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Comparing deliantra/server/server/player.C (file contents):
Revision 1.152 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.253 by root, Thu Mar 25 23:25:04 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License 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 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * 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>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 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 */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
183 72
184 if (ob->map) 73 if (ob->map)
185 maplevel = ob->map->path; 74 maplevel = ob->map->path;
186 75
187 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 78 ob->map = 0;
189 party = 0; 79 party = 0;
190 80
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 82
206 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
207 97
208 ns->update_look = 0; 98 ns->update_look = 0;
209 ns->look_position = 0; 99 ns->look_position = 0;
210 100
211 clear_los (this); 101 clear_los ();
212 102
213 ns->reset_stats (); 103 ns->reset_stats ();
214 104
215 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
218 108
219 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
220 link_player_skills (ob); 110 link_skills ();
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 111
224 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
225 113
226 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
228 { 116 {
229 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
230
231 shstr_cmp dragon_ability_force ("dragon_ability_force");
232 shstr_cmp dragon_skin_force ("dragon_skin_force");
233 118
234 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
235 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
236 if (tmp->arch->archname == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
237 abil = tmp; 122 abil = tmp;
238 else if (tmp->arch->archname == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
239 skin = tmp; 124 skin = tmp;
240 125
241 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
242 } 127 }
243 128
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 130
246 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
247 138
248 ob->flag [FLAG_READY_WEAPON] = false; 139 ob->flag [FLAG_READY_WEAPON] = false;
249 ob->flag [FLAG_READY_SKILL] = false; 140 ob->flag [FLAG_READY_SKILL] = false;
250 ob->flag [FLAG_READY_BOW] = false; 141 ob->flag [FLAG_READY_BOW] = false;
251 142
252 for (object *op = ob->inv; op; op = op->below) 143 for (object *op = ob->inv; op; op = op->below)
253 if (op->flag [FLAG_APPLIED]) 144 if (op->flag [FLAG_APPLIED])
254 switch (op->type) 145 switch (op->type)
255 { 146 {
256 case SKILL: 147 case SKILL:
257 ob->flag [FLAG_APPLIED] = false; 148 op->flag [FLAG_APPLIED] = false;
258 break; 149 break;
259 150
260 case WAND: 151 case WAND:
261 case ROD: 152 case ROD:
262 case HORN: 153 case HORN:
267 case WEAPON: 158 case WEAPON:
268 combat_ob = op; 159 combat_ob = op;
269 break; 160 break;
270 } 161 }
271 162
163 ob->current_weapon = 0;
272 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
273 ob->update_stats (); 165 activate (); // change_weapon also activates, but this doesn't hurt
274
275 ns->floorbox_update ();
276 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0);
278
279 activate ();
280
281 send_rules (ob);
282 send_news (ob);
283 display_motd (ob);
284 166
285 INVOKE_PLAYER (CONNECT, this); 167 INVOKE_PLAYER (CONNECT, this);
286 INVOKE_PLAYER (LOGIN, this); 168 INVOKE_PLAYER (LOGIN, this);
287} 169}
288 170
289void 171void
290player::disconnect () 172player::disconnect ()
291{ 173{
174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
292 if (ns) 180 if (ns)
293 { 181 {
294 if (active) 182 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296 184
299 ns->reset_stats (); 187 ns->reset_stats ();
300 ns->pl = 0; 188 ns->pl = 0;
301 ns = 0; 189 ns = 0;
302 } 190 }
303 191
304 if (ob) 192 // this is important for the player scheduler to get the correct refcount
305 ob->close_container (); //TODO: client-specific 193 // when ns = 0
306 194 observe = viewpoint = ob;
307 observe = ob;
308 195
309 deactivate (); 196 deactivate ();
310} 197}
198
199//-GPL
311 200
312// the need for this function can be explained 201// the need for this function can be explained
313// by load_object not returning the object 202// by load_object not returning the object
314void 203void
315player::set_object (object *op) 204player::set_object (object *op)
316{ 205{
317 ob = observe = op; 206 ob = observe = viewpoint = op;
318 ob->contr = this; /* this aren't yet in archetype */ 207 ob->contr = this; /* this aren't yet in archetype */
319 208
320 ob->speed = 1.0f; 209 ob->speed = 1.0f;
321 ob->speed_left = 0.5f; 210 ob->speed_left = 0.5f;
322 211
323 ob->direction = 5; /* So player faces south */ 212 ob->direction = 5; /* So player faces south */
324} 213}
325 214
326void 215void
327player::set_observe (object *op) 216player::set_observe (object *op)
328{ 217{
329 observe = op ? op : ob; 218 observe = viewpoint = op ? op : ob;
330 do_los = 1; 219 do_los = 1;
331} 220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
332 230
333player::player () 231player::player ()
334{ 232{
335 /* There are some elements we want initialised to non zero value - 233 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point. 234 * we deal with that below this point.
342 savebed_map = first_map_path; /* Init. respawn position */ 240 savebed_map = first_map_path; /* Init. respawn position */
343 241
344 gen_sp_armour = 10; 242 gen_sp_armour = 10;
345 bowtype = bow_normal; 243 bowtype = bow_normal;
346 petmode = pet_normal; 244 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers; 245 usekeys = containers;
349 peaceful = 1; /* default peaceful */ 246 peaceful = 1; /* default peaceful */
350 do_los = 1; 247 do_los = 1;
351 248
352 weapon_sp = 1.0f; 249 weapon_sp = 1.0f;
364 { 261 {
365 ob->destroy_inv (false); 262 ob->destroy_inv (false);
366 ob->destroy (); 263 ob->destroy ();
367 } 264 }
368 265
369 ob = observe = 0; 266 ob = observe = viewpoint = 0;
370} 267}
371 268
372player::~player () 269player::~player ()
373{ 270{
374 /* Clear item stack */ 271 /* Clear item stack */
375 free (stack_items); 272 free (stack_items);
273}
274
275/*
276 * get_player_archetype() return next player archetype from archetype
277 * list. Not very efficient routine, but used only creating new players.
278 * Note: there MUST be at least one player archetype!
279 */
280static archetype *
281get_player_archetype (archetype *at)
282{
283 // archetypes could have been reloaded
284 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
285
286 if (!nat)
287 return at;
288
289 archvec::iterator i = archetypes.find (nat);
290
291 for (;;)
292 {
293 if (++i == archetypes.end ())
294 i = archetypes.begin ();
295 else if (*i == at)
296 cleanup ("not a single player archetype found");
297
298 if ((*i)->type == PLAYER)
299 return *i;
300 }
376} 301}
377 302
378/* Tries to add player on the connection passed in ns. 303/* Tries to add player on the connection passed in ns.
379 * All we can really get in this is some settings like host and display 304 * All we can really get in this is some settings like host and display
380 * mode. 305 * mode.
382player * 307player *
383player::create () 308player::create ()
384{ 309{
385 player *pl = new player; 310 player *pl = new player;
386 311
387 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
388 313
389 pl->ob->roll_stats (); 314 pl->ob->roll_stats ();
390 pl->ob->stats.wc = 2; 315 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */ 316 pl->ob->run_away = 25; /* Then we panick... */
392 317
393 set_first_map (pl->ob); 318 set_first_map (pl->ob);
394 319
395 return pl; 320 return pl;
396}
397
398/*
399 * get_player_archetype() return next player archetype from archetype
400 * list. Not very efficient routine, but used only creating new players.
401 * Note: there MUST be at least one player archetype!
402 */
403archetype *
404get_player_archetype (archetype *at)
405{
406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
408 for (;;)
409 {
410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418} 321}
419 322
420object * 323object *
421get_nearest_player (object *mon) 324get_nearest_player (object *mon)
422{ 325{
425 unsigned lastdist; 328 unsigned lastdist;
426 rv_vector rv; 329 rv_vector rv;
427 330
428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 { 332 {
430 /* We should not find free objects on this friendly list, but it
431 * does periodically happen. Given that, lets deal with it.
432 * While unlikely, it is possible the next object on the friendly
433 * list is also free, so encapsulate this in a while loop.
434 */
435 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
436 {
437 object *tmp = ol->ob;
438
439 /* Can't do much more other than log the fact, because the object
440 * itself will have been cleared.
441 */
442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
444 ol = ol->next;
445 remove_friendly_object (tmp);
446 if (!ol)
447 return op;
448 }
449
450 /* Remove special check for player from this. First, it looks to cause
451 * some crashes (ol->ob->contr not set properly?), but secondly, a more
452 * complicated method of state checking would be needed in any case -
453 * as it was, a clever player could type quit, and the function would
454 * skip them over while waiting for confirmation. Remove
455 * on_same_map check, as can_detect_enemy also does this
456 */
457 if (!can_detect_enemy (mon, ol->ob, &rv)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
458 continue; 334 continue;
459 335
460 if (lastdist > rv.distance) 336 if (lastdist > rv.distance)
461 { 337 {
656 532
657 return firstdir; 533 return firstdir;
658} 534}
659 535
660void 536void
661give_initial_items (object *pl, treasurelist * items) 537give_initial_items (object *pl, treasurelist *items)
662{ 538{
663 object *op, *next = NULL;
664
665 if (pl->randomitems != NULL) 539 if (pl->randomitems)
666 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
667 541
668 for (op = pl->inv; op; op = next) 542 for (object *next, *op = pl->inv; op; op = next)
669 { 543 {
670 next = op->below; 544 next = op->below;
671 545
672 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
673 * flag "neutral" set. Sorry but I can't think of a better way 547 * flag "neutral" set. Sorry but I can't think of a better way
678 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
679 * by this player due to race restrictions 553 * by this player due to race restrictions
680 */ 554 */
681 if (pl->type == PLAYER) 555 if (pl->type == PLAYER)
682 { 556 {
683 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
684 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
685 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
686 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
688 { 564 {
689 op->destroy (); 565 op->destroy ();
690 continue; 566 continue;
691 } 567 }
692 } 568 }
693 569
694 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
695 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
696 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
697 * a first level treasurelist for each skill.)
698 * remove duplicate skills also
699 */ 573 */
700 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
701 { 575 {
702 object *tmp;
703
704 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
705 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
706 break;
707
708 if (tmp)
709 { 578 {
710 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
712 continue; 582 break;
713 } 583 }
714 584
715 if (op->nrof > 1) 585 if (op->nrof > 1)
716 op->nrof = 1; 586 op->nrof = 1;
717 } 587 }
718 588
719 if (op->type == SPELLBOOK && op->inv) 589 if (op->type == SPELLBOOK && op->inv)
720 {
721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
722 }
723 591
724 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
725 * items. Just don't identify gold or silver, or it won't be 593 * items. Just don't identify gold or silver, or it won't be
726 * merged properly. 594 * merged properly.
727 */ 595 */
728 if (need_identify (op)) 596 if (need_identify (op))
729 { 597 {
730 SET_FLAG (op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
731 CLEAR_FLAG (op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
732 CLEAR_FLAG (op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
733 } 601 }
602
734 if (op->type == SPELL) 603 if (op->type == SPELL)
735 { 604 {
736 op->destroy (); 605 op->destroy ();
737 continue; 606 continue;
738 } 607 }
740 { 609 {
741 SET_FLAG (op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
742 op->stats.exp = 0; 611 op->stats.exp = 0;
743 op->level = 1; 612 op->level = 1;
744 } 613 }
745 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
746 else
747 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
748 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
749 617
750 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
751 link_player_skills (pl); 619 pl->contr->link_skills ();
752} 620}
753 621
754void 622void
755get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
756{ 624{
766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 634 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
767} 635}
768 636
769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 637/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
770static int 638static int
771roll_stat (void) 639roll_stat ()
772{ 640{
773 int a[4], i, j, k; 641 int a[4], i, j, k;
774 642
775 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
776 a[i] = (int) rndm (6) + 1; 644 a[i] = (int) rndm (6) + 1;
857static void 725static void
858start_info (object *op) 726start_info (object *op)
859{ 727{
860 char buf[MAX_BUF]; 728 char buf[MAX_BUF];
861 729
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 730 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf); 731 new_draw_info (NDI_UNIQUE, 0, op, buf);
864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
866} 732}
867 733
868/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
869 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
873 */ 739 */
874void 740void
875player::chargen_race_done () 741player::chargen_race_done ()
876{ 742{
877 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
878 esrv_new_player (ob->contr, ob->weight + ob->carrying); 744 esrv_new_player (ob->contr);
879 745
880 treasurelist *tl = treasurelist::find ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
881 if (tl) 747 if (tl)
882 create_treasure (tl, ob, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
883 749
884 INVOKE_PLAYER (BIRTH, ob->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
885 INVOKE_PLAYER (LOGIN, ob->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
886 752
887 ob->contr->ns->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
888 754
889 if (ob->msg) 755 if (ob->msg)
890 ob->msg = 0; 756 ob->msg = 0;
891
892 /* We create this now because some of the unique maps will need it
893 * to save here.
894 */
895 {
896 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf);
899 }
900 757
901 start_info (ob); 758 start_info (ob);
902 CLEAR_FLAG (ob, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
903 give_initial_items (ob, ob->randomitems); 760 give_initial_items (ob, ob->randomitems);
904 link_player_skills (ob);
905 esrv_send_inventory (ob, ob); 761 esrv_send_inventory (ob, ob);
906 ob->update_stats (); 762 ob->update_stats ();
907 763
908 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
909 * is one for this race 765 * is one for this race
910 */ 766 */
911 if (*first_map_ext_path) 767 if (*first_map_ext_path)
912 { 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
913 object *tmp;
914 char mapname[MAX_BUF];
915
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
917 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = ob->x;
920 EXIT_Y (tmp) = ob->y;
921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the
923 * default initial map */
924 tmp->destroy ();
925 }
926 else 769 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
928} 771}
929 772
930void 773void
961 ob->stats.hp = ob->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
962 ob->stats.sp = ob->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
963 ob->stats.grace = 0; 806 ob->stats.grace = 0;
964} 807}
965 808
966void 809static void
967flee_player (object *op) 810flee_player (object *op)
968{ 811{
969 int dir, diff; 812 int dir, diff;
970 rv_vector rv; 813 rv_vector rv;
971 814
974 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
975 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
976 return; 819 return;
977 } 820 }
978 821
979 if (op->enemy == NULL) 822 if (!op->enemy)
980 { 823 {
981 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
982 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
983 return; 826 return;
984 } 827 }
985 828
986 /* Seen some crashes here. Since we don't store an
987 * op->enemy_count, it is possible that something destroys the
988 * actual enemy, and the object is recycled.
989 */
990 if (op->enemy->map == NULL)
991 {
992 CLEAR_FLAG (op, FLAG_SCARED);
993 op->enemy = NULL;
994 return;
995 }
996
997 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
998 { 830 {
999 op->enemy = NULL; 831 op->enemy = NULL;
1000 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1001 return; 833 return;
1004 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1005 837
1006 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
1007 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
1008 { 840 {
1009 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
1010 842
1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 843 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1012 return; 844 return;
1013 } 845 }
1014 846
1025check_pick (object *op) 857check_pick (object *op)
1026{ 858{
1027 object *tmp, *next; 859 object *tmp, *next;
1028 int stop = 0; 860 int stop = 0;
1029 int wvratio; 861 int wvratio;
1030 char putstring[128];
1031 862
1032 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1034 return 1; 865 return 1;
1035 866
1036 next = op->below; 867 next = op->below;
1037 868
869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
871
1038 /* loop while there are items on the floor that are not marked as 872 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 873 * destroyed */
1040 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1041 { 875 {
1042 tmp = next; 876 tmp = next;
1043 next = tmp->below; 877 next = tmp->below;
1044 878
879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
1045 if (op->destroyed ()) 885 if (op->destroyed ())
1046 return 0; 886 return 0;
1047 887
1048 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1049 continue; 889 continue;
1050 890
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 892 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1055 continue; 896 continue;
1056 } 897 }
1057 898
1058 /* high not bit set? We're using the old autopickup model */ 899 /* pickup handling */
900 if (op->contr->mode & PU_DEBUG)
901 {
902 /* some debugging code to figure out item information */
903 const char *str = tmp->name
904 ? format ("item name: %s item type: %d weight/value: %d",
905 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
906 : format ("item name: %s item type: %d weight/value: %d",
907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
908
909 new_draw_info (NDI_UNIQUE, 0, op, str);
910 }
911
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
916 return 1;
917
918 /* philosophy:
919 * It's easy to grab an item type from a pile, as long as it's
920 * generic. This takes no game-time. For more detailed pickups
921 * and selections, select-items should be used. This is a
922 * grab-as-you-run type mode that's really useful for arrows for
923 * example.
924 * The drawback: right now it has no frontend, so you need to
925 * stick the bits you want into a calculator in hex mode and then
926 * convert to decimal and then 'pickup <#>
927 */
928
929 /* the first two modes are exclusive: if NOTHING we return, if
930 * STOP then we stop. All the rest are applied sequentially,
931 * meaning if any test passes, the item gets picked up. */
932
933 /* if mode is set to pick nothing up, return */
934 if (op->contr->mode == PU_NOTHING)
935 return 1;
936
937 /* if mode is set to stop when encountering objects, return */
938 /* take STOP before INHIBIT since it doesn't actually pick
939 * anything up */
940 if (op->contr->mode & PU_STOP)
941 return 0;
942
943 /* useful for going into stores and not losing your settings... */
944 /* and for battles wher you don't want to get loaded down while
945 * fighting */
946 if (op->contr->mode & PU_INHIBIT)
947 return 1;
948
949 /* prevent us from turning into auto-thieves :) */
950 if (QUERY_FLAG (tmp, FLAG_UNPAID))
951 continue;
952
953 /* ignore known cursed objects */
954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
955 continue;
956
957 /* all food and drink if desired */
958 /* question: don't pick up known-poisonous stuff? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1060 { 961 {
1061 switch (op->contr->mode) 962 CHK_PICK_PICKUP;
963 continue;
964 }
965
966 if (op->contr->mode & PU_DRINK)
967 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_POTION)
974 if (tmp->type == POTION)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 /* spellbooks, skillscrolls and normal books/scrolls */
981 if (op->contr->mode & PU_SPELLBOOK)
982 if (tmp->type == SPELLBOOK)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_SKILLSCROLL)
989 if (tmp->type == SKILLSCROLL)
990 {
991 CHK_PICK_PICKUP;
992 continue;
993 }
994
995 if (op->contr->mode & PU_READABLES)
996 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1001
1002 /* wands/staves/rods/horns */
1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1004 if (tmp->type == WAND
1005 || tmp->type == ROD
1006 || tmp->type == HORN
1007 || tmp->type == POWER_CRYSTAL)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 if (op->contr->mode & PU_VALUABLES)
1023 {
1024 if (tmp->type == MONEY || tmp->type == GEM)
1062 { 1025 {
1063 case 0: 1026 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 1027 continue;
1065 case 1:
1066 pick_up (op, tmp);
1067 return 1;
1068 case 2:
1069 pick_up (op, tmp);
1070 return 0;
1071 case 3:
1072 return 0; /* stop before pickup */
1073 case 4:
1074 pick_up (op, tmp);
1075 break;
1076 case 5:
1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1082 pick_up (op, tmp);
1083 break;
1084
1085 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp);
1088 break;
1089
1090 default:
1091 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp);
1095 } 1028 }
1096 } 1029 }
1097 else 1030
1098 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG) 1032 if (op->contr->mode & PU_JEWELS)
1033 if (tmp->type == RING
1034 || tmp->type == AMULET
1035 || tmp->type == GIRDLE
1036 || tmp->type == SKILL_TOOL)
1101 { 1037 {
1102 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1103 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue; 1039 continue;
1040 }
1149 1041
1150 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1043 if (op->contr->mode & PU_FLESH)
1044 if (tmp->type == FLESH)
1045 {
1046 CHK_PICK_PICKUP;
1152 continue; 1047 continue;
1048 }
1153 1049
1154 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1155 /* question: don't pick up known-poisonous stuff? */ 1051 if (op->contr->mode & PU_BOW)
1052 if (tmp->type == BOW)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_ARROW)
1059 if (tmp->type == ARROW)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 /* all kinds of armor etc. */
1066 if (op->contr->mode & PU_ARMOUR)
1067 if (tmp->type == ARMOUR)
1068 {
1069 CHK_PICK_PICKUP;
1070 continue;
1071 }
1072
1073 if (op->contr->mode & PU_HELMET)
1074 if (tmp->type == HELMET)
1075 {
1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_SHIELD)
1081 if (tmp->type == SHIELD)
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1156 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1157 if (tmp->type == FOOD) 1088 if (tmp->type == BOOTS)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 if (op->contr->mode & PU_GLOVES)
1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 if (op->contr->mode & PU_CLOAK)
1102 if (tmp->type == CLOAK)
1103 {
1104 CHK_PICK_PICKUP;
1105 continue;
1106 }
1107
1108 /* hoping to catch throwing daggers here */
1109 if (op->contr->mode & PU_MISSILEWEAPON)
1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* careful: chairs and tables are weapons! */
1117 if (op->contr->mode & PU_ALLWEAPON)
1118 {
1119 if (tmp->type == WEAPON)
1120 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1158 { 1121 {
1159 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1160 continue; 1123 continue;
1161 } 1124 }
1125 }
1162 1126
1127 /* misc stuff that's useful */
1163 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1165 { 1130 {
1166 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1167 continue; 1132 continue;
1168 } 1133 }
1169 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1170 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1171 if (tmp->type == POTION) 1138 {
1139 /* use value density to decide what else to grab */
1140 /* >=7 was >= op->contr->mode */
1141 /* >=7 is the old standard setting. Now we take the last 4 bits
1172 { 1142 */
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1144 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 { 1145 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1218 { 1149 {
1219 pick_up (op, tmp); 1150 fprintf (stderr, "%s", tmp->name);
1220 continue;
1221 } 1151 }
1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327 }
1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1349#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL)
1352 {
1353 fprintf (stderr, "%s", tmp->name);
1354 }
1355 else 1152 else
1356 fprintf (stderr, "%s", tmp->arch->archname); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1155 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1359#endif 1156#endif
1157 CHK_PICK_PICKUP;
1360 continue; 1158 continue;
1361 }
1362 } 1159 }
1363 } /* the new pickup model */ 1160 } /* the new pickup model */
1364 } 1161 }
1365 1162
1366 return !stop; 1163 return !stop;
1164}
1165
1166/* routine for both players and monsters. We call this when
1167 * there is a possibility for our action distrubing our hiding
1168 * place or invisiblity spell. Artefact invisiblity causes
1169 * "noise" instead. If we arent invisible to begin with, we
1170 * return 0.
1171 */
1172static int
1173action_makes_visible (object *op)
1174{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1176 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1178 {
1179 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance.
1181 if (op->contr)
1182 op->make_noise ();
1183
1184 return 0;
1185 }
1186
1187 if (op->contr && op->contr->tmp_invis == 0)
1188 return 0;
1189
1190 /* If monsters, they should become visible */
1191 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1192 {
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1194 return 1;
1195 }
1196 }
1197
1198 return 0;
1367} 1199}
1368 1200
1369/* 1201/*
1370 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1371 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1372 * found object is returned. 1204 * found object is returned.
1373 */ 1205 */
1374object * 1206static object *
1375find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1376{ 1208{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type);
1382 else if (op->type == ARROW && op->race == type) 1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp);
1212
1213 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1215 if (object *arrow = find_arrow (tmp, type))
1216 {
1217 splay (tmp);
1383 return op; 1218 return arrow;
1219 }
1384 1220
1385 return tmp; 1221 return 0;
1386} 1222}
1387 1223
1388/* 1224/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1225 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390 * against the target. A full test is not performed, simply a basic test 1226 * against the target. A full test is not performed, simply a basic test
1391 * of resistances. The archer is making a quick guess at what he sees down 1227 * of resistances. The archer is making a quick guess at what he sees down
1392 * the hall. Failing that it does it's best to pick the highest plus arrow. 1228 * the hall. Failing that it does it's best to pick the highest plus arrow.
1393 */ 1229 */
1394object * 1230static object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1232{
1397 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1399 1235
1400 if (!type) 1236 if (!type)
1404 { 1240 {
1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 { 1242 {
1407 i = 0; 1243 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1409 if (i > betterby) 1246 if (i > betterby)
1410 { 1247 {
1411 tmp = ntmp; 1248 tmp = ntmp;
1412 betterby = i; 1249 betterby = i;
1413 } 1250 }
1414 } 1251 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1253 {
1417 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1419 { 1256 {
1420 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1421 { 1258 {
1422 *better = 100; 1259 *better = 100;
1423 return arrow; 1260 return arrow;
1438 { 1275 {
1439 tmp = arrow; 1276 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1277 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1278 }
1442 } 1279 }
1280
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1282 {
1445 tmp = arrow; 1283 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1285 }
1286
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1288 {
1450 tmp = arrow; 1289 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1291 }
1453 } 1292 }
1454 } 1293 }
1455 } 1294 }
1295
1456 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1297 return find_arrow (op, type);
1458 1298
1459 *better = betterby; 1299 *better = betterby;
1460 return tmp; 1300 return tmp;
1464 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1305 * op = the shooter
1466 * type = bow->race 1306 * type = bow->race
1467 * dir = fire direction 1307 * dir = fire direction
1468 */ 1308 */
1469object * 1309static object *
1470pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1471{ 1311{
1472 object *tmp = NULL; 1312 object *tmp = NULL;
1473 maptile *m; 1313 maptile *m;
1474 int i, mflags, found, number; 1314 int i, mflags, found, number;
1475 sint16 x, y; 1315 sint16 x, y;
1490 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1491 { 1331 {
1492 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1493 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1494 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1495 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1496 { 1337 {
1497 tmp = NULL; 1338 tmp = 0;
1498 break; 1339 break;
1499 } 1340 }
1500 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1341 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1501 { 1342 {
1502 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1503 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1504 */ 1345 */
1505 tmp = NULL; 1346 tmp = 0;
1506 break; 1347 break;
1507 } 1348 }
1349
1508 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1509 {
1510 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1511 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1512 {
1513 found++;
1514 break;
1515 }
1516 if (found)
1517 break; 1353 break;
1518 }
1519 } 1354 }
1520 if (tmp == NULL) 1355
1356 if (!tmp)
1521 return find_arrow (op, type); 1357 return find_arrow (op, type);
1522 1358
1523 if (tmp->head) 1359 if (tmp->head)
1524 tmp = tmp->head; 1360 tmp = tmp->head;
1525 1361
1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1566 return 0; 1402 return 0;
1567 } 1403 }
1568 1404
1569 // optimisation: move object to top so we will find it quickly again 1405 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below) 1406 splay (bow);
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1576 } 1407 }
1577 1408
1578 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1579 { 1410 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1606 } 1437 }
1607 1438
1608 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1609 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1610 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1611 arrow->destroy (); 1443 arrow->destroy ();
1612 return 0; 1444 return 0;
1613 } 1445 }
1614 1446
1615 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1616 arrow = get_split_ob (arrow, 1); 1448 arrow = arrow->split ();
1617 if (!arrow) 1449 if (!arrow)
1618 { 1450 {
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1451 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 return 0; 1452 return 0;
1621 } 1453 }
1625 arrow->direction = dir; 1457 arrow->direction = dir;
1626 1458
1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1459 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam; 1460 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype; 1461 arrow->stats.grace = arrow->attacktype;
1630 1462 arrow->custom_name = arrow->slaying;
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633 1463
1634#if 0 1464#if 0
1635 if (player *pl = op->contr) 1465 if (player *pl = op->contr)
1636 { 1466 {
1637 float speed = pl->weapon_sp; 1467 float speed = pl->weapon_sp;
1683 1513
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1685 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1687 1517
1688 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1689 m->insert (arrow, sx, sy, op); 1519 m->insert (arrow, sx, sy, op);
1690 1520
1691 if (!arrow->destroyed ()) 1521 if (!arrow->destroyed ())
1692 move_arrow (arrow); 1522 move_arrow (arrow);
1693
1694 if (op->type == PLAYER)
1695 {
1696 if (left->destroyed ())
1697 esrv_del_item (op->contr, left->count);
1698 else
1699 esrv_send_item (op, left);
1700 }
1701 1523
1702 return 1; 1524 return 1;
1703} 1525}
1704 1526
1705/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1707 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1708 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1709 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1710 * hence the function name. 1532 * hence the function name.
1711 */ 1533 */
1712int 1534static int
1713player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1714{ 1536{
1715 int ret = 0, wcmod = 0; 1537 int ret;
1716 1538
1717 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1718 { 1540 {
1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1541 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1720 } 1542 }
1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1543 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1722 { 1544 {
1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1724 wcmod = -1;
1725
1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1727 } 1547 }
1728 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1729 { 1549 {
1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1731 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1551 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1733 } 1553 }
1734 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1735 { 1555 {
1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1557 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1558 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1739 } 1559 }
1740 else 1560 else
1741 { 1561 {
1747} 1567}
1748 1568
1749/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1750 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1751 */ 1571 */
1752void 1572static void
1753fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1754{ 1574{
1755 object *item = op->contr->ranged_ob; 1575 object *item = op->contr->ranged_ob;
1756 1576
1757 if (!item) 1577 if (!item)
1771 1591
1772 if (item->type == WAND) 1592 if (item->type == WAND)
1773 { 1593 {
1774 if (item->stats.food <= 0) 1594 if (item->stats.food <= 0)
1775 { 1595 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1596 op->contr->play_sound (sound_find ("wand_poof"));
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778 1598
1779 return; 1599 return;
1780 } 1600 }
1781 } 1601 }
1782 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1783 { 1603 {
1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1605
1606 // using the maximum of the rods charge allows at least one spell cast
1607 // for a rod or horn, this fixes some broken rods.
1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1785 { 1609 {
1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1787 1611
1788 if (item->type == ROD) 1612 if (item->type == ROD)
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1790 else 1614 else
1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794 } 1618 }
1795 } 1619 }
1796 1620
1797 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1798 { 1622 {
1799 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1623 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1624
1800 if (item->type == WAND) 1625 if (item->type == WAND)
1801 { 1626 {
1802 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
1803 { 1628 {
1804 object *tmp; 1629 object *tmp;
1808 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1809 item->face = item->arch->face; 1634 item->face = item->arch->face;
1810 item->set_speed (0); 1635 item->set_speed (0);
1811 } 1636 }
1812 1637
1813 if ((tmp = item->in_player ())) 1638 if (object *pl = item->visible_to ())
1814 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
1815 } 1640 }
1816 } 1641 }
1817 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
1818 drain_rod_charge (item); 1643 drain_rod_charge (item);
1819 } 1644 }
1824bool 1649bool
1825fire (object *op, int dir) 1650fire (object *op, int dir)
1826{ 1651{
1827 int spellcost = 0; 1652 int spellcost = 0;
1828 1653
1829 /* check for loss of invisiblity/hide */
1830 if (action_makes_visible (op))
1831 make_visible (op);
1832
1833 player *pl = op->contr; 1654 player *pl = op->contr;
1834 1655
1835 if (pl->golem) 1656 if (pl->golem)
1836 { 1657 {
1837 control_golem (op->contr->golem, dir); 1658 control_golem (op->contr->golem, dir);
1839 } 1660 }
1840 1661
1841 object *ob = pl->ranged_ob; 1662 object *ob = pl->ranged_ob;
1842 1663
1843 if (!ob) 1664 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false; 1665 return false;
1848 1666
1849 if (op->speed_left > 0.f) 1667 if (op->speed_left > 0.f)
1850 --op->speed_left; 1668 --op->speed_left;
1851 else 1669 else
1852 return false; 1670 return false;
1853 1671
1672 if (!op->change_weapon (ob))
1673 return false;
1674
1675 /* check for loss of invisiblity/hide */
1676 if (action_makes_visible (op))
1677 make_visible (op);
1678
1854 switch (ob->type) 1679 switch (ob->type)
1855 { 1680 {
1856 case BOW: 1681 case BOW:
1857 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1858 break; 1683 break;
1859 1684
1860 case SPELL: 1685 case SPELL:
1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1862 break; 1687 break;
1863 1688
1864 case BUILDER: 1689 case BUILDER:
1865 apply_map_builder (op, dir); 1690 apply_map_builder (op, dir);
1866 break; 1691 break;
1875 } 1700 }
1876 1701
1877 return true; 1702 return true;
1878} 1703}
1879 1704
1880/* find_key 1705static object *
1881 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic
1884 * for both is the same - just the specific key is different.
1885 * pl is the player,
1886 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers.
1889 */
1890object *
1891find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1892{ 1707{
1893 object *tmp, *key; 1708 object *tmp, *key;
1894 1709
1895 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1896 if (!container->inv) 1711 if (!container->inv)
1899 /* First, lets try to find a key in the top level inventory */ 1714 /* First, lets try to find a key in the top level inventory */
1900 for (tmp = container->inv; tmp; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 { 1716 {
1902 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1903 break; 1718 break;
1719
1904 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1906 */ 1722 */
1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 break; 1724 break;
1914 * a key, return 1730 * a key, return
1915 */ 1731 */
1916 if (!tmp) 1732 if (!tmp)
1917 { 1733 {
1918 for (tmp = container->inv; tmp; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1920 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1921 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1922 {
1923 if ((key = find_key (pl, tmp, door))) 1737 if ((key = find_key_ (pl, tmp, door)))
1924 return key; 1738 return key;
1925 }
1926 }
1927 1739
1928 if (!tmp) 1740 if (!tmp)
1929 return NULL; 1741 return 0;
1930 } 1742 }
1931 1743
1932 /* We get down here if we have found a key. Now if its in a container, 1744 /* We get down here if we have found a key. Now if its in a container,
1933 * see if we actually want to use it 1745 * see if we actually want to use it
1934 */ 1746 */
1935 if (pl != container) 1747 if (pl != container)
1936 { 1748 {
1937 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1938 if (!pl->contr) 1750 if (!pl->contr)
1939 return NULL; 1751 return 0;
1752
1940 /* cases where this fails: 1753 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 1755 * are not in the players inventory.
1943 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1944 * containers can be used. 1757 * containers can be used.
1948 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1949 * 1762 *
1950 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1951 * all the others. 1764 * all the others.
1952 */ 1765 */
1953 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1954 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1956 { 1769 {
1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1959 return NULL; 1772 return NULL;
1960 } 1773 }
1961 } 1774 }
1962 1775
1963 return tmp; 1776 return tmp;
1777}
1778
1779/* find_key
1780 * We try to find a key for the door as passed. If we find a key
1781 * and successfully use it, we return the key, otherwise NULL
1782 * This function merges both normal and locked door, since the logic
1783 * for both is the same - just the specific key is different.
1784 * pl is the player,
1785 * inv is the objects inventory to searched
1786 * door is the door we are trying to match against.
1787 * This function can be called recursively to search containers.
1788 */
1789object *
1790find_key (object *pl, object *container, object *door)
1791{
1792 if (door->slaying && is_match_expr (door->slaying))
1793 {
1794 // for match expressions, we try to find the key by applying the match
1795 // to the op itself, which is supposed to find the "key", instead
1796 // of searching through containers ourselves.
1797
1798 return match_one (door->slaying, container, door, pl, pl);
1799 }
1800 else
1801 return find_key_ (pl, container, door);
1964} 1802}
1965 1803
1966/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1967 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1968 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1980 /* If we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
1981 if (key) 1819 if (key)
1982 { 1820 {
1983 object *container = key->env; 1821 object *container = key->env;
1984 1822
1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986
1987 if (action_makes_visible (op)) 1823 if (action_makes_visible (op))
1988 make_visible (op); 1824 make_visible (op);
1989 1825
1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1991 spring_trap (door->inv, op); 1827 spring_trap (door->inv, op);
1992 1828
1993 if (door->type == DOOR) 1829 if (door->type == DOOR)
1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1830 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1995 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
1996 { 1832 {
1997 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1833 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1998 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1835 }
2000 1836
2001 /* Do this after we print the message */ 1837 /* Do this after we print the message */
2002 decrease_ob (key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
2003 /* Need to update the weight the container the key was in */
2004 if (container != op)
2005 esrv_update_item (UPD_WEIGHT, op, container);
2006 1839
2007 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
2008 } 1841 }
2009 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
2010 { 1843 {
2011 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1845 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2013 return 1; 1846 return 1;
2014 } 1847 }
2015 1848
2016 return 0; 1849 return 0;
2017} 1850}
2023 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2024 */ 1857 */
2025bool 1858bool
2026move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
2027{ 1860{
1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1862 {
1863 --op->speed_left;
1864 return true;
1865 }
1866
2028 int on_battleground; 1867 int on_battleground;
2029 1868
2030 sint16 nx = freearr_x[dir] + op->x; 1869 sint16 nx = freearr_x[dir] + op->x;
2031 sint16 ny = freearr_y[dir] + op->y; 1870 sint16 ny = freearr_y[dir] + op->y;
2032 1871
2033 on_battleground = op_on_battleground (op, 0, 0); 1872 on_battleground = op_on_battleground (op, 0, 0);
2034 1873
2035 if (out_of_map (op->map, nx, ny)) 1874 if (out_of_map (op->map, nx, ny))
2036 return false; 1875 return false;
2037
2038 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2039 {
2040 --op->speed_left;
2041 return true;
2042 }
2043 1876
2044 /* If braced, or can't move to the square, and it is not out of the 1877 /* If braced, or can't move to the square, and it is not out of the
2045 * map, attack it. Note order of if statement is important - don't 1878 * map, attack it. Note order of if statement is important - don't
2046 * want to be calling move_ob if braced, because move_ob will move the 1879 * want to be calling move_ob if braced, because move_ob will move the
2047 * player. This is a pretty nasty hack, because if we could 1880 * player. This is a pretty nasty hack, because if we could
2104 1937
2105 if (op->speed_left > 0.f) 1938 if (op->speed_left > 0.f)
2106 { 1939 {
2107 --op->speed_left; 1940 --op->speed_left;
2108 1941
2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1942 op->play_sound (sound_find ("push_player"));
2110 push_ob (mon, dir, op); 1943 push_ob (mon, dir, op);
2111 1944
2112 if (op->contr->tmp_invis || op->hide) 1945 if (action_makes_visible (op))
2113 make_visible (op); 1946 make_visible (op);
2114 1947
2115 return true; 1948 return true;
2116 } 1949 }
2117 else 1950 else
2133 { 1966 {
2134 --op->speed_left; 1967 --op->speed_left;
2135 1968
2136 if (!op->contr->braced) 1969 if (!op->contr->braced)
2137 { 1970 {
2138 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1971 op->play_sound (sound_find ("push_player"));
2139 push_ob (mon, dir, op); 1972 push_ob (mon, dir, op);
2140 } 1973 }
2141 else 1974 else
2142 new_draw_info (0, 0, op, "You withhold your attack"); 1975 op->statusmsg ("You withhold your attack");
2143 1976
2144 if (op->contr->tmp_invis || op->hide) 1977 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2145 make_visible (op); 1978 make_visible (op);
2146 1979
2147 return true; 1980 return true;
2148 } 1981 }
2149 } 1982 }
2189} 2022}
2190 2023
2191bool 2024bool
2192move_player (object *op, int dir) 2025move_player (object *op, int dir)
2193{ 2026{
2194 int pick;
2195
2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2027 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2197 return 0; 2028 return 0;
2198 2029
2199 /* Sanity check: make sure dir is valid */ 2030 /* Sanity check: make sure dir is valid */
2200 if ((dir < 0) || (dir >= 9)) 2031 if (dir < 0 || dir >= 9)
2201 { 2032 {
2202 LOG (llevError, "move_player: invalid direction %d\n", dir); 2033 LOG (llevError, "move_player: invalid direction %d\n", dir);
2203 return 0; 2034 return 0;
2204 } 2035 }
2205 2036
2207 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2038 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2208 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2039 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2209 2040
2210 op->facing = dir; 2041 op->facing = dir;
2211 2042
2212 if (op->hide) 2043 if (op->flag [FLAG_HIDDEN])
2213 do_hidden_move (op); 2044 do_hidden_move (op);
2214 2045
2215 bool retval; 2046 bool retval;
2047 int pick = 0;
2216 2048
2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2049 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2218 retval = RESULT_INT (0); 2050 retval = RESULT_INT (0);
2219 else if (op->contr->fire_on) 2051 else if (op->contr->fire_on)
2220 retval = fire (op, dir); 2052 retval = fire (op, dir);
2277 return move_player (op, op->direction); 2109 return move_player (op, op->direction);
2278 2110
2279 return false; 2111 return false;
2280} 2112}
2281 2113
2282int 2114static int
2283save_life (object *op) 2115save_life (object *op)
2284{ 2116{
2285 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2117 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2286 return 0; 2118 return 0;
2287 2119
2288 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2120 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2121 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2290 { 2122 {
2291 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2123 op->play_sound (sound_find ("ob_evaporate"));
2292 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2124 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2293
2294 if (op->contr)
2295 esrv_del_item (op->contr, tmp->count);
2296 2125
2297 tmp->destroy (); 2126 tmp->destroy ();
2298 CLEAR_FLAG (op, FLAG_LIFESAVE); 2127 CLEAR_FLAG (op, FLAG_LIFESAVE);
2299 2128
2300 if (op->stats.hp < 0) 2129 if (op->stats.hp < 0)
2313 return 0; 2142 return 0;
2314} 2143}
2315 2144
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2145/* This goes throws the inventory and removes unpaid objects, and puts them
2317 * back in the map (location and map determined by values of env). This 2146 * back in the map (location and map determined by values of env). This
2318 * function will descend into containers. op is the object to start the search 2147 * function will descend into containers. op is the object to start the search
2319 * from. 2148 * from.
2320 */ 2149 */
2150static void
2151drop_unpaid_items (object *op, object *env)
2152{
2153 while (op)
2154 {
2155 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2156
2157 if (QUERY_FLAG (op, FLAG_UNPAID))
2158 op->insert_at (env);
2159 else if (op->inv)
2160 drop_unpaid_items (op->inv, env);
2161
2162 op = next;
2163 }
2164}
2165
2321void 2166void
2322remove_unpaid_objects (object *op, object *env) 2167object::drop_unpaid_items ()
2323{ 2168{
2324 while (op) 2169 if (!flag [FLAG_REMOVED])
2325 { 2170 ::drop_unpaid_items (inv, this);
2326 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2327
2328 if (QUERY_FLAG (op, FLAG_UNPAID))
2329 {
2330 if (env->type == PLAYER)
2331 esrv_del_item (env->contr, op->count);
2332
2333 op->insert_at (env);
2334 }
2335 else if (op->inv)
2336 remove_unpaid_objects (op->inv, env);
2337
2338 op = next;
2339 }
2340}
2341
2342/*
2343 * Returns pointer a static string containing gravestone text
2344 * Moved from apply.c to player.c - player.c is what
2345 * actually uses this function. player.c may not be quite the
2346 * best, a misc file for object actions is probably better,
2347 * but there isn't one in the server directory.
2348 */
2349char *
2350gravestone_text (object *op)
2351{
2352 static char buf2[MAX_BUF];
2353 char buf[MAX_BUF];
2354 time_t now = time (NULL);
2355
2356 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else
2360 sprintf (buf, "%s\n", &op->name);
2361
2362 strncat (buf2, " ", 20 - strlen (buf) / 2);
2363 strcat (buf2, buf);
2364 if (op->type == PLAYER)
2365 sprintf (buf, "who was in level %d when killed\n", op->level);
2366 else
2367 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2368
2369 strncat (buf2, " ", 20 - strlen (buf) / 2);
2370 strcat (buf2, buf);
2371 if (op->type == PLAYER)
2372 {
2373 sprintf (buf, "by %s.\n\n", op->contr->killer);
2374 strncat (buf2, " ", 21 - strlen (buf) / 2);
2375 strcat (buf2, buf);
2376 }
2377
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf);
2381
2382 return buf2;
2383} 2171}
2384 2172
2385void 2173void
2386do_some_living (object *op) 2174do_some_living (object *op)
2387{ 2175{
2439 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2227 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2440 else 2228 else
2441 { 2229 {
2442 gen_grace = op->stats.maxgrace; 2230 gen_grace = op->stats.maxgrace;
2443 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2231 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2444 }
2445
2446 /* Regenerate Spell Points */
2447 if (!op->contr->golem && --op->last_sp < 0)
2448 {
2449 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2450 if (op->stats.sp < op->stats.maxsp)
2451 {
2452 op->stats.sp++;
2453 /* dms do not consume food */
2454 if (!QUERY_FLAG (op, FLAG_WIZ))
2455 {
2456 op->stats.food--;
2457 if (op->contr->digestion < 0)
2458 op->stats.food += op->contr->digestion;
2459 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2460 op->stats.food = last_food;
2461 }
2462 }
2463
2464 if (max_sp > 1)
2465 {
2466 over_sp = (gen_sp + 10) / rate_sp;
2467 if (over_sp > 0)
2468 {
2469 if (op->stats.sp < op->stats.maxsp)
2470 {
2471 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2472
2473 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2474 op->stats.sp--;
2475
2476 if (op->stats.sp > op->stats.maxsp)
2477 op->stats.sp = op->stats.maxsp;
2478 }
2479 op->last_sp = 0;
2480 }
2481 else
2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2483 }
2484 else
2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2486 } 2232 }
2487 2233
2488 /* Regenerate Grace */ 2234 /* Regenerate Grace */
2489 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2235 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2490 if (--op->last_grace < 0) 2236 if (--op->last_grace < 0)
2511 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2257 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2512 } 2258 }
2513 /* wearing stuff doesn't detract from grace generation. */ 2259 /* wearing stuff doesn't detract from grace generation. */
2514 } 2260 }
2515 2261
2262 if (op->stats.food > 0)
2263 {
2516 /* Regenerate Hit Points */ 2264 /* Regenerate Spell Points */
2517 if (--op->last_heal < 0) 2265 if (!op->contr->golem && --op->last_sp < 0)
2518 {
2519 if (op->stats.hp < op->stats.maxhp)
2520 { 2266 {
2521 op->stats.hp++; 2267 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2522 /* dms do not consume food */ 2268
2523 if (!QUERY_FLAG (op, FLAG_WIZ)) 2269 if (op->stats.sp < op->stats.maxsp)
2524 { 2270 {
2271 op->stats.sp++;
2272
2273 /* dms do not consume food */
2274 if (!QUERY_FLAG (op, FLAG_WIZ))
2275 {
2525 op->stats.food--; 2276 op->stats.food--;
2277
2526 if (op->contr->digestion < 0) 2278 if (op->contr->digestion < 0)
2527 op->stats.food += op->contr->digestion; 2279 op->stats.food += op->contr->digestion;
2528 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2280 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food = last_food; 2281 op->stats.food = last_food;
2282 }
2530 } 2283 }
2531 }
2532 2284
2533 if (max_hp > 1) 2285 if (max_sp > 1)
2534 {
2535 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2536 if (over_hp > 0)
2537 { 2286 {
2538 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2287 over_sp = (gen_sp + 10) / rate_sp;
2288 if (over_sp > 0)
2289 {
2290 if (op->stats.sp < op->stats.maxsp)
2291 {
2292 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2293
2294 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2295 op->stats.sp--;
2296
2297 if (op->stats.sp > op->stats.maxsp)
2298 op->stats.sp = op->stats.maxsp;
2299 }
2300
2539 op->last_heal = 0; 2301 op->last_sp = 0;
2302 }
2303 else
2304 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2540 } 2305 }
2541 else 2306 else
2307 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2308 }
2309
2310 /* Regenerate Hit Points */
2311 if (--op->last_heal < 0)
2312 {
2313 if (op->stats.hp < op->stats.maxhp)
2542 { 2314 {
2543 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2315 op->stats.hp++;
2316
2317 /* dms do not consume food */
2318 if (!QUERY_FLAG (op, FLAG_WIZ))
2319 {
2320 op->stats.food--;
2321
2322 if (op->contr->digestion < 0)
2323 op->stats.food += op->contr->digestion;
2324 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2325 op->stats.food = last_food;
2326 }
2544 } 2327 }
2328
2329 if (max_hp > 1)
2330 {
2331 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2332
2333 if (over_hp > 0)
2334 {
2335 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2336 op->last_heal = 0;
2337 }
2338 else
2339 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545 } 2340 }
2546 else 2341 else
2547 {
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2342 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2549 } 2343 }
2550 } 2344 }
2551 2345
2552 /* Digestion */ 2346 /* Digestion */
2553 if (--op->last_eat < 0) 2347 if (--op->last_eat < 0)
2554 { 2348 {
2555 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2349 int bonus = max (0, op->contr->digestion),
2350 penalty = max (0, -op->contr->digestion);
2556 2351
2557 if (op->contr->gen_hp > 0)
2558 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2352 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2559 else
2560 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561 2353
2562 /* dms do not consume food */ 2354 /* dms do not consume food */
2563 if (!QUERY_FLAG (op, FLAG_WIZ)) 2355 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 op->stats.food--; 2356 op->stats.food--;
2565 } 2357 }
2566 2358
2567 if (op->stats.food < 0 && op->stats.hp >= 0) 2359 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 { 2360 {
2569 object *tmp, *flesh = 0; 2361 object *flesh = 0;
2570 2362
2571 for (tmp = op->inv; tmp; tmp = tmp->below) 2363 for_inv_removable (op, tmp)
2572 { 2364 {
2573 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2365 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2366 continue;
2367
2368 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2574 { 2369 {
2575 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2370 op->statusmsg ("You blindly grab for a bite of food. "
2576 { 2371 "H<To prevent you from starving, you ate some random item from your backpack.>");
2577 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2578 manual_apply (op, tmp, 0); 2372 manual_apply (op, tmp, 0);
2373
2579 if (op->stats.food >= 0 || op->stats.hp < 0) 2374 if (op->stats.food >= 0 || op->stats.hp < 0)
2580 break; 2375 break;
2581 } 2376 }
2582 else if (tmp->type == FLESH) 2377 else if (tmp->type == FLESH)
2583 flesh = tmp; 2378 flesh = tmp;
2584 } /* End if paid for object */ 2379 }
2585 } /* end of for loop */
2586 2380
2587 /* If player is still starving, it means they don't have any food, so 2381 /* If player is still starving, it means they don't have any food, so
2588 * eat flesh instead. 2382 * eat flesh instead.
2589 */ 2383 */
2590 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2384 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2591 { 2385 {
2592 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2386 op->statusmsg ("You blindly grab for a bite of food. "
2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2593 manual_apply (op, flesh, 0); 2388 manual_apply (op, flesh, 0);
2594 } 2389 }
2390
2391 // If player is still starving, alert him!
2392 if (op->stats.food < 0)
2393 op->failmsg ("You are starving! "
2394 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2395 }
2396
2397 if (op->stats.food < 0)
2595 } 2398 {
2399 op->stats.hp += op->stats.food;
2400 op->stats.food = 0;
2596 2401
2597 while (op->stats.food < 0 && op->stats.hp >= 0) 2402 if (op->stats.hp < 0)
2598 op->stats.food++, op->stats.hp--; 2403 {
2404 op->contr->killer = archetype::get ("killer_starvation");
2405 op->contr->killer->destroy ();
2406 }
2407 }
2599 2408
2409 /* killer should be set here already */
2600 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2410 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2601 kill_player (op); 2411 kill_player (op);
2602 } 2412 }
2603} 2413}
2604 2414
2608 * file. 2418 * file.
2609 */ 2419 */
2610void 2420void
2611kill_player (object *op) 2421kill_player (object *op)
2612{ 2422{
2613 char buf[MAX_BUF];
2614 int x, y; 2423 int x, y;
2615
2616 //int i;
2617 maptile *map; /* this is for resurrection */ 2424 maptile *map; /* this is for resurrection */
2618
2619 /* int z;
2620 int num_stats_lose;
2621 int lost_a_stat;
2622 int lose_this_stat;
2623 int this_stat; */
2624 int will_kill_again; 2425 int will_kill_again;
2625 archetype *at; 2426 archetype *at;
2626 object *tmp; 2427 object *tmp;
2627 2428
2628 if (save_life (op)) 2429 if (save_life (op))
2629 return; 2430 return;
2630 2431
2432 dynbuf_text deathtab;
2433
2434 /* restore player */
2435 at = archetype::find (shstr_poisoning);
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your body feels cleansed...\r";
2440 }
2441
2442 at = archetype::find (shstr_confusion);
2443 if (object *tmp = present_arch_in_ob (at, op))
2444 {
2445 tmp->destroy ();
2446 deathtab << "Your mind feels clearer...\r";
2447 }
2448
2449 cure_disease (op, 0, 0); /* remove any disease */
2450
2451 max_it (op->stats.hp , op->stats.maxhp);
2452 max_it (op->stats.sp , op->stats.maxsp);
2453 max_it (op->stats.grace, op->stats.maxgrace);
2454
2455 if (op->stats.food <= 0)
2456 op->stats.food = 999;
2457
2458 // remove all spell effects that are active
2459 // to avoid long-term effects such as word-of-recall
2460 for (object *item = op->inv; item; )
2461 {
2462 object *next = item->below;
2463
2464 if (item->type == SPELL_EFFECT && item->active)
2465 item->destroy ();
2466
2467 item = next;
2468 }
2631 2469
2632 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2470 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2633 * in cities ONLY!!! It is very important that this doesn't get abused. 2471 * in cities ONLY!!! It is very important that this doesn't get abused.
2634 * Look at op_on_battleground() for more info --AndreasV 2472 * Look at op_on_battleground() for more info --AndreasV
2635 */ 2473 */
2636 if (op_on_battleground (op, &x, &y)) 2474 if (op_on_battleground (op, &x, &y))
2637 { 2475 {
2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2476 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2639 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2640
2641 /* restore player */
2642 at = archetype::find ("poisoning");
2643 if (object *tmp = present_arch_in_ob (at, op))
2644 {
2645 tmp->destroy ();
2646 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2647 }
2648
2649 at = archetype::find ("confusion");
2650 if (object *tmp = present_arch_in_ob (at, op))
2651 {
2652 tmp->destroy ();
2653 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2654 }
2655
2656 cure_disease (op, 0); /* remove any disease */
2657 op->stats.hp = op->stats.maxhp;
2658 if (op->stats.food <= 0)
2659 op->stats.food = 999;
2660 2477
2661 /* create a bodypart-trophy to make the winner happy */ 2478 /* create a bodypart-trophy to make the winner happy */
2662 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2479 object *tmp = archetype::find (shstr_finger)->instance ();
2663 { 2480
2664 sprintf (buf, "%s's finger", &op->name); 2481 tmp->name = format ("%s's finger" , &op->name);
2665 tmp->name = buf; 2482 tmp->name_pl = format ("%s's fingers", &op->name);
2666 sprintf (buf, " This finger has been cut off %s\n" 2483 tmp->msg = format (
2667 " the %s, when he was defeated at\n level %d by %s.\n", 2484 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2668 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2485 &op->name, op->contr->title,
2669 tmp->msg = buf; 2486 (int)op->level,
2487 op->contr->killer_name ()
2488 );
2670 tmp->value = 0, tmp->type = 0; 2489 tmp->value = 0, tmp->type = 0;
2671 tmp->materialname = "organics"; 2490 tmp->material = name_to_material (shstr_organic);
2672 tmp->insert_at (op, tmp); 2491 tmp->insert_at (op, tmp);
2673 }
2674 2492
2675 /* teleport defeated player to new destination */ 2493 /* teleport defeated player to new destination */
2676 transfer_ob (op, x, y, 0, NULL); 2494 transfer_ob (op, x, y, 0, NULL);
2677 op->contr->braced = 0; 2495 op->contr->braced = 0;
2496
2497 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2678 return; 2498 return;
2679 } 2499 }
2680 2500
2501 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2502 deathtab << "T<YOU HAVE DIED>\n\n";
2503
2681 INVOKE_PLAYER (DEATH, op->contr); 2504 INVOKE_PLAYER (DEATH, op->contr);
2682 2505
2683 command_kill_pets (op, 0); 2506 command_kill_pets (op, 0);
2684 2507
2685 if (op->stats.food < 0) 2508 op->contr->play_sound (sound_find ("player_dies"));
2686 {
2687 sprintf (buf, "%s starved to death.", &op->name);
2688 strcpy (op->contr->killer, "starvation");
2689 }
2690 else
2691 sprintf (buf, "%s died.", &op->name);
2692
2693 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2694 2509
2695 /* save the map location for corpse, gravestone */ 2510 /* save the map location for corpse, gravestone */
2696 x = op->x; 2511 x = op->x;
2697 y = op->y; 2512 y = op->y;
2698 map = op->map; 2513 map = op->map;
2726 2541
2727 lost_a_stat = 0; 2542 lost_a_stat = 0;
2728 2543
2729 for (z = 0; z < num_stats_lose; z++) 2544 for (z = 0; z < num_stats_lose; z++)
2730 { 2545 {
2731 i = RANDOM () % NUM_STATS; 2546 i = rndm (NUM_STATS);
2732 2547
2733 if (settings.stat_loss_on_death) 2548 if (settings.stat_loss_on_death)
2734 { 2549 {
2735 /* Pick a random stat and take a point off it. Tell the player 2550 /* Pick a random stat and take a point off it. Tell the player
2736 * what he lost. 2551 * what he lost.
2743 lost_a_stat = 1; 2558 lost_a_stat = 1;
2744 } 2559 }
2745 else 2560 else
2746 { 2561 {
2747 /* deplete a stat */ 2562 /* deplete a stat */
2748 archetype *deparch = archetype::find ("depletion"); 2563 archetype *deparch = archetype::find (shstr_depletion);
2749 object *dep; 2564 object *dep;
2750 2565
2751 dep = present_arch_in_ob (deparch, op); 2566 dep = present_arch_in_ob (deparch, op);
2752 if (!dep) 2567 if (!dep)
2753 { 2568 {
2754 dep = arch_to_object (deparch); 2569 dep = deparch->instance ();
2755 insert_ob_in_ob (dep, op); 2570 insert_ob_in_ob (dep, op);
2756 } 2571 }
2757 lose_this_stat = 1; 2572 lose_this_stat = 1;
2758 if (settings.balanced_stat_loss) 2573 if (settings.balanced_stat_loss)
2759 { 2574 {
2787 } 2602 }
2788 } 2603 }
2789 2604
2790 if (lose_this_stat) 2605 if (lose_this_stat)
2791 { 2606 {
2792 this_stat = get_attr_value (&(dep->stats), i); 2607 this_stat = get_attr_value (&dep->stats, i);
2793 /* We could try to do something clever like find another 2608 /* We could try to do something clever like find another
2794 * stat to reduce if this fails. But chances are, if 2609 * stat to reduce if this fails. But chances are, if
2795 * stats have been depleted to -50, all are pretty low 2610 * stats have been depleted to -50, all are pretty low
2796 * and should be roughly the same, so it shouldn't make a 2611 * and should be roughly the same, so it shouldn't make a
2797 * difference. 2612 * difference.
2805 lost_a_stat = 1; 2620 lost_a_stat = 1;
2806 } 2621 }
2807 } 2622 }
2808 } 2623 }
2809 } 2624 }
2625
2810 /* If no stat lost, tell the player. */ 2626 /* If no stat lost, tell the player. */
2811 if (!lost_a_stat) 2627 if (!lost_a_stat)
2812 { 2628 {
2813 /* determine_god() seems to not work sometimes... why is this? 2629 /* determine_god() seems to not work sometimes... why is this?
2814 Should I be using something else? GD */ 2630 Should I be using something else? GD */
2815 const char *god = determine_god (op); 2631 shstr_tmp god = determine_god (op);
2816 2632
2817 if (god && (strcmp (god, "none"))) 2633 if (god != shstr_none)
2818 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2634 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2819 else 2635 else
2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2636 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2821 } 2637 }
2822#else 2638#else
2823 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2639 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2824#endif 2640#endif
2825 2641
2826 /* Put a gravestone up where the character 'almost' died. List the 2642 /* Put a gravestone up where the character 'almost' died. List the
2827 * exp loss on the stone. 2643 * exp loss on the stone.
2828 */ 2644 */
2829 tmp = arch_to_object (archetype::find ("gravestone")); 2645 tmp = archetype::find (shstr_gravestone)->instance ();
2830 sprintf (buf, "%s's gravestone", &op->name); 2646 tmp->name = format ("%s's gravestone", &op->name);
2831 tmp->name = buf; 2647 tmp->name_pl = format ("%s's gravestones", &op->name);
2832 sprintf (buf, "%s's gravestones", &op->name); 2648 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2833 tmp->name_pl = buf; 2649 &op->name, op->contr->title, op->contr->killer_name ());
2834 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);
2835 tmp->msg = buf;
2836 tmp->x = op->x, tmp->y = op->y; 2650 tmp->x = op->x, tmp->y = op->y;
2837 insert_ob_in_map (tmp, op->map, NULL, 0); 2651 insert_ob_in_map (tmp, op->map, NULL, 0);
2838 2652
2839 /**************************************/ 2653 /**************************************/
2840 /* */ 2654 /* */
2841 /* Subtract the experience points, */ 2655 /* Subtract the experience points, */
2842 /* if we died cause of food, give us */
2843 /* food, and reset HP's... */
2844 /* */ 2656 /* */
2845 /**************************************/ 2657 /**************************************/
2846 2658
2847 /* remove any poisoning and confusion the character may be suffering. */
2848 /* restore player */
2849 at = archetype::find ("poisoning");
2850 tmp = present_arch_in_ob (at, op);
2851
2852 if (tmp)
2853 {
2854 tmp->destroy ();
2855 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2856 }
2857
2858 at = archetype::find ("confusion");
2859 tmp = present_arch_in_ob (at, op);
2860 if (tmp)
2861 {
2862 tmp->destroy ();
2863 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2864 }
2865
2866 cure_disease (op, 0); /* remove any disease */
2867
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 2659 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty (op); 2660 apply_death_exp_penalty (op);
2870 if (op->stats.food < 100)
2871 op->stats.food = 900;
2872 op->stats.hp = op->stats.maxhp;
2873 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2874 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2875 2661
2876 /* 2662 /*
2877 * Check to see if the player has any unpaid items. If so, remove them 2663 * Check to see if the player has any unpaid items. If so, remove them
2878 * and put them back in the map. 2664 * and put them back in the map.
2879 */ 2665 */
2880 remove_unpaid_objects (op->inv, op); 2666 op->drop_unpaid_items ();
2881 2667
2882 /****************************************/ 2668 /****************************************/
2883 /* */ 2669 /* */
2884 /* Move player to his current respawn- */ 2670 /* Move player to his current respawn- */
2885 /* position (usually last savebed) */ 2671 /* position (usually last savebed) */
2914 if (will_kill_again & (1 << at)) 2700 if (will_kill_again & (1 << at))
2915 force->resist[at] = 100; 2701 force->resist[at] = 100;
2916 2702
2917 insert_ob_in_ob (force, op); 2703 insert_ob_in_ob (force, op);
2918 op->update_stats (); 2704 op->update_stats ();
2919
2920 } 2705 }
2921 2706
2922 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2707 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2923} 2708}
2924 2709
2925void 2710static void
2926loot_object (object *op) 2711loot_object (object *op)
2927{ /* Grab and destroy some treasure */ 2712{ /* Grab and destroy some treasure */
2928 object *tmp, *tmp2, *next; 2713 object *tmp, *tmp2, *next;
2929 2714
2930 op->close_container (); /* close open sack first */ 2715 op->close_container (); /* close open sack first */
2944 2729
2945 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2730 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2946 { 2731 {
2947 if (tmp->nrof > 1) 2732 if (tmp->nrof > 1)
2948 { 2733 {
2949 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2734 tmp->decrease (rndm (1, tmp->nrof - 1));
2950 tmp2->destroy ();
2951 insert_ob_in_map (tmp, op->map, NULL, 0); 2735 insert_ob_in_map (tmp, op->map, NULL, 0);
2952 } 2736 }
2953 else 2737 else
2954 tmp->destroy (); 2738 tmp->destroy ();
2955 } 2739 }
2962 * fix_weight(): Check recursively the weight of all players, and fix 2746 * fix_weight(): Check recursively the weight of all players, and fix
2963 * what needs to be fixed. Refresh windows and fix speed if anything 2747 * what needs to be fixed. Refresh windows and fix speed if anything
2964 * was changed. 2748 * was changed.
2965 */ 2749 */
2966void 2750void
2967fix_weight (void) 2751fix_weight ()
2968{ 2752{
2969 for_all_players (pl) 2753 for_all_players (pl)
2970 { 2754 {
2971 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2755 sint32 old = pl->ob->carrying;
2972 2756
2973 if (old == sum) 2757 pl->ob->update_weight ();
2974 continue; 2758
2759 if (old != pl->ob->carrying)
2760 {
2975 pl->ob->update_stats (); 2761 pl->ob->update_stats ();
2976 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2762 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2763 }
2977 } 2764 }
2978} 2765}
2979 2766
2980void 2767void
2981fix_luck (void) 2768fix_luck ()
2982{ 2769{
2983 for_all_players (pl) 2770 for_all_players (pl)
2984 if (!pl->ob->contr->ns->state) 2771 if (!pl->ob->contr->ns->state)
2985 pl->ob->change_luck (0); 2772 pl->ob->change_luck (0);
2986} 2773}
3023} 2810}
3024 2811
3025void 2812void
3026make_visible (object *op) 2813make_visible (object *op)
3027{ 2814{
3028 op->hide = 0; 2815 op->flag [FLAG_HIDDEN] = 0;
3029 op->invisible = 0; 2816 op->invisible = 0;
2817
3030 if (op->type == PLAYER) 2818 if (op->type == PLAYER)
3031 { 2819 {
3032 op->contr->tmp_invis = 0; 2820 op->contr->tmp_invis = 0;
3033 op->contr->invis_race = 0; 2821 op->contr->invis_race = 0;
3034 } 2822 }
3047 2835
3048/* look at the surrounding terrain to determine 2836/* look at the surrounding terrain to determine
3049 * the hideability of this object. Positive levels 2837 * the hideability of this object. Positive levels
3050 * indicate greater hideability. 2838 * indicate greater hideability.
3051 */ 2839 */
3052
3053int 2840int
3054hideability (object *ob) 2841hideability (object *ob)
3055{ 2842{
3056 int i, level = 0, mflag; 2843 int i, level = 0, mflag;
3057 sint16 x, y; 2844 sint16 x, y;
3058 2845
3059 if (!ob || !ob->map) 2846 if (!ob || !ob->map)
3060 return 0; 2847 return 0;
3061 2848
3062 /* so, on normal lighted maps, its hard to hide */ 2849 /* so, on normal lighted maps, its hard to hide */
3063 level = ob->map->darkness - 2; 2850 level = ob->map->darklevel () - 2;
3064 2851
3065 /* this also picks up whether the object is glowing. 2852 /* this also picks up whether the object is glowing.
3066 * If you carry a light on a non-dark map, its not 2853 * If you carry a light on a non-dark map, its not
3067 * as bad as carrying a light on a pitch dark map */ 2854 * as bad as carrying a light on a pitch dark map */
3068 if (has_carried_lights (ob)) 2855 if (ob->has_carried_lights ())
3069 level = -(10 + (2 * ob->map->darkness)); 2856 level = -(10 + (2 * ob->map->darklevel ()));
3070 2857
3071 /* scan through all nearby squares for terrain to hide in */ 2858 /* scan through all nearby squares for terrain to hide in */
3072 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2859 for (i = 0, x = ob->x, y = ob->y;
2860 i <= SIZEOFFREE1;
2861 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3073 { 2862 {
3074 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2863 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3075 if (mflag & P_OUT_OF_MAP) 2864 if (mflag & P_OUT_OF_MAP)
3076 {
3077 continue; 2865 continue;
3078 } 2866
3079 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2867 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3080 level += 2; 2868 level += 2;
3081 else /* open terrain! */ 2869 else /* open terrain! */
3082 level -= 1; 2870 level -= 1;
3083 } 2871 }
3094 * spot (surrounded by clear terrain in broad daylight). -b.t. 2882 * spot (surrounded by clear terrain in broad daylight). -b.t.
3095 */ 2883 */
3096void 2884void
3097do_hidden_move (object *op) 2885do_hidden_move (object *op)
3098{ 2886{
3099 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2887 int hide = 0;
3100 object *skop;
3101 2888
3102 if (!op || !op->map) 2889 if (!op || !op->map)
3103 return; 2890 return;
3104 2891
3105 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2892 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2893 int num = random_roll (0, 19, op, PREFER_LOW);
3106 2894
3107 /* its *extremely* hard to run and sneak/hide at the same time! */ 2895 /* its *extremely* hard to run and sneak/hide at the same time! */
3108 if (op->type == PLAYER && op->contr->run_on) 2896 if (op->type == PLAYER && op->contr->run_on)
3109 if (!skop || num >= skop->level) 2897 if (!skop || num >= skop->level)
3110 { 2898 {
3120 num -= hide; 2908 num -= hide;
3121 2909
3122 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2910 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3123 { 2911 {
3124 make_visible (op); 2912 make_visible (op);
2913
3125 if (op->type == PLAYER) 2914 if (op->type == PLAYER)
3126 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2915 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3127 } 2916 }
3128 else if (op->type == PLAYER && skop) 2917 else if (op->type == PLAYER && skop)
3129 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2918 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3182 * object op. This function works fine for monsters, 2971 * object op. This function works fine for monsters,
3183 * but we dont worry if the object isnt the top one in 2972 * but we dont worry if the object isnt the top one in
3184 * a pile (say a coin under a table would return "viewable" 2973 * a pile (say a coin under a table would return "viewable"
3185 * by this routine). Another question, should we be 2974 * by this routine). Another question, should we be
3186 * concerned with the direction the player is looking 2975 * concerned with the direction the player is looking
3187 * in? Realistically, most of use cant see stuff behind 2976 * in? Realistically, most of us can't see stuff behind
3188 * our backs...on the other hand, does the "facing" direction 2977 * our backs...on the other hand, does the "facing" direction
3189 * imply the way your head, or body is facing? Its possible 2978 * imply the way your head, or body is facing? It's possible
3190 * for them to differ. Sigh, this fctn could get a bit more complex. 2979 * for them to differ. Sigh, this fctn could get a bit more complex.
3191 * -b.t. 2980 * -b.t.
3192 * This function is now map tiling safe. 2981 * This function is now map tiling safe.
3193 */ 2982 */
3194
3195int 2983int
3196player_can_view (object *pl, object *op) 2984player_can_view (object *pl, object *op)
3197{ 2985{
3198 rv_vector rv; 2986 rv_vector rv;
3199 int dx, dy; 2987 int dx, dy;
3211 2999
3212 get_rangevector (pl, op, &rv, 0x1); 3000 get_rangevector (pl, op, &rv, 0x1);
3213 3001
3214 /* starting with the 'head' part, lets loop 3002 /* starting with the 'head' part, lets loop
3215 * through the object and find if it has any 3003 * through the object and find if it has any
3216 * part that is in the los array but isnt on 3004 * part that is in the los array but isn't on
3217 * a blocked los square. 3005 * a blocked los square.
3218 * we use the archetype to figure out offsets. 3006 * we use the archetype to figure out offsets.
3219 */ 3007 */
3220 while (op) 3008 while (op)
3221 { 3009 {
3222 dx = rv.distance_x + op->arch->x; 3010 dx = rv.distance_x + op->arch->x;
3223 dy = rv.distance_y + op->arch->y; 3011 dy = rv.distance_y + op->arch->y;
3224 3012
3225 /* only the viewable area the player sees is updated by LOS 3013 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3226 * code, so we need to restrict ourselves to that range of values
3227 * for any meaningful values.
3228 */
3229 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3230 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3231 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3232 return 1; 3014 return 1;
3015
3233 op = op->more; 3016 op = op->more;
3234 } 3017 }
3235 return 0;
3236}
3237 3018
3238/* routine for both players and monsters. We call this when
3239 * there is a possibility for our action distrubing our hiding
3240 * place or invisiblity spell. Artefact invisiblity is not
3241 * effected by this. If we arent invisible to begin with, we
3242 * return 0.
3243 */
3244int
3245action_makes_visible (object *op)
3246{
3247
3248 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3249 {
3250 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3251 return 0;
3252
3253 if (op->contr && op->contr->tmp_invis == 0)
3254 return 0;
3255
3256 /* If monsters, they should become visible */
3257 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3258 {
3259 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3260 return 1;
3261 }
3262 }
3263 return 0; 3019 return 0;
3264} 3020}
3265 3021
3266/* op_on_battleground - checks if the given object op (usually 3022/* op_on_battleground - checks if the given object op (usually
3267 * a player) is standing on a valid battleground-tile, 3023 * a player) is standing on a valid battleground-tile,
3272 * Default is to do the same as before, so only people wanting to have different points need worry about this 3028 * Default is to do the same as before, so only people wanting to have different points need worry about this
3273 */ 3029 */
3274int 3030int
3275op_on_battleground (object *op, int *x, int *y) 3031op_on_battleground (object *op, int *x, int *y)
3276{ 3032{
3277 object *tmp;
3278
3279 /* A battleground-tile needs the following attributes to be valid: 3033 /* A battleground-tile needs the following attributes to be valid:
3280 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3034 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3281 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3035 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3282 * and the exit-coordinates sp/hp must both be > 0. 3036 * and the exit-coordinates sp/hp must both be > 0.
3283 * => The intention here is to prevent abuse of the battleground- 3037 * => The intention here is to prevent abuse of the battleground-
3284 * feature (like pickable or hidden battleground tiles). */ 3038 * feature (like pickable or hidden battleground tiles). */
3285 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3039 for (object *tmp = op->below; tmp; tmp = tmp->below)
3286 { 3040 {
3287 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3041 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3288 { 3042 {
3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3043 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3290 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3044 && tmp->type == BATTLEGROUND
3045 && tmp->name == shstr_battleground
3046 && EXIT_X (tmp) && EXIT_Y (tmp))
3291 { 3047 {
3292 /*before we assign the exit, check if this is a teambattle */ 3048 /* before we assign the exit, check if this is a teambattle */
3293 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3049 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3294 {
3295 object *invtmp;
3296
3297 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3050 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3051 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3298 { 3052 {
3299 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3300 {
3301 if (x != NULL && y != NULL) 3053 if (x && y)
3302 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3054 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3055
3303 return 1; 3056 return 1;
3304 }
3305 } 3057 }
3306 } 3058
3307 if (x != NULL && y != NULL) 3059 if (x && y)
3308 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3060 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3061
3309 return 1; 3062 return 1;
3310 } 3063 }
3311 } 3064 }
3312 } 3065 }
3066
3313 /* If we got here, did not find a battleground */ 3067 /* If we got here, did not find a battleground */
3314 return 0; 3068 return 0;
3315} 3069}
3316 3070
3317/* 3071/*
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3087 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i = 0, j = 0; 3088 int i = 0, j = 0;
3335 3089
3336 /* get the appropriate treasurelist */ 3090 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3091 if (atnr == ATNR_FIRE)
3338 trlist = treasurelist::find ("dragon_ability_fire"); 3092 trlist = treasurelist::find (shstr_dragon_ability_fire);
3339 else if (atnr == ATNR_COLD) 3093 else if (atnr == ATNR_COLD)
3340 trlist = treasurelist::find ("dragon_ability_cold"); 3094 trlist = treasurelist::find (shstr_dragon_ability_cold);
3341 else if (atnr == ATNR_ELECTRICITY) 3095 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = treasurelist::find ("dragon_ability_elec"); 3096 trlist = treasurelist::find (shstr_dragon_ability_elec);
3343 else if (atnr == ATNR_POISON) 3097 else if (atnr == ATNR_POISON)
3344 trlist = treasurelist::find ("dragon_ability_poison"); 3098 trlist = treasurelist::find (shstr_dragon_ability_poison);
3345 3099
3346 if (trlist == NULL || who->type != PLAYER) 3100 if (trlist == NULL || who->type != PLAYER)
3347 return; 3101 return;
3348 3102
3349 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3103 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3422 { 3176 {
3423 /* forces in the treasurelist can alter the player's stats */ 3177 /* forces in the treasurelist can alter the player's stats */
3424 object *skin; 3178 object *skin;
3425 3179
3426 /* first get the dragon skin force */ 3180 /* first get the dragon skin force */
3427 shstr_cmp dragon_skin_force ("dragon_skin_force");
3428 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) 3181 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3429 ; 3182 ;
3430 3183
3431 if (!skin) 3184 if (!skin)
3432 return; 3185 return;
3433 3186
3466 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3219 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3467 } 3220 }
3468 else 3221 else
3469 { 3222 {
3470 /* generate misc. treasure */ 3223 /* generate misc. treasure */
3471 tmp = arch_to_object (tr->item); 3224 tmp = tr->item->instance ();
3472 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3225 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3473 tmp = insert_ob_in_ob (tmp, who); 3226 who->insert (tmp);
3474 if (who->type == PLAYER)
3475 esrv_send_item (who, tmp);
3476 } 3227 }
3477} 3228}
3478 3229
3479/** 3230/**
3480 * Unready an object for a player. This function does nothing if the object was 3231 * Unready an object for a player. This function does nothing if the object was
3491 3242
3492 if (pl->ranged_ob == ob) 3243 if (pl->ranged_ob == ob)
3493 pl->ranged_ob = 0; 3244 pl->ranged_ob = 0;
3494} 3245}
3495 3246
3247//-GPL
3248
3496sint8 3249sint8
3497player::visibility_at (maptile *map, int x, int y) const 3250player::darkness_at (maptile *map, int x, int y) const
3498{ 3251{
3499 if (!ns) 3252 if (!ns)
3500 return 0; 3253 return LOS_BLOCKED;
3501 3254
3502 int dx, dy; 3255 int dx, dy;
3503 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3256 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3504 return 0; 3257 return LOS_BLOCKED;
3505 3258
3506 x += dx - ns->current_x + ns->mapx / 2; 3259 x += dx - ns->current_x;
3507 y += dy - ns->current_y + ns->mapy / 2; 3260 y += dy - ns->current_y;
3508 3261
3509 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3510 return 0;
3511
3512 return 100 - blocked_los [x][y]; 3262 return blocked_los (x, y);
3513} 3263}
3264
3265void
3266player::infobox (const char *title, const char *msg, int color)
3267{
3268 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3269}
3270
3271void
3272player::statusmsg (const char *msg, int color)
3273{
3274 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3275}
3276
3277void
3278player::failmsg (const char *msg, int color)
3279{
3280 play_sound (sound_find ("generic_failure"));
3281 statusmsg (msg, color);
3282}
3283

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