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Comparing deliantra/server/server/player.C (file contents):
Revision 1.153 by root, Tue Jul 10 05:51:38 2007 UTC vs.
Revision 1.249 by root, Sun Nov 29 17:41:08 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
183 72
184 if (ob->map) 73 if (ob->map)
185 maplevel = ob->map->path; 74 maplevel = ob->map->path;
186 75
187 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 78 ob->map = 0;
189 party = 0; 79 party = 0;
190 80
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 82
206 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
207 97
208 ns->update_look = 0; 98 ns->update_look = 0;
209 ns->look_position = 0; 99 ns->look_position = 0;
210 100
211 clear_los (this); 101 clear_los ();
212 102
213 ns->reset_stats (); 103 ns->reset_stats ();
214 104
215 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
218 108
219 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
220 link_player_skills (ob); 110 link_skills ();
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 111
224 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
225 113
226 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob)) 115 if (is_dragon_pl (ob))
238 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
239 } 127 }
240 128
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 130
243 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);
138
139 activate ();
140
141 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this);
143}
144
145void
146player::disconnect ()
147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
154 if (ns)
155 {
156 if (active)
157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
158
159 INVOKE_PLAYER (DISCONNECT, this);
160
161 ns->reset_stats ();
162 ns->pl = 0;
163 ns = 0;
164 }
165
166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
169
170 deactivate ();
171}
172
173//-GPL
174
175// the need for this function can be explained
176// by load_object not returning the object
177void
178player::set_object (object *op)
179{
180 ob = observe = viewpoint = op;
181 ob->contr = this; /* this aren't yet in archetype */
182
183 ob->speed = 1.0f;
184 ob->speed_left = 0.5f;
185
186 ob->direction = 5; /* So player faces south */
244 187
245 ob->flag [FLAG_READY_WEAPON] = false; 188 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 189 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false; 190 ob->flag [FLAG_READY_BOW] = false;
248 191
265 combat_ob = op; 208 combat_ob = op;
266 break; 209 break;
267 } 210 }
268 211
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 212 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats (); 213 ob->deactivate (); // change_weapon activates, fix this better
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 ob->close_container (); //TODO: client-specific
303
304 observe = ob;
305
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed = 1.0f;
318 ob->speed_left = 0.5f;
319
320 ob->direction = 5; /* So player faces south */
321} 214}
322 215
323void 216void
324player::set_observe (object *op) 217player::set_observe (object *op)
325{ 218{
326 observe = op ? op : ob; 219 observe = viewpoint = op ? op : ob;
327 do_los = 1; 220 do_los = 1;
328} 221}
222
223void
224player::set_viewpoint (object *op)
225{
226 viewpoint = op ? op : (object *)observe;
227 do_los = 1;
228}
229
230//+GPL
329 231
330player::player () 232player::player ()
331{ 233{
332 /* There are some elements we want initialised to non zero value - 234 /* There are some elements we want initialised to non zero value -
333 * we deal with that below this point. 235 * we deal with that below this point.
339 savebed_map = first_map_path; /* Init. respawn position */ 241 savebed_map = first_map_path; /* Init. respawn position */
340 242
341 gen_sp_armour = 10; 243 gen_sp_armour = 10;
342 bowtype = bow_normal; 244 bowtype = bow_normal;
343 petmode = pet_normal; 245 petmode = pet_normal;
344 listening = 10;
345 usekeys = containers; 246 usekeys = containers;
346 peaceful = 1; /* default peaceful */ 247 peaceful = 1; /* default peaceful */
347 do_los = 1; 248 do_los = 1;
348 249
349 weapon_sp = 1.0f; 250 weapon_sp = 1.0f;
361 { 262 {
362 ob->destroy_inv (false); 263 ob->destroy_inv (false);
363 ob->destroy (); 264 ob->destroy ();
364 } 265 }
365 266
366 ob = observe = 0; 267 ob = observe = viewpoint = 0;
367} 268}
368 269
369player::~player () 270player::~player ()
370{ 271{
371 /* Clear item stack */ 272 /* Clear item stack */
372 free (stack_items); 273 free (stack_items);
274}
275
276/*
277 * get_player_archetype() return next player archetype from archetype
278 * list. Not very efficient routine, but used only creating new players.
279 * Note: there MUST be at least one player archetype!
280 */
281static archetype *
282get_player_archetype (archetype *at)
283{
284 // archetypes could have been reloaded
285 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
286
287 if (!nat)
288 return at;
289
290 archvec::iterator i = archetypes.find (nat);
291
292 for (;;)
293 {
294 if (++i == archetypes.end ())
295 i = archetypes.begin ();
296 else if (*i == at)
297 cleanup ("not a single player archetype found");
298
299 if ((*i)->type == PLAYER)
300 return *i;
301 }
373} 302}
374 303
375/* Tries to add player on the connection passed in ns. 304/* Tries to add player on the connection passed in ns.
376 * All we can really get in this is some settings like host and display 305 * All we can really get in this is some settings like host and display
377 * mode. 306 * mode.
379player * 308player *
380player::create () 309player::create ()
381{ 310{
382 player *pl = new player; 311 player *pl = new player;
383 312
384 pl->set_object (arch_to_object (get_player_archetype (0))); 313 pl->set_object (get_player_archetype (0)->instance ());
385 314
386 pl->ob->roll_stats (); 315 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2; 316 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */ 317 pl->ob->run_away = 25; /* Then we panick... */
389 318
390 set_first_map (pl->ob); 319 set_first_map (pl->ob);
391 320
392 return pl; 321 return pl;
393}
394
395/*
396 * get_player_archetype() return next player archetype from archetype
397 * list. Not very efficient routine, but used only creating new players.
398 * Note: there MUST be at least one player archetype!
399 */
400archetype *
401get_player_archetype (archetype *at)
402{
403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
404
405 for (;;)
406 {
407 if (++i == archetypes.end ())
408 i = archetypes.begin ();
409 else if (*i == at)
410 cleanup ("not a single player archetype found");
411
412 if ((*i)->type == PLAYER)
413 return *i;
414 }
415} 322}
416 323
417object * 324object *
418get_nearest_player (object *mon) 325get_nearest_player (object *mon)
419{ 326{
422 unsigned lastdist; 329 unsigned lastdist;
423 rv_vector rv; 330 rv_vector rv;
424 331
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 332 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 333 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 334 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 335 continue;
456 336
457 if (lastdist > rv.distance) 337 if (lastdist > rv.distance)
458 { 338 {
653 533
654 return firstdir; 534 return firstdir;
655} 535}
656 536
657void 537void
658give_initial_items (object *pl, treasurelist * items) 538give_initial_items (object *pl, treasurelist *items)
659{ 539{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 540 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 541 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 542
665 for (op = pl->inv; op; op = next) 543 for (object *next, *op = pl->inv; op; op = next)
666 { 544 {
667 next = op->below; 545 next = op->below;
668 546
669 /* Forces get applied per default, unless they have the 547 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 548 * flag "neutral" set. Sorry but I can't think of a better way
675 /* we never give weapons/armour if these cannot be used 553 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 554 * by this player due to race restrictions
677 */ 555 */
678 if (pl->type == PLAYER) 556 if (pl->type == PLAYER)
679 { 557 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 558 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
559 &&
681 (op->type == ARMOUR || op->type == BOOTS || 560 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 561 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 562 || op->type == SHIELD || op->type == GLOVES
563 || op->type == BRACERS || op->type == GIRDLE))
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 564 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 { 565 {
686 op->destroy (); 566 op->destroy ();
687 continue; 567 continue;
688 } 568 }
689 } 569 }
690 570
691 /* This really needs to be better - we should really give 571 /* Here we remove duplicated skills (as duplicated spell objects have
692 * a substitute spellbook. The problem is that we don't really 572 * _very_ confusing effects for players), which could for instance be
693 * have a good idea what to replace it with (need something like 573 * generated by bad treasurelists. - elmex
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */ 574 */
697 if (op->type == SPELLBOOK || op->type == SKILL) 575 if (op->type == SKILL)
698 { 576 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below) 577 for (object *tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name) 578 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 { 579 {
707 op->destroy (); 580 op->destroy ();
581 LOG (llevError,
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 582 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
709 continue; 583 break;
710 } 584 }
711 585
712 if (op->nrof > 1) 586 if (op->nrof > 1)
713 op->nrof = 1; 587 op->nrof = 1;
714 } 588 }
715 589
716 if (op->type == SPELLBOOK && op->inv) 590 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 591 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 592
721 /* Give starting characters identified, uncursed, and undamned 593 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 594 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 595 * merged properly.
724 */ 596 */
725 if (need_identify (op)) 597 if (need_identify (op))
726 { 598 {
727 SET_FLAG (op, FLAG_IDENTIFIED); 599 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED); 600 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED); 601 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 602 }
603
731 if (op->type == SPELL) 604 if (op->type == SPELL)
732 { 605 {
733 op->destroy (); 606 op->destroy ();
734 continue; 607 continue;
735 } 608 }
737 { 610 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 611 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 612 op->stats.exp = 0;
740 op->level = 1; 613 op->level = 1;
741 } 614 }
742 /* lock all 'normal items by default */ 615 else /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED); 616 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 617 } /* for loop of objects in player inv */
746 618
747 /* Need to set up the skill pointers */ 619 /* Need to set up the skill pointers */
748 link_player_skills (pl); 620 pl->contr->link_skills ();
749} 621}
750 622
751void 623void
752get_party_password (object *op, partylist *party) 624get_party_password (object *op, partylist *party)
753{ 625{
763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 635 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
764} 636}
765 637
766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 638/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
767static int 639static int
768roll_stat (void) 640roll_stat ()
769{ 641{
770 int a[4], i, j, k; 642 int a[4], i, j, k;
771 643
772 for (i = 0; i < 4; i++) 644 for (i = 0; i < 4; i++)
773 a[i] = (int) rndm (6) + 1; 645 a[i] = (int) rndm (6) + 1;
854static void 726static void
855start_info (object *op) 727start_info (object *op)
856{ 728{
857 char buf[MAX_BUF]; 729 char buf[MAX_BUF];
858 730
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 731 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 732 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863} 733}
864 734
865/* This function takes the key that is passed, and does the 735/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 736 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 737 * The function name is for historical reasons - now we have
870 */ 740 */
871void 741void
872player::chargen_race_done () 742player::chargen_race_done ()
873{ 743{
874 /* this must before then initial items are given */ 744 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying); 745 esrv_new_player (ob->contr);
876 746
877 treasurelist *tl = treasurelist::find ("starting_wealth"); 747 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
878 if (tl) 748 if (tl)
879 create_treasure (tl, ob, 0, 0, 0); 749 create_treasure (tl, ob, 0, 0, 0);
880 750
881 INVOKE_PLAYER (BIRTH, ob->contr); 751 INVOKE_PLAYER (BIRTH, ob->contr);
882 INVOKE_PLAYER (LOGIN, ob->contr); 752 INVOKE_PLAYER (LOGIN, ob->contr);
883 753
884 ob->contr->ns->state = ST_PLAYING; 754 ob->contr->ns->state = ST_PLAYING;
885 755
886 if (ob->msg) 756 if (ob->msg)
887 ob->msg = 0; 757 ob->msg = 0;
888
889 /* We create this now because some of the unique maps will need it
890 * to save here.
891 */
892 {
893 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf);
896 }
897 758
898 start_info (ob); 759 start_info (ob);
899 CLEAR_FLAG (ob, FLAG_WIZ); 760 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (ob, ob->randomitems); 761 give_initial_items (ob, ob->randomitems);
901 link_player_skills (ob);
902 esrv_send_inventory (ob, ob); 762 esrv_send_inventory (ob, ob);
903 ob->update_stats (); 763 ob->update_stats ();
904 764
905 /* This moves the player to a different start map, if there 765 /* This moves the player to a different start map, if there
906 * is one for this race 766 * is one for this race
907 */ 767 */
908 if (*first_map_ext_path) 768 if (*first_map_ext_path)
909 { 769 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
910 object *tmp;
911 char mapname[MAX_BUF];
912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the
920 * default initial map */
921 tmp->destroy ();
922 }
923 else 770 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 771 LOG (llevDebug, "first_map_ext_path not set\n");
925} 772}
926 773
927void 774void
958 ob->stats.hp = ob->stats.maxhp; 805 ob->stats.hp = ob->stats.maxhp;
959 ob->stats.sp = ob->stats.maxsp; 806 ob->stats.sp = ob->stats.maxsp;
960 ob->stats.grace = 0; 807 ob->stats.grace = 0;
961} 808}
962 809
963void 810static void
964flee_player (object *op) 811flee_player (object *op)
965{ 812{
966 int dir, diff; 813 int dir, diff;
967 rv_vector rv; 814 rv_vector rv;
968 815
971 LOG (llevDebug, "Fleeing player is dead.\n"); 818 LOG (llevDebug, "Fleeing player is dead.\n");
972 CLEAR_FLAG (op, FLAG_SCARED); 819 CLEAR_FLAG (op, FLAG_SCARED);
973 return; 820 return;
974 } 821 }
975 822
976 if (op->enemy == NULL) 823 if (!op->enemy)
977 { 824 {
978 LOG (llevDebug, "Fleeing player had no enemy.\n"); 825 LOG (llevDebug, "Fleeing player had no enemy.\n");
979 CLEAR_FLAG (op, FLAG_SCARED); 826 CLEAR_FLAG (op, FLAG_SCARED);
980 return; 827 return;
981 } 828 }
982 829
983 /* Seen some crashes here. Since we don't store an
984 * op->enemy_count, it is possible that something destroys the
985 * actual enemy, and the object is recycled.
986 */
987 if (op->enemy->map == NULL)
988 {
989 CLEAR_FLAG (op, FLAG_SCARED);
990 op->enemy = NULL;
991 return;
992 }
993
994 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 830 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995 { 831 {
996 op->enemy = NULL; 832 op->enemy = NULL;
997 CLEAR_FLAG (op, FLAG_SCARED); 833 CLEAR_FLAG (op, FLAG_SCARED);
998 return; 834 return;
1001 get_rangevector (op, op->enemy, &rv, 0); 837 get_rangevector (op, op->enemy, &rv, 0);
1002 838
1003 dir = absdir (4 + rv.direction); 839 dir = absdir (4 + rv.direction);
1004 for (diff = 0; diff < 3; diff++) 840 for (diff = 0; diff < 3; diff++)
1005 { 841 {
1006 int m = 1 - (RANDOM () & 2); 842 int m = 1 - rndm (2) * 2;
1007 843
1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 844 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1009 return; 845 return;
1010 } 846 }
1011 847
1022check_pick (object *op) 858check_pick (object *op)
1023{ 859{
1024 object *tmp, *next; 860 object *tmp, *next;
1025 int stop = 0; 861 int stop = 0;
1026 int wvratio; 862 int wvratio;
1027 char putstring[128];
1028 863
1029 /* if you're flying, you cna't pick up anything */ 864 /* if you're flying, you cna't pick up anything */
1030 if (op->move_type & MOVE_FLYING) 865 if (op->move_type & MOVE_FLYING)
1031 return 1; 866 return 1;
1032 867
1033 next = op->below; 868 next = op->below;
1034 869
870 int cnt = MAX_ITEM_PER_ACTION;
871#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
872
1035 /* loop while there are items on the floor that are not marked as 873 /* loop while there are items on the floor that are not marked as
1036 * destroyed */ 874 * destroyed */
1037 while (next && !next->destroyed ()) 875 while (next && !next->destroyed ())
1038 { 876 {
1039 tmp = next; 877 tmp = next;
1040 next = tmp->below; 878 next = tmp->below;
1041 879
880 if (cnt <= 0)
881 {
882 op->failmsg ("Couldn't pickup all items at once.");
883 return 0;
884 }
885
1042 if (op->destroyed ()) 886 if (op->destroyed ())
1043 return 0; 887 return 0;
1044 888
1045 if (!can_pick (op, tmp)) 889 if (!can_pick (op, tmp))
1046 continue; 890 continue;
1047 891
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 892 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 893 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 894 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 895 CHK_PICK_PICKUP;
896
1052 continue; 897 continue;
1053 } 898 }
1054 899
1055 /* high not bit set? We're using the old autopickup model */ 900 /* pickup handling */
901 if (op->contr->mode & PU_DEBUG)
902 {
903 /* some debugging code to figure out item information */
904 const char *str = tmp->name
905 ? format ("item name: %s item type: %d weight/value: %d",
906 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
907 : format ("item name: %s item type: %d weight/value: %d",
908 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
909
910 new_draw_info (NDI_UNIQUE, 0, op, str);
911 }
912
913 if (op->contr->mode & PU_INHIBIT)
914 return 1;
915
916 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
917 return 1;
918
919 /* philosophy:
920 * It's easy to grab an item type from a pile, as long as it's
921 * generic. This takes no game-time. For more detailed pickups
922 * and selections, select-items should be used. This is a
923 * grab-as-you-run type mode that's really useful for arrows for
924 * example.
925 * The drawback: right now it has no frontend, so you need to
926 * stick the bits you want into a calculator in hex mode and then
927 * convert to decimal and then 'pickup <#>
928 */
929
930 /* the first two modes are exclusive: if NOTHING we return, if
931 * STOP then we stop. All the rest are applied sequentially,
932 * meaning if any test passes, the item gets picked up. */
933
934 /* if mode is set to pick nothing up, return */
935 if (op->contr->mode == PU_NOTHING)
936 return 1;
937
938 /* if mode is set to stop when encountering objects, return */
939 /* take STOP before INHIBIT since it doesn't actually pick
940 * anything up */
941 if (op->contr->mode & PU_STOP)
942 return 0;
943
944 /* useful for going into stores and not losing your settings... */
945 /* and for battles wher you don't want to get loaded down while
946 * fighting */
947 if (op->contr->mode & PU_INHIBIT)
948 return 1;
949
950 /* prevent us from turning into auto-thieves :) */
951 if (QUERY_FLAG (tmp, FLAG_UNPAID))
952 continue;
953
954 /* ignore known cursed objects */
955 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
956 continue;
957
958 /* all food and drink if desired */
959 /* question: don't pick up known-poisonous stuff? */
1056 if (!(op->contr->mode & PU_NEWMODE)) 960 if (op->contr->mode & PU_FOOD)
961 if (tmp->type == FOOD)
1057 { 962 {
1058 switch (op->contr->mode) 963 CHK_PICK_PICKUP;
964 continue;
965 }
966
967 if (op->contr->mode & PU_DRINK)
968 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
969 {
970 CHK_PICK_PICKUP;
971 continue;
972 }
973
974 if (op->contr->mode & PU_POTION)
975 if (tmp->type == POTION)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* spellbooks, skillscrolls and normal books/scrolls */
982 if (op->contr->mode & PU_SPELLBOOK)
983 if (tmp->type == SPELLBOOK)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 if (op->contr->mode & PU_SKILLSCROLL)
990 if (tmp->type == SKILLSCROLL)
991 {
992 CHK_PICK_PICKUP;
993 continue;
994 }
995
996 if (op->contr->mode & PU_READABLES)
997 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
998 {
999 CHK_PICK_PICKUP;
1000 continue;
1001 }
1002
1003 /* wands/staves/rods/horns */
1004 if (op->contr->mode & PU_MAGIC_DEVICE)
1005 if (tmp->type == WAND
1006 || tmp->type == ROD
1007 || tmp->type == HORN
1008 || tmp->type == POWER_CRYSTAL)
1009 {
1010 CHK_PICK_PICKUP;
1011 continue;
1012 }
1013
1014 /* pick up all magical items */
1015 if (op->contr->mode & PU_MAGICAL)
1016 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1017 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1018 {
1019 CHK_PICK_PICKUP;
1020 continue;
1021 }
1022
1023 if (op->contr->mode & PU_VALUABLES)
1024 {
1025 if (tmp->type == MONEY || tmp->type == GEM)
1059 { 1026 {
1060 case 0: 1027 CHK_PICK_PICKUP;
1061 return 1; /* don't pick up */ 1028 continue;
1062 case 1:
1063 pick_up (op, tmp);
1064 return 1;
1065 case 2:
1066 pick_up (op, tmp);
1067 return 0;
1068 case 3:
1069 return 0; /* stop before pickup */
1070 case 4:
1071 pick_up (op, tmp);
1072 break;
1073 case 5:
1074 pick_up (op, tmp);
1075 stop = 1;
1076 break;
1077 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1079 pick_up (op, tmp);
1080 break;
1081
1082 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM)
1084 pick_up (op, tmp);
1085 break;
1086
1087 default:
1088 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1091 pick_up (op, tmp);
1092 } 1029 }
1093 } 1030 }
1094 else 1031
1095 { /* old model */ 1032 /* rings & amulets - talismans seems to be typed AMULET */
1096 /* NEW pickup handling */
1097 if (op->contr->mode & PU_DEBUG) 1033 if (op->contr->mode & PU_JEWELS)
1034 if (tmp->type == RING
1035 || tmp->type == AMULET
1036 || tmp->type == GIRDLE
1037 || tmp->type == SKILL_TOOL)
1098 { 1038 {
1099 /* some debugging code to figure out item information */ 1039 CHK_PICK_PICKUP;
1100 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 }
1109
1110 /* philosophy:
1111 * It's easy to grab an item type from a pile, as long as it's
1112 * generic. This takes no game-time. For more detailed pickups
1113 * and selections, select-items should be used. This is a
1114 * grab-as-you-run type mode that's really useful for arrows for
1115 * example.
1116 * The drawback: right now it has no frontend, so you need to
1117 * stick the bits you want into a calculator in hex mode and then
1118 * convert to decimal and then 'pickup <#>
1119 */
1120
1121 /* the first two modes are exclusive: if NOTHING we return, if
1122 * STOP then we stop. All the rest are applied sequentially,
1123 * meaning if any test passes, the item gets picked up. */
1124
1125 /* if mode is set to pick nothing up, return */
1126
1127 if (op->contr->mode & PU_NOTHING)
1128 return 1;
1129
1130 /* if mode is set to stop when encountering objects, return */
1131 /* take STOP before INHIBIT since it doesn't actually pick
1132 * anything up */
1133
1134 if (op->contr->mode & PU_STOP)
1135 return 0;
1136
1137 /* useful for going into stores and not losing your settings... */
1138 /* and for battles wher you don't want to get loaded down while
1139 * fighting */
1140 if (op->contr->mode & PU_INHIBIT)
1141 return 1;
1142
1143 /* prevent us from turning into auto-thieves :) */
1144 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1145 continue; 1040 continue;
1041 }
1146 1042
1147 /* ignore known cursed objects */ 1043 /* we don't forget dragon food */
1148 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1044 if (op->contr->mode & PU_FLESH)
1045 if (tmp->type == FLESH)
1046 {
1047 CHK_PICK_PICKUP;
1149 continue; 1048 continue;
1049 }
1150 1050
1151 /* all food and drink if desired */ 1051 /* bows and arrows. Bows are good for selling! */
1152 /* question: don't pick up known-poisonous stuff? */ 1052 if (op->contr->mode & PU_BOW)
1053 if (tmp->type == BOW)
1054 {
1055 CHK_PICK_PICKUP;
1056 continue;
1057 }
1058
1059 if (op->contr->mode & PU_ARROW)
1060 if (tmp->type == ARROW)
1061 {
1062 CHK_PICK_PICKUP;
1063 continue;
1064 }
1065
1066 /* all kinds of armor etc. */
1067 if (op->contr->mode & PU_ARMOUR)
1068 if (tmp->type == ARMOUR)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_HELMET)
1075 if (tmp->type == HELMET)
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_SHIELD)
1082 if (tmp->type == SHIELD)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1153 if (op->contr->mode & PU_FOOD) 1088 if (op->contr->mode & PU_BOOTS)
1154 if (tmp->type == FOOD) 1089 if (tmp->type == BOOTS)
1090 {
1091 CHK_PICK_PICKUP;
1092 continue;
1093 }
1094
1095 if (op->contr->mode & PU_GLOVES)
1096 if (tmp->type == GLOVES || tmp->type == BRACERS)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_CLOAK)
1103 if (tmp->type == CLOAK)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 /* hoping to catch throwing daggers here */
1110 if (op->contr->mode & PU_MISSILEWEAPON)
1111 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* careful: chairs and tables are weapons! */
1118 if (op->contr->mode & PU_ALLWEAPON)
1119 {
1120 if (tmp->type == WEAPON)
1121 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1155 { 1122 {
1156 pick_up (op, tmp); 1123 CHK_PICK_PICKUP;
1157 continue; 1124 continue;
1158 } 1125 }
1126 }
1159 1127
1128 /* misc stuff that's useful */
1160 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_KEY)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1130 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1162 { 1131 {
1163 pick_up (op, tmp); 1132 CHK_PICK_PICKUP;
1164 continue; 1133 continue;
1165 } 1134 }
1166 1135
1136 /* any of the last 4 bits set means we use the ratio for value
1137 * pickups */
1167 if (op->contr->mode & PU_POTION) 1138 if (op->contr->mode & PU_RATIO)
1168 if (tmp->type == POTION) 1139 {
1140 /* use value density to decide what else to grab */
1141 /* >=7 was >= op->contr->mode */
1142 /* >=7 is the old standard setting. Now we take the last 4 bits
1169 { 1143 */
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK)
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL) 1144 wvratio = op->contr->mode & PU_RATIO;
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1145 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 if (op->contr->mode & PU_VALUABLES)
1213 { 1146 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1147#if 0
1148 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1149 if (tmp->name != NULL)
1215 { 1150 {
1216 pick_up (op, tmp); 1151 fprintf (stderr, "%s", tmp->name);
1217 continue;
1218 } 1152 }
1219 }
1220
1221 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON)
1305 {
1306 if (tmp->type == WEAPON && tmp->name != NULL)
1307 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314 }
1315
1316 if (tmp->type == WEAPON && tmp->name == NULL)
1317 {
1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324 }
1325
1326 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 /* any of the last 4 bits set means we use the ratio for value
1335 * pickups */
1336 if (op->contr->mode & PU_RATIO)
1337 {
1338 /* use value density to decide what else to grab */
1339 /* >=7 was >= op->contr->mode */
1340 /* >=7 is the old standard setting. Now we take the last 4 bits
1341 * and multiply them by 5, giving 0..15*5== 5..75 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5;
1343 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1344 {
1345 pick_up (op, tmp);
1346#if 0
1347 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348 if (tmp->name != NULL)
1349 {
1350 fprintf (stderr, "%s", tmp->name);
1351 }
1352 else 1153 else
1353 fprintf (stderr, "%s", tmp->arch->archname); 1154 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1155 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1156 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1356#endif 1157#endif
1158 CHK_PICK_PICKUP;
1357 continue; 1159 continue;
1358 }
1359 } 1160 }
1360 } /* the new pickup model */ 1161 } /* the new pickup model */
1361 } 1162 }
1362 1163
1363 return !stop; 1164 return !stop;
1165}
1166
1167/* routine for both players and monsters. We call this when
1168 * there is a possibility for our action distrubing our hiding
1169 * place or invisiblity spell. Artefact invisiblity causes
1170 * "noise" instead. If we arent invisible to begin with, we
1171 * return 0.
1172 */
1173static int
1174action_makes_visible (object *op)
1175{
1176 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1177 {
1178 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1179 {
1180 // artefact invisibility is permanent, but we still make noise
1181 // this is important for game-balance.
1182 if (op->contr)
1183 op->make_noise ();
1184
1185 return 0;
1186 }
1187
1188 if (op->contr && op->contr->tmp_invis == 0)
1189 return 0;
1190
1191 /* If monsters, they should become visible */
1192 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1193 {
1194 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1195 return 1;
1196 }
1197 }
1198
1199 return 0;
1364} 1200}
1365 1201
1366/* 1202/*
1367 * Find an arrow in the inventory and after that 1203 * Find an arrow in the inventory and after that
1368 * in the right type container (quiver). Pointer to the 1204 * in the right type container (quiver). Pointer to the
1369 * found object is returned. 1205 * found object is returned.
1370 */ 1206 */
1371object * 1207static object *
1372find_arrow (object *op, const char *type) 1208find_arrow (object *op, const char *type)
1373{ 1209{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1210 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1378 tmp = find_arrow (op, type);
1379 else if (op->type == ARROW && op->race == type) 1211 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1212 return splay (tmp);
1213
1214 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1215 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1216 if (object *arrow = find_arrow (tmp, type))
1217 {
1218 splay (tmp);
1380 return op; 1219 return arrow;
1220 }
1381 1221
1382 return tmp; 1222 return 0;
1383} 1223}
1384 1224
1385/* 1225/*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1226 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1387 * against the target. A full test is not performed, simply a basic test 1227 * against the target. A full test is not performed, simply a basic test
1388 * of resistances. The archer is making a quick guess at what he sees down 1228 * of resistances. The archer is making a quick guess at what he sees down
1389 * the hall. Failing that it does it's best to pick the highest plus arrow. 1229 * the hall. Failing that it does it's best to pick the highest plus arrow.
1390 */ 1230 */
1391object * 1231static object *
1392find_better_arrow (object *op, object *target, const char *type, int *better) 1232find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1393{ 1233{
1394 object *tmp = NULL, *arrow, *ntmp; 1234 object *tmp = NULL, *arrow, *ntmp;
1395 int attacknum, attacktype, betterby = 0, i; 1235 int attacknum, attacktype, betterby = 0, i;
1396 1236
1397 if (!type) 1237 if (!type)
1401 { 1241 {
1402 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1242 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1403 { 1243 {
1404 i = 0; 1244 i = 0;
1405 ntmp = find_better_arrow (arrow, target, type, &i); 1245 ntmp = find_better_arrow (arrow, target, type, &i);
1246
1406 if (i > betterby) 1247 if (i > betterby)
1407 { 1248 {
1408 tmp = ntmp; 1249 tmp = ntmp;
1409 betterby = i; 1250 betterby = i;
1410 } 1251 }
1411 } 1252 }
1412 else if (arrow->type == ARROW && arrow->race == type) 1253 else if (arrow->type == ARROW && arrow->race == type)
1413 { 1254 {
1414 /* allways prefer assasination/slaying */ 1255 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1256 if (target->race && arrow->slaying.contains (target->race))
1416 { 1257 {
1417 if (arrow->attacktype & AT_DEATH) 1258 if (arrow->attacktype & AT_DEATH)
1418 { 1259 {
1419 *better = 100; 1260 *better = 100;
1420 return arrow; 1261 return arrow;
1435 { 1276 {
1436 tmp = arrow; 1277 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1278 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 } 1279 }
1439 } 1280 }
1281
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1282 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1283 {
1442 tmp = arrow; 1284 tmp = arrow;
1443 betterby = 2 + arrow->magic + arrow->stats.dam; 1285 betterby = 2 + arrow->magic + arrow->stats.dam;
1444 } 1286 }
1287
1445 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1288 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1289 {
1447 tmp = arrow; 1290 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam; 1291 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 } 1292 }
1450 } 1293 }
1451 } 1294 }
1452 } 1295 }
1296
1453 if (tmp == NULL && arrow == NULL) 1297 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type); 1298 return find_arrow (op, type);
1455 1299
1456 *better = betterby; 1300 *better = betterby;
1457 return tmp; 1301 return tmp;
1461 * find_better_arrow to find a decent arrow to use. 1305 * find_better_arrow to find a decent arrow to use.
1462 * op = the shooter 1306 * op = the shooter
1463 * type = bow->race 1307 * type = bow->race
1464 * dir = fire direction 1308 * dir = fire direction
1465 */ 1309 */
1466object * 1310static object *
1467pick_arrow_target (object *op, const char *type, int dir) 1311pick_arrow_target (object *op, shstr_cmp type, int dir)
1468{ 1312{
1469 object *tmp = NULL; 1313 object *tmp = NULL;
1470 maptile *m; 1314 maptile *m;
1471 int i, mflags, found, number; 1315 int i, mflags, found, number;
1472 sint16 x, y; 1316 sint16 x, y;
1487 for (i = 0, found = 0; i < 20; i++) 1331 for (i = 0, found = 0; i < 20; i++)
1488 { 1332 {
1489 x += freearr_x[dir]; 1333 x += freearr_x[dir];
1490 y += freearr_y[dir]; 1334 y += freearr_y[dir];
1491 mflags = get_map_flags (m, &m, x, y, &x, &y); 1335 mflags = get_map_flags (m, &m, x, y, &x, &y);
1336
1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1337 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 { 1338 {
1494 tmp = NULL; 1339 tmp = 0;
1495 break; 1340 break;
1496 } 1341 }
1497 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1342 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498 { 1343 {
1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1344 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500 * perhaps a bad assumption. 1345 * perhaps a bad assumption.
1501 */ 1346 */
1502 tmp = NULL; 1347 tmp = 0;
1503 break; 1348 break;
1504 } 1349 }
1350
1505 if (mflags & P_IS_ALIVE) 1351 if (mflags & P_IS_ALIVE)
1506 {
1507 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1352 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1353 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1509 {
1510 found++;
1511 break;
1512 }
1513 if (found)
1514 break; 1354 break;
1515 }
1516 } 1355 }
1517 if (tmp == NULL) 1356
1357 if (!tmp)
1518 return find_arrow (op, type); 1358 return find_arrow (op, type);
1519 1359
1520 if (tmp->head) 1360 if (tmp->head)
1521 tmp = tmp->head; 1361 tmp = tmp->head;
1522 1362
1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1402 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1563 return 0; 1403 return 0;
1564 } 1404 }
1565 1405
1566 // optimisation: move object to top so we will find it quickly again 1406 // optimisation: move object to top so we will find it quickly again
1567 if (bow->below) 1407 splay (bow);
1568 {
1569 bow->remove ();
1570 op->insert (bow);
1571 }
1572
1573 } 1408 }
1574 1409
1575 if (!bow->race || !bow->skill) 1410 if (!bow->race || !bow->skill)
1576 { 1411 {
1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1412 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1603 } 1438 }
1604 1439
1605 /* this should not happen, but sometimes does */ 1440 /* this should not happen, but sometimes does */
1606 if (arrow->nrof == 0) 1441 if (arrow->nrof == 0)
1607 { 1442 {
1443 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1608 arrow->destroy (); 1444 arrow->destroy ();
1609 return 0; 1445 return 0;
1610 } 1446 }
1611 1447
1612 left = arrow; /* these are arrows left to the player */ 1448 left = arrow; /* these are arrows left to the player */
1613 arrow = get_split_ob (arrow, 1); 1449 arrow = arrow->split ();
1614 if (!arrow) 1450 if (!arrow)
1615 { 1451 {
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1452 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1617 return 0; 1453 return 0;
1618 } 1454 }
1622 arrow->direction = dir; 1458 arrow->direction = dir;
1623 1459
1624 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1460 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1625 arrow->stats.hp = arrow->stats.dam; 1461 arrow->stats.hp = arrow->stats.dam;
1626 arrow->stats.grace = arrow->attacktype; 1462 arrow->stats.grace = arrow->attacktype;
1627 1463 arrow->custom_name = arrow->slaying;
1628 if (arrow->slaying)
1629 arrow->spellarg = strdup (arrow->slaying);
1630 1464
1631#if 0 1465#if 0
1632 if (player *pl = op->contr) 1466 if (player *pl = op->contr)
1633 { 1467 {
1634 float speed = pl->weapon_sp; 1468 float speed = pl->weapon_sp;
1680 1514
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1515 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1682 arrow->move_type = MOVE_FLY_LOW; 1516 arrow->move_type = MOVE_FLY_LOW;
1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1517 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1684 1518
1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1519 op->play_sound (sound_find ("fire_arrow"));
1686 m->insert (arrow, sx, sy, op); 1520 m->insert (arrow, sx, sy, op);
1687 1521
1688 if (!arrow->destroyed ()) 1522 if (!arrow->destroyed ())
1689 move_arrow (arrow); 1523 move_arrow (arrow);
1690
1691 if (op->type == PLAYER)
1692 {
1693 if (left->destroyed ())
1694 esrv_del_item (op->contr, left->count);
1695 else
1696 esrv_send_item (op, left);
1697 }
1698 1524
1699 return 1; 1525 return 1;
1700} 1526}
1701 1527
1702/* Special fire code for players - this takes into 1528/* Special fire code for players - this takes into
1704 * but monsters can't. Putting that code here 1530 * but monsters can't. Putting that code here
1705 * makes the fire_bow code much cleaner. 1531 * makes the fire_bow code much cleaner.
1706 * this function should only be called if 'op' is a player, 1532 * this function should only be called if 'op' is a player,
1707 * hence the function name. 1533 * hence the function name.
1708 */ 1534 */
1709int 1535static int
1710player_fire_bow (object *op, int dir) 1536player_fire_bow (object *op, int dir)
1711{ 1537{
1712 int ret = 0, wcmod = 0; 1538 int ret;
1713 1539
1714 if (op->contr->bowtype == bow_bestarrow) 1540 if (op->contr->bowtype == bow_bestarrow)
1715 { 1541 {
1716 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1542 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1717 } 1543 }
1718 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1544 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1719 { 1545 {
1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1546 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1721 wcmod = -1;
1722
1723 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1547 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1724 } 1548 }
1725 else if (op->contr->bowtype == bow_threewide) 1549 else if (op->contr->bowtype == bow_threewide)
1726 { 1550 {
1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1551 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1728 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1729 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1553 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1730 } 1554 }
1731 else if (op->contr->bowtype == bow_spreadshot) 1555 else if (op->contr->bowtype == bow_spreadshot)
1732 { 1556 {
1733 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1557 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1558 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1735 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1559 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1736 } 1560 }
1737 else 1561 else
1738 { 1562 {
1744} 1568}
1745 1569
1746/* Fires a misc (wand/rod/horn) object in 'dir'. 1570/* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable. 1571 * Broken apart from 'fire' to keep it more readable.
1748 */ 1572 */
1749void 1573static void
1750fire_misc_object (object *op, int dir) 1574fire_misc_object (object *op, int dir)
1751{ 1575{
1752 object *item = op->contr->ranged_ob; 1576 object *item = op->contr->ranged_ob;
1753 1577
1754 if (!item) 1578 if (!item)
1768 1592
1769 if (item->type == WAND) 1593 if (item->type == WAND)
1770 { 1594 {
1771 if (item->stats.food <= 0) 1595 if (item->stats.food <= 0)
1772 { 1596 {
1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1597 op->contr->play_sound (sound_find ("wand_poof"));
1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1598 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775 1599
1776 return; 1600 return;
1777 } 1601 }
1778 } 1602 }
1779 else if (item->type == ROD || item->type == HORN) 1603 else if (item->type == ROD || item->type == HORN)
1780 { 1604 {
1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1605 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1606
1607 // using the maximum of the rods charge allows at least one spell cast
1608 // for a rod or horn, this fixes some broken rods.
1609 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1782 { 1610 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1611 op->contr->play_sound (sound_find ("wand_poof"));
1784 1612
1785 if (item->type == ROD) 1613 if (item->type == ROD)
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1614 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1787 else 1615 else
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1791 } 1619 }
1792 } 1620 }
1793 1621
1794 if (cast_spell (op, item, dir, item->inv, NULL)) 1622 if (cast_spell (op, item, dir, item->inv, NULL))
1795 { 1623 {
1796 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1624 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1625
1797 if (item->type == WAND) 1626 if (item->type == WAND)
1798 { 1627 {
1799 if (!(--item->stats.food)) 1628 if (!(--item->stats.food))
1800 { 1629 {
1801 object *tmp; 1630 object *tmp;
1805 CLEAR_FLAG (item, FLAG_ANIMATE); 1634 CLEAR_FLAG (item, FLAG_ANIMATE);
1806 item->face = item->arch->face; 1635 item->face = item->arch->face;
1807 item->set_speed (0); 1636 item->set_speed (0);
1808 } 1637 }
1809 1638
1810 if ((tmp = item->in_player ())) 1639 if (object *pl = item->visible_to ())
1811 esrv_update_item (UPD_ANIM, tmp, item); 1640 esrv_update_item (UPD_ANIM, pl, item);
1812 } 1641 }
1813 } 1642 }
1814 else if (item->type == ROD || item->type == HORN) 1643 else if (item->type == ROD || item->type == HORN)
1815 drain_rod_charge (item); 1644 drain_rod_charge (item);
1816 } 1645 }
1821bool 1650bool
1822fire (object *op, int dir) 1651fire (object *op, int dir)
1823{ 1652{
1824 int spellcost = 0; 1653 int spellcost = 0;
1825 1654
1826 /* check for loss of invisiblity/hide */
1827 if (action_makes_visible (op))
1828 make_visible (op);
1829
1830 player *pl = op->contr; 1655 player *pl = op->contr;
1831 1656
1832 if (pl->golem) 1657 if (pl->golem)
1833 { 1658 {
1834 control_golem (op->contr->golem, dir); 1659 control_golem (op->contr->golem, dir);
1836 } 1661 }
1837 1662
1838 object *ob = pl->ranged_ob; 1663 object *ob = pl->ranged_ob;
1839 1664
1840 if (!ob) 1665 if (!ob)
1841 return false;
1842
1843 if (!op->change_weapon (ob))
1844 return false; 1666 return false;
1845 1667
1846 if (op->speed_left > 0.f) 1668 if (op->speed_left > 0.f)
1847 --op->speed_left; 1669 --op->speed_left;
1848 else 1670 else
1849 return false; 1671 return false;
1850 1672
1673 if (!op->change_weapon (ob))
1674 return false;
1675
1676 /* check for loss of invisiblity/hide */
1677 if (action_makes_visible (op))
1678 make_visible (op);
1679
1851 switch (ob->type) 1680 switch (ob->type)
1852 { 1681 {
1853 case BOW: 1682 case BOW:
1854 player_fire_bow (op, dir); 1683 player_fire_bow (op, dir);
1855 break; 1684 break;
1856 1685
1857 case SPELL: 1686 case SPELL:
1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1687 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 break; 1688 break;
1860 1689
1861 case BUILDER: 1690 case BUILDER:
1862 apply_map_builder (op, dir); 1691 apply_map_builder (op, dir);
1863 break; 1692 break;
1872 } 1701 }
1873 1702
1874 return true; 1703 return true;
1875} 1704}
1876 1705
1877/* find_key 1706static object *
1878 * We try to find a key for the door as passed. If we find a key
1879 * and successfully use it, we return the key, otherwise NULL
1880 * This function merges both normal and locked door, since the logic
1881 * for both is the same - just the specific key is different.
1882 * pl is the player,
1883 * inv is the objects inventory to searched
1884 * door is the door we are trying to match against.
1885 * This function can be called recursively to search containers.
1886 */
1887object *
1888find_key (object *pl, object *container, object *door) 1707find_key_ (object *pl, object *container, object *door)
1889{ 1708{
1890 object *tmp, *key; 1709 object *tmp, *key;
1891 1710
1892 /* Should not happen, but sanity checking is never bad */ 1711 /* Should not happen, but sanity checking is never bad */
1893 if (!container->inv) 1712 if (!container->inv)
1896 /* First, lets try to find a key in the top level inventory */ 1715 /* First, lets try to find a key in the top level inventory */
1897 for (tmp = container->inv; tmp; tmp = tmp->below) 1716 for (tmp = container->inv; tmp; tmp = tmp->below)
1898 { 1717 {
1899 if (door->type == DOOR && tmp->type == KEY) 1718 if (door->type == DOOR && tmp->type == KEY)
1900 break; 1719 break;
1720
1901 /* For sanity, we should really check door type, but other stuff 1721 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 1722 * (like containers) can be locked with special keys
1903 */ 1723 */
1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1724 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 break; 1725 break;
1911 * a key, return 1731 * a key, return
1912 */ 1732 */
1913 if (!tmp) 1733 if (!tmp)
1914 { 1734 {
1915 for (tmp = container->inv; tmp; tmp = tmp->below) 1735 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 {
1917 /* No reason to search empty containers */ 1736 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1737 if (tmp->type == CONTAINER && tmp->inv)
1919 {
1920 if ((key = find_key (pl, tmp, door))) 1738 if ((key = find_key_ (pl, tmp, door)))
1921 return key; 1739 return key;
1922 }
1923 }
1924 1740
1925 if (!tmp) 1741 if (!tmp)
1926 return NULL; 1742 return 0;
1927 } 1743 }
1928 1744
1929 /* We get down here if we have found a key. Now if its in a container, 1745 /* We get down here if we have found a key. Now if its in a container,
1930 * see if we actually want to use it 1746 * see if we actually want to use it
1931 */ 1747 */
1932 if (pl != container) 1748 if (pl != container)
1933 { 1749 {
1934 /* Only let players use keys in containers */ 1750 /* Only let players use keys in containers */
1935 if (!pl->contr) 1751 if (!pl->contr)
1936 return NULL; 1752 return 0;
1753
1937 /* cases where this fails: 1754 /* cases where this fails:
1938 * If we only search the player inventory, return now since we 1755 * If we only search the player inventory, return now since we
1939 * are not in the players inventory. 1756 * are not in the players inventory.
1940 * If the container is not active, return now since only active 1757 * If the container is not active, return now since only active
1941 * containers can be used. 1758 * containers can be used.
1945 * inv must have been an container and must have been active. 1762 * inv must have been an container and must have been active.
1946 * 1763 *
1947 * Change the color so that the message doesn't disappear with 1764 * Change the color so that the message doesn't disappear with
1948 * all the others. 1765 * all the others.
1949 */ 1766 */
1950 if (pl->contr->usekeys == key_inventory || 1767 if (pl->contr->usekeys == key_inventory
1951 !QUERY_FLAG (container, FLAG_APPLIED) || 1768 || !QUERY_FLAG (container, FLAG_APPLIED)
1952 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1769 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1953 { 1770 {
1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1771 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1955 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1772 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1956 return NULL; 1773 return NULL;
1957 } 1774 }
1958 } 1775 }
1959 1776
1960 return tmp; 1777 return tmp;
1778}
1779
1780/* find_key
1781 * We try to find a key for the door as passed. If we find a key
1782 * and successfully use it, we return the key, otherwise NULL
1783 * This function merges both normal and locked door, since the logic
1784 * for both is the same - just the specific key is different.
1785 * pl is the player,
1786 * inv is the objects inventory to searched
1787 * door is the door we are trying to match against.
1788 * This function can be called recursively to search containers.
1789 */
1790object *
1791find_key (object *pl, object *container, object *door)
1792{
1793 if (door->slaying && is_match_expr (door->slaying))
1794 {
1795 // for match expressions, we try to find the key by applying the match
1796 // to the op itself, which is supposed to find the "key", instead
1797 // of searching through containers ourselves.
1798
1799 return match_one (door->slaying, container, door, pl, pl);
1800 }
1801 else
1802 return find_key_ (pl, container, door);
1961} 1803}
1962 1804
1963/* moved door processing out of move_player_attack. 1805/* moved door processing out of move_player_attack.
1964 * returns 1 if player has opened the door with a key 1806 * returns 1 if player has opened the door with a key
1965 * such that the caller should not do anything more, 1807 * such that the caller should not do anything more,
1977 /* If we found a key, do some extra work */ 1819 /* If we found a key, do some extra work */
1978 if (key) 1820 if (key)
1979 { 1821 {
1980 object *container = key->env; 1822 object *container = key->env;
1981 1823
1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
1984 if (action_makes_visible (op)) 1824 if (action_makes_visible (op))
1985 make_visible (op); 1825 make_visible (op);
1986 1826
1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1827 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988 spring_trap (door->inv, op); 1828 spring_trap (door->inv, op);
1989 1829
1990 if (door->type == DOOR) 1830 if (door->type == DOOR)
1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1831 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 else if (door->type == LOCKED_DOOR) 1832 else if (door->type == LOCKED_DOOR)
1993 { 1833 {
1994 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1834 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1995 remove_door2 (door); /* remove door without violence ;-) */ 1835 remove_door2 (door); /* remove door without violence ;-) */
1996 } 1836 }
1997 1837
1998 /* Do this after we print the message */ 1838 /* Do this after we print the message */
1999 decrease_ob (key); /* Use up one of the keys */ 1839 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */
2001 if (container != op)
2002 esrv_update_item (UPD_WEIGHT, op, container);
2003 1840
2004 return 1; /* Nothing more to do below */ 1841 return 1; /* Nothing more to do below */
2005 } 1842 }
2006 else if (door->type == LOCKED_DOOR) 1843 else if (door->type == LOCKED_DOOR)
2007 { 1844 {
2008 /* Might as well return now - no other way to open this */ 1845 /* Might as well return now - no other way to open this */
2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1846 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2010 return 1; 1847 return 1;
2011 } 1848 }
2012 1849
2013 return 0; 1850 return 0;
2014} 1851}
2020 * going to try and move (not fire weapons). 1857 * going to try and move (not fire weapons).
2021 */ 1858 */
2022bool 1859bool
2023move_player_attack (object *op, int dir) 1860move_player_attack (object *op, int dir)
2024{ 1861{
1862 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1863 {
1864 --op->speed_left;
1865 return true;
1866 }
1867
2025 int on_battleground; 1868 int on_battleground;
2026 1869
2027 sint16 nx = freearr_x[dir] + op->x; 1870 sint16 nx = freearr_x[dir] + op->x;
2028 sint16 ny = freearr_y[dir] + op->y; 1871 sint16 ny = freearr_y[dir] + op->y;
2029 1872
2030 on_battleground = op_on_battleground (op, 0, 0); 1873 on_battleground = op_on_battleground (op, 0, 0);
2031 1874
2032 if (out_of_map (op->map, nx, ny)) 1875 if (out_of_map (op->map, nx, ny))
2033 return false; 1876 return false;
2034
2035 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2036 {
2037 --op->speed_left;
2038 return true;
2039 }
2040 1877
2041 /* If braced, or can't move to the square, and it is not out of the 1878 /* If braced, or can't move to the square, and it is not out of the
2042 * map, attack it. Note order of if statement is important - don't 1879 * map, attack it. Note order of if statement is important - don't
2043 * want to be calling move_ob if braced, because move_ob will move the 1880 * want to be calling move_ob if braced, because move_ob will move the
2044 * player. This is a pretty nasty hack, because if we could 1881 * player. This is a pretty nasty hack, because if we could
2101 1938
2102 if (op->speed_left > 0.f) 1939 if (op->speed_left > 0.f)
2103 { 1940 {
2104 --op->speed_left; 1941 --op->speed_left;
2105 1942
2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1943 op->play_sound (sound_find ("push_player"));
2107 push_ob (mon, dir, op); 1944 push_ob (mon, dir, op);
2108 1945
2109 if (op->contr->tmp_invis || op->hide) 1946 if (action_makes_visible (op))
2110 make_visible (op); 1947 make_visible (op);
2111 1948
2112 return true; 1949 return true;
2113 } 1950 }
2114 else 1951 else
2130 { 1967 {
2131 --op->speed_left; 1968 --op->speed_left;
2132 1969
2133 if (!op->contr->braced) 1970 if (!op->contr->braced)
2134 { 1971 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1972 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 1973 push_ob (mon, dir, op);
2137 } 1974 }
2138 else 1975 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 1976 op->statusmsg ("You withhold your attack");
2140 1977
2141 if (op->contr->tmp_invis || op->hide) 1978 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2142 make_visible (op); 1979 make_visible (op);
2143 1980
2144 return true; 1981 return true;
2145 } 1982 }
2146 } 1983 }
2186} 2023}
2187 2024
2188bool 2025bool
2189move_player (object *op, int dir) 2026move_player (object *op, int dir)
2190{ 2027{
2191 int pick;
2192
2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2028 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2194 return 0; 2029 return 0;
2195 2030
2196 /* Sanity check: make sure dir is valid */ 2031 /* Sanity check: make sure dir is valid */
2197 if ((dir < 0) || (dir >= 9)) 2032 if ((dir < 0) || (dir >= 9))
2198 { 2033 {
2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2039 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2205 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2040 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2206 2041
2207 op->facing = dir; 2042 op->facing = dir;
2208 2043
2209 if (op->hide) 2044 if (op->flag [FLAG_HIDDEN])
2210 do_hidden_move (op); 2045 do_hidden_move (op);
2211 2046
2212 bool retval; 2047 bool retval;
2048 int pick = 0;
2213 2049
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2050 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2215 retval = RESULT_INT (0); 2051 retval = RESULT_INT (0);
2216 else if (op->contr->fire_on) 2052 else if (op->contr->fire_on)
2217 retval = fire (op, dir); 2053 retval = fire (op, dir);
2274 return move_player (op, op->direction); 2110 return move_player (op, op->direction);
2275 2111
2276 return false; 2112 return false;
2277} 2113}
2278 2114
2279int 2115static int
2280save_life (object *op) 2116save_life (object *op)
2281{ 2117{
2282 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2118 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2283 return 0; 2119 return 0;
2284 2120
2285 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2121 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2122 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2287 { 2123 {
2288 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2124 op->play_sound (sound_find ("ob_evaporate"));
2289 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2125 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2290
2291 if (op->contr)
2292 esrv_del_item (op->contr, tmp->count);
2293 2126
2294 tmp->destroy (); 2127 tmp->destroy ();
2295 CLEAR_FLAG (op, FLAG_LIFESAVE); 2128 CLEAR_FLAG (op, FLAG_LIFESAVE);
2296 2129
2297 if (op->stats.hp < 0) 2130 if (op->stats.hp < 0)
2310 return 0; 2143 return 0;
2311} 2144}
2312 2145
2313/* This goes throws the inventory and removes unpaid objects, and puts them 2146/* This goes throws the inventory and removes unpaid objects, and puts them
2314 * back in the map (location and map determined by values of env). This 2147 * back in the map (location and map determined by values of env). This
2315 * function will descend into containers. op is the object to start the search 2148 * function will descend into containers. op is the object to start the search
2316 * from. 2149 * from.
2317 */ 2150 */
2151static void
2152drop_unpaid_items (object *op, object *env)
2153{
2154 while (op)
2155 {
2156 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2157
2158 if (QUERY_FLAG (op, FLAG_UNPAID))
2159 op->insert_at (env);
2160 else if (op->inv)
2161 drop_unpaid_items (op->inv, env);
2162
2163 op = next;
2164 }
2165}
2166
2318void 2167void
2319remove_unpaid_objects (object *op, object *env) 2168object::drop_unpaid_items ()
2320{ 2169{
2321 while (op) 2170 if (!flag [FLAG_REMOVED])
2322 { 2171 ::drop_unpaid_items (inv, this);
2323 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2324
2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2326 {
2327 if (env->type == PLAYER)
2328 esrv_del_item (env->contr, op->count);
2329
2330 op->insert_at (env);
2331 }
2332 else if (op->inv)
2333 remove_unpaid_objects (op->inv, env);
2334
2335 op = next;
2336 }
2337}
2338
2339/*
2340 * Returns pointer a static string containing gravestone text
2341 * Moved from apply.c to player.c - player.c is what
2342 * actually uses this function. player.c may not be quite the
2343 * best, a misc file for object actions is probably better,
2344 * but there isn't one in the server directory.
2345 */
2346char *
2347gravestone_text (object *op)
2348{
2349 static char buf2[MAX_BUF];
2350 char buf[MAX_BUF];
2351 time_t now = time (NULL);
2352
2353 strcpy (buf2, " R.I.P.\n\n");
2354 if (op->type == PLAYER)
2355 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2356 else
2357 sprintf (buf, "%s\n", &op->name);
2358
2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2360 strcat (buf2, buf);
2361 if (op->type == PLAYER)
2362 sprintf (buf, "who was in level %d when killed\n", op->level);
2363 else
2364 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2365
2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2367 strcat (buf2, buf);
2368 if (op->type == PLAYER)
2369 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf);
2373 }
2374
2375 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf);
2378
2379 return buf2;
2380} 2172}
2381 2173
2382void 2174void
2383do_some_living (object *op) 2175do_some_living (object *op)
2384{ 2176{
2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2228 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2437 else 2229 else
2438 { 2230 {
2439 gen_grace = op->stats.maxgrace; 2231 gen_grace = op->stats.maxgrace;
2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2232 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2441 }
2442
2443 /* Regenerate Spell Points */
2444 if (!op->contr->golem && --op->last_sp < 0)
2445 {
2446 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2447 if (op->stats.sp < op->stats.maxsp)
2448 {
2449 op->stats.sp++;
2450 /* dms do not consume food */
2451 if (!QUERY_FLAG (op, FLAG_WIZ))
2452 {
2453 op->stats.food--;
2454 if (op->contr->digestion < 0)
2455 op->stats.food += op->contr->digestion;
2456 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2457 op->stats.food = last_food;
2458 }
2459 }
2460
2461 if (max_sp > 1)
2462 {
2463 over_sp = (gen_sp + 10) / rate_sp;
2464 if (over_sp > 0)
2465 {
2466 if (op->stats.sp < op->stats.maxsp)
2467 {
2468 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2469
2470 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2471 op->stats.sp--;
2472
2473 if (op->stats.sp > op->stats.maxsp)
2474 op->stats.sp = op->stats.maxsp;
2475 }
2476 op->last_sp = 0;
2477 }
2478 else
2479 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2480 }
2481 else
2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2483 } 2233 }
2484 2234
2485 /* Regenerate Grace */ 2235 /* Regenerate Grace */
2486 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2236 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2487 if (--op->last_grace < 0) 2237 if (--op->last_grace < 0)
2508 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2258 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2509 } 2259 }
2510 /* wearing stuff doesn't detract from grace generation. */ 2260 /* wearing stuff doesn't detract from grace generation. */
2511 } 2261 }
2512 2262
2263 if (op->stats.food > 0)
2264 {
2513 /* Regenerate Hit Points */ 2265 /* Regenerate Spell Points */
2514 if (--op->last_heal < 0) 2266 if (!op->contr->golem && --op->last_sp < 0)
2515 {
2516 if (op->stats.hp < op->stats.maxhp)
2517 { 2267 {
2518 op->stats.hp++; 2268 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2519 /* dms do not consume food */ 2269
2520 if (!QUERY_FLAG (op, FLAG_WIZ)) 2270 if (op->stats.sp < op->stats.maxsp)
2521 { 2271 {
2272 op->stats.sp++;
2273
2274 /* dms do not consume food */
2275 if (!QUERY_FLAG (op, FLAG_WIZ))
2276 {
2522 op->stats.food--; 2277 op->stats.food--;
2278
2523 if (op->contr->digestion < 0) 2279 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion; 2280 op->stats.food += op->contr->digestion;
2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2281 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2526 op->stats.food = last_food; 2282 op->stats.food = last_food;
2283 }
2527 } 2284 }
2528 }
2529 2285
2530 if (max_hp > 1) 2286 if (max_sp > 1)
2531 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533 if (over_hp > 0)
2534 { 2287 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2288 over_sp = (gen_sp + 10) / rate_sp;
2289 if (over_sp > 0)
2290 {
2291 if (op->stats.sp < op->stats.maxsp)
2292 {
2293 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2294
2295 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2296 op->stats.sp--;
2297
2298 if (op->stats.sp > op->stats.maxsp)
2299 op->stats.sp = op->stats.maxsp;
2300 }
2301
2536 op->last_heal = 0; 2302 op->last_sp = 0;
2303 }
2304 else
2305 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2537 } 2306 }
2538 else 2307 else
2308 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2309 }
2310
2311 /* Regenerate Hit Points */
2312 if (--op->last_heal < 0)
2313 {
2314 if (op->stats.hp < op->stats.maxhp)
2539 { 2315 {
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2316 op->stats.hp++;
2317
2318 /* dms do not consume food */
2319 if (!QUERY_FLAG (op, FLAG_WIZ))
2320 {
2321 op->stats.food--;
2322
2323 if (op->contr->digestion < 0)
2324 op->stats.food += op->contr->digestion;
2325 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2326 op->stats.food = last_food;
2327 }
2541 } 2328 }
2329
2330 if (max_hp > 1)
2331 {
2332 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2333
2334 if (over_hp > 0)
2335 {
2336 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2337 op->last_heal = 0;
2338 }
2339 else
2340 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2542 } 2341 }
2543 else 2342 else
2544 {
2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2343 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2546 } 2344 }
2547 } 2345 }
2548 2346
2549 /* Digestion */ 2347 /* Digestion */
2550 if (--op->last_eat < 0) 2348 if (--op->last_eat < 0)
2551 { 2349 {
2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2350 int bonus = max (0, op->contr->digestion),
2351 penalty = max (0, -op->contr->digestion);
2553 2352
2554 if (op->contr->gen_hp > 0)
2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2353 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2556 else
2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558 2354
2559 /* dms do not consume food */ 2355 /* dms do not consume food */
2560 if (!QUERY_FLAG (op, FLAG_WIZ)) 2356 if (!QUERY_FLAG (op, FLAG_WIZ))
2561 op->stats.food--; 2357 op->stats.food--;
2562 } 2358 }
2563 2359
2564 if (op->stats.food < 0 && op->stats.hp >= 0) 2360 if (op->stats.food < 0 && op->stats.hp >= 0)
2565 { 2361 {
2566 object *tmp, *flesh = 0; 2362 object *flesh = 0;
2567 2363
2568 for (tmp = op->inv; tmp; tmp = tmp->below) 2364 for_inv_removable (op, tmp)
2569 { 2365 {
2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2366 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2367 continue;
2368
2369 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2571 { 2370 {
2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2371 op->statusmsg ("You blindly grab for a bite of food. "
2573 { 2372 "H<To prevent you from starving, you ate some random item from your backpack.>");
2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2575 manual_apply (op, tmp, 0); 2373 manual_apply (op, tmp, 0);
2374
2576 if (op->stats.food >= 0 || op->stats.hp < 0) 2375 if (op->stats.food >= 0 || op->stats.hp < 0)
2577 break; 2376 break;
2578 } 2377 }
2579 else if (tmp->type == FLESH) 2378 else if (tmp->type == FLESH)
2580 flesh = tmp; 2379 flesh = tmp;
2581 } /* End if paid for object */ 2380 }
2582 } /* end of for loop */
2583 2381
2584 /* If player is still starving, it means they don't have any food, so 2382 /* If player is still starving, it means they don't have any food, so
2585 * eat flesh instead. 2383 * eat flesh instead.
2586 */ 2384 */
2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2385 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2588 { 2386 {
2589 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2387 op->statusmsg ("You blindly grab for a bite of food. "
2388 "H<To prevent you from starving, you ate some random item from your backpack.>");
2590 manual_apply (op, flesh, 0); 2389 manual_apply (op, flesh, 0);
2591 } 2390 }
2391
2392 // If player is still starving, alert him!
2393 if (op->stats.food < 0)
2394 op->failmsg ("You are starving! "
2395 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2396 }
2397
2398 if (op->stats.food < 0)
2592 } 2399 {
2400 op->stats.hp += op->stats.food;
2401 op->stats.food = 0;
2593 2402
2594 while (op->stats.food < 0 && op->stats.hp >= 0) 2403 if (op->stats.hp < 0)
2595 op->stats.food++, op->stats.hp--; 2404 {
2405 op->contr->killer = archetype::get ("killer_starvation");
2406 op->contr->killer->destroy ();
2407 }
2408 }
2596 2409
2410 /* killer should be set here already */
2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2411 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2598 kill_player (op); 2412 kill_player (op);
2599 } 2413 }
2600} 2414}
2601 2415
2605 * file. 2419 * file.
2606 */ 2420 */
2607void 2421void
2608kill_player (object *op) 2422kill_player (object *op)
2609{ 2423{
2610 char buf[MAX_BUF];
2611 int x, y; 2424 int x, y;
2612
2613 //int i;
2614 maptile *map; /* this is for resurrection */ 2425 maptile *map; /* this is for resurrection */
2615
2616 /* int z;
2617 int num_stats_lose;
2618 int lost_a_stat;
2619 int lose_this_stat;
2620 int this_stat; */
2621 int will_kill_again; 2426 int will_kill_again;
2622 archetype *at; 2427 archetype *at;
2623 object *tmp; 2428 object *tmp;
2624 2429
2625 if (save_life (op)) 2430 if (save_life (op))
2626 return; 2431 return;
2627 2432
2433 dynbuf_text deathtab;
2434
2435 /* restore player */
2436 at = archetype::find (shstr_poisoning);
2437 if (object *tmp = present_arch_in_ob (at, op))
2438 {
2439 tmp->destroy ();
2440 deathtab << "Your body feels cleansed...\r";
2441 }
2442
2443 at = archetype::find (shstr_confusion);
2444 if (object *tmp = present_arch_in_ob (at, op))
2445 {
2446 tmp->destroy ();
2447 deathtab << "Your mind feels clearer...\r";
2448 }
2449
2450 cure_disease (op, 0, 0); /* remove any disease */
2451
2452 max_it (op->stats.hp , op->stats.maxhp);
2453 max_it (op->stats.sp , op->stats.maxsp);
2454 max_it (op->stats.grace, op->stats.maxgrace);
2455
2456 if (op->stats.food <= 0)
2457 op->stats.food = 999;
2458
2459 // remove all spell effects that are active
2460 // to avoid long-term effects such as word-of-recall
2461 for (object *item = op->inv; item; )
2462 {
2463 object *next = item->below;
2464
2465 if (item->type == SPELL_EFFECT && item->active)
2466 item->destroy ();
2467
2468 item = next;
2469 }
2628 2470
2629 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2471 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2630 * in cities ONLY!!! It is very important that this doesn't get abused. 2472 * in cities ONLY!!! It is very important that this doesn't get abused.
2631 * Look at op_on_battleground() for more info --AndreasV 2473 * Look at op_on_battleground() for more info --AndreasV
2632 */ 2474 */
2633 if (op_on_battleground (op, &x, &y)) 2475 if (op_on_battleground (op, &x, &y))
2634 { 2476 {
2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2477 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2636 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2637
2638 /* restore player */
2639 at = archetype::find ("poisoning");
2640 if (object *tmp = present_arch_in_ob (at, op))
2641 {
2642 tmp->destroy ();
2643 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2644 }
2645
2646 at = archetype::find ("confusion");
2647 if (object *tmp = present_arch_in_ob (at, op))
2648 {
2649 tmp->destroy ();
2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2651 }
2652
2653 cure_disease (op, 0); /* remove any disease */
2654 op->stats.hp = op->stats.maxhp;
2655 if (op->stats.food <= 0)
2656 op->stats.food = 999;
2657 2478
2658 /* create a bodypart-trophy to make the winner happy */ 2479 /* create a bodypart-trophy to make the winner happy */
2659 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2480 object *tmp = archetype::find (shstr_finger)->instance ();
2660 { 2481
2661 sprintf (buf, "%s's finger", &op->name); 2482 tmp->name = format ("%s's finger" , &op->name);
2662 tmp->name = buf; 2483 tmp->name_pl = format ("%s's fingers", &op->name);
2663 sprintf (buf, " This finger has been cut off %s\n" 2484 tmp->msg = format (
2664 " the %s, when he was defeated at\n level %d by %s.\n", 2485 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2486 &op->name, op->contr->title,
2666 tmp->msg = buf; 2487 (int)op->level,
2488 op->contr->killer_name ()
2489 );
2667 tmp->value = 0, tmp->type = 0; 2490 tmp->value = 0, tmp->type = 0;
2668 tmp->materialname = "organics"; 2491 tmp->material = name_to_material (shstr_organic);
2669 tmp->insert_at (op, tmp); 2492 tmp->insert_at (op, tmp);
2670 }
2671 2493
2672 /* teleport defeated player to new destination */ 2494 /* teleport defeated player to new destination */
2673 transfer_ob (op, x, y, 0, NULL); 2495 transfer_ob (op, x, y, 0, NULL);
2674 op->contr->braced = 0; 2496 op->contr->braced = 0;
2497
2498 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2675 return; 2499 return;
2676 } 2500 }
2677 2501
2502 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2503 deathtab << "T<YOU HAVE DIED>\n\n";
2504
2678 INVOKE_PLAYER (DEATH, op->contr); 2505 INVOKE_PLAYER (DEATH, op->contr);
2679 2506
2680 command_kill_pets (op, 0); 2507 command_kill_pets (op, 0);
2681 2508
2682 if (op->stats.food < 0) 2509 op->contr->play_sound (sound_find ("player_dies"));
2683 {
2684 sprintf (buf, "%s starved to death.", &op->name);
2685 strcpy (op->contr->killer, "starvation");
2686 }
2687 else
2688 sprintf (buf, "%s died.", &op->name);
2689
2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2691 2510
2692 /* save the map location for corpse, gravestone */ 2511 /* save the map location for corpse, gravestone */
2693 x = op->x; 2512 x = op->x;
2694 y = op->y; 2513 y = op->y;
2695 map = op->map; 2514 map = op->map;
2723 2542
2724 lost_a_stat = 0; 2543 lost_a_stat = 0;
2725 2544
2726 for (z = 0; z < num_stats_lose; z++) 2545 for (z = 0; z < num_stats_lose; z++)
2727 { 2546 {
2728 i = RANDOM () % NUM_STATS; 2547 i = rndm (NUM_STATS);
2729 2548
2730 if (settings.stat_loss_on_death) 2549 if (settings.stat_loss_on_death)
2731 { 2550 {
2732 /* Pick a random stat and take a point off it. Tell the player 2551 /* Pick a random stat and take a point off it. Tell the player
2733 * what he lost. 2552 * what he lost.
2740 lost_a_stat = 1; 2559 lost_a_stat = 1;
2741 } 2560 }
2742 else 2561 else
2743 { 2562 {
2744 /* deplete a stat */ 2563 /* deplete a stat */
2745 archetype *deparch = archetype::find ("depletion"); 2564 archetype *deparch = archetype::find (shstr_depletion);
2746 object *dep; 2565 object *dep;
2747 2566
2748 dep = present_arch_in_ob (deparch, op); 2567 dep = present_arch_in_ob (deparch, op);
2749 if (!dep) 2568 if (!dep)
2750 { 2569 {
2751 dep = arch_to_object (deparch); 2570 dep = deparch->instance ();
2752 insert_ob_in_ob (dep, op); 2571 insert_ob_in_ob (dep, op);
2753 } 2572 }
2754 lose_this_stat = 1; 2573 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss) 2574 if (settings.balanced_stat_loss)
2756 { 2575 {
2784 } 2603 }
2785 } 2604 }
2786 2605
2787 if (lose_this_stat) 2606 if (lose_this_stat)
2788 { 2607 {
2789 this_stat = get_attr_value (&(dep->stats), i); 2608 this_stat = get_attr_value (&dep->stats, i);
2790 /* We could try to do something clever like find another 2609 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2610 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2611 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2612 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2613 * difference.
2802 lost_a_stat = 1; 2621 lost_a_stat = 1;
2803 } 2622 }
2804 } 2623 }
2805 } 2624 }
2806 } 2625 }
2626
2807 /* If no stat lost, tell the player. */ 2627 /* If no stat lost, tell the player. */
2808 if (!lost_a_stat) 2628 if (!lost_a_stat)
2809 { 2629 {
2810 /* determine_god() seems to not work sometimes... why is this? 2630 /* determine_god() seems to not work sometimes... why is this?
2811 Should I be using something else? GD */ 2631 Should I be using something else? GD */
2812 const char *god = determine_god (op); 2632 shstr_tmp god = determine_god (op);
2813 2633
2814 if (god && (strcmp (god, "none"))) 2634 if (god != shstr_none)
2815 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2635 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2816 else 2636 else
2817 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2637 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2818 } 2638 }
2819#else 2639#else
2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2640 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2821#endif 2641#endif
2822 2642
2823 /* Put a gravestone up where the character 'almost' died. List the 2643 /* Put a gravestone up where the character 'almost' died. List the
2824 * exp loss on the stone. 2644 * exp loss on the stone.
2825 */ 2645 */
2826 tmp = arch_to_object (archetype::find ("gravestone")); 2646 tmp = archetype::find (shstr_gravestone)->instance ();
2827 sprintf (buf, "%s's gravestone", &op->name); 2647 tmp->name = format ("%s's gravestone", &op->name);
2828 tmp->name = buf; 2648 tmp->name_pl = format ("%s's gravestones", &op->name);
2829 sprintf (buf, "%s's gravestones", &op->name); 2649 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2830 tmp->name_pl = buf; 2650 &op->name, op->contr->title, op->contr->killer_name ());
2831 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);
2832 tmp->msg = buf;
2833 tmp->x = op->x, tmp->y = op->y; 2651 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL, 0); 2652 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2653
2836 /**************************************/ 2654 /**************************************/
2837 /* */ 2655 /* */
2838 /* Subtract the experience points, */ 2656 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */
2841 /* */ 2657 /* */
2842 /**************************************/ 2658 /**************************************/
2843 2659
2844 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */
2846 at = archetype::find ("poisoning");
2847 tmp = present_arch_in_ob (at, op);
2848
2849 if (tmp)
2850 {
2851 tmp->destroy ();
2852 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2853 }
2854
2855 at = archetype::find ("confusion");
2856 tmp = present_arch_in_ob (at, op);
2857 if (tmp)
2858 {
2859 tmp->destroy ();
2860 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2861 }
2862
2863 cure_disease (op, 0); /* remove any disease */
2864
2865 /*add_exp(op, (op->stats.exp * -0.20)); */ 2660 /*add_exp(op, (op->stats.exp * -0.20)); */
2866 apply_death_exp_penalty (op); 2661 apply_death_exp_penalty (op);
2867 if (op->stats.food < 100)
2868 op->stats.food = 900;
2869 op->stats.hp = op->stats.maxhp;
2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2872 2662
2873 /* 2663 /*
2874 * Check to see if the player has any unpaid items. If so, remove them 2664 * Check to see if the player has any unpaid items. If so, remove them
2875 * and put them back in the map. 2665 * and put them back in the map.
2876 */ 2666 */
2877 remove_unpaid_objects (op->inv, op); 2667 op->drop_unpaid_items ();
2878 2668
2879 /****************************************/ 2669 /****************************************/
2880 /* */ 2670 /* */
2881 /* Move player to his current respawn- */ 2671 /* Move player to his current respawn- */
2882 /* position (usually last savebed) */ 2672 /* position (usually last savebed) */
2911 if (will_kill_again & (1 << at)) 2701 if (will_kill_again & (1 << at))
2912 force->resist[at] = 100; 2702 force->resist[at] = 100;
2913 2703
2914 insert_ob_in_ob (force, op); 2704 insert_ob_in_ob (force, op);
2915 op->update_stats (); 2705 op->update_stats ();
2916
2917 } 2706 }
2918 2707
2919 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2708 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2920} 2709}
2921 2710
2922void 2711static void
2923loot_object (object *op) 2712loot_object (object *op)
2924{ /* Grab and destroy some treasure */ 2713{ /* Grab and destroy some treasure */
2925 object *tmp, *tmp2, *next; 2714 object *tmp, *tmp2, *next;
2926 2715
2927 op->close_container (); /* close open sack first */ 2716 op->close_container (); /* close open sack first */
2941 2730
2942 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2731 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2943 { 2732 {
2944 if (tmp->nrof > 1) 2733 if (tmp->nrof > 1)
2945 { 2734 {
2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2735 tmp->decrease (rndm (1, tmp->nrof - 1));
2947 tmp2->destroy ();
2948 insert_ob_in_map (tmp, op->map, NULL, 0); 2736 insert_ob_in_map (tmp, op->map, NULL, 0);
2949 } 2737 }
2950 else 2738 else
2951 tmp->destroy (); 2739 tmp->destroy ();
2952 } 2740 }
2959 * fix_weight(): Check recursively the weight of all players, and fix 2747 * fix_weight(): Check recursively the weight of all players, and fix
2960 * what needs to be fixed. Refresh windows and fix speed if anything 2748 * what needs to be fixed. Refresh windows and fix speed if anything
2961 * was changed. 2749 * was changed.
2962 */ 2750 */
2963void 2751void
2964fix_weight (void) 2752fix_weight ()
2965{ 2753{
2966 for_all_players (pl) 2754 for_all_players (pl)
2967 { 2755 {
2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2756 sint32 old = pl->ob->carrying;
2969 2757
2970 if (old == sum) 2758 pl->ob->update_weight ();
2971 continue; 2759
2760 if (old != pl->ob->carrying)
2761 {
2972 pl->ob->update_stats (); 2762 pl->ob->update_stats ();
2973 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2763 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2764 }
2974 } 2765 }
2975} 2766}
2976 2767
2977void 2768void
2978fix_luck (void) 2769fix_luck ()
2979{ 2770{
2980 for_all_players (pl) 2771 for_all_players (pl)
2981 if (!pl->ob->contr->ns->state) 2772 if (!pl->ob->contr->ns->state)
2982 pl->ob->change_luck (0); 2773 pl->ob->change_luck (0);
2983} 2774}
3020} 2811}
3021 2812
3022void 2813void
3023make_visible (object *op) 2814make_visible (object *op)
3024{ 2815{
3025 op->hide = 0; 2816 op->flag [FLAG_HIDDEN] = 0;
3026 op->invisible = 0; 2817 op->invisible = 0;
2818
3027 if (op->type == PLAYER) 2819 if (op->type == PLAYER)
3028 { 2820 {
3029 op->contr->tmp_invis = 0; 2821 op->contr->tmp_invis = 0;
3030 op->contr->invis_race = 0; 2822 op->contr->invis_race = 0;
3031 } 2823 }
3044 2836
3045/* look at the surrounding terrain to determine 2837/* look at the surrounding terrain to determine
3046 * the hideability of this object. Positive levels 2838 * the hideability of this object. Positive levels
3047 * indicate greater hideability. 2839 * indicate greater hideability.
3048 */ 2840 */
3049
3050int 2841int
3051hideability (object *ob) 2842hideability (object *ob)
3052{ 2843{
3053 int i, level = 0, mflag; 2844 int i, level = 0, mflag;
3054 sint16 x, y; 2845 sint16 x, y;
3055 2846
3056 if (!ob || !ob->map) 2847 if (!ob || !ob->map)
3057 return 0; 2848 return 0;
3058 2849
3059 /* so, on normal lighted maps, its hard to hide */ 2850 /* so, on normal lighted maps, its hard to hide */
3060 level = ob->map->darkness - 2; 2851 level = ob->map->darklevel () - 2;
3061 2852
3062 /* this also picks up whether the object is glowing. 2853 /* this also picks up whether the object is glowing.
3063 * If you carry a light on a non-dark map, its not 2854 * If you carry a light on a non-dark map, its not
3064 * as bad as carrying a light on a pitch dark map */ 2855 * as bad as carrying a light on a pitch dark map */
3065 if (has_carried_lights (ob)) 2856 if (ob->has_carried_lights ())
3066 level = -(10 + (2 * ob->map->darkness)); 2857 level = -(10 + (2 * ob->map->darklevel ()));
3067 2858
3068 /* scan through all nearby squares for terrain to hide in */ 2859 /* scan through all nearby squares for terrain to hide in */
3069 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2860 for (i = 0, x = ob->x, y = ob->y;
2861 i <= SIZEOFFREE1;
2862 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3070 { 2863 {
3071 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2864 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3072 if (mflag & P_OUT_OF_MAP) 2865 if (mflag & P_OUT_OF_MAP)
3073 {
3074 continue; 2866 continue;
3075 } 2867
3076 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2868 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3077 level += 2; 2869 level += 2;
3078 else /* open terrain! */ 2870 else /* open terrain! */
3079 level -= 1; 2871 level -= 1;
3080 } 2872 }
3091 * spot (surrounded by clear terrain in broad daylight). -b.t. 2883 * spot (surrounded by clear terrain in broad daylight). -b.t.
3092 */ 2884 */
3093void 2885void
3094do_hidden_move (object *op) 2886do_hidden_move (object *op)
3095{ 2887{
3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2888 int hide = 0;
3097 object *skop;
3098 2889
3099 if (!op || !op->map) 2890 if (!op || !op->map)
3100 return; 2891 return;
3101 2892
3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2893 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2894 int num = random_roll (0, 19, op, PREFER_LOW);
3103 2895
3104 /* its *extremely* hard to run and sneak/hide at the same time! */ 2896 /* its *extremely* hard to run and sneak/hide at the same time! */
3105 if (op->type == PLAYER && op->contr->run_on) 2897 if (op->type == PLAYER && op->contr->run_on)
3106 if (!skop || num >= skop->level) 2898 if (!skop || num >= skop->level)
3107 { 2899 {
3117 num -= hide; 2909 num -= hide;
3118 2910
3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2911 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3120 { 2912 {
3121 make_visible (op); 2913 make_visible (op);
2914
3122 if (op->type == PLAYER) 2915 if (op->type == PLAYER)
3123 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2916 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3124 } 2917 }
3125 else if (op->type == PLAYER && skop) 2918 else if (op->type == PLAYER && skop)
3126 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2919 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3179 * object op. This function works fine for monsters, 2972 * object op. This function works fine for monsters,
3180 * but we dont worry if the object isnt the top one in 2973 * but we dont worry if the object isnt the top one in
3181 * a pile (say a coin under a table would return "viewable" 2974 * a pile (say a coin under a table would return "viewable"
3182 * by this routine). Another question, should we be 2975 * by this routine). Another question, should we be
3183 * concerned with the direction the player is looking 2976 * concerned with the direction the player is looking
3184 * in? Realistically, most of use cant see stuff behind 2977 * in? Realistically, most of us can't see stuff behind
3185 * our backs...on the other hand, does the "facing" direction 2978 * our backs...on the other hand, does the "facing" direction
3186 * imply the way your head, or body is facing? Its possible 2979 * imply the way your head, or body is facing? It's possible
3187 * for them to differ. Sigh, this fctn could get a bit more complex. 2980 * for them to differ. Sigh, this fctn could get a bit more complex.
3188 * -b.t. 2981 * -b.t.
3189 * This function is now map tiling safe. 2982 * This function is now map tiling safe.
3190 */ 2983 */
3191
3192int 2984int
3193player_can_view (object *pl, object *op) 2985player_can_view (object *pl, object *op)
3194{ 2986{
3195 rv_vector rv; 2987 rv_vector rv;
3196 int dx, dy; 2988 int dx, dy;
3208 3000
3209 get_rangevector (pl, op, &rv, 0x1); 3001 get_rangevector (pl, op, &rv, 0x1);
3210 3002
3211 /* starting with the 'head' part, lets loop 3003 /* starting with the 'head' part, lets loop
3212 * through the object and find if it has any 3004 * through the object and find if it has any
3213 * part that is in the los array but isnt on 3005 * part that is in the los array but isn't on
3214 * a blocked los square. 3006 * a blocked los square.
3215 * we use the archetype to figure out offsets. 3007 * we use the archetype to figure out offsets.
3216 */ 3008 */
3217 while (op) 3009 while (op)
3218 { 3010 {
3219 dx = rv.distance_x + op->arch->x; 3011 dx = rv.distance_x + op->arch->x;
3220 dy = rv.distance_y + op->arch->y; 3012 dy = rv.distance_y + op->arch->y;
3221 3013
3222 /* only the viewable area the player sees is updated by LOS 3014 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3223 * code, so we need to restrict ourselves to that range of values
3224 * for any meaningful values.
3225 */
3226 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3227 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3228 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3229 return 1; 3015 return 1;
3016
3230 op = op->more; 3017 op = op->more;
3231 } 3018 }
3232 return 0;
3233}
3234 3019
3235/* routine for both players and monsters. We call this when
3236 * there is a possibility for our action distrubing our hiding
3237 * place or invisiblity spell. Artefact invisiblity is not
3238 * effected by this. If we arent invisible to begin with, we
3239 * return 0.
3240 */
3241int
3242action_makes_visible (object *op)
3243{
3244
3245 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3246 {
3247 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3248 return 0;
3249
3250 if (op->contr && op->contr->tmp_invis == 0)
3251 return 0;
3252
3253 /* If monsters, they should become visible */
3254 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3255 {
3256 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3257 return 1;
3258 }
3259 }
3260 return 0; 3020 return 0;
3261} 3021}
3262 3022
3263/* op_on_battleground - checks if the given object op (usually 3023/* op_on_battleground - checks if the given object op (usually
3264 * a player) is standing on a valid battleground-tile, 3024 * a player) is standing on a valid battleground-tile,
3269 * Default is to do the same as before, so only people wanting to have different points need worry about this 3029 * Default is to do the same as before, so only people wanting to have different points need worry about this
3270 */ 3030 */
3271int 3031int
3272op_on_battleground (object *op, int *x, int *y) 3032op_on_battleground (object *op, int *x, int *y)
3273{ 3033{
3274 object *tmp;
3275
3276 /* A battleground-tile needs the following attributes to be valid: 3034 /* A battleground-tile needs the following attributes to be valid:
3277 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3035 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3278 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3036 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3279 * and the exit-coordinates sp/hp must both be > 0. 3037 * and the exit-coordinates sp/hp must both be > 0.
3280 * => The intention here is to prevent abuse of the battleground- 3038 * => The intention here is to prevent abuse of the battleground-
3281 * feature (like pickable or hidden battleground tiles). */ 3039 * feature (like pickable or hidden battleground tiles). */
3282 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3040 for (object *tmp = op->below; tmp; tmp = tmp->below)
3283 { 3041 {
3284 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3042 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3285 { 3043 {
3286 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3044 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3287 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3045 && tmp->type == BATTLEGROUND
3046 && tmp->name == shstr_battleground
3047 && EXIT_X (tmp) && EXIT_Y (tmp))
3288 { 3048 {
3289 /*before we assign the exit, check if this is a teambattle */ 3049 /* before we assign the exit, check if this is a teambattle */
3290 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3050 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3291 { 3051 {
3292 object *invtmp;
3293
3294 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3052 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3295 { 3053 {
3296 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3054 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3297 { 3055 {
3298 if (x != NULL && y != NULL) 3056 if (x && y)
3299 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3057 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3058
3300 return 1; 3059 return 1;
3301 } 3060 }
3302 } 3061 }
3303 } 3062 }
3063
3304 if (x != NULL && y != NULL) 3064 if (x && y)
3305 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3065 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3066
3306 return 1; 3067 return 1;
3307 } 3068 }
3308 } 3069 }
3309 } 3070 }
3071
3310 /* If we got here, did not find a battleground */ 3072 /* If we got here, did not find a battleground */
3311 return 0; 3073 return 0;
3312} 3074}
3313 3075
3314/* 3076/*
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3092 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i = 0, j = 0; 3093 int i = 0, j = 0;
3332 3094
3333 /* get the appropriate treasurelist */ 3095 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3096 if (atnr == ATNR_FIRE)
3335 trlist = treasurelist::find ("dragon_ability_fire"); 3097 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3098 else if (atnr == ATNR_COLD)
3337 trlist = treasurelist::find ("dragon_ability_cold"); 3099 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3100 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = treasurelist::find ("dragon_ability_elec"); 3101 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3102 else if (atnr == ATNR_POISON)
3341 trlist = treasurelist::find ("dragon_ability_poison"); 3103 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3104
3343 if (trlist == NULL || who->type != PLAYER) 3105 if (trlist == NULL || who->type != PLAYER)
3344 return; 3106 return;
3345 3107
3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3108 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3462 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3224 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3463 } 3225 }
3464 else 3226 else
3465 { 3227 {
3466 /* generate misc. treasure */ 3228 /* generate misc. treasure */
3467 tmp = arch_to_object (tr->item); 3229 tmp = tr->item->instance ();
3468 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3230 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3469 tmp = insert_ob_in_ob (tmp, who); 3231 who->insert (tmp);
3470 if (who->type == PLAYER)
3471 esrv_send_item (who, tmp);
3472 } 3232 }
3473} 3233}
3474 3234
3475/** 3235/**
3476 * Unready an object for a player. This function does nothing if the object was 3236 * Unready an object for a player. This function does nothing if the object was
3487 3247
3488 if (pl->ranged_ob == ob) 3248 if (pl->ranged_ob == ob)
3489 pl->ranged_ob = 0; 3249 pl->ranged_ob = 0;
3490} 3250}
3491 3251
3252//-GPL
3253
3492sint8 3254sint8
3493player::visibility_at (maptile *map, int x, int y) const 3255player::darkness_at (maptile *map, int x, int y) const
3494{ 3256{
3495 if (!ns) 3257 if (!ns)
3496 return 0; 3258 return LOS_BLOCKED;
3497 3259
3498 int dx, dy; 3260 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3261 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0; 3262 return LOS_BLOCKED;
3501 3263
3502 x += dx - ns->current_x + ns->mapx / 2; 3264 x += dx - ns->current_x;
3503 y += dy - ns->current_y + ns->mapy / 2; 3265 y += dy - ns->current_y;
3504 3266
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y]; 3267 return blocked_los (x, y);
3509} 3268}
3269
3270void
3271player::infobox (const char *title, const char *msg, int color)
3272{
3273 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3274}
3275
3276void
3277player::statusmsg (const char *msg, int color)
3278{
3279 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3280}
3281
3282void
3283player::failmsg (const char *msg, int color)
3284{
3285 play_sound (sound_find ("generic_failure"));
3286 statusmsg (msg, color);
3287}
3288

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