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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 1.263 by root, Sat Apr 3 22:30:21 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 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;
141 ob->flag [FLAG_READY_RANGE] = false;
250 ob->flag [FLAG_READY_BOW] = false; 142 ob->flag [FLAG_READY_BOW] = false;
251 143
252 for (object *op = ob->inv; op; op = op->below) 144 for (object *op = ob->inv; op; op = op->below)
253 if (op->flag [FLAG_APPLIED]) 145 if (op->flag [FLAG_APPLIED])
254 switch (op->type) 146 switch (op->type)
255 { 147 {
256 case SKILL: 148 case SKILL:
257 ob->flag [FLAG_APPLIED] = false; 149 op->flag [FLAG_APPLIED] = false;
258 break; 150 break;
259 151
152 case SPELL:
260 case WAND: 153 case WAND:
261 case ROD: 154 case ROD:
262 case HORN: 155 case HORN:
263 case BOW: 156 case BOW:
157 case RANGED:
264 ranged_ob = op; 158 ranged_ob = op;
159 op->flag [FLAG_APPLIED] = false;
265 break; 160 break;
266 161
267 case WEAPON: 162 case WEAPON:
268 combat_ob = op; 163 combat_ob = op;
164 op->flag [FLAG_APPLIED] = false;
269 break; 165 break;
270 } 166 }
271 167
272 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 168 ob->update_stats (); // we unapplied stuff above
273 ob->update_stats ();
274 169
275 ns->floorbox_update (); 170 ob->current_weapon = 0;
276 esrv_send_inventory (ob, ob); 171 if (object *item = combat_ob ? combat_ob : ranged_ob)
277 esrv_add_spells (this, 0); 172 ob->apply (item);
278 173
279 activate (); 174 activate ();
280
281 send_rules (ob);
282 send_news (ob);
283 display_motd (ob);
284 175
285 INVOKE_PLAYER (CONNECT, this); 176 INVOKE_PLAYER (CONNECT, this);
286 INVOKE_PLAYER (LOGIN, this); 177 INVOKE_PLAYER (LOGIN, this);
287} 178}
288 179
289void 180void
290player::disconnect () 181player::disconnect ()
291{ 182{
183 if (ob)
184 {
185 ob->close_container (); //TODO: client-specific
186 ob->drop_unpaid_items ();
187 }
188
292 if (ns) 189 if (ns)
293 { 190 {
294 if (active) 191 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 192 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296 193
299 ns->reset_stats (); 196 ns->reset_stats ();
300 ns->pl = 0; 197 ns->pl = 0;
301 ns = 0; 198 ns = 0;
302 } 199 }
303 200
304 if (ob) 201 // this is important for the player scheduler to get the correct refcount
305 ob->close_container (); //TODO: client-specific 202 // when ns = 0
306 203 observe = viewpoint = ob;
307 observe = ob;
308 204
309 deactivate (); 205 deactivate ();
310} 206}
207
208//-GPL
311 209
312// the need for this function can be explained 210// the need for this function can be explained
313// by load_object not returning the object 211// by load_object not returning the object
314void 212void
315player::set_object (object *op) 213player::set_object (object *op)
316{ 214{
317 ob = observe = op; 215 ob = observe = viewpoint = op;
318 ob->contr = this; /* this aren't yet in archetype */ 216 ob->contr = this; /* this aren't yet in archetype */
319 217
320 ob->speed = 1.0f; 218 ob->speed = 1.0f;
321 ob->speed_left = 0.5f; 219 ob->speed_left = 0.5f;
322 220
323 ob->direction = 5; /* So player faces south */ 221 ob->direction = 5; /* So player faces south */
324} 222}
325 223
326void 224void
327player::set_observe (object *op) 225player::set_observe (object *op)
328{ 226{
329 observe = op ? op : ob; 227 observe = viewpoint = op ? op : ob;
330 do_los = 1; 228 do_los = 1;
331} 229}
230
231void
232player::set_viewpoint (object *op)
233{
234 viewpoint = op ? op : (object *)observe;
235 do_los = 1;
236}
237
238//+GPL
332 239
333player::player () 240player::player ()
334{ 241{
335 /* There are some elements we want initialised to non zero value - 242 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point. 243 * we deal with that below this point.
342 savebed_map = first_map_path; /* Init. respawn position */ 249 savebed_map = first_map_path; /* Init. respawn position */
343 250
344 gen_sp_armour = 10; 251 gen_sp_armour = 10;
345 bowtype = bow_normal; 252 bowtype = bow_normal;
346 petmode = pet_normal; 253 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers; 254 usekeys = containers;
349 peaceful = 1; /* default peaceful */ 255 peaceful = 1; /* default peaceful */
350 do_los = 1; 256 do_los = 1;
351 257
352 weapon_sp = 1.0f; 258 weapon_sp = 1.0f;
364 { 270 {
365 ob->destroy_inv (false); 271 ob->destroy_inv (false);
366 ob->destroy (); 272 ob->destroy ();
367 } 273 }
368 274
369 ob = observe = 0; 275 ob = observe = viewpoint = 0;
370} 276}
371 277
372player::~player () 278player::~player ()
373{ 279{
374 /* Clear item stack */ 280 /* Clear item stack */
375 free (stack_items); 281 free (stack_items);
282}
283
284/*
285 * get_player_archetype() return next player archetype from archetype
286 * list. Not very efficient routine, but used only creating new players.
287 * Note: there MUST be at least one player archetype!
288 */
289static archetype *
290get_player_archetype (archetype *at)
291{
292 // archetypes could have been reloaded
293 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
294
295 if (!nat)
296 return at;
297
298 archvec::iterator i = archetypes.find (nat);
299
300 for (;;)
301 {
302 if (++i == archetypes.end ())
303 i = archetypes.begin ();
304 else if (*i == at)
305 cleanup ("not a single player archetype found");
306
307 if ((*i)->type == PLAYER)
308 return *i;
309 }
376} 310}
377 311
378/* Tries to add player on the connection passed in ns. 312/* 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 313 * All we can really get in this is some settings like host and display
380 * mode. 314 * mode.
382player * 316player *
383player::create () 317player::create ()
384{ 318{
385 player *pl = new player; 319 player *pl = new player;
386 320
387 pl->set_object (arch_to_object (get_player_archetype (0))); 321 pl->set_object (get_player_archetype (0)->instance ());
388 322
389 pl->ob->roll_stats (); 323 pl->ob->roll_stats ();
390 pl->ob->stats.wc = 2; 324 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */ 325 pl->ob->run_away = 25; /* Then we panick... */
392 326
393 set_first_map (pl->ob); 327 set_first_map (pl->ob);
394 328
395 return pl; 329 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} 330}
419 331
420object * 332object *
421get_nearest_player (object *mon) 333get_nearest_player (object *mon)
422{ 334{
425 unsigned lastdist; 337 unsigned lastdist;
426 rv_vector rv; 338 rv_vector rv;
427 339
428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 340 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 { 341 {
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)) 342 if (!can_detect_enemy (mon, ol->ob, &rv))
458 continue; 343 continue;
459 344
460 if (lastdist > rv.distance) 345 if (lastdist > rv.distance)
461 { 346 {
656 541
657 return firstdir; 542 return firstdir;
658} 543}
659 544
660void 545void
661give_initial_items (object *pl, treasurelist * items) 546give_initial_items (object *pl, treasurelist *items)
662{ 547{
663 object *op, *next = NULL;
664
665 if (pl->randomitems != NULL) 548 if (pl->randomitems)
666 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 549 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
667 550
668 for (op = pl->inv; op; op = next) 551 for (object *next, *op = pl->inv; op; op = next)
669 { 552 {
670 next = op->below; 553 next = op->below;
671 554
672 /* Forces get applied per default, unless they have the 555 /* Forces get applied per default, unless they have the
673 * flag "neutral" set. Sorry but I can't think of a better way 556 * flag "neutral" set. Sorry but I can't think of a better way
678 /* we never give weapons/armour if these cannot be used 561 /* we never give weapons/armour if these cannot be used
679 * by this player due to race restrictions 562 * by this player due to race restrictions
680 */ 563 */
681 if (pl->type == PLAYER) 564 if (pl->type == PLAYER)
682 { 565 {
683 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
567 &&
684 (op->type == ARMOUR || op->type == BOOTS || 568 (op->type == ARMOUR || op->type == BOOTS
685 op->type == CLOAK || op->type == HELMET || 569 || op->type == CLOAK || op->type == HELMET
686 op->type == SHIELD || op->type == GLOVES || 570 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE))
687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 572 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
688 { 573 {
689 op->destroy (); 574 op->destroy ();
690 continue; 575 continue;
691 } 576 }
692 } 577 }
693 578
694 /* This really needs to be better - we should really give 579 /* Here we remove duplicated skills (as duplicated spell objects have
695 * a substitute spellbook. The problem is that we don't really 580 * _very_ confusing effects for players), which could for instance be
696 * have a good idea what to replace it with (need something like 581 * generated by bad treasurelists. - elmex
697 * a first level treasurelist for each skill.)
698 * remove duplicate skills also
699 */ 582 */
700 if (op->type == SPELLBOOK || op->type == SKILL) 583 if (op->type == SKILL)
701 { 584 {
702 object *tmp;
703
704 for (tmp = op->below; tmp; tmp = tmp->below) 585 for (object *tmp = op->below; tmp; tmp = tmp->below)
705 if (tmp->type == op->type && tmp->name == op->name) 586 if (tmp->type == op->type && tmp->name == op->name)
706 break;
707
708 if (tmp)
709 { 587 {
710 op->destroy (); 588 op->destroy ();
589 LOG (llevError,
711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
712 continue; 591 break;
713 } 592 }
714 593
715 if (op->nrof > 1) 594 if (op->nrof > 1)
716 op->nrof = 1; 595 op->nrof = 1;
717 } 596 }
718 597
719 if (op->type == SPELLBOOK && op->inv) 598 if (op->type == SPELLBOOK && op->inv)
720 {
721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
722 }
723 600
724 /* Give starting characters identified, uncursed, and undamned 601 /* Give starting characters identified, uncursed, and undamned
725 * items. Just don't identify gold or silver, or it won't be 602 * items. Just don't identify gold or silver, or it won't be
726 * merged properly. 603 * merged properly.
727 */ 604 */
728 if (need_identify (op)) 605 if (need_identify (op))
729 { 606 {
730 SET_FLAG (op, FLAG_IDENTIFIED); 607 SET_FLAG (op, FLAG_IDENTIFIED);
731 CLEAR_FLAG (op, FLAG_CURSED); 608 CLEAR_FLAG (op, FLAG_CURSED);
732 CLEAR_FLAG (op, FLAG_DAMNED); 609 CLEAR_FLAG (op, FLAG_DAMNED);
733 } 610 }
611
734 if (op->type == SPELL) 612 if (op->type == SPELL)
735 { 613 {
736 op->destroy (); 614 op->destroy ();
737 continue; 615 continue;
738 } 616 }
740 { 618 {
741 SET_FLAG (op, FLAG_CAN_USE_SKILL); 619 SET_FLAG (op, FLAG_CAN_USE_SKILL);
742 op->stats.exp = 0; 620 op->stats.exp = 0;
743 op->level = 1; 621 op->level = 1;
744 } 622 }
745 /* lock all 'normal items by default */ 623 else /* lock all 'normal items by default */
746 else
747 SET_FLAG (op, FLAG_INV_LOCKED); 624 SET_FLAG (op, FLAG_INV_LOCKED);
748 } /* for loop of objects in player inv */ 625 } /* for loop of objects in player inv */
749 626
750 /* Need to set up the skill pointers */ 627 /* Need to set up the skill pointers */
751 link_player_skills (pl); 628 pl->contr->link_skills ();
752} 629}
753 630
754void 631void
755get_party_password (object *op, partylist *party) 632get_party_password (object *op, partylist *party)
756{ 633{
766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 643 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
767} 644}
768 645
769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 646/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
770static int 647static int
771roll_stat (void) 648roll_stat ()
772{ 649{
773 int a[4], i, j, k; 650 int a[4], i, j, k;
774 651
775 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
776 a[i] = (int) rndm (6) + 1; 653 a[i] = (int) rndm (6) + 1;
857static void 734static void
858start_info (object *op) 735start_info (object *op)
859{ 736{
860 char buf[MAX_BUF]; 737 char buf[MAX_BUF];
861 738
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 739 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf); 740 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} 741}
867 742
868/* This function takes the key that is passed, and does the 743/* This function takes the key that is passed, and does the
869 * appropriate action with it (change race, or other things). 744 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 745 * The function name is for historical reasons - now we have
873 */ 748 */
874void 749void
875player::chargen_race_done () 750player::chargen_race_done ()
876{ 751{
877 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
878 esrv_new_player (ob->contr, ob->weight + ob->carrying); 753 esrv_new_player (ob->contr);
879 754
880 treasurelist *tl = treasurelist::find ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
881 if (tl) 756 if (tl)
882 create_treasure (tl, ob, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
883 758
884 INVOKE_PLAYER (BIRTH, ob->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
885 INVOKE_PLAYER (LOGIN, ob->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
886 761
887 ob->contr->ns->state = ST_PLAYING; 762 ob->contr->ns->state = ST_PLAYING;
888 763
889 if (ob->msg) 764 if (ob->msg)
890 ob->msg = 0; 765 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 }
900 766
901 start_info (ob); 767 start_info (ob);
902 CLEAR_FLAG (ob, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
903 give_initial_items (ob, ob->randomitems); 769 give_initial_items (ob, ob->randomitems);
904 link_player_skills (ob);
905 esrv_send_inventory (ob, ob); 770 esrv_send_inventory (ob, ob);
906 ob->update_stats (); 771 ob->update_stats ();
907 772
908 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
909 * is one for this race 774 * is one for this race
910 */ 775 */
911 if (*first_map_ext_path) 776 if (*first_map_ext_path)
912 { 777 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 778 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 779 LOG (llevDebug, "first_map_ext_path not set\n");
928} 780}
929 781
930void 782void
961 ob->stats.hp = ob->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
962 ob->stats.sp = ob->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
963 ob->stats.grace = 0; 815 ob->stats.grace = 0;
964} 816}
965 817
966void 818static void
967flee_player (object *op) 819flee_player (object *op)
968{ 820{
969 int dir, diff; 821 int dir, diff;
970 rv_vector rv; 822 rv_vector rv;
971 823
974 LOG (llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
975 CLEAR_FLAG (op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
976 return; 828 return;
977 } 829 }
978 830
979 if (op->enemy == NULL) 831 if (!op->enemy)
980 { 832 {
981 LOG (llevDebug, "Fleeing player had no enemy.\n"); 833 LOG (llevDebug, "Fleeing player had no enemy.\n");
982 CLEAR_FLAG (op, FLAG_SCARED); 834 CLEAR_FLAG (op, FLAG_SCARED);
983 return; 835 return;
984 } 836 }
985 837
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)) 838 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
998 { 839 {
999 op->enemy = NULL; 840 op->enemy = NULL;
1000 CLEAR_FLAG (op, FLAG_SCARED); 841 CLEAR_FLAG (op, FLAG_SCARED);
1001 return; 842 return;
1004 get_rangevector (op, op->enemy, &rv, 0); 845 get_rangevector (op, op->enemy, &rv, 0);
1005 846
1006 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
1007 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
1008 { 849 {
1009 int m = 1 - (RANDOM () & 2); 850 int m = 1 - rndm (2) * 2;
1010 851
1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1012 return; 853 return;
1013 } 854 }
1014 855
1015 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
1016 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
1025check_pick (object *op) 866check_pick (object *op)
1026{ 867{
1027 object *tmp, *next; 868 object *tmp, *next;
1028 int stop = 0; 869 int stop = 0;
1029 int wvratio; 870 int wvratio;
1030 char putstring[128];
1031 871
1032 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
1034 return 1; 874 return 1;
1035 875
1036 next = op->below; 876 next = op->below;
877
878 int cnt = MAX_ITEM_PER_ACTION;
879#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1037 880
1038 /* loop while there are items on the floor that are not marked as 881 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 882 * destroyed */
1040 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
1041 { 884 {
1042 tmp = next; 885 tmp = next;
1043 next = tmp->below; 886 next = tmp->below;
1044 887
888 if (cnt <= 0)
889 {
890 op->failmsg ("Couldn't pickup all items at once.");
891 return 0;
892 }
893
1045 if (op->destroyed ()) 894 if (op->destroyed ())
1046 return 0; 895 return 0;
1047 896
1048 if (!can_pick (op, tmp)) 897 if (!can_pick (op, tmp))
1049 continue; 898 continue;
1050 899
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 901 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 903 CHK_PICK_PICKUP;
904
1055 continue; 905 continue;
1056 } 906 }
1057 907
1058 /* high not bit set? We're using the old autopickup model */ 908 /* pickup handling */
909 if (op->contr->mode & PU_DEBUG)
910 {
911 /* some debugging code to figure out item information */
912 const char *str = tmp->name
913 ? format ("item name: %s item type: %d weight/value: %d",
914 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
915 : format ("item name: %s item type: %d weight/value: %d",
916 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
917
918 new_draw_info (NDI_UNIQUE, 0, op, str);
919 }
920
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
925 return 1;
926
927 /* philosophy:
928 * It's easy to grab an item type from a pile, as long as it's
929 * generic. This takes no game-time. For more detailed pickups
930 * and selections, select-items should be used. This is a
931 * grab-as-you-run type mode that's really useful for arrows for
932 * example.
933 * The drawback: right now it has no frontend, so you need to
934 * stick the bits you want into a calculator in hex mode and then
935 * convert to decimal and then 'pickup <#>
936 */
937
938 /* the first two modes are exclusive: if NOTHING we return, if
939 * STOP then we stop. All the rest are applied sequentially,
940 * meaning if any test passes, the item gets picked up. */
941
942 /* if mode is set to pick nothing up, return */
943 if (op->contr->mode == PU_NOTHING)
944 return 1;
945
946 /* if mode is set to stop when encountering objects, return */
947 /* take STOP before INHIBIT since it doesn't actually pick
948 * anything up */
949 if (op->contr->mode & PU_STOP)
950 return 0;
951
952 /* useful for going into stores and not losing your settings... */
953 /* and for battles wher you don't want to get loaded down while
954 * fighting */
955 if (op->contr->mode & PU_INHIBIT)
956 return 1;
957
958 /* prevent us from turning into auto-thieves :) */
959 if (QUERY_FLAG (tmp, FLAG_UNPAID))
960 continue;
961
962 /* ignore known cursed objects */
963 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
964 continue;
965
966 /* all food and drink if desired */
967 /* question: don't pick up known-poisonous stuff? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 968 if (op->contr->mode & PU_FOOD)
969 if (tmp->type == FOOD)
1060 { 970 {
1061 switch (op->contr->mode) 971 CHK_PICK_PICKUP;
972 continue;
973 }
974
975 if (op->contr->mode & PU_DRINK)
976 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 if (op->contr->mode & PU_POTION)
983 if (tmp->type == POTION)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 /* spellbooks, skillscrolls and normal books/scrolls */
990 if (op->contr->mode & PU_SPELLBOOK)
991 if (tmp->type == SPELLBOOK)
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 if (op->contr->mode & PU_SKILLSCROLL)
998 if (tmp->type == SKILLSCROLL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1004 if (op->contr->mode & PU_READABLES)
1005 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1006 {
1007 CHK_PICK_PICKUP;
1008 continue;
1009 }
1010
1011 /* wands/staves/rods/horns */
1012 if (op->contr->mode & PU_MAGIC_DEVICE)
1013 if (tmp->type == WAND
1014 || tmp->type == ROD
1015 || tmp->type == HORN
1016 || tmp->type == POWER_CRYSTAL)
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 /* pick up all magical items */
1023 if (op->contr->mode & PU_MAGICAL)
1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 if (op->contr->mode & PU_VALUABLES)
1032 {
1033 if (tmp->type == MONEY || tmp->type == GEM)
1062 { 1034 {
1063 case 0: 1035 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 1036 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 } 1037 }
1096 } 1038 }
1097 else 1039
1098 { /* old model */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG) 1041 if (op->contr->mode & PU_JEWELS)
1042 if (tmp->type == RING
1043 || tmp->type == AMULET
1044 || tmp->type == GIRDLE
1045 || tmp->type == SKILL_TOOL)
1101 { 1046 {
1102 /* some debugging code to figure out item information */ 1047 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; 1048 continue;
1049 }
1149 1050
1150 /* ignore known cursed objects */ 1051 /* we don't forget dragon food */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1052 if (op->contr->mode & PU_FLESH)
1053 if (tmp->type == FLESH)
1054 {
1055 CHK_PICK_PICKUP;
1152 continue; 1056 continue;
1057 }
1153 1058
1154 /* all food and drink if desired */ 1059 /* bows and arrows. Bows are good for selling! */
1155 /* question: don't pick up known-poisonous stuff? */ 1060 if (op->contr->mode & PU_BOW)
1061 if (tmp->type == BOW)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_ARROW)
1068 if (tmp->type == ARROW)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* all kinds of armor etc. */
1075 if (op->contr->mode & PU_ARMOUR)
1076 if (tmp->type == ARMOUR)
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_HELMET)
1083 if (tmp->type == HELMET)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 if (op->contr->mode & PU_SHIELD)
1090 if (tmp->type == SHIELD)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1156 if (op->contr->mode & PU_FOOD) 1096 if (op->contr->mode & PU_BOOTS)
1157 if (tmp->type == FOOD) 1097 if (tmp->type == BOOTS)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_GLOVES)
1104 if (tmp->type == GLOVES || tmp->type == BRACERS)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 if (op->contr->mode & PU_CLOAK)
1111 if (tmp->type == CLOAK)
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* hoping to catch throwing daggers here */
1118 if (op->contr->mode & PU_MISSILEWEAPON)
1119 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1120 {
1121 CHK_PICK_PICKUP;
1122 continue;
1123 }
1124
1125 /* careful: chairs and tables are weapons! */
1126 if (op->contr->mode & PU_ALLWEAPON)
1127 {
1128 if (tmp->type == WEAPON)
1129 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1158 { 1130 {
1159 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1160 continue; 1132 continue;
1161 } 1133 }
1134 }
1162 1135
1136 /* misc stuff that's useful */
1163 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_KEY)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1165 { 1139 {
1166 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1167 continue; 1141 continue;
1168 } 1142 }
1169 1143
1144 /* any of the last 4 bits set means we use the ratio for value
1145 * pickups */
1170 if (op->contr->mode & PU_POTION) 1146 if (op->contr->mode & PU_RATIO)
1171 if (tmp->type == POTION) 1147 {
1148 /* use value density to decide what else to grab */
1149 /* >=7 was >= op->contr->mode */
1150 /* >=7 is the old standard setting. Now we take the last 4 bits
1172 { 1151 */
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) 1152 wvratio = op->contr->mode & PU_RATIO;
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1153 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 { 1154 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1155#if 0
1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1157 if (tmp->name != NULL)
1218 { 1158 {
1219 pick_up (op, tmp); 1159 fprintf (stderr, "%s", tmp->name);
1220 continue;
1221 } 1160 }
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 1161 else
1356 fprintf (stderr, "%s", tmp->arch->archname); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1164 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1359#endif 1165#endif
1166 CHK_PICK_PICKUP;
1360 continue; 1167 continue;
1361 }
1362 } 1168 }
1363 } /* the new pickup model */ 1169 } /* the new pickup model */
1364 } 1170 }
1365 1171
1366 return !stop; 1172 return !stop;
1173}
1174
1175/* routine for both players and monsters. We call this when
1176 * there is a possibility for our action distrubing our hiding
1177 * place or invisiblity spell. Artefact invisiblity causes
1178 * "noise" instead. If we arent invisible to begin with, we
1179 * return 0.
1180 */
1181static int
1182action_makes_visible (object *op)
1183{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1185 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1187 {
1188 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance.
1190 if (op->contr)
1191 op->make_noise ();
1192
1193 return 0;
1194 }
1195
1196 if (op->contr && op->contr->tmp_invis == 0)
1197 return 0;
1198
1199 /* If monsters, they should become visible */
1200 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1201 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1203 return 1;
1204 }
1205 }
1206
1207 return 0;
1367} 1208}
1368 1209
1369/* 1210/*
1370 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1371 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1372 * found object is returned. 1213 * found object is returned.
1373 */ 1214 */
1374object * 1215static object *
1375find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1376{ 1217{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1218 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) 1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1220 return splay (tmp);
1221
1222 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1223 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1224 if (object *arrow = find_arrow (tmp, type))
1225 {
1226 splay (tmp);
1383 return op; 1227 return arrow;
1228 }
1384 1229
1385 return tmp; 1230 return 0;
1386} 1231}
1387 1232
1388/* 1233/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1234 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390 * against the target. A full test is not performed, simply a basic test 1235 * against the target. A full test is not performed, simply a basic test
1391 * of resistances. The archer is making a quick guess at what he sees down 1236 * of resistances. The archer is making a quick guess at what he sees down
1392 * the hall. Failing that it does it's best to pick the highest plus arrow. 1237 * the hall. Failing that it does it's best to pick the highest plus arrow.
1393 */ 1238 */
1394object * 1239static object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1241{
1397 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1399 1244
1400 if (!type) 1245 if (!type)
1404 { 1249 {
1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1250 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 { 1251 {
1407 i = 0; 1252 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1409 if (i > betterby) 1255 if (i > betterby)
1410 { 1256 {
1411 tmp = ntmp; 1257 tmp = ntmp;
1412 betterby = i; 1258 betterby = i;
1413 } 1259 }
1414 } 1260 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1261 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1262 {
1417 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1264 if (target->race && arrow->slaying.contains (target->race))
1419 { 1265 {
1420 if (arrow->attacktype & AT_DEATH) 1266 if (arrow->attacktype & AT_DEATH)
1421 { 1267 {
1422 *better = 100; 1268 *better = 100;
1423 return arrow; 1269 return arrow;
1438 { 1284 {
1439 tmp = arrow; 1285 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1286 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1287 }
1442 } 1288 }
1289
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1291 {
1445 tmp = arrow; 1292 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1294 }
1295
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1297 {
1450 tmp = arrow; 1298 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1300 }
1453 } 1301 }
1454 } 1302 }
1455 } 1303 }
1304
1456 if (tmp == NULL && arrow == NULL) 1305 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1306 return find_arrow (op, type);
1458 1307
1459 *better = betterby; 1308 *better = betterby;
1460 return tmp; 1309 return tmp;
1464 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1314 * op = the shooter
1466 * type = bow->race 1315 * type = bow->race
1467 * dir = fire direction 1316 * dir = fire direction
1468 */ 1317 */
1469object * 1318static object *
1470pick_arrow_target (object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1471{ 1320{
1472 object *tmp = NULL; 1321 object *tmp = NULL;
1473 maptile *m; 1322 maptile *m;
1474 int i, mflags, found, number; 1323 int i, mflags, found, number;
1475 sint16 x, y; 1324 sint16 x, y;
1490 for (i = 0, found = 0; i < 20; i++) 1339 for (i = 0, found = 0; i < 20; i++)
1491 { 1340 {
1492 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1493 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1494 mflags = get_map_flags (m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1495 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1496 { 1346 {
1497 tmp = NULL; 1347 tmp = 0;
1498 break; 1348 break;
1499 } 1349 }
1500 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1350 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1501 { 1351 {
1502 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1503 * perhaps a bad assumption. 1353 * perhaps a bad assumption.
1504 */ 1354 */
1505 tmp = NULL; 1355 tmp = 0;
1506 break; 1356 break;
1507 } 1357 }
1358
1508 if (mflags & P_IS_ALIVE) 1359 if (mflags & P_IS_ALIVE)
1509 {
1510 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1360 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1511 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1512 {
1513 found++;
1514 break;
1515 }
1516 if (found)
1517 break; 1362 break;
1518 }
1519 } 1363 }
1520 if (tmp == NULL) 1364
1365 if (!tmp)
1521 return find_arrow (op, type); 1366 return find_arrow (op, type);
1522 1367
1523 if (tmp->head) 1368 if (tmp->head)
1524 tmp = tmp->head; 1369 tmp = tmp->head;
1525 1370
1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1566 return 0; 1411 return 0;
1567 } 1412 }
1568 1413
1569 // optimisation: move object to top so we will find it quickly again 1414 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below) 1415 splay (bow);
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1576 } 1416 }
1577 1417
1578 if (!bow->race || !bow->skill) 1418 if (!bow->race || !bow->skill)
1579 { 1419 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1606 } 1446 }
1607 1447
1608 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1609 if (arrow->nrof == 0) 1449 if (arrow->nrof == 0)
1610 { 1450 {
1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1611 arrow->destroy (); 1452 arrow->destroy ();
1612 return 0; 1453 return 0;
1613 } 1454 }
1614 1455
1615 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1616 arrow = get_split_ob (arrow, 1); 1457 arrow = arrow->split ();
1617 if (!arrow) 1458 if (!arrow)
1618 { 1459 {
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1460 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 return 0; 1461 return 0;
1621 } 1462 }
1625 arrow->direction = dir; 1466 arrow->direction = dir;
1626 1467
1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1468 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam; 1469 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype; 1470 arrow->stats.grace = arrow->attacktype;
1630 1471 arrow->custom_name = arrow->slaying;
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633 1472
1634#if 0 1473#if 0
1635 if (player *pl = op->contr) 1474 if (player *pl = op->contr)
1636 { 1475 {
1637 float speed = pl->weapon_sp; 1476 float speed = pl->weapon_sp;
1683 1522
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1523 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1685 arrow->move_type = MOVE_FLY_LOW; 1524 arrow->move_type = MOVE_FLY_LOW;
1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1525 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1687 1526
1688 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1527 op->play_sound (sound_find ("fire_arrow"));
1689 m->insert (arrow, sx, sy, op); 1528 m->insert (arrow, sx, sy, op);
1690 1529
1691 if (!arrow->destroyed ()) 1530 if (!arrow->destroyed ())
1692 move_arrow (arrow); 1531 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 1532
1702 return 1; 1533 return 1;
1703} 1534}
1704 1535
1705/* Special fire code for players - this takes into 1536/* Special fire code for players - this takes into
1707 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1708 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1709 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1710 * hence the function name. 1541 * hence the function name.
1711 */ 1542 */
1712int 1543static int
1713player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1714{ 1545{
1715 int ret = 0, wcmod = 0; 1546 int ret;
1716 1547
1717 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1718 { 1549 {
1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1720 } 1551 }
1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1552 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1722 { 1553 {
1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1554 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); 1555 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1727 } 1556 }
1728 else if (op->contr->bowtype == bow_threewide) 1557 else if (op->contr->bowtype == bow_threewide)
1729 { 1558 {
1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1559 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1731 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1560 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1561 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1733 } 1562 }
1734 else if (op->contr->bowtype == bow_spreadshot) 1563 else if (op->contr->bowtype == bow_spreadshot)
1735 { 1564 {
1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1565 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1566 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1567 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1739 } 1568 }
1740 else 1569 else
1741 { 1570 {
1747} 1576}
1748 1577
1749/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1750 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1751 */ 1580 */
1752void 1581static void
1753fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1754{ 1583{
1755 object *item = op->contr->ranged_ob; 1584 object *item = op->contr->ranged_ob;
1756 1585
1757 if (!item) 1586 if (!item)
1764 { 1593 {
1765 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1766 return; 1595 return;
1767 } 1596 }
1768 1597
1769 if (!op->change_weapon (item)) 1598 if (!op->apply (item))
1770 return; 1599 return;
1771 1600
1772 if (item->type == WAND) 1601 if (item->type == WAND)
1773 { 1602 {
1774 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1775 { 1604 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1605 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)); 1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778 1607
1779 return; 1608 return;
1780 } 1609 }
1781 } 1610 }
1782 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1783 { 1612 {
1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1613 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1614
1615 // using the maximum of the rods charge allows at least one spell cast
1616 // for a rod or horn, this fixes some broken rods.
1617 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1785 { 1618 {
1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1787 1620
1788 if (item->type == ROD) 1621 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)); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1790 else 1623 else
1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1624 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794 } 1627 }
1795 } 1628 }
1796 1629
1797 if (cast_spell (op, item, dir, item->inv, NULL)) 1630 if (cast_spell (op, item, dir, item->inv, NULL))
1798 { 1631 {
1799 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1632 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1633
1800 if (item->type == WAND) 1634 if (item->type == WAND)
1801 { 1635 {
1802 if (!(--item->stats.food)) 1636 if (!(--item->stats.food))
1803 { 1637 {
1804 object *tmp; 1638 object *tmp;
1808 CLEAR_FLAG (item, FLAG_ANIMATE); 1642 CLEAR_FLAG (item, FLAG_ANIMATE);
1809 item->face = item->arch->face; 1643 item->face = item->arch->face;
1810 item->set_speed (0); 1644 item->set_speed (0);
1811 } 1645 }
1812 1646
1813 if ((tmp = item->in_player ())) 1647 if (object *pl = item->visible_to ())
1814 esrv_update_item (UPD_ANIM, tmp, item); 1648 esrv_update_item (UPD_ANIM, pl, item);
1815 } 1649 }
1816 } 1650 }
1817 else if (item->type == ROD || item->type == HORN) 1651 else if (item->type == ROD || item->type == HORN)
1818 drain_rod_charge (item); 1652 drain_rod_charge (item);
1819 } 1653 }
1820} 1654}
1821 1655
1822/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1823 */ 1657 */
1824bool 1658bool
1825fire (object *op, int dir) 1659fire (object *who, int dir)
1826{ 1660{
1827 int spellcost = 0; 1661 int spellcost = 0;
1828 1662
1829 /* check for loss of invisiblity/hide */
1830 if (action_makes_visible (op))
1831 make_visible (op);
1832
1833 player *pl = op->contr; 1663 player *pl = who->contr;
1834 1664
1835 if (pl->golem) 1665 if (pl->golem)
1836 { 1666 {
1837 control_golem (op->contr->golem, dir); 1667 control_golem (who->contr->golem, dir);
1838 return false; 1668 return false;
1839 } 1669 }
1840 1670
1841 object *ob = pl->ranged_ob; 1671 object *ob = pl->ranged_ob;
1842 1672
1843 if (!ob) 1673 if (!ob)
1844 return false; 1674 return false;
1845 1675
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f) 1676 if (who->speed_left > 0.f)
1850 --op->speed_left; 1677 --who->speed_left;
1851 else 1678 else
1852 return false; 1679 return false;
1853 1680
1681 if (!who->apply (ob))
1682 return false;
1683
1684 /* check for loss of invisiblity/hide */
1685 if (action_makes_visible (who))
1686 make_visible (who);
1687
1854 switch (ob->type) 1688 switch (ob->type)
1855 { 1689 {
1856 case BOW: 1690 case BOW:
1857 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
1858 break; 1692 break;
1859 1693
1860 case SPELL: 1694 case SPELL:
1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1695 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1862 break; 1696 break;
1863 1697
1864 case BUILDER: 1698 case BUILDER:
1865 apply_map_builder (op, dir); 1699 apply_map_builder (who, dir);
1866 break; 1700 break;
1867 1701
1868 case SKILL: 1702 case SKILL:
1869 do_skill (op, op, ob, dir, 0); 1703 do_skill (who, who, ob, dir, 0);
1870 break; 1704 break;
1871 1705
1706 case RANGED:
1707 do_skill (who, ob, who->chosen_skill, dir, 0);
1708 break;
1709
1872 default: 1710 default:
1873 fire_misc_object (op, dir); 1711 fire_misc_object (who, dir);
1874 break; 1712 break;
1875 } 1713 }
1876 1714
1877 return true; 1715 return true;
1878} 1716}
1879 1717
1880/* find_key 1718static 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) 1719find_key_ (object *pl, object *container, object *door)
1892{ 1720{
1893 object *tmp, *key; 1721 object *tmp, *key;
1894 1722
1895 /* Should not happen, but sanity checking is never bad */ 1723 /* Should not happen, but sanity checking is never bad */
1896 if (!container->inv) 1724 if (!container->inv)
1899 /* First, lets try to find a key in the top level inventory */ 1727 /* First, lets try to find a key in the top level inventory */
1900 for (tmp = container->inv; tmp; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 { 1729 {
1902 if (door->type == DOOR && tmp->type == KEY) 1730 if (door->type == DOOR && tmp->type == KEY)
1903 break; 1731 break;
1732
1904 /* For sanity, we should really check door type, but other stuff 1733 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1734 * (like containers) can be locked with special keys
1906 */ 1735 */
1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 break; 1737 break;
1914 * a key, return 1743 * a key, return
1915 */ 1744 */
1916 if (!tmp) 1745 if (!tmp)
1917 { 1746 {
1918 for (tmp = container->inv; tmp; tmp = tmp->below) 1747 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1920 /* No reason to search empty containers */ 1748 /* No reason to search empty containers */
1921 if (tmp->type == CONTAINER && tmp->inv) 1749 if (tmp->type == CONTAINER && tmp->inv)
1922 {
1923 if ((key = find_key (pl, tmp, door))) 1750 if ((key = find_key_ (pl, tmp, door)))
1924 return key; 1751 return key;
1925 }
1926 }
1927 1752
1928 if (!tmp) 1753 if (!tmp)
1929 return NULL; 1754 return 0;
1930 } 1755 }
1931 1756
1932 /* We get down here if we have found a key. Now if its in a container, 1757 /* 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 1758 * see if we actually want to use it
1934 */ 1759 */
1935 if (pl != container) 1760 if (pl != container)
1936 { 1761 {
1937 /* Only let players use keys in containers */ 1762 /* Only let players use keys in containers */
1938 if (!pl->contr) 1763 if (!pl->contr)
1939 return NULL; 1764 return 0;
1765
1940 /* cases where this fails: 1766 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 1767 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 1768 * are not in the players inventory.
1943 * If the container is not active, return now since only active 1769 * If the container is not active, return now since only active
1944 * containers can be used. 1770 * containers can be used.
1948 * inv must have been an container and must have been active. 1774 * inv must have been an container and must have been active.
1949 * 1775 *
1950 * Change the color so that the message doesn't disappear with 1776 * Change the color so that the message doesn't disappear with
1951 * all the others. 1777 * all the others.
1952 */ 1778 */
1953 if (pl->contr->usekeys == key_inventory || 1779 if (pl->contr->usekeys == key_inventory
1954 !QUERY_FLAG (container, FLAG_APPLIED) || 1780 || !QUERY_FLAG (container, FLAG_APPLIED)
1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1956 { 1782 {
1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1783 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)); 1784 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1959 return NULL; 1785 return NULL;
1960 } 1786 }
1961 } 1787 }
1962 1788
1963 return tmp; 1789 return tmp;
1790}
1791
1792/* find_key
1793 * We try to find a key for the door as passed. If we find a key
1794 * and successfully use it, we return the key, otherwise NULL
1795 * This function merges both normal and locked door, since the logic
1796 * for both is the same - just the specific key is different.
1797 * pl is the player,
1798 * inv is the objects inventory to searched
1799 * door is the door we are trying to match against.
1800 * This function can be called recursively to search containers.
1801 */
1802object *
1803find_key (object *pl, object *container, object *door)
1804{
1805 if (door->slaying && is_match_expr (door->slaying))
1806 {
1807 // for match expressions, we try to find the key by applying the match
1808 // to the op itself, which is supposed to find the "key", instead
1809 // of searching through containers ourselves.
1810
1811 return match_one (door->slaying, container, door, pl, pl);
1812 }
1813 else
1814 return find_key_ (pl, container, door);
1964} 1815}
1965 1816
1966/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
1967 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
1968 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
1980 /* If we found a key, do some extra work */ 1831 /* If we found a key, do some extra work */
1981 if (key) 1832 if (key)
1982 { 1833 {
1983 object *container = key->env; 1834 object *container = key->env;
1984 1835
1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986
1987 if (action_makes_visible (op)) 1836 if (action_makes_visible (op))
1988 make_visible (op); 1837 make_visible (op);
1989 1838
1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1839 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1991 spring_trap (door->inv, op); 1840 spring_trap (door->inv, op);
1992 1841
1993 if (door->type == DOOR) 1842 if (door->type == DOOR)
1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1843 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1995 else if (door->type == LOCKED_DOOR) 1844 else if (door->type == LOCKED_DOOR)
1996 { 1845 {
1997 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1846 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1998 remove_door2 (door); /* remove door without violence ;-) */ 1847 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1848 }
2000 1849
2001 /* Do this after we print the message */ 1850 /* Do this after we print the message */
2002 decrease_ob (key); /* Use up one of the keys */ 1851 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 1852
2007 return 1; /* Nothing more to do below */ 1853 return 1; /* Nothing more to do below */
2008 } 1854 }
2009 else if (door->type == LOCKED_DOOR) 1855 else if (door->type == LOCKED_DOOR)
2010 { 1856 {
2011 /* Might as well return now - no other way to open this */ 1857 /* Might as well return now - no other way to open this */
2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1858 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2013 return 1; 1859 return 1;
2014 } 1860 }
2015 1861
2016 return 0; 1862 return 0;
2017} 1863}
2023 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
2024 */ 1870 */
2025bool 1871bool
2026move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
2027{ 1873{
2028 int on_battleground; 1874 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1875 {
1876 --op->speed_left;
1877 return true;
1878 }
2029 1879
2030 sint16 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
2031 sint16 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
2032 1882
2033 on_battleground = op_on_battleground (op, 0, 0);
2034
2035 if (out_of_map (op->map, nx, ny)) 1883 if (out_of_map (op->map, nx, ny))
2036 return false; 1884 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 1885
2044 /* If braced, or can't move to the square, and it is not out of the 1886 /* 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 1887 * 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 1888 * 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 1889 * player. This is a pretty nasty hack, because if we could
2104 1946
2105 if (op->speed_left > 0.f) 1947 if (op->speed_left > 0.f)
2106 { 1948 {
2107 --op->speed_left; 1949 --op->speed_left;
2108 1950
2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1951 op->play_sound (sound_find ("push_player"));
2110 push_ob (mon, dir, op); 1952 push_ob (mon, dir, op);
2111 1953
2112 if (op->contr->tmp_invis || op->hide) 1954 if (action_makes_visible (op))
2113 make_visible (op); 1955 make_visible (op);
2114 1956
2115 return true; 1957 return true;
2116 } 1958 }
2117 else 1959 else
2118 return false; 1960 return false;
2119 } 1961 }
1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
2120 1964
2121 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2122 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2123 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
2124 * attack them either. 1968 * attack them either.
2133 { 1977 {
2134 --op->speed_left; 1978 --op->speed_left;
2135 1979
2136 if (!op->contr->braced) 1980 if (!op->contr->braced)
2137 { 1981 {
2138 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1982 op->play_sound (sound_find ("push_player"));
2139 push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2140 } 1984 }
2141 else 1985 else
2142 new_draw_info (0, 0, op, "You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2143 1987
2144 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2145 make_visible (op); 1989 make_visible (op);
2146 1990
2147 return true; 1991 return true;
2148 } 1992 }
2149 } 1993 }
2189} 2033}
2190 2034
2191bool 2035bool
2192move_player (object *op, int dir) 2036move_player (object *op, int dir)
2193{ 2037{
2194 int pick;
2195
2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2197 return 0; 2039 return 0;
2198 2040
2199 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2200 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
2201 { 2043 {
2202 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2203 return 0; 2045 return 0;
2204 } 2046 }
2205 2047
2207 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2208 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2209 2051
2210 op->facing = dir; 2052 op->facing = dir;
2211 2053
2212 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2213 do_hidden_move (op); 2055 do_hidden_move (op);
2214 2056
2215 bool retval; 2057 bool retval;
2058 int pick = 0;
2216 2059
2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2218 retval = RESULT_INT (0); 2061 retval = RESULT_INT (0);
2219 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2220 retval = fire (op, dir); 2063 retval = fire (op, dir);
2277 return move_player (op, op->direction); 2120 return move_player (op, op->direction);
2278 2121
2279 return false; 2122 return false;
2280} 2123}
2281 2124
2282int 2125static int
2283save_life (object *op) 2126save_life (object *op)
2284{ 2127{
2285 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2286 return 0; 2129 return 0;
2287 2130
2288 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2290 { 2133 {
2291 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2134 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)); 2135 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 2136
2297 tmp->destroy (); 2137 tmp->destroy ();
2298 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2299 2139
2300 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2301 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2302 2142
2303 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2304 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2305 2145
2306 op->update_stats (); 2146 op->update_stats ();
2307 return 1; 2147 return 1;
2308 } 2148 }
2309 2149
2313 return 0; 2153 return 0;
2314} 2154}
2315 2155
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2156/* 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 2157 * 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 2158 * function will descend into containers. op is the object to start the search
2319 * from. 2159 * from.
2320 */ 2160 */
2161static void
2162drop_unpaid_items (object *op, object *env)
2163{
2164 while (op)
2165 {
2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2167
2168 if (QUERY_FLAG (op, FLAG_UNPAID))
2169 op->insert_at (env);
2170 else if (op->inv)
2171 drop_unpaid_items (op->inv, env);
2172
2173 op = next;
2174 }
2175}
2176
2321void 2177void
2322remove_unpaid_objects (object *op, object *env) 2178object::drop_unpaid_items ()
2323{ 2179{
2324 while (op) 2180 if (!flag [FLAG_REMOVED])
2325 { 2181 ::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} 2182}
2384 2183
2385void 2184void
2386do_some_living (object *op) 2185do_some_living (object *op)
2387{ 2186{
2439 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2238 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2440 else 2239 else
2441 { 2240 {
2442 gen_grace = op->stats.maxgrace; 2241 gen_grace = op->stats.maxgrace;
2443 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2242 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 } 2243 }
2487 2244
2488 /* Regenerate Grace */ 2245 /* Regenerate Grace */
2489 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2246 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2490 if (--op->last_grace < 0) 2247 if (--op->last_grace < 0)
2511 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2268 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2512 } 2269 }
2513 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2514 } 2271 }
2515 2272
2273 if (op->stats.food > 0)
2274 {
2516 /* Regenerate Hit Points */ 2275 /* Regenerate Spell Points */
2517 if (--op->last_heal < 0) 2276 if (!op->contr->golem && --op->last_sp < 0)
2518 {
2519 if (op->stats.hp < op->stats.maxhp)
2520 { 2277 {
2521 op->stats.hp++; 2278 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2522 /* dms do not consume food */ 2279
2523 if (!QUERY_FLAG (op, FLAG_WIZ)) 2280 if (op->stats.sp < op->stats.maxsp)
2524 { 2281 {
2282 op->stats.sp++;
2283
2284 /* dms do not consume food */
2285 if (!QUERY_FLAG (op, FLAG_WIZ))
2286 {
2525 op->stats.food--; 2287 op->stats.food--;
2288
2526 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2527 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2528 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2291 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food = last_food; 2292 op->stats.food = last_food;
2293 }
2530 } 2294 }
2531 }
2532 2295
2533 if (max_hp > 1) 2296 if (max_sp > 1)
2534 {
2535 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2536 if (over_hp > 0)
2537 { 2297 {
2538 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2298 over_sp = (gen_sp + 10) / rate_sp;
2299 if (over_sp > 0)
2300 {
2301 if (op->stats.sp < op->stats.maxsp)
2302 {
2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2304
2305 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2306 op->stats.sp--;
2307
2308 if (op->stats.sp > op->stats.maxsp)
2309 op->stats.sp = op->stats.maxsp;
2310 }
2311
2539 op->last_heal = 0; 2312 op->last_sp = 0;
2313 }
2314 else
2315 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2540 } 2316 }
2541 else 2317 else
2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2319 }
2320
2321 /* Regenerate Hit Points */
2322 if (--op->last_heal < 0)
2323 {
2324 if (op->stats.hp < op->stats.maxhp)
2542 { 2325 {
2543 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2326 op->stats.hp++;
2327
2328 /* dms do not consume food */
2329 if (!QUERY_FLAG (op, FLAG_WIZ))
2330 {
2331 op->stats.food--;
2332
2333 if (op->contr->digestion < 0)
2334 op->stats.food += op->contr->digestion;
2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2336 op->stats.food = last_food;
2337 }
2544 } 2338 }
2339
2340 if (max_hp > 1)
2341 {
2342 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2343
2344 if (over_hp > 0)
2345 {
2346 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2347 op->last_heal = 0;
2348 }
2349 else
2350 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545 } 2351 }
2546 else 2352 else
2547 {
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2353 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2549 } 2354 }
2550 } 2355 }
2551 2356
2552 /* Digestion */ 2357 /* Digestion */
2553 if (--op->last_eat < 0) 2358 if (--op->last_eat < 0)
2554 { 2359 {
2555 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2360 int bonus = max (0, op->contr->digestion),
2361 penalty = max (0, -op->contr->digestion);
2556 2362
2557 if (op->contr->gen_hp > 0)
2558 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2363 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 2364
2562 /* dms do not consume food */ 2365 /* dms do not consume food */
2563 if (!QUERY_FLAG (op, FLAG_WIZ)) 2366 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 op->stats.food--; 2367 op->stats.food--;
2565 } 2368 }
2566 2369
2567 if (op->stats.food < 0 && op->stats.hp >= 0) 2370 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 { 2371 {
2569 object *tmp, *flesh = 0; 2372 object *flesh = 0;
2570 2373
2571 for (tmp = op->inv; tmp; tmp = tmp->below) 2374 for_inv_removable (op, tmp)
2572 { 2375 {
2573 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2376 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2377 continue;
2378
2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2574 { 2380 {
2575 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 op->statusmsg ("You blindly grab for a bite of food. "
2576 { 2382 "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."); 2383 op->apply (tmp);
2578 manual_apply (op, tmp, 0); 2384
2579 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2580 break; 2386 break;
2581 } 2387 }
2582 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2583 flesh = tmp; 2389 flesh = tmp;
2584 } /* End if paid for object */ 2390 }
2585 } /* end of for loop */
2586 2391
2587 /* If player is still starving, it means they don't have any food, so 2392 /* If player is still starving, it means they don't have any food, so
2588 * eat flesh instead. 2393 * eat flesh instead.
2589 */ 2394 */
2590 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2591 { 2396 {
2592 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2397 op->statusmsg ("You blindly grab for a bite of food. "
2398 "H<To prevent you from starving, you ate some random item from your backpack.>");
2593 manual_apply (op, flesh, 0); 2399 op->apply (flesh);
2594 } 2400 }
2401
2402 // If player is still starving, alert him!
2403 if (op->stats.food < 0)
2404 op->failmsg ("You are starving! "
2405 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2406 }
2407
2408 if (op->stats.food < 0)
2595 } 2409 {
2410 op->stats.hp += op->stats.food;
2411 op->stats.food = 0;
2596 2412
2597 while (op->stats.food < 0 && op->stats.hp >= 0) 2413 if (op->stats.hp < 0)
2598 op->stats.food++, op->stats.hp--; 2414 {
2415 op->contr->killer = archetype::get ("killer_starvation");
2416 op->contr->killer->destroy ();
2417 }
2418 }
2599 2419
2420 /* killer should be set here already */
2600 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2421 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2601 kill_player (op); 2422 kill_player (op);
2602 } 2423 }
2603} 2424}
2604 2425
2608 * file. 2429 * file.
2609 */ 2430 */
2610void 2431void
2611kill_player (object *op) 2432kill_player (object *op)
2612{ 2433{
2613 char buf[MAX_BUF];
2614 int x, y; 2434 int x, y;
2615
2616 //int i;
2617 maptile *map; /* this is for resurrection */ 2435 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; 2436 int will_kill_again;
2625 archetype *at; 2437 archetype *at;
2626 object *tmp; 2438 object *tmp;
2627 2439
2628 if (save_life (op)) 2440 if (save_life (op))
2629 return; 2441 return;
2630 2442
2443 dynbuf_text deathtab;
2444
2445 /* restore player */
2446 at = archetype::find (shstr_poisoning);
2447 if (object *tmp = present_arch_in_ob (at, op))
2448 {
2449 tmp->destroy ();
2450 deathtab << "Your body feels cleansed...\r";
2451 }
2452
2453 at = archetype::find (shstr_confusion);
2454 if (object *tmp = present_arch_in_ob (at, op))
2455 {
2456 tmp->destroy ();
2457 deathtab << "Your mind feels clearer...\r";
2458 }
2459
2460 cure_disease (op, 0, 0); /* remove any disease */
2461
2462 max_it (op->stats.hp , op->stats.maxhp);
2463 max_it (op->stats.sp , op->stats.maxsp);
2464 max_it (op->stats.grace, op->stats.maxgrace);
2465 max_it (op->stats.food , 200);
2466
2467 // remove all spell effects that are active
2468 // to avoid long-term effects such as word-of-recall
2469 for (object *item = op->inv; item; )
2470 {
2471 object *next = item->below;
2472
2473 if (item->type == SPELL_EFFECT && item->active)
2474 item->destroy ();
2475
2476 item = next;
2477 }
2631 2478
2632 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2479 /* 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. 2480 * in cities ONLY!!! It is very important that this doesn't get abused.
2634 * Look at op_on_battleground() for more info --AndreasV 2481 * Look at op_on_battleground() for more info --AndreasV
2635 */ 2482 */
2636 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2637 { 2484 {
2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2485 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 2486
2661 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2662 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2663 { 2489
2664 sprintf (buf, "%s's finger", &op->name); 2490 tmp->name = format ("%s's finger" , &op->name);
2665 tmp->name = buf; 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2666 sprintf (buf, " This finger has been cut off %s\n" 2492 tmp->msg = format (
2667 " the %s, when he was defeated at\n level %d by %s.\n", 2493 "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); 2494 &op->name, op->contr->title,
2669 tmp->msg = buf; 2495 (int)op->level,
2496 op->contr->killer_name ()
2497 );
2670 tmp->value = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2671 tmp->materialname = "organics"; 2499 tmp->material = name_to_material (shstr_organic);
2672 tmp->insert_at (op, tmp); 2500 tmp->insert_at (op, tmp);
2673 }
2674 2501
2675 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2676 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2677 op->contr->braced = 0; 2504 op->contr->braced = 0;
2505
2506 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2678 return; 2507 return;
2679 } 2508 }
2680 2509
2510 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2511 deathtab << "T<YOU HAVE DIED>\n\n";
2512
2681 INVOKE_PLAYER (DEATH, op->contr); 2513 INVOKE_PLAYER (DEATH, op->contr);
2682 2514
2683 command_kill_pets (op, 0); 2515 command_kill_pets (op, 0);
2684 2516
2685 if (op->stats.food < 0) 2517 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 2518
2695 /* save the map location for corpse, gravestone */ 2519 /* save the map location for corpse, gravestone */
2696 x = op->x; 2520 x = op->x;
2697 y = op->y; 2521 y = op->y;
2698 map = op->map; 2522 map = op->map;
2726 2550
2727 lost_a_stat = 0; 2551 lost_a_stat = 0;
2728 2552
2729 for (z = 0; z < num_stats_lose; z++) 2553 for (z = 0; z < num_stats_lose; z++)
2730 { 2554 {
2731 i = RANDOM () % NUM_STATS; 2555 i = rndm (NUM_STATS);
2732 2556
2733 if (settings.stat_loss_on_death) 2557 if (settings.stat_loss_on_death)
2734 { 2558 {
2735 /* Pick a random stat and take a point off it. Tell the player 2559 /* Pick a random stat and take a point off it. Tell the player
2736 * what he lost. 2560 * what he lost.
2743 lost_a_stat = 1; 2567 lost_a_stat = 1;
2744 } 2568 }
2745 else 2569 else
2746 { 2570 {
2747 /* deplete a stat */ 2571 /* deplete a stat */
2748 archetype *deparch = archetype::find ("depletion"); 2572 archetype *deparch = archetype::find (shstr_depletion);
2749 object *dep; 2573 object *dep;
2750 2574
2751 dep = present_arch_in_ob (deparch, op); 2575 dep = present_arch_in_ob (deparch, op);
2752 if (!dep) 2576 if (!dep)
2753 { 2577 {
2754 dep = arch_to_object (deparch); 2578 dep = deparch->instance ();
2755 insert_ob_in_ob (dep, op); 2579 insert_ob_in_ob (dep, op);
2756 } 2580 }
2757 lose_this_stat = 1; 2581 lose_this_stat = 1;
2758 if (settings.balanced_stat_loss) 2582 if (settings.balanced_stat_loss)
2759 { 2583 {
2787 } 2611 }
2788 } 2612 }
2789 2613
2790 if (lose_this_stat) 2614 if (lose_this_stat)
2791 { 2615 {
2792 this_stat = get_attr_value (&(dep->stats), i); 2616 this_stat = get_attr_value (&dep->stats, i);
2793 /* We could try to do something clever like find another 2617 /* We could try to do something clever like find another
2794 * stat to reduce if this fails. But chances are, if 2618 * stat to reduce if this fails. But chances are, if
2795 * stats have been depleted to -50, all are pretty low 2619 * stats have been depleted to -50, all are pretty low
2796 * and should be roughly the same, so it shouldn't make a 2620 * and should be roughly the same, so it shouldn't make a
2797 * difference. 2621 * difference.
2805 lost_a_stat = 1; 2629 lost_a_stat = 1;
2806 } 2630 }
2807 } 2631 }
2808 } 2632 }
2809 } 2633 }
2634
2810 /* If no stat lost, tell the player. */ 2635 /* If no stat lost, tell the player. */
2811 if (!lost_a_stat) 2636 if (!lost_a_stat)
2812 { 2637 {
2813 /* determine_god() seems to not work sometimes... why is this? 2638 /* determine_god() seems to not work sometimes... why is this?
2814 Should I be using something else? GD */ 2639 Should I be using something else? GD */
2815 const char *god = determine_god (op); 2640 shstr_tmp god = determine_god (op);
2816 2641
2817 if (god && (strcmp (god, "none"))) 2642 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); 2643 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2819 else 2644 else
2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2645 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2821 } 2646 }
2822#else 2647#else
2823 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2648 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2824#endif 2649#endif
2825 2650
2826 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2827 * exp loss on the stone. 2652 * exp loss on the stone.
2828 */ 2653 */
2829 tmp = arch_to_object (archetype::find ("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2830 sprintf (buf, "%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2831 tmp->name = buf; 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2832 sprintf (buf, "%s's gravestones", &op->name); 2657 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2833 tmp->name_pl = buf; 2658 &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; 2659 tmp->x = op->x, tmp->y = op->y;
2837 insert_ob_in_map (tmp, op->map, NULL, 0); 2660 insert_ob_in_map (tmp, op->map, NULL, 0);
2838 2661
2839 /**************************************/ 2662 /**************************************/
2840 /* */ 2663 /* */
2841 /* Subtract the experience points, */ 2664 /* Subtract the experience points, */
2842 /* if we died cause of food, give us */
2843 /* food, and reset HP's... */
2844 /* */ 2665 /* */
2845 /**************************************/ 2666 /**************************************/
2846 2667
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)); */ 2668 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty (op); 2669 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 2670
2876 /* 2671 /*
2877 * Check to see if the player has any unpaid items. If so, remove them 2672 * Check to see if the player has any unpaid items. If so, remove them
2878 * and put them back in the map. 2673 * and put them back in the map.
2879 */ 2674 */
2880 remove_unpaid_objects (op->inv, op); 2675 op->drop_unpaid_items ();
2881 2676
2882 /****************************************/ 2677 /****************************************/
2883 /* */ 2678 /* */
2884 /* Move player to his current respawn- */ 2679 /* Move player to his current respawn- */
2885 /* position (usually last savebed) */ 2680 /* position (usually last savebed) */
2914 if (will_kill_again & (1 << at)) 2709 if (will_kill_again & (1 << at))
2915 force->resist[at] = 100; 2710 force->resist[at] = 100;
2916 2711
2917 insert_ob_in_ob (force, op); 2712 insert_ob_in_ob (force, op);
2918 op->update_stats (); 2713 op->update_stats ();
2919
2920 } 2714 }
2921 2715
2922 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2923} 2717}
2924 2718
2925void 2719static void
2926loot_object (object *op) 2720loot_object (object *op)
2927{ /* Grab and destroy some treasure */ 2721{ /* Grab and destroy some treasure */
2928 object *tmp, *tmp2, *next; 2722 object *tmp, *tmp2, *next;
2929 2723
2930 op->close_container (); /* close open sack first */ 2724 op->close_container (); /* close open sack first */
2944 2738
2945 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2739 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2946 { 2740 {
2947 if (tmp->nrof > 1) 2741 if (tmp->nrof > 1)
2948 { 2742 {
2949 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2743 tmp->decrease (rndm (1, tmp->nrof - 1));
2950 tmp2->destroy ();
2951 insert_ob_in_map (tmp, op->map, NULL, 0); 2744 insert_ob_in_map (tmp, op->map, NULL, 0);
2952 } 2745 }
2953 else 2746 else
2954 tmp->destroy (); 2747 tmp->destroy ();
2955 } 2748 }
2962 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
2963 * what needs to be fixed. Refresh windows and fix speed if anything 2756 * what needs to be fixed. Refresh windows and fix speed if anything
2964 * was changed. 2757 * was changed.
2965 */ 2758 */
2966void 2759void
2967fix_weight (void) 2760fix_weight ()
2968{ 2761{
2969 for_all_players (pl) 2762 for_all_players (pl)
2970 { 2763 {
2971 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2764 sint32 old = pl->ob->carrying;
2972 2765
2973 if (old == sum) 2766 pl->ob->update_weight ();
2974 continue; 2767
2768 if (old != pl->ob->carrying)
2769 {
2975 pl->ob->update_stats (); 2770 pl->ob->update_stats ();
2976 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2771 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2772 }
2977 } 2773 }
2978} 2774}
2979 2775
2980void 2776void
2981fix_luck (void) 2777fix_luck ()
2982{ 2778{
2983 for_all_players (pl) 2779 for_all_players (pl)
2984 if (!pl->ob->contr->ns->state) 2780 if (!pl->ob->contr->ns->state)
2985 pl->ob->change_luck (0); 2781 pl->ob->change_luck (0);
2986} 2782}
3023} 2819}
3024 2820
3025void 2821void
3026make_visible (object *op) 2822make_visible (object *op)
3027{ 2823{
3028 op->hide = 0; 2824 op->flag [FLAG_HIDDEN] = 0;
3029 op->invisible = 0; 2825 op->invisible = 0;
2826
3030 if (op->type == PLAYER) 2827 if (op->type == PLAYER)
3031 { 2828 {
3032 op->contr->tmp_invis = 0; 2829 op->contr->tmp_invis = 0;
3033 op->contr->invis_race = 0; 2830 op->contr->invis_race = 0;
3034 } 2831 }
3047 2844
3048/* look at the surrounding terrain to determine 2845/* look at the surrounding terrain to determine
3049 * the hideability of this object. Positive levels 2846 * the hideability of this object. Positive levels
3050 * indicate greater hideability. 2847 * indicate greater hideability.
3051 */ 2848 */
3052
3053int 2849int
3054hideability (object *ob) 2850hideability (object *ob)
3055{ 2851{
3056 int i, level = 0, mflag; 2852 int i, level = 0, mflag;
3057 sint16 x, y; 2853 sint16 x, y;
3058 2854
3059 if (!ob || !ob->map) 2855 if (!ob || !ob->map)
3060 return 0; 2856 return 0;
3061 2857
3062 /* so, on normal lighted maps, its hard to hide */ 2858 /* so, on normal lighted maps, its hard to hide */
3063 level = ob->map->darkness - 2; 2859 level = ob->map->darklevel () - 2;
3064 2860
3065 /* this also picks up whether the object is glowing. 2861 /* this also picks up whether the object is glowing.
3066 * If you carry a light on a non-dark map, its not 2862 * If you carry a light on a non-dark map, its not
3067 * as bad as carrying a light on a pitch dark map */ 2863 * as bad as carrying a light on a pitch dark map */
3068 if (has_carried_lights (ob)) 2864 if (ob->has_carried_lights ())
3069 level = -(10 + (2 * ob->map->darkness)); 2865 level = -(10 + (2 * ob->map->darklevel ()));
3070 2866
3071 /* scan through all nearby squares for terrain to hide in */ 2867 /* 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]) 2868 for (i = 0, x = ob->x, y = ob->y;
2869 i <= SIZEOFFREE1;
2870 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3073 { 2871 {
3074 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2872 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3075 if (mflag & P_OUT_OF_MAP) 2873 if (mflag & P_OUT_OF_MAP)
3076 {
3077 continue; 2874 continue;
3078 } 2875
3079 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2876 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3080 level += 2; 2877 level += 2;
3081 else /* open terrain! */ 2878 else /* open terrain! */
3082 level -= 1; 2879 level -= 1;
3083 } 2880 }
3094 * spot (surrounded by clear terrain in broad daylight). -b.t. 2891 * spot (surrounded by clear terrain in broad daylight). -b.t.
3095 */ 2892 */
3096void 2893void
3097do_hidden_move (object *op) 2894do_hidden_move (object *op)
3098{ 2895{
3099 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2896 int hide = 0;
3100 object *skop;
3101 2897
3102 if (!op || !op->map) 2898 if (!op || !op->map)
3103 return; 2899 return;
3104 2900
3105 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2901 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2902 int num = random_roll (0, 19, op, PREFER_LOW);
3106 2903
3107 /* its *extremely* hard to run and sneak/hide at the same time! */ 2904 /* its *extremely* hard to run and sneak/hide at the same time! */
3108 if (op->type == PLAYER && op->contr->run_on) 2905 if (op->type == PLAYER && op->contr->run_on)
3109 if (!skop || num >= skop->level) 2906 if (!skop || num >= skop->level)
3110 { 2907 {
3120 num -= hide; 2917 num -= hide;
3121 2918
3122 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2919 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3123 { 2920 {
3124 make_visible (op); 2921 make_visible (op);
2922
3125 if (op->type == PLAYER) 2923 if (op->type == PLAYER)
3126 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2924 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3127 } 2925 }
3128 else if (op->type == PLAYER && skop) 2926 else if (op->type == PLAYER && skop)
3129 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2927 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3182 * object op. This function works fine for monsters, 2980 * object op. This function works fine for monsters,
3183 * but we dont worry if the object isnt the top one in 2981 * but we dont worry if the object isnt the top one in
3184 * a pile (say a coin under a table would return "viewable" 2982 * a pile (say a coin under a table would return "viewable"
3185 * by this routine). Another question, should we be 2983 * by this routine). Another question, should we be
3186 * concerned with the direction the player is looking 2984 * concerned with the direction the player is looking
3187 * in? Realistically, most of use cant see stuff behind 2985 * in? Realistically, most of us can't see stuff behind
3188 * our backs...on the other hand, does the "facing" direction 2986 * our backs...on the other hand, does the "facing" direction
3189 * imply the way your head, or body is facing? Its possible 2987 * 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. 2988 * for them to differ. Sigh, this fctn could get a bit more complex.
3191 * -b.t. 2989 * -b.t.
3192 * This function is now map tiling safe. 2990 * This function is now map tiling safe.
3193 */ 2991 */
3194
3195int 2992int
3196player_can_view (object *pl, object *op) 2993player_can_view (object *pl, object *op)
3197{ 2994{
3198 rv_vector rv; 2995 rv_vector rv;
3199 int dx, dy; 2996 int dx, dy;
3211 3008
3212 get_rangevector (pl, op, &rv, 0x1); 3009 get_rangevector (pl, op, &rv, 0x1);
3213 3010
3214 /* starting with the 'head' part, lets loop 3011 /* starting with the 'head' part, lets loop
3215 * through the object and find if it has any 3012 * through the object and find if it has any
3216 * part that is in the los array but isnt on 3013 * part that is in the los array but isn't on
3217 * a blocked los square. 3014 * a blocked los square.
3218 * we use the archetype to figure out offsets. 3015 * we use the archetype to figure out offsets.
3219 */ 3016 */
3220 while (op) 3017 while (op)
3221 { 3018 {
3222 dx = rv.distance_x + op->arch->x; 3019 dx = rv.distance_x + op->arch->x;
3223 dy = rv.distance_y + op->arch->y; 3020 dy = rv.distance_y + op->arch->y;
3224 3021
3225 /* only the viewable area the player sees is updated by LOS 3022 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; 3023 return 1;
3024
3233 op = op->more; 3025 op = op->more;
3234 } 3026 }
3235 return 0;
3236}
3237 3027
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; 3028 return 0;
3264} 3029}
3265 3030
3266/* op_on_battleground - checks if the given object op (usually 3031/* op_on_battleground - checks if the given object op (usually
3267 * a player) is standing on a valid battleground-tile, 3032 * 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 3037 * Default is to do the same as before, so only people wanting to have different points need worry about this
3273 */ 3038 */
3274int 3039int
3275op_on_battleground (object *op, int *x, int *y) 3040op_on_battleground (object *op, int *x, int *y)
3276{ 3041{
3277 object *tmp;
3278
3279 /* A battleground-tile needs the following attributes to be valid: 3042 /* 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), 3043 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3281 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3044 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3282 * and the exit-coordinates sp/hp must both be > 0. 3045 * and the exit-coordinates sp/hp must both be > 0.
3283 * => The intention here is to prevent abuse of the battleground- 3046 * => The intention here is to prevent abuse of the battleground-
3284 * feature (like pickable or hidden battleground tiles). */ 3047 * feature (like pickable or hidden battleground tiles). */
3285 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3048 for (object *tmp = op->below; tmp; tmp = tmp->below)
3286 { 3049 {
3287 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3050 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3288 { 3051 {
3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3052 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3290 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3053 && tmp->type == BATTLEGROUND
3054 && tmp->name == shstr_battleground
3055 && EXIT_X (tmp) && EXIT_Y (tmp))
3291 { 3056 {
3292 /*before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3293 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3058 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) 3059 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3060 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3298 { 3061 {
3299 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3300 {
3301 if (x != NULL && y != NULL) 3062 if (x && y)
3302 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3064
3303 return 1; 3065 return 1;
3304 }
3305 } 3066 }
3306 } 3067
3307 if (x != NULL && y != NULL) 3068 if (x && y)
3308 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070
3309 return 1; 3071 return 1;
3310 } 3072 }
3311 } 3073 }
3312 } 3074 }
3075
3313 /* If we got here, did not find a battleground */ 3076 /* If we got here, did not find a battleground */
3314 return 0; 3077 return 0;
3315} 3078}
3316 3079
3317/* 3080/*
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3096 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i = 0, j = 0; 3097 int i = 0, j = 0;
3335 3098
3336 /* get the appropriate treasurelist */ 3099 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3100 if (atnr == ATNR_FIRE)
3338 trlist = treasurelist::find ("dragon_ability_fire"); 3101 trlist = treasurelist::find (shstr_dragon_ability_fire);
3339 else if (atnr == ATNR_COLD) 3102 else if (atnr == ATNR_COLD)
3340 trlist = treasurelist::find ("dragon_ability_cold"); 3103 trlist = treasurelist::find (shstr_dragon_ability_cold);
3341 else if (atnr == ATNR_ELECTRICITY) 3104 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = treasurelist::find ("dragon_ability_elec"); 3105 trlist = treasurelist::find (shstr_dragon_ability_elec);
3343 else if (atnr == ATNR_POISON) 3106 else if (atnr == ATNR_POISON)
3344 trlist = treasurelist::find ("dragon_ability_poison"); 3107 trlist = treasurelist::find (shstr_dragon_ability_poison);
3345 3108
3346 if (trlist == NULL || who->type != PLAYER) 3109 if (trlist == NULL || who->type != PLAYER)
3347 return; 3110 return;
3348 3111
3349 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3112 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3422 { 3185 {
3423 /* forces in the treasurelist can alter the player's stats */ 3186 /* forces in the treasurelist can alter the player's stats */
3424 object *skin; 3187 object *skin;
3425 3188
3426 /* first get the dragon skin force */ 3189 /* 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) 3190 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3429 ; 3191 ;
3430 3192
3431 if (!skin) 3193 if (!skin)
3432 return; 3194 return;
3433 3195
3466 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3467 } 3229 }
3468 else 3230 else
3469 { 3231 {
3470 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3471 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3472 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 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); 3235 who->insert (tmp);
3474 if (who->type == PLAYER)
3475 esrv_send_item (who, tmp);
3476 } 3236 }
3477} 3237}
3478 3238
3479/** 3239//-GPL
3480 * Unready an object for a player. This function does nothing if the object was
3481 * not readied.
3482 */
3483void
3484player_unready_range_ob (player *pl, object *ob)
3485{
3486 if (pl->ob->current_weapon == ob)
3487 pl->ob->current_weapon = 0;
3488
3489 if (pl->combat_ob == ob)
3490 pl->combat_ob = 0;
3491
3492 if (pl->ranged_ob == ob)
3493 pl->ranged_ob = 0;
3494}
3495 3240
3496sint8 3241sint8
3497player::visibility_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3498{ 3243{
3499 if (!ns) 3244 if (!ns)
3500 return 0; 3245 return LOS_BLOCKED;
3501 3246
3502 int dx, dy; 3247 int dx, dy;
3503 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3504 return 0; 3249 return LOS_BLOCKED;
3505 3250
3506 x += dx - ns->current_x + ns->mapx / 2; 3251 x += dx - ns->current_x;
3507 y += dy - ns->current_y + ns->mapy / 2; 3252 y += dy - ns->current_y;
3508 3253
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]; 3254 return blocked_los (x, y);
3513} 3255}
3256
3257void
3258player::infobox (const char *title, const char *msg, int color)
3259{
3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3261}
3262
3263void
3264player::statusmsg (const char *msg, int color)
3265{
3266 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3267}
3268
3269void
3270player::failmsg (const char *msg, int color)
3271{
3272 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color);
3274}
3275

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