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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 1.255 by root, Fri Mar 26 00:53:26 2010 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 (ob->is_dragon ())
229 { 116 {
230 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234 118
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);
248 138
249 ob->flag [FLAG_READY_WEAPON] = false; 139 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false; 140 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false; 141 ob->flag [FLAG_READY_BOW] = false;
252 142
253 for (object *op = ob->inv; op; op = op->below) 143 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED]) 144 if (op->flag [FLAG_APPLIED])
255 switch (op->type) 145 switch (op->type)
256 { 146 {
257 case SKILL: 147 case SKILL:
258 ob->flag [FLAG_APPLIED] = false; 148 op->flag [FLAG_APPLIED] = false;
259 break; 149 break;
260 150
261 case WAND: 151 case WAND:
262 case ROD: 152 case ROD:
263 case HORN: 153 case HORN:
268 case WEAPON: 158 case WEAPON:
269 combat_ob = op; 159 combat_ob = op;
270 break; 160 break;
271 } 161 }
272 162
163 ob->current_weapon = 0;
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 165 activate (); // change_weapon also activates, but this doesn't hurt
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);
285 166
286 INVOKE_PLAYER (CONNECT, this); 167 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this); 168 INVOKE_PLAYER (LOGIN, this);
288} 169}
289 170
290void 171void
291player::disconnect () 172player::disconnect ()
292{ 173{
174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
293 if (ns) 180 if (ns)
294 { 181 {
295 if (active) 182 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 184
300 ns->reset_stats (); 187 ns->reset_stats ();
301 ns->pl = 0; 188 ns->pl = 0;
302 ns = 0; 189 ns = 0;
303 } 190 }
304 191
305 if (ob) 192 // this is important for the player scheduler to get the correct refcount
306 ob->close_container (); //TODO: client-specific 193 // when ns = 0
307 194 observe = viewpoint = ob;
308 observe = ob;
309 195
310 deactivate (); 196 deactivate ();
311} 197}
198
199//-GPL
312 200
313// the need for this function can be explained 201// the need for this function can be explained
314// by load_object not returning the object 202// by load_object not returning the object
315void 203void
316player::set_object (object *op) 204player::set_object (object *op)
317{ 205{
318 ob = observe = op; 206 ob = observe = viewpoint = op;
319 ob->contr = this; /* this aren't yet in archetype */ 207 ob->contr = this; /* this aren't yet in archetype */
320 208
321 ob->speed = 1.0f; 209 ob->speed = 1.0f;
322 ob->speed_left = 0.5f; 210 ob->speed_left = 0.5f;
323 211
324 ob->direction = 5; /* So player faces south */ 212 ob->direction = 5; /* So player faces south */
325} 213}
326 214
327void 215void
328player::set_observe (object *op) 216player::set_observe (object *op)
329{ 217{
330 observe = op ? op : ob; 218 observe = viewpoint = op ? op : ob;
331 do_los = 1; 219 do_los = 1;
332} 220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
333 230
334player::player () 231player::player ()
335{ 232{
336 /* There are some elements we want initialised to non zero value - 233 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point. 234 * we deal with that below this point.
343 savebed_map = first_map_path; /* Init. respawn position */ 240 savebed_map = first_map_path; /* Init. respawn position */
344 241
345 gen_sp_armour = 10; 242 gen_sp_armour = 10;
346 bowtype = bow_normal; 243 bowtype = bow_normal;
347 petmode = pet_normal; 244 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers; 245 usekeys = containers;
350 peaceful = 1; /* default peaceful */ 246 peaceful = 1; /* default peaceful */
351 do_los = 1; 247 do_los = 1;
352 248
353 weapon_sp = 1.0f; 249 weapon_sp = 1.0f;
364 if (ob) 260 if (ob)
365 { 261 {
366 ob->destroy_inv (false); 262 ob->destroy_inv (false);
367 ob->destroy (); 263 ob->destroy ();
368 } 264 }
265
266 ob = observe = viewpoint = 0;
369} 267}
370 268
371player::~player () 269player::~player ()
372{ 270{
373 /* Clear item stack */ 271 /* Clear item stack */
374 free (stack_items); 272 free (stack_items);
273}
274
275/*
276 * get_player_archetype() return next player archetype from archetype
277 * list. Not very efficient routine, but used only creating new players.
278 * Note: there MUST be at least one player archetype!
279 */
280static archetype *
281get_player_archetype (archetype *at)
282{
283 // archetypes could have been reloaded
284 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
285
286 if (!nat)
287 return at;
288
289 archvec::iterator i = archetypes.find (nat);
290
291 for (;;)
292 {
293 if (++i == archetypes.end ())
294 i = archetypes.begin ();
295 else if (*i == at)
296 cleanup ("not a single player archetype found");
297
298 if ((*i)->type == PLAYER)
299 return *i;
300 }
375} 301}
376 302
377/* Tries to add player on the connection passed in ns. 303/* 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 304 * All we can really get in this is some settings like host and display
379 * mode. 305 * mode.
381player * 307player *
382player::create () 308player::create ()
383{ 309{
384 player *pl = new player; 310 player *pl = new player;
385 311
386 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
387 313
388 pl->ob->roll_stats (); 314 pl->ob->roll_stats ();
389 pl->ob->stats.wc = 2; 315 pl->ob->stats.wc = 2;
390 pl->ob->run_away = 25; /* Then we panick... */ 316 pl->ob->run_away = 25; /* Then we panick... */
391 317
392 set_first_map (pl->ob); 318 set_first_map (pl->ob);
393 319
394 return pl; 320 return pl;
395}
396
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} 321}
418 322
419object * 323object *
420get_nearest_player (object *mon) 324get_nearest_player (object *mon)
421{ 325{
424 unsigned lastdist; 328 unsigned lastdist;
425 rv_vector rv; 329 rv_vector rv;
426 330
427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
428 { 332 {
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)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
457 continue; 334 continue;
458 335
459 if (lastdist > rv.distance) 336 if (lastdist > rv.distance)
460 { 337 {
655 532
656 return firstdir; 533 return firstdir;
657} 534}
658 535
659void 536void
660give_initial_items (object *pl, treasurelist * items) 537give_initial_items (object *pl, treasurelist *items)
661{ 538{
662 object *op, *next = NULL;
663
664 if (pl->randomitems != NULL) 539 if (pl->randomitems)
665 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
666 541
667 for (op = pl->inv; op; op = next) 542 for (object *next, *op = pl->inv; op; op = next)
668 { 543 {
669 next = op->below; 544 next = op->below;
670 545
671 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
672 * flag "neutral" set. Sorry but I can't think of a better way 547 * flag "neutral" set. Sorry but I can't think of a better way
677 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
678 * by this player due to race restrictions 553 * by this player due to race restrictions
679 */ 554 */
680 if (pl->type == PLAYER) 555 if (pl->type == PLAYER)
681 { 556 {
682 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
683 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
684 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
685 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
686 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
687 { 564 {
688 op->destroy (); 565 op->destroy ();
689 continue; 566 continue;
690 } 567 }
691 } 568 }
692 569
693 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
694 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
695 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
696 * a first level treasurelist for each skill.)
697 * remove duplicate skills also
698 */ 573 */
699 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
700 { 575 {
701 object *tmp;
702
703 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
704 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
705 break;
706
707 if (tmp)
708 { 578 {
709 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
710 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
711 continue; 582 break;
712 } 583 }
713 584
714 if (op->nrof > 1) 585 if (op->nrof > 1)
715 op->nrof = 1; 586 op->nrof = 1;
716 } 587 }
717 588
718 if (op->type == SPELLBOOK && op->inv) 589 if (op->type == SPELLBOOK && op->inv)
719 {
720 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
721 }
722 591
723 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
724 * items. Just don't identify gold or silver, or it won't be 593 * items. Just don't identify gold or silver, or it won't be
725 * merged properly. 594 * merged properly.
726 */ 595 */
727 if (need_identify (op)) 596 if (need_identify (op))
728 { 597 {
729 SET_FLAG (op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
730 CLEAR_FLAG (op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
731 CLEAR_FLAG (op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
732 } 601 }
602
733 if (op->type == SPELL) 603 if (op->type == SPELL)
734 { 604 {
735 op->destroy (); 605 op->destroy ();
736 continue; 606 continue;
737 } 607 }
739 { 609 {
740 SET_FLAG (op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
741 op->stats.exp = 0; 611 op->stats.exp = 0;
742 op->level = 1; 612 op->level = 1;
743 } 613 }
744 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
745 else
746 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
747 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
748 617
749 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
750 link_player_skills (pl); 619 pl->contr->link_skills ();
751} 620}
752 621
753void 622void
754get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
755{ 624{
765 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 634 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
766} 635}
767 636
768/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 637/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
769static int 638static int
770roll_stat (void) 639roll_stat ()
771{ 640{
772 int a[4], i, j, k; 641 int a[4], i, j, k;
773 642
774 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
775 a[i] = (int) rndm (6) + 1; 644 a[i] = (int) rndm (6) + 1;
856static void 725static void
857start_info (object *op) 726start_info (object *op)
858{ 727{
859 char buf[MAX_BUF]; 728 char buf[MAX_BUF];
860 729
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 730 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 731 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} 732}
866 733
867/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
872 */ 739 */
873void 740void
874player::chargen_race_done () 741player::chargen_race_done ()
875{ 742{
876 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
877 esrv_new_player (ob->contr, ob->weight + ob->carrying); 744 esrv_new_player (ob->contr);
878 745
879 treasurelist *tl = treasurelist::find ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
880 if (tl) 747 if (tl)
881 create_treasure (tl, ob, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
882 749
883 INVOKE_PLAYER (BIRTH, ob->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, ob->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
885 752
886 ob->contr->ns->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
887 754
888 if (ob->msg) 755 if (ob->msg)
889 ob->msg = 0; 756 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 }
899 757
900 start_info (ob); 758 start_info (ob);
901 CLEAR_FLAG (ob, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (ob, ob->randomitems); 760 give_initial_items (ob, ob->randomitems);
903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob); 761 esrv_send_inventory (ob, ob);
905 ob->update_stats (); 762 ob->update_stats ();
906 763
907 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
908 * is one for this race 765 * is one for this race
909 */ 766 */
910 if (*first_map_ext_path) 767 if (*first_map_ext_path)
911 { 768 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 769 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
927} 771}
928 772
929void 773void
960 ob->stats.hp = ob->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
961 ob->stats.sp = ob->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
962 ob->stats.grace = 0; 806 ob->stats.grace = 0;
963} 807}
964 808
965void 809static void
966flee_player (object *op) 810flee_player (object *op)
967{ 811{
968 int dir, diff; 812 int dir, diff;
969 rv_vector rv; 813 rv_vector rv;
970 814
973 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
974 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
975 return; 819 return;
976 } 820 }
977 821
978 if (op->enemy == NULL) 822 if (!op->enemy)
979 { 823 {
980 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
982 return; 826 return;
983 } 827 }
984 828
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)) 829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 { 830 {
998 op->enemy = NULL; 831 op->enemy = NULL;
999 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1000 return; 833 return;
1003 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1004 837
1005 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
1006 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
1007 { 840 {
1008 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
1009 842
1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 843 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1011 return; 844 return;
1012 } 845 }
1013 846
1014 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
1024check_pick (object *op) 857check_pick (object *op)
1025{ 858{
1026 object *tmp, *next; 859 object *tmp, *next;
1027 int stop = 0; 860 int stop = 0;
1028 int wvratio; 861 int wvratio;
1029 char putstring[128];
1030 862
1031 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1032 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1033 return 1; 865 return 1;
1034 866
1035 next = op->below; 867 next = op->below;
1036 868
869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
871
1037 /* loop while there are items on the floor that are not marked as 872 /* loop while there are items on the floor that are not marked as
1038 * destroyed */ 873 * destroyed */
1039 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1040 { 875 {
1041 tmp = next; 876 tmp = next;
1042 next = tmp->below; 877 next = tmp->below;
1043 878
879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
1044 if (op->destroyed ()) 885 if (op->destroyed ())
1045 return 0; 886 return 0;
1046 887
1047 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1048 continue; 889 continue;
1049 890
1050 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1051 { 892 {
1052 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1053 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1054 continue; 896 continue;
1055 } 897 }
1056 898
1057 /* high not bit set? We're using the old autopickup model */ 899 /* pickup handling */
900 if (op->contr->mode & PU_DEBUG)
901 {
902 /* some debugging code to figure out item information */
903 const char *str = tmp->name
904 ? format ("item name: %s item type: %d weight/value: %d",
905 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
906 : format ("item name: %s item type: %d weight/value: %d",
907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
908
909 new_draw_info (NDI_UNIQUE, 0, op, str);
910 }
911
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
916 return 1;
917
918 /* philosophy:
919 * It's easy to grab an item type from a pile, as long as it's
920 * generic. This takes no game-time. For more detailed pickups
921 * and selections, select-items should be used. This is a
922 * grab-as-you-run type mode that's really useful for arrows for
923 * example.
924 * The drawback: right now it has no frontend, so you need to
925 * stick the bits you want into a calculator in hex mode and then
926 * convert to decimal and then 'pickup <#>
927 */
928
929 /* the first two modes are exclusive: if NOTHING we return, if
930 * STOP then we stop. All the rest are applied sequentially,
931 * meaning if any test passes, the item gets picked up. */
932
933 /* if mode is set to pick nothing up, return */
934 if (op->contr->mode == PU_NOTHING)
935 return 1;
936
937 /* if mode is set to stop when encountering objects, return */
938 /* take STOP before INHIBIT since it doesn't actually pick
939 * anything up */
940 if (op->contr->mode & PU_STOP)
941 return 0;
942
943 /* useful for going into stores and not losing your settings... */
944 /* and for battles wher you don't want to get loaded down while
945 * fighting */
946 if (op->contr->mode & PU_INHIBIT)
947 return 1;
948
949 /* prevent us from turning into auto-thieves :) */
950 if (QUERY_FLAG (tmp, FLAG_UNPAID))
951 continue;
952
953 /* ignore known cursed objects */
954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
955 continue;
956
957 /* all food and drink if desired */
958 /* question: don't pick up known-poisonous stuff? */
1058 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1059 { 961 {
1060 switch (op->contr->mode) 962 CHK_PICK_PICKUP;
963 continue;
964 }
965
966 if (op->contr->mode & PU_DRINK)
967 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_POTION)
974 if (tmp->type == POTION)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 /* spellbooks, skillscrolls and normal books/scrolls */
981 if (op->contr->mode & PU_SPELLBOOK)
982 if (tmp->type == SPELLBOOK)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_SKILLSCROLL)
989 if (tmp->type == SKILLSCROLL)
990 {
991 CHK_PICK_PICKUP;
992 continue;
993 }
994
995 if (op->contr->mode & PU_READABLES)
996 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1001
1002 /* wands/staves/rods/horns */
1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1004 if (tmp->type == WAND
1005 || tmp->type == ROD
1006 || tmp->type == HORN
1007 || tmp->type == POWER_CRYSTAL)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 if (op->contr->mode & PU_VALUABLES)
1023 {
1024 if (tmp->type == MONEY || tmp->type == GEM)
1061 { 1025 {
1062 case 0: 1026 CHK_PICK_PICKUP;
1063 return 1; /* don't pick up */ 1027 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 } 1028 }
1095 } 1029 }
1096 else 1030
1097 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1098 /* NEW pickup handling */
1099 if (op->contr->mode & PU_DEBUG) 1032 if (op->contr->mode & PU_JEWELS)
1033 if (tmp->type == RING
1034 || tmp->type == AMULET
1035 || tmp->type == GIRDLE
1036 || tmp->type == SKILL_TOOL)
1100 { 1037 {
1101 /* some debugging code to figure out item information */ 1038 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; 1039 continue;
1040 }
1148 1041
1149 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1150 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1043 if (op->contr->mode & PU_FLESH)
1044 if (tmp->type == FLESH)
1045 {
1046 CHK_PICK_PICKUP;
1151 continue; 1047 continue;
1048 }
1152 1049
1153 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1154 /* question: don't pick up known-poisonous stuff? */ 1051 if (op->contr->mode & PU_BOW)
1052 if (tmp->type == BOW)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_ARROW)
1059 if (tmp->type == ARROW)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 /* all kinds of armor etc. */
1066 if (op->contr->mode & PU_ARMOUR)
1067 if (tmp->type == ARMOUR)
1068 {
1069 CHK_PICK_PICKUP;
1070 continue;
1071 }
1072
1073 if (op->contr->mode & PU_HELMET)
1074 if (tmp->type == HELMET)
1075 {
1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_SHIELD)
1081 if (tmp->type == SHIELD)
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1155 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1156 if (tmp->type == FOOD) 1088 if (tmp->type == BOOTS)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 if (op->contr->mode & PU_GLOVES)
1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 if (op->contr->mode & PU_CLOAK)
1102 if (tmp->type == CLOAK)
1103 {
1104 CHK_PICK_PICKUP;
1105 continue;
1106 }
1107
1108 /* hoping to catch throwing daggers here */
1109 if (op->contr->mode & PU_MISSILEWEAPON)
1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* careful: chairs and tables are weapons! */
1117 if (op->contr->mode & PU_ALLWEAPON)
1118 {
1119 if (tmp->type == WEAPON)
1120 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1157 { 1121 {
1158 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1159 continue; 1123 continue;
1160 } 1124 }
1125 }
1161 1126
1127 /* misc stuff that's useful */
1162 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1163 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1164 { 1130 {
1165 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1166 continue; 1132 continue;
1167 } 1133 }
1168 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1169 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1170 if (tmp->type == POTION) 1138 {
1139 /* use value density to decide what else to grab */
1140 /* >=7 was >= op->contr->mode */
1141 /* >=7 is the old standard setting. Now we take the last 4 bits
1171 { 1142 */
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) 1143 wvratio = op->contr->mode & PU_RATIO;
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1144 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 if (op->contr->mode & PU_VALUABLES)
1215 { 1145 {
1216 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1217 { 1149 {
1218 pick_up (op, tmp); 1150 fprintf (stderr, "%s", tmp->name);
1219 continue;
1220 } 1151 }
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 1152 else
1355 fprintf (stderr, "%s", tmp->arch->archname); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1356 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1155 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1358#endif 1156#endif
1157 CHK_PICK_PICKUP;
1359 continue; 1158 continue;
1360 }
1361 } 1159 }
1362 } /* the new pickup model */ 1160 } /* the new pickup model */
1363 } 1161 }
1364 1162
1365 return !stop; 1163 return !stop;
1164}
1165
1166/* routine for both players and monsters. We call this when
1167 * there is a possibility for our action distrubing our hiding
1168 * place or invisiblity spell. Artefact invisiblity causes
1169 * "noise" instead. If we arent invisible to begin with, we
1170 * return 0.
1171 */
1172static int
1173action_makes_visible (object *op)
1174{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1176 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1178 {
1179 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance.
1181 if (op->contr)
1182 op->make_noise ();
1183
1184 return 0;
1185 }
1186
1187 if (op->contr && op->contr->tmp_invis == 0)
1188 return 0;
1189
1190 /* If monsters, they should become visible */
1191 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1192 {
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1194 return 1;
1195 }
1196 }
1197
1198 return 0;
1366} 1199}
1367 1200
1368/* 1201/*
1369 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1370 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1371 * found object is returned. 1204 * found object is returned.
1372 */ 1205 */
1373object * 1206static object *
1374find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1375{ 1208{
1376 object *tmp = 0;
1377
1378 for (op = op->inv; op; op = op->below) 1209 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) 1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp);
1212
1213 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1215 if (object *arrow = find_arrow (tmp, type))
1216 {
1217 splay (tmp);
1382 return op; 1218 return arrow;
1219 }
1383 1220
1384 return tmp; 1221 return 0;
1385} 1222}
1386 1223
1387/* 1224/*
1388 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1225 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1389 * against the target. A full test is not performed, simply a basic test 1226 * against the target. A full test is not performed, simply a basic test
1390 * of resistances. The archer is making a quick guess at what he sees down 1227 * of resistances. The archer is making a quick guess at what he sees down
1391 * the hall. Failing that it does it's best to pick the highest plus arrow. 1228 * the hall. Failing that it does it's best to pick the highest plus arrow.
1392 */ 1229 */
1393object * 1230static object *
1394find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1395{ 1232{
1396 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1397 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1398 1235
1399 if (!type) 1236 if (!type)
1403 { 1240 {
1404 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1405 { 1242 {
1406 i = 0; 1243 i = 0;
1407 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1408 if (i > betterby) 1246 if (i > betterby)
1409 { 1247 {
1410 tmp = ntmp; 1248 tmp = ntmp;
1411 betterby = i; 1249 betterby = i;
1412 } 1250 }
1413 } 1251 }
1414 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1415 { 1253 {
1416 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1417 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1418 { 1256 {
1419 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1420 { 1258 {
1421 *better = 100; 1259 *better = 100;
1422 return arrow; 1260 return arrow;
1437 { 1275 {
1438 tmp = arrow; 1276 tmp = arrow;
1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1277 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1440 } 1278 }
1441 } 1279 }
1280
1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1443 { 1282 {
1444 tmp = arrow; 1283 tmp = arrow;
1445 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1446 } 1285 }
1286
1447 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1448 { 1288 {
1449 tmp = arrow; 1289 tmp = arrow;
1450 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1451 } 1291 }
1452 } 1292 }
1453 } 1293 }
1454 } 1294 }
1295
1455 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1456 return find_arrow (op, type); 1297 return find_arrow (op, type);
1457 1298
1458 *better = betterby; 1299 *better = betterby;
1459 return tmp; 1300 return tmp;
1463 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1464 * op = the shooter 1305 * op = the shooter
1465 * type = bow->race 1306 * type = bow->race
1466 * dir = fire direction 1307 * dir = fire direction
1467 */ 1308 */
1468object * 1309static object *
1469pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1470{ 1311{
1471 object *tmp = NULL; 1312 object *tmp = NULL;
1472 maptile *m; 1313 maptile *m;
1473 int i, mflags, found, number; 1314 int i, mflags, found, number;
1474 sint16 x, y; 1315 sint16 x, y;
1489 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1490 { 1331 {
1491 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1492 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1493 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1494 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1495 { 1337 {
1496 tmp = NULL; 1338 tmp = 0;
1497 break; 1339 break;
1498 } 1340 }
1499 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1341 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1500 { 1342 {
1501 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1502 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1503 */ 1345 */
1504 tmp = NULL; 1346 tmp = 0;
1505 break; 1347 break;
1506 } 1348 }
1349
1507 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1508 {
1509 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1510 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1511 {
1512 found++;
1513 break;
1514 }
1515 if (found)
1516 break; 1353 break;
1517 }
1518 } 1354 }
1519 if (tmp == NULL) 1355
1356 if (!tmp)
1520 return find_arrow (op, type); 1357 return find_arrow (op, type);
1521 1358
1522 if (tmp->head) 1359 if (tmp->head)
1523 tmp = tmp->head; 1360 tmp = tmp->head;
1524 1361
1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1565 return 0; 1402 return 0;
1566 } 1403 }
1567 1404
1568 // optimisation: move object to top so we will find it quickly again 1405 // optimisation: move object to top so we will find it quickly again
1569 if (bow->below) 1406 splay (bow);
1570 {
1571 bow->remove ();
1572 op->insert (bow);
1573 }
1574
1575 } 1407 }
1576 1408
1577 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1578 { 1410 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1605 } 1437 }
1606 1438
1607 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1608 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1609 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1610 arrow->destroy (); 1443 arrow->destroy ();
1611 return 0; 1444 return 0;
1612 } 1445 }
1613 1446
1614 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1615 arrow = get_split_ob (arrow, 1); 1448 arrow = arrow->split ();
1616 if (!arrow) 1449 if (!arrow)
1617 { 1450 {
1618 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1451 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1619 return 0; 1452 return 0;
1620 } 1453 }
1624 arrow->direction = dir; 1457 arrow->direction = dir;
1625 1458
1626 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1459 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1627 arrow->stats.hp = arrow->stats.dam; 1460 arrow->stats.hp = arrow->stats.dam;
1628 arrow->stats.grace = arrow->attacktype; 1461 arrow->stats.grace = arrow->attacktype;
1629 1462 arrow->custom_name = arrow->slaying;
1630 if (arrow->slaying)
1631 arrow->spellarg = strdup (arrow->slaying);
1632 1463
1633#if 0 1464#if 0
1634 if (player *pl = op->contr) 1465 if (player *pl = op->contr)
1635 { 1466 {
1636 float speed = pl->weapon_sp; 1467 float speed = pl->weapon_sp;
1682 1513
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1684 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1686 1517
1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1688 m->insert (arrow, sx, sy, op); 1519 m->insert (arrow, sx, sy, op);
1689 1520
1690 if (!arrow->destroyed ()) 1521 if (!arrow->destroyed ())
1691 move_arrow (arrow); 1522 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 1523
1701 return 1; 1524 return 1;
1702} 1525}
1703 1526
1704/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1706 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1707 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1708 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1709 * hence the function name. 1532 * hence the function name.
1710 */ 1533 */
1711int 1534static int
1712player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1713{ 1536{
1714 int ret = 0, wcmod = 0; 1537 int ret;
1715 1538
1716 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1717 { 1540 {
1718 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1541 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1719 } 1542 }
1720 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1543 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1721 { 1544 {
1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 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); 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1726 } 1547 }
1727 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1728 { 1549 {
1729 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);
1730 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1551 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1731 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1732 } 1553 }
1733 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1734 { 1555 {
1735 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1736 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1557 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1737 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1558 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1738 } 1559 }
1739 else 1560 else
1740 { 1561 {
1746} 1567}
1747 1568
1748/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1749 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1750 */ 1571 */
1751void 1572static void
1752fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1753{ 1574{
1754 object *item = op->contr->ranged_ob; 1575 object *item = op->contr->ranged_ob;
1755 1576
1756 if (!item) 1577 if (!item)
1770 1591
1771 if (item->type == WAND) 1592 if (item->type == WAND)
1772 { 1593 {
1773 if (item->stats.food <= 0) 1594 if (item->stats.food <= 0)
1774 { 1595 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1596 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)); 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777 1598
1778 return; 1599 return;
1779 } 1600 }
1780 } 1601 }
1781 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1782 { 1603 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1605
1606 // using the maximum of the rods charge allows at least one spell cast
1607 // for a rod or horn, this fixes some broken rods.
1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1784 { 1609 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1786 1611
1787 if (item->type == ROD) 1612 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)); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1789 else 1614 else
1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1793 } 1618 }
1794 } 1619 }
1795 1620
1796 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1797 { 1622 {
1798 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1623 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1624
1799 if (item->type == WAND) 1625 if (item->type == WAND)
1800 { 1626 {
1801 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
1802 { 1628 {
1803 object *tmp; 1629 object *tmp;
1807 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1808 item->face = item->arch->face; 1634 item->face = item->arch->face;
1809 item->set_speed (0); 1635 item->set_speed (0);
1810 } 1636 }
1811 1637
1812 if ((tmp = item->in_player ())) 1638 if (object *pl = item->visible_to ())
1813 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
1814 } 1640 }
1815 } 1641 }
1816 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
1817 drain_rod_charge (item); 1643 drain_rod_charge (item);
1818 } 1644 }
1823bool 1649bool
1824fire (object *op, int dir) 1650fire (object *op, int dir)
1825{ 1651{
1826 int spellcost = 0; 1652 int spellcost = 0;
1827 1653
1828 /* check for loss of invisiblity/hide */
1829 if (action_makes_visible (op))
1830 make_visible (op);
1831
1832 player *pl = op->contr; 1654 player *pl = op->contr;
1833 1655
1834 if (pl->golem) 1656 if (pl->golem)
1835 { 1657 {
1836 control_golem (op->contr->golem, dir); 1658 control_golem (op->contr->golem, dir);
1838 } 1660 }
1839 1661
1840 object *ob = pl->ranged_ob; 1662 object *ob = pl->ranged_ob;
1841 1663
1842 if (!ob) 1664 if (!ob)
1843 return false;
1844
1845 if (!op->change_weapon (ob))
1846 return false; 1665 return false;
1847 1666
1848 if (op->speed_left > 0.f) 1667 if (op->speed_left > 0.f)
1849 --op->speed_left; 1668 --op->speed_left;
1850 else 1669 else
1851 return false; 1670 return false;
1852 1671
1672 if (!op->change_weapon (ob))
1673 return false;
1674
1675 /* check for loss of invisiblity/hide */
1676 if (action_makes_visible (op))
1677 make_visible (op);
1678
1853 switch (ob->type) 1679 switch (ob->type)
1854 { 1680 {
1855 case BOW: 1681 case BOW:
1856 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1857 break; 1683 break;
1858 1684
1859 case SPELL: 1685 case SPELL:
1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1861 break; 1687 break;
1862 1688
1863 case BUILDER: 1689 case BUILDER:
1864 apply_map_builder (op, dir); 1690 apply_map_builder (op, dir);
1865 break; 1691 break;
1874 } 1700 }
1875 1701
1876 return true; 1702 return true;
1877} 1703}
1878 1704
1879/* find_key 1705static 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) 1706find_key_ (object *pl, object *container, object *door)
1891{ 1707{
1892 object *tmp, *key; 1708 object *tmp, *key;
1893 1709
1894 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1895 if (!container->inv) 1711 if (!container->inv)
1898 /* First, lets try to find a key in the top level inventory */ 1714 /* First, lets try to find a key in the top level inventory */
1899 for (tmp = container->inv; tmp; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1900 { 1716 {
1901 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1902 break; 1718 break;
1719
1903 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1904 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1905 */ 1722 */
1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1907 break; 1724 break;
1913 * a key, return 1730 * a key, return
1914 */ 1731 */
1915 if (!tmp) 1732 if (!tmp)
1916 { 1733 {
1917 for (tmp = container->inv; tmp; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 {
1919 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1920 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1921 {
1922 if ((key = find_key (pl, tmp, door))) 1737 if ((key = find_key_ (pl, tmp, door)))
1923 return key; 1738 return key;
1924 }
1925 }
1926 1739
1927 if (!tmp) 1740 if (!tmp)
1928 return NULL; 1741 return 0;
1929 } 1742 }
1930 1743
1931 /* We get down here if we have found a key. Now if its in a container, 1744 /* We get down here if we have found a key. Now if its in a container,
1932 * see if we actually want to use it 1745 * see if we actually want to use it
1933 */ 1746 */
1934 if (pl != container) 1747 if (pl != container)
1935 { 1748 {
1936 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1937 if (!pl->contr) 1750 if (!pl->contr)
1938 return NULL; 1751 return 0;
1752
1939 /* cases where this fails: 1753 /* cases where this fails:
1940 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1941 * are not in the players inventory. 1755 * are not in the players inventory.
1942 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1943 * containers can be used. 1757 * containers can be used.
1947 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1948 * 1762 *
1949 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1950 * all the others. 1764 * all the others.
1951 */ 1765 */
1952 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1953 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1954 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1955 { 1769 {
1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 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)); 1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1958 return NULL; 1772 return NULL;
1959 } 1773 }
1960 } 1774 }
1961 1775
1962 return tmp; 1776 return tmp;
1777}
1778
1779/* find_key
1780 * We try to find a key for the door as passed. If we find a key
1781 * and successfully use it, we return the key, otherwise NULL
1782 * This function merges both normal and locked door, since the logic
1783 * for both is the same - just the specific key is different.
1784 * pl is the player,
1785 * inv is the objects inventory to searched
1786 * door is the door we are trying to match against.
1787 * This function can be called recursively to search containers.
1788 */
1789object *
1790find_key (object *pl, object *container, object *door)
1791{
1792 if (door->slaying && is_match_expr (door->slaying))
1793 {
1794 // for match expressions, we try to find the key by applying the match
1795 // to the op itself, which is supposed to find the "key", instead
1796 // of searching through containers ourselves.
1797
1798 return match_one (door->slaying, container, door, pl, pl);
1799 }
1800 else
1801 return find_key_ (pl, container, door);
1963} 1802}
1964 1803
1965/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1966 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1967 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1979 /* If we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
1980 if (key) 1819 if (key)
1981 { 1820 {
1982 object *container = key->env; 1821 object *container = key->env;
1983 1822
1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
1986 if (action_makes_visible (op)) 1823 if (action_makes_visible (op))
1987 make_visible (op); 1824 make_visible (op);
1988 1825
1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 spring_trap (door->inv, op); 1827 spring_trap (door->inv, op);
1991 1828
1992 if (door->type == DOOR) 1829 if (door->type == DOOR)
1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1830 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
1995 { 1832 {
1996 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1833 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1835 }
1999 1836
2000 /* Do this after we print the message */ 1837 /* Do this after we print the message */
2001 decrease_ob (key); /* Use up one of the keys */ 1838 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 1839
2006 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
2007 } 1841 }
2008 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
2009 { 1843 {
2010 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1845 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2012 return 1; 1846 return 1;
2013 } 1847 }
2014 1848
2015 return 0; 1849 return 0;
2016} 1850}
2022 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2023 */ 1857 */
2024bool 1858bool
2025move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
2026{ 1860{
2027 int on_battleground; 1861 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1862 {
1863 --op->speed_left;
1864 return true;
1865 }
2028 1866
2029 sint16 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
2030 sint16 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
2031 1869
2032 on_battleground = op_on_battleground (op, 0, 0);
2033
2034 if (out_of_map (op->map, nx, ny)) 1870 if (out_of_map (op->map, nx, ny))
2035 return false; 1871 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 1872
2043 /* If braced, or can't move to the square, and it is not out of the 1873 /* 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 1874 * 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 1875 * 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 1876 * player. This is a pretty nasty hack, because if we could
2103 1933
2104 if (op->speed_left > 0.f) 1934 if (op->speed_left > 0.f)
2105 { 1935 {
2106 --op->speed_left; 1936 --op->speed_left;
2107 1937
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1938 op->play_sound (sound_find ("push_player"));
2109 push_ob (mon, dir, op); 1939 push_ob (mon, dir, op);
2110 1940
2111 if (op->contr->tmp_invis || op->hide) 1941 if (action_makes_visible (op))
2112 make_visible (op); 1942 make_visible (op);
2113 1943
2114 return true; 1944 return true;
2115 } 1945 }
2116 else 1946 else
2117 return false; 1947 return false;
2118 } 1948 }
1949
1950 bool on_battleground = op_on_battleground (op, 0, 0);
2119 1951
2120 /* in certain circumstances, you shouldn't attack friendly 1952 /* in certain circumstances, you shouldn't attack friendly
2121 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
2122 * someone, but put it inside this loop so that you won't 1954 * someone, but put it inside this loop so that you won't
2123 * attack them either. 1955 * attack them either.
2132 { 1964 {
2133 --op->speed_left; 1965 --op->speed_left;
2134 1966
2135 if (!op->contr->braced) 1967 if (!op->contr->braced)
2136 { 1968 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1969 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 1970 push_ob (mon, dir, op);
2139 } 1971 }
2140 else 1972 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 1973 op->statusmsg ("You withhold your attack");
2142 1974
2143 if (op->contr->tmp_invis || op->hide) 1975 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2144 make_visible (op); 1976 make_visible (op);
2145 1977
2146 return true; 1978 return true;
2147 } 1979 }
2148 } 1980 }
2188} 2020}
2189 2021
2190bool 2022bool
2191move_player (object *op, int dir) 2023move_player (object *op, int dir)
2192{ 2024{
2193 int pick;
2194
2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2196 return 0; 2026 return 0;
2197 2027
2198 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2199 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
2200 { 2030 {
2201 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2202 return 0; 2032 return 0;
2203 } 2033 }
2204 2034
2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2207 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2037 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2208 2038
2209 op->facing = dir; 2039 op->facing = dir;
2210 2040
2211 if (op->hide) 2041 if (op->flag [FLAG_HIDDEN])
2212 do_hidden_move (op); 2042 do_hidden_move (op);
2213 2043
2214 bool retval; 2044 bool retval;
2045 int pick = 0;
2215 2046
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 retval = RESULT_INT (0); 2048 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on) 2049 else if (op->contr->fire_on)
2219 retval = fire (op, dir); 2050 retval = fire (op, dir);
2276 return move_player (op, op->direction); 2107 return move_player (op, op->direction);
2277 2108
2278 return false; 2109 return false;
2279} 2110}
2280 2111
2281int 2112static int
2282save_life (object *op) 2113save_life (object *op)
2283{ 2114{
2284 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2285 return 0; 2116 return 0;
2286 2117
2287 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2118 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2119 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2289 { 2120 {
2290 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2121 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)); 2122 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 2123
2296 tmp->destroy (); 2124 tmp->destroy ();
2297 CLEAR_FLAG (op, FLAG_LIFESAVE); 2125 CLEAR_FLAG (op, FLAG_LIFESAVE);
2298 2126
2299 if (op->stats.hp < 0) 2127 if (op->stats.hp < 0)
2312 return 0; 2140 return 0;
2313} 2141}
2314 2142
2315/* This goes throws the inventory and removes unpaid objects, and puts them 2143/* 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 2144 * 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 2145 * function will descend into containers. op is the object to start the search
2318 * from. 2146 * from.
2319 */ 2147 */
2148static void
2149drop_unpaid_items (object *op, object *env)
2150{
2151 while (op)
2152 {
2153 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2154
2155 if (QUERY_FLAG (op, FLAG_UNPAID))
2156 op->insert_at (env);
2157 else if (op->inv)
2158 drop_unpaid_items (op->inv, env);
2159
2160 op = next;
2161 }
2162}
2163
2320void 2164void
2321remove_unpaid_objects (object *op, object *env) 2165object::drop_unpaid_items ()
2322{ 2166{
2323 while (op) 2167 if (!flag [FLAG_REMOVED])
2324 { 2168 ::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} 2169}
2383 2170
2384void 2171void
2385do_some_living (object *op) 2172do_some_living (object *op)
2386{ 2173{
2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2225 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2439 else 2226 else
2440 { 2227 {
2441 gen_grace = op->stats.maxgrace; 2228 gen_grace = op->stats.maxgrace;
2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2229 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 } 2230 }
2486 2231
2487 /* Regenerate Grace */ 2232 /* Regenerate Grace */
2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2233 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2489 if (--op->last_grace < 0) 2234 if (--op->last_grace < 0)
2510 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2255 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2256 }
2512 /* wearing stuff doesn't detract from grace generation. */ 2257 /* wearing stuff doesn't detract from grace generation. */
2513 } 2258 }
2514 2259
2260 if (op->stats.food > 0)
2261 {
2515 /* Regenerate Hit Points */ 2262 /* Regenerate Spell Points */
2516 if (--op->last_heal < 0) 2263 if (!op->contr->golem && --op->last_sp < 0)
2517 {
2518 if (op->stats.hp < op->stats.maxhp)
2519 { 2264 {
2520 op->stats.hp++; 2265 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2521 /* dms do not consume food */ 2266
2522 if (!QUERY_FLAG (op, FLAG_WIZ)) 2267 if (op->stats.sp < op->stats.maxsp)
2523 { 2268 {
2269 op->stats.sp++;
2270
2271 /* dms do not consume food */
2272 if (!QUERY_FLAG (op, FLAG_WIZ))
2273 {
2524 op->stats.food--; 2274 op->stats.food--;
2275
2525 if (op->contr->digestion < 0) 2276 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion; 2277 op->stats.food += op->contr->digestion;
2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2278 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food = last_food; 2279 op->stats.food = last_food;
2280 }
2529 } 2281 }
2530 }
2531 2282
2532 if (max_hp > 1) 2283 if (max_sp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535 if (over_hp > 0)
2536 { 2284 {
2537 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2285 over_sp = (gen_sp + 10) / rate_sp;
2286 if (over_sp > 0)
2287 {
2288 if (op->stats.sp < op->stats.maxsp)
2289 {
2290 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2291
2292 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2293 op->stats.sp--;
2294
2295 if (op->stats.sp > op->stats.maxsp)
2296 op->stats.sp = op->stats.maxsp;
2297 }
2298
2538 op->last_heal = 0; 2299 op->last_sp = 0;
2300 }
2301 else
2302 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2539 } 2303 }
2540 else 2304 else
2305 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2306 }
2307
2308 /* Regenerate Hit Points */
2309 if (--op->last_heal < 0)
2310 {
2311 if (op->stats.hp < op->stats.maxhp)
2541 { 2312 {
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2313 op->stats.hp++;
2314
2315 /* dms do not consume food */
2316 if (!QUERY_FLAG (op, FLAG_WIZ))
2317 {
2318 op->stats.food--;
2319
2320 if (op->contr->digestion < 0)
2321 op->stats.food += op->contr->digestion;
2322 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2323 op->stats.food = last_food;
2324 }
2543 } 2325 }
2326
2327 if (max_hp > 1)
2328 {
2329 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2330
2331 if (over_hp > 0)
2332 {
2333 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2334 op->last_heal = 0;
2335 }
2336 else
2337 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2544 } 2338 }
2545 else 2339 else
2546 {
2547 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2340 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2548 } 2341 }
2549 } 2342 }
2550 2343
2551 /* Digestion */ 2344 /* Digestion */
2552 if (--op->last_eat < 0) 2345 if (--op->last_eat < 0)
2553 { 2346 {
2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2347 int bonus = max (0, op->contr->digestion),
2348 penalty = max (0, -op->contr->digestion);
2555 2349
2556 if (op->contr->gen_hp > 0)
2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2350 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 2351
2561 /* dms do not consume food */ 2352 /* dms do not consume food */
2562 if (!QUERY_FLAG (op, FLAG_WIZ)) 2353 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 op->stats.food--; 2354 op->stats.food--;
2564 } 2355 }
2565 2356
2566 if (op->stats.food < 0 && op->stats.hp >= 0) 2357 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 { 2358 {
2568 object *tmp, *flesh = 0; 2359 object *flesh = 0;
2569 2360
2570 for (tmp = op->inv; tmp; tmp = tmp->below) 2361 for_inv_removable (op, tmp)
2571 { 2362 {
2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2363 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2364 continue;
2365
2366 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 { 2367 {
2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2368 op->statusmsg ("You blindly grab for a bite of food. "
2575 { 2369 "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); 2370 manual_apply (op, tmp, 0);
2371
2578 if (op->stats.food >= 0 || op->stats.hp < 0) 2372 if (op->stats.food >= 0 || op->stats.hp < 0)
2579 break; 2373 break;
2580 } 2374 }
2581 else if (tmp->type == FLESH) 2375 else if (tmp->type == FLESH)
2582 flesh = tmp; 2376 flesh = tmp;
2583 } /* End if paid for object */ 2377 }
2584 } /* end of for loop */
2585 2378
2586 /* If player is still starving, it means they don't have any food, so 2379 /* If player is still starving, it means they don't have any food, so
2587 * eat flesh instead. 2380 * eat flesh instead.
2588 */ 2381 */
2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2382 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2590 { 2383 {
2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2384 op->statusmsg ("You blindly grab for a bite of food. "
2385 "H<To prevent you from starving, you ate some random item from your backpack.>");
2592 manual_apply (op, flesh, 0); 2386 manual_apply (op, flesh, 0);
2593 } 2387 }
2388
2389 // If player is still starving, alert him!
2390 if (op->stats.food < 0)
2391 op->failmsg ("You are starving! "
2392 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2393 }
2394
2395 if (op->stats.food < 0)
2594 } 2396 {
2397 op->stats.hp += op->stats.food;
2398 op->stats.food = 0;
2595 2399
2596 while (op->stats.food < 0 && op->stats.hp >= 0) 2400 if (op->stats.hp < 0)
2597 op->stats.food++, op->stats.hp--; 2401 {
2402 op->contr->killer = archetype::get ("killer_starvation");
2403 op->contr->killer->destroy ();
2404 }
2405 }
2598 2406
2407 /* killer should be set here already */
2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2408 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2600 kill_player (op); 2409 kill_player (op);
2601 } 2410 }
2602} 2411}
2603 2412
2607 * file. 2416 * file.
2608 */ 2417 */
2609void 2418void
2610kill_player (object *op) 2419kill_player (object *op)
2611{ 2420{
2612 char buf[MAX_BUF];
2613 int x, y; 2421 int x, y;
2614
2615 //int i;
2616 maptile *map; /* this is for resurrection */ 2422 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; 2423 int will_kill_again;
2624 archetype *at; 2424 archetype *at;
2625 object *tmp; 2425 object *tmp;
2626 2426
2627 if (save_life (op)) 2427 if (save_life (op))
2628 return; 2428 return;
2629 2429
2430 dynbuf_text deathtab;
2431
2432 /* restore player */
2433 at = archetype::find (shstr_poisoning);
2434 if (object *tmp = present_arch_in_ob (at, op))
2435 {
2436 tmp->destroy ();
2437 deathtab << "Your body feels cleansed...\r";
2438 }
2439
2440 at = archetype::find (shstr_confusion);
2441 if (object *tmp = present_arch_in_ob (at, op))
2442 {
2443 tmp->destroy ();
2444 deathtab << "Your mind feels clearer...\r";
2445 }
2446
2447 cure_disease (op, 0, 0); /* remove any disease */
2448
2449 max_it (op->stats.hp , op->stats.maxhp);
2450 max_it (op->stats.sp , op->stats.maxsp);
2451 max_it (op->stats.grace, op->stats.maxgrace);
2452
2453 if (op->stats.food <= 0)
2454 op->stats.food = 999;
2455
2456 // remove all spell effects that are active
2457 // to avoid long-term effects such as word-of-recall
2458 for (object *item = op->inv; item; )
2459 {
2460 object *next = item->below;
2461
2462 if (item->type == SPELL_EFFECT && item->active)
2463 item->destroy ();
2464
2465 item = next;
2466 }
2630 2467
2631 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2468 /* 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. 2469 * in cities ONLY!!! It is very important that this doesn't get abused.
2633 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2634 */ 2471 */
2635 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2636 { 2473 {
2637 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2474 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 2475
2660 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2661 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2662 { 2478
2663 sprintf (buf, "%s's finger", &op->name); 2479 tmp->name = format ("%s's finger" , &op->name);
2664 tmp->name = buf; 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2665 sprintf (buf, " This finger has been cut off %s\n" 2481 tmp->msg = format (
2666 " the %s, when he was defeated at\n level %d by %s.\n", 2482 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2483 &op->name, op->contr->title,
2668 tmp->msg = buf; 2484 (int)op->level,
2485 op->contr->killer_name ()
2486 );
2669 tmp->value = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2670 tmp->materialname = "organics"; 2488 tmp->material = name_to_material (shstr_organic);
2671 tmp->insert_at (op, tmp); 2489 tmp->insert_at (op, tmp);
2672 }
2673 2490
2674 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2675 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2676 op->contr->braced = 0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2677 return; 2496 return;
2678 } 2497 }
2679 2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2501
2680 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
2681 2503
2682 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
2683 2505
2684 if (op->stats.food < 0) 2506 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 2507
2694 /* save the map location for corpse, gravestone */ 2508 /* save the map location for corpse, gravestone */
2695 x = op->x; 2509 x = op->x;
2696 y = op->y; 2510 y = op->y;
2697 map = op->map; 2511 map = op->map;
2725 2539
2726 lost_a_stat = 0; 2540 lost_a_stat = 0;
2727 2541
2728 for (z = 0; z < num_stats_lose; z++) 2542 for (z = 0; z < num_stats_lose; z++)
2729 { 2543 {
2730 i = RANDOM () % NUM_STATS; 2544 i = rndm (NUM_STATS);
2731 2545
2732 if (settings.stat_loss_on_death) 2546 if (settings.stat_loss_on_death)
2733 { 2547 {
2734 /* Pick a random stat and take a point off it. Tell the player 2548 /* Pick a random stat and take a point off it. Tell the player
2735 * what he lost. 2549 * what he lost.
2742 lost_a_stat = 1; 2556 lost_a_stat = 1;
2743 } 2557 }
2744 else 2558 else
2745 { 2559 {
2746 /* deplete a stat */ 2560 /* deplete a stat */
2747 archetype *deparch = archetype::find ("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2748 object *dep; 2562 object *dep;
2749 2563
2750 dep = present_arch_in_ob (deparch, op); 2564 dep = present_arch_in_ob (deparch, op);
2751 if (!dep) 2565 if (!dep)
2752 { 2566 {
2753 dep = arch_to_object (deparch); 2567 dep = deparch->instance ();
2754 insert_ob_in_ob (dep, op); 2568 insert_ob_in_ob (dep, op);
2755 } 2569 }
2756 lose_this_stat = 1; 2570 lose_this_stat = 1;
2757 if (settings.balanced_stat_loss) 2571 if (settings.balanced_stat_loss)
2758 { 2572 {
2786 } 2600 }
2787 } 2601 }
2788 2602
2789 if (lose_this_stat) 2603 if (lose_this_stat)
2790 { 2604 {
2791 this_stat = get_attr_value (&(dep->stats), i); 2605 this_stat = get_attr_value (&dep->stats, i);
2792 /* We could try to do something clever like find another 2606 /* We could try to do something clever like find another
2793 * stat to reduce if this fails. But chances are, if 2607 * stat to reduce if this fails. But chances are, if
2794 * stats have been depleted to -50, all are pretty low 2608 * stats have been depleted to -50, all are pretty low
2795 * and should be roughly the same, so it shouldn't make a 2609 * and should be roughly the same, so it shouldn't make a
2796 * difference. 2610 * difference.
2804 lost_a_stat = 1; 2618 lost_a_stat = 1;
2805 } 2619 }
2806 } 2620 }
2807 } 2621 }
2808 } 2622 }
2623
2809 /* If no stat lost, tell the player. */ 2624 /* If no stat lost, tell the player. */
2810 if (!lost_a_stat) 2625 if (!lost_a_stat)
2811 { 2626 {
2812 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
2813 Should I be using something else? GD */ 2628 Should I be using something else? GD */
2814 const char *god = determine_god (op); 2629 shstr_tmp god = determine_god (op);
2815 2630
2816 if (god && (strcmp (god, "none"))) 2631 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); 2632 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2818 else 2633 else
2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2634 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2820 } 2635 }
2821#else 2636#else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2637 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2823#endif 2638#endif
2824 2639
2825 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2826 * exp loss on the stone. 2641 * exp loss on the stone.
2827 */ 2642 */
2828 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2829 sprintf (buf, "%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2830 tmp->name = buf; 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2831 sprintf (buf, "%s's gravestones", &op->name); 2646 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2832 tmp->name_pl = buf; 2647 &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; 2648 tmp->x = op->x, tmp->y = op->y;
2836 insert_ob_in_map (tmp, op->map, NULL, 0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
2837 2650
2838 /**************************************/ 2651 /**************************************/
2839 /* */ 2652 /* */
2840 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
2841 /* if we died cause of food, give us */
2842 /* food, and reset HP's... */
2843 /* */ 2654 /* */
2844 /**************************************/ 2655 /**************************************/
2845 2656
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)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
2868 apply_death_exp_penalty (op); 2658 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 2659
2875 /* 2660 /*
2876 * Check to see if the player has any unpaid items. If so, remove them 2661 * Check to see if the player has any unpaid items. If so, remove them
2877 * and put them back in the map. 2662 * and put them back in the map.
2878 */ 2663 */
2879 remove_unpaid_objects (op->inv, op); 2664 op->drop_unpaid_items ();
2880 2665
2881 /****************************************/ 2666 /****************************************/
2882 /* */ 2667 /* */
2883 /* Move player to his current respawn- */ 2668 /* Move player to his current respawn- */
2884 /* position (usually last savebed) */ 2669 /* position (usually last savebed) */
2913 if (will_kill_again & (1 << at)) 2698 if (will_kill_again & (1 << at))
2914 force->resist[at] = 100; 2699 force->resist[at] = 100;
2915 2700
2916 insert_ob_in_ob (force, op); 2701 insert_ob_in_ob (force, op);
2917 op->update_stats (); 2702 op->update_stats ();
2918
2919 } 2703 }
2920 2704
2921 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2922} 2706}
2923 2707
2924void 2708static void
2925loot_object (object *op) 2709loot_object (object *op)
2926{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
2927 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
2928 2712
2929 op->close_container (); /* close open sack first */ 2713 op->close_container (); /* close open sack first */
2943 2727
2944 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2728 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2945 { 2729 {
2946 if (tmp->nrof > 1) 2730 if (tmp->nrof > 1)
2947 { 2731 {
2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2732 tmp->decrease (rndm (1, tmp->nrof - 1));
2949 tmp2->destroy ();
2950 insert_ob_in_map (tmp, op->map, NULL, 0); 2733 insert_ob_in_map (tmp, op->map, NULL, 0);
2951 } 2734 }
2952 else 2735 else
2953 tmp->destroy (); 2736 tmp->destroy ();
2954 } 2737 }
2961 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
2962 * what needs to be fixed. Refresh windows and fix speed if anything 2745 * what needs to be fixed. Refresh windows and fix speed if anything
2963 * was changed. 2746 * was changed.
2964 */ 2747 */
2965void 2748void
2966fix_weight (void) 2749fix_weight ()
2967{ 2750{
2968 for_all_players (pl) 2751 for_all_players (pl)
2969 { 2752 {
2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2753 sint32 old = pl->ob->carrying;
2971 2754
2972 if (old == sum) 2755 pl->ob->update_weight ();
2973 continue; 2756
2757 if (old != pl->ob->carrying)
2758 {
2974 pl->ob->update_stats (); 2759 pl->ob->update_stats ();
2975 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2760 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2761 }
2976 } 2762 }
2977} 2763}
2978 2764
2979void 2765void
2980fix_luck (void) 2766fix_luck ()
2981{ 2767{
2982 for_all_players (pl) 2768 for_all_players (pl)
2983 if (!pl->ob->contr->ns->state) 2769 if (!pl->ob->contr->ns->state)
2984 pl->ob->change_luck (0); 2770 pl->ob->change_luck (0);
2985} 2771}
3022} 2808}
3023 2809
3024void 2810void
3025make_visible (object *op) 2811make_visible (object *op)
3026{ 2812{
3027 op->hide = 0; 2813 op->flag [FLAG_HIDDEN] = 0;
3028 op->invisible = 0; 2814 op->invisible = 0;
2815
3029 if (op->type == PLAYER) 2816 if (op->type == PLAYER)
3030 { 2817 {
3031 op->contr->tmp_invis = 0; 2818 op->contr->tmp_invis = 0;
3032 op->contr->invis_race = 0; 2819 op->contr->invis_race = 0;
3033 } 2820 }
3046 2833
3047/* look at the surrounding terrain to determine 2834/* look at the surrounding terrain to determine
3048 * the hideability of this object. Positive levels 2835 * the hideability of this object. Positive levels
3049 * indicate greater hideability. 2836 * indicate greater hideability.
3050 */ 2837 */
3051
3052int 2838int
3053hideability (object *ob) 2839hideability (object *ob)
3054{ 2840{
3055 int i, level = 0, mflag; 2841 int i, level = 0, mflag;
3056 sint16 x, y; 2842 sint16 x, y;
3057 2843
3058 if (!ob || !ob->map) 2844 if (!ob || !ob->map)
3059 return 0; 2845 return 0;
3060 2846
3061 /* so, on normal lighted maps, its hard to hide */ 2847 /* so, on normal lighted maps, its hard to hide */
3062 level = ob->map->darkness - 2; 2848 level = ob->map->darklevel () - 2;
3063 2849
3064 /* this also picks up whether the object is glowing. 2850 /* this also picks up whether the object is glowing.
3065 * If you carry a light on a non-dark map, its not 2851 * If you carry a light on a non-dark map, its not
3066 * as bad as carrying a light on a pitch dark map */ 2852 * as bad as carrying a light on a pitch dark map */
3067 if (has_carried_lights (ob)) 2853 if (ob->has_carried_lights ())
3068 level = -(10 + (2 * ob->map->darkness)); 2854 level = -(10 + (2 * ob->map->darklevel ()));
3069 2855
3070 /* scan through all nearby squares for terrain to hide in */ 2856 /* 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]) 2857 for (i = 0, x = ob->x, y = ob->y;
2858 i <= SIZEOFFREE1;
2859 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3072 { 2860 {
3073 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2861 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3074 if (mflag & P_OUT_OF_MAP) 2862 if (mflag & P_OUT_OF_MAP)
3075 {
3076 continue; 2863 continue;
3077 } 2864
3078 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2865 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3079 level += 2; 2866 level += 2;
3080 else /* open terrain! */ 2867 else /* open terrain! */
3081 level -= 1; 2868 level -= 1;
3082 } 2869 }
3093 * spot (surrounded by clear terrain in broad daylight). -b.t. 2880 * spot (surrounded by clear terrain in broad daylight). -b.t.
3094 */ 2881 */
3095void 2882void
3096do_hidden_move (object *op) 2883do_hidden_move (object *op)
3097{ 2884{
3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2885 int hide = 0;
3099 object *skop;
3100 2886
3101 if (!op || !op->map) 2887 if (!op || !op->map)
3102 return; 2888 return;
3103 2889
3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2890 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2891 int num = random_roll (0, 19, op, PREFER_LOW);
3105 2892
3106 /* its *extremely* hard to run and sneak/hide at the same time! */ 2893 /* its *extremely* hard to run and sneak/hide at the same time! */
3107 if (op->type == PLAYER && op->contr->run_on) 2894 if (op->type == PLAYER && op->contr->run_on)
3108 if (!skop || num >= skop->level) 2895 if (!skop || num >= skop->level)
3109 { 2896 {
3119 num -= hide; 2906 num -= hide;
3120 2907
3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2908 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3122 { 2909 {
3123 make_visible (op); 2910 make_visible (op);
2911
3124 if (op->type == PLAYER) 2912 if (op->type == PLAYER)
3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2913 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3126 } 2914 }
3127 else if (op->type == PLAYER && skop) 2915 else if (op->type == PLAYER && skop)
3128 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2916 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3181 * object op. This function works fine for monsters, 2969 * object op. This function works fine for monsters,
3182 * but we dont worry if the object isnt the top one in 2970 * but we dont worry if the object isnt the top one in
3183 * a pile (say a coin under a table would return "viewable" 2971 * a pile (say a coin under a table would return "viewable"
3184 * by this routine). Another question, should we be 2972 * by this routine). Another question, should we be
3185 * concerned with the direction the player is looking 2973 * concerned with the direction the player is looking
3186 * in? Realistically, most of use cant see stuff behind 2974 * in? Realistically, most of us can't see stuff behind
3187 * our backs...on the other hand, does the "facing" direction 2975 * our backs...on the other hand, does the "facing" direction
3188 * imply the way your head, or body is facing? Its possible 2976 * 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. 2977 * for them to differ. Sigh, this fctn could get a bit more complex.
3190 * -b.t. 2978 * -b.t.
3191 * This function is now map tiling safe. 2979 * This function is now map tiling safe.
3192 */ 2980 */
3193
3194int 2981int
3195player_can_view (object *pl, object *op) 2982player_can_view (object *pl, object *op)
3196{ 2983{
3197 rv_vector rv; 2984 rv_vector rv;
3198 int dx, dy; 2985 int dx, dy;
3210 2997
3211 get_rangevector (pl, op, &rv, 0x1); 2998 get_rangevector (pl, op, &rv, 0x1);
3212 2999
3213 /* starting with the 'head' part, lets loop 3000 /* starting with the 'head' part, lets loop
3214 * through the object and find if it has any 3001 * through the object and find if it has any
3215 * part that is in the los array but isnt on 3002 * part that is in the los array but isn't on
3216 * a blocked los square. 3003 * a blocked los square.
3217 * we use the archetype to figure out offsets. 3004 * we use the archetype to figure out offsets.
3218 */ 3005 */
3219 while (op) 3006 while (op)
3220 { 3007 {
3221 dx = rv.distance_x + op->arch->x; 3008 dx = rv.distance_x + op->arch->x;
3222 dy = rv.distance_y + op->arch->y; 3009 dy = rv.distance_y + op->arch->y;
3223 3010
3224 /* only the viewable area the player sees is updated by LOS 3011 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; 3012 return 1;
3013
3232 op = op->more; 3014 op = op->more;
3233 } 3015 }
3234 return 0;
3235}
3236 3016
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; 3017 return 0;
3263} 3018}
3264 3019
3265/* op_on_battleground - checks if the given object op (usually 3020/* op_on_battleground - checks if the given object op (usually
3266 * a player) is standing on a valid battleground-tile, 3021 * 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 3026 * Default is to do the same as before, so only people wanting to have different points need worry about this
3272 */ 3027 */
3273int 3028int
3274op_on_battleground (object *op, int *x, int *y) 3029op_on_battleground (object *op, int *x, int *y)
3275{ 3030{
3276 object *tmp;
3277
3278 /* A battleground-tile needs the following attributes to be valid: 3031 /* 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), 3032 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3280 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3033 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3281 * and the exit-coordinates sp/hp must both be > 0. 3034 * and the exit-coordinates sp/hp must both be > 0.
3282 * => The intention here is to prevent abuse of the battleground- 3035 * => The intention here is to prevent abuse of the battleground-
3283 * feature (like pickable or hidden battleground tiles). */ 3036 * feature (like pickable or hidden battleground tiles). */
3284 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3037 for (object *tmp = op->below; tmp; tmp = tmp->below)
3285 { 3038 {
3286 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3039 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3287 { 3040 {
3288 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3041 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3289 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3042 && tmp->type == BATTLEGROUND
3043 && tmp->name == shstr_battleground
3044 && EXIT_X (tmp) && EXIT_Y (tmp))
3290 { 3045 {
3291 /*before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3292 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3047 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3293 {
3294 object *invtmp;
3295
3296 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3049 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3297 { 3050 {
3298 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3299 {
3300 if (x != NULL && y != NULL) 3051 if (x && y)
3301 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3053
3302 return 1; 3054 return 1;
3303 }
3304 } 3055 }
3305 } 3056
3306 if (x != NULL && y != NULL) 3057 if (x && y)
3307 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3059
3308 return 1; 3060 return 1;
3309 } 3061 }
3310 } 3062 }
3311 } 3063 }
3064
3312 /* If we got here, did not find a battleground */ 3065 /* If we got here, did not find a battleground */
3313 return 0; 3066 return 0;
3314} 3067}
3315 3068
3316/* 3069/*
3332 char buf[MAX_BUF]; /* tmp. string buffer */ 3085 char buf[MAX_BUF]; /* tmp. string buffer */
3333 int i = 0, j = 0; 3086 int i = 0, j = 0;
3334 3087
3335 /* get the appropriate treasurelist */ 3088 /* get the appropriate treasurelist */
3336 if (atnr == ATNR_FIRE) 3089 if (atnr == ATNR_FIRE)
3337 trlist = treasurelist::find ("dragon_ability_fire"); 3090 trlist = treasurelist::find (shstr_dragon_ability_fire);
3338 else if (atnr == ATNR_COLD) 3091 else if (atnr == ATNR_COLD)
3339 trlist = treasurelist::find ("dragon_ability_cold"); 3092 trlist = treasurelist::find (shstr_dragon_ability_cold);
3340 else if (atnr == ATNR_ELECTRICITY) 3093 else if (atnr == ATNR_ELECTRICITY)
3341 trlist = treasurelist::find ("dragon_ability_elec"); 3094 trlist = treasurelist::find (shstr_dragon_ability_elec);
3342 else if (atnr == ATNR_POISON) 3095 else if (atnr == ATNR_POISON)
3343 trlist = treasurelist::find ("dragon_ability_poison"); 3096 trlist = treasurelist::find (shstr_dragon_ability_poison);
3344 3097
3345 if (trlist == NULL || who->type != PLAYER) 3098 if (trlist == NULL || who->type != PLAYER)
3346 return; 3099 return;
3347 3100
3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3101 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3421 { 3174 {
3422 /* forces in the treasurelist can alter the player's stats */ 3175 /* forces in the treasurelist can alter the player's stats */
3423 object *skin; 3176 object *skin;
3424 3177
3425 /* first get the dragon skin force */ 3178 /* 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) 3179 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3428 ; 3180 ;
3429 3181
3430 if (!skin) 3182 if (!skin)
3431 return; 3183 return;
3432 3184
3465 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3466 } 3218 }
3467 else 3219 else
3468 { 3220 {
3469 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3470 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3471 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3223 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); 3224 who->insert (tmp);
3473 if (who->type == PLAYER)
3474 esrv_send_item (who, tmp);
3475 } 3225 }
3476} 3226}
3477 3227
3478/** 3228/**
3479 * Unready an object for a player. This function does nothing if the object was 3229 * Unready an object for a player. This function does nothing if the object was
3490 3240
3491 if (pl->ranged_ob == ob) 3241 if (pl->ranged_ob == ob)
3492 pl->ranged_ob = 0; 3242 pl->ranged_ob = 0;
3493} 3243}
3494 3244
3245//-GPL
3246
3495sint8 3247sint8
3496player::visibility_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3497{ 3249{
3498 if (!ns) 3250 if (!ns)
3499 return 0; 3251 return LOS_BLOCKED;
3500 3252
3501 int dx, dy; 3253 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0; 3255 return LOS_BLOCKED;
3504 3256
3505 x += dx - ns->current_x + ns->mapx / 2; 3257 x += dx - ns->current_x;
3506 y += dy - ns->current_y + ns->mapy / 2; 3258 y += dy - ns->current_y;
3507 3259
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]; 3260 return blocked_los (x, y);
3512} 3261}
3262
3263void
3264player::infobox (const char *title, const char *msg, int color)
3265{
3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3267}
3268
3269void
3270player::statusmsg (const char *msg, int color)
3271{
3272 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3273}
3274
3275void
3276player::failmsg (const char *msg, int color)
3277{
3278 play_sound (sound_find ("generic_failure"));
3279 statusmsg (msg, color);
3280}
3281

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