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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 1.267 by root, Wed Apr 7 18:35:56 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
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 80
194 players.erase (this); 81 players.erase (this);
195} 82}
196 83
197// connect the player with a specific client 84// connect the player with a specific client
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (this); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
219 106
220 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 109
225 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
226 111
227 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
229 { 114 {
230 object *tmp, *abil = 0, *skin = 0; 115 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");
234 116
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 120 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 122 skin = tmp;
241 123
242 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
243 } 125 }
244 126
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 128
247 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
248 130
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 (); 131 ob->update_stats ();
275 132
276 ns->floorbox_update (); 133 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
279 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
280 activate (); 143 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285 144
286 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
288} 147}
289 148
290void 149void
291player::disconnect () 150player::disconnect ()
292{ 151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
293 if (ns) 158 if (ns)
294 { 159 {
295 if (active) 160 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 162
300 ns->reset_stats (); 165 ns->reset_stats ();
301 ns->pl = 0; 166 ns->pl = 0;
302 ns = 0; 167 ns = 0;
303 } 168 }
304 169
305 if (ob) 170 // this is important for the player scheduler to get the correct refcount
306 ob->close_container (); //TODO: client-specific 171 // when ns = 0
307 172 observe = viewpoint = ob;
308 observe = ob;
309 173
310 deactivate (); 174 deactivate ();
311} 175}
176
177//-GPL
312 178
313// the need for this function can be explained 179// the need for this function can be explained
314// by load_object not returning the object 180// by load_object not returning the object
315void 181void
316player::set_object (object *op) 182player::set_object (object *op)
317{ 183{
318 ob = observe = op; 184 ob = observe = viewpoint = op;
319 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
320 186
321 ob->speed = 1.0f; 187 ob->speed = 1.0f;
322 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
323 189
324 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
325} 191}
326 192
327void 193void
328player::set_observe (object *op) 194player::set_observe (object *op)
329{ 195{
330 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
331 do_los = 1; 197 do_los = 1;
332} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
333 208
334player::player () 209player::player ()
335{ 210{
336 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point. 212 * we deal with that below this point.
343 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
344 219
345 gen_sp_armour = 10; 220 gen_sp_armour = 10;
346 bowtype = bow_normal; 221 bowtype = bow_normal;
347 petmode = pet_normal; 222 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers; 223 usekeys = containers;
350 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
351 do_los = 1; 225 do_los = 1;
352 226
353 weapon_sp = 1.0f; 227 weapon_sp = 1.0f;
364 if (ob) 238 if (ob)
365 { 239 {
366 ob->destroy_inv (false); 240 ob->destroy_inv (false);
367 ob->destroy (); 241 ob->destroy ();
368 } 242 }
243
244 ob = observe = viewpoint = 0;
369} 245}
370 246
371player::~player () 247player::~player ()
372{ 248{
373 /* Clear item stack */ 249 /* Clear item stack */
374 free (stack_items); 250 free (stack_items);
251}
252
253/*
254 * get_player_archetype() return next player archetype from archetype
255 * list. Not very efficient routine, but used only creating new players.
256 * Note: there MUST be at least one player archetype!
257 */
258static archetype *
259get_player_archetype (archetype *at)
260{
261 // archetypes could have been reloaded
262 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
263
264 if (!nat)
265 return at;
266
267 archvec::iterator i = archetypes.find (nat);
268
269 for (;;)
270 {
271 if (++i == archetypes.end ())
272 i = archetypes.begin ();
273 else if (*i == at)
274 cleanup ("not a single player archetype found");
275
276 if ((*i)->type == PLAYER)
277 return *i;
278 }
375} 279}
376 280
377/* Tries to add player on the connection passed in ns. 281/* 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 282 * All we can really get in this is some settings like host and display
379 * mode. 283 * mode.
381player * 285player *
382player::create () 286player::create ()
383{ 287{
384 player *pl = new player; 288 player *pl = new player;
385 289
386 pl->set_object (arch_to_object (get_player_archetype (0))); 290 pl->set_object (get_player_archetype (0)->instance ());
387 291
388 pl->ob->roll_stats (); 292 pl->ob->roll_stats ();
389 pl->ob->stats.wc = 2; 293 pl->ob->stats.wc = 2;
390 pl->ob->run_away = 25; /* Then we panick... */ 294 pl->ob->run_away = 25; /* Then we panick... */
391 295
392 set_first_map (pl->ob); 296 set_first_map (pl->ob);
393 297
394 return pl; 298 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} 299}
418 300
419object * 301object *
420get_nearest_player (object *mon) 302get_nearest_player (object *mon)
421{ 303{
424 unsigned lastdist; 306 unsigned lastdist;
425 rv_vector rv; 307 rv_vector rv;
426 308
427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 309 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
428 { 310 {
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)) 311 if (!can_detect_enemy (mon, ol->ob, &rv))
457 continue; 312 continue;
458 313
459 if (lastdist > rv.distance) 314 if (lastdist > rv.distance)
460 { 315 {
655 510
656 return firstdir; 511 return firstdir;
657} 512}
658 513
659void 514void
660give_initial_items (object *pl, treasurelist * items) 515give_initial_items (object *pl, treasurelist *items)
661{ 516{
662 object *op, *next = NULL;
663
664 if (pl->randomitems != NULL) 517 if (pl->randomitems)
665 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 518 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
666 519
667 for (op = pl->inv; op; op = next) 520 for (object *next, *op = pl->inv; op; op = next)
668 { 521 {
669 next = op->below; 522 next = op->below;
670 523
671 /* Forces get applied per default, unless they have the 524 /* Forces get applied per default, unless they have the
672 * flag "neutral" set. Sorry but I can't think of a better way 525 * flag "neutral" set. Sorry but I can't think of a better way
677 /* we never give weapons/armour if these cannot be used 530 /* we never give weapons/armour if these cannot be used
678 * by this player due to race restrictions 531 * by this player due to race restrictions
679 */ 532 */
680 if (pl->type == PLAYER) 533 if (pl->type == PLAYER)
681 { 534 {
682 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 535 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
536 &&
683 (op->type == ARMOUR || op->type == BOOTS || 537 (op->type == ARMOUR || op->type == BOOTS
684 op->type == CLOAK || op->type == HELMET || 538 || op->type == CLOAK || op->type == HELMET
685 op->type == SHIELD || op->type == GLOVES || 539 || op->type == SHIELD || op->type == GLOVES
540 || op->type == BRACERS || op->type == GIRDLE))
686 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 541 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
687 { 542 {
688 op->destroy (); 543 op->destroy ();
689 continue; 544 continue;
690 } 545 }
691 } 546 }
692 547
693 /* This really needs to be better - we should really give 548 /* Here we remove duplicated skills (as duplicated spell objects have
694 * a substitute spellbook. The problem is that we don't really 549 * _very_ confusing effects for players), which could for instance be
695 * have a good idea what to replace it with (need something like 550 * generated by bad treasurelists. - elmex
696 * a first level treasurelist for each skill.)
697 * remove duplicate skills also
698 */ 551 */
699 if (op->type == SPELLBOOK || op->type == SKILL) 552 if (op->type == SKILL)
700 { 553 {
701 object *tmp;
702
703 for (tmp = op->below; tmp; tmp = tmp->below) 554 for (object *tmp = op->below; tmp; tmp = tmp->below)
704 if (tmp->type == op->type && tmp->name == op->name) 555 if (tmp->type == op->type && tmp->name == op->name)
705 break;
706
707 if (tmp)
708 { 556 {
709 op->destroy (); 557 op->destroy ();
558 LOG (llevError,
710 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 559 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
711 continue; 560 break;
712 } 561 }
713 562
714 if (op->nrof > 1) 563 if (op->nrof > 1)
715 op->nrof = 1; 564 op->nrof = 1;
716 } 565 }
717 566
718 if (op->type == SPELLBOOK && op->inv) 567 if (op->type == SPELLBOOK && op->inv)
719 {
720 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 568 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
721 }
722 569
723 /* Give starting characters identified, uncursed, and undamned 570 /* Give starting characters identified, uncursed, and undamned
724 * items. Just don't identify gold or silver, or it won't be 571 * items. Just don't identify gold or silver, or it won't be
725 * merged properly. 572 * merged properly.
726 */ 573 */
727 if (need_identify (op)) 574 if (need_identify (op))
728 { 575 {
729 SET_FLAG (op, FLAG_IDENTIFIED); 576 SET_FLAG (op, FLAG_IDENTIFIED);
730 CLEAR_FLAG (op, FLAG_CURSED); 577 CLEAR_FLAG (op, FLAG_CURSED);
731 CLEAR_FLAG (op, FLAG_DAMNED); 578 CLEAR_FLAG (op, FLAG_DAMNED);
732 } 579 }
580
733 if (op->type == SPELL) 581 if (op->type == SPELL)
734 { 582 {
735 op->destroy (); 583 op->destroy ();
736 continue; 584 continue;
737 } 585 }
739 { 587 {
740 SET_FLAG (op, FLAG_CAN_USE_SKILL); 588 SET_FLAG (op, FLAG_CAN_USE_SKILL);
741 op->stats.exp = 0; 589 op->stats.exp = 0;
742 op->level = 1; 590 op->level = 1;
743 } 591 }
744 /* lock all 'normal items by default */ 592 else /* lock all 'normal items by default */
745 else
746 SET_FLAG (op, FLAG_INV_LOCKED); 593 SET_FLAG (op, FLAG_INV_LOCKED);
747 } /* for loop of objects in player inv */ 594 } /* for loop of objects in player inv */
748 595
749 /* Need to set up the skill pointers */ 596 /* Need to set up the skill pointers */
750 link_player_skills (pl); 597 pl->contr->link_skills ();
751} 598}
752 599
753void 600void
754get_party_password (object *op, partylist *party) 601get_party_password (object *op, partylist *party)
755{ 602{
765 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 612 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
766} 613}
767 614
768/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 615/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
769static int 616static int
770roll_stat (void) 617roll_stat ()
771{ 618{
772 int a[4], i, j, k; 619 int a[4], i, j, k;
773 620
774 for (i = 0; i < 4; i++) 621 for (i = 0; i < 4; i++)
775 a[i] = (int) rndm (6) + 1; 622 a[i] = (int) rndm (6) + 1;
856static void 703static void
857start_info (object *op) 704start_info (object *op)
858{ 705{
859 char buf[MAX_BUF]; 706 char buf[MAX_BUF];
860 707
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 708 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 709 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} 710}
866 711
867/* This function takes the key that is passed, and does the 712/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 713 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 714 * The function name is for historical reasons - now we have
872 */ 717 */
873void 718void
874player::chargen_race_done () 719player::chargen_race_done ()
875{ 720{
876 /* this must before then initial items are given */ 721 /* this must before then initial items are given */
877 esrv_new_player (ob->contr, ob->weight + ob->carrying); 722 esrv_new_player (ob->contr);
878 723
879 treasurelist *tl = treasurelist::find ("starting_wealth"); 724 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
880 if (tl) 725 if (tl)
881 create_treasure (tl, ob, 0, 0, 0); 726 create_treasure (tl, ob, 0, 0, 0);
882 727
883 INVOKE_PLAYER (BIRTH, ob->contr); 728 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, ob->contr); 729 INVOKE_PLAYER (LOGIN, ob->contr);
885 730
886 ob->contr->ns->state = ST_PLAYING; 731 ob->contr->ns->state = ST_PLAYING;
887 732
888 if (ob->msg) 733 if (ob->msg)
889 ob->msg = 0; 734 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 }
899 735
900 start_info (ob); 736 start_info (ob);
901 CLEAR_FLAG (ob, FLAG_WIZ); 737 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (ob, ob->randomitems); 738 give_initial_items (ob, ob->randomitems);
903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob); 739 esrv_send_inventory (ob, ob);
905 ob->update_stats (); 740 ob->update_stats ();
906 741
907 /* This moves the player to a different start map, if there 742 /* This moves the player to a different start map, if there
908 * is one for this race 743 * is one for this race
909 */ 744 */
910 if (*first_map_ext_path) 745 if (*first_map_ext_path)
911 { 746 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 747 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 748 LOG (llevDebug, "first_map_ext_path not set\n");
927} 749}
928 750
929void 751void
960 ob->stats.hp = ob->stats.maxhp; 782 ob->stats.hp = ob->stats.maxhp;
961 ob->stats.sp = ob->stats.maxsp; 783 ob->stats.sp = ob->stats.maxsp;
962 ob->stats.grace = 0; 784 ob->stats.grace = 0;
963} 785}
964 786
965void 787static void
966flee_player (object *op) 788flee_player (object *op)
967{ 789{
968 int dir, diff; 790 int dir, diff;
969 rv_vector rv; 791 rv_vector rv;
970 792
973 LOG (llevDebug, "Fleeing player is dead.\n"); 795 LOG (llevDebug, "Fleeing player is dead.\n");
974 CLEAR_FLAG (op, FLAG_SCARED); 796 CLEAR_FLAG (op, FLAG_SCARED);
975 return; 797 return;
976 } 798 }
977 799
978 if (op->enemy == NULL) 800 if (!op->enemy)
979 { 801 {
980 LOG (llevDebug, "Fleeing player had no enemy.\n"); 802 LOG (llevDebug, "Fleeing player had no enemy.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 803 CLEAR_FLAG (op, FLAG_SCARED);
982 return; 804 return;
983 } 805 }
984 806
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)) 807 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 { 808 {
998 op->enemy = NULL; 809 op->enemy = NULL;
999 CLEAR_FLAG (op, FLAG_SCARED); 810 CLEAR_FLAG (op, FLAG_SCARED);
1000 return; 811 return;
1003 get_rangevector (op, op->enemy, &rv, 0); 814 get_rangevector (op, op->enemy, &rv, 0);
1004 815
1005 dir = absdir (4 + rv.direction); 816 dir = absdir (4 + rv.direction);
1006 for (diff = 0; diff < 3; diff++) 817 for (diff = 0; diff < 3; diff++)
1007 { 818 {
1008 int m = 1 - (RANDOM () & 2); 819 int m = 1 - rndm (2) * 2;
1009 820
1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 821 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1011 return; 822 return;
1012 } 823 }
1013 824
1014 /* Cornered, get rid of scared */ 825 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 826 CLEAR_FLAG (op, FLAG_SCARED);
1024check_pick (object *op) 835check_pick (object *op)
1025{ 836{
1026 object *tmp, *next; 837 object *tmp, *next;
1027 int stop = 0; 838 int stop = 0;
1028 int wvratio; 839 int wvratio;
1029 char putstring[128];
1030 840
1031 /* if you're flying, you cna't pick up anything */ 841 /* if you're flying, you can't pick up anything */
1032 if (op->move_type & MOVE_FLYING) 842 if (op->move_type & MOVE_FLYING)
1033 return 1; 843 return 1;
1034 844
1035 next = op->below; 845 next = op->below;
846
847 int cnt = MAX_ITEM_PER_ACTION;
848#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1036 849
1037 /* loop while there are items on the floor that are not marked as 850 /* loop while there are items on the floor that are not marked as
1038 * destroyed */ 851 * destroyed */
1039 while (next && !next->destroyed ()) 852 while (next && !next->destroyed ())
1040 { 853 {
1041 tmp = next; 854 tmp = next;
1042 next = tmp->below; 855 next = tmp->below;
1043 856
857 if (cnt <= 0)
858 {
859 op->failmsg ("Couldn't pickup all items at once.");
860 return 0;
861 }
862
1044 if (op->destroyed ()) 863 if (op->destroyed ())
1045 return 0; 864 return 0;
1046 865
1047 if (!can_pick (op, tmp)) 866 if (!can_pick (op, tmp))
1048 continue; 867 continue;
1049 868
1050 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 869 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1051 { 870 {
1052 if (item_matched_string (op, tmp, op->contr->search_str)) 871 if (item_matched_string (op, tmp, op->contr->search_str))
1053 pick_up (op, tmp); 872 CHK_PICK_PICKUP;
873
1054 continue; 874 continue;
1055 } 875 }
1056 876
1057 /* high not bit set? We're using the old autopickup model */ 877 /* pickup handling */
878 if (op->contr->mode & PU_DEBUG)
879 {
880 /* some debugging code to figure out item information */
881 const char *str = tmp->name
882 ? format ("item name: %s item type: %d weight/value: %d",
883 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
884 : format ("item name: %s item type: %d weight/value: %d",
885 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
886
887 new_draw_info (NDI_UNIQUE, 0, op, str);
888 }
889
890 if (op->contr->mode & PU_INHIBIT)
891 return 1;
892
893 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
894 return 1;
895
896 /* philosophy:
897 * It's easy to grab an item type from a pile, as long as it's
898 * generic. This takes no game-time. For more detailed pickups
899 * and selections, select-items should be used. This is a
900 * grab-as-you-run type mode that's really useful for arrows for
901 * example.
902 * The drawback: right now it has no frontend, so you need to
903 * stick the bits you want into a calculator in hex mode and then
904 * convert to decimal and then 'pickup <#>
905 */
906
907 /* the first two modes are exclusive: if NOTHING we return, if
908 * STOP then we stop. All the rest are applied sequentially,
909 * meaning if any test passes, the item gets picked up. */
910
911 /* if mode is set to pick nothing up, return */
912 if (op->contr->mode == PU_NOTHING)
913 return 1;
914
915 /* if mode is set to stop when encountering objects, return */
916 /* take STOP before INHIBIT since it doesn't actually pick
917 * anything up */
918 if (op->contr->mode & PU_STOP)
919 return 0;
920
921 /* useful for going into stores and not losing your settings... */
922 /* and for battles wher you don't want to get loaded down while
923 * fighting */
924 if (op->contr->mode & PU_INHIBIT)
925 return 1;
926
927 /* prevent us from turning into auto-thieves :) */
928 if (QUERY_FLAG (tmp, FLAG_UNPAID))
929 continue;
930
931 /* ignore known cursed objects */
932 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
933 continue;
934
935 /* all food and drink if desired */
936 /* question: don't pick up known-poisonous stuff? */
1058 if (!(op->contr->mode & PU_NEWMODE)) 937 if (op->contr->mode & PU_FOOD)
938 if (tmp->type == FOOD)
1059 { 939 {
1060 switch (op->contr->mode) 940 CHK_PICK_PICKUP;
941 continue;
942 }
943
944 if (op->contr->mode & PU_DRINK)
945 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
946 {
947 CHK_PICK_PICKUP;
948 continue;
949 }
950
951 if (op->contr->mode & PU_POTION)
952 if (tmp->type == POTION)
953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
957
958 /* spellbooks, skillscrolls and normal books/scrolls */
959 if (op->contr->mode & PU_SPELLBOOK)
960 if (tmp->type == SPELLBOOK)
961 {
962 CHK_PICK_PICKUP;
963 continue;
964 }
965
966 if (op->contr->mode & PU_SKILLSCROLL)
967 if (tmp->type == SKILLSCROLL)
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_READABLES)
974 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 /* wands/staves/rods/horns */
981 if (op->contr->mode & PU_MAGIC_DEVICE)
982 if (tmp->type == WAND
983 || tmp->type == ROD
984 || tmp->type == HORN
985 || tmp->type == POWER_CRYSTAL)
986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
991 /* pick up all magical items */
992 if (op->contr->mode & PU_MAGICAL)
993 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
994 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
995 {
996 CHK_PICK_PICKUP;
997 continue;
998 }
999
1000 if (op->contr->mode & PU_VALUABLES)
1001 {
1002 if (tmp->type == MONEY || tmp->type == GEM)
1061 { 1003 {
1062 case 0: 1004 CHK_PICK_PICKUP;
1063 return 1; /* don't pick up */ 1005 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 } 1006 }
1095 } 1007 }
1096 else 1008
1097 { /* old model */ 1009 /* rings & amulets - talismans seems to be typed AMULET */
1098 /* NEW pickup handling */
1099 if (op->contr->mode & PU_DEBUG) 1010 if (op->contr->mode & PU_JEWELS)
1011 if (tmp->type == RING
1012 || tmp->type == AMULET
1013 || tmp->type == GIRDLE
1014 || tmp->type == SKILL_TOOL)
1100 { 1015 {
1101 /* some debugging code to figure out item information */ 1016 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; 1017 continue;
1018 }
1148 1019
1149 /* ignore known cursed objects */ 1020 /* we don't forget dragon food */
1150 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1021 if (op->contr->mode & PU_FLESH)
1022 if (tmp->type == FLESH)
1023 {
1024 CHK_PICK_PICKUP;
1151 continue; 1025 continue;
1026 }
1152 1027
1153 /* all food and drink if desired */ 1028 /* bows and arrows. Bows are good for selling! */
1154 /* question: don't pick up known-poisonous stuff? */ 1029 if (op->contr->mode & PU_BOW)
1030 if (tmp->type == BOW)
1031 {
1032 CHK_PICK_PICKUP;
1033 continue;
1034 }
1035
1036 if (op->contr->mode & PU_ARROW)
1037 if (tmp->type == ARROW)
1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1043 /* all kinds of armor etc. */
1044 if (op->contr->mode & PU_ARMOUR)
1045 if (tmp->type == ARMOUR)
1046 {
1047 CHK_PICK_PICKUP;
1048 continue;
1049 }
1050
1051 if (op->contr->mode & PU_HELMET)
1052 if (tmp->type == HELMET)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_SHIELD)
1059 if (tmp->type == SHIELD)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1155 if (op->contr->mode & PU_FOOD) 1065 if (op->contr->mode & PU_BOOTS)
1156 if (tmp->type == FOOD) 1066 if (tmp->type == BOOTS)
1067 {
1068 CHK_PICK_PICKUP;
1069 continue;
1070 }
1071
1072 if (op->contr->mode & PU_GLOVES)
1073 if (tmp->type == GLOVES || tmp->type == BRACERS)
1074 {
1075 CHK_PICK_PICKUP;
1076 continue;
1077 }
1078
1079 if (op->contr->mode & PU_CLOAK)
1080 if (tmp->type == CLOAK)
1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1085
1086 /* hoping to catch throwing daggers here */
1087 if (op->contr->mode & PU_MISSILEWEAPON)
1088 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 /* careful: chairs and tables are weapons! */
1095 if (op->contr->mode & PU_ALLWEAPON)
1096 {
1097 if (tmp->type == WEAPON)
1098 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1157 { 1099 {
1158 pick_up (op, tmp); 1100 CHK_PICK_PICKUP;
1159 continue; 1101 continue;
1160 } 1102 }
1103 }
1161 1104
1105 /* misc stuff that's useful */
1162 if (op->contr->mode & PU_DRINK) 1106 if (op->contr->mode & PU_KEY)
1163 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1107 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1164 { 1108 {
1165 pick_up (op, tmp); 1109 CHK_PICK_PICKUP;
1166 continue; 1110 continue;
1167 } 1111 }
1168 1112
1113 /* any of the last 4 bits set means we use the ratio for value
1114 * pickups */
1169 if (op->contr->mode & PU_POTION) 1115 if (op->contr->mode & PU_RATIO)
1170 if (tmp->type == POTION) 1116 {
1117 /* use value density to decide what else to grab */
1118 /* >=7 was >= op->contr->mode */
1119 /* >=7 is the old standard setting. Now we take the last 4 bits
1171 { 1120 */
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) 1121 wvratio = op->contr->mode & PU_RATIO;
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1122 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 { 1123 {
1216 if (tmp->type == MONEY || tmp->type == GEM) 1124#if 0
1125 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1126 if (tmp->name != NULL)
1217 { 1127 {
1218 pick_up (op, tmp); 1128 fprintf (stderr, "%s", tmp->name);
1219 continue;
1220 } 1129 }
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 1130 else
1355 fprintf (stderr, "%s", tmp->arch->archname); 1131 fprintf (stderr, "%s", tmp->arch->archname);
1356 fprintf (stderr, ",%d] = ", tmp->type); 1132 fprintf (stderr, ",%d] = ", tmp->type);
1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1133 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1358#endif 1134#endif
1135 CHK_PICK_PICKUP;
1359 continue; 1136 continue;
1360 }
1361 } 1137 }
1362 } /* the new pickup model */ 1138 } /* the new pickup model */
1363 } 1139 }
1364 1140
1365 return !stop; 1141 return !stop;
1142}
1143
1144/* routine for both players and monsters. We call this when
1145 * there is a possibility for our action distrubing our hiding
1146 * place or invisiblity spell. Artefact invisiblity causes
1147 * "noise" instead. If we arent invisible to begin with, we
1148 * return 0.
1149 */
1150static int
1151action_makes_visible (object *op)
1152{
1153 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1154 {
1155 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1156 {
1157 // artefact invisibility is permanent, but we still make noise
1158 // this is important for game-balance.
1159 if (op->contr)
1160 op->make_noise ();
1161
1162 return 0;
1163 }
1164
1165 if (op->contr && op->contr->tmp_invis == 0)
1166 return 0;
1167
1168 /* If monsters, they should become visible */
1169 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1170 {
1171 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1172 return 1;
1173 }
1174 }
1175
1176 return 0;
1366} 1177}
1367 1178
1368/* 1179/*
1369 * Find an arrow in the inventory and after that 1180 * Find an arrow in the inventory and after that
1370 * in the right type container (quiver). Pointer to the 1181 * in the right type container (quiver). Pointer to the
1371 * found object is returned. 1182 * found object is returned.
1372 */ 1183 */
1373object * 1184static object *
1374find_arrow (object *op, const char *type) 1185find_arrow (object *op, const char *type)
1375{ 1186{
1376 object *tmp = 0;
1377
1378 for (op = op->inv; op; op = op->below) 1187 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) 1188 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1189 return splay (tmp);
1190
1191 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1192 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1193 if (object *arrow = find_arrow (tmp, type))
1194 {
1195 splay (tmp);
1382 return op; 1196 return arrow;
1197 }
1383 1198
1384 return tmp; 1199 return 0;
1385} 1200}
1386 1201
1387/* 1202/*
1388 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1203 * 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 1204 * 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 1205 * 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. 1206 * the hall. Failing that it does it's best to pick the highest plus arrow.
1392 */ 1207 */
1393object * 1208static object *
1394find_better_arrow (object *op, object *target, const char *type, int *better) 1209find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1395{ 1210{
1396 object *tmp = NULL, *arrow, *ntmp; 1211 object *tmp = NULL, *arrow, *ntmp;
1397 int attacknum, attacktype, betterby = 0, i; 1212 int attacknum, attacktype, betterby = 0, i;
1398 1213
1399 if (!type) 1214 if (!type)
1403 { 1218 {
1404 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1219 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1405 { 1220 {
1406 i = 0; 1221 i = 0;
1407 ntmp = find_better_arrow (arrow, target, type, &i); 1222 ntmp = find_better_arrow (arrow, target, type, &i);
1223
1408 if (i > betterby) 1224 if (i > betterby)
1409 { 1225 {
1410 tmp = ntmp; 1226 tmp = ntmp;
1411 betterby = i; 1227 betterby = i;
1412 } 1228 }
1413 } 1229 }
1414 else if (arrow->type == ARROW && arrow->race == type) 1230 else if (arrow->type == ARROW && arrow->race == type)
1415 { 1231 {
1416 /* allways prefer assasination/slaying */ 1232 /* allways prefer assasination/slaying */
1417 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1233 if (target->race && arrow->slaying.contains (target->race))
1418 { 1234 {
1419 if (arrow->attacktype & AT_DEATH) 1235 if (arrow->attacktype & AT_DEATH)
1420 { 1236 {
1421 *better = 100; 1237 *better = 100;
1422 return arrow; 1238 return arrow;
1437 { 1253 {
1438 tmp = arrow; 1254 tmp = arrow;
1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1255 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1440 } 1256 }
1441 } 1257 }
1258
1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1259 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1443 { 1260 {
1444 tmp = arrow; 1261 tmp = arrow;
1445 betterby = 2 + arrow->magic + arrow->stats.dam; 1262 betterby = 2 + arrow->magic + arrow->stats.dam;
1446 } 1263 }
1264
1447 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1265 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1448 { 1266 {
1449 tmp = arrow; 1267 tmp = arrow;
1450 betterby = 1 + arrow->magic + arrow->stats.dam; 1268 betterby = 1 + arrow->magic + arrow->stats.dam;
1451 } 1269 }
1452 } 1270 }
1453 } 1271 }
1454 } 1272 }
1273
1455 if (tmp == NULL && arrow == NULL) 1274 if (tmp == NULL && arrow == NULL)
1456 return find_arrow (op, type); 1275 return find_arrow (op, type);
1457 1276
1458 *better = betterby; 1277 *better = betterby;
1459 return tmp; 1278 return tmp;
1463 * find_better_arrow to find a decent arrow to use. 1282 * find_better_arrow to find a decent arrow to use.
1464 * op = the shooter 1283 * op = the shooter
1465 * type = bow->race 1284 * type = bow->race
1466 * dir = fire direction 1285 * dir = fire direction
1467 */ 1286 */
1468object * 1287static object *
1469pick_arrow_target (object *op, const char *type, int dir) 1288pick_arrow_target (object *op, shstr_cmp type, int dir)
1470{ 1289{
1471 object *tmp = NULL; 1290 object *tmp = NULL;
1472 maptile *m; 1291 maptile *m;
1473 int i, mflags, found, number; 1292 int i, mflags, found, number;
1474 sint16 x, y; 1293 sint16 x, y;
1489 for (i = 0, found = 0; i < 20; i++) 1308 for (i = 0, found = 0; i < 20; i++)
1490 { 1309 {
1491 x += freearr_x[dir]; 1310 x += freearr_x[dir];
1492 y += freearr_y[dir]; 1311 y += freearr_y[dir];
1493 mflags = get_map_flags (m, &m, x, y, &x, &y); 1312 mflags = get_map_flags (m, &m, x, y, &x, &y);
1313
1494 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1314 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1495 { 1315 {
1496 tmp = NULL; 1316 tmp = 0;
1497 break; 1317 break;
1498 } 1318 }
1499 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1319 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1500 { 1320 {
1501 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1321 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1502 * perhaps a bad assumption. 1322 * perhaps a bad assumption.
1503 */ 1323 */
1504 tmp = NULL; 1324 tmp = 0;
1505 break; 1325 break;
1506 } 1326 }
1327
1507 if (mflags & P_IS_ALIVE) 1328 if (mflags & P_IS_ALIVE)
1508 {
1509 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1329 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1510 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1330 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1511 {
1512 found++;
1513 break;
1514 }
1515 if (found)
1516 break; 1331 break;
1517 }
1518 } 1332 }
1519 if (tmp == NULL) 1333
1334 if (!tmp)
1520 return find_arrow (op, type); 1335 return find_arrow (op, type);
1521 1336
1522 if (tmp->head) 1337 if (tmp->head)
1523 tmp = tmp->head; 1338 tmp = tmp->head;
1524 1339
1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1379 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1565 return 0; 1380 return 0;
1566 } 1381 }
1567 1382
1568 // optimisation: move object to top so we will find it quickly again 1383 // optimisation: move object to top so we will find it quickly again
1569 if (bow->below) 1384 splay (bow);
1570 {
1571 bow->remove ();
1572 op->insert (bow);
1573 }
1574
1575 } 1385 }
1576 1386
1577 if (!bow->race || !bow->skill) 1387 if (!bow->race || !bow->skill)
1578 { 1388 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1389 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1605 } 1415 }
1606 1416
1607 /* this should not happen, but sometimes does */ 1417 /* this should not happen, but sometimes does */
1608 if (arrow->nrof == 0) 1418 if (arrow->nrof == 0)
1609 { 1419 {
1420 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1610 arrow->destroy (); 1421 arrow->destroy ();
1611 return 0; 1422 return 0;
1612 } 1423 }
1613 1424
1614 left = arrow; /* these are arrows left to the player */ 1425 left = arrow; /* these are arrows left to the player */
1615 arrow = get_split_ob (arrow, 1); 1426 arrow = arrow->split ();
1616 if (!arrow) 1427 if (!arrow)
1617 { 1428 {
1618 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1429 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1619 return 0; 1430 return 0;
1620 } 1431 }
1624 arrow->direction = dir; 1435 arrow->direction = dir;
1625 1436
1626 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1437 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1627 arrow->stats.hp = arrow->stats.dam; 1438 arrow->stats.hp = arrow->stats.dam;
1628 arrow->stats.grace = arrow->attacktype; 1439 arrow->stats.grace = arrow->attacktype;
1629 1440 arrow->custom_name = arrow->slaying;
1630 if (arrow->slaying)
1631 arrow->spellarg = strdup (arrow->slaying);
1632 1441
1633#if 0 1442#if 0
1634 if (player *pl = op->contr) 1443 if (player *pl = op->contr)
1635 { 1444 {
1636 float speed = pl->weapon_sp; 1445 float speed = pl->weapon_sp;
1682 1491
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1492 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1684 arrow->move_type = MOVE_FLY_LOW; 1493 arrow->move_type = MOVE_FLY_LOW;
1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1494 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1686 1495
1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1496 op->play_sound (sound_find ("fire_arrow"));
1688 m->insert (arrow, sx, sy, op); 1497 m->insert (arrow, sx, sy, op);
1689 1498
1690 if (!arrow->destroyed ()) 1499 if (!arrow->destroyed ())
1691 move_arrow (arrow); 1500 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 1501
1701 return 1; 1502 return 1;
1702} 1503}
1703 1504
1704/* Special fire code for players - this takes into 1505/* Special fire code for players - this takes into
1706 * but monsters can't. Putting that code here 1507 * but monsters can't. Putting that code here
1707 * makes the fire_bow code much cleaner. 1508 * makes the fire_bow code much cleaner.
1708 * this function should only be called if 'op' is a player, 1509 * this function should only be called if 'op' is a player,
1709 * hence the function name. 1510 * hence the function name.
1710 */ 1511 */
1711int 1512static int
1712player_fire_bow (object *op, int dir) 1513player_fire_bow (object *op, int dir)
1713{ 1514{
1714 int ret = 0, wcmod = 0; 1515 int ret;
1715 1516
1716 if (op->contr->bowtype == bow_bestarrow) 1517 if (op->contr->bowtype == bow_bestarrow)
1717 { 1518 {
1718 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1519 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1719 } 1520 }
1720 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1521 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1721 { 1522 {
1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1523 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); 1524 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1726 } 1525 }
1727 else if (op->contr->bowtype == bow_threewide) 1526 else if (op->contr->bowtype == bow_threewide)
1728 { 1527 {
1729 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1528 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)]); 1529 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)]); 1530 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1732 } 1531 }
1733 else if (op->contr->bowtype == bow_spreadshot) 1532 else if (op->contr->bowtype == bow_spreadshot)
1734 { 1533 {
1735 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1534 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); 1535 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); 1536 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1738 } 1537 }
1739 else 1538 else
1740 { 1539 {
1746} 1545}
1747 1546
1748/* Fires a misc (wand/rod/horn) object in 'dir'. 1547/* Fires a misc (wand/rod/horn) object in 'dir'.
1749 * Broken apart from 'fire' to keep it more readable. 1548 * Broken apart from 'fire' to keep it more readable.
1750 */ 1549 */
1751void 1550static void
1752fire_misc_object (object *op, int dir) 1551fire_misc_object (object *op, int dir)
1753{ 1552{
1754 object *item = op->contr->ranged_ob; 1553 object *item = op->contr->ranged_ob;
1755 1554
1756 if (!item) 1555 if (!item)
1763 { 1562 {
1764 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1563 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1765 return; 1564 return;
1766 } 1565 }
1767 1566
1768 if (!op->change_weapon (item)) 1567 if (!op->apply (item))
1769 return; 1568 return;
1770 1569
1771 if (item->type == WAND) 1570 if (item->type == WAND)
1772 { 1571 {
1773 if (item->stats.food <= 0) 1572 if (item->stats.food <= 0)
1774 { 1573 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1574 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)); 1575 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777 1576
1778 return; 1577 return;
1779 } 1578 }
1780 } 1579 }
1781 else if (item->type == ROD || item->type == HORN) 1580 else if (item->type == ROD || item->type == HORN)
1782 { 1581 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1582 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1583
1584 // using the maximum of the rods charge allows at least one spell cast
1585 // for a rod or horn, this fixes some broken rods.
1586 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1784 { 1587 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1588 op->contr->play_sound (sound_find ("wand_poof"));
1786 1589
1787 if (item->type == ROD) 1590 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)); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1789 else 1592 else
1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1793 } 1596 }
1794 } 1597 }
1795 1598
1796 if (cast_spell (op, item, dir, item->inv, NULL)) 1599 if (cast_spell (op, item, dir, item->inv, NULL))
1797 { 1600 {
1798 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1601 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1602
1799 if (item->type == WAND) 1603 if (item->type == WAND)
1800 { 1604 {
1801 if (!(--item->stats.food)) 1605 if (!(--item->stats.food))
1802 { 1606 {
1803 object *tmp; 1607 object *tmp;
1807 CLEAR_FLAG (item, FLAG_ANIMATE); 1611 CLEAR_FLAG (item, FLAG_ANIMATE);
1808 item->face = item->arch->face; 1612 item->face = item->arch->face;
1809 item->set_speed (0); 1613 item->set_speed (0);
1810 } 1614 }
1811 1615
1812 if ((tmp = item->in_player ())) 1616 if (object *pl = item->visible_to ())
1813 esrv_update_item (UPD_ANIM, tmp, item); 1617 esrv_update_item (UPD_ANIM, pl, item);
1814 } 1618 }
1815 } 1619 }
1816 else if (item->type == ROD || item->type == HORN) 1620 else if (item->type == ROD || item->type == HORN)
1817 drain_rod_charge (item); 1621 drain_rod_charge (item);
1818 } 1622 }
1819} 1623}
1820 1624
1821/* Received a fire command for the player - go and do it. 1625/* Received a fire command for the player - go and do it.
1822 */ 1626 */
1823bool 1627bool
1824fire (object *op, int dir) 1628fire (object *who, int dir)
1825{ 1629{
1826 int spellcost = 0; 1630 int spellcost = 0;
1827 1631
1828 /* check for loss of invisiblity/hide */
1829 if (action_makes_visible (op))
1830 make_visible (op);
1831
1832 player *pl = op->contr; 1632 player *pl = who->contr;
1833 1633
1834 if (pl->golem) 1634 if (pl->golem)
1835 { 1635 {
1836 control_golem (op->contr->golem, dir); 1636 control_golem (who->contr->golem, dir);
1837 return false; 1637 return false;
1838 } 1638 }
1839 1639
1840 object *ob = pl->ranged_ob; 1640 object *ob = pl->ranged_ob;
1841 1641
1842 if (!ob) 1642 if (!ob)
1843 return false; 1643 return false;
1844 1644
1845 if (!op->change_weapon (ob))
1846 return false;
1847
1848 if (op->speed_left > 0.f) 1645 if (who->speed_left > 0.f)
1849 --op->speed_left; 1646 --who->speed_left;
1850 else 1647 else
1851 return false; 1648 return false;
1852 1649
1650 if (!who->apply (ob))
1651 return false;
1652
1653 /* check for loss of invisiblity/hide */
1654 if (action_makes_visible (who))
1655 make_visible (who);
1656
1853 switch (ob->type) 1657 switch (ob->type)
1854 { 1658 {
1855 case BOW: 1659 case BOW:
1856 player_fire_bow (op, dir); 1660 player_fire_bow (who, dir);
1857 break; 1661 break;
1858 1662
1859 case SPELL: 1663 case SPELL:
1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1664 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1861 break; 1665 break;
1862 1666
1863 case BUILDER: 1667 case BUILDER:
1864 apply_map_builder (op, dir); 1668 apply_map_builder (who, dir);
1865 break; 1669 break;
1866 1670
1867 case SKILL: 1671 case SKILL:
1868 do_skill (op, op, ob, dir, 0); 1672 do_skill (who, who, ob, dir, 0);
1869 break; 1673 break;
1870 1674
1675 case RANGED:
1676 do_skill (who, ob, who->chosen_skill, dir, 0);
1677 break;
1678
1871 default: 1679 default:
1872 fire_misc_object (op, dir); 1680 fire_misc_object (who, dir);
1873 break; 1681 break;
1874 } 1682 }
1875 1683
1876 return true; 1684 return true;
1877} 1685}
1878 1686
1879/* find_key 1687static 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) 1688find_key_ (object *pl, object *container, object *door)
1891{ 1689{
1892 object *tmp, *key; 1690 object *tmp, *key;
1893 1691
1894 /* Should not happen, but sanity checking is never bad */ 1692 /* Should not happen, but sanity checking is never bad */
1895 if (!container->inv) 1693 if (!container->inv)
1898 /* First, lets try to find a key in the top level inventory */ 1696 /* First, lets try to find a key in the top level inventory */
1899 for (tmp = container->inv; tmp; tmp = tmp->below) 1697 for (tmp = container->inv; tmp; tmp = tmp->below)
1900 { 1698 {
1901 if (door->type == DOOR && tmp->type == KEY) 1699 if (door->type == DOOR && tmp->type == KEY)
1902 break; 1700 break;
1701
1903 /* For sanity, we should really check door type, but other stuff 1702 /* For sanity, we should really check door type, but other stuff
1904 * (like containers) can be locked with special keys 1703 * (like containers) can be locked with special keys
1905 */ 1704 */
1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1705 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1907 break; 1706 break;
1913 * a key, return 1712 * a key, return
1914 */ 1713 */
1915 if (!tmp) 1714 if (!tmp)
1916 { 1715 {
1917 for (tmp = container->inv; tmp; tmp = tmp->below) 1716 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 {
1919 /* No reason to search empty containers */ 1717 /* No reason to search empty containers */
1920 if (tmp->type == CONTAINER && tmp->inv) 1718 if (tmp->type == CONTAINER && tmp->inv)
1921 {
1922 if ((key = find_key (pl, tmp, door))) 1719 if ((key = find_key_ (pl, tmp, door)))
1923 return key; 1720 return key;
1924 }
1925 }
1926 1721
1927 if (!tmp) 1722 if (!tmp)
1928 return NULL; 1723 return 0;
1929 } 1724 }
1930 1725
1931 /* We get down here if we have found a key. Now if its in a container, 1726 /* 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 1727 * see if we actually want to use it
1933 */ 1728 */
1934 if (pl != container) 1729 if (pl != container)
1935 { 1730 {
1936 /* Only let players use keys in containers */ 1731 /* Only let players use keys in containers */
1937 if (!pl->contr) 1732 if (!pl->contr)
1938 return NULL; 1733 return 0;
1734
1939 /* cases where this fails: 1735 /* cases where this fails:
1940 * If we only search the player inventory, return now since we 1736 * If we only search the player inventory, return now since we
1941 * are not in the players inventory. 1737 * are not in the players inventory.
1942 * If the container is not active, return now since only active 1738 * If the container is not active, return now since only active
1943 * containers can be used. 1739 * containers can be used.
1947 * inv must have been an container and must have been active. 1743 * inv must have been an container and must have been active.
1948 * 1744 *
1949 * Change the color so that the message doesn't disappear with 1745 * Change the color so that the message doesn't disappear with
1950 * all the others. 1746 * all the others.
1951 */ 1747 */
1952 if (pl->contr->usekeys == key_inventory || 1748 if (pl->contr->usekeys == key_inventory
1953 !QUERY_FLAG (container, FLAG_APPLIED) || 1749 || !QUERY_FLAG (container, FLAG_APPLIED)
1954 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1750 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1955 { 1751 {
1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1752 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)); 1753 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1958 return NULL; 1754 return NULL;
1959 } 1755 }
1960 } 1756 }
1961 1757
1962 return tmp; 1758 return tmp;
1759}
1760
1761/* find_key
1762 * We try to find a key for the door as passed. If we find a key
1763 * and successfully use it, we return the key, otherwise NULL
1764 * This function merges both normal and locked door, since the logic
1765 * for both is the same - just the specific key is different.
1766 * pl is the player,
1767 * inv is the objects inventory to searched
1768 * door is the door we are trying to match against.
1769 * This function can be called recursively to search containers.
1770 */
1771object *
1772find_key (object *pl, object *container, object *door)
1773{
1774 if (door->slaying && is_match_expr (door->slaying))
1775 {
1776 // for match expressions, we try to find the key by applying the match
1777 // to the op itself, which is supposed to find the "key", instead
1778 // of searching through containers ourselves.
1779
1780 return match_one (door->slaying, container, door, pl, pl);
1781 }
1782 else
1783 return find_key_ (pl, container, door);
1963} 1784}
1964 1785
1965/* moved door processing out of move_player_attack. 1786/* moved door processing out of move_player_attack.
1966 * returns 1 if player has opened the door with a key 1787 * returns 1 if player has opened the door with a key
1967 * such that the caller should not do anything more, 1788 * such that the caller should not do anything more,
1979 /* If we found a key, do some extra work */ 1800 /* If we found a key, do some extra work */
1980 if (key) 1801 if (key)
1981 { 1802 {
1982 object *container = key->env; 1803 object *container = key->env;
1983 1804
1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
1986 if (action_makes_visible (op)) 1805 if (action_makes_visible (op))
1987 make_visible (op); 1806 make_visible (op);
1988 1807
1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1808 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 spring_trap (door->inv, op); 1809 spring_trap (door->inv, op);
1991 1810
1992 if (door->type == DOOR) 1811 if (door->type == DOOR)
1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1812 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 else if (door->type == LOCKED_DOOR) 1813 else if (door->type == LOCKED_DOOR)
1995 { 1814 {
1996 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1815 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2 (door); /* remove door without violence ;-) */ 1816 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1817 }
1999 1818
2000 /* Do this after we print the message */ 1819 /* Do this after we print the message */
2001 decrease_ob (key); /* Use up one of the keys */ 1820 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 1821
2006 return 1; /* Nothing more to do below */ 1822 return 1; /* Nothing more to do below */
2007 } 1823 }
2008 else if (door->type == LOCKED_DOOR) 1824 else if (door->type == LOCKED_DOOR)
2009 { 1825 {
2010 /* Might as well return now - no other way to open this */ 1826 /* Might as well return now - no other way to open this */
2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1827 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2012 return 1; 1828 return 1;
2013 } 1829 }
2014 1830
2015 return 0; 1831 return 0;
2016} 1832}
2022 * going to try and move (not fire weapons). 1838 * going to try and move (not fire weapons).
2023 */ 1839 */
2024bool 1840bool
2025move_player_attack (object *op, int dir) 1841move_player_attack (object *op, int dir)
2026{ 1842{
2027 int on_battleground; 1843 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1844 {
1845 --op->speed_left;
1846 return true;
1847 }
2028 1848
2029 sint16 nx = freearr_x[dir] + op->x; 1849 sint16 nx = freearr_x[dir] + op->x;
2030 sint16 ny = freearr_y[dir] + op->y; 1850 sint16 ny = freearr_y[dir] + op->y;
2031 1851
2032 on_battleground = op_on_battleground (op, 0, 0);
2033
2034 if (out_of_map (op->map, nx, ny)) 1852 if (out_of_map (op->map, nx, ny))
2035 return false; 1853 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 1854
2043 /* If braced, or can't move to the square, and it is not out of the 1855 /* 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 1856 * 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 1857 * 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 1858 * player. This is a pretty nasty hack, because if we could
2103 1915
2104 if (op->speed_left > 0.f) 1916 if (op->speed_left > 0.f)
2105 { 1917 {
2106 --op->speed_left; 1918 --op->speed_left;
2107 1919
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1920 op->play_sound (sound_find ("push_player"));
2109 push_ob (mon, dir, op); 1921 push_ob (mon, dir, op);
2110 1922
2111 if (op->contr->tmp_invis || op->hide) 1923 if (action_makes_visible (op))
2112 make_visible (op); 1924 make_visible (op);
2113 1925
2114 return true; 1926 return true;
2115 } 1927 }
2116 else 1928 else
2117 return false; 1929 return false;
2118 } 1930 }
1931
1932 bool on_battleground = op_on_battleground (op, 0, 0);
2119 1933
2120 /* in certain circumstances, you shouldn't attack friendly 1934 /* in certain circumstances, you shouldn't attack friendly
2121 * creatures. Note that if you are braced, you can't push 1935 * creatures. Note that if you are braced, you can't push
2122 * someone, but put it inside this loop so that you won't 1936 * someone, but put it inside this loop so that you won't
2123 * attack them either. 1937 * attack them either.
2132 { 1946 {
2133 --op->speed_left; 1947 --op->speed_left;
2134 1948
2135 if (!op->contr->braced) 1949 if (!op->contr->braced)
2136 { 1950 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1951 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 1952 push_ob (mon, dir, op);
2139 } 1953 }
2140 else 1954 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 1955 op->statusmsg ("You withhold your attack");
2142 1956
2143 if (op->contr->tmp_invis || op->hide) 1957 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2144 make_visible (op); 1958 make_visible (op);
2145 1959
2146 return true; 1960 return true;
2147 } 1961 }
2148 } 1962 }
2188} 2002}
2189 2003
2190bool 2004bool
2191move_player (object *op, int dir) 2005move_player (object *op, int dir)
2192{ 2006{
2193 int pick;
2194
2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2007 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2196 return 0; 2008 return 0;
2197 2009
2198 /* Sanity check: make sure dir is valid */ 2010 /* Sanity check: make sure dir is valid */
2199 if ((dir < 0) || (dir >= 9)) 2011 if (dir < 0 || dir >= 9)
2200 { 2012 {
2201 LOG (llevError, "move_player: invalid direction %d\n", dir); 2013 LOG (llevError, "move_player: invalid direction %d\n", dir);
2202 return 0; 2014 return 0;
2203 } 2015 }
2204 2016
2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2018 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2207 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2019 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2208 2020
2209 op->facing = dir; 2021 op->facing = dir;
2210 2022
2211 if (op->hide) 2023 if (op->flag [FLAG_HIDDEN])
2212 do_hidden_move (op); 2024 do_hidden_move (op);
2213 2025
2214 bool retval; 2026 bool retval;
2027 int pick = 0;
2215 2028
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2029 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 retval = RESULT_INT (0); 2030 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on) 2031 else if (op->contr->fire_on)
2219 retval = fire (op, dir); 2032 retval = fire (op, dir);
2276 return move_player (op, op->direction); 2089 return move_player (op, op->direction);
2277 2090
2278 return false; 2091 return false;
2279} 2092}
2280 2093
2281int 2094static int
2282save_life (object *op) 2095save_life (object *op)
2283{ 2096{
2284 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2097 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2285 return 0; 2098 return 0;
2286 2099
2287 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2100 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2101 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2289 { 2102 {
2290 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2103 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)); 2104 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 2105
2296 tmp->destroy (); 2106 tmp->destroy ();
2297 CLEAR_FLAG (op, FLAG_LIFESAVE); 2107 CLEAR_FLAG (op, FLAG_LIFESAVE);
2298 2108
2299 if (op->stats.hp < 0) 2109 if (op->stats.hp < 0)
2300 op->stats.hp = op->stats.maxhp; 2110 op->stats.hp = op->stats.maxhp;
2301 2111
2302 if (op->stats.food < 0) 2112 if (op->stats.food < 0)
2303 op->stats.food = 999; 2113 op->stats.food = MAX_FOOD;
2304 2114
2305 op->update_stats (); 2115 op->update_stats ();
2306 return 1; 2116 return 1;
2307 } 2117 }
2308 2118
2312 return 0; 2122 return 0;
2313} 2123}
2314 2124
2315/* This goes throws the inventory and removes unpaid objects, and puts them 2125/* 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 2126 * 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 2127 * function will descend into containers. op is the object to start the search
2318 * from. 2128 * from.
2319 */ 2129 */
2130static void
2131drop_unpaid_items (object *op, object *env)
2132{
2133 while (op)
2134 {
2135 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2136
2137 if (QUERY_FLAG (op, FLAG_UNPAID))
2138 op->insert_at (env);
2139 else if (op->inv)
2140 drop_unpaid_items (op->inv, env);
2141
2142 op = next;
2143 }
2144}
2145
2320void 2146void
2321remove_unpaid_objects (object *op, object *env) 2147object::drop_unpaid_items ()
2322{ 2148{
2323 while (op) 2149 if (!flag [FLAG_REMOVED])
2324 { 2150 ::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} 2151}
2383 2152
2384void 2153void
2385do_some_living (object *op) 2154do_some_living (object *op)
2386{ 2155{
2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2207 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2439 else 2208 else
2440 { 2209 {
2441 gen_grace = op->stats.maxgrace; 2210 gen_grace = op->stats.maxgrace;
2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2211 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 } 2212 }
2486 2213
2487 /* Regenerate Grace */ 2214 /* Regenerate Grace */
2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2215 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2489 if (--op->last_grace < 0) 2216 if (--op->last_grace < 0)
2510 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2237 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2238 }
2512 /* wearing stuff doesn't detract from grace generation. */ 2239 /* wearing stuff doesn't detract from grace generation. */
2513 } 2240 }
2514 2241
2242 if (op->stats.food > 0)
2243 {
2515 /* Regenerate Hit Points */ 2244 /* Regenerate Spell Points */
2516 if (--op->last_heal < 0) 2245 if (!op->contr->golem && --op->last_sp < 0)
2517 {
2518 if (op->stats.hp < op->stats.maxhp)
2519 { 2246 {
2520 op->stats.hp++; 2247 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2521 /* dms do not consume food */ 2248
2522 if (!QUERY_FLAG (op, FLAG_WIZ)) 2249 if (op->stats.sp < op->stats.maxsp)
2523 { 2250 {
2251 op->stats.sp++;
2252
2253 /* dms do not consume food */
2254 if (!QUERY_FLAG (op, FLAG_WIZ))
2255 {
2524 op->stats.food--; 2256 op->stats.food--;
2257
2525 if (op->contr->digestion < 0) 2258 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion; 2259 op->stats.food += op->contr->digestion;
2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2260 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food = last_food; 2261 op->stats.food = last_food;
2262 }
2529 } 2263 }
2530 }
2531 2264
2532 if (max_hp > 1) 2265 if (max_sp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535 if (over_hp > 0)
2536 { 2266 {
2537 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2267 over_sp = (gen_sp + 10) / rate_sp;
2268 if (over_sp > 0)
2269 {
2270 if (op->stats.sp < op->stats.maxsp)
2271 {
2272 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2273
2274 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2275 op->stats.sp--;
2276
2277 if (op->stats.sp > op->stats.maxsp)
2278 op->stats.sp = op->stats.maxsp;
2279 }
2280
2538 op->last_heal = 0; 2281 op->last_sp = 0;
2282 }
2283 else
2284 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2539 } 2285 }
2540 else 2286 else
2287 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2288 }
2289
2290 /* Regenerate Hit Points */
2291 if (--op->last_heal < 0)
2292 {
2293 if (op->stats.hp < op->stats.maxhp)
2541 { 2294 {
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2295 op->stats.hp++;
2296
2297 /* dms do not consume food */
2298 if (!QUERY_FLAG (op, FLAG_WIZ))
2299 {
2300 op->stats.food--;
2301
2302 if (op->contr->digestion < 0)
2303 op->stats.food += op->contr->digestion;
2304 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2305 op->stats.food = last_food;
2306 }
2543 } 2307 }
2308
2309 if (max_hp > 1)
2310 {
2311 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2312
2313 if (over_hp > 0)
2314 {
2315 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2316 op->last_heal = 0;
2317 }
2318 else
2319 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2544 } 2320 }
2545 else 2321 else
2546 {
2547 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2322 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2548 } 2323 }
2549 } 2324 }
2550 2325
2551 /* Digestion */ 2326 /* Digestion */
2552 if (--op->last_eat < 0) 2327 if (--op->last_eat < 0)
2553 { 2328 {
2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2329 int bonus = max (0, op->contr->digestion),
2330 penalty = max (0, -op->contr->digestion);
2555 2331
2556 if (op->contr->gen_hp > 0)
2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2332 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 2333
2561 /* dms do not consume food */ 2334 /* dms do not consume food */
2562 if (!QUERY_FLAG (op, FLAG_WIZ)) 2335 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 op->stats.food--; 2336 op->stats.food--;
2564 } 2337 }
2565 2338
2566 if (op->stats.food < 0 && op->stats.hp >= 0) 2339 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 { 2340 {
2568 object *tmp, *flesh = 0; 2341 object *flesh = 0;
2569 2342
2570 for (tmp = op->inv; tmp; tmp = tmp->below) 2343 for_inv_removable (op, tmp)
2571 { 2344 {
2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2345 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2346 continue;
2347
2348 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 { 2349 {
2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2350 op->statusmsg ("You blindly grab for a bite of food. "
2575 { 2351 "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."); 2352 op->apply (tmp);
2577 manual_apply (op, tmp, 0); 2353
2578 if (op->stats.food >= 0 || op->stats.hp < 0) 2354 if (op->stats.food >= 0 || op->stats.hp < 0)
2579 break; 2355 break;
2580 } 2356 }
2581 else if (tmp->type == FLESH) 2357 else if (tmp->type == FLESH)
2582 flesh = tmp; 2358 flesh = tmp;
2583 } /* End if paid for object */ 2359 }
2584 } /* end of for loop */
2585 2360
2586 /* If player is still starving, it means they don't have any food, so 2361 /* If player is still starving, it means they don't have any food, so
2587 * eat flesh instead. 2362 * eat flesh instead.
2588 */ 2363 */
2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2364 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2590 { 2365 {
2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2366 op->statusmsg ("You blindly grab for a bite of food. "
2367 "H<To prevent you from starving, you ate some random item from your backpack.>");
2592 manual_apply (op, flesh, 0); 2368 op->apply (flesh);
2593 } 2369 }
2370
2371 // If player is still starving, alert him!
2372 if (op->stats.food < 0)
2373 op->failmsg ("You are starving! "
2374 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2375 }
2376
2377 if (op->stats.food < 0)
2594 } 2378 {
2379 op->stats.hp += op->stats.food;
2380 op->stats.food = 0;
2595 2381
2596 while (op->stats.food < 0 && op->stats.hp >= 0) 2382 if (op->stats.hp < 0)
2597 op->stats.food++, op->stats.hp--; 2383 {
2384 op->contr->killer = archetype::get ("killer_starvation");
2385 op->contr->killer->destroy ();
2386 }
2387 }
2598 2388
2389 /* killer should be set here already */
2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2390 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2600 kill_player (op); 2391 kill_player (op);
2601 } 2392 }
2602} 2393}
2603 2394
2607 * file. 2398 * file.
2608 */ 2399 */
2609void 2400void
2610kill_player (object *op) 2401kill_player (object *op)
2611{ 2402{
2612 char buf[MAX_BUF];
2613 int x, y; 2403 int x, y;
2614
2615 //int i;
2616 maptile *map; /* this is for resurrection */ 2404 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; 2405 int will_kill_again;
2624 archetype *at; 2406 archetype *at;
2625 object *tmp; 2407 object *tmp;
2626 2408
2627 if (save_life (op)) 2409 if (save_life (op))
2628 return; 2410 return;
2629 2411
2412 dynbuf_text deathtab;
2413
2414 /* restore player */
2415 at = archetype::find (shstr_poisoning);
2416 if (object *tmp = present_arch_in_ob (at, op))
2417 {
2418 tmp->destroy ();
2419 deathtab << "Your body feels cleansed...\r";
2420 }
2421
2422 at = archetype::find (shstr_confusion);
2423 if (object *tmp = present_arch_in_ob (at, op))
2424 {
2425 tmp->destroy ();
2426 deathtab << "Your mind feels clearer...\r";
2427 }
2428
2429 cure_disease (op, 0, 0); /* remove any disease */
2430
2431 max_it (op->stats.hp , op->stats.maxhp);
2432 max_it (op->stats.sp , op->stats.maxsp);
2433 max_it (op->stats.grace, op->stats.maxgrace);
2434 max_it (op->stats.food , 200);
2435
2436 // remove all spell effects that are active
2437 // to avoid long-term effects such as word-of-recall
2438 for (object *item = op->inv; item; )
2439 {
2440 object *next = item->below;
2441
2442 if (item->type == SPELL_EFFECT && item->active)
2443 item->destroy ();
2444
2445 item = next;
2446 }
2630 2447
2631 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2448 /* 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. 2449 * in cities ONLY!!! It is very important that this doesn't get abused.
2633 * Look at op_on_battleground() for more info --AndreasV 2450 * Look at op_on_battleground() for more info --AndreasV
2634 */ 2451 */
2635 if (op_on_battleground (op, &x, &y)) 2452 if (op_on_battleground (op, &x, &y))
2636 { 2453 {
2637 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2454 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 2455
2660 /* create a bodypart-trophy to make the winner happy */ 2456 /* create a bodypart-trophy to make the winner happy */
2661 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2457 object *tmp = archetype::find (shstr_finger)->instance ();
2662 { 2458
2663 sprintf (buf, "%s's finger", &op->name); 2459 tmp->name = format ("%s's finger" , &op->name);
2664 tmp->name = buf; 2460 tmp->name_pl = format ("%s's fingers", &op->name);
2665 sprintf (buf, " This finger has been cut off %s\n" 2461 tmp->msg = format (
2666 " the %s, when he was defeated at\n level %d by %s.\n", 2462 "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); 2463 &op->name, op->contr->title,
2668 tmp->msg = buf; 2464 (int)op->level,
2465 op->contr->killer_name ()
2466 );
2669 tmp->value = 0, tmp->type = 0; 2467 tmp->value = 0, tmp->type = 0;
2670 tmp->materialname = "organics"; 2468 tmp->material = name_to_material (shstr_organic);
2671 tmp->insert_at (op, tmp); 2469 tmp->insert_at (op, tmp);
2672 }
2673 2470
2674 /* teleport defeated player to new destination */ 2471 /* teleport defeated player to new destination */
2675 transfer_ob (op, x, y, 0, NULL); 2472 transfer_ob (op, x, y, 0, NULL);
2676 op->contr->braced = 0; 2473 op->contr->braced = 0;
2474
2475 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2677 return; 2476 return;
2678 } 2477 }
2679 2478
2479 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2480 deathtab << "T<YOU HAVE DIED>\n\n";
2481
2680 INVOKE_PLAYER (DEATH, op->contr); 2482 INVOKE_PLAYER (DEATH, op->contr);
2681 2483
2682 command_kill_pets (op, 0); 2484 command_kill_pets (op, 0);
2683 2485
2684 if (op->stats.food < 0) 2486 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 2487
2694 /* save the map location for corpse, gravestone */ 2488 /* save the map location for corpse, gravestone */
2695 x = op->x; 2489 x = op->x;
2696 y = op->y; 2490 y = op->y;
2697 map = op->map; 2491 map = op->map;
2725 2519
2726 lost_a_stat = 0; 2520 lost_a_stat = 0;
2727 2521
2728 for (z = 0; z < num_stats_lose; z++) 2522 for (z = 0; z < num_stats_lose; z++)
2729 { 2523 {
2730 i = RANDOM () % NUM_STATS; 2524 i = rndm (NUM_STATS);
2731 2525
2732 if (settings.stat_loss_on_death) 2526 if (settings.stat_loss_on_death)
2733 { 2527 {
2734 /* Pick a random stat and take a point off it. Tell the player 2528 /* Pick a random stat and take a point off it. Tell the player
2735 * what he lost. 2529 * what he lost.
2742 lost_a_stat = 1; 2536 lost_a_stat = 1;
2743 } 2537 }
2744 else 2538 else
2745 { 2539 {
2746 /* deplete a stat */ 2540 /* deplete a stat */
2747 archetype *deparch = archetype::find ("depletion"); 2541 archetype *deparch = archetype::find (shstr_depletion);
2748 object *dep; 2542 object *dep;
2749 2543
2750 dep = present_arch_in_ob (deparch, op); 2544 dep = present_arch_in_ob (deparch, op);
2751 if (!dep) 2545 if (!dep)
2752 { 2546 {
2753 dep = arch_to_object (deparch); 2547 dep = deparch->instance ();
2754 insert_ob_in_ob (dep, op); 2548 insert_ob_in_ob (dep, op);
2755 } 2549 }
2756 lose_this_stat = 1; 2550 lose_this_stat = 1;
2757 if (settings.balanced_stat_loss) 2551 if (settings.balanced_stat_loss)
2758 { 2552 {
2786 } 2580 }
2787 } 2581 }
2788 2582
2789 if (lose_this_stat) 2583 if (lose_this_stat)
2790 { 2584 {
2791 this_stat = get_attr_value (&(dep->stats), i); 2585 this_stat = get_attr_value (&dep->stats, i);
2792 /* We could try to do something clever like find another 2586 /* We could try to do something clever like find another
2793 * stat to reduce if this fails. But chances are, if 2587 * stat to reduce if this fails. But chances are, if
2794 * stats have been depleted to -50, all are pretty low 2588 * stats have been depleted to -50, all are pretty low
2795 * and should be roughly the same, so it shouldn't make a 2589 * and should be roughly the same, so it shouldn't make a
2796 * difference. 2590 * difference.
2804 lost_a_stat = 1; 2598 lost_a_stat = 1;
2805 } 2599 }
2806 } 2600 }
2807 } 2601 }
2808 } 2602 }
2603
2809 /* If no stat lost, tell the player. */ 2604 /* If no stat lost, tell the player. */
2810 if (!lost_a_stat) 2605 if (!lost_a_stat)
2811 { 2606 {
2812 /* determine_god() seems to not work sometimes... why is this? 2607 /* determine_god() seems to not work sometimes... why is this?
2813 Should I be using something else? GD */ 2608 Should I be using something else? GD */
2814 const char *god = determine_god (op); 2609 shstr_tmp god = determine_god (op);
2815 2610
2816 if (god && (strcmp (god, "none"))) 2611 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); 2612 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2818 else 2613 else
2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2614 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2820 } 2615 }
2821#else 2616#else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2617 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2823#endif 2618#endif
2824 2619
2825 /* Put a gravestone up where the character 'almost' died. List the 2620 /* Put a gravestone up where the character 'almost' died. List the
2826 * exp loss on the stone. 2621 * exp loss on the stone.
2827 */ 2622 */
2828 tmp = arch_to_object (archetype::find ("gravestone")); 2623 tmp = archetype::find (shstr_gravestone)->instance ();
2829 sprintf (buf, "%s's gravestone", &op->name); 2624 tmp->name = format ("%s's gravestone", &op->name);
2830 tmp->name = buf; 2625 tmp->name_pl = format ("%s's gravestones", &op->name);
2831 sprintf (buf, "%s's gravestones", &op->name); 2626 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2832 tmp->name_pl = buf; 2627 &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; 2628 tmp->x = op->x, tmp->y = op->y;
2836 insert_ob_in_map (tmp, op->map, NULL, 0); 2629 insert_ob_in_map (tmp, op->map, NULL, 0);
2837 2630
2838 /**************************************/ 2631 /**************************************/
2839 /* */ 2632 /* */
2840 /* Subtract the experience points, */ 2633 /* Subtract the experience points, */
2841 /* if we died cause of food, give us */
2842 /* food, and reset HP's... */
2843 /* */ 2634 /* */
2844 /**************************************/ 2635 /**************************************/
2845 2636
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)); */ 2637 /*add_exp(op, (op->stats.exp * -0.20)); */
2868 apply_death_exp_penalty (op); 2638 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 2639
2875 /* 2640 /*
2876 * Check to see if the player has any unpaid items. If so, remove them 2641 * Check to see if the player has any unpaid items. If so, remove them
2877 * and put them back in the map. 2642 * and put them back in the map.
2878 */ 2643 */
2879 remove_unpaid_objects (op->inv, op); 2644 op->drop_unpaid_items ();
2880 2645
2881 /****************************************/ 2646 /****************************************/
2882 /* */ 2647 /* */
2883 /* Move player to his current respawn- */ 2648 /* Move player to his current respawn- */
2884 /* position (usually last savebed) */ 2649 /* position (usually last savebed) */
2913 if (will_kill_again & (1 << at)) 2678 if (will_kill_again & (1 << at))
2914 force->resist[at] = 100; 2679 force->resist[at] = 100;
2915 2680
2916 insert_ob_in_ob (force, op); 2681 insert_ob_in_ob (force, op);
2917 op->update_stats (); 2682 op->update_stats ();
2918
2919 } 2683 }
2920 2684
2921 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2685 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2922} 2686}
2923 2687
2924void 2688static void
2925loot_object (object *op) 2689loot_object (object *op)
2926{ /* Grab and destroy some treasure */ 2690{ /* Grab and destroy some treasure */
2927 object *tmp, *tmp2, *next; 2691 object *tmp, *tmp2, *next;
2928 2692
2929 op->close_container (); /* close open sack first */ 2693 op->close_container (); /* close open sack first */
2943 2707
2944 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2708 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2945 { 2709 {
2946 if (tmp->nrof > 1) 2710 if (tmp->nrof > 1)
2947 { 2711 {
2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2712 tmp->decrease (rndm (1, tmp->nrof - 1));
2949 tmp2->destroy ();
2950 insert_ob_in_map (tmp, op->map, NULL, 0); 2713 insert_ob_in_map (tmp, op->map, NULL, 0);
2951 } 2714 }
2952 else 2715 else
2953 tmp->destroy (); 2716 tmp->destroy ();
2954 } 2717 }
2961 * fix_weight(): Check recursively the weight of all players, and fix 2724 * fix_weight(): Check recursively the weight of all players, and fix
2962 * what needs to be fixed. Refresh windows and fix speed if anything 2725 * what needs to be fixed. Refresh windows and fix speed if anything
2963 * was changed. 2726 * was changed.
2964 */ 2727 */
2965void 2728void
2966fix_weight (void) 2729fix_weight ()
2967{ 2730{
2968 for_all_players (pl) 2731 for_all_players (pl)
2969 { 2732 {
2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2733 sint32 old = pl->ob->carrying;
2971 2734
2972 if (old == sum) 2735 pl->ob->update_weight ();
2973 continue; 2736
2737 if (old != pl->ob->carrying)
2738 {
2974 pl->ob->update_stats (); 2739 pl->ob->update_stats ();
2975 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2740 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2741 }
2976 } 2742 }
2977} 2743}
2978 2744
2979void 2745void
2980fix_luck (void) 2746fix_luck ()
2981{ 2747{
2982 for_all_players (pl) 2748 for_all_players (pl)
2983 if (!pl->ob->contr->ns->state) 2749 if (!pl->ob->contr->ns->state)
2984 pl->ob->change_luck (0); 2750 pl->ob->change_luck (0);
2985} 2751}
3022} 2788}
3023 2789
3024void 2790void
3025make_visible (object *op) 2791make_visible (object *op)
3026{ 2792{
3027 op->hide = 0; 2793 op->flag [FLAG_HIDDEN] = 0;
3028 op->invisible = 0; 2794 op->invisible = 0;
2795
3029 if (op->type == PLAYER) 2796 if (op->type == PLAYER)
3030 { 2797 {
3031 op->contr->tmp_invis = 0; 2798 op->contr->tmp_invis = 0;
3032 op->contr->invis_race = 0; 2799 op->contr->invis_race = 0;
3033 } 2800 }
3046 2813
3047/* look at the surrounding terrain to determine 2814/* look at the surrounding terrain to determine
3048 * the hideability of this object. Positive levels 2815 * the hideability of this object. Positive levels
3049 * indicate greater hideability. 2816 * indicate greater hideability.
3050 */ 2817 */
3051
3052int 2818int
3053hideability (object *ob) 2819hideability (object *ob)
3054{ 2820{
3055 int i, level = 0, mflag; 2821 int i, level = 0, mflag;
3056 sint16 x, y; 2822 sint16 x, y;
3057 2823
3058 if (!ob || !ob->map) 2824 if (!ob || !ob->map)
3059 return 0; 2825 return 0;
3060 2826
3061 /* so, on normal lighted maps, its hard to hide */ 2827 /* so, on normal lighted maps, its hard to hide */
3062 level = ob->map->darkness - 2; 2828 level = ob->map->darklevel () - 2;
3063 2829
3064 /* this also picks up whether the object is glowing. 2830 /* this also picks up whether the object is glowing.
3065 * If you carry a light on a non-dark map, its not 2831 * If you carry a light on a non-dark map, its not
3066 * as bad as carrying a light on a pitch dark map */ 2832 * as bad as carrying a light on a pitch dark map */
3067 if (has_carried_lights (ob)) 2833 if (ob->has_carried_lights ())
3068 level = -(10 + (2 * ob->map->darkness)); 2834 level = -(10 + (2 * ob->map->darklevel ()));
3069 2835
3070 /* scan through all nearby squares for terrain to hide in */ 2836 /* 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]) 2837 for (i = 0, x = ob->x, y = ob->y;
2838 i <= SIZEOFFREE1;
2839 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3072 { 2840 {
3073 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2841 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3074 if (mflag & P_OUT_OF_MAP) 2842 if (mflag & P_OUT_OF_MAP)
3075 {
3076 continue; 2843 continue;
3077 } 2844
3078 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2845 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3079 level += 2; 2846 level += 2;
3080 else /* open terrain! */ 2847 else /* open terrain! */
3081 level -= 1; 2848 level -= 1;
3082 } 2849 }
3093 * spot (surrounded by clear terrain in broad daylight). -b.t. 2860 * spot (surrounded by clear terrain in broad daylight). -b.t.
3094 */ 2861 */
3095void 2862void
3096do_hidden_move (object *op) 2863do_hidden_move (object *op)
3097{ 2864{
3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2865 int hide = 0;
3099 object *skop;
3100 2866
3101 if (!op || !op->map) 2867 if (!op || !op->map)
3102 return; 2868 return;
3103 2869
3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2870 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2871 int num = random_roll (0, 19, op, PREFER_LOW);
3105 2872
3106 /* its *extremely* hard to run and sneak/hide at the same time! */ 2873 /* its *extremely* hard to run and sneak/hide at the same time! */
3107 if (op->type == PLAYER && op->contr->run_on) 2874 if (op->type == PLAYER && op->contr->run_on)
3108 if (!skop || num >= skop->level) 2875 if (!skop || num >= skop->level)
3109 { 2876 {
3119 num -= hide; 2886 num -= hide;
3120 2887
3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2888 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3122 { 2889 {
3123 make_visible (op); 2890 make_visible (op);
2891
3124 if (op->type == PLAYER) 2892 if (op->type == PLAYER)
3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3126 } 2894 }
3127 else if (op->type == PLAYER && skop) 2895 else if (op->type == PLAYER && skop)
3128 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2896 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3181 * object op. This function works fine for monsters, 2949 * object op. This function works fine for monsters,
3182 * but we dont worry if the object isnt the top one in 2950 * but we dont worry if the object isnt the top one in
3183 * a pile (say a coin under a table would return "viewable" 2951 * a pile (say a coin under a table would return "viewable"
3184 * by this routine). Another question, should we be 2952 * by this routine). Another question, should we be
3185 * concerned with the direction the player is looking 2953 * concerned with the direction the player is looking
3186 * in? Realistically, most of use cant see stuff behind 2954 * in? Realistically, most of us can't see stuff behind
3187 * our backs...on the other hand, does the "facing" direction 2955 * our backs...on the other hand, does the "facing" direction
3188 * imply the way your head, or body is facing? Its possible 2956 * 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. 2957 * for them to differ. Sigh, this fctn could get a bit more complex.
3190 * -b.t. 2958 * -b.t.
3191 * This function is now map tiling safe. 2959 * This function is now map tiling safe.
3192 */ 2960 */
3193
3194int 2961int
3195player_can_view (object *pl, object *op) 2962player_can_view (object *pl, object *op)
3196{ 2963{
3197 rv_vector rv; 2964 rv_vector rv;
3198 int dx, dy; 2965 int dx, dy;
3210 2977
3211 get_rangevector (pl, op, &rv, 0x1); 2978 get_rangevector (pl, op, &rv, 0x1);
3212 2979
3213 /* starting with the 'head' part, lets loop 2980 /* starting with the 'head' part, lets loop
3214 * through the object and find if it has any 2981 * through the object and find if it has any
3215 * part that is in the los array but isnt on 2982 * part that is in the los array but isn't on
3216 * a blocked los square. 2983 * a blocked los square.
3217 * we use the archetype to figure out offsets. 2984 * we use the archetype to figure out offsets.
3218 */ 2985 */
3219 while (op) 2986 while (op)
3220 { 2987 {
3221 dx = rv.distance_x + op->arch->x; 2988 dx = rv.distance_x + op->arch->x;
3222 dy = rv.distance_y + op->arch->y; 2989 dy = rv.distance_y + op->arch->y;
3223 2990
3224 /* only the viewable area the player sees is updated by LOS 2991 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; 2992 return 1;
2993
3232 op = op->more; 2994 op = op->more;
3233 } 2995 }
3234 return 0;
3235}
3236 2996
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; 2997 return 0;
3263} 2998}
3264 2999
3265/* op_on_battleground - checks if the given object op (usually 3000/* op_on_battleground - checks if the given object op (usually
3266 * a player) is standing on a valid battleground-tile, 3001 * 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 3006 * Default is to do the same as before, so only people wanting to have different points need worry about this
3272 */ 3007 */
3273int 3008int
3274op_on_battleground (object *op, int *x, int *y) 3009op_on_battleground (object *op, int *x, int *y)
3275{ 3010{
3276 object *tmp;
3277
3278 /* A battleground-tile needs the following attributes to be valid: 3011 /* 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), 3012 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3280 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3013 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3281 * and the exit-coordinates sp/hp must both be > 0. 3014 * and the exit-coordinates sp/hp must both be > 0.
3282 * => The intention here is to prevent abuse of the battleground- 3015 * => The intention here is to prevent abuse of the battleground-
3283 * feature (like pickable or hidden battleground tiles). */ 3016 * feature (like pickable or hidden battleground tiles). */
3284 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3017 for (object *tmp = op->below; tmp; tmp = tmp->below)
3285 { 3018 {
3286 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3019 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3287 { 3020 {
3288 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3021 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3289 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3022 && tmp->type == BATTLEGROUND
3023 && tmp->name == shstr_battleground
3024 && EXIT_X (tmp) && EXIT_Y (tmp))
3290 { 3025 {
3291 /*before we assign the exit, check if this is a teambattle */ 3026 /* before we assign the exit, check if this is a teambattle */
3292 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3027 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) 3028 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3029 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3297 { 3030 {
3298 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3299 {
3300 if (x != NULL && y != NULL) 3031 if (x && y)
3301 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3032 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3033
3302 return 1; 3034 return 1;
3303 }
3304 } 3035 }
3305 } 3036
3306 if (x != NULL && y != NULL) 3037 if (x && y)
3307 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3038 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3039
3308 return 1; 3040 return 1;
3309 } 3041 }
3310 } 3042 }
3311 } 3043 }
3044
3312 /* If we got here, did not find a battleground */ 3045 /* If we got here, did not find a battleground */
3313 return 0; 3046 return 0;
3314} 3047}
3315 3048
3316/* 3049/*
3332 char buf[MAX_BUF]; /* tmp. string buffer */ 3065 char buf[MAX_BUF]; /* tmp. string buffer */
3333 int i = 0, j = 0; 3066 int i = 0, j = 0;
3334 3067
3335 /* get the appropriate treasurelist */ 3068 /* get the appropriate treasurelist */
3336 if (atnr == ATNR_FIRE) 3069 if (atnr == ATNR_FIRE)
3337 trlist = treasurelist::find ("dragon_ability_fire"); 3070 trlist = treasurelist::find (shstr_dragon_ability_fire);
3338 else if (atnr == ATNR_COLD) 3071 else if (atnr == ATNR_COLD)
3339 trlist = treasurelist::find ("dragon_ability_cold"); 3072 trlist = treasurelist::find (shstr_dragon_ability_cold);
3340 else if (atnr == ATNR_ELECTRICITY) 3073 else if (atnr == ATNR_ELECTRICITY)
3341 trlist = treasurelist::find ("dragon_ability_elec"); 3074 trlist = treasurelist::find (shstr_dragon_ability_elec);
3342 else if (atnr == ATNR_POISON) 3075 else if (atnr == ATNR_POISON)
3343 trlist = treasurelist::find ("dragon_ability_poison"); 3076 trlist = treasurelist::find (shstr_dragon_ability_poison);
3344 3077
3345 if (trlist == NULL || who->type != PLAYER) 3078 if (trlist == NULL || who->type != PLAYER)
3346 return; 3079 return;
3347 3080
3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3081 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3421 { 3154 {
3422 /* forces in the treasurelist can alter the player's stats */ 3155 /* forces in the treasurelist can alter the player's stats */
3423 object *skin; 3156 object *skin;
3424 3157
3425 /* first get the dragon skin force */ 3158 /* 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) 3159 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3428 ; 3160 ;
3429 3161
3430 if (!skin) 3162 if (!skin)
3431 return; 3163 return;
3432 3164
3446 else 3178 else
3447 j = 1; 3179 j = 1;
3448 strcat (buf, spellpathnames[i]); 3180 strcat (buf, spellpathnames[i]);
3449 } 3181 }
3450 } 3182 }
3183
3451 strcat (buf, "."); 3184 strcat (buf, ".");
3452 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3185 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3453 } 3186 }
3454 3187
3455 /* evtl. adding flags: */ 3188 /* evtl. adding flags: */
3465 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3198 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3466 } 3199 }
3467 else 3200 else
3468 { 3201 {
3469 /* generate misc. treasure */ 3202 /* generate misc. treasure */
3470 tmp = arch_to_object (tr->item); 3203 tmp = tr->item->instance ();
3471 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3204 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); 3205 who->insert (tmp);
3473 if (who->type == PLAYER)
3474 esrv_send_item (who, tmp);
3475 } 3206 }
3476} 3207}
3477 3208
3478/** 3209//-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 3210
3495sint8 3211sint8
3496player::visibility_at (maptile *map, int x, int y) const 3212player::darkness_at (maptile *map, int x, int y) const
3497{ 3213{
3498 if (!ns) 3214 if (!ns)
3499 return 0; 3215 return LOS_BLOCKED;
3500 3216
3501 int dx, dy; 3217 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3218 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0; 3219 return LOS_BLOCKED;
3504 3220
3505 x += dx - ns->current_x + ns->mapx / 2; 3221 x += dx - ns->current_x;
3506 y += dy - ns->current_y + ns->mapy / 2; 3222 y += dy - ns->current_y;
3507 3223
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]; 3224 return blocked_los (x, y);
3512} 3225}
3226
3227void
3228player::infobox (const char *title, const char *msg, int color)
3229{
3230 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3231}
3232
3233void
3234player::statusmsg (const char *msg, int color)
3235{
3236 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3237}
3238
3239void
3240player::failmsg (const char *msg, int color)
3241{
3242 play_sound (sound_find ("generic_failure"));
3243 statusmsg (msg, color);
3244}
3245

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