1838/* Received a fire command for the player - go and do it. 1775/* Received a fire command for the player - go and do it.
1839 */ 1776 */
1840void 1777bool
1841fire (object *op, int dir) 1778fire (object *op, int dir)
1842{ 1779{
1843 int spellcost = 0; 1780 int spellcost = 0;
1781
1782 player *pl = op->contr;
1783
1784 if (pl->golem)
1785 {
1786 control_golem (op->contr->golem, dir);
1787 return false;
1788 }
1789
1790 object *ob = pl->ranged_ob;
1791
1792 if (!ob)
1793 return false;
1794
1795 if (op->speed_left > 0.f)
1796 --op->speed_left;
1797 else
1798 return false;
1799
1800 if (!op->change_weapon (ob))
1801 return false;
1844 1802
1845 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1846 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
1847 make_visible (op); 1805 make_visible (op);
1848 1806
1849 player *pl = op->contr;
1850
1851 if (pl->golem)
1852 {
1853 control_golem (op->contr->golem, dir);
1854 return;
1855 }
1856
1857 object *ob = pl->ranged_ob;
1858
1859 if (!ob)
1860 return;
1861
1862 if (!op->change_weapon (ob))
1863 return;
1864
1865 switch (ob->type) 1807 switch (ob->type)
1866 { 1808 {
1867 case BOW: 1809 case BOW:
1868 player_fire_bow (op, dir); 1810 player_fire_bow (op, dir);
1869 break; 1811 break;
1882 1824
1883 default: 1825 default:
1884 fire_misc_object (op, dir); 1826 fire_misc_object (op, dir);
1885 break; 1827 break;
1886 } 1828 }
1829
1830 return true;
1887} 1831}
1888 1832
1889/* find_key 1833/* find_key
1890 * We try to find a key for the door as passed. If we find a key 1834 * We try to find a key for the door as passed. If we find a key
1891 * and successfully use it, we return the key, otherwise NULL 1835 * and successfully use it, we return the key, otherwise NULL
1978 * 0 otherwise 1922 * 0 otherwise
1979 */ 1923 */
1980static int 1924static int
1981player_attack_door (object *op, object *door) 1925player_attack_door (object *op, object *door)
1982{ 1926{
1983 /* If its a door, try to find a use a key. If we do destroy the door, 1927 /* If its a door, try to find a key. If we do destroy the door,
1984 * might as well return immediately as there is nothing more to do - 1928 * might as well return immediately as there is nothing more to do -
1985 * otherwise, we fall through to the rest of the code. 1929 * otherwise, we fall through to the rest of the code.
1986 */ 1930 */
1987 object *key = find_key (op, op, door); 1931 object *key = find_key (op, op, door);
1988 1932
1989 /* IF we found a key, do some extra work */ 1933 /* If we found a key, do some extra work */
1990 if (key) 1934 if (key)
1991 { 1935 {
1992 object *container = key->env; 1936 object *container = key->env;
1993
1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995 1937
1996 if (action_makes_visible (op)) 1938 if (action_makes_visible (op))
1997 make_visible (op); 1939 make_visible (op);
1998 1940
1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1941 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001 1943
2002 if (door->type == DOOR) 1944 if (door->type == DOOR)
2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1945 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2004 else if (door->type == LOCKED_DOOR) 1946 else if (door->type == LOCKED_DOOR)
2005 { 1947 {
2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1948 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2007 remove_door2 (door); /* remove door without violence ;-) */ 1949 remove_door2 (door); /* remove door without violence ;-) */
2008 } 1950 }
2009 1951
2010 /* Do this after we print the message */ 1952 /* Do this after we print the message */
2011 decrease_ob (key); /* Use up one of the keys */ 1953 key->decrease (); /* Use up one of the keys */
2012 /* Need to update the weight the container the key was in */
2013 if (container != op)
2014 esrv_update_item (UPD_WEIGHT, op, container);
2015 1954
2016 return 1; /* Nothing more to do below */ 1955 return 1; /* Nothing more to do below */
2017 } 1956 }
2018 else if (door->type == LOCKED_DOOR) 1957 else if (door->type == LOCKED_DOOR)
2019 { 1958 {
2020 /* Might as well return now - no other way to open this */ 1959 /* Might as well return now - no other way to open this */
2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1960 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2022 return 1; 1961 return 1;
2023 } 1962 }
2024 1963
2025 return 0; 1964 return 0;
2026} 1965}
2029 * It should keep the code cleaner. 1968 * It should keep the code cleaner.
2030 * When this is called, the players direction has been updated 1969 * When this is called, the players direction has been updated
2031 * (taking into account confusion.) The player is also actually 1970 * (taking into account confusion.) The player is also actually
2032 * going to try and move (not fire weapons). 1971 * going to try and move (not fire weapons).
2033 */ 1972 */
2034void 1973bool
2035move_player_attack (object *op, int dir) 1974move_player_attack (object *op, int dir)
2036{ 1975{
2037 object *tmp, *mon;
2038 int on_battleground; 1976 int on_battleground;
2039 maptile *m;
2040 1977
2041 sint16 nx = freearr_x[dir] + op->x; 1978 sint16 nx = freearr_x[dir] + op->x;
2042 sint16 ny = freearr_y[dir] + op->y; 1979 sint16 ny = freearr_y[dir] + op->y;
2043 1980
2044 on_battleground = op_on_battleground (op, 0, 0); 1981 on_battleground = op_on_battleground (op, 0, 0);
1982
1983 if (out_of_map (op->map, nx, ny))
1984 return false;
1985
1986 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1987 {
1988 --op->speed_left;
1989 return true;
1990 }
2045 1991
2046 /* If braced, or can't move to the square, and it is not out of the 1992 /* If braced, or can't move to the square, and it is not out of the
2047 * map, attack it. Note order of if statement is important - don't 1993 * map, attack it. Note order of if statement is important - don't
2048 * want to be calling move_ob if braced, because move_ob will move the 1994 * want to be calling move_ob if braced, because move_ob will move the
2049 * player. This is a pretty nasty hack, because if we could 1995 * player. This is a pretty nasty hack, because if we could
2050 * move to some space, it then means that if we are braced, we should 1996 * move to some space, it then means that if we are braced, we should
2051 * do nothing at all. As it is, if we are braced, we go through 1997 * do nothing at all. As it is, if we are braced, we go through
2052 * quite a bit of processing. However, it probably is less than what 1998 * quite a bit of processing. However, it probably is less than what
2053 * move_ob uses. 1999 * move_ob uses.
2054 */ 2000 */
2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2001 maptile *m = op->map->xy_find (nx, ny);
2002
2003 /* Go through all the objects, and find ones of interest. Only stop if
2004 * we find a monster - that is something we know we want to attack.
2005 * if its a door or barrel (can roll) see if there may be monsters
2006 * on the space
2007 */
2008 object *mon;
2009 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2010 {
2011 if ((mon->flag [FLAG_ALIVE]
2012 || mon->type == LOCKED_DOOR
2013 || mon->flag [FLAG_CAN_ROLL])
2014 && mon != op)
2015 break;
2056 { 2016 }
2057 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2017
2018 if (!mon) /* This happens anytime the player tries to move */
2019 return false; /* into a wall */
2020
2021 mon = mon->head_ ();
2022
2023 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2024 if (op->contr->weapon_sp_left > 0.f)
2025 if (player_attack_door (op, mon))
2026 {
2027 --op->contr->weapon_sp_left;
2028 return true;
2058 { 2029 }
2059 m = op->map->xy_find (nx, ny); 2030
2060 if (!m) 2031 /* The following deals with possibly attacking peaceful
2061 return; /* Don't think this should happen */ 2032 * or friendly creatures. Basically, all players are considered
2033 * unaggressive. If the moving player has peaceful set, then the
2034 * object should be pushed instead of attacked. It is assumed that
2035 * if you are braced, you will not attack friends accidently,
2036 * and thus will not push them.
2037 */
2038
2039 /* If the creature is a pet, push it even if the player is not
2040 * peaceful. Our assumption is the creature is a pet if the
2041 * player owns it and it is either friendly or unagressive.
2042 */
2043 if (op->type == PLAYER
2044 && ((mon->owner && mon->owner->contr
2045 && same_party (mon->owner->contr->party, op->contr->party))
2046 || mon->owner == op)
2047 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2048 {
2049 /* If we're braced, we don't want to switch places with it */
2050 if (op->contr->braced)
2051 return false;
2052
2053 if (op->speed_left > 0.f)
2054 {
2055 --op->speed_left;
2056
2057 op->play_sound (sound_find ("push_player"));
2058 push_ob (mon, dir, op);
2059
2060 if (action_makes_visible (op))
2061 make_visible (op);
2062
2063 return true;
2062 } 2064 }
2063 else 2065 else
2064 m = op->map;
2065
2066 if (!(tmp = m->at (nx, ny).bot))
2067 return; 2066 return false;
2067 }
2068 2068
2069 mon = 0;
2070 /* Go through all the objects, and find ones of interest. Only stop if
2071 * we find a monster - that is something we know we want to attack.
2072 * if its a door or barrel (can roll) see if there may be monsters
2073 * on the space
2074 */
2075 while (tmp)
2076 {
2077 if (tmp == op)
2078 {
2079 tmp = tmp->above;
2080 continue;
2081 }
2082
2083 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2084 {
2085 mon = tmp;
2086 break;
2087 }
2088
2089 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2090 mon = tmp;
2091
2092 tmp = tmp->above;
2093 }
2094
2095 if (!mon) /* This happens anytime the player tries to move */
2096 return; /* into a wall */
2097
2098 if (mon->head)
2099 mon = mon->head;
2100
2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2102 if (player_attack_door (op, mon))
2103 return;
2104
2105 /* The following deals with possibly attacking peaceful
2106 * or frienddly creatures. Basically, all players are considered
2107 * unaggressive. If the moving player has peaceful set, then the
2108 * object should be pushed instead of attacked. It is assumed that
2109 * if you are braced, you will not attack friends accidently,
2110 * and thus will not push them.
2111 */
2112
2113 /* If the creature is a pet, push it even if the player is not
2114 * peaceful. Our assumption is the creature is a pet if the
2115 * player owns it and it is either friendly or unagressive.
2116 */
2117 if (op->type == PLAYER
2118 && ((mon->owner && mon->owner->contr
2119 && same_party (mon->owner->contr->party, op->contr->party))
2120 || mon->owner == op)
2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2122 {
2123 /* If we're braced, we don't want to switch places with it */
2124 if (op->contr->braced)
2125 return;
2126
2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2128 push_ob (mon, dir, op);
2129 if (op->contr->tmp_invis || op->hide)
2130 make_visible (op);
2131
2132 return;
2133 }
2134
2135 /* in certain circumstances, you shouldn't attack friendly 2069 /* in certain circumstances, you shouldn't attack friendly
2136 * creatures. Note that if you are braced, you can't push 2070 * creatures. Note that if you are braced, you can't push
2137 * someone, but put it inside this loop so that you won't 2071 * someone, but put it inside this loop so that you won't
2138 * attack them either. 2072 * attack them either.
2139 */ 2073 */
2140 if ((mon->type == PLAYER || mon->enemy != op) 2074 if ((mon->type == PLAYER || mon->enemy != op)
2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 2075 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2142 && ((op->contr->peaceful 2076 && ((op->contr->peaceful
2143 || (mon->type == PLAYER && mon->contr->peaceful)) 2077 || (mon->type == PLAYER && mon->contr->peaceful))
2144 && !on_battleground)) 2078 && !on_battleground))
2079 {
2080 if (op->speed_left > 0.f)
2145 { 2081 {
2082 --op->speed_left;
2083
2146 if (!op->contr->braced) 2084 if (!op->contr->braced)
2147 { 2085 {
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2086 op->play_sound (sound_find ("push_player"));
2149 push_ob (mon, dir, op); 2087 push_ob (mon, dir, op);
2150 } 2088 }
2151 else 2089 else
2152 new_draw_info (0, 0, op, "You withhold your attack"); 2090 op->statusmsg ("You withhold your attack");
2153 2091
2154 if (op->contr->tmp_invis || op->hide) 2092 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2155 make_visible (op); 2093 make_visible (op);
2156 }
2157 2094
2095 return true;
2096 }
2097 }
2158 /* If the object is a boulder or other rollable object, then 2098 /* If the object is a boulder or other rollable object, then
2159 * roll it if not braced. You can't roll it if you are braced. 2099 * roll it if not braced. You can't roll it if you are braced.
2160 */ 2100 */
2161 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2101 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2102 {
2103 if (op->speed_left > 0.f)
2162 { 2104 {
2105 --op->speed_left;
2106
2163 recursive_roll (mon, dir, op); 2107 recursive_roll (mon, dir, op);
2164 if (action_makes_visible (op)) 2108 if (action_makes_visible (op))
2165 make_visible (op); 2109 make_visible (op);
2166 }
2167 2110
2111 return true;
2112 }
2113 }
2168 /* Any generic living creature. Including things like doors. 2114 /* Any generic living creature. Including things like doors.
2169 * Way it works is like this: First, it must have some hit points 2115 * Way it works is like this: First, it must have some hit points
2170 * and be living. Then, it must be one of the following: 2116 * and be living. Then, it must be one of the following:
2171 * 1) Not a player, 2) A player, but of a different party. Note 2117 * 1) Not a player, 2) A player, but of a different party. Note
2172 * that party_number -1 is no party, so attacks can still happen. 2118 * that party_number -1 is no party, so attacks can still happen.
2173 */ 2119 */
2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2120 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2121 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2176 { 2122 {
2177 if (!op->contr->has_hit) 2123 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2178 { 2124 {
2179 op->contr->has_hit = 1; 2125 --op->contr->weapon_sp_left;
2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2181 }
2182 2126
2183 skill_attack (mon, op, 0, 0, 0); 2127 skill_attack (mon, op, 0, 0, 0);
2184
2185 /* If attacking another player, that player gets automatic
2186 * hitback, and doesn't loose luck either.
2187 * Disable hitback on the battleground or if the target is
2188 * the wiz.
2189 */
2190 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2191 {
2192 short luck = mon->stats.luck;
2193
2194 mon->contr->has_hit = 1;
2195 skill_attack (op, mon, 0, 0, 0);
2196 mon->stats.luck = luck;
2197 }
2198 2128
2199 if (action_makes_visible (op)) 2129 if (action_makes_visible (op))
2200 make_visible (op); 2130 make_visible (op);
2201 }
2202 } /* if player should attack something */
2203}
2204 2131
2205int 2132 return true;
2133 }
2134 }
2135
2136 return false;
2137}
2138
2139bool
2206move_player (object *op, int dir) 2140move_player (object *op, int dir)
2207{ 2141{
2208 int pick; 2142 int pick;
2209 2143
2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2144 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2211 return 0; 2145 return 0;
2212 2146
2213 /* Sanity check: make sure dir is valid */ 2147 /* Sanity check: make sure dir is valid */
2214 if ((dir < 0) || (dir >= 9)) 2148 if ((dir < 0) || (dir >= 9))
2215 { 2149 {
2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2155 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2222 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2156 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2223 2157
2224 op->facing = dir; 2158 op->facing = dir;
2225 2159
2226 if (op->hide) 2160 if (op->flag [FLAG_HIDDEN])
2227 do_hidden_move (op); 2161 do_hidden_move (op);
2228 2162
2163 bool retval;
2164
2229 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2165 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2230 /*nop */ ; 2166 retval = RESULT_INT (0);
2231 else if (op->contr->fire_on) 2167 else if (op->contr->fire_on)
2232 fire (op, dir); 2168 retval = fire (op, dir);
2233 else 2169 else
2234 { 2170 {
2235 move_player_attack (op, dir); 2171 retval = move_player_attack (op, dir);
2236 pick = check_pick (op); 2172 pick = check_pick (op);
2237 } 2173 }
2238 2174
2239 /* Add special check for newcs players and fire on - this way, the 2175 /* Add special check for newcs players and fire on - this way, the
2240 * server can handle repeat firing. 2176 * server can handle repeat firing.
2247 /* Update how the player looks. Use the facing, so direction may 2183 /* Update how the player looks. Use the facing, so direction may
2248 * get reset to zero. This allows for full animation capabilities 2184 * get reset to zero. This allows for full animation capabilities
2249 * for players. 2185 * for players.
2250 */ 2186 */
2251 animate_object (op, op->facing); 2187 animate_object (op, op->facing);
2252 return 0; 2188
2189 return retval;
2253} 2190}
2254 2191
2255/* This is similar to handle_player, below, but is only used by the 2192/* This is similar to handle_player, below, but is only used by the
2256 * new client/server stuff. 2193 * new client/server stuff.
2257 * This is sort of special, in that the new client/server actually uses 2194 * This is sort of special, in that the new client/server actually uses
2258 * the new speed values for commands. 2195 * the new speed values for commands.
2259 * 2196 *
2260 * Returns true if there are more actions we can do. 2197 * Returns true if there are more actions we can do. Should not do
2198 * many actions in a row, as that would be too unfair to other
2199 * players.
2261 */ 2200 */
2262int 2201bool
2263handle_newcs_player (object *op) 2202handle_newcs_player (object *op)
2264{ 2203{
2265 if (QUERY_FLAG (op, FLAG_SCARED)) 2204 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2205 {
2267 flee_player (op); 2206 if (op->speed_left > 0.f)
2268
2269 /* If player is still scared, that is his action for this tick */
2270 if (op->flag [FLAG_SCARED])
2271 { 2207 {
2272 --op->speed_left; 2208 --op->speed_left;
2209 flee_player (op);
2210
2273 return 0; 2211 return true;
2274 } 2212 }
2213 else
2214 return false;
2275 } 2215 }
2276 2216
2277 /* call this here - we also will call this in do_ericserver, but 2217 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2218 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2219 * called, so we recheck it here.
2280 */ 2220 */
2281 if (op->contr->ns->handle_command ()) 2221 if (op->contr->ns->handle_command ())
2282 return 1; 2222 return true;
2283 2223
2284 if (op->speed_left > 0.f)
2285 {
2286 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2224 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 {
2288 /* All move commands take 1 tick, at least for now */
2289 --op->speed_left;
2290
2291 /* Instead of all the stuff below, let move_player take care
2292 * of it. Also, some of the skill stuff is only put in
2293 * there, as well as the confusion stuff.
2294 */
2295 move_player (op, op->direction); 2225 return move_player (op, op->direction);
2296 2226
2297 return op->speed_left > 0.f;
2298 }
2299 }
2300
2301 return 0; 2227 return false;
2302} 2228}
2303 2229
2304int 2230int
2305save_life (object *op) 2231save_life (object *op)
2306{ 2232{
2308 return 0; 2234 return 0;
2309 2235
2310 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2236 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2237 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2312 { 2238 {
2313 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2239 op->play_sound (sound_find ("ob_evaporate"));
2314 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2240 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2315
2316 if (op->contr)
2317 esrv_del_item (op->contr, tmp->count);
2318 2241
2319 tmp->destroy (); 2242 tmp->destroy ();
2320 CLEAR_FLAG (op, FLAG_LIFESAVE); 2243 CLEAR_FLAG (op, FLAG_LIFESAVE);
2321 2244
2322 if (op->stats.hp < 0) 2245 if (op->stats.hp < 0)
2335 return 0; 2258 return 0;
2336} 2259}
2337 2260
2338/* This goes throws the inventory and removes unpaid objects, and puts them 2261/* This goes throws the inventory and removes unpaid objects, and puts them
2339 * back in the map (location and map determined by values of env). This 2262 * back in the map (location and map determined by values of env). This
2340 * function will descend into containers. op is the object to start the search 2263 * function will descend into containers. op is the object to start the search
2341 * from. 2264 * from.
2342 */ 2265 */
2266static void
2267drop_unpaid_items (object *op, object *env)
2268{
2269 while (op)
2270 {
2271 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2272
2273 if (QUERY_FLAG (op, FLAG_UNPAID))
2274 op->insert_at (env);
2275 else if (op->inv)
2276 drop_unpaid_items (op->inv, env);
2277
2278 op = next;
2279 }
2280}
2281
2343void 2282void
2344remove_unpaid_objects (object *op, object *env) 2283object::drop_unpaid_items ()
2345{ 2284{
2346 while (op) 2285 if (!flag [FLAG_REMOVED])
2347 { 2286 ::drop_unpaid_items (inv, this);
2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2349
2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2351 {
2352 if (env->type == PLAYER)
2353 esrv_del_item (env->contr, op->count);
2354
2355 op->insert_at (env);
2356 }
2357 else if (op->inv)
2358 remove_unpaid_objects (op->inv, env);
2359
2360 op = next;
2361 }
2362} 2287}
2363 2288
2364/* 2289/*
2365 * Returns pointer a static string containing gravestone text 2290 * Returns pointer a static string containing gravestone text
2366 * Moved from apply.c to player.c - player.c is what 2291 * Moved from apply.c to player.c - player.c is what
2367 * actually uses this function. player.c may not be quite the 2292 * actually uses this function. player.c may not be quite the
2368 * best, a misc file for object actions is probably better, 2293 * best, a misc file for object actions is probably better,
2369 * but there isn't one in the server directory. 2294 * but there isn't one in the server directory.
2370 */ 2295 */
2371char * 2296const char *
2372gravestone_text (object *op) 2297gravestone_text (object *op)
2373{ 2298{
2374 static char buf2[MAX_BUF]; 2299 static dynbuf_text buf;
2375 char buf[MAX_BUF];
2376 time_t now = time (NULL);
2377 2300
2378 strcpy (buf2, " R.I.P.\n\n"); 2301 buf << "---- R.I.P. ----\n\n"
2302 << op->name;
2303
2379 if (op->type == PLAYER) 2304 if (op->type == PLAYER)
2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2305 buf << " the " << op->contr->title;
2381 else
2382 sprintf (buf, "%s\n", &op->name);
2383 2306
2384 strncat (buf2, " ", 20 - strlen (buf) / 2); 2307 buf << "\n\n";
2385 strcat (buf2, buf); 2308
2309 buf << "who was level ";
2310 buf << (sint32)op->level << "\n\n" // OO breakdown
2311 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2312
2386 if (op->type == PLAYER) 2313 if (op->type == PLAYER)
2387 sprintf (buf, "who was in level %d when killed\n", op->level); 2314 buf << "by " << op->contr->killer_name () << ".\n\n";
2388 else
2389 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2390 2315
2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2392 strcat (buf2, buf);
2393 if (op->type == PLAYER)
2394 { 2316 {
2395 sprintf (buf, "by %s.\n\n", op->contr->killer); 2317 static char buf2[128];
2396 strncat (buf2, " ", 21 - strlen (buf) / 2); 2318 time_t now = time (NULL);
2397 strcat (buf2, buf);
2398 }
2399
2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2319 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2320 buf << buf2;
2402 strcat (buf2, buf); 2321 }
2403 2322
2404 return buf2; 2323 return buf;
2405} 2324}
2406 2325
2407void 2326void
2408do_some_living (object *op) 2327do_some_living (object *op)
2409{ 2328{
2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2380 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2462 else 2381 else
2463 { 2382 {
2464 gen_grace = op->stats.maxgrace; 2383 gen_grace = op->stats.maxgrace;
2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2384 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2466 }
2467
2468 /* Regenerate Spell Points */
2469 if (!op->contr->golem && --op->last_sp < 0)
2470 {
2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2472 if (op->stats.sp < op->stats.maxsp)
2473 {
2474 op->stats.sp++;
2475 /* dms do not consume food */
2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2478 op->stats.food--;
2479 if (op->contr->digestion < 0)
2480 op->stats.food += op->contr->digestion;
2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2482 op->stats.food = last_food;
2483 }
2484 }
2485
2486 if (max_sp > 1)
2487 {
2488 over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0)
2490 {
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496 op->stats.sp--;
2497
2498 if (op->stats.sp > op->stats.maxsp)
2499 op->stats.sp = op->stats.maxsp;
2500 }
2501 op->last_sp = 0;
2502 }
2503 else
2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2505 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 } 2385 }
2509 2386
2510 /* Regenerate Grace */ 2387 /* Regenerate Grace */
2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2388 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2512 if (--op->last_grace < 0) 2389 if (--op->last_grace < 0)
2533 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2410 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2534 } 2411 }
2535 /* wearing stuff doesn't detract from grace generation. */ 2412 /* wearing stuff doesn't detract from grace generation. */
2536 } 2413 }
2537 2414
2415 if (op->stats.food > 0)
2416 {
2538 /* Regenerate Hit Points */ 2417 /* Regenerate Spell Points */
2539 if (--op->last_heal < 0) 2418 if (!op->contr->golem && --op->last_sp < 0)
2540 {
2541 if (op->stats.hp < op->stats.maxhp)
2542 { 2419 {
2543 op->stats.hp++; 2420 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2544 /* dms do not consume food */ 2421
2545 if (!QUERY_FLAG (op, FLAG_WIZ)) 2422 if (op->stats.sp < op->stats.maxsp)
2546 { 2423 {
2424 op->stats.sp++;
2425
2426 /* dms do not consume food */
2427 if (!QUERY_FLAG (op, FLAG_WIZ))
2428 {
2547 op->stats.food--; 2429 op->stats.food--;
2430
2548 if (op->contr->digestion < 0) 2431 if (op->contr->digestion < 0)
2549 op->stats.food += op->contr->digestion; 2432 op->stats.food += op->contr->digestion;
2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2433 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2551 op->stats.food = last_food; 2434 op->stats.food = last_food;
2435 }
2552 } 2436 }
2553 }
2554 2437
2555 if (max_hp > 1) 2438 if (max_sp > 1)
2556 {
2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2558 if (over_hp > 0)
2559 { 2439 {
2560 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2440 over_sp = (gen_sp + 10) / rate_sp;
2441 if (over_sp > 0)
2442 {
2443 if (op->stats.sp < op->stats.maxsp)
2444 {
2445 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2446
2447 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2448 op->stats.sp--;
2449
2450 if (op->stats.sp > op->stats.maxsp)
2451 op->stats.sp = op->stats.maxsp;
2452 }
2453
2561 op->last_heal = 0; 2454 op->last_sp = 0;
2455 }
2456 else
2457 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2562 } 2458 }
2563 else 2459 else
2460 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2461 }
2462
2463 /* Regenerate Hit Points */
2464 if (--op->last_heal < 0)
2465 {
2466 if (op->stats.hp < op->stats.maxhp)
2564 { 2467 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2468 op->stats.hp++;
2469
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 {
2473 op->stats.food--;
2474
2475 if (op->contr->digestion < 0)
2476 op->stats.food += op->contr->digestion;
2477 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2478 op->stats.food = last_food;
2479 }
2566 } 2480 }
2481
2482 if (max_hp > 1)
2483 {
2484 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2485
2486 if (over_hp > 0)
2487 {
2488 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2489 op->last_heal = 0;
2490 }
2491 else
2492 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2567 } 2493 }
2568 else 2494 else
2569 {
2570 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2495 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2571 } 2496 }
2572 } 2497 }
2573 2498
2574 /* Digestion */ 2499 /* Digestion */
2575 if (--op->last_eat < 0) 2500 if (--op->last_eat < 0)
2576 { 2501 {
2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2502 int bonus = max (0, op->contr->digestion),
2503 penalty = max (0, -op->contr->digestion);
2578 2504
2579 if (op->contr->gen_hp > 0)
2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2505 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2581 else
2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583 2506
2584 /* dms do not consume food */ 2507 /* dms do not consume food */
2585 if (!QUERY_FLAG (op, FLAG_WIZ)) 2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2586 op->stats.food--; 2509 op->stats.food--;
2587 } 2510 }
2588 2511
2589 if (op->stats.food < 0 && op->stats.hp >= 0) 2512 if (op->stats.food < 0 && op->stats.hp >= 0)
2590 { 2513 {
2591 object *tmp, *flesh = 0; 2514 object *flesh = 0;
2592 2515
2593 for (tmp = op->inv; tmp; tmp = tmp->below) 2516 for_inv_removable (op, tmp)
2594 { 2517 {
2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2518 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2519 continue;
2520
2521 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2596 { 2522 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2523 op->statusmsg ("You blindly grab for a bite of food. "
2598 { 2524 "H<To prevent you from starving, you ate some random item from your backpack.>");
2599 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2600 manual_apply (op, tmp, 0); 2525 manual_apply (op, tmp, 0);
2526
2601 if (op->stats.food >= 0 || op->stats.hp < 0) 2527 if (op->stats.food >= 0 || op->stats.hp < 0)
2602 break; 2528 break;
2603 } 2529 }
2604 else if (tmp->type == FLESH) 2530 else if (tmp->type == FLESH)
2605 flesh = tmp; 2531 flesh = tmp;
2606 } /* End if paid for object */ 2532 }
2607 } /* end of for loop */
2608 2533
2609 /* If player is still starving, it means they don't have any food, so 2534 /* If player is still starving, it means they don't have any food, so
2610 * eat flesh instead. 2535 * eat flesh instead.
2611 */ 2536 */
2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2537 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2613 { 2538 {
2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2539 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2615 manual_apply (op, flesh, 0); 2541 manual_apply (op, flesh, 0);
2616 } 2542 }
2543
2544 // If player is still starving, alert him!
2545 if (op->stats.food < 0)
2546 op->failmsg ("You are starving! "
2547 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2548 }
2549
2550 if (op->stats.food < 0)
2617 } 2551 {
2552 op->stats.hp += op->stats.food;
2553 op->stats.food = 0;
2618 2554
2619 while (op->stats.food < 0 && op->stats.hp >= 0) 2555 if (op->stats.hp < 0)
2620 op->stats.food++, op->stats.hp--; 2556 {
2557 op->contr->killer = archetype::get ("killer_starvation");
2558 op->contr->killer->destroy ();
2559 }
2560 }
2621 2561
2562 /* killer should be set here already */
2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2563 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2623 kill_player (op); 2564 kill_player (op);
2624 } 2565 }
2625} 2566}
2626 2567
2630 * file. 2571 * file.
2631 */ 2572 */
2632void 2573void
2633kill_player (object *op) 2574kill_player (object *op)
2634{ 2575{
2576 int x, y;
2635 char buf[MAX_BUF]; 2577 char buf[MAX_BUF];
2636 int x, y;
2637
2638 //int i;
2639 maptile *map; /* this is for resurrection */ 2578 maptile *map; /* this is for resurrection */
2640
2641 /* int z;
2642 int num_stats_lose;
2643 int lost_a_stat;
2644 int lose_this_stat;
2645 int this_stat; */
2646 int will_kill_again; 2579 int will_kill_again;
2647 archetype *at; 2580 archetype *at;
2648 object *tmp; 2581 object *tmp;
2649 2582
2650 if (save_life (op)) 2583 if (save_life (op))
2651 return; 2584 return;
2652
2653 2585
2654 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2586 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2655 * in cities ONLY!!! It is very important that this doesn't get abused. 2587 * in cities ONLY!!! It is very important that this doesn't get abused.
2656 * Look at op_on_battleground() for more info --AndreasV 2588 * Look at op_on_battleground() for more info --AndreasV
2657 */ 2589 */
2673 { 2605 {
2674 tmp->destroy (); 2606 tmp->destroy ();
2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2607 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2676 } 2608 }
2677 2609
2678 cure_disease (op, 0); /* remove any disease */ 2610 cure_disease (op, 0, 0); /* remove any disease */
2679 op->stats.hp = op->stats.maxhp; 2611 op->stats.hp = op->stats.maxhp;
2680 if (op->stats.food <= 0) 2612 if (op->stats.food <= 0)
2681 op->stats.food = 999; 2613 op->stats.food = 999;
2682 2614
2683 /* create a bodypart-trophy to make the winner happy */ 2615 /* create a bodypart-trophy to make the winner happy */
2684 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2616 if (object *tmp = arch_to_object (archetype::find ("finger")))
2685 { 2617 {
2686 sprintf (buf, "%s's finger", &op->name); 2618 tmp->name = format ("%s's finger" , &op->name);
2687 tmp->name = buf; 2619 tmp->name_pl = format ("%s's fingers", &op->name);
2688 sprintf (buf, " This finger has been cut off %s\n"
2689 " the %s, when he was defeated at\n level %d by %s.\n",
2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2691 tmp->msg = buf; 2620 tmp->msg = format (
2621 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2622 &op->name, op->contr->title,
2623 (int)op->level,
2624 op->contr->killer_name ()
2625 );
2692 tmp->value = 0, tmp->type = 0; 2626 tmp->value = 0, tmp->type = 0;
2693 tmp->materialname = "organics"; 2627 tmp->materialname = "organics";
2694 tmp->insert_at (op, tmp); 2628 tmp->insert_at (op, tmp);
2695 } 2629 }
2696 2630
2702 2636
2703 INVOKE_PLAYER (DEATH, op->contr); 2637 INVOKE_PLAYER (DEATH, op->contr);
2704 2638
2705 command_kill_pets (op, 0); 2639 command_kill_pets (op, 0);
2706 2640
2707 if (op->stats.food < 0) 2641 op->contr->play_sound (sound_find ("player_dies"));
2708 {
2709 sprintf (buf, "%s starved to death.", &op->name);
2710 strcpy (op->contr->killer, "starvation");
2711 }
2712 else
2713 sprintf (buf, "%s died.", &op->name);
2714
2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2716 2642
2717 /* save the map location for corpse, gravestone */ 2643 /* save the map location for corpse, gravestone */
2718 x = op->x; 2644 x = op->x;
2719 y = op->y; 2645 y = op->y;
2720 map = op->map; 2646 map = op->map;
2827 lost_a_stat = 1; 2753 lost_a_stat = 1;
2828 } 2754 }
2829 } 2755 }
2830 } 2756 }
2831 } 2757 }
2758
2832 /* If no stat lost, tell the player. */ 2759 /* If no stat lost, tell the player. */
2833 if (!lost_a_stat) 2760 if (!lost_a_stat)
2834 { 2761 {
2835 /* determine_god() seems to not work sometimes... why is this? 2762 /* determine_god() seems to not work sometimes... why is this?
2836 Should I be using something else? GD */ 2763 Should I be using something else? GD */
2840 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2767 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2841 else 2768 else
2842 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2769 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2843 } 2770 }
2844#else 2771#else
2845 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2772 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2846#endif 2773#endif
2847 2774
2848 /* Put a gravestone up where the character 'almost' died. List the 2775 /* Put a gravestone up where the character 'almost' died. List the
2849 * exp loss on the stone. 2776 * exp loss on the stone.
2850 */ 2777 */
2851 tmp = arch_to_object (archetype::find ("gravestone")); 2778 tmp = arch_to_object (archetype::find ("gravestone"));
2852 sprintf (buf, "%s's gravestone", &op->name); 2779 tmp->name = format ("%s's gravestone", &op->name);
2853 tmp->name = buf; 2780 tmp->name_pl = format ("%s's gravestones", &op->name);
2854 sprintf (buf, "%s's gravestones", &op->name); 2781 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2855 tmp->name_pl = buf; 2782 &op->name, op->contr->title, op->contr->killer_name ());
2856 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);
2857 tmp->msg = buf;
2858 tmp->x = op->x, tmp->y = op->y; 2783 tmp->x = op->x, tmp->y = op->y;
2859 insert_ob_in_map (tmp, op->map, NULL, 0); 2784 insert_ob_in_map (tmp, op->map, NULL, 0);
2860 2785
2861 /**************************************/ 2786 /**************************************/
2862 /* */ 2787 /* */
2883 { 2808 {
2884 tmp->destroy (); 2809 tmp->destroy ();
2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2810 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2886 } 2811 }
2887 2812
2888 cure_disease (op, 0); /* remove any disease */ 2813 cure_disease (op, 0, 0); /* remove any disease */
2814
2815 // remove all spell effects that are active
2816 // to avoid long-term effects such as word-of-recall
2817 for (object *item = op->inv; item; )
2818 {
2819 object *next = item->below;
2820
2821 if (item->type == SPELL_EFFECT && item->active)
2822 item->destroy ();
2823
2824 item = next;
2825 }
2889 2826
2890 /*add_exp(op, (op->stats.exp * -0.20)); */ 2827 /*add_exp(op, (op->stats.exp * -0.20)); */
2891 apply_death_exp_penalty (op); 2828 apply_death_exp_penalty (op);
2829
2892 if (op->stats.food < 100) 2830 if (op->stats.food < 100)
2893 op->stats.food = 900; 2831 op->stats.food = 900;
2832
2894 op->stats.hp = op->stats.maxhp; 2833 op->stats.hp = op->stats.maxhp;
2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2834 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2835 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2897 2836
2898 /* 2837 /*
2899 * Check to see if the player has any unpaid items. If so, remove them 2838 * Check to see if the player has any unpaid items. If so, remove them
2900 * and put them back in the map. 2839 * and put them back in the map.
2901 */ 2840 */
2902 remove_unpaid_objects (op->inv, op); 2841 op->drop_unpaid_items ();
2903 2842
2904 /****************************************/ 2843 /****************************************/
2905 /* */ 2844 /* */
2906 /* Move player to his current respawn- */ 2845 /* Move player to his current respawn- */
2907 /* position (usually last savebed) */ 2846 /* position (usually last savebed) */
2936 if (will_kill_again & (1 << at)) 2875 if (will_kill_again & (1 << at))
2937 force->resist[at] = 100; 2876 force->resist[at] = 100;
2938 2877
2939 insert_ob_in_ob (force, op); 2878 insert_ob_in_ob (force, op);
2940 op->update_stats (); 2879 op->update_stats ();
2941
2942 } 2880 }
2943 2881
2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2882 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2945} 2883}
2946 2884
2966 2904
2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2905 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2968 { 2906 {
2969 if (tmp->nrof > 1) 2907 if (tmp->nrof > 1)
2970 { 2908 {
2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2909 tmp->decrease (rndm (1, tmp->nrof - 1));
2972 tmp2->destroy ();
2973 insert_ob_in_map (tmp, op->map, NULL, 0); 2910 insert_ob_in_map (tmp, op->map, NULL, 0);
2974 } 2911 }
2975 else 2912 else
2976 tmp->destroy (); 2913 tmp->destroy ();
2977 } 2914 }
2988void 2925void
2989fix_weight (void) 2926fix_weight (void)
2990{ 2927{
2991 for_all_players (pl) 2928 for_all_players (pl)
2992 { 2929 {
2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2930 sint32 old = pl->ob->carrying;
2994 2931
2995 if (old == sum) 2932 pl->ob->update_weight ();
2996 continue; 2933
2934 if (old != pl->ob->carrying)
2935 {
2997 pl->ob->update_stats (); 2936 pl->ob->update_stats ();
2998 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2937 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2938 }
2999 } 2939 }
3000} 2940}
3001 2941
3002void 2942void
3003fix_luck (void) 2943fix_luck (void)
3045} 2985}
3046 2986
3047void 2987void
3048make_visible (object *op) 2988make_visible (object *op)
3049{ 2989{
3050 op->hide = 0; 2990 op->flag [FLAG_HIDDEN] = 0;
3051 op->invisible = 0; 2991 op->invisible = 0;
2992
3052 if (op->type == PLAYER) 2993 if (op->type == PLAYER)
3053 { 2994 {
3054 op->contr->tmp_invis = 0; 2995 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 2996 op->contr->invis_race = 0;
3056 } 2997 }
3059} 3000}
3060 3001
3061int 3002int
3062is_true_undead (object *op) 3003is_true_undead (object *op)
3063{ 3004{
3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3005 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3065 return 1; 3006 return 1;
3066 3007
3067 return 0; 3008 return 0;
3068} 3009}
3069 3010
3070/* look at the surrounding terrain to determine 3011/* look at the surrounding terrain to determine
3071 * the hideability of this object. Positive levels 3012 * the hideability of this object. Positive levels
3072 * indicate greater hideability. 3013 * indicate greater hideability.
3073 */ 3014 */
3074
3075int 3015int
3076hideability (object *ob) 3016hideability (object *ob)
3077{ 3017{
3078 int i, level = 0, mflag; 3018 int i, level = 0, mflag;
3079 sint16 x, y; 3019 sint16 x, y;
3080 3020
3081 if (!ob || !ob->map) 3021 if (!ob || !ob->map)
3082 return 0; 3022 return 0;
3083 3023
3084 /* so, on normal lighted maps, its hard to hide */ 3024 /* so, on normal lighted maps, its hard to hide */
3085 level = ob->map->darkness - 2; 3025 level = ob->map->darklevel () - 2;
3086 3026
3087 /* this also picks up whether the object is glowing. 3027 /* this also picks up whether the object is glowing.
3088 * If you carry a light on a non-dark map, its not 3028 * If you carry a light on a non-dark map, its not
3089 * as bad as carrying a light on a pitch dark map */ 3029 * as bad as carrying a light on a pitch dark map */
3090 if (has_carried_lights (ob)) 3030 if (has_carried_lights (ob))
3091 level = -(10 + (2 * ob->map->darkness)); 3031 level = -(10 + (2 * ob->map->darklevel ()));
3092 3032
3093 /* scan through all nearby squares for terrain to hide in */ 3033 /* scan through all nearby squares for terrain to hide in */
3094 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3034 for (i = 0, x = ob->x, y = ob->y;
3035 i <= SIZEOFFREE1;
3036 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3095 { 3037 {
3096 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3038 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3097 if (mflag & P_OUT_OF_MAP) 3039 if (mflag & P_OUT_OF_MAP)
3098 {
3099 continue; 3040 continue;
3100 } 3041
3101 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3042 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3102 level += 2; 3043 level += 2;
3103 else /* open terrain! */ 3044 else /* open terrain! */
3104 level -= 1; 3045 level -= 1;
3105 } 3046 }
3113/* For Hidden creatures - a chance of becoming 'unhidden' 3054/* For Hidden creatures - a chance of becoming 'unhidden'
3114 * every time they move - as we subtract off 'invisibility' 3055 * every time they move - as we subtract off 'invisibility'
3115 * AND, for players, if they move into a ridiculously unhideable 3056 * AND, for players, if they move into a ridiculously unhideable
3116 * spot (surrounded by clear terrain in broad daylight). -b.t. 3057 * spot (surrounded by clear terrain in broad daylight). -b.t.
3117 */ 3058 */
3118
3119void 3059void
3120do_hidden_move (object *op) 3060do_hidden_move (object *op)
3121{ 3061{
3122 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3062 int hide = 0;
3123 object *skop;
3124 3063
3125 if (!op || !op->map) 3064 if (!op || !op->map)
3126 return; 3065 return;
3127 3066
3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3067 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3068 int num = random_roll (0, 19, op, PREFER_LOW);
3129 3069
3130 /* its *extremely* hard to run and sneak/hide at the same time! */ 3070 /* its *extremely* hard to run and sneak/hide at the same time! */
3131 if (op->type == PLAYER && op->contr->run_on) 3071 if (op->type == PLAYER && op->contr->run_on)
3132 if (!skop || num >= skop->level) 3072 if (!skop || num >= skop->level)
3133 { 3073 {
3143 num -= hide; 3083 num -= hide;
3144 3084
3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3085 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3146 { 3086 {
3147 make_visible (op); 3087 make_visible (op);
3088
3148 if (op->type == PLAYER) 3089 if (op->type == PLAYER)
3149 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3090 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3150 } 3091 }
3151 else if (op->type == PLAYER && skop) 3092 else if (op->type == PLAYER && skop)
3152 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3093 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3205 * object op. This function works fine for monsters, 3146 * object op. This function works fine for monsters,
3206 * but we dont worry if the object isnt the top one in 3147 * but we dont worry if the object isnt the top one in
3207 * a pile (say a coin under a table would return "viewable" 3148 * a pile (say a coin under a table would return "viewable"
3208 * by this routine). Another question, should we be 3149 * by this routine). Another question, should we be
3209 * concerned with the direction the player is looking 3150 * concerned with the direction the player is looking
3210 * in? Realistically, most of use cant see stuff behind 3151 * in? Realistically, most of us can't see stuff behind
3211 * our backs...on the other hand, does the "facing" direction 3152 * our backs...on the other hand, does the "facing" direction
3212 * imply the way your head, or body is facing? Its possible 3153 * imply the way your head, or body is facing? It's possible
3213 * for them to differ. Sigh, this fctn could get a bit more complex. 3154 * for them to differ. Sigh, this fctn could get a bit more complex.
3214 * -b.t. 3155 * -b.t.
3215 * This function is now map tiling safe. 3156 * This function is now map tiling safe.
3216 */ 3157 */
3217
3218int 3158int
3219player_can_view (object *pl, object *op) 3159player_can_view (object *pl, object *op)
3220{ 3160{
3221 rv_vector rv; 3161 rv_vector rv;
3222 int dx, dy; 3162 int dx, dy;
3234 3174
3235 get_rangevector (pl, op, &rv, 0x1); 3175 get_rangevector (pl, op, &rv, 0x1);
3236 3176
3237 /* starting with the 'head' part, lets loop 3177 /* starting with the 'head' part, lets loop
3238 * through the object and find if it has any 3178 * through the object and find if it has any
3239 * part that is in the los array but isnt on 3179 * part that is in the los array but isn't on
3240 * a blocked los square. 3180 * a blocked los square.
3241 * we use the archetype to figure out offsets. 3181 * we use the archetype to figure out offsets.
3242 */ 3182 */
3243 while (op) 3183 while (op)
3244 { 3184 {
3245 dx = rv.distance_x + op->arch->clone.x; 3185 dx = rv.distance_x + op->arch->x;
3246 dy = rv.distance_y + op->arch->clone.y; 3186 dy = rv.distance_y + op->arch->y;
3247 3187
3248 /* only the viewable area the player sees is updated by LOS 3188 /* only the viewable area the player sees is updated by LOS
3249 * code, so we need to restrict ourselves to that range of values 3189 * code, so we need to restrict ourselves to that range of values
3250 * for any meaningful values. 3190 * for any meaningful values.
3251 */ 3191 */
3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3192 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3255 return 1; 3193 return 1;
3194
3256 op = op->more; 3195 op = op->more;
3257 } 3196 }
3197
3258 return 0; 3198 return 0;
3259} 3199}
3260 3200
3261/* routine for both players and monsters. We call this when 3201/* routine for both players and monsters. We call this when
3262 * there is a possibility for our action distrubing our hiding 3202 * there is a possibility for our action distrubing our hiding
3263 * place or invisiblity spell. Artefact invisiblity is not 3203 * place or invisiblity spell. Artefact invisiblity causes
3264 * effected by this. If we arent invisible to begin with, we 3204 * "noise" instead. If we arent invisible to begin with, we
3265 * return 0. 3205 * return 0.
3266 */ 3206 */
3267int 3207int
3268action_makes_visible (object *op) 3208action_makes_visible (object *op)
3269{ 3209{
3270
3271 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3210 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3272 { 3211 {
3273 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3212 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3213 {
3214 // artefact invisibility is permanent, but we still make noise
3215 // this is important for game-balance.
3216 if (op->contr)
3217 op->make_noise ();
3218
3274 return 0; 3219 return 0;
3220 }
3275 3221
3276 if (op->contr && op->contr->tmp_invis == 0) 3222 if (op->contr && op->contr->tmp_invis == 0)
3277 return 0; 3223 return 0;
3278 3224
3279 /* If monsters, they should become visible */ 3225 /* If monsters, they should become visible */
3280 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3226 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3281 { 3227 {
3282 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3228 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3283 return 1; 3229 return 1;
3284 } 3230 }
3285 } 3231 }
3232
3286 return 0; 3233 return 0;
3287} 3234}
3288 3235
3289/* op_on_battleground - checks if the given object op (usually 3236/* op_on_battleground - checks if the given object op (usually
3290 * a player) is standing on a valid battleground-tile, 3237 * a player) is standing on a valid battleground-tile,
3295 * Default is to do the same as before, so only people wanting to have different points need worry about this 3242 * Default is to do the same as before, so only people wanting to have different points need worry about this
3296 */ 3243 */
3297int 3244int
3298op_on_battleground (object *op, int *x, int *y) 3245op_on_battleground (object *op, int *x, int *y)
3299{ 3246{
3300 object *tmp;
3301
3302 /* A battleground-tile needs the following attributes to be valid: 3247 /* A battleground-tile needs the following attributes to be valid:
3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3248 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3249 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0. 3250 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground- 3251 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3252 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3253 for (object *tmp = op->below; tmp; tmp = tmp->below)
3309 { 3254 {
3310 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3255 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3311 { 3256 {
3312 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3257 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3313 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3258 && tmp->type == BATTLEGROUND
3259 && tmp->name == shstr_battleground
3260 && EXIT_X (tmp) && EXIT_Y (tmp))
3314 { 3261 {
3315 /*before we assign the exit, check if this is a teambattle */ 3262 /* before we assign the exit, check if this is a teambattle */
3316 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3263 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3317 { 3264 {
3318 object *invtmp;
3319
3320 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3265 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3321 { 3266 {
3322 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3267 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3323 { 3268 {
3324 if (x != NULL && y != NULL) 3269 if (x && y)
3325 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3270 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3271
3326 return 1; 3272 return 1;
3327 } 3273 }
3328 } 3274 }
3329 } 3275 }
3276
3330 if (x != NULL && y != NULL) 3277 if (x && y)
3331 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3278 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3279
3332 return 1; 3280 return 1;
3333 } 3281 }
3334 } 3282 }
3335 } 3283 }
3284
3336 /* If we got here, did not find a battleground */ 3285 /* If we got here, did not find a battleground */
3337 return 0; 3286 return 0;
3338} 3287}
3339 3288
3340/* 3289/*
3356 char buf[MAX_BUF]; /* tmp. string buffer */ 3305 char buf[MAX_BUF]; /* tmp. string buffer */
3357 int i = 0, j = 0; 3306 int i = 0, j = 0;
3358 3307
3359 /* get the appropriate treasurelist */ 3308 /* get the appropriate treasurelist */
3360 if (atnr == ATNR_FIRE) 3309 if (atnr == ATNR_FIRE)
3361 trlist = treasurelist::find ("dragon_ability_fire"); 3310 trlist = treasurelist::find (shstr_dragon_ability_fire);
3362 else if (atnr == ATNR_COLD) 3311 else if (atnr == ATNR_COLD)
3363 trlist = treasurelist::find ("dragon_ability_cold"); 3312 trlist = treasurelist::find (shstr_dragon_ability_cold);
3364 else if (atnr == ATNR_ELECTRICITY) 3313 else if (atnr == ATNR_ELECTRICITY)
3365 trlist = treasurelist::find ("dragon_ability_elec"); 3314 trlist = treasurelist::find (shstr_dragon_ability_elec);
3366 else if (atnr == ATNR_POISON) 3315 else if (atnr == ATNR_POISON)
3367 trlist = treasurelist::find ("dragon_ability_poison"); 3316 trlist = treasurelist::find (shstr_dragon_ability_poison);
3368 3317
3369 if (trlist == NULL || who->type != PLAYER) 3318 if (trlist == NULL || who->type != PLAYER)
3370 return; 3319 return;
3371 3320
3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3321 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3325 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3377 return; 3326 return;
3378 } 3327 }
3379 3328
3380 /* everything seems okay - now bring on the gift: */ 3329 /* everything seems okay - now bring on the gift: */
3381 item = &(tr->item->clone); 3330 item = tr->item;
3382 3331
3383 if (item->type == SPELL) 3332 if (item->type == SPELL)
3384 { 3333 {
3385 if (check_spell_known (who, item->name)) 3334 if (check_spell_known (who, item->name))
3386 return; 3335 return;
3445 { 3394 {
3446 /* forces in the treasurelist can alter the player's stats */ 3395 /* forces in the treasurelist can alter the player's stats */
3447 object *skin; 3396 object *skin;
3448 3397
3449 /* first get the dragon skin force */ 3398 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3399 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3452 ; 3400 ;
3453 3401
3454 if (!skin) 3402 if (!skin)
3455 return; 3403 return;
3456 3404
3491 else 3439 else
3492 { 3440 {
3493 /* generate misc. treasure */ 3441 /* generate misc. treasure */
3494 tmp = arch_to_object (tr->item); 3442 tmp = arch_to_object (tr->item);
3495 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3443 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3496 tmp = insert_ob_in_ob (tmp, who); 3444 who->insert (tmp);
3497 if (who->type == PLAYER)
3498 esrv_send_item (who, tmp);
3499 } 3445 }
3500} 3446}
3501 3447
3502/** 3448/**
3503 * Unready an object for a player. This function does nothing if the object was 3449 * Unready an object for a player. This function does nothing if the object was
3524 3470
3525 int dx, dy; 3471 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3472 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0; 3473 return 0;
3528 3474
3529 x += dx - ns->current_x + ns->mapx / 2; 3475 x += dx - ns->current_x;
3530 y += dy - ns->current_y + ns->mapy / 2; 3476 y += dy - ns->current_y;
3531 3477
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y]; 3478 return 100 - blocked_los (x, y);
3536} 3479}
3480
3481void
3482player::infobox (const char *title, const char *msg, int color)
3483{
3484 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3485}
3486
3487void
3488player::statusmsg (const char *msg, int color)
3489{
3490 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3491}
3492
3493void
3494player::failmsg (const char *msg, int color)
3495{
3496 play_sound (sound_find ("generic_failure"));
3497 statusmsg (msg, color);
3498}
3499

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