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Comparing deliantra/server/server/player.C (file contents):
Revision 1.150 by root, Sun Jun 10 03:11:17 2007 UTC vs.
Revision 1.246 by root, Wed Nov 11 04:45:23 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36playervec players; 38playervec players;
37 39
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151
152/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
153static void 41static void
154set_first_map (object *op) 42set_first_map (object *op)
155{ 43{
156 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
184 72
185 if (ob->map) 73 if (ob->map)
186 maplevel = ob->map->path; 74 maplevel = ob->map->path;
187 75
188 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191 80
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 82
207 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
208 97
209 ns->update_look = 0; 98 ns->update_look = 0;
210 ns->look_position = 0; 99 ns->look_position = 0;
211 100
212 clear_los (this); 101 clear_los ();
213 102
214 ns->reset_stats (); 103 ns->reset_stats ();
215 104
216 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
219 108
220 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
221 link_player_skills (ob); 110 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 111
225 assign (title, ob->arch->object::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->archname == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 122 abil = tmp;
239 else if (tmp->arch->archname == 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//-GPL
174
175// the need for this function can be explained
176// by load_object not returning the object
177void
178player::set_object (object *op)
179{
180 ob = observe = viewpoint = op;
181 ob->contr = this; /* this aren't yet in archetype */
182
183 ob->speed = 1.0f;
184 ob->speed_left = 0.5f;
185
186 ob->direction = 5; /* So player faces south */
248 187
249 ob->flag [FLAG_READY_WEAPON] = false; 188 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false; 189 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false; 190 ob->flag [FLAG_READY_BOW] = false;
252 191
269 combat_ob = op; 208 combat_ob = op;
270 break; 209 break;
271 } 210 }
272 211
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 212 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 213 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}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
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 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325} 214}
326 215
327void 216void
328player::set_observe (object *op) 217player::set_observe (object *op)
329{ 218{
330 observe = op ? op : ob; 219 observe = viewpoint = op ? op : ob;
331 do_los = 1; 220 do_los = 1;
332} 221}
222
223void
224player::set_viewpoint (object *op)
225{
226 viewpoint = op ? op : (object *)observe;
227 do_los = 1;
228}
229
230//+GPL
333 231
334player::player () 232player::player ()
335{ 233{
336 /* There are some elements we want initialised to non zero value - 234 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point. 235 * we deal with that below this point.
343 savebed_map = first_map_path; /* Init. respawn position */ 241 savebed_map = first_map_path; /* Init. respawn position */
344 242
345 gen_sp_armour = 10; 243 gen_sp_armour = 10;
346 bowtype = bow_normal; 244 bowtype = bow_normal;
347 petmode = pet_normal; 245 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers; 246 usekeys = containers;
350 peaceful = 1; /* default peaceful */ 247 peaceful = 1; /* default peaceful */
351 do_los = 1; 248 do_los = 1;
352 249
353 weapon_sp = 1.0f; 250 weapon_sp = 1.0f;
364 if (ob) 261 if (ob)
365 { 262 {
366 ob->destroy_inv (false); 263 ob->destroy_inv (false);
367 ob->destroy (); 264 ob->destroy ();
368 } 265 }
266
267 ob = observe = viewpoint = 0;
369} 268}
370 269
371player::~player () 270player::~player ()
372{ 271{
373 /* Clear item stack */ 272 /* Clear item stack */
374 free (stack_items); 273 free (stack_items);
274}
275
276/*
277 * get_player_archetype() return next player archetype from archetype
278 * list. Not very efficient routine, but used only creating new players.
279 * Note: there MUST be at least one player archetype!
280 */
281static archetype *
282get_player_archetype (archetype *at)
283{
284 // archetypes could have been reloaded
285 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
286
287 if (!nat)
288 return at;
289
290 archvec::iterator i = archetypes.find (nat);
291
292 for (;;)
293 {
294 if (++i == archetypes.end ())
295 i = archetypes.begin ();
296 else if (*i == at)
297 cleanup ("not a single player archetype found");
298
299 if ((*i)->type == PLAYER)
300 return *i;
301 }
375} 302}
376 303
377/* Tries to add player on the connection passed in ns. 304/* Tries to add player on the connection passed in ns.
378 * All we can really get in this is some settings like host and display 305 * All we can really get in this is some settings like host and display
379 * mode. 306 * mode.
392 set_first_map (pl->ob); 319 set_first_map (pl->ob);
393 320
394 return pl; 321 return pl;
395} 322}
396 323
397/*
398 * get_player_archetype() return next player archetype from archetype
399 * list. Not very efficient routine, but used only creating new players.
400 * Note: there MUST be at least one player archetype!
401 */
402archetype *
403get_player_archetype (archetype *at)
404{
405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
406
407 for (;;)
408 {
409 if (++i == archetypes.end ())
410 i = archetypes.begin ();
411 else if (*i == at)
412 cleanup ("not a single player archetype found");
413
414 if ((*i)->type == PLAYER)
415 return *i;
416 }
417}
418
419object * 324object *
420get_nearest_player (object *mon) 325get_nearest_player (object *mon)
421{ 326{
422 object *op = NULL; 327 object *op = NULL;
423 objectlink *ol; 328 objectlink *ol;
424 unsigned lastdist; 329 unsigned lastdist;
425 rv_vector rv; 330 rv_vector rv;
426 331
427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 332 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
428 { 333 {
429 /* We should not find free objects on this friendly list, but it
430 * does periodically happen. Given that, lets deal with it.
431 * While unlikely, it is possible the next object on the friendly
432 * list is also free, so encapsulate this in a while loop.
433 */
434 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
435 {
436 object *tmp = ol->ob;
437
438 /* Can't do much more other than log the fact, because the object
439 * itself will have been cleared.
440 */
441 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
442 tmp->debug_desc ());
443 ol = ol->next;
444 remove_friendly_object (tmp);
445 if (!ol)
446 return op;
447 }
448
449 /* Remove special check for player from this. First, it looks to cause
450 * some crashes (ol->ob->contr not set properly?), but secondly, a more
451 * complicated method of state checking would be needed in any case -
452 * as it was, a clever player could type quit, and the function would
453 * skip them over while waiting for confirmation. Remove
454 * on_same_map check, as can_detect_enemy also does this
455 */
456 if (!can_detect_enemy (mon, ol->ob, &rv)) 334 if (!can_detect_enemy (mon, ol->ob, &rv))
457 continue; 335 continue;
458 336
459 if (lastdist > rv.distance) 337 if (lastdist > rv.distance)
460 { 338 {
655 533
656 return firstdir; 534 return firstdir;
657} 535}
658 536
659void 537void
660give_initial_items (object *pl, treasurelist * items) 538give_initial_items (object *pl, treasurelist *items)
661{ 539{
662 object *op, *next = NULL;
663
664 if (pl->randomitems != NULL) 540 if (pl->randomitems)
665 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 541 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
666 542
667 for (op = pl->inv; op; op = next) 543 for (object *next, *op = pl->inv; op; op = next)
668 { 544 {
669 next = op->below; 545 next = op->below;
670 546
671 /* Forces get applied per default, unless they have the 547 /* Forces get applied per default, unless they have the
672 * flag "neutral" set. Sorry but I can't think of a better way 548 * flag "neutral" set. Sorry but I can't think of a better way
677 /* we never give weapons/armour if these cannot be used 553 /* we never give weapons/armour if these cannot be used
678 * by this player due to race restrictions 554 * by this player due to race restrictions
679 */ 555 */
680 if (pl->type == PLAYER) 556 if (pl->type == PLAYER)
681 { 557 {
682 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 558 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
559 &&
683 (op->type == ARMOUR || op->type == BOOTS || 560 (op->type == ARMOUR || op->type == BOOTS
684 op->type == CLOAK || op->type == HELMET || 561 || op->type == CLOAK || op->type == HELMET
685 op->type == SHIELD || op->type == GLOVES || 562 || op->type == SHIELD || op->type == GLOVES
563 || op->type == BRACERS || op->type == GIRDLE))
686 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 564 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
687 { 565 {
688 op->destroy (); 566 op->destroy ();
689 continue; 567 continue;
690 } 568 }
691 } 569 }
692 570
693 /* This really needs to be better - we should really give 571 /* Here we remove duplicated skills (as duplicated spell objects have
694 * a substitute spellbook. The problem is that we don't really 572 * _very_ confusing effects for players), which could for instance be
695 * have a good idea what to replace it with (need something like 573 * generated by bad treasurelists. - elmex
696 * a first level treasurelist for each skill.)
697 * remove duplicate skills also
698 */ 574 */
699 if (op->type == SPELLBOOK || op->type == SKILL) 575 if (op->type == SKILL)
700 { 576 {
701 object *tmp;
702
703 for (tmp = op->below; tmp; tmp = tmp->below) 577 for (object *tmp = op->below; tmp; tmp = tmp->below)
704 if (tmp->type == op->type && tmp->name == op->name) 578 if (tmp->type == op->type && tmp->name == op->name)
705 break;
706
707 if (tmp)
708 { 579 {
709 op->destroy (); 580 op->destroy ();
581 LOG (llevError,
710 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 582 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
711 continue; 583 break;
712 } 584 }
713 585
714 if (op->nrof > 1) 586 if (op->nrof > 1)
715 op->nrof = 1; 587 op->nrof = 1;
716 } 588 }
717 589
718 if (op->type == SPELLBOOK && op->inv) 590 if (op->type == SPELLBOOK && op->inv)
719 {
720 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 591 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
721 }
722 592
723 /* Give starting characters identified, uncursed, and undamned 593 /* Give starting characters identified, uncursed, and undamned
724 * items. Just don't identify gold or silver, or it won't be 594 * items. Just don't identify gold or silver, or it won't be
725 * merged properly. 595 * merged properly.
726 */ 596 */
727 if (need_identify (op)) 597 if (need_identify (op))
728 { 598 {
729 SET_FLAG (op, FLAG_IDENTIFIED); 599 SET_FLAG (op, FLAG_IDENTIFIED);
730 CLEAR_FLAG (op, FLAG_CURSED); 600 CLEAR_FLAG (op, FLAG_CURSED);
731 CLEAR_FLAG (op, FLAG_DAMNED); 601 CLEAR_FLAG (op, FLAG_DAMNED);
732 } 602 }
603
733 if (op->type == SPELL) 604 if (op->type == SPELL)
734 { 605 {
735 op->destroy (); 606 op->destroy ();
736 continue; 607 continue;
737 } 608 }
739 { 610 {
740 SET_FLAG (op, FLAG_CAN_USE_SKILL); 611 SET_FLAG (op, FLAG_CAN_USE_SKILL);
741 op->stats.exp = 0; 612 op->stats.exp = 0;
742 op->level = 1; 613 op->level = 1;
743 } 614 }
744 /* lock all 'normal items by default */ 615 else /* lock all 'normal items by default */
745 else
746 SET_FLAG (op, FLAG_INV_LOCKED); 616 SET_FLAG (op, FLAG_INV_LOCKED);
747 } /* for loop of objects in player inv */ 617 } /* for loop of objects in player inv */
748 618
749 /* Need to set up the skill pointers */ 619 /* Need to set up the skill pointers */
750 link_player_skills (pl); 620 pl->contr->link_skills ();
751} 621}
752 622
753void 623void
754get_party_password (object *op, partylist *party) 624get_party_password (object *op, partylist *party)
755{ 625{
856static void 726static void
857start_info (object *op) 727start_info (object *op)
858{ 728{
859 char buf[MAX_BUF]; 729 char buf[MAX_BUF];
860 730
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 731 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 732 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
865} 733}
866 734
867/* This function takes the key that is passed, and does the 735/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 736 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 737 * The function name is for historical reasons - now we have
872 */ 740 */
873void 741void
874player::chargen_race_done () 742player::chargen_race_done ()
875{ 743{
876 /* this must before then initial items are given */ 744 /* this must before then initial items are given */
877 esrv_new_player (ob->contr, ob->weight + ob->carrying); 745 esrv_new_player (ob->contr);
878 746
879 treasurelist *tl = treasurelist::find ("starting_wealth"); 747 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
880 if (tl) 748 if (tl)
881 create_treasure (tl, ob, 0, 0, 0); 749 create_treasure (tl, ob, 0, 0, 0);
882 750
883 INVOKE_PLAYER (BIRTH, ob->contr); 751 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, ob->contr); 752 INVOKE_PLAYER (LOGIN, ob->contr);
885 753
886 ob->contr->ns->state = ST_PLAYING; 754 ob->contr->ns->state = ST_PLAYING;
887 755
888 if (ob->msg) 756 if (ob->msg)
889 ob->msg = 0; 757 ob->msg = 0;
890
891 /* We create this now because some of the unique maps will need it
892 * to save here.
893 */
894 {
895 char buf[MAX_BUF];
896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
897 make_path_to_file (buf);
898 }
899 758
900 start_info (ob); 759 start_info (ob);
901 CLEAR_FLAG (ob, FLAG_WIZ); 760 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (ob, ob->randomitems); 761 give_initial_items (ob, ob->randomitems);
903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob); 762 esrv_send_inventory (ob, ob);
905 ob->update_stats (); 763 ob->update_stats ();
906 764
907 /* This moves the player to a different start map, if there 765 /* This moves the player to a different start map, if there
908 * is one for this race 766 * is one for this race
909 */ 767 */
910 if (*first_map_ext_path) 768 if (*first_map_ext_path)
911 { 769 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
912 object *tmp;
913 char mapname[MAX_BUF];
914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else 770 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 771 LOG (llevDebug, "first_map_ext_path not set\n");
927} 772}
928 773
929void 774void
960 ob->stats.hp = ob->stats.maxhp; 805 ob->stats.hp = ob->stats.maxhp;
961 ob->stats.sp = ob->stats.maxsp; 806 ob->stats.sp = ob->stats.maxsp;
962 ob->stats.grace = 0; 807 ob->stats.grace = 0;
963} 808}
964 809
965void 810static void
966flee_player (object *op) 811flee_player (object *op)
967{ 812{
968 int dir, diff; 813 int dir, diff;
969 rv_vector rv; 814 rv_vector rv;
970 815
973 LOG (llevDebug, "Fleeing player is dead.\n"); 818 LOG (llevDebug, "Fleeing player is dead.\n");
974 CLEAR_FLAG (op, FLAG_SCARED); 819 CLEAR_FLAG (op, FLAG_SCARED);
975 return; 820 return;
976 } 821 }
977 822
978 if (op->enemy == NULL) 823 if (!op->enemy)
979 { 824 {
980 LOG (llevDebug, "Fleeing player had no enemy.\n"); 825 LOG (llevDebug, "Fleeing player had no enemy.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 826 CLEAR_FLAG (op, FLAG_SCARED);
982 return; 827 return;
983 } 828 }
984 829
985 /* Seen some crashes here. Since we don't store an
986 * op->enemy_count, it is possible that something destroys the
987 * actual enemy, and the object is recycled.
988 */
989 if (op->enemy->map == NULL)
990 {
991 CLEAR_FLAG (op, FLAG_SCARED);
992 op->enemy = NULL;
993 return;
994 }
995
996 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 830 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 { 831 {
998 op->enemy = NULL; 832 op->enemy = NULL;
999 CLEAR_FLAG (op, FLAG_SCARED); 833 CLEAR_FLAG (op, FLAG_SCARED);
1000 return; 834 return;
1003 get_rangevector (op, op->enemy, &rv, 0); 837 get_rangevector (op, op->enemy, &rv, 0);
1004 838
1005 dir = absdir (4 + rv.direction); 839 dir = absdir (4 + rv.direction);
1006 for (diff = 0; diff < 3; diff++) 840 for (diff = 0; diff < 3; diff++)
1007 { 841 {
1008 int m = 1 - (RANDOM () & 2); 842 int m = 1 - rndm (2) * 2;
1009 843
1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 844 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1011 return; 845 return;
1012 } 846 }
1013 847
1024check_pick (object *op) 858check_pick (object *op)
1025{ 859{
1026 object *tmp, *next; 860 object *tmp, *next;
1027 int stop = 0; 861 int stop = 0;
1028 int wvratio; 862 int wvratio;
1029 char putstring[128];
1030 863
1031 /* if you're flying, you cna't pick up anything */ 864 /* if you're flying, you cna't pick up anything */
1032 if (op->move_type & MOVE_FLYING) 865 if (op->move_type & MOVE_FLYING)
1033 return 1; 866 return 1;
1034 867
1035 next = op->below; 868 next = op->below;
1036 869
870 int cnt = MAX_ITEM_PER_ACTION;
871#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
872
1037 /* loop while there are items on the floor that are not marked as 873 /* loop while there are items on the floor that are not marked as
1038 * destroyed */ 874 * destroyed */
1039 while (next && !next->destroyed ()) 875 while (next && !next->destroyed ())
1040 { 876 {
1041 tmp = next; 877 tmp = next;
1042 next = tmp->below; 878 next = tmp->below;
1043 879
880 if (cnt <= 0)
881 {
882 op->failmsg ("Couldn't pickup all items at once.");
883 return 0;
884 }
885
1044 if (op->destroyed ()) 886 if (op->destroyed ())
1045 return 0; 887 return 0;
1046 888
1047 if (!can_pick (op, tmp)) 889 if (!can_pick (op, tmp))
1048 continue; 890 continue;
1049 891
1050 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 892 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1051 { 893 {
1052 if (item_matched_string (op, tmp, op->contr->search_str)) 894 if (item_matched_string (op, tmp, op->contr->search_str))
1053 pick_up (op, tmp); 895 CHK_PICK_PICKUP;
896
1054 continue; 897 continue;
1055 } 898 }
1056 899
1057 /* high not bit set? We're using the old autopickup model */ 900 /* pickup handling */
901 if (op->contr->mode & PU_DEBUG)
902 {
903 /* some debugging code to figure out item information */
904 const char *str = tmp->name
905 ? format ("item name: %s item type: %d weight/value: %d",
906 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
907 : format ("item name: %s item type: %d weight/value: %d",
908 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
909
910 new_draw_info (NDI_UNIQUE, 0, op, str);
911 }
912
913 if (op->contr->mode & PU_INHIBIT)
914 return 1;
915
916 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
917 return 1;
918
919 /* philosophy:
920 * It's easy to grab an item type from a pile, as long as it's
921 * generic. This takes no game-time. For more detailed pickups
922 * and selections, select-items should be used. This is a
923 * grab-as-you-run type mode that's really useful for arrows for
924 * example.
925 * The drawback: right now it has no frontend, so you need to
926 * stick the bits you want into a calculator in hex mode and then
927 * convert to decimal and then 'pickup <#>
928 */
929
930 /* the first two modes are exclusive: if NOTHING we return, if
931 * STOP then we stop. All the rest are applied sequentially,
932 * meaning if any test passes, the item gets picked up. */
933
934 /* if mode is set to pick nothing up, return */
935 if (op->contr->mode == PU_NOTHING)
936 return 1;
937
938 /* if mode is set to stop when encountering objects, return */
939 /* take STOP before INHIBIT since it doesn't actually pick
940 * anything up */
941 if (op->contr->mode & PU_STOP)
942 return 0;
943
944 /* useful for going into stores and not losing your settings... */
945 /* and for battles wher you don't want to get loaded down while
946 * fighting */
947 if (op->contr->mode & PU_INHIBIT)
948 return 1;
949
950 /* prevent us from turning into auto-thieves :) */
951 if (QUERY_FLAG (tmp, FLAG_UNPAID))
952 continue;
953
954 /* ignore known cursed objects */
955 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
956 continue;
957
958 /* all food and drink if desired */
959 /* question: don't pick up known-poisonous stuff? */
1058 if (!(op->contr->mode & PU_NEWMODE)) 960 if (op->contr->mode & PU_FOOD)
961 if (tmp->type == FOOD)
1059 { 962 {
1060 switch (op->contr->mode) 963 CHK_PICK_PICKUP;
964 continue;
965 }
966
967 if (op->contr->mode & PU_DRINK)
968 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
969 {
970 CHK_PICK_PICKUP;
971 continue;
972 }
973
974 if (op->contr->mode & PU_POTION)
975 if (tmp->type == POTION)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* spellbooks, skillscrolls and normal books/scrolls */
982 if (op->contr->mode & PU_SPELLBOOK)
983 if (tmp->type == SPELLBOOK)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 if (op->contr->mode & PU_SKILLSCROLL)
990 if (tmp->type == SKILLSCROLL)
991 {
992 CHK_PICK_PICKUP;
993 continue;
994 }
995
996 if (op->contr->mode & PU_READABLES)
997 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
998 {
999 CHK_PICK_PICKUP;
1000 continue;
1001 }
1002
1003 /* wands/staves/rods/horns */
1004 if (op->contr->mode & PU_MAGIC_DEVICE)
1005 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1006 {
1007 CHK_PICK_PICKUP;
1008 continue;
1009 }
1010
1011 /* pick up all magical items */
1012 if (op->contr->mode & PU_MAGICAL)
1013 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1014 {
1015 CHK_PICK_PICKUP;
1016 continue;
1017 }
1018
1019 if (op->contr->mode & PU_VALUABLES)
1020 {
1021 if (tmp->type == MONEY || tmp->type == GEM)
1061 { 1022 {
1062 case 0: 1023 CHK_PICK_PICKUP;
1063 return 1; /* don't pick up */ 1024 continue;
1064 case 1:
1065 pick_up (op, tmp);
1066 return 1;
1067 case 2:
1068 pick_up (op, tmp);
1069 return 0;
1070 case 3:
1071 return 0; /* stop before pickup */
1072 case 4:
1073 pick_up (op, tmp);
1074 break;
1075 case 5:
1076 pick_up (op, tmp);
1077 stop = 1;
1078 break;
1079 case 6:
1080 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1081 pick_up (op, tmp);
1082 break;
1083
1084 case 7:
1085 if (tmp->type == MONEY || tmp->type == GEM)
1086 pick_up (op, tmp);
1087 break;
1088
1089 default:
1090 /* use value density */
1091 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1092 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1093 pick_up (op, tmp);
1094 } 1025 }
1095 } 1026 }
1096 else 1027
1097 { /* old model */ 1028 /* rings & amulets - talismans seems to be typed AMULET */
1098 /* NEW pickup handling */
1099 if (op->contr->mode & PU_DEBUG) 1029 if (op->contr->mode & PU_JEWELS)
1030 if (tmp->type == RING || tmp->type == AMULET)
1100 { 1031 {
1101 /* some debugging code to figure out item information */ 1032 CHK_PICK_PICKUP;
1102 if (tmp->name != NULL)
1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1104 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105 else
1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108
1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1110 }
1111
1112 /* philosophy:
1113 * It's easy to grab an item type from a pile, as long as it's
1114 * generic. This takes no game-time. For more detailed pickups
1115 * and selections, select-items should be used. This is a
1116 * grab-as-you-run type mode that's really useful for arrows for
1117 * example.
1118 * The drawback: right now it has no frontend, so you need to
1119 * stick the bits you want into a calculator in hex mode and then
1120 * convert to decimal and then 'pickup <#>
1121 */
1122
1123 /* the first two modes are exclusive: if NOTHING we return, if
1124 * STOP then we stop. All the rest are applied sequentially,
1125 * meaning if any test passes, the item gets picked up. */
1126
1127 /* if mode is set to pick nothing up, return */
1128
1129 if (op->contr->mode & PU_NOTHING)
1130 return 1;
1131
1132 /* if mode is set to stop when encountering objects, return */
1133 /* take STOP before INHIBIT since it doesn't actually pick
1134 * anything up */
1135
1136 if (op->contr->mode & PU_STOP)
1137 return 0;
1138
1139 /* useful for going into stores and not losing your settings... */
1140 /* and for battles wher you don't want to get loaded down while
1141 * fighting */
1142 if (op->contr->mode & PU_INHIBIT)
1143 return 1;
1144
1145 /* prevent us from turning into auto-thieves :) */
1146 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1147 continue; 1033 continue;
1034 }
1148 1035
1149 /* ignore known cursed objects */ 1036 /* we don't forget dragon food */
1150 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1037 if (op->contr->mode & PU_FLESH)
1038 if (tmp->type == FLESH)
1039 {
1040 CHK_PICK_PICKUP;
1151 continue; 1041 continue;
1042 }
1152 1043
1153 /* all food and drink if desired */ 1044 /* bows and arrows. Bows are good for selling! */
1154 /* question: don't pick up known-poisonous stuff? */ 1045 if (op->contr->mode & PU_BOW)
1046 if (tmp->type == BOW)
1047 {
1048 CHK_PICK_PICKUP;
1049 continue;
1050 }
1051
1052 if (op->contr->mode & PU_ARROW)
1053 if (tmp->type == ARROW)
1054 {
1055 CHK_PICK_PICKUP;
1056 continue;
1057 }
1058
1059 /* all kinds of armor etc. */
1060 if (op->contr->mode & PU_ARMOUR)
1061 if (tmp->type == ARMOUR)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_HELMET)
1068 if (tmp->type == HELMET)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_SHIELD)
1075 if (tmp->type == SHIELD)
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1155 if (op->contr->mode & PU_FOOD) 1081 if (op->contr->mode & PU_BOOTS)
1156 if (tmp->type == FOOD) 1082 if (tmp->type == BOOTS)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 if (op->contr->mode & PU_GLOVES)
1089 if (tmp->type == GLOVES)
1090 {
1091 CHK_PICK_PICKUP;
1092 continue;
1093 }
1094
1095 if (op->contr->mode & PU_CLOAK)
1096 if (tmp->type == CLOAK)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 /* hoping to catch throwing daggers here */
1103 if (op->contr->mode & PU_MISSILEWEAPON)
1104 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 /* careful: chairs and tables are weapons! */
1111 if (op->contr->mode & PU_ALLWEAPON)
1112 {
1113 if (tmp->type == WEAPON)
1114 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1157 { 1115 {
1158 pick_up (op, tmp); 1116 CHK_PICK_PICKUP;
1159 continue; 1117 continue;
1160 } 1118 }
1119 }
1161 1120
1121 /* misc stuff that's useful */
1162 if (op->contr->mode & PU_DRINK) 1122 if (op->contr->mode & PU_KEY)
1163 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1123 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1164 { 1124 {
1165 pick_up (op, tmp); 1125 CHK_PICK_PICKUP;
1166 continue; 1126 continue;
1167 } 1127 }
1168 1128
1129 /* any of the last 4 bits set means we use the ratio for value
1130 * pickups */
1169 if (op->contr->mode & PU_POTION) 1131 if (op->contr->mode & PU_RATIO)
1170 if (tmp->type == POTION) 1132 {
1133 /* use value density to decide what else to grab */
1134 /* >=7 was >= op->contr->mode */
1135 /* >=7 is the old standard setting. Now we take the last 4 bits
1171 { 1136 */
1172 pick_up (op, tmp);
1173 continue;
1174 }
1175
1176 /* spellbooks, skillscrolls and normal books/scrolls */
1177 if (op->contr->mode & PU_SPELLBOOK)
1178 if (tmp->type == SPELLBOOK)
1179 {
1180 pick_up (op, tmp);
1181 continue;
1182 }
1183
1184 if (op->contr->mode & PU_SKILLSCROLL)
1185 if (tmp->type == SKILLSCROLL)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_READABLES)
1192 if (tmp->type == BOOK || tmp->type == SCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 /* wands/staves/rods/horns */
1199 if (op->contr->mode & PU_MAGIC_DEVICE)
1200 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1201 {
1202 pick_up (op, tmp);
1203 continue;
1204 }
1205
1206 /* pick up all magical items */
1207 if (op->contr->mode & PU_MAGICAL) 1137 wvratio = op->contr->mode & PU_RATIO;
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1138 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 if (op->contr->mode & PU_VALUABLES)
1215 { 1139 {
1216 if (tmp->type == MONEY || tmp->type == GEM) 1140#if 0
1141 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1142 if (tmp->name != NULL)
1217 { 1143 {
1218 pick_up (op, tmp); 1144 fprintf (stderr, "%s", tmp->name);
1219 continue;
1220 } 1145 }
1221 }
1222
1223 /* rings & amulets - talismans seems to be typed AMULET */
1224 if (op->contr->mode & PU_JEWELS)
1225 if (tmp->type == RING || tmp->type == AMULET)
1226 {
1227 pick_up (op, tmp);
1228 continue;
1229 }
1230
1231 /* we don't forget dragon food */
1232 if (op->contr->mode & PU_FLESH)
1233 if (tmp->type == FLESH)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 /* bows and arrows. Bows are good for selling! */
1240 if (op->contr->mode & PU_BOW)
1241 if (tmp->type == BOW)
1242 {
1243 pick_up (op, tmp);
1244 continue;
1245 }
1246
1247 if (op->contr->mode & PU_ARROW)
1248 if (tmp->type == ARROW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 /* all kinds of armor etc. */
1255 if (op->contr->mode & PU_ARMOUR)
1256 if (tmp->type == ARMOUR)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 if (op->contr->mode & PU_HELMET)
1263 if (tmp->type == HELMET)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_SHIELD)
1270 if (tmp->type == SHIELD)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_BOOTS)
1277 if (tmp->type == BOOTS)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_GLOVES)
1284 if (tmp->type == GLOVES)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_CLOAK)
1291 if (tmp->type == CLOAK)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 /* hoping to catch throwing daggers here */
1298 if (op->contr->mode & PU_MISSILEWEAPON)
1299 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1300 {
1301 pick_up (op, tmp);
1302 continue;
1303 }
1304
1305 /* careful: chairs and tables are weapons! */
1306 if (op->contr->mode & PU_ALLWEAPON)
1307 {
1308 if (tmp->type == WEAPON && tmp->name != NULL)
1309 {
1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316 }
1317
1318 if (tmp->type == WEAPON && tmp->name == NULL)
1319 {
1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1321 {
1322 pick_up (op, tmp);
1323 continue;
1324 }
1325 }
1326 }
1327
1328 /* misc stuff that's useful */
1329 if (op->contr->mode & PU_KEY)
1330 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1331 {
1332 pick_up (op, tmp);
1333 continue;
1334 }
1335
1336 /* any of the last 4 bits set means we use the ratio for value
1337 * pickups */
1338 if (op->contr->mode & PU_RATIO)
1339 {
1340 /* use value density to decide what else to grab */
1341 /* >=7 was >= op->contr->mode */
1342 /* >=7 is the old standard setting. Now we take the last 4 bits
1343 * and multiply them by 5, giving 0..15*5== 5..75 */
1344 wvratio = (op->contr->mode & PU_RATIO) * 5;
1345 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1346 {
1347 pick_up (op, tmp);
1348#if 0
1349 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1350 if (tmp->name != NULL)
1351 {
1352 fprintf (stderr, "%s", tmp->name);
1353 }
1354 else 1146 else
1355 fprintf (stderr, "%s", tmp->arch->archname); 1147 fprintf (stderr, "%s", tmp->arch->archname);
1356 fprintf (stderr, ",%d] = ", tmp->type); 1148 fprintf (stderr, ",%d] = ", tmp->type);
1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1149 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1358#endif 1150#endif
1151 CHK_PICK_PICKUP;
1359 continue; 1152 continue;
1360 }
1361 } 1153 }
1362 } /* the new pickup model */ 1154 } /* the new pickup model */
1363 } 1155 }
1364 1156
1365 return !stop; 1157 return !stop;
1158}
1159
1160/* routine for both players and monsters. We call this when
1161 * there is a possibility for our action distrubing our hiding
1162 * place or invisiblity spell. Artefact invisiblity causes
1163 * "noise" instead. If we arent invisible to begin with, we
1164 * return 0.
1165 */
1166static int
1167action_makes_visible (object *op)
1168{
1169 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1170 {
1171 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1172 {
1173 // artefact invisibility is permanent, but we still make noise
1174 // this is important for game-balance.
1175 if (op->contr)
1176 op->make_noise ();
1177
1178 return 0;
1179 }
1180
1181 if (op->contr && op->contr->tmp_invis == 0)
1182 return 0;
1183
1184 /* If monsters, they should become visible */
1185 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1186 {
1187 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1188 return 1;
1189 }
1190 }
1191
1192 return 0;
1366} 1193}
1367 1194
1368/* 1195/*
1369 * Find an arrow in the inventory and after that 1196 * Find an arrow in the inventory and after that
1370 * in the right type container (quiver). Pointer to the 1197 * in the right type container (quiver). Pointer to the
1371 * found object is returned. 1198 * found object is returned.
1372 */ 1199 */
1373object * 1200static object *
1374find_arrow (object *op, const char *type) 1201find_arrow (object *op, const char *type)
1375{ 1202{
1376 object *tmp = 0;
1377
1378 for (op = op->inv; op; op = op->below) 1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1379 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1380 tmp = find_arrow (op, type);
1381 else if (op->type == ARROW && op->race == type) 1204 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1205 return splay (tmp);
1206
1207 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1208 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1209 if (object *arrow = find_arrow (tmp, type))
1210 {
1211 splay (tmp);
1382 return op; 1212 return arrow;
1213 }
1383 1214
1384 return tmp; 1215 return 0;
1385} 1216}
1386 1217
1387/* 1218/*
1388 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1219 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1389 * against the target. A full test is not performed, simply a basic test 1220 * against the target. A full test is not performed, simply a basic test
1390 * of resistances. The archer is making a quick guess at what he sees down 1221 * of resistances. The archer is making a quick guess at what he sees down
1391 * the hall. Failing that it does it's best to pick the highest plus arrow. 1222 * the hall. Failing that it does it's best to pick the highest plus arrow.
1392 */ 1223 */
1393object * 1224static object *
1394find_better_arrow (object *op, object *target, const char *type, int *better) 1225find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1395{ 1226{
1396 object *tmp = NULL, *arrow, *ntmp; 1227 object *tmp = NULL, *arrow, *ntmp;
1397 int attacknum, attacktype, betterby = 0, i; 1228 int attacknum, attacktype, betterby = 0, i;
1398 1229
1399 if (!type) 1230 if (!type)
1403 { 1234 {
1404 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1235 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1405 { 1236 {
1406 i = 0; 1237 i = 0;
1407 ntmp = find_better_arrow (arrow, target, type, &i); 1238 ntmp = find_better_arrow (arrow, target, type, &i);
1239
1408 if (i > betterby) 1240 if (i > betterby)
1409 { 1241 {
1410 tmp = ntmp; 1242 tmp = ntmp;
1411 betterby = i; 1243 betterby = i;
1412 } 1244 }
1413 } 1245 }
1414 else if (arrow->type == ARROW && arrow->race == type) 1246 else if (arrow->type == ARROW && arrow->race == type)
1415 { 1247 {
1416 /* allways prefer assasination/slaying */ 1248 /* allways prefer assasination/slaying */
1417 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1249 if (target->race && arrow->slaying.contains (target->race))
1418 { 1250 {
1419 if (arrow->attacktype & AT_DEATH) 1251 if (arrow->attacktype & AT_DEATH)
1420 { 1252 {
1421 *better = 100; 1253 *better = 100;
1422 return arrow; 1254 return arrow;
1437 { 1269 {
1438 tmp = arrow; 1270 tmp = arrow;
1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1271 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1440 } 1272 }
1441 } 1273 }
1274
1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1275 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1443 { 1276 {
1444 tmp = arrow; 1277 tmp = arrow;
1445 betterby = 2 + arrow->magic + arrow->stats.dam; 1278 betterby = 2 + arrow->magic + arrow->stats.dam;
1446 } 1279 }
1280
1447 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1281 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1448 { 1282 {
1449 tmp = arrow; 1283 tmp = arrow;
1450 betterby = 1 + arrow->magic + arrow->stats.dam; 1284 betterby = 1 + arrow->magic + arrow->stats.dam;
1451 } 1285 }
1452 } 1286 }
1453 } 1287 }
1454 } 1288 }
1289
1455 if (tmp == NULL && arrow == NULL) 1290 if (tmp == NULL && arrow == NULL)
1456 return find_arrow (op, type); 1291 return find_arrow (op, type);
1457 1292
1458 *better = betterby; 1293 *better = betterby;
1459 return tmp; 1294 return tmp;
1463 * find_better_arrow to find a decent arrow to use. 1298 * find_better_arrow to find a decent arrow to use.
1464 * op = the shooter 1299 * op = the shooter
1465 * type = bow->race 1300 * type = bow->race
1466 * dir = fire direction 1301 * dir = fire direction
1467 */ 1302 */
1468object * 1303static object *
1469pick_arrow_target (object *op, const char *type, int dir) 1304pick_arrow_target (object *op, shstr_cmp type, int dir)
1470{ 1305{
1471 object *tmp = NULL; 1306 object *tmp = NULL;
1472 maptile *m; 1307 maptile *m;
1473 int i, mflags, found, number; 1308 int i, mflags, found, number;
1474 sint16 x, y; 1309 sint16 x, y;
1489 for (i = 0, found = 0; i < 20; i++) 1324 for (i = 0, found = 0; i < 20; i++)
1490 { 1325 {
1491 x += freearr_x[dir]; 1326 x += freearr_x[dir];
1492 y += freearr_y[dir]; 1327 y += freearr_y[dir];
1493 mflags = get_map_flags (m, &m, x, y, &x, &y); 1328 mflags = get_map_flags (m, &m, x, y, &x, &y);
1329
1494 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1330 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1495 { 1331 {
1496 tmp = NULL; 1332 tmp = 0;
1497 break; 1333 break;
1498 } 1334 }
1499 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1335 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1500 { 1336 {
1501 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1337 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1502 * perhaps a bad assumption. 1338 * perhaps a bad assumption.
1503 */ 1339 */
1504 tmp = NULL; 1340 tmp = 0;
1505 break; 1341 break;
1506 } 1342 }
1343
1507 if (mflags & P_IS_ALIVE) 1344 if (mflags & P_IS_ALIVE)
1508 {
1509 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1345 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1510 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1346 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1511 {
1512 found++;
1513 break;
1514 }
1515 if (found)
1516 break; 1347 break;
1517 }
1518 } 1348 }
1519 if (tmp == NULL) 1349
1350 if (!tmp)
1520 return find_arrow (op, type); 1351 return find_arrow (op, type);
1521 1352
1522 if (tmp->head) 1353 if (tmp->head)
1523 tmp = tmp->head; 1354 tmp = tmp->head;
1524 1355
1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1395 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1565 return 0; 1396 return 0;
1566 } 1397 }
1567 1398
1568 // optimisation: move object to top so we will find it quickly again 1399 // optimisation: move object to top so we will find it quickly again
1569 if (bow->below) 1400 splay (bow);
1570 {
1571 bow->remove ();
1572 op->insert (bow);
1573 }
1574
1575 } 1401 }
1576 1402
1577 if (!bow->race || !bow->skill) 1403 if (!bow->race || !bow->skill)
1578 { 1404 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1405 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1605 } 1431 }
1606 1432
1607 /* this should not happen, but sometimes does */ 1433 /* this should not happen, but sometimes does */
1608 if (arrow->nrof == 0) 1434 if (arrow->nrof == 0)
1609 { 1435 {
1436 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1610 arrow->destroy (); 1437 arrow->destroy ();
1611 return 0; 1438 return 0;
1612 } 1439 }
1613 1440
1614 left = arrow; /* these are arrows left to the player */ 1441 left = arrow; /* these are arrows left to the player */
1615 arrow = get_split_ob (arrow, 1); 1442 arrow = arrow->split ();
1616 if (!arrow) 1443 if (!arrow)
1617 { 1444 {
1618 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1445 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1619 return 0; 1446 return 0;
1620 } 1447 }
1624 arrow->direction = dir; 1451 arrow->direction = dir;
1625 1452
1626 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1453 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1627 arrow->stats.hp = arrow->stats.dam; 1454 arrow->stats.hp = arrow->stats.dam;
1628 arrow->stats.grace = arrow->attacktype; 1455 arrow->stats.grace = arrow->attacktype;
1629 1456 arrow->custom_name = arrow->slaying;
1630 if (arrow->slaying)
1631 arrow->spellarg = strdup (arrow->slaying);
1632 1457
1633#if 0 1458#if 0
1634 if (player *pl = op->contr) 1459 if (player *pl = op->contr)
1635 { 1460 {
1636 float speed = pl->weapon_sp; 1461 float speed = pl->weapon_sp;
1682 1507
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1508 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1684 arrow->move_type = MOVE_FLY_LOW; 1509 arrow->move_type = MOVE_FLY_LOW;
1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1510 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1686 1511
1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1512 op->play_sound (sound_find ("fire_arrow"));
1688 m->insert (arrow, sx, sy, op); 1513 m->insert (arrow, sx, sy, op);
1689 1514
1690 if (!arrow->destroyed ()) 1515 if (!arrow->destroyed ())
1691 move_arrow (arrow); 1516 move_arrow (arrow);
1692
1693 if (op->type == PLAYER)
1694 {
1695 if (left->destroyed ())
1696 esrv_del_item (op->contr, left->count);
1697 else
1698 esrv_send_item (op, left);
1699 }
1700 1517
1701 return 1; 1518 return 1;
1702} 1519}
1703 1520
1704/* Special fire code for players - this takes into 1521/* Special fire code for players - this takes into
1706 * but monsters can't. Putting that code here 1523 * but monsters can't. Putting that code here
1707 * makes the fire_bow code much cleaner. 1524 * makes the fire_bow code much cleaner.
1708 * this function should only be called if 'op' is a player, 1525 * this function should only be called if 'op' is a player,
1709 * hence the function name. 1526 * hence the function name.
1710 */ 1527 */
1711int 1528static int
1712player_fire_bow (object *op, int dir) 1529player_fire_bow (object *op, int dir)
1713{ 1530{
1714 int ret = 0, wcmod = 0; 1531 int ret;
1715 1532
1716 if (op->contr->bowtype == bow_bestarrow) 1533 if (op->contr->bowtype == bow_bestarrow)
1717 { 1534 {
1718 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1535 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1719 } 1536 }
1720 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1537 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1721 { 1538 {
1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1539 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1723 wcmod = -1;
1724
1725 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1540 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1726 } 1541 }
1727 else if (op->contr->bowtype == bow_threewide) 1542 else if (op->contr->bowtype == bow_threewide)
1728 { 1543 {
1729 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1544 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1730 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1545 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1731 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1546 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1732 } 1547 }
1733 else if (op->contr->bowtype == bow_spreadshot) 1548 else if (op->contr->bowtype == bow_spreadshot)
1734 { 1549 {
1735 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1736 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1551 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1737 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1552 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1738 } 1553 }
1739 else 1554 else
1740 { 1555 {
1746} 1561}
1747 1562
1748/* Fires a misc (wand/rod/horn) object in 'dir'. 1563/* Fires a misc (wand/rod/horn) object in 'dir'.
1749 * Broken apart from 'fire' to keep it more readable. 1564 * Broken apart from 'fire' to keep it more readable.
1750 */ 1565 */
1751void 1566static void
1752fire_misc_object (object *op, int dir) 1567fire_misc_object (object *op, int dir)
1753{ 1568{
1754 object *item = op->contr->ranged_ob; 1569 object *item = op->contr->ranged_ob;
1755 1570
1756 if (!item) 1571 if (!item)
1770 1585
1771 if (item->type == WAND) 1586 if (item->type == WAND)
1772 { 1587 {
1773 if (item->stats.food <= 0) 1588 if (item->stats.food <= 0)
1774 { 1589 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1590 op->contr->play_sound (sound_find ("wand_poof"));
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777 1592
1778 return; 1593 return;
1779 } 1594 }
1780 } 1595 }
1781 else if (item->type == ROD || item->type == HORN) 1596 else if (item->type == ROD || item->type == HORN)
1782 { 1597 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1598 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1599
1600 // using the maximum of the rods charge allows at least one spell cast
1601 // for a rod or horn, this fixes some broken rods.
1602 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1784 { 1603 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1604 op->contr->play_sound (sound_find ("wand_poof"));
1786 1605
1787 if (item->type == ROD) 1606 if (item->type == ROD)
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1607 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1789 else 1608 else
1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1793 } 1612 }
1794 } 1613 }
1795 1614
1796 if (cast_spell (op, item, dir, item->inv, NULL)) 1615 if (cast_spell (op, item, dir, item->inv, NULL))
1797 { 1616 {
1798 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1617 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1618
1799 if (item->type == WAND) 1619 if (item->type == WAND)
1800 { 1620 {
1801 if (!(--item->stats.food)) 1621 if (!(--item->stats.food))
1802 { 1622 {
1803 object *tmp; 1623 object *tmp;
1807 CLEAR_FLAG (item, FLAG_ANIMATE); 1627 CLEAR_FLAG (item, FLAG_ANIMATE);
1808 item->face = item->arch->face; 1628 item->face = item->arch->face;
1809 item->set_speed (0); 1629 item->set_speed (0);
1810 } 1630 }
1811 1631
1812 if ((tmp = item->in_player ())) 1632 if (object *pl = item->visible_to ())
1813 esrv_update_item (UPD_ANIM, tmp, item); 1633 esrv_update_item (UPD_ANIM, pl, item);
1814 } 1634 }
1815 } 1635 }
1816 else if (item->type == ROD || item->type == HORN) 1636 else if (item->type == ROD || item->type == HORN)
1817 drain_rod_charge (item); 1637 drain_rod_charge (item);
1818 } 1638 }
1823bool 1643bool
1824fire (object *op, int dir) 1644fire (object *op, int dir)
1825{ 1645{
1826 int spellcost = 0; 1646 int spellcost = 0;
1827 1647
1828 /* check for loss of invisiblity/hide */
1829 if (action_makes_visible (op))
1830 make_visible (op);
1831
1832 player *pl = op->contr; 1648 player *pl = op->contr;
1833 1649
1834 if (pl->golem) 1650 if (pl->golem)
1835 { 1651 {
1836 control_golem (op->contr->golem, dir); 1652 control_golem (op->contr->golem, dir);
1838 } 1654 }
1839 1655
1840 object *ob = pl->ranged_ob; 1656 object *ob = pl->ranged_ob;
1841 1657
1842 if (!ob) 1658 if (!ob)
1843 return false;
1844
1845 if (!op->change_weapon (ob))
1846 return false; 1659 return false;
1847 1660
1848 if (op->speed_left > 0.f) 1661 if (op->speed_left > 0.f)
1849 --op->speed_left; 1662 --op->speed_left;
1850 else 1663 else
1851 return false; 1664 return false;
1852 1665
1666 if (!op->change_weapon (ob))
1667 return false;
1668
1669 /* check for loss of invisiblity/hide */
1670 if (action_makes_visible (op))
1671 make_visible (op);
1672
1853 switch (ob->type) 1673 switch (ob->type)
1854 { 1674 {
1855 case BOW: 1675 case BOW:
1856 player_fire_bow (op, dir); 1676 player_fire_bow (op, dir);
1857 break; 1677 break;
1858 1678
1859 case SPELL: 1679 case SPELL:
1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1680 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1861 break; 1681 break;
1862 1682
1863 case BUILDER: 1683 case BUILDER:
1864 apply_map_builder (op, dir); 1684 apply_map_builder (op, dir);
1865 break; 1685 break;
1874 } 1694 }
1875 1695
1876 return true; 1696 return true;
1877} 1697}
1878 1698
1879/* find_key 1699static object *
1880 * We try to find a key for the door as passed. If we find a key
1881 * and successfully use it, we return the key, otherwise NULL
1882 * This function merges both normal and locked door, since the logic
1883 * for both is the same - just the specific key is different.
1884 * pl is the player,
1885 * inv is the objects inventory to searched
1886 * door is the door we are trying to match against.
1887 * This function can be called recursively to search containers.
1888 */
1889object *
1890find_key (object *pl, object *container, object *door) 1700find_key_ (object *pl, object *container, object *door)
1891{ 1701{
1892 object *tmp, *key; 1702 object *tmp, *key;
1893 1703
1894 /* Should not happen, but sanity checking is never bad */ 1704 /* Should not happen, but sanity checking is never bad */
1895 if (!container->inv) 1705 if (!container->inv)
1898 /* First, lets try to find a key in the top level inventory */ 1708 /* First, lets try to find a key in the top level inventory */
1899 for (tmp = container->inv; tmp; tmp = tmp->below) 1709 for (tmp = container->inv; tmp; tmp = tmp->below)
1900 { 1710 {
1901 if (door->type == DOOR && tmp->type == KEY) 1711 if (door->type == DOOR && tmp->type == KEY)
1902 break; 1712 break;
1713
1903 /* For sanity, we should really check door type, but other stuff 1714 /* For sanity, we should really check door type, but other stuff
1904 * (like containers) can be locked with special keys 1715 * (like containers) can be locked with special keys
1905 */ 1716 */
1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1717 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1907 break; 1718 break;
1913 * a key, return 1724 * a key, return
1914 */ 1725 */
1915 if (!tmp) 1726 if (!tmp)
1916 { 1727 {
1917 for (tmp = container->inv; tmp; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 {
1919 /* No reason to search empty containers */ 1729 /* No reason to search empty containers */
1920 if (tmp->type == CONTAINER && tmp->inv) 1730 if (tmp->type == CONTAINER && tmp->inv)
1921 {
1922 if ((key = find_key (pl, tmp, door))) 1731 if ((key = find_key_ (pl, tmp, door)))
1923 return key; 1732 return key;
1924 }
1925 }
1926 1733
1927 if (!tmp) 1734 if (!tmp)
1928 return NULL; 1735 return 0;
1929 } 1736 }
1930 1737
1931 /* We get down here if we have found a key. Now if its in a container, 1738 /* We get down here if we have found a key. Now if its in a container,
1932 * see if we actually want to use it 1739 * see if we actually want to use it
1933 */ 1740 */
1934 if (pl != container) 1741 if (pl != container)
1935 { 1742 {
1936 /* Only let players use keys in containers */ 1743 /* Only let players use keys in containers */
1937 if (!pl->contr) 1744 if (!pl->contr)
1938 return NULL; 1745 return 0;
1746
1939 /* cases where this fails: 1747 /* cases where this fails:
1940 * If we only search the player inventory, return now since we 1748 * If we only search the player inventory, return now since we
1941 * are not in the players inventory. 1749 * are not in the players inventory.
1942 * If the container is not active, return now since only active 1750 * If the container is not active, return now since only active
1943 * containers can be used. 1751 * containers can be used.
1947 * inv must have been an container and must have been active. 1755 * inv must have been an container and must have been active.
1948 * 1756 *
1949 * Change the color so that the message doesn't disappear with 1757 * Change the color so that the message doesn't disappear with
1950 * all the others. 1758 * all the others.
1951 */ 1759 */
1952 if (pl->contr->usekeys == key_inventory || 1760 if (pl->contr->usekeys == key_inventory
1953 !QUERY_FLAG (container, FLAG_APPLIED) || 1761 || !QUERY_FLAG (container, FLAG_APPLIED)
1954 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1762 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1955 { 1763 {
1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1764 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1957 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1765 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1958 return NULL; 1766 return NULL;
1959 } 1767 }
1960 } 1768 }
1961 1769
1962 return tmp; 1770 return tmp;
1771}
1772
1773/* find_key
1774 * We try to find a key for the door as passed. If we find a key
1775 * and successfully use it, we return the key, otherwise NULL
1776 * This function merges both normal and locked door, since the logic
1777 * for both is the same - just the specific key is different.
1778 * pl is the player,
1779 * inv is the objects inventory to searched
1780 * door is the door we are trying to match against.
1781 * This function can be called recursively to search containers.
1782 */
1783object *
1784find_key (object *pl, object *container, object *door)
1785{
1786 if (door->slaying && is_match_expr (door->slaying))
1787 {
1788 // for match expressions, we try to find the key by applying the match
1789 // to the op itself, which is supposed to find the "key", instead
1790 // of searching through containers ourselves.
1791
1792 return match_one (door->slaying, container, door, pl, pl);
1793 }
1794 else
1795 return find_key_ (pl, container, door);
1963} 1796}
1964 1797
1965/* moved door processing out of move_player_attack. 1798/* moved door processing out of move_player_attack.
1966 * returns 1 if player has opened the door with a key 1799 * returns 1 if player has opened the door with a key
1967 * such that the caller should not do anything more, 1800 * such that the caller should not do anything more,
1979 /* If we found a key, do some extra work */ 1812 /* If we found a key, do some extra work */
1980 if (key) 1813 if (key)
1981 { 1814 {
1982 object *container = key->env; 1815 object *container = key->env;
1983 1816
1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
1986 if (action_makes_visible (op)) 1817 if (action_makes_visible (op))
1987 make_visible (op); 1818 make_visible (op);
1988 1819
1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1820 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 spring_trap (door->inv, op); 1821 spring_trap (door->inv, op);
1991 1822
1992 if (door->type == DOOR) 1823 if (door->type == DOOR)
1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1824 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 else if (door->type == LOCKED_DOOR) 1825 else if (door->type == LOCKED_DOOR)
1995 { 1826 {
1996 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1827 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2 (door); /* remove door without violence ;-) */ 1828 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1829 }
1999 1830
2000 /* Do this after we print the message */ 1831 /* Do this after we print the message */
2001 decrease_ob (key); /* Use up one of the keys */ 1832 key->decrease (); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */
2003 if (container != op)
2004 esrv_update_item (UPD_WEIGHT, op, container);
2005 1833
2006 return 1; /* Nothing more to do below */ 1834 return 1; /* Nothing more to do below */
2007 } 1835 }
2008 else if (door->type == LOCKED_DOOR) 1836 else if (door->type == LOCKED_DOOR)
2009 { 1837 {
2010 /* Might as well return now - no other way to open this */ 1838 /* Might as well return now - no other way to open this */
2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1839 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2012 return 1; 1840 return 1;
2013 } 1841 }
2014 1842
2015 return 0; 1843 return 0;
2016} 1844}
2022 * going to try and move (not fire weapons). 1850 * going to try and move (not fire weapons).
2023 */ 1851 */
2024bool 1852bool
2025move_player_attack (object *op, int dir) 1853move_player_attack (object *op, int dir)
2026{ 1854{
1855 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1856 {
1857 --op->speed_left;
1858 return true;
1859 }
1860
2027 int on_battleground; 1861 int on_battleground;
2028 1862
2029 sint16 nx = freearr_x[dir] + op->x; 1863 sint16 nx = freearr_x[dir] + op->x;
2030 sint16 ny = freearr_y[dir] + op->y; 1864 sint16 ny = freearr_y[dir] + op->y;
2031 1865
2032 on_battleground = op_on_battleground (op, 0, 0); 1866 on_battleground = op_on_battleground (op, 0, 0);
2033 1867
2034 if (out_of_map (op->map, nx, ny)) 1868 if (out_of_map (op->map, nx, ny))
2035 return false; 1869 return false;
2036
2037 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2038 {
2039 --op->speed_left;
2040 return true;
2041 }
2042 1870
2043 /* If braced, or can't move to the square, and it is not out of the 1871 /* If braced, or can't move to the square, and it is not out of the
2044 * map, attack it. Note order of if statement is important - don't 1872 * map, attack it. Note order of if statement is important - don't
2045 * want to be calling move_ob if braced, because move_ob will move the 1873 * want to be calling move_ob if braced, because move_ob will move the
2046 * player. This is a pretty nasty hack, because if we could 1874 * player. This is a pretty nasty hack, because if we could
2103 1931
2104 if (op->speed_left > 0.f) 1932 if (op->speed_left > 0.f)
2105 { 1933 {
2106 --op->speed_left; 1934 --op->speed_left;
2107 1935
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1936 op->play_sound (sound_find ("push_player"));
2109 push_ob (mon, dir, op); 1937 push_ob (mon, dir, op);
2110 1938
2111 if (op->contr->tmp_invis || op->hide) 1939 if (action_makes_visible (op))
2112 make_visible (op); 1940 make_visible (op);
2113 1941
2114 return true; 1942 return true;
2115 } 1943 }
2116 else 1944 else
2132 { 1960 {
2133 --op->speed_left; 1961 --op->speed_left;
2134 1962
2135 if (!op->contr->braced) 1963 if (!op->contr->braced)
2136 { 1964 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1965 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 1966 push_ob (mon, dir, op);
2139 } 1967 }
2140 else 1968 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 1969 op->statusmsg ("You withhold your attack");
2142 1970
2143 if (op->contr->tmp_invis || op->hide) 1971 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2144 make_visible (op); 1972 make_visible (op);
2145 1973
2146 return true; 1974 return true;
2147 } 1975 }
2148 } 1976 }
2188} 2016}
2189 2017
2190bool 2018bool
2191move_player (object *op, int dir) 2019move_player (object *op, int dir)
2192{ 2020{
2193 int pick;
2194
2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2021 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2196 return 0; 2022 return 0;
2197 2023
2198 /* Sanity check: make sure dir is valid */ 2024 /* Sanity check: make sure dir is valid */
2199 if ((dir < 0) || (dir >= 9)) 2025 if ((dir < 0) || (dir >= 9))
2200 { 2026 {
2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2032 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2207 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2033 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2208 2034
2209 op->facing = dir; 2035 op->facing = dir;
2210 2036
2211 if (op->hide) 2037 if (op->flag [FLAG_HIDDEN])
2212 do_hidden_move (op); 2038 do_hidden_move (op);
2213 2039
2214 bool retval; 2040 bool retval;
2041 int pick = 0;
2215 2042
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2043 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 retval = RESULT_INT (0); 2044 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on) 2045 else if (op->contr->fire_on)
2219 retval = fire (op, dir); 2046 retval = fire (op, dir);
2276 return move_player (op, op->direction); 2103 return move_player (op, op->direction);
2277 2104
2278 return false; 2105 return false;
2279} 2106}
2280 2107
2281int 2108static int
2282save_life (object *op) 2109save_life (object *op)
2283{ 2110{
2284 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2111 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2285 return 0; 2112 return 0;
2286 2113
2287 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2114 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2115 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2289 { 2116 {
2290 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2117 op->play_sound (sound_find ("ob_evaporate"));
2291 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2118 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2292
2293 if (op->contr)
2294 esrv_del_item (op->contr, tmp->count);
2295 2119
2296 tmp->destroy (); 2120 tmp->destroy ();
2297 CLEAR_FLAG (op, FLAG_LIFESAVE); 2121 CLEAR_FLAG (op, FLAG_LIFESAVE);
2298 2122
2299 if (op->stats.hp < 0) 2123 if (op->stats.hp < 0)
2312 return 0; 2136 return 0;
2313} 2137}
2314 2138
2315/* This goes throws the inventory and removes unpaid objects, and puts them 2139/* This goes throws the inventory and removes unpaid objects, and puts them
2316 * back in the map (location and map determined by values of env). This 2140 * back in the map (location and map determined by values of env). This
2317 * function will descend into containers. op is the object to start the search 2141 * function will descend into containers. op is the object to start the search
2318 * from. 2142 * from.
2319 */ 2143 */
2144static void
2145drop_unpaid_items (object *op, object *env)
2146{
2147 while (op)
2148 {
2149 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2150
2151 if (QUERY_FLAG (op, FLAG_UNPAID))
2152 op->insert_at (env);
2153 else if (op->inv)
2154 drop_unpaid_items (op->inv, env);
2155
2156 op = next;
2157 }
2158}
2159
2320void 2160void
2321remove_unpaid_objects (object *op, object *env) 2161object::drop_unpaid_items ()
2322{ 2162{
2323 while (op) 2163 if (!flag [FLAG_REMOVED])
2324 { 2164 ::drop_unpaid_items (inv, this);
2325 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2326
2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2328 {
2329 if (env->type == PLAYER)
2330 esrv_del_item (env->contr, op->count);
2331
2332 op->insert_at (env);
2333 }
2334 else if (op->inv)
2335 remove_unpaid_objects (op->inv, env);
2336
2337 op = next;
2338 }
2339}
2340
2341/*
2342 * Returns pointer a static string containing gravestone text
2343 * Moved from apply.c to player.c - player.c is what
2344 * actually uses this function. player.c may not be quite the
2345 * best, a misc file for object actions is probably better,
2346 * but there isn't one in the server directory.
2347 */
2348char *
2349gravestone_text (object *op)
2350{
2351 static char buf2[MAX_BUF];
2352 char buf[MAX_BUF];
2353 time_t now = time (NULL);
2354
2355 strcpy (buf2, " R.I.P.\n\n");
2356 if (op->type == PLAYER)
2357 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2358 else
2359 sprintf (buf, "%s\n", &op->name);
2360
2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf);
2363 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level);
2365 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2367
2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2369 strcat (buf2, buf);
2370 if (op->type == PLAYER)
2371 {
2372 sprintf (buf, "by %s.\n\n", op->contr->killer);
2373 strncat (buf2, " ", 21 - strlen (buf) / 2);
2374 strcat (buf2, buf);
2375 }
2376
2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2379 strcat (buf2, buf);
2380
2381 return buf2;
2382} 2165}
2383 2166
2384void 2167void
2385do_some_living (object *op) 2168do_some_living (object *op)
2386{ 2169{
2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2221 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2439 else 2222 else
2440 { 2223 {
2441 gen_grace = op->stats.maxgrace; 2224 gen_grace = op->stats.maxgrace;
2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2225 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2443 }
2444
2445 /* Regenerate Spell Points */
2446 if (!op->contr->golem && --op->last_sp < 0)
2447 {
2448 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2449 if (op->stats.sp < op->stats.maxsp)
2450 {
2451 op->stats.sp++;
2452 /* dms do not consume food */
2453 if (!QUERY_FLAG (op, FLAG_WIZ))
2454 {
2455 op->stats.food--;
2456 if (op->contr->digestion < 0)
2457 op->stats.food += op->contr->digestion;
2458 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2459 op->stats.food = last_food;
2460 }
2461 }
2462
2463 if (max_sp > 1)
2464 {
2465 over_sp = (gen_sp + 10) / rate_sp;
2466 if (over_sp > 0)
2467 {
2468 if (op->stats.sp < op->stats.maxsp)
2469 {
2470 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471
2472 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2473 op->stats.sp--;
2474
2475 if (op->stats.sp > op->stats.maxsp)
2476 op->stats.sp = op->stats.maxsp;
2477 }
2478 op->last_sp = 0;
2479 }
2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 }
2483 else
2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2485 } 2226 }
2486 2227
2487 /* Regenerate Grace */ 2228 /* Regenerate Grace */
2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2229 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2489 if (--op->last_grace < 0) 2230 if (--op->last_grace < 0)
2510 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2251 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2252 }
2512 /* wearing stuff doesn't detract from grace generation. */ 2253 /* wearing stuff doesn't detract from grace generation. */
2513 } 2254 }
2514 2255
2256 if (op->stats.food > 0)
2257 {
2515 /* Regenerate Hit Points */ 2258 /* Regenerate Spell Points */
2516 if (--op->last_heal < 0) 2259 if (!op->contr->golem && --op->last_sp < 0)
2517 {
2518 if (op->stats.hp < op->stats.maxhp)
2519 { 2260 {
2520 op->stats.hp++; 2261 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2521 /* dms do not consume food */ 2262
2522 if (!QUERY_FLAG (op, FLAG_WIZ)) 2263 if (op->stats.sp < op->stats.maxsp)
2523 { 2264 {
2265 op->stats.sp++;
2266
2267 /* dms do not consume food */
2268 if (!QUERY_FLAG (op, FLAG_WIZ))
2269 {
2524 op->stats.food--; 2270 op->stats.food--;
2271
2525 if (op->contr->digestion < 0) 2272 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion; 2273 op->stats.food += op->contr->digestion;
2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2274 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food = last_food; 2275 op->stats.food = last_food;
2276 }
2529 } 2277 }
2530 }
2531 2278
2532 if (max_hp > 1) 2279 if (max_sp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535 if (over_hp > 0)
2536 { 2280 {
2537 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2281 over_sp = (gen_sp + 10) / rate_sp;
2282 if (over_sp > 0)
2283 {
2284 if (op->stats.sp < op->stats.maxsp)
2285 {
2286 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2287
2288 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2289 op->stats.sp--;
2290
2291 if (op->stats.sp > op->stats.maxsp)
2292 op->stats.sp = op->stats.maxsp;
2293 }
2294
2538 op->last_heal = 0; 2295 op->last_sp = 0;
2296 }
2297 else
2298 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2539 } 2299 }
2540 else 2300 else
2301 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2302 }
2303
2304 /* Regenerate Hit Points */
2305 if (--op->last_heal < 0)
2306 {
2307 if (op->stats.hp < op->stats.maxhp)
2541 { 2308 {
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2309 op->stats.hp++;
2310
2311 /* dms do not consume food */
2312 if (!QUERY_FLAG (op, FLAG_WIZ))
2313 {
2314 op->stats.food--;
2315
2316 if (op->contr->digestion < 0)
2317 op->stats.food += op->contr->digestion;
2318 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2319 op->stats.food = last_food;
2320 }
2543 } 2321 }
2322
2323 if (max_hp > 1)
2324 {
2325 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2326
2327 if (over_hp > 0)
2328 {
2329 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2330 op->last_heal = 0;
2331 }
2332 else
2333 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2544 } 2334 }
2545 else 2335 else
2546 {
2547 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2336 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2548 } 2337 }
2549 } 2338 }
2550 2339
2551 /* Digestion */ 2340 /* Digestion */
2552 if (--op->last_eat < 0) 2341 if (--op->last_eat < 0)
2553 { 2342 {
2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2343 int bonus = max (0, op->contr->digestion),
2344 penalty = max (0, -op->contr->digestion);
2555 2345
2556 if (op->contr->gen_hp > 0)
2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2346 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2558 else
2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560 2347
2561 /* dms do not consume food */ 2348 /* dms do not consume food */
2562 if (!QUERY_FLAG (op, FLAG_WIZ)) 2349 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 op->stats.food--; 2350 op->stats.food--;
2564 } 2351 }
2565 2352
2566 if (op->stats.food < 0 && op->stats.hp >= 0) 2353 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 { 2354 {
2568 object *tmp, *flesh = 0; 2355 object *flesh = 0;
2569 2356
2570 for (tmp = op->inv; tmp; tmp = tmp->below) 2357 for_inv_removable (op, tmp)
2571 { 2358 {
2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2359 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2360 continue;
2361
2362 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 { 2363 {
2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2364 op->statusmsg ("You blindly grab for a bite of food. "
2575 { 2365 "H<To prevent you from starving, you ate some random item from your backpack.>");
2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2577 manual_apply (op, tmp, 0); 2366 manual_apply (op, tmp, 0);
2367
2578 if (op->stats.food >= 0 || op->stats.hp < 0) 2368 if (op->stats.food >= 0 || op->stats.hp < 0)
2579 break; 2369 break;
2580 } 2370 }
2581 else if (tmp->type == FLESH) 2371 else if (tmp->type == FLESH)
2582 flesh = tmp; 2372 flesh = tmp;
2583 } /* End if paid for object */ 2373 }
2584 } /* end of for loop */
2585 2374
2586 /* If player is still starving, it means they don't have any food, so 2375 /* If player is still starving, it means they don't have any food, so
2587 * eat flesh instead. 2376 * eat flesh instead.
2588 */ 2377 */
2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2378 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2590 { 2379 {
2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2380 op->statusmsg ("You blindly grab for a bite of food. "
2381 "H<To prevent you from starving, you ate some random item from your backpack.>");
2592 manual_apply (op, flesh, 0); 2382 manual_apply (op, flesh, 0);
2593 } 2383 }
2384
2385 // If player is still starving, alert him!
2386 if (op->stats.food < 0)
2387 op->failmsg ("You are starving! "
2388 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2389 }
2390
2391 if (op->stats.food < 0)
2594 } 2392 {
2393 op->stats.hp += op->stats.food;
2394 op->stats.food = 0;
2595 2395
2596 while (op->stats.food < 0 && op->stats.hp >= 0) 2396 if (op->stats.hp < 0)
2597 op->stats.food++, op->stats.hp--; 2397 {
2398 op->contr->killer = archetype::get ("killer_starvation");
2399 op->contr->killer->destroy ();
2400 }
2401 }
2598 2402
2403 /* killer should be set here already */
2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2404 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2600 kill_player (op); 2405 kill_player (op);
2601 } 2406 }
2602} 2407}
2603 2408
2607 * file. 2412 * file.
2608 */ 2413 */
2609void 2414void
2610kill_player (object *op) 2415kill_player (object *op)
2611{ 2416{
2612 char buf[MAX_BUF];
2613 int x, y; 2417 int x, y;
2614
2615 //int i;
2616 maptile *map; /* this is for resurrection */ 2418 maptile *map; /* this is for resurrection */
2617
2618 /* int z;
2619 int num_stats_lose;
2620 int lost_a_stat;
2621 int lose_this_stat;
2622 int this_stat; */
2623 int will_kill_again; 2419 int will_kill_again;
2624 archetype *at; 2420 archetype *at;
2625 object *tmp; 2421 object *tmp;
2626 2422
2627 if (save_life (op)) 2423 if (save_life (op))
2628 return; 2424 return;
2629 2425
2426 dynbuf_text deathtab;
2427
2428 /* restore player */
2429 at = archetype::find (shstr_poisoning);
2430 if (object *tmp = present_arch_in_ob (at, op))
2431 {
2432 tmp->destroy ();
2433 deathtab << "Your body feels cleansed...\r";
2434 }
2435
2436 at = archetype::find (shstr_confusion);
2437 if (object *tmp = present_arch_in_ob (at, op))
2438 {
2439 tmp->destroy ();
2440 deathtab << "Your mind feels clearer...\r";
2441 }
2442
2443 cure_disease (op, 0, 0); /* remove any disease */
2444
2445 max_it (op->stats.hp , op->stats.maxhp);
2446 max_it (op->stats.sp , op->stats.maxsp);
2447 max_it (op->stats.grace, op->stats.maxgrace);
2448
2449 if (op->stats.food <= 0)
2450 op->stats.food = 999;
2451
2452 // remove all spell effects that are active
2453 // to avoid long-term effects such as word-of-recall
2454 for (object *item = op->inv; item; )
2455 {
2456 object *next = item->below;
2457
2458 if (item->type == SPELL_EFFECT && item->active)
2459 item->destroy ();
2460
2461 item = next;
2462 }
2630 2463
2631 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2464 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2632 * in cities ONLY!!! It is very important that this doesn't get abused. 2465 * in cities ONLY!!! It is very important that this doesn't get abused.
2633 * Look at op_on_battleground() for more info --AndreasV 2466 * Look at op_on_battleground() for more info --AndreasV
2634 */ 2467 */
2635 if (op_on_battleground (op, &x, &y)) 2468 if (op_on_battleground (op, &x, &y))
2636 { 2469 {
2637 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2470 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2639
2640 /* restore player */
2641 at = archetype::find ("poisoning");
2642 if (object *tmp = present_arch_in_ob (at, op))
2643 {
2644 tmp->destroy ();
2645 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2646 }
2647
2648 at = archetype::find ("confusion");
2649 if (object *tmp = present_arch_in_ob (at, op))
2650 {
2651 tmp->destroy ();
2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2653 }
2654
2655 cure_disease (op, 0); /* remove any disease */
2656 op->stats.hp = op->stats.maxhp;
2657 if (op->stats.food <= 0)
2658 op->stats.food = 999;
2659 2471
2660 /* create a bodypart-trophy to make the winner happy */ 2472 /* create a bodypart-trophy to make the winner happy */
2661 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2473 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2662 { 2474 {
2663 sprintf (buf, "%s's finger", &op->name); 2475 tmp->name = format ("%s's finger" , &op->name);
2664 tmp->name = buf; 2476 tmp->name_pl = format ("%s's fingers", &op->name);
2665 sprintf (buf, " This finger has been cut off %s\n"
2666 " the %s, when he was defeated at\n level %d by %s.\n",
2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2668 tmp->msg = buf; 2477 tmp->msg = format (
2478 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2479 &op->name, op->contr->title,
2480 (int)op->level,
2481 op->contr->killer_name ()
2482 );
2669 tmp->value = 0, tmp->type = 0; 2483 tmp->value = 0, tmp->type = 0;
2670 tmp->materialname = "organics"; 2484 tmp->material = name_to_material (shstr_organic);
2671 tmp->insert_at (op, tmp); 2485 tmp->insert_at (op, tmp);
2672 } 2486 }
2673 2487
2674 /* teleport defeated player to new destination */ 2488 /* teleport defeated player to new destination */
2675 transfer_ob (op, x, y, 0, NULL); 2489 transfer_ob (op, x, y, 0, NULL);
2676 op->contr->braced = 0; 2490 op->contr->braced = 0;
2491
2492 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2677 return; 2493 return;
2678 } 2494 }
2679 2495
2496 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2497 deathtab << "T<YOU HAVE DIED>\n\n";
2498
2680 INVOKE_PLAYER (DEATH, op->contr); 2499 INVOKE_PLAYER (DEATH, op->contr);
2681 2500
2682 command_kill_pets (op, 0); 2501 command_kill_pets (op, 0);
2683 2502
2684 if (op->stats.food < 0) 2503 op->contr->play_sound (sound_find ("player_dies"));
2685 {
2686 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy (op->contr->killer, "starvation");
2688 }
2689 else
2690 sprintf (buf, "%s died.", &op->name);
2691
2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2693 2504
2694 /* save the map location for corpse, gravestone */ 2505 /* save the map location for corpse, gravestone */
2695 x = op->x; 2506 x = op->x;
2696 y = op->y; 2507 y = op->y;
2697 map = op->map; 2508 map = op->map;
2725 2536
2726 lost_a_stat = 0; 2537 lost_a_stat = 0;
2727 2538
2728 for (z = 0; z < num_stats_lose; z++) 2539 for (z = 0; z < num_stats_lose; z++)
2729 { 2540 {
2730 i = RANDOM () % NUM_STATS; 2541 i = rndm (NUM_STATS);
2731 2542
2732 if (settings.stat_loss_on_death) 2543 if (settings.stat_loss_on_death)
2733 { 2544 {
2734 /* Pick a random stat and take a point off it. Tell the player 2545 /* Pick a random stat and take a point off it. Tell the player
2735 * what he lost. 2546 * what he lost.
2742 lost_a_stat = 1; 2553 lost_a_stat = 1;
2743 } 2554 }
2744 else 2555 else
2745 { 2556 {
2746 /* deplete a stat */ 2557 /* deplete a stat */
2747 archetype *deparch = archetype::find ("depletion"); 2558 archetype *deparch = archetype::find (shstr_depletion);
2748 object *dep; 2559 object *dep;
2749 2560
2750 dep = present_arch_in_ob (deparch, op); 2561 dep = present_arch_in_ob (deparch, op);
2751 if (!dep) 2562 if (!dep)
2752 { 2563 {
2786 } 2597 }
2787 } 2598 }
2788 2599
2789 if (lose_this_stat) 2600 if (lose_this_stat)
2790 { 2601 {
2791 this_stat = get_attr_value (&(dep->stats), i); 2602 this_stat = get_attr_value (&dep->stats, i);
2792 /* We could try to do something clever like find another 2603 /* We could try to do something clever like find another
2793 * stat to reduce if this fails. But chances are, if 2604 * stat to reduce if this fails. But chances are, if
2794 * stats have been depleted to -50, all are pretty low 2605 * stats have been depleted to -50, all are pretty low
2795 * and should be roughly the same, so it shouldn't make a 2606 * and should be roughly the same, so it shouldn't make a
2796 * difference. 2607 * difference.
2804 lost_a_stat = 1; 2615 lost_a_stat = 1;
2805 } 2616 }
2806 } 2617 }
2807 } 2618 }
2808 } 2619 }
2620
2809 /* If no stat lost, tell the player. */ 2621 /* If no stat lost, tell the player. */
2810 if (!lost_a_stat) 2622 if (!lost_a_stat)
2811 { 2623 {
2812 /* determine_god() seems to not work sometimes... why is this? 2624 /* determine_god() seems to not work sometimes... why is this?
2813 Should I be using something else? GD */ 2625 Should I be using something else? GD */
2814 const char *god = determine_god (op); 2626 shstr_tmp god = determine_god (op);
2815 2627
2816 if (god && (strcmp (god, "none"))) 2628 if (god != shstr_none)
2817 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2629 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2818 else 2630 else
2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2631 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2820 } 2632 }
2821#else 2633#else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2634 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2823#endif 2635#endif
2824 2636
2825 /* Put a gravestone up where the character 'almost' died. List the 2637 /* Put a gravestone up where the character 'almost' died. List the
2826 * exp loss on the stone. 2638 * exp loss on the stone.
2827 */ 2639 */
2828 tmp = arch_to_object (archetype::find ("gravestone")); 2640 tmp = arch_to_object (archetype::find (shstr_gravestone));
2829 sprintf (buf, "%s's gravestone", &op->name); 2641 tmp->name = format ("%s's gravestone", &op->name);
2830 tmp->name = buf; 2642 tmp->name_pl = format ("%s's gravestones", &op->name);
2831 sprintf (buf, "%s's gravestones", &op->name); 2643 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2832 tmp->name_pl = buf; 2644 &op->name, op->contr->title, op->contr->killer_name ());
2833 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);
2834 tmp->msg = buf;
2835 tmp->x = op->x, tmp->y = op->y; 2645 tmp->x = op->x, tmp->y = op->y;
2836 insert_ob_in_map (tmp, op->map, NULL, 0); 2646 insert_ob_in_map (tmp, op->map, NULL, 0);
2837 2647
2838 /**************************************/ 2648 /**************************************/
2839 /* */ 2649 /* */
2840 /* Subtract the experience points, */ 2650 /* Subtract the experience points, */
2841 /* if we died cause of food, give us */
2842 /* food, and reset HP's... */
2843 /* */ 2651 /* */
2844 /**************************************/ 2652 /**************************************/
2845 2653
2846 /* remove any poisoning and confusion the character may be suffering. */
2847 /* restore player */
2848 at = archetype::find ("poisoning");
2849 tmp = present_arch_in_ob (at, op);
2850
2851 if (tmp)
2852 {
2853 tmp->destroy ();
2854 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2855 }
2856
2857 at = archetype::find ("confusion");
2858 tmp = present_arch_in_ob (at, op);
2859 if (tmp)
2860 {
2861 tmp->destroy ();
2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2863 }
2864
2865 cure_disease (op, 0); /* remove any disease */
2866
2867 /*add_exp(op, (op->stats.exp * -0.20)); */ 2654 /*add_exp(op, (op->stats.exp * -0.20)); */
2868 apply_death_exp_penalty (op); 2655 apply_death_exp_penalty (op);
2869 if (op->stats.food < 100)
2870 op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874 2656
2875 /* 2657 /*
2876 * Check to see if the player has any unpaid items. If so, remove them 2658 * Check to see if the player has any unpaid items. If so, remove them
2877 * and put them back in the map. 2659 * and put them back in the map.
2878 */ 2660 */
2879 remove_unpaid_objects (op->inv, op); 2661 op->drop_unpaid_items ();
2880 2662
2881 /****************************************/ 2663 /****************************************/
2882 /* */ 2664 /* */
2883 /* Move player to his current respawn- */ 2665 /* Move player to his current respawn- */
2884 /* position (usually last savebed) */ 2666 /* position (usually last savebed) */
2913 if (will_kill_again & (1 << at)) 2695 if (will_kill_again & (1 << at))
2914 force->resist[at] = 100; 2696 force->resist[at] = 100;
2915 2697
2916 insert_ob_in_ob (force, op); 2698 insert_ob_in_ob (force, op);
2917 op->update_stats (); 2699 op->update_stats ();
2918
2919 } 2700 }
2920 2701
2921 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2702 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2922} 2703}
2923 2704
2924void 2705static void
2925loot_object (object *op) 2706loot_object (object *op)
2926{ /* Grab and destroy some treasure */ 2707{ /* Grab and destroy some treasure */
2927 object *tmp, *tmp2, *next; 2708 object *tmp, *tmp2, *next;
2928 2709
2929 op->close_container (); /* close open sack first */ 2710 op->close_container (); /* close open sack first */
2943 2724
2944 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2725 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2945 { 2726 {
2946 if (tmp->nrof > 1) 2727 if (tmp->nrof > 1)
2947 { 2728 {
2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2729 tmp->decrease (rndm (1, tmp->nrof - 1));
2949 tmp2->destroy ();
2950 insert_ob_in_map (tmp, op->map, NULL, 0); 2730 insert_ob_in_map (tmp, op->map, NULL, 0);
2951 } 2731 }
2952 else 2732 else
2953 tmp->destroy (); 2733 tmp->destroy ();
2954 } 2734 }
2965void 2745void
2966fix_weight (void) 2746fix_weight (void)
2967{ 2747{
2968 for_all_players (pl) 2748 for_all_players (pl)
2969 { 2749 {
2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2750 sint32 old = pl->ob->carrying;
2971 2751
2972 if (old == sum) 2752 pl->ob->update_weight ();
2973 continue; 2753
2754 if (old != pl->ob->carrying)
2755 {
2974 pl->ob->update_stats (); 2756 pl->ob->update_stats ();
2975 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2757 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2758 }
2976 } 2759 }
2977} 2760}
2978 2761
2979void 2762void
2980fix_luck (void) 2763fix_luck (void)
3022} 2805}
3023 2806
3024void 2807void
3025make_visible (object *op) 2808make_visible (object *op)
3026{ 2809{
3027 op->hide = 0; 2810 op->flag [FLAG_HIDDEN] = 0;
3028 op->invisible = 0; 2811 op->invisible = 0;
2812
3029 if (op->type == PLAYER) 2813 if (op->type == PLAYER)
3030 { 2814 {
3031 op->contr->tmp_invis = 0; 2815 op->contr->tmp_invis = 0;
3032 op->contr->invis_race = 0; 2816 op->contr->invis_race = 0;
3033 } 2817 }
3046 2830
3047/* look at the surrounding terrain to determine 2831/* look at the surrounding terrain to determine
3048 * the hideability of this object. Positive levels 2832 * the hideability of this object. Positive levels
3049 * indicate greater hideability. 2833 * indicate greater hideability.
3050 */ 2834 */
3051
3052int 2835int
3053hideability (object *ob) 2836hideability (object *ob)
3054{ 2837{
3055 int i, level = 0, mflag; 2838 int i, level = 0, mflag;
3056 sint16 x, y; 2839 sint16 x, y;
3057 2840
3058 if (!ob || !ob->map) 2841 if (!ob || !ob->map)
3059 return 0; 2842 return 0;
3060 2843
3061 /* so, on normal lighted maps, its hard to hide */ 2844 /* so, on normal lighted maps, its hard to hide */
3062 level = ob->map->darkness - 2; 2845 level = ob->map->darklevel () - 2;
3063 2846
3064 /* this also picks up whether the object is glowing. 2847 /* this also picks up whether the object is glowing.
3065 * If you carry a light on a non-dark map, its not 2848 * If you carry a light on a non-dark map, its not
3066 * as bad as carrying a light on a pitch dark map */ 2849 * as bad as carrying a light on a pitch dark map */
3067 if (has_carried_lights (ob)) 2850 if (ob->has_carried_lights ())
3068 level = -(10 + (2 * ob->map->darkness)); 2851 level = -(10 + (2 * ob->map->darklevel ()));
3069 2852
3070 /* scan through all nearby squares for terrain to hide in */ 2853 /* scan through all nearby squares for terrain to hide in */
3071 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2854 for (i = 0, x = ob->x, y = ob->y;
2855 i <= SIZEOFFREE1;
2856 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3072 { 2857 {
3073 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2858 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3074 if (mflag & P_OUT_OF_MAP) 2859 if (mflag & P_OUT_OF_MAP)
3075 {
3076 continue; 2860 continue;
3077 } 2861
3078 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2862 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3079 level += 2; 2863 level += 2;
3080 else /* open terrain! */ 2864 else /* open terrain! */
3081 level -= 1; 2865 level -= 1;
3082 } 2866 }
3093 * spot (surrounded by clear terrain in broad daylight). -b.t. 2877 * spot (surrounded by clear terrain in broad daylight). -b.t.
3094 */ 2878 */
3095void 2879void
3096do_hidden_move (object *op) 2880do_hidden_move (object *op)
3097{ 2881{
3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2882 int hide = 0;
3099 object *skop;
3100 2883
3101 if (!op || !op->map) 2884 if (!op || !op->map)
3102 return; 2885 return;
3103 2886
3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2887 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2888 int num = random_roll (0, 19, op, PREFER_LOW);
3105 2889
3106 /* its *extremely* hard to run and sneak/hide at the same time! */ 2890 /* its *extremely* hard to run and sneak/hide at the same time! */
3107 if (op->type == PLAYER && op->contr->run_on) 2891 if (op->type == PLAYER && op->contr->run_on)
3108 if (!skop || num >= skop->level) 2892 if (!skop || num >= skop->level)
3109 { 2893 {
3119 num -= hide; 2903 num -= hide;
3120 2904
3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2905 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3122 { 2906 {
3123 make_visible (op); 2907 make_visible (op);
2908
3124 if (op->type == PLAYER) 2909 if (op->type == PLAYER)
3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2910 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3126 } 2911 }
3127 else if (op->type == PLAYER && skop) 2912 else if (op->type == PLAYER && skop)
3128 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2913 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3181 * object op. This function works fine for monsters, 2966 * object op. This function works fine for monsters,
3182 * but we dont worry if the object isnt the top one in 2967 * but we dont worry if the object isnt the top one in
3183 * a pile (say a coin under a table would return "viewable" 2968 * a pile (say a coin under a table would return "viewable"
3184 * by this routine). Another question, should we be 2969 * by this routine). Another question, should we be
3185 * concerned with the direction the player is looking 2970 * concerned with the direction the player is looking
3186 * in? Realistically, most of use cant see stuff behind 2971 * in? Realistically, most of us can't see stuff behind
3187 * our backs...on the other hand, does the "facing" direction 2972 * our backs...on the other hand, does the "facing" direction
3188 * imply the way your head, or body is facing? Its possible 2973 * imply the way your head, or body is facing? It's possible
3189 * for them to differ. Sigh, this fctn could get a bit more complex. 2974 * for them to differ. Sigh, this fctn could get a bit more complex.
3190 * -b.t. 2975 * -b.t.
3191 * This function is now map tiling safe. 2976 * This function is now map tiling safe.
3192 */ 2977 */
3193
3194int 2978int
3195player_can_view (object *pl, object *op) 2979player_can_view (object *pl, object *op)
3196{ 2980{
3197 rv_vector rv; 2981 rv_vector rv;
3198 int dx, dy; 2982 int dx, dy;
3210 2994
3211 get_rangevector (pl, op, &rv, 0x1); 2995 get_rangevector (pl, op, &rv, 0x1);
3212 2996
3213 /* starting with the 'head' part, lets loop 2997 /* starting with the 'head' part, lets loop
3214 * through the object and find if it has any 2998 * through the object and find if it has any
3215 * part that is in the los array but isnt on 2999 * part that is in the los array but isn't on
3216 * a blocked los square. 3000 * a blocked los square.
3217 * we use the archetype to figure out offsets. 3001 * we use the archetype to figure out offsets.
3218 */ 3002 */
3219 while (op) 3003 while (op)
3220 { 3004 {
3221 dx = rv.distance_x + op->arch->x; 3005 dx = rv.distance_x + op->arch->x;
3222 dy = rv.distance_y + op->arch->y; 3006 dy = rv.distance_y + op->arch->y;
3223 3007
3224 /* only the viewable area the player sees is updated by LOS 3008 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3225 * code, so we need to restrict ourselves to that range of values
3226 * for any meaningful values.
3227 */
3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3229 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3230 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3231 return 1; 3009 return 1;
3010
3232 op = op->more; 3011 op = op->more;
3233 } 3012 }
3234 return 0;
3235}
3236 3013
3237/* routine for both players and monsters. We call this when
3238 * there is a possibility for our action distrubing our hiding
3239 * place or invisiblity spell. Artefact invisiblity is not
3240 * effected by this. If we arent invisible to begin with, we
3241 * return 0.
3242 */
3243int
3244action_makes_visible (object *op)
3245{
3246
3247 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3248 {
3249 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3250 return 0;
3251
3252 if (op->contr && op->contr->tmp_invis == 0)
3253 return 0;
3254
3255 /* If monsters, they should become visible */
3256 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3257 {
3258 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3259 return 1;
3260 }
3261 }
3262 return 0; 3014 return 0;
3263} 3015}
3264 3016
3265/* op_on_battleground - checks if the given object op (usually 3017/* op_on_battleground - checks if the given object op (usually
3266 * a player) is standing on a valid battleground-tile, 3018 * a player) is standing on a valid battleground-tile,
3271 * Default is to do the same as before, so only people wanting to have different points need worry about this 3023 * Default is to do the same as before, so only people wanting to have different points need worry about this
3272 */ 3024 */
3273int 3025int
3274op_on_battleground (object *op, int *x, int *y) 3026op_on_battleground (object *op, int *x, int *y)
3275{ 3027{
3276 object *tmp;
3277
3278 /* A battleground-tile needs the following attributes to be valid: 3028 /* A battleground-tile needs the following attributes to be valid:
3279 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3029 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3280 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3030 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3281 * and the exit-coordinates sp/hp must both be > 0. 3031 * and the exit-coordinates sp/hp must both be > 0.
3282 * => The intention here is to prevent abuse of the battleground- 3032 * => The intention here is to prevent abuse of the battleground-
3283 * feature (like pickable or hidden battleground tiles). */ 3033 * feature (like pickable or hidden battleground tiles). */
3284 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3034 for (object *tmp = op->below; tmp; tmp = tmp->below)
3285 { 3035 {
3286 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3036 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3287 { 3037 {
3288 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3038 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3289 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3039 && tmp->type == BATTLEGROUND
3040 && tmp->name == shstr_battleground
3041 && EXIT_X (tmp) && EXIT_Y (tmp))
3290 { 3042 {
3291 /*before we assign the exit, check if this is a teambattle */ 3043 /* before we assign the exit, check if this is a teambattle */
3292 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3044 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3293 { 3045 {
3294 object *invtmp;
3295
3296 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3046 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3297 { 3047 {
3298 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3048 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 { 3049 {
3300 if (x != NULL && y != NULL) 3050 if (x && y)
3301 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3051 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3052
3302 return 1; 3053 return 1;
3303 } 3054 }
3304 } 3055 }
3305 } 3056 }
3057
3306 if (x != NULL && y != NULL) 3058 if (x && y)
3307 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3059 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3060
3308 return 1; 3061 return 1;
3309 } 3062 }
3310 } 3063 }
3311 } 3064 }
3065
3312 /* If we got here, did not find a battleground */ 3066 /* If we got here, did not find a battleground */
3313 return 0; 3067 return 0;
3314} 3068}
3315 3069
3316/* 3070/*
3332 char buf[MAX_BUF]; /* tmp. string buffer */ 3086 char buf[MAX_BUF]; /* tmp. string buffer */
3333 int i = 0, j = 0; 3087 int i = 0, j = 0;
3334 3088
3335 /* get the appropriate treasurelist */ 3089 /* get the appropriate treasurelist */
3336 if (atnr == ATNR_FIRE) 3090 if (atnr == ATNR_FIRE)
3337 trlist = treasurelist::find ("dragon_ability_fire"); 3091 trlist = treasurelist::find (shstr_dragon_ability_fire);
3338 else if (atnr == ATNR_COLD) 3092 else if (atnr == ATNR_COLD)
3339 trlist = treasurelist::find ("dragon_ability_cold"); 3093 trlist = treasurelist::find (shstr_dragon_ability_cold);
3340 else if (atnr == ATNR_ELECTRICITY) 3094 else if (atnr == ATNR_ELECTRICITY)
3341 trlist = treasurelist::find ("dragon_ability_elec"); 3095 trlist = treasurelist::find (shstr_dragon_ability_elec);
3342 else if (atnr == ATNR_POISON) 3096 else if (atnr == ATNR_POISON)
3343 trlist = treasurelist::find ("dragon_ability_poison"); 3097 trlist = treasurelist::find (shstr_dragon_ability_poison);
3344 3098
3345 if (trlist == NULL || who->type != PLAYER) 3099 if (trlist == NULL || who->type != PLAYER)
3346 return; 3100 return;
3347 3101
3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3102 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3421 { 3175 {
3422 /* forces in the treasurelist can alter the player's stats */ 3176 /* forces in the treasurelist can alter the player's stats */
3423 object *skin; 3177 object *skin;
3424 3178
3425 /* first get the dragon skin force */ 3179 /* first get the dragon skin force */
3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) 3180 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3428 ; 3181 ;
3429 3182
3430 if (!skin) 3183 if (!skin)
3431 return; 3184 return;
3432 3185
3467 else 3220 else
3468 { 3221 {
3469 /* generate misc. treasure */ 3222 /* generate misc. treasure */
3470 tmp = arch_to_object (tr->item); 3223 tmp = arch_to_object (tr->item);
3471 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3224 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3472 tmp = insert_ob_in_ob (tmp, who); 3225 who->insert (tmp);
3473 if (who->type == PLAYER)
3474 esrv_send_item (who, tmp);
3475 } 3226 }
3476} 3227}
3477 3228
3478/** 3229/**
3479 * Unready an object for a player. This function does nothing if the object was 3230 * Unready an object for a player. This function does nothing if the object was
3490 3241
3491 if (pl->ranged_ob == ob) 3242 if (pl->ranged_ob == ob)
3492 pl->ranged_ob = 0; 3243 pl->ranged_ob = 0;
3493} 3244}
3494 3245
3246//-GPL
3247
3495sint8 3248sint8
3496player::visibility_at (maptile *map, int x, int y) const 3249player::darkness_at (maptile *map, int x, int y) const
3497{ 3250{
3498 if (!ns) 3251 if (!ns)
3499 return 0; 3252 return LOS_BLOCKED;
3500 3253
3501 int dx, dy; 3254 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3255 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0; 3256 return LOS_BLOCKED;
3504 3257
3505 x += dx - ns->current_x + ns->mapx / 2; 3258 x += dx - ns->current_x;
3506 y += dy - ns->current_y + ns->mapy / 2; 3259 y += dy - ns->current_y;
3507 3260
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0;
3510
3511 return 100 - blocked_los [x][y]; 3261 return blocked_los (x, y);
3512} 3262}
3263
3264void
3265player::infobox (const char *title, const char *msg, int color)
3266{
3267 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3268}
3269
3270void
3271player::statusmsg (const char *msg, int color)
3272{
3273 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3274}
3275
3276void
3277player::failmsg (const char *msg, int color)
3278{
3279 play_sound (sound_find ("generic_failure"));
3280 statusmsg (msg, color);
3281}
3282

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