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Comparing deliantra/server/server/player.C (file contents):
Revision 1.144 by root, Sat May 26 15:44:08 2007 UTC vs.
Revision 1.237 by root, Thu Nov 5 15:18:26 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
33#include <algorithm> 33#include <algorithm>
34#include <functional> 34#include <functional>
35 35
36playervec players; 36playervec players;
37 37
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151
152/* This loads the first map an puts the player on it. */ 38/* This loads the first map an puts the player on it. */
153static void 39static void
154set_first_map (object *op) 40set_first_map (object *op)
155{ 41{
156 op->contr->maplevel = first_map_path; 42 op->contr->maplevel = first_map_path;
184 70
185 if (ob->map) 71 if (ob->map)
186 maplevel = ob->map->path; 72 maplevel = ob->map->path;
187 73
188 ob->remove (); 74 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 76 ob->map = 0;
190 party = 0; 77 party = 0;
191 78
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 80
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (ob); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
219 106
220 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222 109
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 111
225 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
226 113
227 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 115 if (is_dragon_pl (ob))
229 { 116 {
230 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
231 118
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 122 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 124 skin = tmp;
241 125
242 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
243 } 127 }
244 128
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 130
247 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 activate ();
140
141 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this);
143}
144
145void
146player::disconnect ()
147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
154 if (ns)
155 {
156 if (active)
157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
158
159 INVOKE_PLAYER (DISCONNECT, this);
160
161 ns->reset_stats ();
162 ns->pl = 0;
163 ns = 0;
164 }
165
166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
169
170 deactivate ();
171}
172
173// the need for this function can be explained
174// by load_object not returning the object
175void
176player::set_object (object *op)
177{
178 ob = observe = viewpoint = op;
179 ob->contr = this; /* this aren't yet in archetype */
180
181 ob->speed = 1.0f;
182 ob->speed_left = 0.5f;
183
184 ob->direction = 5; /* So player faces south */
248 185
249 ob->flag [FLAG_READY_WEAPON] = false; 186 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false; 187 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false; 188 ob->flag [FLAG_READY_BOW] = false;
252 189
269 combat_ob = op; 206 combat_ob = op;
270 break; 207 break;
271 } 208 }
272 209
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 210 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 211 ob->deactivate (); // change_weapon activates, fix this better
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288} 212}
289 213
290void 214void
291player::disconnect () 215player::set_observe (object *op)
292{ 216{
293 if (ns) 217 observe = viewpoint = op ? op : ob;
294 { 218 do_los = 1;
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
309} 219}
310 220
311// the need for this function can be explained
312// by load_object not returning the object
313void 221void
314player::set_object (object *op) 222player::set_viewpoint (object *op)
315{ 223{
316 ob = op; 224 viewpoint = op ? op : (object *)observe;
317 ob->contr = this; /* this aren't yet in archetype */ 225 do_los = 1;
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323} 226}
324 227
325player::player () 228player::player ()
326{ 229{
327 /* There are some elements we want initialised to non zero value - 230 /* There are some elements we want initialised to non zero value -
334 savebed_map = first_map_path; /* Init. respawn position */ 237 savebed_map = first_map_path; /* Init. respawn position */
335 238
336 gen_sp_armour = 10; 239 gen_sp_armour = 10;
337 bowtype = bow_normal; 240 bowtype = bow_normal;
338 petmode = pet_normal; 241 petmode = pet_normal;
339 listening = 10;
340 usekeys = containers; 242 usekeys = containers;
341 peaceful = 1; /* default peaceful */ 243 peaceful = 1; /* default peaceful */
342 do_los = 1; 244 do_los = 1;
343 245
344 weapon_sp = 1.0f; 246 weapon_sp = 1.0f;
355 if (ob) 257 if (ob)
356 { 258 {
357 ob->destroy_inv (false); 259 ob->destroy_inv (false);
358 ob->destroy (); 260 ob->destroy ();
359 } 261 }
262
263 ob = observe = viewpoint = 0;
360} 264}
361 265
362player::~player () 266player::~player ()
363{ 267{
364 /* Clear item stack */ 268 /* Clear item stack */
391 * Note: there MUST be at least one player archetype! 295 * Note: there MUST be at least one player archetype!
392 */ 296 */
393archetype * 297archetype *
394get_player_archetype (archetype *at) 298get_player_archetype (archetype *at)
395{ 299{
396 archetype *start = at; 300 // archetypes could have been reloaded
301 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
302
303 if (!nat)
304 return at;
305
306 archvec::iterator i = archetypes.find (nat);
397 307
398 for (;;) 308 for (;;)
399 { 309 {
400 if (at == NULL || at->next == NULL) 310 if (++i == archetypes.end ())
401 at = first_archetype; 311 i = archetypes.begin ();
402 else 312 else if (*i == at)
403 at = at->next; 313 cleanup ("not a single player archetype found");
404 314
405 if (at->clone.type == PLAYER) 315 if ((*i)->type == PLAYER)
406 return at; 316 return *i;
407
408 if (at == start)
409 {
410 LOG (llevError, "No Player archetypes\n");
411 exit (-1);
412 }
413 } 317 }
414} 318}
415 319
416object * 320object *
417get_nearest_player (object *mon) 321get_nearest_player (object *mon)
421 unsigned lastdist; 325 unsigned lastdist;
422 rv_vector rv; 326 rv_vector rv;
423 327
424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 328 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
425 { 329 {
426 /* We should not find free objects on this friendly list, but it
427 * does periodically happen. Given that, lets deal with it.
428 * While unlikely, it is possible the next object on the friendly
429 * list is also free, so encapsulate this in a while loop.
430 */
431 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
432 {
433 object *tmp = ol->ob;
434
435 /* Can't do much more other than log the fact, because the object
436 * itself will have been cleared.
437 */
438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439 tmp->debug_desc ());
440 ol = ol->next;
441 remove_friendly_object (tmp);
442 if (!ol)
443 return op;
444 }
445
446 /* Remove special check for player from this. First, it looks to cause
447 * some crashes (ol->ob->contr not set properly?), but secondly, a more
448 * complicated method of state checking would be needed in any case -
449 * as it was, a clever player could type quit, and the function would
450 * skip them over while waiting for confirmation. Remove
451 * on_same_map check, as can_detect_enemy also does this
452 */
453 if (!can_detect_enemy (mon, ol->ob, &rv)) 330 if (!can_detect_enemy (mon, ol->ob, &rv))
454 continue; 331 continue;
455 332
456 if (lastdist > rv.distance) 333 if (lastdist > rv.distance)
457 { 334 {
652 529
653 return firstdir; 530 return firstdir;
654} 531}
655 532
656void 533void
657give_initial_items (object *pl, treasurelist * items) 534give_initial_items (object *pl, treasurelist *items)
658{ 535{
659 object *op, *next = NULL;
660
661 if (pl->randomitems != NULL) 536 if (pl->randomitems)
662 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 537 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
663 538
664 for (op = pl->inv; op; op = next) 539 for (object *next, *op = pl->inv; op; op = next)
665 { 540 {
666 next = op->below; 541 next = op->below;
667 542
668 /* Forces get applied per default, unless they have the 543 /* Forces get applied per default, unless they have the
669 * flag "neutral" set. Sorry but I can't think of a better way 544 * flag "neutral" set. Sorry but I can't think of a better way
674 /* we never give weapons/armour if these cannot be used 549 /* we never give weapons/armour if these cannot be used
675 * by this player due to race restrictions 550 * by this player due to race restrictions
676 */ 551 */
677 if (pl->type == PLAYER) 552 if (pl->type == PLAYER)
678 { 553 {
679 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
555 &&
680 (op->type == ARMOUR || op->type == BOOTS || 556 (op->type == ARMOUR || op->type == BOOTS
681 op->type == CLOAK || op->type == HELMET || 557 || op->type == CLOAK || op->type == HELMET
682 op->type == SHIELD || op->type == GLOVES || 558 || op->type == SHIELD || op->type == GLOVES
559 || op->type == BRACERS || op->type == GIRDLE))
683 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 560 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
684 { 561 {
685 op->destroy (); 562 op->destroy ();
686 continue; 563 continue;
687 } 564 }
688 } 565 }
689 566
690 /* This really needs to be better - we should really give 567 /* Here we remove duplicated skills (as duplicated spell objects have
691 * a substitute spellbook. The problem is that we don't really 568 * _very_ confusing effects for players), which could for instance be
692 * have a good idea what to replace it with (need something like 569 * generated by bad treasurelists. - elmex
693 * a first level treasurelist for each skill.)
694 * remove duplicate skills also
695 */ 570 */
696 if (op->type == SPELLBOOK || op->type == SKILL) 571 if (op->type == SKILL)
697 { 572 {
698 object *tmp;
699
700 for (tmp = op->below; tmp; tmp = tmp->below) 573 for (object *tmp = op->below; tmp; tmp = tmp->below)
701 if (tmp->type == op->type && tmp->name == op->name) 574 if (tmp->type == op->type && tmp->name == op->name)
702 break;
703
704 if (tmp)
705 { 575 {
706 op->destroy (); 576 op->destroy ();
577 LOG (llevError,
707 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
708 continue; 579 break;
709 } 580 }
710 581
711 if (op->nrof > 1) 582 if (op->nrof > 1)
712 op->nrof = 1; 583 op->nrof = 1;
713 } 584 }
714 585
715 if (op->type == SPELLBOOK && op->inv) 586 if (op->type == SPELLBOOK && op->inv)
716 {
717 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
718 }
719 588
720 /* Give starting characters identified, uncursed, and undamned 589 /* Give starting characters identified, uncursed, and undamned
721 * items. Just don't identify gold or silver, or it won't be 590 * items. Just don't identify gold or silver, or it won't be
722 * merged properly. 591 * merged properly.
723 */ 592 */
724 if (need_identify (op)) 593 if (need_identify (op))
725 { 594 {
726 SET_FLAG (op, FLAG_IDENTIFIED); 595 SET_FLAG (op, FLAG_IDENTIFIED);
727 CLEAR_FLAG (op, FLAG_CURSED); 596 CLEAR_FLAG (op, FLAG_CURSED);
728 CLEAR_FLAG (op, FLAG_DAMNED); 597 CLEAR_FLAG (op, FLAG_DAMNED);
729 } 598 }
599
730 if (op->type == SPELL) 600 if (op->type == SPELL)
731 { 601 {
732 op->destroy (); 602 op->destroy ();
733 continue; 603 continue;
734 } 604 }
736 { 606 {
737 SET_FLAG (op, FLAG_CAN_USE_SKILL); 607 SET_FLAG (op, FLAG_CAN_USE_SKILL);
738 op->stats.exp = 0; 608 op->stats.exp = 0;
739 op->level = 1; 609 op->level = 1;
740 } 610 }
741 /* lock all 'normal items by default */ 611 else /* lock all 'normal items by default */
742 else
743 SET_FLAG (op, FLAG_INV_LOCKED); 612 SET_FLAG (op, FLAG_INV_LOCKED);
744 } /* for loop of objects in player inv */ 613 } /* for loop of objects in player inv */
745 614
746 /* Need to set up the skill pointers */ 615 /* Need to set up the skill pointers */
747 link_player_skills (pl); 616 pl->contr->link_skills ();
748} 617}
749 618
750void 619void
751get_party_password (object *op, partylist *party) 620get_party_password (object *op, partylist *party)
752{ 621{
853static void 722static void
854start_info (object *op) 723start_info (object *op)
855{ 724{
856 char buf[MAX_BUF]; 725 char buf[MAX_BUF];
857 726
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 727 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 728 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
862} 729}
863 730
864/* This function takes the key that is passed, and does the 731/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 732 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 733 * The function name is for historical reasons - now we have
869 */ 736 */
870void 737void
871player::chargen_race_done () 738player::chargen_race_done ()
872{ 739{
873 /* this must before then initial items are given */ 740 /* this must before then initial items are given */
874 esrv_new_player (ob->contr, ob->weight + ob->carrying); 741 esrv_new_player (ob->contr);
875 742
876 treasurelist *tl = treasurelist::find ("starting_wealth"); 743 treasurelist *tl = treasurelist::find ("starting_wealth");
877 if (tl) 744 if (tl)
878 create_treasure (tl, ob, 0, 0, 0); 745 create_treasure (tl, ob, 0, 0, 0);
879 746
883 ob->contr->ns->state = ST_PLAYING; 750 ob->contr->ns->state = ST_PLAYING;
884 751
885 if (ob->msg) 752 if (ob->msg)
886 ob->msg = 0; 753 ob->msg = 0;
887 754
888 /* We create this now because some of the unique maps will need it
889 * to save here.
890 */
891 {
892 char buf[MAX_BUF];
893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
894 make_path_to_file (buf);
895 }
896
897 start_info (ob); 755 start_info (ob);
898 CLEAR_FLAG (ob, FLAG_WIZ); 756 CLEAR_FLAG (ob, FLAG_WIZ);
899 give_initial_items (ob, ob->randomitems); 757 give_initial_items (ob, ob->randomitems);
900 link_player_skills (ob);
901 esrv_send_inventory (ob, ob); 758 esrv_send_inventory (ob, ob);
902 ob->update_stats (); 759 ob->update_stats ();
903 760
904 /* This moves the player to a different start map, if there 761 /* This moves the player to a different start map, if there
905 * is one for this race 762 * is one for this race
906 */ 763 */
907 if (*first_map_ext_path) 764 if (*first_map_ext_path)
908 { 765 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
909 object *tmp;
910 char mapname[MAX_BUF];
911
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
913 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = ob->y;
917 ob->enter_exit (tmp); /* we don't really care if it succeeded;
918 * if the map isn't there, then stay on the
919 * default initial map */
920 tmp->destroy ();
921 }
922 else 766 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 767 LOG (llevDebug, "first_map_ext_path not set\n");
924} 768}
925 769
926void 770void
936 int x = ob->x, y = ob->y; 780 int x = ob->x, y = ob->y;
937 781
938 ob->remove_statbonus (); 782 ob->remove_statbonus ();
939 ob->remove (); 783 ob->remove ();
940 ob->arch = get_player_archetype (ob->arch); 784 ob->arch = get_player_archetype (ob->arch);
941 ob->arch->clone.copy_to (ob); 785 ob->arch->copy_to (ob);
942 ob->instantiate (); 786 ob->instantiate ();
943 ob->stats = ob->contr->orig_stats; 787 ob->stats = ob->contr->orig_stats;
944 ob->name = ob->name_pl = name; 788 ob->name = ob->name_pl = name;
945 ob->x = x; 789 ob->x = x;
946 ob->y = y; 790 ob->y = y;
947 SET_ANIMATION (ob, 2); /* So player faces south */ 791 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (ob, ob->map, ob, 0); 792 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (ob->contr->title, ob->arch->clone.name); 793 assign (ob->contr->title, ob->arch->object::name);
950 ob->add_statbonus (); 794 ob->add_statbonus ();
951 } 795 }
952 while (!allowed_class (ob)); 796 while (!allowed_class (ob));
953 797
954 update_object (ob, UP_OBJ_FACE); 798 update_object (ob, UP_OBJ_FACE);
970 LOG (llevDebug, "Fleeing player is dead.\n"); 814 LOG (llevDebug, "Fleeing player is dead.\n");
971 CLEAR_FLAG (op, FLAG_SCARED); 815 CLEAR_FLAG (op, FLAG_SCARED);
972 return; 816 return;
973 } 817 }
974 818
975 if (op->enemy == NULL) 819 if (!op->enemy)
976 { 820 {
977 LOG (llevDebug, "Fleeing player had no enemy.\n"); 821 LOG (llevDebug, "Fleeing player had no enemy.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 822 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 823 return;
980 } 824 }
981 825
982 /* Seen some crashes here. Since we don't store an
983 * op->enemy_count, it is possible that something destroys the
984 * actual enemy, and the object is recycled.
985 */
986 if (op->enemy->map == NULL)
987 {
988 CLEAR_FLAG (op, FLAG_SCARED);
989 op->enemy = NULL;
990 return;
991 }
992
993 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 826 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
994 { 827 {
995 op->enemy = NULL; 828 op->enemy = NULL;
996 CLEAR_FLAG (op, FLAG_SCARED); 829 CLEAR_FLAG (op, FLAG_SCARED);
997 return; 830 return;
1000 get_rangevector (op, op->enemy, &rv, 0); 833 get_rangevector (op, op->enemy, &rv, 0);
1001 834
1002 dir = absdir (4 + rv.direction); 835 dir = absdir (4 + rv.direction);
1003 for (diff = 0; diff < 3; diff++) 836 for (diff = 0; diff < 3; diff++)
1004 { 837 {
1005 int m = 1 - (RANDOM () & 2); 838 int m = 1 - rndm (2) * 2;
1006 839
1007 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 840 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1008 return; 841 return;
1009 } 842 }
1010 843
1021check_pick (object *op) 854check_pick (object *op)
1022{ 855{
1023 object *tmp, *next; 856 object *tmp, *next;
1024 int stop = 0; 857 int stop = 0;
1025 int wvratio; 858 int wvratio;
1026 char putstring[128];
1027 859
1028 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
1029 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
1030 return 1; 862 return 1;
1031 863
1032 next = op->below; 864 next = op->below;
1033 865
866 int cnt = MAX_ITEM_PER_DROP;
867#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
868
1034 /* loop while there are items on the floor that are not marked as 869 /* loop while there are items on the floor that are not marked as
1035 * destroyed */ 870 * destroyed */
1036 while (next && !next->destroyed ()) 871 while (next && !next->destroyed ())
1037 { 872 {
1038 tmp = next; 873 tmp = next;
1039 next = tmp->below; 874 next = tmp->below;
1040 875
876 if (cnt <= 0)
877 {
878 op->failmsg ("Couldn't pickup all items at once.");
879 return 0;
880 }
881
1041 if (op->destroyed ()) 882 if (op->destroyed ())
1042 return 0; 883 return 0;
1043 884
1044 if (!can_pick (op, tmp)) 885 if (!can_pick (op, tmp))
1045 continue; 886 continue;
1046 887
1047 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 888 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1048 { 889 {
1049 if (item_matched_string (op, tmp, op->contr->search_str)) 890 if (item_matched_string (op, tmp, op->contr->search_str))
1050 pick_up (op, tmp); 891 CHK_PICK_PICKUP;
892
1051 continue; 893 continue;
1052 } 894 }
1053 895
1054 /* high not bit set? We're using the old autopickup model */ 896 /* pickup handling */
897 if (op->contr->mode & PU_DEBUG)
898 {
899 /* some debugging code to figure out item information */
900 const char *str = tmp->name
901 ? format ("item name: %s item type: %d weight/value: %d",
902 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
903 : format ("item name: %s item type: %d weight/value: %d",
904 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
905
906 new_draw_info (NDI_UNIQUE, 0, op, str);
907 }
908
909 if (op->contr->mode & PU_INHIBIT)
910 return 1;
911
912 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
913 return 1;
914
915 /* philosophy:
916 * It's easy to grab an item type from a pile, as long as it's
917 * generic. This takes no game-time. For more detailed pickups
918 * and selections, select-items should be used. This is a
919 * grab-as-you-run type mode that's really useful for arrows for
920 * example.
921 * The drawback: right now it has no frontend, so you need to
922 * stick the bits you want into a calculator in hex mode and then
923 * convert to decimal and then 'pickup <#>
924 */
925
926 /* the first two modes are exclusive: if NOTHING we return, if
927 * STOP then we stop. All the rest are applied sequentially,
928 * meaning if any test passes, the item gets picked up. */
929
930 /* if mode is set to pick nothing up, return */
931 if (op->contr->mode == PU_NOTHING)
932 return 1;
933
934 /* if mode is set to stop when encountering objects, return */
935 /* take STOP before INHIBIT since it doesn't actually pick
936 * anything up */
937 if (op->contr->mode & PU_STOP)
938 return 0;
939
940 /* useful for going into stores and not losing your settings... */
941 /* and for battles wher you don't want to get loaded down while
942 * fighting */
943 if (op->contr->mode & PU_INHIBIT)
944 return 1;
945
946 /* prevent us from turning into auto-thieves :) */
947 if (QUERY_FLAG (tmp, FLAG_UNPAID))
948 continue;
949
950 /* ignore known cursed objects */
951 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
952 continue;
953
954 /* all food and drink if desired */
955 /* question: don't pick up known-poisonous stuff? */
1055 if (!(op->contr->mode & PU_NEWMODE)) 956 if (op->contr->mode & PU_FOOD)
957 if (tmp->type == FOOD)
1056 { 958 {
1057 switch (op->contr->mode) 959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_DRINK)
964 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 if (op->contr->mode & PU_POTION)
971 if (tmp->type == POTION)
972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
976
977 /* spellbooks, skillscrolls and normal books/scrolls */
978 if (op->contr->mode & PU_SPELLBOOK)
979 if (tmp->type == SPELLBOOK)
980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
985 if (op->contr->mode & PU_SKILLSCROLL)
986 if (tmp->type == SKILLSCROLL)
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 if (op->contr->mode & PU_READABLES)
993 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
994 {
995 CHK_PICK_PICKUP;
996 continue;
997 }
998
999 /* wands/staves/rods/horns */
1000 if (op->contr->mode & PU_MAGIC_DEVICE)
1001 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1006
1007 /* pick up all magical items */
1008 if (op->contr->mode & PU_MAGICAL)
1009 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1010 {
1011 CHK_PICK_PICKUP;
1012 continue;
1013 }
1014
1015 if (op->contr->mode & PU_VALUABLES)
1016 {
1017 if (tmp->type == MONEY || tmp->type == GEM)
1058 { 1018 {
1059 case 0: 1019 CHK_PICK_PICKUP;
1060 return 1; /* don't pick up */ 1020 continue;
1061 case 1:
1062 pick_up (op, tmp);
1063 return 1;
1064 case 2:
1065 pick_up (op, tmp);
1066 return 0;
1067 case 3:
1068 return 0; /* stop before pickup */
1069 case 4:
1070 pick_up (op, tmp);
1071 break;
1072 case 5:
1073 pick_up (op, tmp);
1074 stop = 1;
1075 break;
1076 case 6:
1077 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1078 pick_up (op, tmp);
1079 break;
1080
1081 case 7:
1082 if (tmp->type == MONEY || tmp->type == GEM)
1083 pick_up (op, tmp);
1084 break;
1085
1086 default:
1087 /* use value density */
1088 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1089 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1090 pick_up (op, tmp);
1091 } 1021 }
1092 } 1022 }
1093 else 1023
1094 { /* old model */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1095 /* NEW pickup handling */
1096 if (op->contr->mode & PU_DEBUG) 1025 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET)
1097 { 1027 {
1098 /* some debugging code to figure out item information */ 1028 CHK_PICK_PICKUP;
1099 if (tmp->name != NULL)
1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1101 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1102 else
1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1104 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105
1106 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1107 }
1108
1109 /* philosophy:
1110 * It's easy to grab an item type from a pile, as long as it's
1111 * generic. This takes no game-time. For more detailed pickups
1112 * and selections, select-items should be used. This is a
1113 * grab-as-you-run type mode that's really useful for arrows for
1114 * example.
1115 * The drawback: right now it has no frontend, so you need to
1116 * stick the bits you want into a calculator in hex mode and then
1117 * convert to decimal and then 'pickup <#>
1118 */
1119
1120 /* the first two modes are exclusive: if NOTHING we return, if
1121 * STOP then we stop. All the rest are applied sequentially,
1122 * meaning if any test passes, the item gets picked up. */
1123
1124 /* if mode is set to pick nothing up, return */
1125
1126 if (op->contr->mode & PU_NOTHING)
1127 return 1;
1128
1129 /* if mode is set to stop when encountering objects, return */
1130 /* take STOP before INHIBIT since it doesn't actually pick
1131 * anything up */
1132
1133 if (op->contr->mode & PU_STOP)
1134 return 0;
1135
1136 /* useful for going into stores and not losing your settings... */
1137 /* and for battles wher you don't want to get loaded down while
1138 * fighting */
1139 if (op->contr->mode & PU_INHIBIT)
1140 return 1;
1141
1142 /* prevent us from turning into auto-thieves :) */
1143 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1144 continue; 1029 continue;
1030 }
1145 1031
1146 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1147 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1033 if (op->contr->mode & PU_FLESH)
1034 if (tmp->type == FLESH)
1035 {
1036 CHK_PICK_PICKUP;
1148 continue; 1037 continue;
1038 }
1149 1039
1150 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1151 /* question: don't pick up known-poisonous stuff? */ 1041 if (op->contr->mode & PU_BOW)
1042 if (tmp->type == BOW)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_ARROW)
1049 if (tmp->type == ARROW)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 /* all kinds of armor etc. */
1056 if (op->contr->mode & PU_ARMOUR)
1057 if (tmp->type == ARMOUR)
1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1063 if (op->contr->mode & PU_HELMET)
1064 if (tmp->type == HELMET)
1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1070 if (op->contr->mode & PU_SHIELD)
1071 if (tmp->type == SHIELD)
1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1152 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1153 if (tmp->type == FOOD) 1078 if (tmp->type == BOOTS)
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES)
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 if (op->contr->mode & PU_CLOAK)
1092 if (tmp->type == CLOAK)
1093 {
1094 CHK_PICK_PICKUP;
1095 continue;
1096 }
1097
1098 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1105
1106 /* careful: chairs and tables are weapons! */
1107 if (op->contr->mode & PU_ALLWEAPON)
1108 {
1109 if (tmp->type == WEAPON)
1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1154 { 1111 {
1155 pick_up (op, tmp); 1112 CHK_PICK_PICKUP;
1156 continue; 1113 continue;
1157 } 1114 }
1115 }
1158 1116
1117 /* misc stuff that's useful */
1159 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1160 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1161 { 1120 {
1162 pick_up (op, tmp); 1121 CHK_PICK_PICKUP;
1163 continue; 1122 continue;
1164 } 1123 }
1165 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1166 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1167 if (tmp->type == POTION) 1128 {
1129 /* use value density to decide what else to grab */
1130 /* >=7 was >= op->contr->mode */
1131 /* >=7 is the old standard setting. Now we take the last 4 bits
1168 { 1132 */
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 /* spellbooks, skillscrolls and normal books/scrolls */
1174 if (op->contr->mode & PU_SPELLBOOK)
1175 if (tmp->type == SPELLBOOK)
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SKILLSCROLL)
1182 if (tmp->type == SKILLSCROLL)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_READABLES)
1189 if (tmp->type == BOOK || tmp->type == SCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 /* wands/staves/rods/horns */
1196 if (op->contr->mode & PU_MAGIC_DEVICE)
1197 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1198 {
1199 pick_up (op, tmp);
1200 continue;
1201 }
1202
1203 /* pick up all magical items */
1204 if (op->contr->mode & PU_MAGICAL) 1133 wvratio = op->contr->mode & PU_RATIO;
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1134 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1206 {
1207 pick_up (op, tmp);
1208 continue;
1209 }
1210
1211 if (op->contr->mode & PU_VALUABLES)
1212 { 1135 {
1213 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1214 { 1139 {
1215 pick_up (op, tmp); 1140 fprintf (stderr, "%s", tmp->name);
1216 continue;
1217 } 1141 }
1218 }
1219
1220 /* rings & amulets - talismans seems to be typed AMULET */
1221 if (op->contr->mode & PU_JEWELS)
1222 if (tmp->type == RING || tmp->type == AMULET)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 /* we don't forget dragon food */
1229 if (op->contr->mode & PU_FLESH)
1230 if (tmp->type == FLESH)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 /* bows and arrows. Bows are good for selling! */
1237 if (op->contr->mode & PU_BOW)
1238 if (tmp->type == BOW)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_ARROW)
1245 if (tmp->type == ARROW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 /* all kinds of armor etc. */
1252 if (op->contr->mode & PU_ARMOUR)
1253 if (tmp->type == ARMOUR)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_HELMET)
1260 if (tmp->type == HELMET)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_SHIELD)
1267 if (tmp->type == SHIELD)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_BOOTS)
1274 if (tmp->type == BOOTS)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_GLOVES)
1281 if (tmp->type == GLOVES)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_CLOAK)
1288 if (tmp->type == CLOAK)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 /* hoping to catch throwing daggers here */
1295 if (op->contr->mode & PU_MISSILEWEAPON)
1296 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 /* careful: chairs and tables are weapons! */
1303 if (op->contr->mode & PU_ALLWEAPON)
1304 {
1305 if (tmp->type == WEAPON && tmp->name != NULL)
1306 {
1307 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1308 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1309 {
1310 pick_up (op, tmp);
1311 continue;
1312 }
1313 }
1314
1315 if (tmp->type == WEAPON && tmp->name == NULL)
1316 {
1317 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1318 {
1319 pick_up (op, tmp);
1320 continue;
1321 }
1322 }
1323 }
1324
1325 /* misc stuff that's useful */
1326 if (op->contr->mode & PU_KEY)
1327 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332
1333 /* any of the last 4 bits set means we use the ratio for value
1334 * pickups */
1335 if (op->contr->mode & PU_RATIO)
1336 {
1337 /* use value density to decide what else to grab */
1338 /* >=7 was >= op->contr->mode */
1339 /* >=7 is the old standard setting. Now we take the last 4 bits
1340 * and multiply them by 5, giving 0..15*5== 5..75 */
1341 wvratio = (op->contr->mode & PU_RATIO) * 5;
1342 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1343 {
1344 pick_up (op, tmp);
1345#if 0
1346 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1347 if (tmp->name != NULL)
1348 {
1349 fprintf (stderr, "%s", tmp->name);
1350 }
1351 else 1142 else
1352 fprintf (stderr, "%s", tmp->arch->name); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1353 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1354 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355#endif 1146#endif
1147 CHK_PICK_PICKUP;
1356 continue; 1148 continue;
1357 }
1358 } 1149 }
1359 } /* the new pickup model */ 1150 } /* the new pickup model */
1360 } 1151 }
1361 1152
1362 return !stop; 1153 return !stop;
1368 * found object is returned. 1159 * found object is returned.
1369 */ 1160 */
1370object * 1161object *
1371find_arrow (object *op, const char *type) 1162find_arrow (object *op, const char *type)
1372{ 1163{
1373 object *tmp = 0;
1374
1375 for (op = op->inv; op; op = op->below) 1164 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1377 tmp = find_arrow (op, type);
1378 else if (op->type == ARROW && op->race == type) 1165 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1166 return splay (tmp);
1167
1168 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1169 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1170 if (object *arrow = find_arrow (tmp, type))
1171 {
1172 splay (tmp);
1379 return op; 1173 return arrow;
1174 }
1380 1175
1381 return tmp; 1176 return 0;
1382} 1177}
1383 1178
1384/* 1179/*
1385 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1180 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1386 * against the target. A full test is not performed, simply a basic test 1181 * against the target. A full test is not performed, simply a basic test
1387 * of resistances. The archer is making a quick guess at what he sees down 1182 * of resistances. The archer is making a quick guess at what he sees down
1388 * the hall. Failing that it does it's best to pick the highest plus arrow. 1183 * the hall. Failing that it does it's best to pick the highest plus arrow.
1389 */ 1184 */
1390object * 1185object *
1391find_better_arrow (object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1392{ 1187{
1393 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1394 int attacknum, attacktype, betterby = 0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1395 1190
1396 if (!type) 1191 if (!type)
1400 { 1195 {
1401 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1196 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1402 { 1197 {
1403 i = 0; 1198 i = 0;
1404 ntmp = find_better_arrow (arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1405 if (i > betterby) 1201 if (i > betterby)
1406 { 1202 {
1407 tmp = ntmp; 1203 tmp = ntmp;
1408 betterby = i; 1204 betterby = i;
1409 } 1205 }
1410 } 1206 }
1411 else if (arrow->type == ARROW && arrow->race == type) 1207 else if (arrow->type == ARROW && arrow->race == type)
1412 { 1208 {
1413 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1414 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1210 if (target->race && arrow->slaying.contains (target->race))
1415 { 1211 {
1416 if (arrow->attacktype & AT_DEATH) 1212 if (arrow->attacktype & AT_DEATH)
1417 { 1213 {
1418 *better = 100; 1214 *better = 100;
1419 return arrow; 1215 return arrow;
1427 else 1223 else
1428 { 1224 {
1429 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1225 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1430 { 1226 {
1431 attacktype = 1 << attacknum; 1227 attacktype = 1 << attacknum;
1432 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1228 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1433 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1229 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1434 { 1230 {
1435 tmp = arrow; 1231 tmp = arrow;
1436 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1232 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1437 } 1233 }
1438 } 1234 }
1235
1439 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1440 { 1237 {
1441 tmp = arrow; 1238 tmp = arrow;
1442 betterby = 2 + arrow->magic + arrow->stats.dam; 1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1443 } 1240 }
1241
1444 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1445 { 1243 {
1446 tmp = arrow; 1244 tmp = arrow;
1447 betterby = 1 + arrow->magic + arrow->stats.dam; 1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1448 } 1246 }
1449 } 1247 }
1450 } 1248 }
1451 } 1249 }
1250
1452 if (tmp == NULL && arrow == NULL) 1251 if (tmp == NULL && arrow == NULL)
1453 return find_arrow (op, type); 1252 return find_arrow (op, type);
1454 1253
1455 *better = betterby; 1254 *better = betterby;
1456 return tmp; 1255 return tmp;
1461 * op = the shooter 1260 * op = the shooter
1462 * type = bow->race 1261 * type = bow->race
1463 * dir = fire direction 1262 * dir = fire direction
1464 */ 1263 */
1465object * 1264object *
1466pick_arrow_target (object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1467{ 1266{
1468 object *tmp = NULL; 1267 object *tmp = NULL;
1469 maptile *m; 1268 maptile *m;
1470 int i, mflags, found, number; 1269 int i, mflags, found, number;
1471 sint16 x, y; 1270 sint16 x, y;
1486 for (i = 0, found = 0; i < 20; i++) 1285 for (i = 0, found = 0; i < 20; i++)
1487 { 1286 {
1488 x += freearr_x[dir]; 1287 x += freearr_x[dir];
1489 y += freearr_y[dir]; 1288 y += freearr_y[dir];
1490 mflags = get_map_flags (m, &m, x, y, &x, &y); 1289 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290
1491 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1492 { 1292 {
1493 tmp = NULL; 1293 tmp = 0;
1494 break; 1294 break;
1495 } 1295 }
1496 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1296 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1497 { 1297 {
1498 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1298 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1499 * perhaps a bad assumption. 1299 * perhaps a bad assumption.
1500 */ 1300 */
1501 tmp = NULL; 1301 tmp = 0;
1502 break; 1302 break;
1503 } 1303 }
1304
1504 if (mflags & P_IS_ALIVE) 1305 if (mflags & P_IS_ALIVE)
1505 {
1506 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1306 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1307 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1508 {
1509 found++;
1510 break;
1511 }
1512 if (found)
1513 break; 1308 break;
1514 }
1515 } 1309 }
1516 if (tmp == NULL) 1310
1311 if (!tmp)
1517 return find_arrow (op, type); 1312 return find_arrow (op, type);
1518 1313
1519 if (tmp->head) 1314 if (tmp->head)
1520 tmp = tmp->head; 1315 tmp = tmp->head;
1521 1316
1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1562 return 0; 1357 return 0;
1563 } 1358 }
1564 1359
1565 // optimisation: move object to top so we will find it quickly again 1360 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below) 1361 splay (bow);
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1572 } 1362 }
1573 1363
1574 if (!bow->race || !bow->skill) 1364 if (!bow->race || !bow->skill)
1575 { 1365 {
1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1366 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1602 } 1392 }
1603 1393
1604 /* this should not happen, but sometimes does */ 1394 /* this should not happen, but sometimes does */
1605 if (arrow->nrof == 0) 1395 if (arrow->nrof == 0)
1606 { 1396 {
1397 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1607 arrow->destroy (); 1398 arrow->destroy ();
1608 return 0; 1399 return 0;
1609 } 1400 }
1610 1401
1611 left = arrow; /* these are arrows left to the player */ 1402 left = arrow; /* these are arrows left to the player */
1612 arrow = get_split_ob (arrow, 1); 1403 arrow = arrow->split ();
1613 if (!arrow) 1404 if (!arrow)
1614 { 1405 {
1615 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1406 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1616 return 0; 1407 return 0;
1617 } 1408 }
1621 arrow->direction = dir; 1412 arrow->direction = dir;
1622 1413
1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1414 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1624 arrow->stats.hp = arrow->stats.dam; 1415 arrow->stats.hp = arrow->stats.dam;
1625 arrow->stats.grace = arrow->attacktype; 1416 arrow->stats.grace = arrow->attacktype;
1626 1417 arrow->custom_name = arrow->slaying;
1627 if (arrow->slaying)
1628 arrow->spellarg = strdup (arrow->slaying);
1629 1418
1630#if 0 1419#if 0
1631 if (player *pl = op->contr) 1420 if (player *pl = op->contr)
1632 { 1421 {
1633 float speed = pl->weapon_sp; 1422 float speed = pl->weapon_sp;
1679 1468
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1469 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1470 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1471 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1472
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1473 op->play_sound (sound_find ("fire_arrow"));
1685 m->insert (arrow, sx, sy, op); 1474 m->insert (arrow, sx, sy, op);
1686 1475
1687 if (!arrow->destroyed ()) 1476 if (!arrow->destroyed ())
1688 move_arrow (arrow); 1477 move_arrow (arrow);
1689
1690 if (op->type == PLAYER)
1691 {
1692 if (left->destroyed ())
1693 esrv_del_item (op->contr, left->count);
1694 else
1695 esrv_send_item (op, left);
1696 }
1697 1478
1698 return 1; 1479 return 1;
1699} 1480}
1700 1481
1701/* Special fire code for players - this takes into 1482/* Special fire code for players - this takes into
1706 * hence the function name. 1487 * hence the function name.
1707 */ 1488 */
1708int 1489int
1709player_fire_bow (object *op, int dir) 1490player_fire_bow (object *op, int dir)
1710{ 1491{
1711 int ret = 0, wcmod = 0; 1492 int ret;
1712 1493
1713 if (op->contr->bowtype == bow_bestarrow) 1494 if (op->contr->bowtype == bow_bestarrow)
1714 { 1495 {
1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1496 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1716 } 1497 }
1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1498 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 { 1499 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1500 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1720 wcmod = -1;
1721
1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1501 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1723 } 1502 }
1724 else if (op->contr->bowtype == bow_threewide) 1503 else if (op->contr->bowtype == bow_threewide)
1725 { 1504 {
1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1505 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1506 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1728 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1507 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1729 } 1508 }
1730 else if (op->contr->bowtype == bow_spreadshot) 1509 else if (op->contr->bowtype == bow_spreadshot)
1731 { 1510 {
1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1511 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1512 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1513 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1735 } 1514 }
1736 else 1515 else
1737 { 1516 {
1767 1546
1768 if (item->type == WAND) 1547 if (item->type == WAND)
1769 { 1548 {
1770 if (item->stats.food <= 0) 1549 if (item->stats.food <= 0)
1771 { 1550 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1551 op->contr->play_sound (sound_find ("wand_poof"));
1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1552 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774 1553
1775 return; 1554 return;
1776 } 1555 }
1777 } 1556 }
1778 else if (item->type == ROD || item->type == HORN) 1557 else if (item->type == ROD || item->type == HORN)
1779 { 1558 {
1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1559 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1560
1561 // using the maximum of the rods charge allows at least one spell cast
1562 // for a rod or horn, this fixes some broken rods.
1563 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1781 { 1564 {
1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1783 1566
1784 if (item->type == ROD) 1567 if (item->type == ROD)
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1568 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1786 else 1569 else
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1570 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1790 } 1573 }
1791 } 1574 }
1792 1575
1793 if (cast_spell (op, item, dir, item->inv, NULL)) 1576 if (cast_spell (op, item, dir, item->inv, NULL))
1794 { 1577 {
1795 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1578 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1579
1796 if (item->type == WAND) 1580 if (item->type == WAND)
1797 { 1581 {
1798 if (!(--item->stats.food)) 1582 if (!(--item->stats.food))
1799 { 1583 {
1800 object *tmp; 1584 object *tmp;
1801 1585
1802 if (item->arch) 1586 if (item->arch)
1803 { 1587 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1588 CLEAR_FLAG (item, FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1589 item->face = item->arch->face;
1806 item->set_speed (0); 1590 item->set_speed (0);
1807 } 1591 }
1808 1592
1809 if ((tmp = item->in_player ())) 1593 if (object *pl = item->visible_to ())
1810 esrv_update_item (UPD_ANIM, tmp, item); 1594 esrv_update_item (UPD_ANIM, pl, item);
1811 } 1595 }
1812 } 1596 }
1813 else if (item->type == ROD || item->type == HORN) 1597 else if (item->type == ROD || item->type == HORN)
1814 drain_rod_charge (item); 1598 drain_rod_charge (item);
1815 } 1599 }
1820bool 1604bool
1821fire (object *op, int dir) 1605fire (object *op, int dir)
1822{ 1606{
1823 int spellcost = 0; 1607 int spellcost = 0;
1824 1608
1825 /* check for loss of invisiblity/hide */
1826 if (action_makes_visible (op))
1827 make_visible (op);
1828
1829 player *pl = op->contr; 1609 player *pl = op->contr;
1830 1610
1831 if (pl->golem) 1611 if (pl->golem)
1832 { 1612 {
1833 control_golem (op->contr->golem, dir); 1613 control_golem (op->contr->golem, dir);
1835 } 1615 }
1836 1616
1837 object *ob = pl->ranged_ob; 1617 object *ob = pl->ranged_ob;
1838 1618
1839 if (!ob) 1619 if (!ob)
1840 return false;
1841
1842 if (!op->change_weapon (ob))
1843 return false; 1620 return false;
1844 1621
1845 if (op->speed_left > 0.f) 1622 if (op->speed_left > 0.f)
1846 --op->speed_left; 1623 --op->speed_left;
1847 else 1624 else
1848 return false; 1625 return false;
1849 1626
1627 if (!op->change_weapon (ob))
1628 return false;
1629
1630 /* check for loss of invisiblity/hide */
1631 if (action_makes_visible (op))
1632 make_visible (op);
1633
1850 switch (ob->type) 1634 switch (ob->type)
1851 { 1635 {
1852 case BOW: 1636 case BOW:
1853 player_fire_bow (op, dir); 1637 player_fire_bow (op, dir);
1854 break; 1638 break;
1855 1639
1856 case SPELL: 1640 case SPELL:
1857 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1641 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1858 break; 1642 break;
1859 1643
1860 case BUILDER: 1644 case BUILDER:
1861 apply_map_builder (op, dir); 1645 apply_map_builder (op, dir);
1862 break; 1646 break;
1871 } 1655 }
1872 1656
1873 return true; 1657 return true;
1874} 1658}
1875 1659
1876/* find_key 1660static object *
1877 * We try to find a key for the door as passed. If we find a key
1878 * and successfully use it, we return the key, otherwise NULL
1879 * This function merges both normal and locked door, since the logic
1880 * for both is the same - just the specific key is different.
1881 * pl is the player,
1882 * inv is the objects inventory to searched
1883 * door is the door we are trying to match against.
1884 * This function can be called recursively to search containers.
1885 */
1886object *
1887find_key (object *pl, object *container, object *door) 1661find_key_ (object *pl, object *container, object *door)
1888{ 1662{
1889 object *tmp, *key; 1663 object *tmp, *key;
1890 1664
1891 /* Should not happen, but sanity checking is never bad */ 1665 /* Should not happen, but sanity checking is never bad */
1892 if (!container->inv) 1666 if (!container->inv)
1895 /* First, lets try to find a key in the top level inventory */ 1669 /* First, lets try to find a key in the top level inventory */
1896 for (tmp = container->inv; tmp; tmp = tmp->below) 1670 for (tmp = container->inv; tmp; tmp = tmp->below)
1897 { 1671 {
1898 if (door->type == DOOR && tmp->type == KEY) 1672 if (door->type == DOOR && tmp->type == KEY)
1899 break; 1673 break;
1674
1900 /* For sanity, we should really check door type, but other stuff 1675 /* For sanity, we should really check door type, but other stuff
1901 * (like containers) can be locked with special keys 1676 * (like containers) can be locked with special keys
1902 */ 1677 */
1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1678 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1904 break; 1679 break;
1910 * a key, return 1685 * a key, return
1911 */ 1686 */
1912 if (!tmp) 1687 if (!tmp)
1913 { 1688 {
1914 for (tmp = container->inv; tmp; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 {
1916 /* No reason to search empty containers */ 1690 /* No reason to search empty containers */
1917 if (tmp->type == CONTAINER && tmp->inv) 1691 if (tmp->type == CONTAINER && tmp->inv)
1918 {
1919 if ((key = find_key (pl, tmp, door))) 1692 if ((key = find_key_ (pl, tmp, door)))
1920 return key; 1693 return key;
1921 }
1922 }
1923 1694
1924 if (!tmp) 1695 if (!tmp)
1925 return NULL; 1696 return 0;
1926 } 1697 }
1927 1698
1928 /* We get down here if we have found a key. Now if its in a container, 1699 /* We get down here if we have found a key. Now if its in a container,
1929 * see if we actually want to use it 1700 * see if we actually want to use it
1930 */ 1701 */
1931 if (pl != container) 1702 if (pl != container)
1932 { 1703 {
1933 /* Only let players use keys in containers */ 1704 /* Only let players use keys in containers */
1934 if (!pl->contr) 1705 if (!pl->contr)
1935 return NULL; 1706 return 0;
1707
1936 /* cases where this fails: 1708 /* cases where this fails:
1937 * If we only search the player inventory, return now since we 1709 * If we only search the player inventory, return now since we
1938 * are not in the players inventory. 1710 * are not in the players inventory.
1939 * If the container is not active, return now since only active 1711 * If the container is not active, return now since only active
1940 * containers can be used. 1712 * containers can be used.
1944 * inv must have been an container and must have been active. 1716 * inv must have been an container and must have been active.
1945 * 1717 *
1946 * Change the color so that the message doesn't disappear with 1718 * Change the color so that the message doesn't disappear with
1947 * all the others. 1719 * all the others.
1948 */ 1720 */
1949 if (pl->contr->usekeys == key_inventory || 1721 if (pl->contr->usekeys == key_inventory
1950 !QUERY_FLAG (container, FLAG_APPLIED) || 1722 || !QUERY_FLAG (container, FLAG_APPLIED)
1951 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1723 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1952 { 1724 {
1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1725 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1954 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1726 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1955 return NULL; 1727 return NULL;
1956 } 1728 }
1957 } 1729 }
1958 1730
1959 return tmp; 1731 return tmp;
1732}
1733
1734/* find_key
1735 * We try to find a key for the door as passed. If we find a key
1736 * and successfully use it, we return the key, otherwise NULL
1737 * This function merges both normal and locked door, since the logic
1738 * for both is the same - just the specific key is different.
1739 * pl is the player,
1740 * inv is the objects inventory to searched
1741 * door is the door we are trying to match against.
1742 * This function can be called recursively to search containers.
1743 */
1744object *
1745find_key (object *pl, object *container, object *door)
1746{
1747 if (door->slaying && is_match_expr (door->slaying))
1748 {
1749 // for match expressions, we try to find the key by applying the match
1750 // to the op itself, which is supposed to find the "key", instead
1751 // of searching through containers ourselves.
1752
1753 return match_one (door->slaying, container, door, pl, pl);
1754 }
1755 else
1756 return find_key_ (pl, container, door);
1960} 1757}
1961 1758
1962/* moved door processing out of move_player_attack. 1759/* moved door processing out of move_player_attack.
1963 * returns 1 if player has opened the door with a key 1760 * returns 1 if player has opened the door with a key
1964 * such that the caller should not do anything more, 1761 * such that the caller should not do anything more,
1976 /* If we found a key, do some extra work */ 1773 /* If we found a key, do some extra work */
1977 if (key) 1774 if (key)
1978 { 1775 {
1979 object *container = key->env; 1776 object *container = key->env;
1980 1777
1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
1983 if (action_makes_visible (op)) 1778 if (action_makes_visible (op))
1984 make_visible (op); 1779 make_visible (op);
1985 1780
1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1781 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1987 spring_trap (door->inv, op); 1782 spring_trap (door->inv, op);
1988 1783
1989 if (door->type == DOOR) 1784 if (door->type == DOOR)
1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1785 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1991 else if (door->type == LOCKED_DOOR) 1786 else if (door->type == LOCKED_DOOR)
1992 { 1787 {
1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1788 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1994 remove_door2 (door); /* remove door without violence ;-) */ 1789 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1790 }
1996 1791
1997 /* Do this after we print the message */ 1792 /* Do this after we print the message */
1998 decrease_ob (key); /* Use up one of the keys */ 1793 key->decrease (); /* Use up one of the keys */
1999 /* Need to update the weight the container the key was in */
2000 if (container != op)
2001 esrv_update_item (UPD_WEIGHT, op, container);
2002 1794
2003 return 1; /* Nothing more to do below */ 1795 return 1; /* Nothing more to do below */
2004 } 1796 }
2005 else if (door->type == LOCKED_DOOR) 1797 else if (door->type == LOCKED_DOOR)
2006 { 1798 {
2007 /* Might as well return now - no other way to open this */ 1799 /* Might as well return now - no other way to open this */
2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1800 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2009 return 1; 1801 return 1;
2010 } 1802 }
2011 1803
2012 return 0; 1804 return 0;
2013} 1805}
2019 * going to try and move (not fire weapons). 1811 * going to try and move (not fire weapons).
2020 */ 1812 */
2021bool 1813bool
2022move_player_attack (object *op, int dir) 1814move_player_attack (object *op, int dir)
2023{ 1815{
1816 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1817 {
1818 --op->speed_left;
1819 return true;
1820 }
1821
2024 int on_battleground; 1822 int on_battleground;
2025 1823
2026 sint16 nx = freearr_x[dir] + op->x; 1824 sint16 nx = freearr_x[dir] + op->x;
2027 sint16 ny = freearr_y[dir] + op->y; 1825 sint16 ny = freearr_y[dir] + op->y;
2028 1826
2029 on_battleground = op_on_battleground (op, 0, 0); 1827 on_battleground = op_on_battleground (op, 0, 0);
2030 1828
2031 if (out_of_map (op->map, nx, ny)) 1829 if (out_of_map (op->map, nx, ny))
2032 return false; 1830 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2039 1831
2040 /* If braced, or can't move to the square, and it is not out of the 1832 /* If braced, or can't move to the square, and it is not out of the
2041 * map, attack it. Note order of if statement is important - don't 1833 * map, attack it. Note order of if statement is important - don't
2042 * want to be calling move_ob if braced, because move_ob will move the 1834 * want to be calling move_ob if braced, because move_ob will move the
2043 * player. This is a pretty nasty hack, because if we could 1835 * player. This is a pretty nasty hack, because if we could
2100 1892
2101 if (op->speed_left > 0.f) 1893 if (op->speed_left > 0.f)
2102 { 1894 {
2103 --op->speed_left; 1895 --op->speed_left;
2104 1896
2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1897 op->play_sound (sound_find ("push_player"));
2106 push_ob (mon, dir, op); 1898 push_ob (mon, dir, op);
2107 1899
2108 if (op->contr->tmp_invis || op->hide) 1900 if (action_makes_visible (op))
2109 make_visible (op); 1901 make_visible (op);
2110 1902
2111 return true; 1903 return true;
2112 } 1904 }
2113 else 1905 else
2129 { 1921 {
2130 --op->speed_left; 1922 --op->speed_left;
2131 1923
2132 if (!op->contr->braced) 1924 if (!op->contr->braced)
2133 { 1925 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1926 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 1927 push_ob (mon, dir, op);
2136 } 1928 }
2137 else 1929 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 1930 op->statusmsg ("You withhold your attack");
2139 1931
2140 if (op->contr->tmp_invis || op->hide) 1932 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2141 make_visible (op); 1933 make_visible (op);
2142 1934
2143 return true; 1935 return true;
2144 } 1936 }
2145 } 1937 }
2187bool 1979bool
2188move_player (object *op, int dir) 1980move_player (object *op, int dir)
2189{ 1981{
2190 int pick; 1982 int pick;
2191 1983
2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1984 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2193 return 0; 1985 return 0;
2194 1986
2195 /* Sanity check: make sure dir is valid */ 1987 /* Sanity check: make sure dir is valid */
2196 if ((dir < 0) || (dir >= 9)) 1988 if ((dir < 0) || (dir >= 9))
2197 { 1989 {
2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 1995 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2204 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1996 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2205 1997
2206 op->facing = dir; 1998 op->facing = dir;
2207 1999
2208 if (op->hide) 2000 if (op->flag [FLAG_HIDDEN])
2209 do_hidden_move (op); 2001 do_hidden_move (op);
2210 2002
2211 bool retval; 2003 bool retval;
2212 2004
2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2005 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2282 return 0; 2074 return 0;
2283 2075
2284 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2077 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2286 { 2078 {
2287 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2079 op->play_sound (sound_find ("ob_evaporate"));
2288 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2080 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2289
2290 if (op->contr)
2291 esrv_del_item (op->contr, tmp->count);
2292 2081
2293 tmp->destroy (); 2082 tmp->destroy ();
2294 CLEAR_FLAG (op, FLAG_LIFESAVE); 2083 CLEAR_FLAG (op, FLAG_LIFESAVE);
2295 2084
2296 if (op->stats.hp < 0) 2085 if (op->stats.hp < 0)
2309 return 0; 2098 return 0;
2310} 2099}
2311 2100
2312/* This goes throws the inventory and removes unpaid objects, and puts them 2101/* This goes throws the inventory and removes unpaid objects, and puts them
2313 * back in the map (location and map determined by values of env). This 2102 * back in the map (location and map determined by values of env). This
2314 * function will descend into containers. op is the object to start the search 2103 * function will descend into containers. op is the object to start the search
2315 * from. 2104 * from.
2316 */ 2105 */
2106static void
2107drop_unpaid_items (object *op, object *env)
2108{
2109 while (op)
2110 {
2111 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2112
2113 if (QUERY_FLAG (op, FLAG_UNPAID))
2114 op->insert_at (env);
2115 else if (op->inv)
2116 drop_unpaid_items (op->inv, env);
2117
2118 op = next;
2119 }
2120}
2121
2317void 2122void
2318remove_unpaid_objects (object *op, object *env) 2123object::drop_unpaid_items ()
2319{ 2124{
2320 while (op) 2125 if (!flag [FLAG_REMOVED])
2321 { 2126 ::drop_unpaid_items (inv, this);
2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2323
2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2325 {
2326 if (env->type == PLAYER)
2327 esrv_del_item (env->contr, op->count);
2328
2329 op->insert_at (env);
2330 }
2331 else if (op->inv)
2332 remove_unpaid_objects (op->inv, env);
2333
2334 op = next;
2335 }
2336} 2127}
2337 2128
2338/* 2129/*
2339 * Returns pointer a static string containing gravestone text 2130 * Returns pointer a static string containing gravestone text
2340 * Moved from apply.c to player.c - player.c is what 2131 * Moved from apply.c to player.c - player.c is what
2341 * actually uses this function. player.c may not be quite the 2132 * actually uses this function. player.c may not be quite the
2342 * best, a misc file for object actions is probably better, 2133 * best, a misc file for object actions is probably better,
2343 * but there isn't one in the server directory. 2134 * but there isn't one in the server directory.
2344 */ 2135 */
2345char * 2136const char *
2346gravestone_text (object *op) 2137gravestone_text (object *op)
2347{ 2138{
2348 static char buf2[MAX_BUF]; 2139 static dynbuf_text buf;
2349 char buf[MAX_BUF];
2350 time_t now = time (NULL);
2351 2140
2352 strcpy (buf2, " R.I.P.\n\n"); 2141 buf << "---- R.I.P. ----\n\n"
2142 << op->name;
2143
2353 if (op->type == PLAYER) 2144 if (op->type == PLAYER)
2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2145 buf << " the " << op->contr->title;
2355 else
2356 sprintf (buf, "%s\n", &op->name);
2357 2146
2358 strncat (buf2, " ", 20 - strlen (buf) / 2); 2147 buf << "\n\n";
2359 strcat (buf2, buf); 2148
2149 buf << "who was level ";
2150 buf << (sint32)op->level << "\n\n" // OO breakdown
2151 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2152
2360 if (op->type == PLAYER) 2153 if (op->type == PLAYER)
2361 sprintf (buf, "who was in level %d when killed\n", op->level); 2154 buf << "by " << op->contr->killer_name () << ".\n\n";
2362 else
2363 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2364 2155
2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf);
2367 if (op->type == PLAYER)
2368 { 2156 {
2369 sprintf (buf, "by %s.\n\n", op->contr->killer); 2157 static char buf2[128];
2370 strncat (buf2, " ", 21 - strlen (buf) / 2); 2158 time_t now = time (NULL);
2371 strcat (buf2, buf);
2372 }
2373
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2159 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2160 buf << buf2;
2376 strcat (buf2, buf); 2161 }
2377 2162
2378 return buf2; 2163 return buf;
2379} 2164}
2380 2165
2381void 2166void
2382do_some_living (object *op) 2167do_some_living (object *op)
2383{ 2168{
2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2220 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2436 else 2221 else
2437 { 2222 {
2438 gen_grace = op->stats.maxgrace; 2223 gen_grace = op->stats.maxgrace;
2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2224 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2440 }
2441
2442 /* Regenerate Spell Points */
2443 if (!op->contr->golem && --op->last_sp < 0)
2444 {
2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2446 if (op->stats.sp < op->stats.maxsp)
2447 {
2448 op->stats.sp++;
2449 /* dms do not consume food */
2450 if (!QUERY_FLAG (op, FLAG_WIZ))
2451 {
2452 op->stats.food--;
2453 if (op->contr->digestion < 0)
2454 op->stats.food += op->contr->digestion;
2455 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2456 op->stats.food = last_food;
2457 }
2458 }
2459
2460 if (max_sp > 1)
2461 {
2462 over_sp = (gen_sp + 10) / rate_sp;
2463 if (over_sp > 0)
2464 {
2465 if (op->stats.sp < op->stats.maxsp)
2466 {
2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2469 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2470 op->stats.sp--;
2471
2472 if (op->stats.sp > op->stats.maxsp)
2473 op->stats.sp = op->stats.maxsp;
2474 }
2475 op->last_sp = 0;
2476 }
2477 else
2478 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2479 }
2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 } 2225 }
2483 2226
2484 /* Regenerate Grace */ 2227 /* Regenerate Grace */
2485 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2228 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2486 if (--op->last_grace < 0) 2229 if (--op->last_grace < 0)
2507 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2250 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2508 } 2251 }
2509 /* wearing stuff doesn't detract from grace generation. */ 2252 /* wearing stuff doesn't detract from grace generation. */
2510 } 2253 }
2511 2254
2255 if (op->stats.food > 0)
2256 {
2512 /* Regenerate Hit Points */ 2257 /* Regenerate Spell Points */
2513 if (--op->last_heal < 0) 2258 if (!op->contr->golem && --op->last_sp < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2516 { 2259 {
2517 op->stats.hp++; 2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2518 /* dms do not consume food */ 2261
2519 if (!QUERY_FLAG (op, FLAG_WIZ)) 2262 if (op->stats.sp < op->stats.maxsp)
2520 { 2263 {
2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!QUERY_FLAG (op, FLAG_WIZ))
2268 {
2521 op->stats.food--; 2269 op->stats.food--;
2270
2522 if (op->contr->digestion < 0) 2271 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion; 2272 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2273 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food; 2274 op->stats.food = last_food;
2275 }
2526 } 2276 }
2527 }
2528 2277
2529 if (max_hp > 1) 2278 if (max_sp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532 if (over_hp > 0)
2533 { 2279 {
2534 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2280 over_sp = (gen_sp + 10) / rate_sp;
2281 if (over_sp > 0)
2282 {
2283 if (op->stats.sp < op->stats.maxsp)
2284 {
2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2286
2287 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2288 op->stats.sp--;
2289
2290 if (op->stats.sp > op->stats.maxsp)
2291 op->stats.sp = op->stats.maxsp;
2292 }
2293
2535 op->last_heal = 0; 2294 op->last_sp = 0;
2295 }
2296 else
2297 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2536 } 2298 }
2537 else 2299 else
2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2301 }
2302
2303 /* Regenerate Hit Points */
2304 if (--op->last_heal < 0)
2305 {
2306 if (op->stats.hp < op->stats.maxhp)
2538 { 2307 {
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2308 op->stats.hp++;
2309
2310 /* dms do not consume food */
2311 if (!QUERY_FLAG (op, FLAG_WIZ))
2312 {
2313 op->stats.food--;
2314
2315 if (op->contr->digestion < 0)
2316 op->stats.food += op->contr->digestion;
2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2318 op->stats.food = last_food;
2319 }
2540 } 2320 }
2321
2322 if (max_hp > 1)
2323 {
2324 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2325
2326 if (over_hp > 0)
2327 {
2328 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2329 op->last_heal = 0;
2330 }
2331 else
2332 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2541 } 2333 }
2542 else 2334 else
2543 {
2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2335 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545 } 2336 }
2546 } 2337 }
2547 2338
2548 /* Digestion */ 2339 /* Digestion */
2549 if (--op->last_eat < 0) 2340 if (--op->last_eat < 0)
2550 { 2341 {
2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2342 int bonus = max (0, op->contr->digestion),
2343 penalty = max (0, -op->contr->digestion);
2552 2344
2553 if (op->contr->gen_hp > 0)
2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2345 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2555 else
2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557 2346
2558 /* dms do not consume food */ 2347 /* dms do not consume food */
2559 if (!QUERY_FLAG (op, FLAG_WIZ)) 2348 if (!QUERY_FLAG (op, FLAG_WIZ))
2560 op->stats.food--; 2349 op->stats.food--;
2561 } 2350 }
2562 2351
2563 if (op->stats.food < 0 && op->stats.hp >= 0) 2352 if (op->stats.food < 0 && op->stats.hp >= 0)
2564 { 2353 {
2565 object *tmp, *flesh = 0; 2354 object *flesh = 0;
2566 2355
2567 for (tmp = op->inv; tmp; tmp = tmp->below) 2356 for_inv_removable (op, tmp)
2568 { 2357 {
2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2358 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2359 continue;
2360
2361 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2570 { 2362 {
2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2363 op->statusmsg ("You blindly grab for a bite of food. "
2572 { 2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2573 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2574 manual_apply (op, tmp, 0); 2365 manual_apply (op, tmp, 0);
2366
2575 if (op->stats.food >= 0 || op->stats.hp < 0) 2367 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2368 break;
2577 } 2369 }
2578 else if (tmp->type == FLESH) 2370 else if (tmp->type == FLESH)
2579 flesh = tmp; 2371 flesh = tmp;
2580 } /* End if paid for object */ 2372 }
2581 } /* end of for loop */
2582 2373
2583 /* If player is still starving, it means they don't have any food, so 2374 /* If player is still starving, it means they don't have any food, so
2584 * eat flesh instead. 2375 * eat flesh instead.
2585 */ 2376 */
2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2377 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2587 { 2378 {
2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2379 op->statusmsg ("You blindly grab for a bite of food. "
2380 "H<To prevent you from starving, you ate some random item from your backpack.>");
2589 manual_apply (op, flesh, 0); 2381 manual_apply (op, flesh, 0);
2590 } 2382 }
2383
2384 // If player is still starving, alert him!
2385 if (op->stats.food < 0)
2386 op->failmsg ("You are starving! "
2387 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2388 }
2389
2390 if (op->stats.food < 0)
2591 } 2391 {
2392 op->stats.hp += op->stats.food;
2393 op->stats.food = 0;
2592 2394
2593 while (op->stats.food < 0 && op->stats.hp >= 0) 2395 if (op->stats.hp < 0)
2594 op->stats.food++, op->stats.hp--; 2396 {
2397 op->contr->killer = archetype::get ("killer_starvation");
2398 op->contr->killer->destroy ();
2399 }
2400 }
2595 2401
2402 /* killer should be set here already */
2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2403 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2597 kill_player (op); 2404 kill_player (op);
2598 } 2405 }
2599} 2406}
2600 2407
2604 * file. 2411 * file.
2605 */ 2412 */
2606void 2413void
2607kill_player (object *op) 2414kill_player (object *op)
2608{ 2415{
2609 char buf[MAX_BUF];
2610 int x, y; 2416 int x, y;
2611
2612 //int i;
2613 maptile *map; /* this is for resurrection */ 2417 maptile *map; /* this is for resurrection */
2614
2615 /* int z;
2616 int num_stats_lose;
2617 int lost_a_stat;
2618 int lose_this_stat;
2619 int this_stat; */
2620 int will_kill_again; 2418 int will_kill_again;
2621 archetype *at; 2419 archetype *at;
2622 object *tmp; 2420 object *tmp;
2623 2421
2624 if (save_life (op)) 2422 if (save_life (op))
2625 return; 2423 return;
2626 2424
2425 dynbuf_text deathtab;
2426
2427 /* restore player */
2428 at = archetype::find ("poisoning");
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your body feels cleansed...\r";
2433 }
2434
2435 at = archetype::find ("confusion");
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your mind feels clearer...\r";
2440 }
2441
2442 cure_disease (op, 0, 0); /* remove any disease */
2443
2444 max_it (op->stats.hp , op->stats.maxhp);
2445 max_it (op->stats.sp , op->stats.maxsp);
2446 max_it (op->stats.grace, op->stats.maxgrace);
2447
2448 if (op->stats.food <= 0)
2449 op->stats.food = 999;
2450
2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; )
2454 {
2455 object *next = item->below;
2456
2457 if (item->type == SPELL_EFFECT && item->active)
2458 item->destroy ();
2459
2460 item = next;
2461 }
2627 2462
2628 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2463 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2629 * in cities ONLY!!! It is very important that this doesn't get abused. 2464 * in cities ONLY!!! It is very important that this doesn't get abused.
2630 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2631 */ 2466 */
2632 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2633 { 2468 {
2634 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2636
2637 /* restore player */
2638 at = archetype::find ("poisoning");
2639 if (object *tmp = present_arch_in_ob (at, op))
2640 {
2641 tmp->destroy ();
2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2643 }
2644
2645 at = archetype::find ("confusion");
2646 if (object *tmp = present_arch_in_ob (at, op))
2647 {
2648 tmp->destroy ();
2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2650 }
2651
2652 cure_disease (op, 0); /* remove any disease */
2653 op->stats.hp = op->stats.maxhp;
2654 if (op->stats.food <= 0)
2655 op->stats.food = 999;
2656 2470
2657 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2658 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2472 if (object *tmp = arch_to_object (archetype::find ("finger")))
2659 { 2473 {
2660 sprintf (buf, "%s's finger", &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2661 tmp->name = buf; 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2662 sprintf (buf, " This finger has been cut off %s\n"
2663 " the %s, when he was defeated at\n level %d by %s.\n",
2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2665 tmp->msg = buf; 2476 tmp->msg = format (
2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2478 &op->name, op->contr->title,
2479 (int)op->level,
2480 op->contr->killer_name ()
2481 );
2666 tmp->value = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2667 tmp->materialname = "organics"; 2483 tmp->materialname = "organics";
2668 tmp->insert_at (op, tmp); 2484 tmp->insert_at (op, tmp);
2669 } 2485 }
2670 2486
2671 /* teleport defeated player to new destination */ 2487 /* teleport defeated player to new destination */
2672 transfer_ob (op, x, y, 0, NULL); 2488 transfer_ob (op, x, y, 0, NULL);
2673 op->contr->braced = 0; 2489 op->contr->braced = 0;
2490
2491 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2674 return; 2492 return;
2675 } 2493 }
2676 2494
2495 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2496 deathtab << "T<YOU HAVE DIED>\n\n";
2497
2677 INVOKE_PLAYER (DEATH, op->contr); 2498 INVOKE_PLAYER (DEATH, op->contr);
2678 2499
2679 command_kill_pets (op, 0); 2500 command_kill_pets (op, 0);
2680 2501
2681 if (op->stats.food < 0) 2502 op->contr->play_sound (sound_find ("player_dies"));
2682 {
2683 sprintf (buf, "%s starved to death.", &op->name);
2684 strcpy (op->contr->killer, "starvation");
2685 }
2686 else
2687 sprintf (buf, "%s died.", &op->name);
2688
2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2690 2503
2691 /* save the map location for corpse, gravestone */ 2504 /* save the map location for corpse, gravestone */
2692 x = op->x; 2505 x = op->x;
2693 y = op->y; 2506 y = op->y;
2694 map = op->map; 2507 map = op->map;
2722 2535
2723 lost_a_stat = 0; 2536 lost_a_stat = 0;
2724 2537
2725 for (z = 0; z < num_stats_lose; z++) 2538 for (z = 0; z < num_stats_lose; z++)
2726 { 2539 {
2727 i = RANDOM () % NUM_STATS; 2540 i = rndm (NUM_STATS);
2728 2541
2729 if (settings.stat_loss_on_death) 2542 if (settings.stat_loss_on_death)
2730 { 2543 {
2731 /* Pick a random stat and take a point off it. Tell the player 2544 /* Pick a random stat and take a point off it. Tell the player
2732 * what he lost. 2545 * what he lost.
2783 } 2596 }
2784 } 2597 }
2785 2598
2786 if (lose_this_stat) 2599 if (lose_this_stat)
2787 { 2600 {
2788 this_stat = get_attr_value (&(dep->stats), i); 2601 this_stat = get_attr_value (&dep->stats, i);
2789 /* We could try to do something clever like find another 2602 /* We could try to do something clever like find another
2790 * stat to reduce if this fails. But chances are, if 2603 * stat to reduce if this fails. But chances are, if
2791 * stats have been depleted to -50, all are pretty low 2604 * stats have been depleted to -50, all are pretty low
2792 * and should be roughly the same, so it shouldn't make a 2605 * and should be roughly the same, so it shouldn't make a
2793 * difference. 2606 * difference.
2801 lost_a_stat = 1; 2614 lost_a_stat = 1;
2802 } 2615 }
2803 } 2616 }
2804 } 2617 }
2805 } 2618 }
2619
2806 /* If no stat lost, tell the player. */ 2620 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2621 if (!lost_a_stat)
2808 { 2622 {
2809 /* determine_god() seems to not work sometimes... why is this? 2623 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2624 Should I be using something else? GD */
2811 const char *god = determine_god (op); 2625 shstr_tmp god = determine_god (op);
2812 2626
2813 if (god && (strcmp (god, "none"))) 2627 if (god != shstr_none)
2814 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2628 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2815 else 2629 else
2816 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2630 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2817 } 2631 }
2818#else 2632#else
2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2633 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2820#endif 2634#endif
2821 2635
2822 /* Put a gravestone up where the character 'almost' died. List the 2636 /* Put a gravestone up where the character 'almost' died. List the
2823 * exp loss on the stone. 2637 * exp loss on the stone.
2824 */ 2638 */
2825 tmp = arch_to_object (archetype::find ("gravestone")); 2639 tmp = arch_to_object (archetype::find ("gravestone"));
2826 sprintf (buf, "%s's gravestone", &op->name); 2640 tmp->name = format ("%s's gravestone", &op->name);
2827 tmp->name = buf; 2641 tmp->name_pl = format ("%s's gravestones", &op->name);
2828 sprintf (buf, "%s's gravestones", &op->name); 2642 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2829 tmp->name_pl = buf; 2643 &op->name, op->contr->title, op->contr->killer_name ());
2830 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);
2831 tmp->msg = buf;
2832 tmp->x = op->x, tmp->y = op->y; 2644 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL, 0); 2645 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2646
2835 /**************************************/ 2647 /**************************************/
2836 /* */ 2648 /* */
2837 /* Subtract the experience points, */ 2649 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */
2840 /* */ 2650 /* */
2841 /**************************************/ 2651 /**************************************/
2842 2652
2843 /* remove any poisoning and confusion the character may be suffering. */
2844 /* restore player */
2845 at = archetype::find ("poisoning");
2846 tmp = present_arch_in_ob (at, op);
2847
2848 if (tmp)
2849 {
2850 tmp->destroy ();
2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 }
2853
2854 at = archetype::find ("confusion");
2855 tmp = present_arch_in_ob (at, op);
2856 if (tmp)
2857 {
2858 tmp->destroy ();
2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 }
2861
2862 cure_disease (op, 0); /* remove any disease */
2863
2864 /*add_exp(op, (op->stats.exp * -0.20)); */ 2653 /*add_exp(op, (op->stats.exp * -0.20)); */
2865 apply_death_exp_penalty (op); 2654 apply_death_exp_penalty (op);
2866 if (op->stats.food < 100)
2867 op->stats.food = 900;
2868 op->stats.hp = op->stats.maxhp;
2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2871 2655
2872 /* 2656 /*
2873 * Check to see if the player has any unpaid items. If so, remove them 2657 * Check to see if the player has any unpaid items. If so, remove them
2874 * and put them back in the map. 2658 * and put them back in the map.
2875 */ 2659 */
2876 remove_unpaid_objects (op->inv, op); 2660 op->drop_unpaid_items ();
2877 2661
2878 /****************************************/ 2662 /****************************************/
2879 /* */ 2663 /* */
2880 /* Move player to his current respawn- */ 2664 /* Move player to his current respawn- */
2881 /* position (usually last savebed) */ 2665 /* position (usually last savebed) */
2910 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2911 force->resist[at] = 100; 2695 force->resist[at] = 100;
2912 2696
2913 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
2914 op->update_stats (); 2698 op->update_stats ();
2915
2916 } 2699 }
2917 2700
2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2919} 2702}
2920 2703
2921void 2704void
2922loot_object (object *op) 2705loot_object (object *op)
2923{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
2940 2723
2941 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2724 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2942 { 2725 {
2943 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
2944 { 2727 {
2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
2946 tmp2->destroy ();
2947 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
2948 } 2730 }
2949 else 2731 else
2950 tmp->destroy (); 2732 tmp->destroy ();
2951 } 2733 }
2962void 2744void
2963fix_weight (void) 2745fix_weight (void)
2964{ 2746{
2965 for_all_players (pl) 2747 for_all_players (pl)
2966 { 2748 {
2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
2968 2750
2969 if (old == sum) 2751 pl->ob->update_weight ();
2970 continue; 2752
2753 if (old != pl->ob->carrying)
2754 {
2971 pl->ob->update_stats (); 2755 pl->ob->update_stats ();
2972 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2756 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2757 }
2973 } 2758 }
2974} 2759}
2975 2760
2976void 2761void
2977fix_luck (void) 2762fix_luck (void)
3019} 2804}
3020 2805
3021void 2806void
3022make_visible (object *op) 2807make_visible (object *op)
3023{ 2808{
3024 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3025 op->invisible = 0; 2810 op->invisible = 0;
2811
3026 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3027 { 2813 {
3028 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3029 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3030 } 2816 }
3033} 2819}
3034 2820
3035int 2821int
3036is_true_undead (object *op) 2822is_true_undead (object *op)
3037{ 2823{
3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2824 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3039 return 1; 2825 return 1;
3040 2826
3041 return 0; 2827 return 0;
3042} 2828}
3043 2829
3044/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3045 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3046 * indicate greater hideability. 2832 * indicate greater hideability.
3047 */ 2833 */
3048
3049int 2834int
3050hideability (object *ob) 2835hideability (object *ob)
3051{ 2836{
3052 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3053 sint16 x, y; 2838 sint16 x, y;
3054 2839
3055 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3056 return 0; 2841 return 0;
3057 2842
3058 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3059 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3060 2845
3061 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3062 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
3063 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3064 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3065 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3066 2851
3067 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3068 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2853 for (i = 0, x = ob->x, y = ob->y;
2854 i <= SIZEOFFREE1;
2855 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3069 { 2856 {
3070 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3071 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3072 {
3073 continue; 2859 continue;
3074 } 2860
3075 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3076 level += 2; 2862 level += 2;
3077 else /* open terrain! */ 2863 else /* open terrain! */
3078 level -= 1; 2864 level -= 1;
3079 } 2865 }
3090 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3091 */ 2877 */
3092void 2878void
3093do_hidden_move (object *op) 2879do_hidden_move (object *op)
3094{ 2880{
3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3096 object *skop;
3097 2882
3098 if (!op || !op->map) 2883 if (!op || !op->map)
3099 return; 2884 return;
3100 2885
3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2886 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2887 int num = random_roll (0, 19, op, PREFER_LOW);
3102 2888
3103 /* its *extremely* hard to run and sneak/hide at the same time! */ 2889 /* its *extremely* hard to run and sneak/hide at the same time! */
3104 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3105 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3106 { 2892 {
3116 num -= hide; 2902 num -= hide;
3117 2903
3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3119 { 2905 {
3120 make_visible (op); 2906 make_visible (op);
2907
3121 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3122 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2909 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3123 } 2910 }
3124 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3125 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2912 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3178 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3179 * but we dont worry if the object isnt the top one in 2966 * but we dont worry if the object isnt the top one in
3180 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3181 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3182 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3183 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3184 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3185 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3186 * for them to differ. Sigh, this fctn could get a bit more complex. 2973 * for them to differ. Sigh, this fctn could get a bit more complex.
3187 * -b.t. 2974 * -b.t.
3188 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3189 */ 2976 */
3190
3191int 2977int
3192player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3193{ 2979{
3194 rv_vector rv; 2980 rv_vector rv;
3195 int dx, dy; 2981 int dx, dy;
3207 2993
3208 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3209 2995
3210 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any 2997 * through the object and find if it has any
3212 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3213 * a blocked los square. 2999 * a blocked los square.
3214 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3215 */ 3001 */
3216 while (op) 3002 while (op)
3217 { 3003 {
3218 dx = rv.distance_x + op->arch->clone.x; 3004 dx = rv.distance_x + op->arch->x;
3219 dy = rv.distance_y + op->arch->clone.y; 3005 dy = rv.distance_y + op->arch->y;
3220 3006
3221 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3222 * code, so we need to restrict ourselves to that range of values
3223 * for any meaningful values.
3224 */
3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3226 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3227 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3228 return 1; 3008 return 1;
3009
3229 op = op->more; 3010 op = op->more;
3230 } 3011 }
3012
3231 return 0; 3013 return 0;
3232} 3014}
3233 3015
3234/* routine for both players and monsters. We call this when 3016/* routine for both players and monsters. We call this when
3235 * there is a possibility for our action distrubing our hiding 3017 * there is a possibility for our action distrubing our hiding
3236 * place or invisiblity spell. Artefact invisiblity is not 3018 * place or invisiblity spell. Artefact invisiblity causes
3237 * effected by this. If we arent invisible to begin with, we 3019 * "noise" instead. If we arent invisible to begin with, we
3238 * return 0. 3020 * return 0.
3239 */ 3021 */
3240int 3022int
3241action_makes_visible (object *op) 3023action_makes_visible (object *op)
3242{ 3024{
3243
3244 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3025 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3245 { 3026 {
3246 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3027 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3028 {
3029 // artefact invisibility is permanent, but we still make noise
3030 // this is important for game-balance.
3031 if (op->contr)
3032 op->make_noise ();
3033
3247 return 0; 3034 return 0;
3035 }
3248 3036
3249 if (op->contr && op->contr->tmp_invis == 0) 3037 if (op->contr && op->contr->tmp_invis == 0)
3250 return 0; 3038 return 0;
3251 3039
3252 /* If monsters, they should become visible */ 3040 /* If monsters, they should become visible */
3253 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3041 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3254 { 3042 {
3255 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3043 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3256 return 1; 3044 return 1;
3257 } 3045 }
3258 } 3046 }
3047
3259 return 0; 3048 return 0;
3260} 3049}
3261 3050
3262/* op_on_battleground - checks if the given object op (usually 3051/* op_on_battleground - checks if the given object op (usually
3263 * a player) is standing on a valid battleground-tile, 3052 * a player) is standing on a valid battleground-tile,
3268 * Default is to do the same as before, so only people wanting to have different points need worry about this 3057 * Default is to do the same as before, so only people wanting to have different points need worry about this
3269 */ 3058 */
3270int 3059int
3271op_on_battleground (object *op, int *x, int *y) 3060op_on_battleground (object *op, int *x, int *y)
3272{ 3061{
3273 object *tmp;
3274
3275 /* A battleground-tile needs the following attributes to be valid: 3062 /* A battleground-tile needs the following attributes to be valid:
3276 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3063 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3277 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3064 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3278 * and the exit-coordinates sp/hp must both be > 0. 3065 * and the exit-coordinates sp/hp must both be > 0.
3279 * => The intention here is to prevent abuse of the battleground- 3066 * => The intention here is to prevent abuse of the battleground-
3280 * feature (like pickable or hidden battleground tiles). */ 3067 * feature (like pickable or hidden battleground tiles). */
3281 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3068 for (object *tmp = op->below; tmp; tmp = tmp->below)
3282 { 3069 {
3283 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3070 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3284 { 3071 {
3285 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3072 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3286 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3073 && tmp->type == BATTLEGROUND
3074 && tmp->name == shstr_battleground
3075 && EXIT_X (tmp) && EXIT_Y (tmp))
3287 { 3076 {
3288 /*before we assign the exit, check if this is a teambattle */ 3077 /* before we assign the exit, check if this is a teambattle */
3289 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3078 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3290 { 3079 {
3291 object *invtmp;
3292
3293 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3080 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3294 { 3081 {
3295 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3082 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3296 { 3083 {
3297 if (x != NULL && y != NULL) 3084 if (x && y)
3298 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3085 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3086
3299 return 1; 3087 return 1;
3300 } 3088 }
3301 } 3089 }
3302 } 3090 }
3091
3303 if (x != NULL && y != NULL) 3092 if (x && y)
3304 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3093 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3094
3305 return 1; 3095 return 1;
3306 } 3096 }
3307 } 3097 }
3308 } 3098 }
3099
3309 /* If we got here, did not find a battleground */ 3100 /* If we got here, did not find a battleground */
3310 return 0; 3101 return 0;
3311} 3102}
3312 3103
3313/* 3104/*
3329 char buf[MAX_BUF]; /* tmp. string buffer */ 3120 char buf[MAX_BUF]; /* tmp. string buffer */
3330 int i = 0, j = 0; 3121 int i = 0, j = 0;
3331 3122
3332 /* get the appropriate treasurelist */ 3123 /* get the appropriate treasurelist */
3333 if (atnr == ATNR_FIRE) 3124 if (atnr == ATNR_FIRE)
3334 trlist = treasurelist::find ("dragon_ability_fire"); 3125 trlist = treasurelist::find (shstr_dragon_ability_fire);
3335 else if (atnr == ATNR_COLD) 3126 else if (atnr == ATNR_COLD)
3336 trlist = treasurelist::find ("dragon_ability_cold"); 3127 trlist = treasurelist::find (shstr_dragon_ability_cold);
3337 else if (atnr == ATNR_ELECTRICITY) 3128 else if (atnr == ATNR_ELECTRICITY)
3338 trlist = treasurelist::find ("dragon_ability_elec"); 3129 trlist = treasurelist::find (shstr_dragon_ability_elec);
3339 else if (atnr == ATNR_POISON) 3130 else if (atnr == ATNR_POISON)
3340 trlist = treasurelist::find ("dragon_ability_poison"); 3131 trlist = treasurelist::find (shstr_dragon_ability_poison);
3341 3132
3342 if (trlist == NULL || who->type != PLAYER) 3133 if (trlist == NULL || who->type != PLAYER)
3343 return; 3134 return;
3344 3135
3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3136 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3349 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3140 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3350 return; 3141 return;
3351 } 3142 }
3352 3143
3353 /* everything seems okay - now bring on the gift: */ 3144 /* everything seems okay - now bring on the gift: */
3354 item = &(tr->item->clone); 3145 item = tr->item;
3355 3146
3356 if (item->type == SPELL) 3147 if (item->type == SPELL)
3357 { 3148 {
3358 if (check_spell_known (who, item->name)) 3149 if (check_spell_known (who, item->name))
3359 return; 3150 return;
3418 { 3209 {
3419 /* forces in the treasurelist can alter the player's stats */ 3210 /* forces in the treasurelist can alter the player's stats */
3420 object *skin; 3211 object *skin;
3421 3212
3422 /* first get the dragon skin force */ 3213 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3214 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3425 ; 3215 ;
3426 3216
3427 if (!skin) 3217 if (!skin)
3428 return; 3218 return;
3429 3219
3464 else 3254 else
3465 { 3255 {
3466 /* generate misc. treasure */ 3256 /* generate misc. treasure */
3467 tmp = arch_to_object (tr->item); 3257 tmp = arch_to_object (tr->item);
3468 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3258 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3469 tmp = insert_ob_in_ob (tmp, who); 3259 who->insert (tmp);
3470 if (who->type == PLAYER)
3471 esrv_send_item (who, tmp);
3472 } 3260 }
3473} 3261}
3474 3262
3475/** 3263/**
3476 * Unready an object for a player. This function does nothing if the object was 3264 * Unready an object for a player. This function does nothing if the object was
3488 if (pl->ranged_ob == ob) 3276 if (pl->ranged_ob == ob)
3489 pl->ranged_ob = 0; 3277 pl->ranged_ob = 0;
3490} 3278}
3491 3279
3492sint8 3280sint8
3493player::visibility_at (maptile *map, int x, int y) const 3281player::darkness_at (maptile *map, int x, int y) const
3494{ 3282{
3495 if (!ns) 3283 if (!ns)
3496 return 0; 3284 return LOS_BLOCKED;
3497 3285
3498 int dx, dy; 3286 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3287 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0; 3288 return LOS_BLOCKED;
3501 3289
3502 x += dx - ns->current_x + ns->mapx / 2; 3290 x += dx - ns->current_x;
3503 y += dy - ns->current_y + ns->mapy / 2; 3291 y += dy - ns->current_y;
3504 3292
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y]; 3293 return blocked_los (x, y);
3509} 3294}
3295
3296void
3297player::infobox (const char *title, const char *msg, int color)
3298{
3299 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3300}
3301
3302void
3303player::statusmsg (const char *msg, int color)
3304{
3305 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3306}
3307
3308void
3309player::failmsg (const char *msg, int color)
3310{
3311 play_sound (sound_find ("generic_failure"));
3312 statusmsg (msg, color);
3313}
3314

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