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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 1.260 by root, Fri Apr 2 03:41:25 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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;
141 ob->flag [FLAG_READY_RANGE] = false;
251 ob->flag [FLAG_READY_BOW] = false; 142 ob->flag [FLAG_READY_BOW] = false;
252 143
253 for (object *op = ob->inv; op; op = op->below) 144 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED]) 145 if (op->flag [FLAG_APPLIED])
255 switch (op->type) 146 switch (op->type)
256 { 147 {
257 case SKILL: 148 case SKILL:
258 ob->flag [FLAG_APPLIED] = false; 149 op->flag [FLAG_APPLIED] = false;
259 break; 150 break;
260 151
152 case SPELL:
261 case WAND: 153 case WAND:
262 case ROD: 154 case ROD:
263 case HORN: 155 case HORN:
264 case BOW: 156 case BOW:
157 case RANGED:
265 ranged_ob = op; 158 ranged_ob = op;
159 op->flag [FLAG_APPLIED] = false;
266 break; 160 break;
267 161
268 case WEAPON: 162 case WEAPON:
269 combat_ob = op; 163 combat_ob = op;
164 op->flag [FLAG_APPLIED] = false;
270 break; 165 break;
271 } 166 }
272 167
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 168 ob->update_stats (); // we unapplied stuff above
274 ob->update_stats ();
275 169
276 ns->floorbox_update (); 170 ob->current_weapon = 0;
277 esrv_send_inventory (ob, ob); 171 if (object *item = combat_ob ? combat_ob : ranged_ob)
278 esrv_add_spells (this, 0); 172 ob->apply (item);
279 173
280 activate (); 174 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285 175
286 INVOKE_PLAYER (CONNECT, this); 176 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this); 177 INVOKE_PLAYER (LOGIN, this);
288} 178}
289 179
290void 180void
291player::disconnect () 181player::disconnect ()
292{ 182{
183 if (ob)
184 {
185 ob->close_container (); //TODO: client-specific
186 ob->drop_unpaid_items ();
187 }
188
293 if (ns) 189 if (ns)
294 { 190 {
295 if (active) 191 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 192 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 193
300 ns->reset_stats (); 196 ns->reset_stats ();
301 ns->pl = 0; 197 ns->pl = 0;
302 ns = 0; 198 ns = 0;
303 } 199 }
304 200
305 if (ob) 201 // this is important for the player scheduler to get the correct refcount
306 ob->close_container (); //TODO: client-specific 202 // when ns = 0
307 203 observe = viewpoint = ob;
308 observe = ob;
309 204
310 deactivate (); 205 deactivate ();
311} 206}
207
208//-GPL
312 209
313// the need for this function can be explained 210// the need for this function can be explained
314// by load_object not returning the object 211// by load_object not returning the object
315void 212void
316player::set_object (object *op) 213player::set_object (object *op)
317{ 214{
318 ob = observe = op; 215 ob = observe = viewpoint = op;
319 ob->contr = this; /* this aren't yet in archetype */ 216 ob->contr = this; /* this aren't yet in archetype */
320 217
321 ob->speed = 1.0f; 218 ob->speed = 1.0f;
322 ob->speed_left = 0.5f; 219 ob->speed_left = 0.5f;
323 220
324 ob->direction = 5; /* So player faces south */ 221 ob->direction = 5; /* So player faces south */
325} 222}
326 223
327void 224void
328player::set_observe (object *op) 225player::set_observe (object *op)
329{ 226{
330 observe = op ? op : ob; 227 observe = viewpoint = op ? op : ob;
331 do_los = 1; 228 do_los = 1;
332} 229}
230
231void
232player::set_viewpoint (object *op)
233{
234 viewpoint = op ? op : (object *)observe;
235 do_los = 1;
236}
237
238//+GPL
333 239
334player::player () 240player::player ()
335{ 241{
336 /* There are some elements we want initialised to non zero value - 242 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point. 243 * we deal with that below this point.
343 savebed_map = first_map_path; /* Init. respawn position */ 249 savebed_map = first_map_path; /* Init. respawn position */
344 250
345 gen_sp_armour = 10; 251 gen_sp_armour = 10;
346 bowtype = bow_normal; 252 bowtype = bow_normal;
347 petmode = pet_normal; 253 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers; 254 usekeys = containers;
350 peaceful = 1; /* default peaceful */ 255 peaceful = 1; /* default peaceful */
351 do_los = 1; 256 do_los = 1;
352 257
353 weapon_sp = 1.0f; 258 weapon_sp = 1.0f;
364 if (ob) 269 if (ob)
365 { 270 {
366 ob->destroy_inv (false); 271 ob->destroy_inv (false);
367 ob->destroy (); 272 ob->destroy ();
368 } 273 }
274
275 ob = observe = viewpoint = 0;
369} 276}
370 277
371player::~player () 278player::~player ()
372{ 279{
373 /* Clear item stack */ 280 /* Clear item stack */
374 free (stack_items); 281 free (stack_items);
282}
283
284/*
285 * get_player_archetype() return next player archetype from archetype
286 * list. Not very efficient routine, but used only creating new players.
287 * Note: there MUST be at least one player archetype!
288 */
289static archetype *
290get_player_archetype (archetype *at)
291{
292 // archetypes could have been reloaded
293 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
294
295 if (!nat)
296 return at;
297
298 archvec::iterator i = archetypes.find (nat);
299
300 for (;;)
301 {
302 if (++i == archetypes.end ())
303 i = archetypes.begin ();
304 else if (*i == at)
305 cleanup ("not a single player archetype found");
306
307 if ((*i)->type == PLAYER)
308 return *i;
309 }
375} 310}
376 311
377/* Tries to add player on the connection passed in ns. 312/* 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 313 * All we can really get in this is some settings like host and display
379 * mode. 314 * mode.
381player * 316player *
382player::create () 317player::create ()
383{ 318{
384 player *pl = new player; 319 player *pl = new player;
385 320
386 pl->set_object (arch_to_object (get_player_archetype (0))); 321 pl->set_object (get_player_archetype (0)->instance ());
387 322
388 pl->ob->roll_stats (); 323 pl->ob->roll_stats ();
389 pl->ob->stats.wc = 2; 324 pl->ob->stats.wc = 2;
390 pl->ob->run_away = 25; /* Then we panick... */ 325 pl->ob->run_away = 25; /* Then we panick... */
391 326
392 set_first_map (pl->ob); 327 set_first_map (pl->ob);
393 328
394 return pl; 329 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} 330}
418 331
419object * 332object *
420get_nearest_player (object *mon) 333get_nearest_player (object *mon)
421{ 334{
424 unsigned lastdist; 337 unsigned lastdist;
425 rv_vector rv; 338 rv_vector rv;
426 339
427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 340 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
428 { 341 {
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)) 342 if (!can_detect_enemy (mon, ol->ob, &rv))
457 continue; 343 continue;
458 344
459 if (lastdist > rv.distance) 345 if (lastdist > rv.distance)
460 { 346 {
655 541
656 return firstdir; 542 return firstdir;
657} 543}
658 544
659void 545void
660give_initial_items (object *pl, treasurelist * items) 546give_initial_items (object *pl, treasurelist *items)
661{ 547{
662 object *op, *next = NULL;
663
664 if (pl->randomitems != NULL) 548 if (pl->randomitems)
665 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 549 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
666 550
667 for (op = pl->inv; op; op = next) 551 for (object *next, *op = pl->inv; op; op = next)
668 { 552 {
669 next = op->below; 553 next = op->below;
670 554
671 /* Forces get applied per default, unless they have the 555 /* Forces get applied per default, unless they have the
672 * flag "neutral" set. Sorry but I can't think of a better way 556 * flag "neutral" set. Sorry but I can't think of a better way
677 /* we never give weapons/armour if these cannot be used 561 /* we never give weapons/armour if these cannot be used
678 * by this player due to race restrictions 562 * by this player due to race restrictions
679 */ 563 */
680 if (pl->type == PLAYER) 564 if (pl->type == PLAYER)
681 { 565 {
682 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
567 &&
683 (op->type == ARMOUR || op->type == BOOTS || 568 (op->type == ARMOUR || op->type == BOOTS
684 op->type == CLOAK || op->type == HELMET || 569 || op->type == CLOAK || op->type == HELMET
685 op->type == SHIELD || op->type == GLOVES || 570 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE))
686 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 572 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
687 { 573 {
688 op->destroy (); 574 op->destroy ();
689 continue; 575 continue;
690 } 576 }
691 } 577 }
692 578
693 /* This really needs to be better - we should really give 579 /* Here we remove duplicated skills (as duplicated spell objects have
694 * a substitute spellbook. The problem is that we don't really 580 * _very_ confusing effects for players), which could for instance be
695 * have a good idea what to replace it with (need something like 581 * generated by bad treasurelists. - elmex
696 * a first level treasurelist for each skill.)
697 * remove duplicate skills also
698 */ 582 */
699 if (op->type == SPELLBOOK || op->type == SKILL) 583 if (op->type == SKILL)
700 { 584 {
701 object *tmp;
702
703 for (tmp = op->below; tmp; tmp = tmp->below) 585 for (object *tmp = op->below; tmp; tmp = tmp->below)
704 if (tmp->type == op->type && tmp->name == op->name) 586 if (tmp->type == op->type && tmp->name == op->name)
705 break;
706
707 if (tmp)
708 { 587 {
709 op->destroy (); 588 op->destroy ();
589 LOG (llevError,
710 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
711 continue; 591 break;
712 } 592 }
713 593
714 if (op->nrof > 1) 594 if (op->nrof > 1)
715 op->nrof = 1; 595 op->nrof = 1;
716 } 596 }
717 597
718 if (op->type == SPELLBOOK && op->inv) 598 if (op->type == SPELLBOOK && op->inv)
719 {
720 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
721 }
722 600
723 /* Give starting characters identified, uncursed, and undamned 601 /* Give starting characters identified, uncursed, and undamned
724 * items. Just don't identify gold or silver, or it won't be 602 * items. Just don't identify gold or silver, or it won't be
725 * merged properly. 603 * merged properly.
726 */ 604 */
727 if (need_identify (op)) 605 if (need_identify (op))
728 { 606 {
729 SET_FLAG (op, FLAG_IDENTIFIED); 607 SET_FLAG (op, FLAG_IDENTIFIED);
730 CLEAR_FLAG (op, FLAG_CURSED); 608 CLEAR_FLAG (op, FLAG_CURSED);
731 CLEAR_FLAG (op, FLAG_DAMNED); 609 CLEAR_FLAG (op, FLAG_DAMNED);
732 } 610 }
611
733 if (op->type == SPELL) 612 if (op->type == SPELL)
734 { 613 {
735 op->destroy (); 614 op->destroy ();
736 continue; 615 continue;
737 } 616 }
739 { 618 {
740 SET_FLAG (op, FLAG_CAN_USE_SKILL); 619 SET_FLAG (op, FLAG_CAN_USE_SKILL);
741 op->stats.exp = 0; 620 op->stats.exp = 0;
742 op->level = 1; 621 op->level = 1;
743 } 622 }
744 /* lock all 'normal items by default */ 623 else /* lock all 'normal items by default */
745 else
746 SET_FLAG (op, FLAG_INV_LOCKED); 624 SET_FLAG (op, FLAG_INV_LOCKED);
747 } /* for loop of objects in player inv */ 625 } /* for loop of objects in player inv */
748 626
749 /* Need to set up the skill pointers */ 627 /* Need to set up the skill pointers */
750 link_player_skills (pl); 628 pl->contr->link_skills ();
751} 629}
752 630
753void 631void
754get_party_password (object *op, partylist *party) 632get_party_password (object *op, partylist *party)
755{ 633{
765 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 643 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
766} 644}
767 645
768/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 646/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
769static int 647static int
770roll_stat (void) 648roll_stat ()
771{ 649{
772 int a[4], i, j, k; 650 int a[4], i, j, k;
773 651
774 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
775 a[i] = (int) rndm (6) + 1; 653 a[i] = (int) rndm (6) + 1;
856static void 734static void
857start_info (object *op) 735start_info (object *op)
858{ 736{
859 char buf[MAX_BUF]; 737 char buf[MAX_BUF];
860 738
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 739 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 740 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} 741}
866 742
867/* This function takes the key that is passed, and does the 743/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 744 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 745 * The function name is for historical reasons - now we have
872 */ 748 */
873void 749void
874player::chargen_race_done () 750player::chargen_race_done ()
875{ 751{
876 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
877 esrv_new_player (ob->contr, ob->weight + ob->carrying); 753 esrv_new_player (ob->contr);
878 754
879 treasurelist *tl = treasurelist::find ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
880 if (tl) 756 if (tl)
881 create_treasure (tl, ob, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
882 758
883 INVOKE_PLAYER (BIRTH, ob->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, ob->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
885 761
886 ob->contr->ns->state = ST_PLAYING; 762 ob->contr->ns->state = ST_PLAYING;
887 763
888 if (ob->msg) 764 if (ob->msg)
889 ob->msg = 0; 765 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 }
899 766
900 start_info (ob); 767 start_info (ob);
901 CLEAR_FLAG (ob, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (ob, ob->randomitems); 769 give_initial_items (ob, ob->randomitems);
903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob); 770 esrv_send_inventory (ob, ob);
905 ob->update_stats (); 771 ob->update_stats ();
906 772
907 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
908 * is one for this race 774 * is one for this race
909 */ 775 */
910 if (*first_map_ext_path) 776 if (*first_map_ext_path)
911 { 777 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 778 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 779 LOG (llevDebug, "first_map_ext_path not set\n");
927} 780}
928 781
929void 782void
960 ob->stats.hp = ob->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
961 ob->stats.sp = ob->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
962 ob->stats.grace = 0; 815 ob->stats.grace = 0;
963} 816}
964 817
965void 818static void
966flee_player (object *op) 819flee_player (object *op)
967{ 820{
968 int dir, diff; 821 int dir, diff;
969 rv_vector rv; 822 rv_vector rv;
970 823
973 LOG (llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
974 CLEAR_FLAG (op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
975 return; 828 return;
976 } 829 }
977 830
978 if (op->enemy == NULL) 831 if (!op->enemy)
979 { 832 {
980 LOG (llevDebug, "Fleeing player had no enemy.\n"); 833 LOG (llevDebug, "Fleeing player had no enemy.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 834 CLEAR_FLAG (op, FLAG_SCARED);
982 return; 835 return;
983 } 836 }
984 837
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)) 838 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 { 839 {
998 op->enemy = NULL; 840 op->enemy = NULL;
999 CLEAR_FLAG (op, FLAG_SCARED); 841 CLEAR_FLAG (op, FLAG_SCARED);
1000 return; 842 return;
1003 get_rangevector (op, op->enemy, &rv, 0); 845 get_rangevector (op, op->enemy, &rv, 0);
1004 846
1005 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
1006 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
1007 { 849 {
1008 int m = 1 - (RANDOM () & 2); 850 int m = 1 - rndm (2) * 2;
1009 851
1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1011 return; 853 return;
1012 } 854 }
1013 855
1014 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
1024check_pick (object *op) 866check_pick (object *op)
1025{ 867{
1026 object *tmp, *next; 868 object *tmp, *next;
1027 int stop = 0; 869 int stop = 0;
1028 int wvratio; 870 int wvratio;
1029 char putstring[128];
1030 871
1031 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
1032 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
1033 return 1; 874 return 1;
1034 875
1035 next = op->below; 876 next = op->below;
877
878 int cnt = MAX_ITEM_PER_ACTION;
879#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1036 880
1037 /* loop while there are items on the floor that are not marked as 881 /* loop while there are items on the floor that are not marked as
1038 * destroyed */ 882 * destroyed */
1039 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
1040 { 884 {
1041 tmp = next; 885 tmp = next;
1042 next = tmp->below; 886 next = tmp->below;
1043 887
888 if (cnt <= 0)
889 {
890 op->failmsg ("Couldn't pickup all items at once.");
891 return 0;
892 }
893
1044 if (op->destroyed ()) 894 if (op->destroyed ())
1045 return 0; 895 return 0;
1046 896
1047 if (!can_pick (op, tmp)) 897 if (!can_pick (op, tmp))
1048 continue; 898 continue;
1049 899
1050 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1051 { 901 {
1052 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1053 pick_up (op, tmp); 903 CHK_PICK_PICKUP;
904
1054 continue; 905 continue;
1055 } 906 }
1056 907
1057 /* high not bit set? We're using the old autopickup model */ 908 /* pickup handling */
909 if (op->contr->mode & PU_DEBUG)
910 {
911 /* some debugging code to figure out item information */
912 const char *str = tmp->name
913 ? format ("item name: %s item type: %d weight/value: %d",
914 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
915 : format ("item name: %s item type: %d weight/value: %d",
916 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
917
918 new_draw_info (NDI_UNIQUE, 0, op, str);
919 }
920
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
925 return 1;
926
927 /* philosophy:
928 * It's easy to grab an item type from a pile, as long as it's
929 * generic. This takes no game-time. For more detailed pickups
930 * and selections, select-items should be used. This is a
931 * grab-as-you-run type mode that's really useful for arrows for
932 * example.
933 * The drawback: right now it has no frontend, so you need to
934 * stick the bits you want into a calculator in hex mode and then
935 * convert to decimal and then 'pickup <#>
936 */
937
938 /* the first two modes are exclusive: if NOTHING we return, if
939 * STOP then we stop. All the rest are applied sequentially,
940 * meaning if any test passes, the item gets picked up. */
941
942 /* if mode is set to pick nothing up, return */
943 if (op->contr->mode == PU_NOTHING)
944 return 1;
945
946 /* if mode is set to stop when encountering objects, return */
947 /* take STOP before INHIBIT since it doesn't actually pick
948 * anything up */
949 if (op->contr->mode & PU_STOP)
950 return 0;
951
952 /* useful for going into stores and not losing your settings... */
953 /* and for battles wher you don't want to get loaded down while
954 * fighting */
955 if (op->contr->mode & PU_INHIBIT)
956 return 1;
957
958 /* prevent us from turning into auto-thieves :) */
959 if (QUERY_FLAG (tmp, FLAG_UNPAID))
960 continue;
961
962 /* ignore known cursed objects */
963 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
964 continue;
965
966 /* all food and drink if desired */
967 /* question: don't pick up known-poisonous stuff? */
1058 if (!(op->contr->mode & PU_NEWMODE)) 968 if (op->contr->mode & PU_FOOD)
969 if (tmp->type == FOOD)
1059 { 970 {
1060 switch (op->contr->mode) 971 CHK_PICK_PICKUP;
972 continue;
973 }
974
975 if (op->contr->mode & PU_DRINK)
976 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 if (op->contr->mode & PU_POTION)
983 if (tmp->type == POTION)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 /* spellbooks, skillscrolls and normal books/scrolls */
990 if (op->contr->mode & PU_SPELLBOOK)
991 if (tmp->type == SPELLBOOK)
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 if (op->contr->mode & PU_SKILLSCROLL)
998 if (tmp->type == SKILLSCROLL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1004 if (op->contr->mode & PU_READABLES)
1005 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1006 {
1007 CHK_PICK_PICKUP;
1008 continue;
1009 }
1010
1011 /* wands/staves/rods/horns */
1012 if (op->contr->mode & PU_MAGIC_DEVICE)
1013 if (tmp->type == WAND
1014 || tmp->type == ROD
1015 || tmp->type == HORN
1016 || tmp->type == POWER_CRYSTAL)
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 /* pick up all magical items */
1023 if (op->contr->mode & PU_MAGICAL)
1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 if (op->contr->mode & PU_VALUABLES)
1032 {
1033 if (tmp->type == MONEY || tmp->type == GEM)
1061 { 1034 {
1062 case 0: 1035 CHK_PICK_PICKUP;
1063 return 1; /* don't pick up */ 1036 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 } 1037 }
1095 } 1038 }
1096 else 1039
1097 { /* old model */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1098 /* NEW pickup handling */
1099 if (op->contr->mode & PU_DEBUG) 1041 if (op->contr->mode & PU_JEWELS)
1042 if (tmp->type == RING
1043 || tmp->type == AMULET
1044 || tmp->type == GIRDLE
1045 || tmp->type == SKILL_TOOL)
1100 { 1046 {
1101 /* some debugging code to figure out item information */ 1047 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; 1048 continue;
1049 }
1148 1050
1149 /* ignore known cursed objects */ 1051 /* we don't forget dragon food */
1150 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1052 if (op->contr->mode & PU_FLESH)
1053 if (tmp->type == FLESH)
1054 {
1055 CHK_PICK_PICKUP;
1151 continue; 1056 continue;
1057 }
1152 1058
1153 /* all food and drink if desired */ 1059 /* bows and arrows. Bows are good for selling! */
1154 /* question: don't pick up known-poisonous stuff? */ 1060 if (op->contr->mode & PU_BOW)
1061 if (tmp->type == BOW)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_ARROW)
1068 if (tmp->type == ARROW)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* all kinds of armor etc. */
1075 if (op->contr->mode & PU_ARMOUR)
1076 if (tmp->type == ARMOUR)
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_HELMET)
1083 if (tmp->type == HELMET)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 if (op->contr->mode & PU_SHIELD)
1090 if (tmp->type == SHIELD)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1155 if (op->contr->mode & PU_FOOD) 1096 if (op->contr->mode & PU_BOOTS)
1156 if (tmp->type == FOOD) 1097 if (tmp->type == BOOTS)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_GLOVES)
1104 if (tmp->type == GLOVES || tmp->type == BRACERS)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 if (op->contr->mode & PU_CLOAK)
1111 if (tmp->type == CLOAK)
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* hoping to catch throwing daggers here */
1118 if (op->contr->mode & PU_MISSILEWEAPON)
1119 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1120 {
1121 CHK_PICK_PICKUP;
1122 continue;
1123 }
1124
1125 /* careful: chairs and tables are weapons! */
1126 if (op->contr->mode & PU_ALLWEAPON)
1127 {
1128 if (tmp->type == WEAPON)
1129 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1157 { 1130 {
1158 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1159 continue; 1132 continue;
1160 } 1133 }
1134 }
1161 1135
1136 /* misc stuff that's useful */
1162 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_KEY)
1163 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1164 { 1139 {
1165 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1166 continue; 1141 continue;
1167 } 1142 }
1168 1143
1144 /* any of the last 4 bits set means we use the ratio for value
1145 * pickups */
1169 if (op->contr->mode & PU_POTION) 1146 if (op->contr->mode & PU_RATIO)
1170 if (tmp->type == POTION) 1147 {
1148 /* use value density to decide what else to grab */
1149 /* >=7 was >= op->contr->mode */
1150 /* >=7 is the old standard setting. Now we take the last 4 bits
1171 { 1151 */
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) 1152 wvratio = op->contr->mode & PU_RATIO;
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1153 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 { 1154 {
1216 if (tmp->type == MONEY || tmp->type == GEM) 1155#if 0
1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1157 if (tmp->name != NULL)
1217 { 1158 {
1218 pick_up (op, tmp); 1159 fprintf (stderr, "%s", tmp->name);
1219 continue;
1220 } 1160 }
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 1161 else
1355 fprintf (stderr, "%s", tmp->arch->archname); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1356 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1164 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1358#endif 1165#endif
1166 CHK_PICK_PICKUP;
1359 continue; 1167 continue;
1360 }
1361 } 1168 }
1362 } /* the new pickup model */ 1169 } /* the new pickup model */
1363 } 1170 }
1364 1171
1365 return !stop; 1172 return !stop;
1173}
1174
1175/* routine for both players and monsters. We call this when
1176 * there is a possibility for our action distrubing our hiding
1177 * place or invisiblity spell. Artefact invisiblity causes
1178 * "noise" instead. If we arent invisible to begin with, we
1179 * return 0.
1180 */
1181static int
1182action_makes_visible (object *op)
1183{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1185 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1187 {
1188 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance.
1190 if (op->contr)
1191 op->make_noise ();
1192
1193 return 0;
1194 }
1195
1196 if (op->contr && op->contr->tmp_invis == 0)
1197 return 0;
1198
1199 /* If monsters, they should become visible */
1200 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1201 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1203 return 1;
1204 }
1205 }
1206
1207 return 0;
1366} 1208}
1367 1209
1368/* 1210/*
1369 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1370 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1371 * found object is returned. 1213 * found object is returned.
1372 */ 1214 */
1373object * 1215static object *
1374find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1375{ 1217{
1376 object *tmp = 0;
1377
1378 for (op = op->inv; op; op = op->below) 1218 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) 1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1220 return splay (tmp);
1221
1222 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1223 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1224 if (object *arrow = find_arrow (tmp, type))
1225 {
1226 splay (tmp);
1382 return op; 1227 return arrow;
1228 }
1383 1229
1384 return tmp; 1230 return 0;
1385} 1231}
1386 1232
1387/* 1233/*
1388 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1234 * 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 1235 * 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 1236 * 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. 1237 * the hall. Failing that it does it's best to pick the highest plus arrow.
1392 */ 1238 */
1393object * 1239static object *
1394find_better_arrow (object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1395{ 1241{
1396 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1397 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1398 1244
1399 if (!type) 1245 if (!type)
1403 { 1249 {
1404 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1250 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1405 { 1251 {
1406 i = 0; 1252 i = 0;
1407 ntmp = find_better_arrow (arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1408 if (i > betterby) 1255 if (i > betterby)
1409 { 1256 {
1410 tmp = ntmp; 1257 tmp = ntmp;
1411 betterby = i; 1258 betterby = i;
1412 } 1259 }
1413 } 1260 }
1414 else if (arrow->type == ARROW && arrow->race == type) 1261 else if (arrow->type == ARROW && arrow->race == type)
1415 { 1262 {
1416 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1417 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1264 if (target->race && arrow->slaying.contains (target->race))
1418 { 1265 {
1419 if (arrow->attacktype & AT_DEATH) 1266 if (arrow->attacktype & AT_DEATH)
1420 { 1267 {
1421 *better = 100; 1268 *better = 100;
1422 return arrow; 1269 return arrow;
1437 { 1284 {
1438 tmp = arrow; 1285 tmp = arrow;
1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1286 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1440 } 1287 }
1441 } 1288 }
1289
1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1443 { 1291 {
1444 tmp = arrow; 1292 tmp = arrow;
1445 betterby = 2 + arrow->magic + arrow->stats.dam; 1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1446 } 1294 }
1295
1447 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1448 { 1297 {
1449 tmp = arrow; 1298 tmp = arrow;
1450 betterby = 1 + arrow->magic + arrow->stats.dam; 1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1451 } 1300 }
1452 } 1301 }
1453 } 1302 }
1454 } 1303 }
1304
1455 if (tmp == NULL && arrow == NULL) 1305 if (tmp == NULL && arrow == NULL)
1456 return find_arrow (op, type); 1306 return find_arrow (op, type);
1457 1307
1458 *better = betterby; 1308 *better = betterby;
1459 return tmp; 1309 return tmp;
1463 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1464 * op = the shooter 1314 * op = the shooter
1465 * type = bow->race 1315 * type = bow->race
1466 * dir = fire direction 1316 * dir = fire direction
1467 */ 1317 */
1468object * 1318static object *
1469pick_arrow_target (object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1470{ 1320{
1471 object *tmp = NULL; 1321 object *tmp = NULL;
1472 maptile *m; 1322 maptile *m;
1473 int i, mflags, found, number; 1323 int i, mflags, found, number;
1474 sint16 x, y; 1324 sint16 x, y;
1489 for (i = 0, found = 0; i < 20; i++) 1339 for (i = 0, found = 0; i < 20; i++)
1490 { 1340 {
1491 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1492 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1493 mflags = get_map_flags (m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1494 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1495 { 1346 {
1496 tmp = NULL; 1347 tmp = 0;
1497 break; 1348 break;
1498 } 1349 }
1499 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1350 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1500 { 1351 {
1501 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1502 * perhaps a bad assumption. 1353 * perhaps a bad assumption.
1503 */ 1354 */
1504 tmp = NULL; 1355 tmp = 0;
1505 break; 1356 break;
1506 } 1357 }
1358
1507 if (mflags & P_IS_ALIVE) 1359 if (mflags & P_IS_ALIVE)
1508 {
1509 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1360 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1510 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1511 {
1512 found++;
1513 break;
1514 }
1515 if (found)
1516 break; 1362 break;
1517 }
1518 } 1363 }
1519 if (tmp == NULL) 1364
1365 if (!tmp)
1520 return find_arrow (op, type); 1366 return find_arrow (op, type);
1521 1367
1522 if (tmp->head) 1368 if (tmp->head)
1523 tmp = tmp->head; 1369 tmp = tmp->head;
1524 1370
1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1565 return 0; 1411 return 0;
1566 } 1412 }
1567 1413
1568 // optimisation: move object to top so we will find it quickly again 1414 // optimisation: move object to top so we will find it quickly again
1569 if (bow->below) 1415 splay (bow);
1570 {
1571 bow->remove ();
1572 op->insert (bow);
1573 }
1574
1575 } 1416 }
1576 1417
1577 if (!bow->race || !bow->skill) 1418 if (!bow->race || !bow->skill)
1578 { 1419 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1605 } 1446 }
1606 1447
1607 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1608 if (arrow->nrof == 0) 1449 if (arrow->nrof == 0)
1609 { 1450 {
1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1610 arrow->destroy (); 1452 arrow->destroy ();
1611 return 0; 1453 return 0;
1612 } 1454 }
1613 1455
1614 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1615 arrow = get_split_ob (arrow, 1); 1457 arrow = arrow->split ();
1616 if (!arrow) 1458 if (!arrow)
1617 { 1459 {
1618 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1460 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1619 return 0; 1461 return 0;
1620 } 1462 }
1624 arrow->direction = dir; 1466 arrow->direction = dir;
1625 1467
1626 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1468 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1627 arrow->stats.hp = arrow->stats.dam; 1469 arrow->stats.hp = arrow->stats.dam;
1628 arrow->stats.grace = arrow->attacktype; 1470 arrow->stats.grace = arrow->attacktype;
1629 1471 arrow->custom_name = arrow->slaying;
1630 if (arrow->slaying)
1631 arrow->spellarg = strdup (arrow->slaying);
1632 1472
1633#if 0 1473#if 0
1634 if (player *pl = op->contr) 1474 if (player *pl = op->contr)
1635 { 1475 {
1636 float speed = pl->weapon_sp; 1476 float speed = pl->weapon_sp;
1682 1522
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1523 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1684 arrow->move_type = MOVE_FLY_LOW; 1524 arrow->move_type = MOVE_FLY_LOW;
1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1525 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1686 1526
1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1527 op->play_sound (sound_find ("fire_arrow"));
1688 m->insert (arrow, sx, sy, op); 1528 m->insert (arrow, sx, sy, op);
1689 1529
1690 if (!arrow->destroyed ()) 1530 if (!arrow->destroyed ())
1691 move_arrow (arrow); 1531 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 1532
1701 return 1; 1533 return 1;
1702} 1534}
1703 1535
1704/* Special fire code for players - this takes into 1536/* Special fire code for players - this takes into
1706 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1707 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1708 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1709 * hence the function name. 1541 * hence the function name.
1710 */ 1542 */
1711int 1543static int
1712player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1713{ 1545{
1714 int ret = 0, wcmod = 0; 1546 int ret;
1715 1547
1716 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1717 { 1549 {
1718 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1719 } 1551 }
1720 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1552 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1721 { 1553 {
1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1554 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); 1555 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1726 } 1556 }
1727 else if (op->contr->bowtype == bow_threewide) 1557 else if (op->contr->bowtype == bow_threewide)
1728 { 1558 {
1729 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1559 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)]); 1560 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)]); 1561 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1732 } 1562 }
1733 else if (op->contr->bowtype == bow_spreadshot) 1563 else if (op->contr->bowtype == bow_spreadshot)
1734 { 1564 {
1735 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1565 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); 1566 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); 1567 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1738 } 1568 }
1739 else 1569 else
1740 { 1570 {
1746} 1576}
1747 1577
1748/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1749 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1750 */ 1580 */
1751void 1581static void
1752fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1753{ 1583{
1754 object *item = op->contr->ranged_ob; 1584 object *item = op->contr->ranged_ob;
1755 1585
1756 if (!item) 1586 if (!item)
1763 { 1593 {
1764 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1765 return; 1595 return;
1766 } 1596 }
1767 1597
1768 if (!op->change_weapon (item)) 1598 if (!op->apply (item))
1769 return; 1599 return;
1770 1600
1771 if (item->type == WAND) 1601 if (item->type == WAND)
1772 { 1602 {
1773 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1774 { 1604 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1605 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)); 1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777 1607
1778 return; 1608 return;
1779 } 1609 }
1780 } 1610 }
1781 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1782 { 1612 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1613 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1614
1615 // using the maximum of the rods charge allows at least one spell cast
1616 // for a rod or horn, this fixes some broken rods.
1617 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1784 { 1618 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1786 1620
1787 if (item->type == ROD) 1621 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)); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1789 else 1623 else
1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1624 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1793 } 1627 }
1794 } 1628 }
1795 1629
1796 if (cast_spell (op, item, dir, item->inv, NULL)) 1630 if (cast_spell (op, item, dir, item->inv, NULL))
1797 { 1631 {
1798 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1632 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1633
1799 if (item->type == WAND) 1634 if (item->type == WAND)
1800 { 1635 {
1801 if (!(--item->stats.food)) 1636 if (!(--item->stats.food))
1802 { 1637 {
1803 object *tmp; 1638 object *tmp;
1807 CLEAR_FLAG (item, FLAG_ANIMATE); 1642 CLEAR_FLAG (item, FLAG_ANIMATE);
1808 item->face = item->arch->face; 1643 item->face = item->arch->face;
1809 item->set_speed (0); 1644 item->set_speed (0);
1810 } 1645 }
1811 1646
1812 if ((tmp = item->in_player ())) 1647 if (object *pl = item->visible_to ())
1813 esrv_update_item (UPD_ANIM, tmp, item); 1648 esrv_update_item (UPD_ANIM, pl, item);
1814 } 1649 }
1815 } 1650 }
1816 else if (item->type == ROD || item->type == HORN) 1651 else if (item->type == ROD || item->type == HORN)
1817 drain_rod_charge (item); 1652 drain_rod_charge (item);
1818 } 1653 }
1823bool 1658bool
1824fire (object *op, int dir) 1659fire (object *op, int dir)
1825{ 1660{
1826 int spellcost = 0; 1661 int spellcost = 0;
1827 1662
1828 /* check for loss of invisiblity/hide */
1829 if (action_makes_visible (op))
1830 make_visible (op);
1831
1832 player *pl = op->contr; 1663 player *pl = op->contr;
1833 1664
1834 if (pl->golem) 1665 if (pl->golem)
1835 { 1666 {
1836 control_golem (op->contr->golem, dir); 1667 control_golem (op->contr->golem, dir);
1838 } 1669 }
1839 1670
1840 object *ob = pl->ranged_ob; 1671 object *ob = pl->ranged_ob;
1841 1672
1842 if (!ob) 1673 if (!ob)
1843 return false;
1844
1845 if (!op->change_weapon (ob))
1846 return false; 1674 return false;
1847 1675
1848 if (op->speed_left > 0.f) 1676 if (op->speed_left > 0.f)
1849 --op->speed_left; 1677 --op->speed_left;
1850 else 1678 else
1851 return false; 1679 return false;
1852 1680
1681 if (!op->apply (ob))
1682 return false;
1683
1684 /* check for loss of invisiblity/hide */
1685 if (action_makes_visible (op))
1686 make_visible (op);
1687
1853 switch (ob->type) 1688 switch (ob->type)
1854 { 1689 {
1855 case BOW: 1690 case BOW:
1856 player_fire_bow (op, dir); 1691 player_fire_bow (op, dir);
1857 break; 1692 break;
1858 1693
1859 case SPELL: 1694 case SPELL:
1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1695 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1861 break; 1696 break;
1862 1697
1863 case BUILDER: 1698 case BUILDER:
1864 apply_map_builder (op, dir); 1699 apply_map_builder (op, dir);
1865 break; 1700 break;
1874 } 1709 }
1875 1710
1876 return true; 1711 return true;
1877} 1712}
1878 1713
1879/* find_key 1714static 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) 1715find_key_ (object *pl, object *container, object *door)
1891{ 1716{
1892 object *tmp, *key; 1717 object *tmp, *key;
1893 1718
1894 /* Should not happen, but sanity checking is never bad */ 1719 /* Should not happen, but sanity checking is never bad */
1895 if (!container->inv) 1720 if (!container->inv)
1898 /* First, lets try to find a key in the top level inventory */ 1723 /* First, lets try to find a key in the top level inventory */
1899 for (tmp = container->inv; tmp; tmp = tmp->below) 1724 for (tmp = container->inv; tmp; tmp = tmp->below)
1900 { 1725 {
1901 if (door->type == DOOR && tmp->type == KEY) 1726 if (door->type == DOOR && tmp->type == KEY)
1902 break; 1727 break;
1728
1903 /* For sanity, we should really check door type, but other stuff 1729 /* For sanity, we should really check door type, but other stuff
1904 * (like containers) can be locked with special keys 1730 * (like containers) can be locked with special keys
1905 */ 1731 */
1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1732 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1907 break; 1733 break;
1913 * a key, return 1739 * a key, return
1914 */ 1740 */
1915 if (!tmp) 1741 if (!tmp)
1916 { 1742 {
1917 for (tmp = container->inv; tmp; tmp = tmp->below) 1743 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 {
1919 /* No reason to search empty containers */ 1744 /* No reason to search empty containers */
1920 if (tmp->type == CONTAINER && tmp->inv) 1745 if (tmp->type == CONTAINER && tmp->inv)
1921 {
1922 if ((key = find_key (pl, tmp, door))) 1746 if ((key = find_key_ (pl, tmp, door)))
1923 return key; 1747 return key;
1924 }
1925 }
1926 1748
1927 if (!tmp) 1749 if (!tmp)
1928 return NULL; 1750 return 0;
1929 } 1751 }
1930 1752
1931 /* We get down here if we have found a key. Now if its in a container, 1753 /* 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 1754 * see if we actually want to use it
1933 */ 1755 */
1934 if (pl != container) 1756 if (pl != container)
1935 { 1757 {
1936 /* Only let players use keys in containers */ 1758 /* Only let players use keys in containers */
1937 if (!pl->contr) 1759 if (!pl->contr)
1938 return NULL; 1760 return 0;
1761
1939 /* cases where this fails: 1762 /* cases where this fails:
1940 * If we only search the player inventory, return now since we 1763 * If we only search the player inventory, return now since we
1941 * are not in the players inventory. 1764 * are not in the players inventory.
1942 * If the container is not active, return now since only active 1765 * If the container is not active, return now since only active
1943 * containers can be used. 1766 * containers can be used.
1947 * inv must have been an container and must have been active. 1770 * inv must have been an container and must have been active.
1948 * 1771 *
1949 * Change the color so that the message doesn't disappear with 1772 * Change the color so that the message doesn't disappear with
1950 * all the others. 1773 * all the others.
1951 */ 1774 */
1952 if (pl->contr->usekeys == key_inventory || 1775 if (pl->contr->usekeys == key_inventory
1953 !QUERY_FLAG (container, FLAG_APPLIED) || 1776 || !QUERY_FLAG (container, FLAG_APPLIED)
1954 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1777 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1955 { 1778 {
1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1779 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)); 1780 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1958 return NULL; 1781 return NULL;
1959 } 1782 }
1960 } 1783 }
1961 1784
1962 return tmp; 1785 return tmp;
1786}
1787
1788/* find_key
1789 * We try to find a key for the door as passed. If we find a key
1790 * and successfully use it, we return the key, otherwise NULL
1791 * This function merges both normal and locked door, since the logic
1792 * for both is the same - just the specific key is different.
1793 * pl is the player,
1794 * inv is the objects inventory to searched
1795 * door is the door we are trying to match against.
1796 * This function can be called recursively to search containers.
1797 */
1798object *
1799find_key (object *pl, object *container, object *door)
1800{
1801 if (door->slaying && is_match_expr (door->slaying))
1802 {
1803 // for match expressions, we try to find the key by applying the match
1804 // to the op itself, which is supposed to find the "key", instead
1805 // of searching through containers ourselves.
1806
1807 return match_one (door->slaying, container, door, pl, pl);
1808 }
1809 else
1810 return find_key_ (pl, container, door);
1963} 1811}
1964 1812
1965/* moved door processing out of move_player_attack. 1813/* moved door processing out of move_player_attack.
1966 * returns 1 if player has opened the door with a key 1814 * returns 1 if player has opened the door with a key
1967 * such that the caller should not do anything more, 1815 * such that the caller should not do anything more,
1979 /* If we found a key, do some extra work */ 1827 /* If we found a key, do some extra work */
1980 if (key) 1828 if (key)
1981 { 1829 {
1982 object *container = key->env; 1830 object *container = key->env;
1983 1831
1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
1986 if (action_makes_visible (op)) 1832 if (action_makes_visible (op))
1987 make_visible (op); 1833 make_visible (op);
1988 1834
1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1835 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 spring_trap (door->inv, op); 1836 spring_trap (door->inv, op);
1991 1837
1992 if (door->type == DOOR) 1838 if (door->type == DOOR)
1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1839 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 else if (door->type == LOCKED_DOOR) 1840 else if (door->type == LOCKED_DOOR)
1995 { 1841 {
1996 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1842 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2 (door); /* remove door without violence ;-) */ 1843 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1844 }
1999 1845
2000 /* Do this after we print the message */ 1846 /* Do this after we print the message */
2001 decrease_ob (key); /* Use up one of the keys */ 1847 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 1848
2006 return 1; /* Nothing more to do below */ 1849 return 1; /* Nothing more to do below */
2007 } 1850 }
2008 else if (door->type == LOCKED_DOOR) 1851 else if (door->type == LOCKED_DOOR)
2009 { 1852 {
2010 /* Might as well return now - no other way to open this */ 1853 /* Might as well return now - no other way to open this */
2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1854 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2012 return 1; 1855 return 1;
2013 } 1856 }
2014 1857
2015 return 0; 1858 return 0;
2016} 1859}
2022 * going to try and move (not fire weapons). 1865 * going to try and move (not fire weapons).
2023 */ 1866 */
2024bool 1867bool
2025move_player_attack (object *op, int dir) 1868move_player_attack (object *op, int dir)
2026{ 1869{
2027 int on_battleground; 1870 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1871 {
1872 --op->speed_left;
1873 return true;
1874 }
2028 1875
2029 sint16 nx = freearr_x[dir] + op->x; 1876 sint16 nx = freearr_x[dir] + op->x;
2030 sint16 ny = freearr_y[dir] + op->y; 1877 sint16 ny = freearr_y[dir] + op->y;
2031 1878
2032 on_battleground = op_on_battleground (op, 0, 0);
2033
2034 if (out_of_map (op->map, nx, ny)) 1879 if (out_of_map (op->map, nx, ny))
2035 return false; 1880 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 1881
2043 /* If braced, or can't move to the square, and it is not out of the 1882 /* 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 1883 * 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 1884 * 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 1885 * player. This is a pretty nasty hack, because if we could
2103 1942
2104 if (op->speed_left > 0.f) 1943 if (op->speed_left > 0.f)
2105 { 1944 {
2106 --op->speed_left; 1945 --op->speed_left;
2107 1946
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1947 op->play_sound (sound_find ("push_player"));
2109 push_ob (mon, dir, op); 1948 push_ob (mon, dir, op);
2110 1949
2111 if (op->contr->tmp_invis || op->hide) 1950 if (action_makes_visible (op))
2112 make_visible (op); 1951 make_visible (op);
2113 1952
2114 return true; 1953 return true;
2115 } 1954 }
2116 else 1955 else
2117 return false; 1956 return false;
2118 } 1957 }
1958
1959 bool on_battleground = op_on_battleground (op, 0, 0);
2119 1960
2120 /* in certain circumstances, you shouldn't attack friendly 1961 /* in certain circumstances, you shouldn't attack friendly
2121 * creatures. Note that if you are braced, you can't push 1962 * creatures. Note that if you are braced, you can't push
2122 * someone, but put it inside this loop so that you won't 1963 * someone, but put it inside this loop so that you won't
2123 * attack them either. 1964 * attack them either.
2132 { 1973 {
2133 --op->speed_left; 1974 --op->speed_left;
2134 1975
2135 if (!op->contr->braced) 1976 if (!op->contr->braced)
2136 { 1977 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1978 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 1979 push_ob (mon, dir, op);
2139 } 1980 }
2140 else 1981 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 1982 op->statusmsg ("You withhold your attack");
2142 1983
2143 if (op->contr->tmp_invis || op->hide) 1984 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2144 make_visible (op); 1985 make_visible (op);
2145 1986
2146 return true; 1987 return true;
2147 } 1988 }
2148 } 1989 }
2188} 2029}
2189 2030
2190bool 2031bool
2191move_player (object *op, int dir) 2032move_player (object *op, int dir)
2192{ 2033{
2193 int pick;
2194
2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2034 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2196 return 0; 2035 return 0;
2197 2036
2198 /* Sanity check: make sure dir is valid */ 2037 /* Sanity check: make sure dir is valid */
2199 if ((dir < 0) || (dir >= 9)) 2038 if (dir < 0 || dir >= 9)
2200 { 2039 {
2201 LOG (llevError, "move_player: invalid direction %d\n", dir); 2040 LOG (llevError, "move_player: invalid direction %d\n", dir);
2202 return 0; 2041 return 0;
2203 } 2042 }
2204 2043
2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2045 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2207 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2046 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2208 2047
2209 op->facing = dir; 2048 op->facing = dir;
2210 2049
2211 if (op->hide) 2050 if (op->flag [FLAG_HIDDEN])
2212 do_hidden_move (op); 2051 do_hidden_move (op);
2213 2052
2214 bool retval; 2053 bool retval;
2054 int pick = 0;
2215 2055
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2056 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 retval = RESULT_INT (0); 2057 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on) 2058 else if (op->contr->fire_on)
2219 retval = fire (op, dir); 2059 retval = fire (op, dir);
2276 return move_player (op, op->direction); 2116 return move_player (op, op->direction);
2277 2117
2278 return false; 2118 return false;
2279} 2119}
2280 2120
2281int 2121static int
2282save_life (object *op) 2122save_life (object *op)
2283{ 2123{
2284 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2124 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2285 return 0; 2125 return 0;
2286 2126
2287 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2127 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2128 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2289 { 2129 {
2290 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2130 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)); 2131 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 2132
2296 tmp->destroy (); 2133 tmp->destroy ();
2297 CLEAR_FLAG (op, FLAG_LIFESAVE); 2134 CLEAR_FLAG (op, FLAG_LIFESAVE);
2298 2135
2299 if (op->stats.hp < 0) 2136 if (op->stats.hp < 0)
2300 op->stats.hp = op->stats.maxhp; 2137 op->stats.hp = op->stats.maxhp;
2301 2138
2302 if (op->stats.food < 0) 2139 if (op->stats.food < 0)
2303 op->stats.food = 999; 2140 op->stats.food = MAX_FOOD;
2304 2141
2305 op->update_stats (); 2142 op->update_stats ();
2306 return 1; 2143 return 1;
2307 } 2144 }
2308 2145
2312 return 0; 2149 return 0;
2313} 2150}
2314 2151
2315/* This goes throws the inventory and removes unpaid objects, and puts them 2152/* 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 2153 * 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 2154 * function will descend into containers. op is the object to start the search
2318 * from. 2155 * from.
2319 */ 2156 */
2157static void
2158drop_unpaid_items (object *op, object *env)
2159{
2160 while (op)
2161 {
2162 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2163
2164 if (QUERY_FLAG (op, FLAG_UNPAID))
2165 op->insert_at (env);
2166 else if (op->inv)
2167 drop_unpaid_items (op->inv, env);
2168
2169 op = next;
2170 }
2171}
2172
2320void 2173void
2321remove_unpaid_objects (object *op, object *env) 2174object::drop_unpaid_items ()
2322{ 2175{
2323 while (op) 2176 if (!flag [FLAG_REMOVED])
2324 { 2177 ::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} 2178}
2383 2179
2384void 2180void
2385do_some_living (object *op) 2181do_some_living (object *op)
2386{ 2182{
2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2234 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2439 else 2235 else
2440 { 2236 {
2441 gen_grace = op->stats.maxgrace; 2237 gen_grace = op->stats.maxgrace;
2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2238 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 } 2239 }
2486 2240
2487 /* Regenerate Grace */ 2241 /* Regenerate Grace */
2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2242 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2489 if (--op->last_grace < 0) 2243 if (--op->last_grace < 0)
2510 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2264 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2265 }
2512 /* wearing stuff doesn't detract from grace generation. */ 2266 /* wearing stuff doesn't detract from grace generation. */
2513 } 2267 }
2514 2268
2269 if (op->stats.food > 0)
2270 {
2515 /* Regenerate Hit Points */ 2271 /* Regenerate Spell Points */
2516 if (--op->last_heal < 0) 2272 if (!op->contr->golem && --op->last_sp < 0)
2517 {
2518 if (op->stats.hp < op->stats.maxhp)
2519 { 2273 {
2520 op->stats.hp++; 2274 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2521 /* dms do not consume food */ 2275
2522 if (!QUERY_FLAG (op, FLAG_WIZ)) 2276 if (op->stats.sp < op->stats.maxsp)
2523 { 2277 {
2278 op->stats.sp++;
2279
2280 /* dms do not consume food */
2281 if (!QUERY_FLAG (op, FLAG_WIZ))
2282 {
2524 op->stats.food--; 2283 op->stats.food--;
2284
2525 if (op->contr->digestion < 0) 2285 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion; 2286 op->stats.food += op->contr->digestion;
2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2287 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food = last_food; 2288 op->stats.food = last_food;
2289 }
2529 } 2290 }
2530 }
2531 2291
2532 if (max_hp > 1) 2292 if (max_sp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535 if (over_hp > 0)
2536 { 2293 {
2537 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2294 over_sp = (gen_sp + 10) / rate_sp;
2295 if (over_sp > 0)
2296 {
2297 if (op->stats.sp < op->stats.maxsp)
2298 {
2299 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2300
2301 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2302 op->stats.sp--;
2303
2304 if (op->stats.sp > op->stats.maxsp)
2305 op->stats.sp = op->stats.maxsp;
2306 }
2307
2538 op->last_heal = 0; 2308 op->last_sp = 0;
2309 }
2310 else
2311 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2539 } 2312 }
2540 else 2313 else
2314 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2315 }
2316
2317 /* Regenerate Hit Points */
2318 if (--op->last_heal < 0)
2319 {
2320 if (op->stats.hp < op->stats.maxhp)
2541 { 2321 {
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2322 op->stats.hp++;
2323
2324 /* dms do not consume food */
2325 if (!QUERY_FLAG (op, FLAG_WIZ))
2326 {
2327 op->stats.food--;
2328
2329 if (op->contr->digestion < 0)
2330 op->stats.food += op->contr->digestion;
2331 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2332 op->stats.food = last_food;
2333 }
2543 } 2334 }
2335
2336 if (max_hp > 1)
2337 {
2338 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2339
2340 if (over_hp > 0)
2341 {
2342 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2343 op->last_heal = 0;
2344 }
2345 else
2346 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2544 } 2347 }
2545 else 2348 else
2546 {
2547 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2349 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2548 } 2350 }
2549 } 2351 }
2550 2352
2551 /* Digestion */ 2353 /* Digestion */
2552 if (--op->last_eat < 0) 2354 if (--op->last_eat < 0)
2553 { 2355 {
2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2356 int bonus = max (0, op->contr->digestion),
2357 penalty = max (0, -op->contr->digestion);
2555 2358
2556 if (op->contr->gen_hp > 0)
2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2359 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 2360
2561 /* dms do not consume food */ 2361 /* dms do not consume food */
2562 if (!QUERY_FLAG (op, FLAG_WIZ)) 2362 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 op->stats.food--; 2363 op->stats.food--;
2564 } 2364 }
2565 2365
2566 if (op->stats.food < 0 && op->stats.hp >= 0) 2366 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 { 2367 {
2568 object *tmp, *flesh = 0; 2368 object *flesh = 0;
2569 2369
2570 for (tmp = op->inv; tmp; tmp = tmp->below) 2370 for_inv_removable (op, tmp)
2571 { 2371 {
2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2372 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2373 continue;
2374
2375 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 { 2376 {
2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2377 op->statusmsg ("You blindly grab for a bite of food. "
2575 { 2378 "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); 2379 manual_apply (op, tmp, 0);
2380
2578 if (op->stats.food >= 0 || op->stats.hp < 0) 2381 if (op->stats.food >= 0 || op->stats.hp < 0)
2579 break; 2382 break;
2580 } 2383 }
2581 else if (tmp->type == FLESH) 2384 else if (tmp->type == FLESH)
2582 flesh = tmp; 2385 flesh = tmp;
2583 } /* End if paid for object */ 2386 }
2584 } /* end of for loop */
2585 2387
2586 /* If player is still starving, it means they don't have any food, so 2388 /* If player is still starving, it means they don't have any food, so
2587 * eat flesh instead. 2389 * eat flesh instead.
2588 */ 2390 */
2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2391 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2590 { 2392 {
2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2393 op->statusmsg ("You blindly grab for a bite of food. "
2394 "H<To prevent you from starving, you ate some random item from your backpack.>");
2592 manual_apply (op, flesh, 0); 2395 manual_apply (op, flesh, 0);
2593 } 2396 }
2397
2398 // If player is still starving, alert him!
2399 if (op->stats.food < 0)
2400 op->failmsg ("You are starving! "
2401 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2402 }
2403
2404 if (op->stats.food < 0)
2594 } 2405 {
2406 op->stats.hp += op->stats.food;
2407 op->stats.food = 0;
2595 2408
2596 while (op->stats.food < 0 && op->stats.hp >= 0) 2409 if (op->stats.hp < 0)
2597 op->stats.food++, op->stats.hp--; 2410 {
2411 op->contr->killer = archetype::get ("killer_starvation");
2412 op->contr->killer->destroy ();
2413 }
2414 }
2598 2415
2416 /* killer should be set here already */
2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2417 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2600 kill_player (op); 2418 kill_player (op);
2601 } 2419 }
2602} 2420}
2603 2421
2607 * file. 2425 * file.
2608 */ 2426 */
2609void 2427void
2610kill_player (object *op) 2428kill_player (object *op)
2611{ 2429{
2612 char buf[MAX_BUF];
2613 int x, y; 2430 int x, y;
2614
2615 //int i;
2616 maptile *map; /* this is for resurrection */ 2431 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; 2432 int will_kill_again;
2624 archetype *at; 2433 archetype *at;
2625 object *tmp; 2434 object *tmp;
2626 2435
2627 if (save_life (op)) 2436 if (save_life (op))
2628 return; 2437 return;
2629 2438
2439 dynbuf_text deathtab;
2440
2441 /* restore player */
2442 at = archetype::find (shstr_poisoning);
2443 if (object *tmp = present_arch_in_ob (at, op))
2444 {
2445 tmp->destroy ();
2446 deathtab << "Your body feels cleansed...\r";
2447 }
2448
2449 at = archetype::find (shstr_confusion);
2450 if (object *tmp = present_arch_in_ob (at, op))
2451 {
2452 tmp->destroy ();
2453 deathtab << "Your mind feels clearer...\r";
2454 }
2455
2456 cure_disease (op, 0, 0); /* remove any disease */
2457
2458 max_it (op->stats.hp , op->stats.maxhp);
2459 max_it (op->stats.sp , op->stats.maxsp);
2460 max_it (op->stats.grace, op->stats.maxgrace);
2461 max_it (op->stats.food , 200);
2462
2463 // remove all spell effects that are active
2464 // to avoid long-term effects such as word-of-recall
2465 for (object *item = op->inv; item; )
2466 {
2467 object *next = item->below;
2468
2469 if (item->type == SPELL_EFFECT && item->active)
2470 item->destroy ();
2471
2472 item = next;
2473 }
2630 2474
2631 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2475 /* 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. 2476 * in cities ONLY!!! It is very important that this doesn't get abused.
2633 * Look at op_on_battleground() for more info --AndreasV 2477 * Look at op_on_battleground() for more info --AndreasV
2634 */ 2478 */
2635 if (op_on_battleground (op, &x, &y)) 2479 if (op_on_battleground (op, &x, &y))
2636 { 2480 {
2637 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2481 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 2482
2660 /* create a bodypart-trophy to make the winner happy */ 2483 /* create a bodypart-trophy to make the winner happy */
2661 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2484 object *tmp = archetype::find (shstr_finger)->instance ();
2662 { 2485
2663 sprintf (buf, "%s's finger", &op->name); 2486 tmp->name = format ("%s's finger" , &op->name);
2664 tmp->name = buf; 2487 tmp->name_pl = format ("%s's fingers", &op->name);
2665 sprintf (buf, " This finger has been cut off %s\n" 2488 tmp->msg = format (
2666 " the %s, when he was defeated at\n level %d by %s.\n", 2489 "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); 2490 &op->name, op->contr->title,
2668 tmp->msg = buf; 2491 (int)op->level,
2492 op->contr->killer_name ()
2493 );
2669 tmp->value = 0, tmp->type = 0; 2494 tmp->value = 0, tmp->type = 0;
2670 tmp->materialname = "organics"; 2495 tmp->material = name_to_material (shstr_organic);
2671 tmp->insert_at (op, tmp); 2496 tmp->insert_at (op, tmp);
2672 }
2673 2497
2674 /* teleport defeated player to new destination */ 2498 /* teleport defeated player to new destination */
2675 transfer_ob (op, x, y, 0, NULL); 2499 transfer_ob (op, x, y, 0, NULL);
2676 op->contr->braced = 0; 2500 op->contr->braced = 0;
2501
2502 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2677 return; 2503 return;
2678 } 2504 }
2679 2505
2506 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2507 deathtab << "T<YOU HAVE DIED>\n\n";
2508
2680 INVOKE_PLAYER (DEATH, op->contr); 2509 INVOKE_PLAYER (DEATH, op->contr);
2681 2510
2682 command_kill_pets (op, 0); 2511 command_kill_pets (op, 0);
2683 2512
2684 if (op->stats.food < 0) 2513 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 2514
2694 /* save the map location for corpse, gravestone */ 2515 /* save the map location for corpse, gravestone */
2695 x = op->x; 2516 x = op->x;
2696 y = op->y; 2517 y = op->y;
2697 map = op->map; 2518 map = op->map;
2725 2546
2726 lost_a_stat = 0; 2547 lost_a_stat = 0;
2727 2548
2728 for (z = 0; z < num_stats_lose; z++) 2549 for (z = 0; z < num_stats_lose; z++)
2729 { 2550 {
2730 i = RANDOM () % NUM_STATS; 2551 i = rndm (NUM_STATS);
2731 2552
2732 if (settings.stat_loss_on_death) 2553 if (settings.stat_loss_on_death)
2733 { 2554 {
2734 /* Pick a random stat and take a point off it. Tell the player 2555 /* Pick a random stat and take a point off it. Tell the player
2735 * what he lost. 2556 * what he lost.
2742 lost_a_stat = 1; 2563 lost_a_stat = 1;
2743 } 2564 }
2744 else 2565 else
2745 { 2566 {
2746 /* deplete a stat */ 2567 /* deplete a stat */
2747 archetype *deparch = archetype::find ("depletion"); 2568 archetype *deparch = archetype::find (shstr_depletion);
2748 object *dep; 2569 object *dep;
2749 2570
2750 dep = present_arch_in_ob (deparch, op); 2571 dep = present_arch_in_ob (deparch, op);
2751 if (!dep) 2572 if (!dep)
2752 { 2573 {
2753 dep = arch_to_object (deparch); 2574 dep = deparch->instance ();
2754 insert_ob_in_ob (dep, op); 2575 insert_ob_in_ob (dep, op);
2755 } 2576 }
2756 lose_this_stat = 1; 2577 lose_this_stat = 1;
2757 if (settings.balanced_stat_loss) 2578 if (settings.balanced_stat_loss)
2758 { 2579 {
2786 } 2607 }
2787 } 2608 }
2788 2609
2789 if (lose_this_stat) 2610 if (lose_this_stat)
2790 { 2611 {
2791 this_stat = get_attr_value (&(dep->stats), i); 2612 this_stat = get_attr_value (&dep->stats, i);
2792 /* We could try to do something clever like find another 2613 /* We could try to do something clever like find another
2793 * stat to reduce if this fails. But chances are, if 2614 * stat to reduce if this fails. But chances are, if
2794 * stats have been depleted to -50, all are pretty low 2615 * stats have been depleted to -50, all are pretty low
2795 * and should be roughly the same, so it shouldn't make a 2616 * and should be roughly the same, so it shouldn't make a
2796 * difference. 2617 * difference.
2804 lost_a_stat = 1; 2625 lost_a_stat = 1;
2805 } 2626 }
2806 } 2627 }
2807 } 2628 }
2808 } 2629 }
2630
2809 /* If no stat lost, tell the player. */ 2631 /* If no stat lost, tell the player. */
2810 if (!lost_a_stat) 2632 if (!lost_a_stat)
2811 { 2633 {
2812 /* determine_god() seems to not work sometimes... why is this? 2634 /* determine_god() seems to not work sometimes... why is this?
2813 Should I be using something else? GD */ 2635 Should I be using something else? GD */
2814 const char *god = determine_god (op); 2636 shstr_tmp god = determine_god (op);
2815 2637
2816 if (god && (strcmp (god, "none"))) 2638 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); 2639 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2818 else 2640 else
2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2641 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2820 } 2642 }
2821#else 2643#else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2644 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2823#endif 2645#endif
2824 2646
2825 /* Put a gravestone up where the character 'almost' died. List the 2647 /* Put a gravestone up where the character 'almost' died. List the
2826 * exp loss on the stone. 2648 * exp loss on the stone.
2827 */ 2649 */
2828 tmp = arch_to_object (archetype::find ("gravestone")); 2650 tmp = archetype::find (shstr_gravestone)->instance ();
2829 sprintf (buf, "%s's gravestone", &op->name); 2651 tmp->name = format ("%s's gravestone", &op->name);
2830 tmp->name = buf; 2652 tmp->name_pl = format ("%s's gravestones", &op->name);
2831 sprintf (buf, "%s's gravestones", &op->name); 2653 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2832 tmp->name_pl = buf; 2654 &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; 2655 tmp->x = op->x, tmp->y = op->y;
2836 insert_ob_in_map (tmp, op->map, NULL, 0); 2656 insert_ob_in_map (tmp, op->map, NULL, 0);
2837 2657
2838 /**************************************/ 2658 /**************************************/
2839 /* */ 2659 /* */
2840 /* Subtract the experience points, */ 2660 /* Subtract the experience points, */
2841 /* if we died cause of food, give us */
2842 /* food, and reset HP's... */
2843 /* */ 2661 /* */
2844 /**************************************/ 2662 /**************************************/
2845 2663
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)); */ 2664 /*add_exp(op, (op->stats.exp * -0.20)); */
2868 apply_death_exp_penalty (op); 2665 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 2666
2875 /* 2667 /*
2876 * Check to see if the player has any unpaid items. If so, remove them 2668 * Check to see if the player has any unpaid items. If so, remove them
2877 * and put them back in the map. 2669 * and put them back in the map.
2878 */ 2670 */
2879 remove_unpaid_objects (op->inv, op); 2671 op->drop_unpaid_items ();
2880 2672
2881 /****************************************/ 2673 /****************************************/
2882 /* */ 2674 /* */
2883 /* Move player to his current respawn- */ 2675 /* Move player to his current respawn- */
2884 /* position (usually last savebed) */ 2676 /* position (usually last savebed) */
2913 if (will_kill_again & (1 << at)) 2705 if (will_kill_again & (1 << at))
2914 force->resist[at] = 100; 2706 force->resist[at] = 100;
2915 2707
2916 insert_ob_in_ob (force, op); 2708 insert_ob_in_ob (force, op);
2917 op->update_stats (); 2709 op->update_stats ();
2918
2919 } 2710 }
2920 2711
2921 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2712 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2922} 2713}
2923 2714
2924void 2715static void
2925loot_object (object *op) 2716loot_object (object *op)
2926{ /* Grab and destroy some treasure */ 2717{ /* Grab and destroy some treasure */
2927 object *tmp, *tmp2, *next; 2718 object *tmp, *tmp2, *next;
2928 2719
2929 op->close_container (); /* close open sack first */ 2720 op->close_container (); /* close open sack first */
2943 2734
2944 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2735 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2945 { 2736 {
2946 if (tmp->nrof > 1) 2737 if (tmp->nrof > 1)
2947 { 2738 {
2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2739 tmp->decrease (rndm (1, tmp->nrof - 1));
2949 tmp2->destroy ();
2950 insert_ob_in_map (tmp, op->map, NULL, 0); 2740 insert_ob_in_map (tmp, op->map, NULL, 0);
2951 } 2741 }
2952 else 2742 else
2953 tmp->destroy (); 2743 tmp->destroy ();
2954 } 2744 }
2961 * fix_weight(): Check recursively the weight of all players, and fix 2751 * fix_weight(): Check recursively the weight of all players, and fix
2962 * what needs to be fixed. Refresh windows and fix speed if anything 2752 * what needs to be fixed. Refresh windows and fix speed if anything
2963 * was changed. 2753 * was changed.
2964 */ 2754 */
2965void 2755void
2966fix_weight (void) 2756fix_weight ()
2967{ 2757{
2968 for_all_players (pl) 2758 for_all_players (pl)
2969 { 2759 {
2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2760 sint32 old = pl->ob->carrying;
2971 2761
2972 if (old == sum) 2762 pl->ob->update_weight ();
2973 continue; 2763
2764 if (old != pl->ob->carrying)
2765 {
2974 pl->ob->update_stats (); 2766 pl->ob->update_stats ();
2975 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2767 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2768 }
2976 } 2769 }
2977} 2770}
2978 2771
2979void 2772void
2980fix_luck (void) 2773fix_luck ()
2981{ 2774{
2982 for_all_players (pl) 2775 for_all_players (pl)
2983 if (!pl->ob->contr->ns->state) 2776 if (!pl->ob->contr->ns->state)
2984 pl->ob->change_luck (0); 2777 pl->ob->change_luck (0);
2985} 2778}
3022} 2815}
3023 2816
3024void 2817void
3025make_visible (object *op) 2818make_visible (object *op)
3026{ 2819{
3027 op->hide = 0; 2820 op->flag [FLAG_HIDDEN] = 0;
3028 op->invisible = 0; 2821 op->invisible = 0;
2822
3029 if (op->type == PLAYER) 2823 if (op->type == PLAYER)
3030 { 2824 {
3031 op->contr->tmp_invis = 0; 2825 op->contr->tmp_invis = 0;
3032 op->contr->invis_race = 0; 2826 op->contr->invis_race = 0;
3033 } 2827 }
3046 2840
3047/* look at the surrounding terrain to determine 2841/* look at the surrounding terrain to determine
3048 * the hideability of this object. Positive levels 2842 * the hideability of this object. Positive levels
3049 * indicate greater hideability. 2843 * indicate greater hideability.
3050 */ 2844 */
3051
3052int 2845int
3053hideability (object *ob) 2846hideability (object *ob)
3054{ 2847{
3055 int i, level = 0, mflag; 2848 int i, level = 0, mflag;
3056 sint16 x, y; 2849 sint16 x, y;
3057 2850
3058 if (!ob || !ob->map) 2851 if (!ob || !ob->map)
3059 return 0; 2852 return 0;
3060 2853
3061 /* so, on normal lighted maps, its hard to hide */ 2854 /* so, on normal lighted maps, its hard to hide */
3062 level = ob->map->darkness - 2; 2855 level = ob->map->darklevel () - 2;
3063 2856
3064 /* this also picks up whether the object is glowing. 2857 /* this also picks up whether the object is glowing.
3065 * If you carry a light on a non-dark map, its not 2858 * If you carry a light on a non-dark map, its not
3066 * as bad as carrying a light on a pitch dark map */ 2859 * as bad as carrying a light on a pitch dark map */
3067 if (has_carried_lights (ob)) 2860 if (ob->has_carried_lights ())
3068 level = -(10 + (2 * ob->map->darkness)); 2861 level = -(10 + (2 * ob->map->darklevel ()));
3069 2862
3070 /* scan through all nearby squares for terrain to hide in */ 2863 /* 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]) 2864 for (i = 0, x = ob->x, y = ob->y;
2865 i <= SIZEOFFREE1;
2866 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3072 { 2867 {
3073 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2868 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3074 if (mflag & P_OUT_OF_MAP) 2869 if (mflag & P_OUT_OF_MAP)
3075 {
3076 continue; 2870 continue;
3077 } 2871
3078 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2872 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3079 level += 2; 2873 level += 2;
3080 else /* open terrain! */ 2874 else /* open terrain! */
3081 level -= 1; 2875 level -= 1;
3082 } 2876 }
3093 * spot (surrounded by clear terrain in broad daylight). -b.t. 2887 * spot (surrounded by clear terrain in broad daylight). -b.t.
3094 */ 2888 */
3095void 2889void
3096do_hidden_move (object *op) 2890do_hidden_move (object *op)
3097{ 2891{
3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2892 int hide = 0;
3099 object *skop;
3100 2893
3101 if (!op || !op->map) 2894 if (!op || !op->map)
3102 return; 2895 return;
3103 2896
3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2897 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2898 int num = random_roll (0, 19, op, PREFER_LOW);
3105 2899
3106 /* its *extremely* hard to run and sneak/hide at the same time! */ 2900 /* its *extremely* hard to run and sneak/hide at the same time! */
3107 if (op->type == PLAYER && op->contr->run_on) 2901 if (op->type == PLAYER && op->contr->run_on)
3108 if (!skop || num >= skop->level) 2902 if (!skop || num >= skop->level)
3109 { 2903 {
3119 num -= hide; 2913 num -= hide;
3120 2914
3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2915 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3122 { 2916 {
3123 make_visible (op); 2917 make_visible (op);
2918
3124 if (op->type == PLAYER) 2919 if (op->type == PLAYER)
3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2920 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3126 } 2921 }
3127 else if (op->type == PLAYER && skop) 2922 else if (op->type == PLAYER && skop)
3128 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2923 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3181 * object op. This function works fine for monsters, 2976 * object op. This function works fine for monsters,
3182 * but we dont worry if the object isnt the top one in 2977 * but we dont worry if the object isnt the top one in
3183 * a pile (say a coin under a table would return "viewable" 2978 * a pile (say a coin under a table would return "viewable"
3184 * by this routine). Another question, should we be 2979 * by this routine). Another question, should we be
3185 * concerned with the direction the player is looking 2980 * concerned with the direction the player is looking
3186 * in? Realistically, most of use cant see stuff behind 2981 * in? Realistically, most of us can't see stuff behind
3187 * our backs...on the other hand, does the "facing" direction 2982 * our backs...on the other hand, does the "facing" direction
3188 * imply the way your head, or body is facing? Its possible 2983 * 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. 2984 * for them to differ. Sigh, this fctn could get a bit more complex.
3190 * -b.t. 2985 * -b.t.
3191 * This function is now map tiling safe. 2986 * This function is now map tiling safe.
3192 */ 2987 */
3193
3194int 2988int
3195player_can_view (object *pl, object *op) 2989player_can_view (object *pl, object *op)
3196{ 2990{
3197 rv_vector rv; 2991 rv_vector rv;
3198 int dx, dy; 2992 int dx, dy;
3210 3004
3211 get_rangevector (pl, op, &rv, 0x1); 3005 get_rangevector (pl, op, &rv, 0x1);
3212 3006
3213 /* starting with the 'head' part, lets loop 3007 /* starting with the 'head' part, lets loop
3214 * through the object and find if it has any 3008 * through the object and find if it has any
3215 * part that is in the los array but isnt on 3009 * part that is in the los array but isn't on
3216 * a blocked los square. 3010 * a blocked los square.
3217 * we use the archetype to figure out offsets. 3011 * we use the archetype to figure out offsets.
3218 */ 3012 */
3219 while (op) 3013 while (op)
3220 { 3014 {
3221 dx = rv.distance_x + op->arch->x; 3015 dx = rv.distance_x + op->arch->x;
3222 dy = rv.distance_y + op->arch->y; 3016 dy = rv.distance_y + op->arch->y;
3223 3017
3224 /* only the viewable area the player sees is updated by LOS 3018 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; 3019 return 1;
3020
3232 op = op->more; 3021 op = op->more;
3233 } 3022 }
3234 return 0;
3235}
3236 3023
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; 3024 return 0;
3263} 3025}
3264 3026
3265/* op_on_battleground - checks if the given object op (usually 3027/* op_on_battleground - checks if the given object op (usually
3266 * a player) is standing on a valid battleground-tile, 3028 * 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 3033 * Default is to do the same as before, so only people wanting to have different points need worry about this
3272 */ 3034 */
3273int 3035int
3274op_on_battleground (object *op, int *x, int *y) 3036op_on_battleground (object *op, int *x, int *y)
3275{ 3037{
3276 object *tmp;
3277
3278 /* A battleground-tile needs the following attributes to be valid: 3038 /* 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), 3039 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3280 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3040 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3281 * and the exit-coordinates sp/hp must both be > 0. 3041 * and the exit-coordinates sp/hp must both be > 0.
3282 * => The intention here is to prevent abuse of the battleground- 3042 * => The intention here is to prevent abuse of the battleground-
3283 * feature (like pickable or hidden battleground tiles). */ 3043 * feature (like pickable or hidden battleground tiles). */
3284 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3044 for (object *tmp = op->below; tmp; tmp = tmp->below)
3285 { 3045 {
3286 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3046 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3287 { 3047 {
3288 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3048 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3289 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3049 && tmp->type == BATTLEGROUND
3050 && tmp->name == shstr_battleground
3051 && EXIT_X (tmp) && EXIT_Y (tmp))
3290 { 3052 {
3291 /*before we assign the exit, check if this is a teambattle */ 3053 /* before we assign the exit, check if this is a teambattle */
3292 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3054 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) 3055 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3056 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3297 { 3057 {
3298 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3299 {
3300 if (x != NULL && y != NULL) 3058 if (x && y)
3301 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3059 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3060
3302 return 1; 3061 return 1;
3303 }
3304 } 3062 }
3305 } 3063
3306 if (x != NULL && y != NULL) 3064 if (x && y)
3307 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3065 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3066
3308 return 1; 3067 return 1;
3309 } 3068 }
3310 } 3069 }
3311 } 3070 }
3071
3312 /* If we got here, did not find a battleground */ 3072 /* If we got here, did not find a battleground */
3313 return 0; 3073 return 0;
3314} 3074}
3315 3075
3316/* 3076/*
3332 char buf[MAX_BUF]; /* tmp. string buffer */ 3092 char buf[MAX_BUF]; /* tmp. string buffer */
3333 int i = 0, j = 0; 3093 int i = 0, j = 0;
3334 3094
3335 /* get the appropriate treasurelist */ 3095 /* get the appropriate treasurelist */
3336 if (atnr == ATNR_FIRE) 3096 if (atnr == ATNR_FIRE)
3337 trlist = treasurelist::find ("dragon_ability_fire"); 3097 trlist = treasurelist::find (shstr_dragon_ability_fire);
3338 else if (atnr == ATNR_COLD) 3098 else if (atnr == ATNR_COLD)
3339 trlist = treasurelist::find ("dragon_ability_cold"); 3099 trlist = treasurelist::find (shstr_dragon_ability_cold);
3340 else if (atnr == ATNR_ELECTRICITY) 3100 else if (atnr == ATNR_ELECTRICITY)
3341 trlist = treasurelist::find ("dragon_ability_elec"); 3101 trlist = treasurelist::find (shstr_dragon_ability_elec);
3342 else if (atnr == ATNR_POISON) 3102 else if (atnr == ATNR_POISON)
3343 trlist = treasurelist::find ("dragon_ability_poison"); 3103 trlist = treasurelist::find (shstr_dragon_ability_poison);
3344 3104
3345 if (trlist == NULL || who->type != PLAYER) 3105 if (trlist == NULL || who->type != PLAYER)
3346 return; 3106 return;
3347 3107
3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3108 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3421 { 3181 {
3422 /* forces in the treasurelist can alter the player's stats */ 3182 /* forces in the treasurelist can alter the player's stats */
3423 object *skin; 3183 object *skin;
3424 3184
3425 /* first get the dragon skin force */ 3185 /* 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) 3186 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3428 ; 3187 ;
3429 3188
3430 if (!skin) 3189 if (!skin)
3431 return; 3190 return;
3432 3191
3465 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3224 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3466 } 3225 }
3467 else 3226 else
3468 { 3227 {
3469 /* generate misc. treasure */ 3228 /* generate misc. treasure */
3470 tmp = arch_to_object (tr->item); 3229 tmp = tr->item->instance ();
3471 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3230 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); 3231 who->insert (tmp);
3473 if (who->type == PLAYER)
3474 esrv_send_item (who, tmp);
3475 } 3232 }
3476} 3233}
3477 3234
3478/** 3235//-GPL
3479 * Unready an object for a player. This function does nothing if the object was
3480 * not readied.
3481 */
3482void
3483player_unready_range_ob (player *pl, object *ob)
3484{
3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3487
3488 if (pl->combat_ob == ob)
3489 pl->combat_ob = 0;
3490
3491 if (pl->ranged_ob == ob)
3492 pl->ranged_ob = 0;
3493}
3494 3236
3495sint8 3237sint8
3496player::visibility_at (maptile *map, int x, int y) const 3238player::darkness_at (maptile *map, int x, int y) const
3497{ 3239{
3498 if (!ns) 3240 if (!ns)
3499 return 0; 3241 return LOS_BLOCKED;
3500 3242
3501 int dx, dy; 3243 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3244 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0; 3245 return LOS_BLOCKED;
3504 3246
3505 x += dx - ns->current_x + ns->mapx / 2; 3247 x += dx - ns->current_x;
3506 y += dy - ns->current_y + ns->mapy / 2; 3248 y += dy - ns->current_y;
3507 3249
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]; 3250 return blocked_los (x, y);
3512} 3251}
3252
3253void
3254player::infobox (const char *title, const char *msg, int color)
3255{
3256 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3257}
3258
3259void
3260player::statusmsg (const char *msg, int color)
3261{
3262 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3263}
3264
3265void
3266player::failmsg (const char *msg, int color)
3267{
3268 play_sound (sound_find ("generic_failure"));
3269 statusmsg (msg, color);
3270}
3271

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