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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 1.266 by root, Tue Apr 6 23:34:57 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);
248 132
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 133 ob->update_stats ();
275 134
276 ns->floorbox_update (); 135 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
279 138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
143
144 ob->update_stats (); // we unapplied stuff above
280 activate (); 145 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285 146
286 INVOKE_PLAYER (CONNECT, this); 147 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this); 148 INVOKE_PLAYER (LOGIN, this);
288} 149}
289 150
290void 151void
291player::disconnect () 152player::disconnect ()
292{ 153{
154 if (ob)
155 {
156 ob->close_container (); //TODO: client-specific
157 ob->drop_unpaid_items ();
158 }
159
293 if (ns) 160 if (ns)
294 { 161 {
295 if (active) 162 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 163 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 164
300 ns->reset_stats (); 167 ns->reset_stats ();
301 ns->pl = 0; 168 ns->pl = 0;
302 ns = 0; 169 ns = 0;
303 } 170 }
304 171
305 if (ob) 172 // this is important for the player scheduler to get the correct refcount
306 ob->close_container (); //TODO: client-specific 173 // when ns = 0
307 174 observe = viewpoint = ob;
308 observe = ob;
309 175
310 deactivate (); 176 deactivate ();
311} 177}
178
179//-GPL
312 180
313// the need for this function can be explained 181// the need for this function can be explained
314// by load_object not returning the object 182// by load_object not returning the object
315void 183void
316player::set_object (object *op) 184player::set_object (object *op)
317{ 185{
318 ob = observe = op; 186 ob = observe = viewpoint = op;
319 ob->contr = this; /* this aren't yet in archetype */ 187 ob->contr = this; /* this aren't yet in archetype */
320 188
321 ob->speed = 1.0f; 189 ob->speed = 1.0f;
322 ob->speed_left = 0.5f; 190 ob->speed_left = 0.5f;
323 191
324 ob->direction = 5; /* So player faces south */ 192 ob->direction = 5; /* So player faces south */
325} 193}
326 194
327void 195void
328player::set_observe (object *op) 196player::set_observe (object *op)
329{ 197{
330 observe = op ? op : ob; 198 observe = viewpoint = op ? op : ob;
331 do_los = 1; 199 do_los = 1;
332} 200}
201
202void
203player::set_viewpoint (object *op)
204{
205 viewpoint = op ? op : (object *)observe;
206 do_los = 1;
207}
208
209//+GPL
333 210
334player::player () 211player::player ()
335{ 212{
336 /* There are some elements we want initialised to non zero value - 213 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point. 214 * we deal with that below this point.
343 savebed_map = first_map_path; /* Init. respawn position */ 220 savebed_map = first_map_path; /* Init. respawn position */
344 221
345 gen_sp_armour = 10; 222 gen_sp_armour = 10;
346 bowtype = bow_normal; 223 bowtype = bow_normal;
347 petmode = pet_normal; 224 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers; 225 usekeys = containers;
350 peaceful = 1; /* default peaceful */ 226 peaceful = 1; /* default peaceful */
351 do_los = 1; 227 do_los = 1;
352 228
353 weapon_sp = 1.0f; 229 weapon_sp = 1.0f;
364 if (ob) 240 if (ob)
365 { 241 {
366 ob->destroy_inv (false); 242 ob->destroy_inv (false);
367 ob->destroy (); 243 ob->destroy ();
368 } 244 }
245
246 ob = observe = viewpoint = 0;
369} 247}
370 248
371player::~player () 249player::~player ()
372{ 250{
373 /* Clear item stack */ 251 /* Clear item stack */
374 free (stack_items); 252 free (stack_items);
253}
254
255/*
256 * get_player_archetype() return next player archetype from archetype
257 * list. Not very efficient routine, but used only creating new players.
258 * Note: there MUST be at least one player archetype!
259 */
260static archetype *
261get_player_archetype (archetype *at)
262{
263 // archetypes could have been reloaded
264 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
265
266 if (!nat)
267 return at;
268
269 archvec::iterator i = archetypes.find (nat);
270
271 for (;;)
272 {
273 if (++i == archetypes.end ())
274 i = archetypes.begin ();
275 else if (*i == at)
276 cleanup ("not a single player archetype found");
277
278 if ((*i)->type == PLAYER)
279 return *i;
280 }
375} 281}
376 282
377/* Tries to add player on the connection passed in ns. 283/* 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 284 * All we can really get in this is some settings like host and display
379 * mode. 285 * mode.
381player * 287player *
382player::create () 288player::create ()
383{ 289{
384 player *pl = new player; 290 player *pl = new player;
385 291
386 pl->set_object (arch_to_object (get_player_archetype (0))); 292 pl->set_object (get_player_archetype (0)->instance ());
387 293
388 pl->ob->roll_stats (); 294 pl->ob->roll_stats ();
389 pl->ob->stats.wc = 2; 295 pl->ob->stats.wc = 2;
390 pl->ob->run_away = 25; /* Then we panick... */ 296 pl->ob->run_away = 25; /* Then we panick... */
391 297
392 set_first_map (pl->ob); 298 set_first_map (pl->ob);
393 299
394 return pl; 300 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} 301}
418 302
419object * 303object *
420get_nearest_player (object *mon) 304get_nearest_player (object *mon)
421{ 305{
424 unsigned lastdist; 308 unsigned lastdist;
425 rv_vector rv; 309 rv_vector rv;
426 310
427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
428 { 312 {
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)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
457 continue; 314 continue;
458 315
459 if (lastdist > rv.distance) 316 if (lastdist > rv.distance)
460 { 317 {
655 512
656 return firstdir; 513 return firstdir;
657} 514}
658 515
659void 516void
660give_initial_items (object *pl, treasurelist * items) 517give_initial_items (object *pl, treasurelist *items)
661{ 518{
662 object *op, *next = NULL;
663
664 if (pl->randomitems != NULL) 519 if (pl->randomitems)
665 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 520 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
666 521
667 for (op = pl->inv; op; op = next) 522 for (object *next, *op = pl->inv; op; op = next)
668 { 523 {
669 next = op->below; 524 next = op->below;
670 525
671 /* Forces get applied per default, unless they have the 526 /* Forces get applied per default, unless they have the
672 * flag "neutral" set. Sorry but I can't think of a better way 527 * flag "neutral" set. Sorry but I can't think of a better way
677 /* we never give weapons/armour if these cannot be used 532 /* we never give weapons/armour if these cannot be used
678 * by this player due to race restrictions 533 * by this player due to race restrictions
679 */ 534 */
680 if (pl->type == PLAYER) 535 if (pl->type == PLAYER)
681 { 536 {
682 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 537 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
538 &&
683 (op->type == ARMOUR || op->type == BOOTS || 539 (op->type == ARMOUR || op->type == BOOTS
684 op->type == CLOAK || op->type == HELMET || 540 || op->type == CLOAK || op->type == HELMET
685 op->type == SHIELD || op->type == GLOVES || 541 || op->type == SHIELD || op->type == GLOVES
542 || op->type == BRACERS || op->type == GIRDLE))
686 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 543 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
687 { 544 {
688 op->destroy (); 545 op->destroy ();
689 continue; 546 continue;
690 } 547 }
691 } 548 }
692 549
693 /* This really needs to be better - we should really give 550 /* Here we remove duplicated skills (as duplicated spell objects have
694 * a substitute spellbook. The problem is that we don't really 551 * _very_ confusing effects for players), which could for instance be
695 * have a good idea what to replace it with (need something like 552 * generated by bad treasurelists. - elmex
696 * a first level treasurelist for each skill.)
697 * remove duplicate skills also
698 */ 553 */
699 if (op->type == SPELLBOOK || op->type == SKILL) 554 if (op->type == SKILL)
700 { 555 {
701 object *tmp;
702
703 for (tmp = op->below; tmp; tmp = tmp->below) 556 for (object *tmp = op->below; tmp; tmp = tmp->below)
704 if (tmp->type == op->type && tmp->name == op->name) 557 if (tmp->type == op->type && tmp->name == op->name)
705 break;
706
707 if (tmp)
708 { 558 {
709 op->destroy (); 559 op->destroy ();
560 LOG (llevError,
710 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 561 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
711 continue; 562 break;
712 } 563 }
713 564
714 if (op->nrof > 1) 565 if (op->nrof > 1)
715 op->nrof = 1; 566 op->nrof = 1;
716 } 567 }
717 568
718 if (op->type == SPELLBOOK && op->inv) 569 if (op->type == SPELLBOOK && op->inv)
719 {
720 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 570 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
721 }
722 571
723 /* Give starting characters identified, uncursed, and undamned 572 /* Give starting characters identified, uncursed, and undamned
724 * items. Just don't identify gold or silver, or it won't be 573 * items. Just don't identify gold or silver, or it won't be
725 * merged properly. 574 * merged properly.
726 */ 575 */
727 if (need_identify (op)) 576 if (need_identify (op))
728 { 577 {
729 SET_FLAG (op, FLAG_IDENTIFIED); 578 SET_FLAG (op, FLAG_IDENTIFIED);
730 CLEAR_FLAG (op, FLAG_CURSED); 579 CLEAR_FLAG (op, FLAG_CURSED);
731 CLEAR_FLAG (op, FLAG_DAMNED); 580 CLEAR_FLAG (op, FLAG_DAMNED);
732 } 581 }
582
733 if (op->type == SPELL) 583 if (op->type == SPELL)
734 { 584 {
735 op->destroy (); 585 op->destroy ();
736 continue; 586 continue;
737 } 587 }
739 { 589 {
740 SET_FLAG (op, FLAG_CAN_USE_SKILL); 590 SET_FLAG (op, FLAG_CAN_USE_SKILL);
741 op->stats.exp = 0; 591 op->stats.exp = 0;
742 op->level = 1; 592 op->level = 1;
743 } 593 }
744 /* lock all 'normal items by default */ 594 else /* lock all 'normal items by default */
745 else
746 SET_FLAG (op, FLAG_INV_LOCKED); 595 SET_FLAG (op, FLAG_INV_LOCKED);
747 } /* for loop of objects in player inv */ 596 } /* for loop of objects in player inv */
748 597
749 /* Need to set up the skill pointers */ 598 /* Need to set up the skill pointers */
750 link_player_skills (pl); 599 pl->contr->link_skills ();
751} 600}
752 601
753void 602void
754get_party_password (object *op, partylist *party) 603get_party_password (object *op, partylist *party)
755{ 604{
765 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 614 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
766} 615}
767 616
768/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 617/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
769static int 618static int
770roll_stat (void) 619roll_stat ()
771{ 620{
772 int a[4], i, j, k; 621 int a[4], i, j, k;
773 622
774 for (i = 0; i < 4; i++) 623 for (i = 0; i < 4; i++)
775 a[i] = (int) rndm (6) + 1; 624 a[i] = (int) rndm (6) + 1;
856static void 705static void
857start_info (object *op) 706start_info (object *op)
858{ 707{
859 char buf[MAX_BUF]; 708 char buf[MAX_BUF];
860 709
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 710 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 711 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} 712}
866 713
867/* This function takes the key that is passed, and does the 714/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 715 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 716 * The function name is for historical reasons - now we have
872 */ 719 */
873void 720void
874player::chargen_race_done () 721player::chargen_race_done ()
875{ 722{
876 /* this must before then initial items are given */ 723 /* this must before then initial items are given */
877 esrv_new_player (ob->contr, ob->weight + ob->carrying); 724 esrv_new_player (ob->contr);
878 725
879 treasurelist *tl = treasurelist::find ("starting_wealth"); 726 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
880 if (tl) 727 if (tl)
881 create_treasure (tl, ob, 0, 0, 0); 728 create_treasure (tl, ob, 0, 0, 0);
882 729
883 INVOKE_PLAYER (BIRTH, ob->contr); 730 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, ob->contr); 731 INVOKE_PLAYER (LOGIN, ob->contr);
885 732
886 ob->contr->ns->state = ST_PLAYING; 733 ob->contr->ns->state = ST_PLAYING;
887 734
888 if (ob->msg) 735 if (ob->msg)
889 ob->msg = 0; 736 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 }
899 737
900 start_info (ob); 738 start_info (ob);
901 CLEAR_FLAG (ob, FLAG_WIZ); 739 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (ob, ob->randomitems); 740 give_initial_items (ob, ob->randomitems);
903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob); 741 esrv_send_inventory (ob, ob);
905 ob->update_stats (); 742 ob->update_stats ();
906 743
907 /* This moves the player to a different start map, if there 744 /* This moves the player to a different start map, if there
908 * is one for this race 745 * is one for this race
909 */ 746 */
910 if (*first_map_ext_path) 747 if (*first_map_ext_path)
911 { 748 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 749 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 750 LOG (llevDebug, "first_map_ext_path not set\n");
927} 751}
928 752
929void 753void
960 ob->stats.hp = ob->stats.maxhp; 784 ob->stats.hp = ob->stats.maxhp;
961 ob->stats.sp = ob->stats.maxsp; 785 ob->stats.sp = ob->stats.maxsp;
962 ob->stats.grace = 0; 786 ob->stats.grace = 0;
963} 787}
964 788
965void 789static void
966flee_player (object *op) 790flee_player (object *op)
967{ 791{
968 int dir, diff; 792 int dir, diff;
969 rv_vector rv; 793 rv_vector rv;
970 794
973 LOG (llevDebug, "Fleeing player is dead.\n"); 797 LOG (llevDebug, "Fleeing player is dead.\n");
974 CLEAR_FLAG (op, FLAG_SCARED); 798 CLEAR_FLAG (op, FLAG_SCARED);
975 return; 799 return;
976 } 800 }
977 801
978 if (op->enemy == NULL) 802 if (!op->enemy)
979 { 803 {
980 LOG (llevDebug, "Fleeing player had no enemy.\n"); 804 LOG (llevDebug, "Fleeing player had no enemy.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 805 CLEAR_FLAG (op, FLAG_SCARED);
982 return; 806 return;
983 } 807 }
984 808
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)) 809 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 { 810 {
998 op->enemy = NULL; 811 op->enemy = NULL;
999 CLEAR_FLAG (op, FLAG_SCARED); 812 CLEAR_FLAG (op, FLAG_SCARED);
1000 return; 813 return;
1003 get_rangevector (op, op->enemy, &rv, 0); 816 get_rangevector (op, op->enemy, &rv, 0);
1004 817
1005 dir = absdir (4 + rv.direction); 818 dir = absdir (4 + rv.direction);
1006 for (diff = 0; diff < 3; diff++) 819 for (diff = 0; diff < 3; diff++)
1007 { 820 {
1008 int m = 1 - (RANDOM () & 2); 821 int m = 1 - rndm (2) * 2;
1009 822
1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 823 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1011 return; 824 return;
1012 } 825 }
1013 826
1014 /* Cornered, get rid of scared */ 827 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
1024check_pick (object *op) 837check_pick (object *op)
1025{ 838{
1026 object *tmp, *next; 839 object *tmp, *next;
1027 int stop = 0; 840 int stop = 0;
1028 int wvratio; 841 int wvratio;
1029 char putstring[128];
1030 842
1031 /* if you're flying, you cna't pick up anything */ 843 /* if you're flying, you can't pick up anything */
1032 if (op->move_type & MOVE_FLYING) 844 if (op->move_type & MOVE_FLYING)
1033 return 1; 845 return 1;
1034 846
1035 next = op->below; 847 next = op->below;
848
849 int cnt = MAX_ITEM_PER_ACTION;
850#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1036 851
1037 /* loop while there are items on the floor that are not marked as 852 /* loop while there are items on the floor that are not marked as
1038 * destroyed */ 853 * destroyed */
1039 while (next && !next->destroyed ()) 854 while (next && !next->destroyed ())
1040 { 855 {
1041 tmp = next; 856 tmp = next;
1042 next = tmp->below; 857 next = tmp->below;
1043 858
859 if (cnt <= 0)
860 {
861 op->failmsg ("Couldn't pickup all items at once.");
862 return 0;
863 }
864
1044 if (op->destroyed ()) 865 if (op->destroyed ())
1045 return 0; 866 return 0;
1046 867
1047 if (!can_pick (op, tmp)) 868 if (!can_pick (op, tmp))
1048 continue; 869 continue;
1049 870
1050 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 871 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1051 { 872 {
1052 if (item_matched_string (op, tmp, op->contr->search_str)) 873 if (item_matched_string (op, tmp, op->contr->search_str))
1053 pick_up (op, tmp); 874 CHK_PICK_PICKUP;
875
1054 continue; 876 continue;
1055 } 877 }
1056 878
1057 /* high not bit set? We're using the old autopickup model */ 879 /* pickup handling */
880 if (op->contr->mode & PU_DEBUG)
881 {
882 /* some debugging code to figure out item information */
883 const char *str = tmp->name
884 ? format ("item name: %s item type: %d weight/value: %d",
885 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
886 : format ("item name: %s item type: %d weight/value: %d",
887 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
888
889 new_draw_info (NDI_UNIQUE, 0, op, str);
890 }
891
892 if (op->contr->mode & PU_INHIBIT)
893 return 1;
894
895 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
896 return 1;
897
898 /* philosophy:
899 * It's easy to grab an item type from a pile, as long as it's
900 * generic. This takes no game-time. For more detailed pickups
901 * and selections, select-items should be used. This is a
902 * grab-as-you-run type mode that's really useful for arrows for
903 * example.
904 * The drawback: right now it has no frontend, so you need to
905 * stick the bits you want into a calculator in hex mode and then
906 * convert to decimal and then 'pickup <#>
907 */
908
909 /* the first two modes are exclusive: if NOTHING we return, if
910 * STOP then we stop. All the rest are applied sequentially,
911 * meaning if any test passes, the item gets picked up. */
912
913 /* if mode is set to pick nothing up, return */
914 if (op->contr->mode == PU_NOTHING)
915 return 1;
916
917 /* if mode is set to stop when encountering objects, return */
918 /* take STOP before INHIBIT since it doesn't actually pick
919 * anything up */
920 if (op->contr->mode & PU_STOP)
921 return 0;
922
923 /* useful for going into stores and not losing your settings... */
924 /* and for battles wher you don't want to get loaded down while
925 * fighting */
926 if (op->contr->mode & PU_INHIBIT)
927 return 1;
928
929 /* prevent us from turning into auto-thieves :) */
930 if (QUERY_FLAG (tmp, FLAG_UNPAID))
931 continue;
932
933 /* ignore known cursed objects */
934 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
935 continue;
936
937 /* all food and drink if desired */
938 /* question: don't pick up known-poisonous stuff? */
1058 if (!(op->contr->mode & PU_NEWMODE)) 939 if (op->contr->mode & PU_FOOD)
940 if (tmp->type == FOOD)
1059 { 941 {
1060 switch (op->contr->mode) 942 CHK_PICK_PICKUP;
943 continue;
944 }
945
946 if (op->contr->mode & PU_DRINK)
947 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
948 {
949 CHK_PICK_PICKUP;
950 continue;
951 }
952
953 if (op->contr->mode & PU_POTION)
954 if (tmp->type == POTION)
955 {
956 CHK_PICK_PICKUP;
957 continue;
958 }
959
960 /* spellbooks, skillscrolls and normal books/scrolls */
961 if (op->contr->mode & PU_SPELLBOOK)
962 if (tmp->type == SPELLBOOK)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 if (op->contr->mode & PU_SKILLSCROLL)
969 if (tmp->type == SKILLSCROLL)
970 {
971 CHK_PICK_PICKUP;
972 continue;
973 }
974
975 if (op->contr->mode & PU_READABLES)
976 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 /* wands/staves/rods/horns */
983 if (op->contr->mode & PU_MAGIC_DEVICE)
984 if (tmp->type == WAND
985 || tmp->type == ROD
986 || tmp->type == HORN
987 || tmp->type == POWER_CRYSTAL)
988 {
989 CHK_PICK_PICKUP;
990 continue;
991 }
992
993 /* pick up all magical items */
994 if (op->contr->mode & PU_MAGICAL)
995 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
996 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1001
1002 if (op->contr->mode & PU_VALUABLES)
1003 {
1004 if (tmp->type == MONEY || tmp->type == GEM)
1061 { 1005 {
1062 case 0: 1006 CHK_PICK_PICKUP;
1063 return 1; /* don't pick up */ 1007 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 } 1008 }
1095 } 1009 }
1096 else 1010
1097 { /* old model */ 1011 /* rings & amulets - talismans seems to be typed AMULET */
1098 /* NEW pickup handling */
1099 if (op->contr->mode & PU_DEBUG) 1012 if (op->contr->mode & PU_JEWELS)
1013 if (tmp->type == RING
1014 || tmp->type == AMULET
1015 || tmp->type == GIRDLE
1016 || tmp->type == SKILL_TOOL)
1100 { 1017 {
1101 /* some debugging code to figure out item information */ 1018 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; 1019 continue;
1020 }
1148 1021
1149 /* ignore known cursed objects */ 1022 /* we don't forget dragon food */
1150 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1023 if (op->contr->mode & PU_FLESH)
1024 if (tmp->type == FLESH)
1025 {
1026 CHK_PICK_PICKUP;
1151 continue; 1027 continue;
1028 }
1152 1029
1153 /* all food and drink if desired */ 1030 /* bows and arrows. Bows are good for selling! */
1154 /* question: don't pick up known-poisonous stuff? */ 1031 if (op->contr->mode & PU_BOW)
1032 if (tmp->type == BOW)
1033 {
1034 CHK_PICK_PICKUP;
1035 continue;
1036 }
1037
1038 if (op->contr->mode & PU_ARROW)
1039 if (tmp->type == ARROW)
1040 {
1041 CHK_PICK_PICKUP;
1042 continue;
1043 }
1044
1045 /* all kinds of armor etc. */
1046 if (op->contr->mode & PU_ARMOUR)
1047 if (tmp->type == ARMOUR)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1053 if (op->contr->mode & PU_HELMET)
1054 if (tmp->type == HELMET)
1055 {
1056 CHK_PICK_PICKUP;
1057 continue;
1058 }
1059
1060 if (op->contr->mode & PU_SHIELD)
1061 if (tmp->type == SHIELD)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1155 if (op->contr->mode & PU_FOOD) 1067 if (op->contr->mode & PU_BOOTS)
1156 if (tmp->type == FOOD) 1068 if (tmp->type == BOOTS)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_GLOVES)
1075 if (tmp->type == GLOVES || tmp->type == BRACERS)
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_CLOAK)
1082 if (tmp->type == CLOAK)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 /* hoping to catch throwing daggers here */
1089 if (op->contr->mode & PU_MISSILEWEAPON)
1090 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 /* careful: chairs and tables are weapons! */
1097 if (op->contr->mode & PU_ALLWEAPON)
1098 {
1099 if (tmp->type == WEAPON)
1100 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1157 { 1101 {
1158 pick_up (op, tmp); 1102 CHK_PICK_PICKUP;
1159 continue; 1103 continue;
1160 } 1104 }
1105 }
1161 1106
1107 /* misc stuff that's useful */
1162 if (op->contr->mode & PU_DRINK) 1108 if (op->contr->mode & PU_KEY)
1163 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1109 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1164 { 1110 {
1165 pick_up (op, tmp); 1111 CHK_PICK_PICKUP;
1166 continue; 1112 continue;
1167 } 1113 }
1168 1114
1115 /* any of the last 4 bits set means we use the ratio for value
1116 * pickups */
1169 if (op->contr->mode & PU_POTION) 1117 if (op->contr->mode & PU_RATIO)
1170 if (tmp->type == POTION) 1118 {
1119 /* use value density to decide what else to grab */
1120 /* >=7 was >= op->contr->mode */
1121 /* >=7 is the old standard setting. Now we take the last 4 bits
1171 { 1122 */
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) 1123 wvratio = op->contr->mode & PU_RATIO;
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1124 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 { 1125 {
1216 if (tmp->type == MONEY || tmp->type == GEM) 1126#if 0
1127 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1128 if (tmp->name != NULL)
1217 { 1129 {
1218 pick_up (op, tmp); 1130 fprintf (stderr, "%s", tmp->name);
1219 continue;
1220 } 1131 }
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 1132 else
1355 fprintf (stderr, "%s", tmp->arch->archname); 1133 fprintf (stderr, "%s", tmp->arch->archname);
1356 fprintf (stderr, ",%d] = ", tmp->type); 1134 fprintf (stderr, ",%d] = ", tmp->type);
1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1135 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1358#endif 1136#endif
1137 CHK_PICK_PICKUP;
1359 continue; 1138 continue;
1360 }
1361 } 1139 }
1362 } /* the new pickup model */ 1140 } /* the new pickup model */
1363 } 1141 }
1364 1142
1365 return !stop; 1143 return !stop;
1144}
1145
1146/* routine for both players and monsters. We call this when
1147 * there is a possibility for our action distrubing our hiding
1148 * place or invisiblity spell. Artefact invisiblity causes
1149 * "noise" instead. If we arent invisible to begin with, we
1150 * return 0.
1151 */
1152static int
1153action_makes_visible (object *op)
1154{
1155 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1156 {
1157 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1158 {
1159 // artefact invisibility is permanent, but we still make noise
1160 // this is important for game-balance.
1161 if (op->contr)
1162 op->make_noise ();
1163
1164 return 0;
1165 }
1166
1167 if (op->contr && op->contr->tmp_invis == 0)
1168 return 0;
1169
1170 /* If monsters, they should become visible */
1171 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1172 {
1173 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1174 return 1;
1175 }
1176 }
1177
1178 return 0;
1366} 1179}
1367 1180
1368/* 1181/*
1369 * Find an arrow in the inventory and after that 1182 * Find an arrow in the inventory and after that
1370 * in the right type container (quiver). Pointer to the 1183 * in the right type container (quiver). Pointer to the
1371 * found object is returned. 1184 * found object is returned.
1372 */ 1185 */
1373object * 1186static object *
1374find_arrow (object *op, const char *type) 1187find_arrow (object *op, const char *type)
1375{ 1188{
1376 object *tmp = 0;
1377
1378 for (op = op->inv; op; op = op->below) 1189 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) 1190 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1191 return splay (tmp);
1192
1193 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1194 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1195 if (object *arrow = find_arrow (tmp, type))
1196 {
1197 splay (tmp);
1382 return op; 1198 return arrow;
1199 }
1383 1200
1384 return tmp; 1201 return 0;
1385} 1202}
1386 1203
1387/* 1204/*
1388 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1205 * 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 1206 * 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 1207 * 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. 1208 * the hall. Failing that it does it's best to pick the highest plus arrow.
1392 */ 1209 */
1393object * 1210static object *
1394find_better_arrow (object *op, object *target, const char *type, int *better) 1211find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1395{ 1212{
1396 object *tmp = NULL, *arrow, *ntmp; 1213 object *tmp = NULL, *arrow, *ntmp;
1397 int attacknum, attacktype, betterby = 0, i; 1214 int attacknum, attacktype, betterby = 0, i;
1398 1215
1399 if (!type) 1216 if (!type)
1403 { 1220 {
1404 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1221 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1405 { 1222 {
1406 i = 0; 1223 i = 0;
1407 ntmp = find_better_arrow (arrow, target, type, &i); 1224 ntmp = find_better_arrow (arrow, target, type, &i);
1225
1408 if (i > betterby) 1226 if (i > betterby)
1409 { 1227 {
1410 tmp = ntmp; 1228 tmp = ntmp;
1411 betterby = i; 1229 betterby = i;
1412 } 1230 }
1413 } 1231 }
1414 else if (arrow->type == ARROW && arrow->race == type) 1232 else if (arrow->type == ARROW && arrow->race == type)
1415 { 1233 {
1416 /* allways prefer assasination/slaying */ 1234 /* allways prefer assasination/slaying */
1417 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1235 if (target->race && arrow->slaying.contains (target->race))
1418 { 1236 {
1419 if (arrow->attacktype & AT_DEATH) 1237 if (arrow->attacktype & AT_DEATH)
1420 { 1238 {
1421 *better = 100; 1239 *better = 100;
1422 return arrow; 1240 return arrow;
1437 { 1255 {
1438 tmp = arrow; 1256 tmp = arrow;
1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1257 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1440 } 1258 }
1441 } 1259 }
1260
1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1261 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1443 { 1262 {
1444 tmp = arrow; 1263 tmp = arrow;
1445 betterby = 2 + arrow->magic + arrow->stats.dam; 1264 betterby = 2 + arrow->magic + arrow->stats.dam;
1446 } 1265 }
1266
1447 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1267 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1448 { 1268 {
1449 tmp = arrow; 1269 tmp = arrow;
1450 betterby = 1 + arrow->magic + arrow->stats.dam; 1270 betterby = 1 + arrow->magic + arrow->stats.dam;
1451 } 1271 }
1452 } 1272 }
1453 } 1273 }
1454 } 1274 }
1275
1455 if (tmp == NULL && arrow == NULL) 1276 if (tmp == NULL && arrow == NULL)
1456 return find_arrow (op, type); 1277 return find_arrow (op, type);
1457 1278
1458 *better = betterby; 1279 *better = betterby;
1459 return tmp; 1280 return tmp;
1463 * find_better_arrow to find a decent arrow to use. 1284 * find_better_arrow to find a decent arrow to use.
1464 * op = the shooter 1285 * op = the shooter
1465 * type = bow->race 1286 * type = bow->race
1466 * dir = fire direction 1287 * dir = fire direction
1467 */ 1288 */
1468object * 1289static object *
1469pick_arrow_target (object *op, const char *type, int dir) 1290pick_arrow_target (object *op, shstr_cmp type, int dir)
1470{ 1291{
1471 object *tmp = NULL; 1292 object *tmp = NULL;
1472 maptile *m; 1293 maptile *m;
1473 int i, mflags, found, number; 1294 int i, mflags, found, number;
1474 sint16 x, y; 1295 sint16 x, y;
1489 for (i = 0, found = 0; i < 20; i++) 1310 for (i = 0, found = 0; i < 20; i++)
1490 { 1311 {
1491 x += freearr_x[dir]; 1312 x += freearr_x[dir];
1492 y += freearr_y[dir]; 1313 y += freearr_y[dir];
1493 mflags = get_map_flags (m, &m, x, y, &x, &y); 1314 mflags = get_map_flags (m, &m, x, y, &x, &y);
1315
1494 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1316 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1495 { 1317 {
1496 tmp = NULL; 1318 tmp = 0;
1497 break; 1319 break;
1498 } 1320 }
1499 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1321 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1500 { 1322 {
1501 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1323 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1502 * perhaps a bad assumption. 1324 * perhaps a bad assumption.
1503 */ 1325 */
1504 tmp = NULL; 1326 tmp = 0;
1505 break; 1327 break;
1506 } 1328 }
1329
1507 if (mflags & P_IS_ALIVE) 1330 if (mflags & P_IS_ALIVE)
1508 {
1509 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1331 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1510 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1332 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1511 {
1512 found++;
1513 break;
1514 }
1515 if (found)
1516 break; 1333 break;
1517 }
1518 } 1334 }
1519 if (tmp == NULL) 1335
1336 if (!tmp)
1520 return find_arrow (op, type); 1337 return find_arrow (op, type);
1521 1338
1522 if (tmp->head) 1339 if (tmp->head)
1523 tmp = tmp->head; 1340 tmp = tmp->head;
1524 1341
1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1381 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1565 return 0; 1382 return 0;
1566 } 1383 }
1567 1384
1568 // optimisation: move object to top so we will find it quickly again 1385 // optimisation: move object to top so we will find it quickly again
1569 if (bow->below) 1386 splay (bow);
1570 {
1571 bow->remove ();
1572 op->insert (bow);
1573 }
1574
1575 } 1387 }
1576 1388
1577 if (!bow->race || !bow->skill) 1389 if (!bow->race || !bow->skill)
1578 { 1390 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1391 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1605 } 1417 }
1606 1418
1607 /* this should not happen, but sometimes does */ 1419 /* this should not happen, but sometimes does */
1608 if (arrow->nrof == 0) 1420 if (arrow->nrof == 0)
1609 { 1421 {
1422 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1610 arrow->destroy (); 1423 arrow->destroy ();
1611 return 0; 1424 return 0;
1612 } 1425 }
1613 1426
1614 left = arrow; /* these are arrows left to the player */ 1427 left = arrow; /* these are arrows left to the player */
1615 arrow = get_split_ob (arrow, 1); 1428 arrow = arrow->split ();
1616 if (!arrow) 1429 if (!arrow)
1617 { 1430 {
1618 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1431 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1619 return 0; 1432 return 0;
1620 } 1433 }
1624 arrow->direction = dir; 1437 arrow->direction = dir;
1625 1438
1626 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1439 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1627 arrow->stats.hp = arrow->stats.dam; 1440 arrow->stats.hp = arrow->stats.dam;
1628 arrow->stats.grace = arrow->attacktype; 1441 arrow->stats.grace = arrow->attacktype;
1629 1442 arrow->custom_name = arrow->slaying;
1630 if (arrow->slaying)
1631 arrow->spellarg = strdup (arrow->slaying);
1632 1443
1633#if 0 1444#if 0
1634 if (player *pl = op->contr) 1445 if (player *pl = op->contr)
1635 { 1446 {
1636 float speed = pl->weapon_sp; 1447 float speed = pl->weapon_sp;
1682 1493
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1494 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1684 arrow->move_type = MOVE_FLY_LOW; 1495 arrow->move_type = MOVE_FLY_LOW;
1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1496 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1686 1497
1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1498 op->play_sound (sound_find ("fire_arrow"));
1688 m->insert (arrow, sx, sy, op); 1499 m->insert (arrow, sx, sy, op);
1689 1500
1690 if (!arrow->destroyed ()) 1501 if (!arrow->destroyed ())
1691 move_arrow (arrow); 1502 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 1503
1701 return 1; 1504 return 1;
1702} 1505}
1703 1506
1704/* Special fire code for players - this takes into 1507/* Special fire code for players - this takes into
1706 * but monsters can't. Putting that code here 1509 * but monsters can't. Putting that code here
1707 * makes the fire_bow code much cleaner. 1510 * makes the fire_bow code much cleaner.
1708 * this function should only be called if 'op' is a player, 1511 * this function should only be called if 'op' is a player,
1709 * hence the function name. 1512 * hence the function name.
1710 */ 1513 */
1711int 1514static int
1712player_fire_bow (object *op, int dir) 1515player_fire_bow (object *op, int dir)
1713{ 1516{
1714 int ret = 0, wcmod = 0; 1517 int ret;
1715 1518
1716 if (op->contr->bowtype == bow_bestarrow) 1519 if (op->contr->bowtype == bow_bestarrow)
1717 { 1520 {
1718 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1521 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1719 } 1522 }
1720 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1523 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1721 { 1524 {
1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1525 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); 1526 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1726 } 1527 }
1727 else if (op->contr->bowtype == bow_threewide) 1528 else if (op->contr->bowtype == bow_threewide)
1728 { 1529 {
1729 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1530 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)]); 1531 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)]); 1532 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1732 } 1533 }
1733 else if (op->contr->bowtype == bow_spreadshot) 1534 else if (op->contr->bowtype == bow_spreadshot)
1734 { 1535 {
1735 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1536 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); 1537 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); 1538 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1738 } 1539 }
1739 else 1540 else
1740 { 1541 {
1746} 1547}
1747 1548
1748/* Fires a misc (wand/rod/horn) object in 'dir'. 1549/* Fires a misc (wand/rod/horn) object in 'dir'.
1749 * Broken apart from 'fire' to keep it more readable. 1550 * Broken apart from 'fire' to keep it more readable.
1750 */ 1551 */
1751void 1552static void
1752fire_misc_object (object *op, int dir) 1553fire_misc_object (object *op, int dir)
1753{ 1554{
1754 object *item = op->contr->ranged_ob; 1555 object *item = op->contr->ranged_ob;
1755 1556
1756 if (!item) 1557 if (!item)
1763 { 1564 {
1764 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1565 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1765 return; 1566 return;
1766 } 1567 }
1767 1568
1768 if (!op->change_weapon (item)) 1569 if (!op->apply (item))
1769 return; 1570 return;
1770 1571
1771 if (item->type == WAND) 1572 if (item->type == WAND)
1772 { 1573 {
1773 if (item->stats.food <= 0) 1574 if (item->stats.food <= 0)
1774 { 1575 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1576 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)); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777 1578
1778 return; 1579 return;
1779 } 1580 }
1780 } 1581 }
1781 else if (item->type == ROD || item->type == HORN) 1582 else if (item->type == ROD || item->type == HORN)
1782 { 1583 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1584 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1585
1586 // using the maximum of the rods charge allows at least one spell cast
1587 // for a rod or horn, this fixes some broken rods.
1588 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1784 { 1589 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1590 op->contr->play_sound (sound_find ("wand_poof"));
1786 1591
1787 if (item->type == ROD) 1592 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)); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1789 else 1594 else
1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1595 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1793 } 1598 }
1794 } 1599 }
1795 1600
1796 if (cast_spell (op, item, dir, item->inv, NULL)) 1601 if (cast_spell (op, item, dir, item->inv, NULL))
1797 { 1602 {
1798 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1603 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1604
1799 if (item->type == WAND) 1605 if (item->type == WAND)
1800 { 1606 {
1801 if (!(--item->stats.food)) 1607 if (!(--item->stats.food))
1802 { 1608 {
1803 object *tmp; 1609 object *tmp;
1807 CLEAR_FLAG (item, FLAG_ANIMATE); 1613 CLEAR_FLAG (item, FLAG_ANIMATE);
1808 item->face = item->arch->face; 1614 item->face = item->arch->face;
1809 item->set_speed (0); 1615 item->set_speed (0);
1810 } 1616 }
1811 1617
1812 if ((tmp = item->in_player ())) 1618 if (object *pl = item->visible_to ())
1813 esrv_update_item (UPD_ANIM, tmp, item); 1619 esrv_update_item (UPD_ANIM, pl, item);
1814 } 1620 }
1815 } 1621 }
1816 else if (item->type == ROD || item->type == HORN) 1622 else if (item->type == ROD || item->type == HORN)
1817 drain_rod_charge (item); 1623 drain_rod_charge (item);
1818 } 1624 }
1819} 1625}
1820 1626
1821/* Received a fire command for the player - go and do it. 1627/* Received a fire command for the player - go and do it.
1822 */ 1628 */
1823bool 1629bool
1824fire (object *op, int dir) 1630fire (object *who, int dir)
1825{ 1631{
1826 int spellcost = 0; 1632 int spellcost = 0;
1827 1633
1828 /* check for loss of invisiblity/hide */
1829 if (action_makes_visible (op))
1830 make_visible (op);
1831
1832 player *pl = op->contr; 1634 player *pl = who->contr;
1833 1635
1834 if (pl->golem) 1636 if (pl->golem)
1835 { 1637 {
1836 control_golem (op->contr->golem, dir); 1638 control_golem (who->contr->golem, dir);
1837 return false; 1639 return false;
1838 } 1640 }
1839 1641
1840 object *ob = pl->ranged_ob; 1642 object *ob = pl->ranged_ob;
1841 1643
1842 if (!ob) 1644 if (!ob)
1843 return false; 1645 return false;
1844 1646
1845 if (!op->change_weapon (ob))
1846 return false;
1847
1848 if (op->speed_left > 0.f) 1647 if (who->speed_left > 0.f)
1849 --op->speed_left; 1648 --who->speed_left;
1850 else 1649 else
1851 return false; 1650 return false;
1852 1651
1652 if (!who->apply (ob))
1653 return false;
1654
1655 /* check for loss of invisiblity/hide */
1656 if (action_makes_visible (who))
1657 make_visible (who);
1658
1853 switch (ob->type) 1659 switch (ob->type)
1854 { 1660 {
1855 case BOW: 1661 case BOW:
1856 player_fire_bow (op, dir); 1662 player_fire_bow (who, dir);
1857 break; 1663 break;
1858 1664
1859 case SPELL: 1665 case SPELL:
1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1666 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1861 break; 1667 break;
1862 1668
1863 case BUILDER: 1669 case BUILDER:
1864 apply_map_builder (op, dir); 1670 apply_map_builder (who, dir);
1865 break; 1671 break;
1866 1672
1867 case SKILL: 1673 case SKILL:
1868 do_skill (op, op, ob, dir, 0); 1674 do_skill (who, who, ob, dir, 0);
1869 break; 1675 break;
1870 1676
1677 case RANGED:
1678 do_skill (who, ob, who->chosen_skill, dir, 0);
1679 break;
1680
1871 default: 1681 default:
1872 fire_misc_object (op, dir); 1682 fire_misc_object (who, dir);
1873 break; 1683 break;
1874 } 1684 }
1875 1685
1876 return true; 1686 return true;
1877} 1687}
1878 1688
1879/* find_key 1689static 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) 1690find_key_ (object *pl, object *container, object *door)
1891{ 1691{
1892 object *tmp, *key; 1692 object *tmp, *key;
1893 1693
1894 /* Should not happen, but sanity checking is never bad */ 1694 /* Should not happen, but sanity checking is never bad */
1895 if (!container->inv) 1695 if (!container->inv)
1898 /* First, lets try to find a key in the top level inventory */ 1698 /* First, lets try to find a key in the top level inventory */
1899 for (tmp = container->inv; tmp; tmp = tmp->below) 1699 for (tmp = container->inv; tmp; tmp = tmp->below)
1900 { 1700 {
1901 if (door->type == DOOR && tmp->type == KEY) 1701 if (door->type == DOOR && tmp->type == KEY)
1902 break; 1702 break;
1703
1903 /* For sanity, we should really check door type, but other stuff 1704 /* For sanity, we should really check door type, but other stuff
1904 * (like containers) can be locked with special keys 1705 * (like containers) can be locked with special keys
1905 */ 1706 */
1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1707 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1907 break; 1708 break;
1913 * a key, return 1714 * a key, return
1914 */ 1715 */
1915 if (!tmp) 1716 if (!tmp)
1916 { 1717 {
1917 for (tmp = container->inv; tmp; tmp = tmp->below) 1718 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 {
1919 /* No reason to search empty containers */ 1719 /* No reason to search empty containers */
1920 if (tmp->type == CONTAINER && tmp->inv) 1720 if (tmp->type == CONTAINER && tmp->inv)
1921 {
1922 if ((key = find_key (pl, tmp, door))) 1721 if ((key = find_key_ (pl, tmp, door)))
1923 return key; 1722 return key;
1924 }
1925 }
1926 1723
1927 if (!tmp) 1724 if (!tmp)
1928 return NULL; 1725 return 0;
1929 } 1726 }
1930 1727
1931 /* We get down here if we have found a key. Now if its in a container, 1728 /* 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 1729 * see if we actually want to use it
1933 */ 1730 */
1934 if (pl != container) 1731 if (pl != container)
1935 { 1732 {
1936 /* Only let players use keys in containers */ 1733 /* Only let players use keys in containers */
1937 if (!pl->contr) 1734 if (!pl->contr)
1938 return NULL; 1735 return 0;
1736
1939 /* cases where this fails: 1737 /* cases where this fails:
1940 * If we only search the player inventory, return now since we 1738 * If we only search the player inventory, return now since we
1941 * are not in the players inventory. 1739 * are not in the players inventory.
1942 * If the container is not active, return now since only active 1740 * If the container is not active, return now since only active
1943 * containers can be used. 1741 * containers can be used.
1947 * inv must have been an container and must have been active. 1745 * inv must have been an container and must have been active.
1948 * 1746 *
1949 * Change the color so that the message doesn't disappear with 1747 * Change the color so that the message doesn't disappear with
1950 * all the others. 1748 * all the others.
1951 */ 1749 */
1952 if (pl->contr->usekeys == key_inventory || 1750 if (pl->contr->usekeys == key_inventory
1953 !QUERY_FLAG (container, FLAG_APPLIED) || 1751 || !QUERY_FLAG (container, FLAG_APPLIED)
1954 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1752 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1955 { 1753 {
1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1754 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)); 1755 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1958 return NULL; 1756 return NULL;
1959 } 1757 }
1960 } 1758 }
1961 1759
1962 return tmp; 1760 return tmp;
1761}
1762
1763/* find_key
1764 * We try to find a key for the door as passed. If we find a key
1765 * and successfully use it, we return the key, otherwise NULL
1766 * This function merges both normal and locked door, since the logic
1767 * for both is the same - just the specific key is different.
1768 * pl is the player,
1769 * inv is the objects inventory to searched
1770 * door is the door we are trying to match against.
1771 * This function can be called recursively to search containers.
1772 */
1773object *
1774find_key (object *pl, object *container, object *door)
1775{
1776 if (door->slaying && is_match_expr (door->slaying))
1777 {
1778 // for match expressions, we try to find the key by applying the match
1779 // to the op itself, which is supposed to find the "key", instead
1780 // of searching through containers ourselves.
1781
1782 return match_one (door->slaying, container, door, pl, pl);
1783 }
1784 else
1785 return find_key_ (pl, container, door);
1963} 1786}
1964 1787
1965/* moved door processing out of move_player_attack. 1788/* moved door processing out of move_player_attack.
1966 * returns 1 if player has opened the door with a key 1789 * returns 1 if player has opened the door with a key
1967 * such that the caller should not do anything more, 1790 * such that the caller should not do anything more,
1979 /* If we found a key, do some extra work */ 1802 /* If we found a key, do some extra work */
1980 if (key) 1803 if (key)
1981 { 1804 {
1982 object *container = key->env; 1805 object *container = key->env;
1983 1806
1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
1986 if (action_makes_visible (op)) 1807 if (action_makes_visible (op))
1987 make_visible (op); 1808 make_visible (op);
1988 1809
1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1810 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 spring_trap (door->inv, op); 1811 spring_trap (door->inv, op);
1991 1812
1992 if (door->type == DOOR) 1813 if (door->type == DOOR)
1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1814 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
1995 { 1816 {
1996 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1817 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2 (door); /* remove door without violence ;-) */ 1818 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1819 }
1999 1820
2000 /* Do this after we print the message */ 1821 /* Do this after we print the message */
2001 decrease_ob (key); /* Use up one of the keys */ 1822 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 1823
2006 return 1; /* Nothing more to do below */ 1824 return 1; /* Nothing more to do below */
2007 } 1825 }
2008 else if (door->type == LOCKED_DOOR) 1826 else if (door->type == LOCKED_DOOR)
2009 { 1827 {
2010 /* Might as well return now - no other way to open this */ 1828 /* Might as well return now - no other way to open this */
2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1829 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2012 return 1; 1830 return 1;
2013 } 1831 }
2014 1832
2015 return 0; 1833 return 0;
2016} 1834}
2022 * going to try and move (not fire weapons). 1840 * going to try and move (not fire weapons).
2023 */ 1841 */
2024bool 1842bool
2025move_player_attack (object *op, int dir) 1843move_player_attack (object *op, int dir)
2026{ 1844{
2027 int on_battleground; 1845 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1846 {
1847 --op->speed_left;
1848 return true;
1849 }
2028 1850
2029 sint16 nx = freearr_x[dir] + op->x; 1851 sint16 nx = freearr_x[dir] + op->x;
2030 sint16 ny = freearr_y[dir] + op->y; 1852 sint16 ny = freearr_y[dir] + op->y;
2031 1853
2032 on_battleground = op_on_battleground (op, 0, 0);
2033
2034 if (out_of_map (op->map, nx, ny)) 1854 if (out_of_map (op->map, nx, ny))
2035 return false; 1855 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 1856
2043 /* If braced, or can't move to the square, and it is not out of the 1857 /* 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 1858 * 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 1859 * 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 1860 * player. This is a pretty nasty hack, because if we could
2103 1917
2104 if (op->speed_left > 0.f) 1918 if (op->speed_left > 0.f)
2105 { 1919 {
2106 --op->speed_left; 1920 --op->speed_left;
2107 1921
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1922 op->play_sound (sound_find ("push_player"));
2109 push_ob (mon, dir, op); 1923 push_ob (mon, dir, op);
2110 1924
2111 if (op->contr->tmp_invis || op->hide) 1925 if (action_makes_visible (op))
2112 make_visible (op); 1926 make_visible (op);
2113 1927
2114 return true; 1928 return true;
2115 } 1929 }
2116 else 1930 else
2117 return false; 1931 return false;
2118 } 1932 }
1933
1934 bool on_battleground = op_on_battleground (op, 0, 0);
2119 1935
2120 /* in certain circumstances, you shouldn't attack friendly 1936 /* in certain circumstances, you shouldn't attack friendly
2121 * creatures. Note that if you are braced, you can't push 1937 * creatures. Note that if you are braced, you can't push
2122 * someone, but put it inside this loop so that you won't 1938 * someone, but put it inside this loop so that you won't
2123 * attack them either. 1939 * attack them either.
2132 { 1948 {
2133 --op->speed_left; 1949 --op->speed_left;
2134 1950
2135 if (!op->contr->braced) 1951 if (!op->contr->braced)
2136 { 1952 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1953 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 1954 push_ob (mon, dir, op);
2139 } 1955 }
2140 else 1956 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 1957 op->statusmsg ("You withhold your attack");
2142 1958
2143 if (op->contr->tmp_invis || op->hide) 1959 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2144 make_visible (op); 1960 make_visible (op);
2145 1961
2146 return true; 1962 return true;
2147 } 1963 }
2148 } 1964 }
2188} 2004}
2189 2005
2190bool 2006bool
2191move_player (object *op, int dir) 2007move_player (object *op, int dir)
2192{ 2008{
2193 int pick;
2194
2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2009 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2196 return 0; 2010 return 0;
2197 2011
2198 /* Sanity check: make sure dir is valid */ 2012 /* Sanity check: make sure dir is valid */
2199 if ((dir < 0) || (dir >= 9)) 2013 if (dir < 0 || dir >= 9)
2200 { 2014 {
2201 LOG (llevError, "move_player: invalid direction %d\n", dir); 2015 LOG (llevError, "move_player: invalid direction %d\n", dir);
2202 return 0; 2016 return 0;
2203 } 2017 }
2204 2018
2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2020 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2207 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2021 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2208 2022
2209 op->facing = dir; 2023 op->facing = dir;
2210 2024
2211 if (op->hide) 2025 if (op->flag [FLAG_HIDDEN])
2212 do_hidden_move (op); 2026 do_hidden_move (op);
2213 2027
2214 bool retval; 2028 bool retval;
2029 int pick = 0;
2215 2030
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2031 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 retval = RESULT_INT (0); 2032 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on) 2033 else if (op->contr->fire_on)
2219 retval = fire (op, dir); 2034 retval = fire (op, dir);
2276 return move_player (op, op->direction); 2091 return move_player (op, op->direction);
2277 2092
2278 return false; 2093 return false;
2279} 2094}
2280 2095
2281int 2096static int
2282save_life (object *op) 2097save_life (object *op)
2283{ 2098{
2284 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2099 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2285 return 0; 2100 return 0;
2286 2101
2287 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2102 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2103 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2289 { 2104 {
2290 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2105 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)); 2106 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 2107
2296 tmp->destroy (); 2108 tmp->destroy ();
2297 CLEAR_FLAG (op, FLAG_LIFESAVE); 2109 CLEAR_FLAG (op, FLAG_LIFESAVE);
2298 2110
2299 if (op->stats.hp < 0) 2111 if (op->stats.hp < 0)
2300 op->stats.hp = op->stats.maxhp; 2112 op->stats.hp = op->stats.maxhp;
2301 2113
2302 if (op->stats.food < 0) 2114 if (op->stats.food < 0)
2303 op->stats.food = 999; 2115 op->stats.food = MAX_FOOD;
2304 2116
2305 op->update_stats (); 2117 op->update_stats ();
2306 return 1; 2118 return 1;
2307 } 2119 }
2308 2120
2312 return 0; 2124 return 0;
2313} 2125}
2314 2126
2315/* This goes throws the inventory and removes unpaid objects, and puts them 2127/* 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 2128 * 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 2129 * function will descend into containers. op is the object to start the search
2318 * from. 2130 * from.
2319 */ 2131 */
2132static void
2133drop_unpaid_items (object *op, object *env)
2134{
2135 while (op)
2136 {
2137 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2138
2139 if (QUERY_FLAG (op, FLAG_UNPAID))
2140 op->insert_at (env);
2141 else if (op->inv)
2142 drop_unpaid_items (op->inv, env);
2143
2144 op = next;
2145 }
2146}
2147
2320void 2148void
2321remove_unpaid_objects (object *op, object *env) 2149object::drop_unpaid_items ()
2322{ 2150{
2323 while (op) 2151 if (!flag [FLAG_REMOVED])
2324 { 2152 ::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} 2153}
2383 2154
2384void 2155void
2385do_some_living (object *op) 2156do_some_living (object *op)
2386{ 2157{
2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2209 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2439 else 2210 else
2440 { 2211 {
2441 gen_grace = op->stats.maxgrace; 2212 gen_grace = op->stats.maxgrace;
2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2213 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 } 2214 }
2486 2215
2487 /* Regenerate Grace */ 2216 /* Regenerate Grace */
2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2217 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2489 if (--op->last_grace < 0) 2218 if (--op->last_grace < 0)
2510 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2239 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2240 }
2512 /* wearing stuff doesn't detract from grace generation. */ 2241 /* wearing stuff doesn't detract from grace generation. */
2513 } 2242 }
2514 2243
2244 if (op->stats.food > 0)
2245 {
2515 /* Regenerate Hit Points */ 2246 /* Regenerate Spell Points */
2516 if (--op->last_heal < 0) 2247 if (!op->contr->golem && --op->last_sp < 0)
2517 {
2518 if (op->stats.hp < op->stats.maxhp)
2519 { 2248 {
2520 op->stats.hp++; 2249 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2521 /* dms do not consume food */ 2250
2522 if (!QUERY_FLAG (op, FLAG_WIZ)) 2251 if (op->stats.sp < op->stats.maxsp)
2523 { 2252 {
2253 op->stats.sp++;
2254
2255 /* dms do not consume food */
2256 if (!QUERY_FLAG (op, FLAG_WIZ))
2257 {
2524 op->stats.food--; 2258 op->stats.food--;
2259
2525 if (op->contr->digestion < 0) 2260 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion; 2261 op->stats.food += op->contr->digestion;
2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2262 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food = last_food; 2263 op->stats.food = last_food;
2264 }
2529 } 2265 }
2530 }
2531 2266
2532 if (max_hp > 1) 2267 if (max_sp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535 if (over_hp > 0)
2536 { 2268 {
2537 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2269 over_sp = (gen_sp + 10) / rate_sp;
2270 if (over_sp > 0)
2271 {
2272 if (op->stats.sp < op->stats.maxsp)
2273 {
2274 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2275
2276 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2277 op->stats.sp--;
2278
2279 if (op->stats.sp > op->stats.maxsp)
2280 op->stats.sp = op->stats.maxsp;
2281 }
2282
2538 op->last_heal = 0; 2283 op->last_sp = 0;
2284 }
2285 else
2286 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2539 } 2287 }
2540 else 2288 else
2289 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2290 }
2291
2292 /* Regenerate Hit Points */
2293 if (--op->last_heal < 0)
2294 {
2295 if (op->stats.hp < op->stats.maxhp)
2541 { 2296 {
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2297 op->stats.hp++;
2298
2299 /* dms do not consume food */
2300 if (!QUERY_FLAG (op, FLAG_WIZ))
2301 {
2302 op->stats.food--;
2303
2304 if (op->contr->digestion < 0)
2305 op->stats.food += op->contr->digestion;
2306 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2307 op->stats.food = last_food;
2308 }
2543 } 2309 }
2310
2311 if (max_hp > 1)
2312 {
2313 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2314
2315 if (over_hp > 0)
2316 {
2317 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2318 op->last_heal = 0;
2319 }
2320 else
2321 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2544 } 2322 }
2545 else 2323 else
2546 {
2547 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2324 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2548 } 2325 }
2549 } 2326 }
2550 2327
2551 /* Digestion */ 2328 /* Digestion */
2552 if (--op->last_eat < 0) 2329 if (--op->last_eat < 0)
2553 { 2330 {
2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2331 int bonus = max (0, op->contr->digestion),
2332 penalty = max (0, -op->contr->digestion);
2555 2333
2556 if (op->contr->gen_hp > 0)
2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2334 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 2335
2561 /* dms do not consume food */ 2336 /* dms do not consume food */
2562 if (!QUERY_FLAG (op, FLAG_WIZ)) 2337 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 op->stats.food--; 2338 op->stats.food--;
2564 } 2339 }
2565 2340
2566 if (op->stats.food < 0 && op->stats.hp >= 0) 2341 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 { 2342 {
2568 object *tmp, *flesh = 0; 2343 object *flesh = 0;
2569 2344
2570 for (tmp = op->inv; tmp; tmp = tmp->below) 2345 for_inv_removable (op, tmp)
2571 { 2346 {
2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2347 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2348 continue;
2349
2350 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 { 2351 {
2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2352 op->statusmsg ("You blindly grab for a bite of food. "
2575 { 2353 "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."); 2354 op->apply (tmp);
2577 manual_apply (op, tmp, 0); 2355
2578 if (op->stats.food >= 0 || op->stats.hp < 0) 2356 if (op->stats.food >= 0 || op->stats.hp < 0)
2579 break; 2357 break;
2580 } 2358 }
2581 else if (tmp->type == FLESH) 2359 else if (tmp->type == FLESH)
2582 flesh = tmp; 2360 flesh = tmp;
2583 } /* End if paid for object */ 2361 }
2584 } /* end of for loop */
2585 2362
2586 /* If player is still starving, it means they don't have any food, so 2363 /* If player is still starving, it means they don't have any food, so
2587 * eat flesh instead. 2364 * eat flesh instead.
2588 */ 2365 */
2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2366 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2590 { 2367 {
2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2368 op->statusmsg ("You blindly grab for a bite of food. "
2369 "H<To prevent you from starving, you ate some random item from your backpack.>");
2592 manual_apply (op, flesh, 0); 2370 op->apply (flesh);
2593 } 2371 }
2372
2373 // If player is still starving, alert him!
2374 if (op->stats.food < 0)
2375 op->failmsg ("You are starving! "
2376 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2377 }
2378
2379 if (op->stats.food < 0)
2594 } 2380 {
2381 op->stats.hp += op->stats.food;
2382 op->stats.food = 0;
2595 2383
2596 while (op->stats.food < 0 && op->stats.hp >= 0) 2384 if (op->stats.hp < 0)
2597 op->stats.food++, op->stats.hp--; 2385 {
2386 op->contr->killer = archetype::get ("killer_starvation");
2387 op->contr->killer->destroy ();
2388 }
2389 }
2598 2390
2391 /* killer should be set here already */
2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2392 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2600 kill_player (op); 2393 kill_player (op);
2601 } 2394 }
2602} 2395}
2603 2396
2607 * file. 2400 * file.
2608 */ 2401 */
2609void 2402void
2610kill_player (object *op) 2403kill_player (object *op)
2611{ 2404{
2612 char buf[MAX_BUF];
2613 int x, y; 2405 int x, y;
2614
2615 //int i;
2616 maptile *map; /* this is for resurrection */ 2406 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; 2407 int will_kill_again;
2624 archetype *at; 2408 archetype *at;
2625 object *tmp; 2409 object *tmp;
2626 2410
2627 if (save_life (op)) 2411 if (save_life (op))
2628 return; 2412 return;
2629 2413
2414 dynbuf_text deathtab;
2415
2416 /* restore player */
2417 at = archetype::find (shstr_poisoning);
2418 if (object *tmp = present_arch_in_ob (at, op))
2419 {
2420 tmp->destroy ();
2421 deathtab << "Your body feels cleansed...\r";
2422 }
2423
2424 at = archetype::find (shstr_confusion);
2425 if (object *tmp = present_arch_in_ob (at, op))
2426 {
2427 tmp->destroy ();
2428 deathtab << "Your mind feels clearer...\r";
2429 }
2430
2431 cure_disease (op, 0, 0); /* remove any disease */
2432
2433 max_it (op->stats.hp , op->stats.maxhp);
2434 max_it (op->stats.sp , op->stats.maxsp);
2435 max_it (op->stats.grace, op->stats.maxgrace);
2436 max_it (op->stats.food , 200);
2437
2438 // remove all spell effects that are active
2439 // to avoid long-term effects such as word-of-recall
2440 for (object *item = op->inv; item; )
2441 {
2442 object *next = item->below;
2443
2444 if (item->type == SPELL_EFFECT && item->active)
2445 item->destroy ();
2446
2447 item = next;
2448 }
2630 2449
2631 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2450 /* 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. 2451 * in cities ONLY!!! It is very important that this doesn't get abused.
2633 * Look at op_on_battleground() for more info --AndreasV 2452 * Look at op_on_battleground() for more info --AndreasV
2634 */ 2453 */
2635 if (op_on_battleground (op, &x, &y)) 2454 if (op_on_battleground (op, &x, &y))
2636 { 2455 {
2637 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2456 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 2457
2660 /* create a bodypart-trophy to make the winner happy */ 2458 /* create a bodypart-trophy to make the winner happy */
2661 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2459 object *tmp = archetype::find (shstr_finger)->instance ();
2662 { 2460
2663 sprintf (buf, "%s's finger", &op->name); 2461 tmp->name = format ("%s's finger" , &op->name);
2664 tmp->name = buf; 2462 tmp->name_pl = format ("%s's fingers", &op->name);
2665 sprintf (buf, " This finger has been cut off %s\n" 2463 tmp->msg = format (
2666 " the %s, when he was defeated at\n level %d by %s.\n", 2464 "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); 2465 &op->name, op->contr->title,
2668 tmp->msg = buf; 2466 (int)op->level,
2467 op->contr->killer_name ()
2468 );
2669 tmp->value = 0, tmp->type = 0; 2469 tmp->value = 0, tmp->type = 0;
2670 tmp->materialname = "organics"; 2470 tmp->material = name_to_material (shstr_organic);
2671 tmp->insert_at (op, tmp); 2471 tmp->insert_at (op, tmp);
2672 }
2673 2472
2674 /* teleport defeated player to new destination */ 2473 /* teleport defeated player to new destination */
2675 transfer_ob (op, x, y, 0, NULL); 2474 transfer_ob (op, x, y, 0, NULL);
2676 op->contr->braced = 0; 2475 op->contr->braced = 0;
2476
2477 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2677 return; 2478 return;
2678 } 2479 }
2679 2480
2481 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2482 deathtab << "T<YOU HAVE DIED>\n\n";
2483
2680 INVOKE_PLAYER (DEATH, op->contr); 2484 INVOKE_PLAYER (DEATH, op->contr);
2681 2485
2682 command_kill_pets (op, 0); 2486 command_kill_pets (op, 0);
2683 2487
2684 if (op->stats.food < 0) 2488 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 2489
2694 /* save the map location for corpse, gravestone */ 2490 /* save the map location for corpse, gravestone */
2695 x = op->x; 2491 x = op->x;
2696 y = op->y; 2492 y = op->y;
2697 map = op->map; 2493 map = op->map;
2725 2521
2726 lost_a_stat = 0; 2522 lost_a_stat = 0;
2727 2523
2728 for (z = 0; z < num_stats_lose; z++) 2524 for (z = 0; z < num_stats_lose; z++)
2729 { 2525 {
2730 i = RANDOM () % NUM_STATS; 2526 i = rndm (NUM_STATS);
2731 2527
2732 if (settings.stat_loss_on_death) 2528 if (settings.stat_loss_on_death)
2733 { 2529 {
2734 /* Pick a random stat and take a point off it. Tell the player 2530 /* Pick a random stat and take a point off it. Tell the player
2735 * what he lost. 2531 * what he lost.
2742 lost_a_stat = 1; 2538 lost_a_stat = 1;
2743 } 2539 }
2744 else 2540 else
2745 { 2541 {
2746 /* deplete a stat */ 2542 /* deplete a stat */
2747 archetype *deparch = archetype::find ("depletion"); 2543 archetype *deparch = archetype::find (shstr_depletion);
2748 object *dep; 2544 object *dep;
2749 2545
2750 dep = present_arch_in_ob (deparch, op); 2546 dep = present_arch_in_ob (deparch, op);
2751 if (!dep) 2547 if (!dep)
2752 { 2548 {
2753 dep = arch_to_object (deparch); 2549 dep = deparch->instance ();
2754 insert_ob_in_ob (dep, op); 2550 insert_ob_in_ob (dep, op);
2755 } 2551 }
2756 lose_this_stat = 1; 2552 lose_this_stat = 1;
2757 if (settings.balanced_stat_loss) 2553 if (settings.balanced_stat_loss)
2758 { 2554 {
2786 } 2582 }
2787 } 2583 }
2788 2584
2789 if (lose_this_stat) 2585 if (lose_this_stat)
2790 { 2586 {
2791 this_stat = get_attr_value (&(dep->stats), i); 2587 this_stat = get_attr_value (&dep->stats, i);
2792 /* We could try to do something clever like find another 2588 /* We could try to do something clever like find another
2793 * stat to reduce if this fails. But chances are, if 2589 * stat to reduce if this fails. But chances are, if
2794 * stats have been depleted to -50, all are pretty low 2590 * stats have been depleted to -50, all are pretty low
2795 * and should be roughly the same, so it shouldn't make a 2591 * and should be roughly the same, so it shouldn't make a
2796 * difference. 2592 * difference.
2804 lost_a_stat = 1; 2600 lost_a_stat = 1;
2805 } 2601 }
2806 } 2602 }
2807 } 2603 }
2808 } 2604 }
2605
2809 /* If no stat lost, tell the player. */ 2606 /* If no stat lost, tell the player. */
2810 if (!lost_a_stat) 2607 if (!lost_a_stat)
2811 { 2608 {
2812 /* determine_god() seems to not work sometimes... why is this? 2609 /* determine_god() seems to not work sometimes... why is this?
2813 Should I be using something else? GD */ 2610 Should I be using something else? GD */
2814 const char *god = determine_god (op); 2611 shstr_tmp god = determine_god (op);
2815 2612
2816 if (god && (strcmp (god, "none"))) 2613 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); 2614 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2818 else 2615 else
2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2616 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2820 } 2617 }
2821#else 2618#else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2619 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2823#endif 2620#endif
2824 2621
2825 /* Put a gravestone up where the character 'almost' died. List the 2622 /* Put a gravestone up where the character 'almost' died. List the
2826 * exp loss on the stone. 2623 * exp loss on the stone.
2827 */ 2624 */
2828 tmp = arch_to_object (archetype::find ("gravestone")); 2625 tmp = archetype::find (shstr_gravestone)->instance ();
2829 sprintf (buf, "%s's gravestone", &op->name); 2626 tmp->name = format ("%s's gravestone", &op->name);
2830 tmp->name = buf; 2627 tmp->name_pl = format ("%s's gravestones", &op->name);
2831 sprintf (buf, "%s's gravestones", &op->name); 2628 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2832 tmp->name_pl = buf; 2629 &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; 2630 tmp->x = op->x, tmp->y = op->y;
2836 insert_ob_in_map (tmp, op->map, NULL, 0); 2631 insert_ob_in_map (tmp, op->map, NULL, 0);
2837 2632
2838 /**************************************/ 2633 /**************************************/
2839 /* */ 2634 /* */
2840 /* Subtract the experience points, */ 2635 /* Subtract the experience points, */
2841 /* if we died cause of food, give us */
2842 /* food, and reset HP's... */
2843 /* */ 2636 /* */
2844 /**************************************/ 2637 /**************************************/
2845 2638
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)); */ 2639 /*add_exp(op, (op->stats.exp * -0.20)); */
2868 apply_death_exp_penalty (op); 2640 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 2641
2875 /* 2642 /*
2876 * Check to see if the player has any unpaid items. If so, remove them 2643 * Check to see if the player has any unpaid items. If so, remove them
2877 * and put them back in the map. 2644 * and put them back in the map.
2878 */ 2645 */
2879 remove_unpaid_objects (op->inv, op); 2646 op->drop_unpaid_items ();
2880 2647
2881 /****************************************/ 2648 /****************************************/
2882 /* */ 2649 /* */
2883 /* Move player to his current respawn- */ 2650 /* Move player to his current respawn- */
2884 /* position (usually last savebed) */ 2651 /* position (usually last savebed) */
2913 if (will_kill_again & (1 << at)) 2680 if (will_kill_again & (1 << at))
2914 force->resist[at] = 100; 2681 force->resist[at] = 100;
2915 2682
2916 insert_ob_in_ob (force, op); 2683 insert_ob_in_ob (force, op);
2917 op->update_stats (); 2684 op->update_stats ();
2918
2919 } 2685 }
2920 2686
2921 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2687 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2922} 2688}
2923 2689
2924void 2690static void
2925loot_object (object *op) 2691loot_object (object *op)
2926{ /* Grab and destroy some treasure */ 2692{ /* Grab and destroy some treasure */
2927 object *tmp, *tmp2, *next; 2693 object *tmp, *tmp2, *next;
2928 2694
2929 op->close_container (); /* close open sack first */ 2695 op->close_container (); /* close open sack first */
2943 2709
2944 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2710 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2945 { 2711 {
2946 if (tmp->nrof > 1) 2712 if (tmp->nrof > 1)
2947 { 2713 {
2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2714 tmp->decrease (rndm (1, tmp->nrof - 1));
2949 tmp2->destroy ();
2950 insert_ob_in_map (tmp, op->map, NULL, 0); 2715 insert_ob_in_map (tmp, op->map, NULL, 0);
2951 } 2716 }
2952 else 2717 else
2953 tmp->destroy (); 2718 tmp->destroy ();
2954 } 2719 }
2961 * fix_weight(): Check recursively the weight of all players, and fix 2726 * fix_weight(): Check recursively the weight of all players, and fix
2962 * what needs to be fixed. Refresh windows and fix speed if anything 2727 * what needs to be fixed. Refresh windows and fix speed if anything
2963 * was changed. 2728 * was changed.
2964 */ 2729 */
2965void 2730void
2966fix_weight (void) 2731fix_weight ()
2967{ 2732{
2968 for_all_players (pl) 2733 for_all_players (pl)
2969 { 2734 {
2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2735 sint32 old = pl->ob->carrying;
2971 2736
2972 if (old == sum) 2737 pl->ob->update_weight ();
2973 continue; 2738
2739 if (old != pl->ob->carrying)
2740 {
2974 pl->ob->update_stats (); 2741 pl->ob->update_stats ();
2975 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2742 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2743 }
2976 } 2744 }
2977} 2745}
2978 2746
2979void 2747void
2980fix_luck (void) 2748fix_luck ()
2981{ 2749{
2982 for_all_players (pl) 2750 for_all_players (pl)
2983 if (!pl->ob->contr->ns->state) 2751 if (!pl->ob->contr->ns->state)
2984 pl->ob->change_luck (0); 2752 pl->ob->change_luck (0);
2985} 2753}
3022} 2790}
3023 2791
3024void 2792void
3025make_visible (object *op) 2793make_visible (object *op)
3026{ 2794{
3027 op->hide = 0; 2795 op->flag [FLAG_HIDDEN] = 0;
3028 op->invisible = 0; 2796 op->invisible = 0;
2797
3029 if (op->type == PLAYER) 2798 if (op->type == PLAYER)
3030 { 2799 {
3031 op->contr->tmp_invis = 0; 2800 op->contr->tmp_invis = 0;
3032 op->contr->invis_race = 0; 2801 op->contr->invis_race = 0;
3033 } 2802 }
3046 2815
3047/* look at the surrounding terrain to determine 2816/* look at the surrounding terrain to determine
3048 * the hideability of this object. Positive levels 2817 * the hideability of this object. Positive levels
3049 * indicate greater hideability. 2818 * indicate greater hideability.
3050 */ 2819 */
3051
3052int 2820int
3053hideability (object *ob) 2821hideability (object *ob)
3054{ 2822{
3055 int i, level = 0, mflag; 2823 int i, level = 0, mflag;
3056 sint16 x, y; 2824 sint16 x, y;
3057 2825
3058 if (!ob || !ob->map) 2826 if (!ob || !ob->map)
3059 return 0; 2827 return 0;
3060 2828
3061 /* so, on normal lighted maps, its hard to hide */ 2829 /* so, on normal lighted maps, its hard to hide */
3062 level = ob->map->darkness - 2; 2830 level = ob->map->darklevel () - 2;
3063 2831
3064 /* this also picks up whether the object is glowing. 2832 /* this also picks up whether the object is glowing.
3065 * If you carry a light on a non-dark map, its not 2833 * If you carry a light on a non-dark map, its not
3066 * as bad as carrying a light on a pitch dark map */ 2834 * as bad as carrying a light on a pitch dark map */
3067 if (has_carried_lights (ob)) 2835 if (ob->has_carried_lights ())
3068 level = -(10 + (2 * ob->map->darkness)); 2836 level = -(10 + (2 * ob->map->darklevel ()));
3069 2837
3070 /* scan through all nearby squares for terrain to hide in */ 2838 /* 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]) 2839 for (i = 0, x = ob->x, y = ob->y;
2840 i <= SIZEOFFREE1;
2841 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3072 { 2842 {
3073 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2843 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3074 if (mflag & P_OUT_OF_MAP) 2844 if (mflag & P_OUT_OF_MAP)
3075 {
3076 continue; 2845 continue;
3077 } 2846
3078 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2847 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3079 level += 2; 2848 level += 2;
3080 else /* open terrain! */ 2849 else /* open terrain! */
3081 level -= 1; 2850 level -= 1;
3082 } 2851 }
3093 * spot (surrounded by clear terrain in broad daylight). -b.t. 2862 * spot (surrounded by clear terrain in broad daylight). -b.t.
3094 */ 2863 */
3095void 2864void
3096do_hidden_move (object *op) 2865do_hidden_move (object *op)
3097{ 2866{
3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2867 int hide = 0;
3099 object *skop;
3100 2868
3101 if (!op || !op->map) 2869 if (!op || !op->map)
3102 return; 2870 return;
3103 2871
3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2872 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2873 int num = random_roll (0, 19, op, PREFER_LOW);
3105 2874
3106 /* its *extremely* hard to run and sneak/hide at the same time! */ 2875 /* its *extremely* hard to run and sneak/hide at the same time! */
3107 if (op->type == PLAYER && op->contr->run_on) 2876 if (op->type == PLAYER && op->contr->run_on)
3108 if (!skop || num >= skop->level) 2877 if (!skop || num >= skop->level)
3109 { 2878 {
3119 num -= hide; 2888 num -= hide;
3120 2889
3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2890 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3122 { 2891 {
3123 make_visible (op); 2892 make_visible (op);
2893
3124 if (op->type == PLAYER) 2894 if (op->type == PLAYER)
3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2895 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3126 } 2896 }
3127 else if (op->type == PLAYER && skop) 2897 else if (op->type == PLAYER && skop)
3128 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2898 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3181 * object op. This function works fine for monsters, 2951 * object op. This function works fine for monsters,
3182 * but we dont worry if the object isnt the top one in 2952 * but we dont worry if the object isnt the top one in
3183 * a pile (say a coin under a table would return "viewable" 2953 * a pile (say a coin under a table would return "viewable"
3184 * by this routine). Another question, should we be 2954 * by this routine). Another question, should we be
3185 * concerned with the direction the player is looking 2955 * concerned with the direction the player is looking
3186 * in? Realistically, most of use cant see stuff behind 2956 * in? Realistically, most of us can't see stuff behind
3187 * our backs...on the other hand, does the "facing" direction 2957 * our backs...on the other hand, does the "facing" direction
3188 * imply the way your head, or body is facing? Its possible 2958 * 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. 2959 * for them to differ. Sigh, this fctn could get a bit more complex.
3190 * -b.t. 2960 * -b.t.
3191 * This function is now map tiling safe. 2961 * This function is now map tiling safe.
3192 */ 2962 */
3193
3194int 2963int
3195player_can_view (object *pl, object *op) 2964player_can_view (object *pl, object *op)
3196{ 2965{
3197 rv_vector rv; 2966 rv_vector rv;
3198 int dx, dy; 2967 int dx, dy;
3210 2979
3211 get_rangevector (pl, op, &rv, 0x1); 2980 get_rangevector (pl, op, &rv, 0x1);
3212 2981
3213 /* starting with the 'head' part, lets loop 2982 /* starting with the 'head' part, lets loop
3214 * through the object and find if it has any 2983 * through the object and find if it has any
3215 * part that is in the los array but isnt on 2984 * part that is in the los array but isn't on
3216 * a blocked los square. 2985 * a blocked los square.
3217 * we use the archetype to figure out offsets. 2986 * we use the archetype to figure out offsets.
3218 */ 2987 */
3219 while (op) 2988 while (op)
3220 { 2989 {
3221 dx = rv.distance_x + op->arch->x; 2990 dx = rv.distance_x + op->arch->x;
3222 dy = rv.distance_y + op->arch->y; 2991 dy = rv.distance_y + op->arch->y;
3223 2992
3224 /* only the viewable area the player sees is updated by LOS 2993 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; 2994 return 1;
2995
3232 op = op->more; 2996 op = op->more;
3233 } 2997 }
3234 return 0;
3235}
3236 2998
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; 2999 return 0;
3263} 3000}
3264 3001
3265/* op_on_battleground - checks if the given object op (usually 3002/* op_on_battleground - checks if the given object op (usually
3266 * a player) is standing on a valid battleground-tile, 3003 * 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 3008 * Default is to do the same as before, so only people wanting to have different points need worry about this
3272 */ 3009 */
3273int 3010int
3274op_on_battleground (object *op, int *x, int *y) 3011op_on_battleground (object *op, int *x, int *y)
3275{ 3012{
3276 object *tmp;
3277
3278 /* A battleground-tile needs the following attributes to be valid: 3013 /* 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), 3014 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3280 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3015 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3281 * and the exit-coordinates sp/hp must both be > 0. 3016 * and the exit-coordinates sp/hp must both be > 0.
3282 * => The intention here is to prevent abuse of the battleground- 3017 * => The intention here is to prevent abuse of the battleground-
3283 * feature (like pickable or hidden battleground tiles). */ 3018 * feature (like pickable or hidden battleground tiles). */
3284 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3019 for (object *tmp = op->below; tmp; tmp = tmp->below)
3285 { 3020 {
3286 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3021 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3287 { 3022 {
3288 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3023 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3289 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3024 && tmp->type == BATTLEGROUND
3025 && tmp->name == shstr_battleground
3026 && EXIT_X (tmp) && EXIT_Y (tmp))
3290 { 3027 {
3291 /*before we assign the exit, check if this is a teambattle */ 3028 /* before we assign the exit, check if this is a teambattle */
3292 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3029 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) 3030 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3031 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3297 { 3032 {
3298 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3299 {
3300 if (x != NULL && y != NULL) 3033 if (x && y)
3301 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3034 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3035
3302 return 1; 3036 return 1;
3303 }
3304 } 3037 }
3305 } 3038
3306 if (x != NULL && y != NULL) 3039 if (x && y)
3307 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3040 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3041
3308 return 1; 3042 return 1;
3309 } 3043 }
3310 } 3044 }
3311 } 3045 }
3046
3312 /* If we got here, did not find a battleground */ 3047 /* If we got here, did not find a battleground */
3313 return 0; 3048 return 0;
3314} 3049}
3315 3050
3316/* 3051/*
3332 char buf[MAX_BUF]; /* tmp. string buffer */ 3067 char buf[MAX_BUF]; /* tmp. string buffer */
3333 int i = 0, j = 0; 3068 int i = 0, j = 0;
3334 3069
3335 /* get the appropriate treasurelist */ 3070 /* get the appropriate treasurelist */
3336 if (atnr == ATNR_FIRE) 3071 if (atnr == ATNR_FIRE)
3337 trlist = treasurelist::find ("dragon_ability_fire"); 3072 trlist = treasurelist::find (shstr_dragon_ability_fire);
3338 else if (atnr == ATNR_COLD) 3073 else if (atnr == ATNR_COLD)
3339 trlist = treasurelist::find ("dragon_ability_cold"); 3074 trlist = treasurelist::find (shstr_dragon_ability_cold);
3340 else if (atnr == ATNR_ELECTRICITY) 3075 else if (atnr == ATNR_ELECTRICITY)
3341 trlist = treasurelist::find ("dragon_ability_elec"); 3076 trlist = treasurelist::find (shstr_dragon_ability_elec);
3342 else if (atnr == ATNR_POISON) 3077 else if (atnr == ATNR_POISON)
3343 trlist = treasurelist::find ("dragon_ability_poison"); 3078 trlist = treasurelist::find (shstr_dragon_ability_poison);
3344 3079
3345 if (trlist == NULL || who->type != PLAYER) 3080 if (trlist == NULL || who->type != PLAYER)
3346 return; 3081 return;
3347 3082
3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3083 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3421 { 3156 {
3422 /* forces in the treasurelist can alter the player's stats */ 3157 /* forces in the treasurelist can alter the player's stats */
3423 object *skin; 3158 object *skin;
3424 3159
3425 /* first get the dragon skin force */ 3160 /* 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) 3161 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3428 ; 3162 ;
3429 3163
3430 if (!skin) 3164 if (!skin)
3431 return; 3165 return;
3432 3166
3446 else 3180 else
3447 j = 1; 3181 j = 1;
3448 strcat (buf, spellpathnames[i]); 3182 strcat (buf, spellpathnames[i]);
3449 } 3183 }
3450 } 3184 }
3185
3451 strcat (buf, "."); 3186 strcat (buf, ".");
3452 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3187 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3453 } 3188 }
3454 3189
3455 /* evtl. adding flags: */ 3190 /* evtl. adding flags: */
3465 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3200 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3466 } 3201 }
3467 else 3202 else
3468 { 3203 {
3469 /* generate misc. treasure */ 3204 /* generate misc. treasure */
3470 tmp = arch_to_object (tr->item); 3205 tmp = tr->item->instance ();
3471 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3206 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); 3207 who->insert (tmp);
3473 if (who->type == PLAYER)
3474 esrv_send_item (who, tmp);
3475 } 3208 }
3476} 3209}
3477 3210
3478/** 3211//-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 3212
3495sint8 3213sint8
3496player::visibility_at (maptile *map, int x, int y) const 3214player::darkness_at (maptile *map, int x, int y) const
3497{ 3215{
3498 if (!ns) 3216 if (!ns)
3499 return 0; 3217 return LOS_BLOCKED;
3500 3218
3501 int dx, dy; 3219 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3220 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0; 3221 return LOS_BLOCKED;
3504 3222
3505 x += dx - ns->current_x + ns->mapx / 2; 3223 x += dx - ns->current_x;
3506 y += dy - ns->current_y + ns->mapy / 2; 3224 y += dy - ns->current_y;
3507 3225
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]; 3226 return blocked_los (x, y);
3512} 3227}
3228
3229void
3230player::infobox (const char *title, const char *msg, int color)
3231{
3232 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3233}
3234
3235void
3236player::statusmsg (const char *msg, int color)
3237{
3238 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3239}
3240
3241void
3242player::failmsg (const char *msg, int color)
3243{
3244 play_sound (sound_find ("generic_failure"));
3245 statusmsg (msg, color);
3246}
3247

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