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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 1.268 by root, Wed Apr 7 19:54:45 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
183 72
184 if (ob->map) 73 if (ob->map)
185 maplevel = ob->map->path; 74 maplevel = ob->map->path;
186 75
187 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 78 ob->map = 0;
189 party = 0; 79 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 80
193 players.erase (this); 81 players.erase (this);
194} 82}
195 83
196// connect the player with a specific client 84// connect the player with a specific client
206 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
207 95
208 ns->update_look = 0; 96 ns->update_look = 0;
209 ns->look_position = 0; 97 ns->look_position = 0;
210 98
211 clear_los (this); 99 clear_los ();
212 100
213 ns->reset_stats (); 101 ns->reset_stats ();
214 102
215 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
218 106
219 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
220 link_player_skills (ob); 108 link_skills ();
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 109
224 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
225 111
226 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
228 { 114 {
229 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
230 116
231 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
238 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
239 } 125 }
240 126
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 128
243 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
244 130
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats (); 131 ob->update_stats ();
271 132
272 ns->floorbox_update (); 133 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
275 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
276 activate (); 143 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281 144
282 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
284} 147}
285 148
286void 149void
287player::disconnect () 150player::disconnect ()
288{ 151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
289 if (ns) 158 if (ns)
290 { 159 {
291 if (active) 160 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293 162
296 ns->reset_stats (); 165 ns->reset_stats ();
297 ns->pl = 0; 166 ns->pl = 0;
298 ns = 0; 167 ns = 0;
299 } 168 }
300 169
301 if (ob) 170 // this is important for the player scheduler to get the correct refcount
302 ob->close_container (); //TODO: client-specific 171 // when ns = 0
303 172 observe = viewpoint = ob;
304 observe = ob;
305 173
306 deactivate (); 174 deactivate ();
307} 175}
176
177//-GPL
308 178
309// the need for this function can be explained 179// the need for this function can be explained
310// by load_object not returning the object 180// by load_object not returning the object
311void 181void
312player::set_object (object *op) 182player::set_object (object *op)
313{ 183{
314 ob = observe = op; 184 ob = observe = viewpoint = op;
315 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
316 186
317 ob->speed = 1.0f; 187 ob->speed = 1.0f;
318 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
319 189
320 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
321} 191}
322 192
323void 193void
324player::set_observe (object *op) 194player::set_observe (object *op)
325{ 195{
326 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
327 do_los = 1; 197 do_los = 1;
328} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
329 208
330player::player () 209player::player ()
331{ 210{
332 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
333 * we deal with that below this point. 212 * we deal with that below this point.
339 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
340 219
341 gen_sp_armour = 10; 220 gen_sp_armour = 10;
342 bowtype = bow_normal; 221 bowtype = bow_normal;
343 petmode = pet_normal; 222 petmode = pet_normal;
344 listening = 10;
345 usekeys = containers; 223 usekeys = containers;
346 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
347 do_los = 1; 225 do_los = 1;
348 226
349 weapon_sp = 1.0f; 227 weapon_sp = 1.0f;
356 disconnect (); 234 disconnect ();
357 235
358 attachable::do_destroy (); 236 attachable::do_destroy ();
359 237
360 if (ob) 238 if (ob)
361 {
362 ob->destroy_inv (false);
363 ob->destroy (); 239 ob->destroy ();
364 }
365 240
366 ob = observe = 0; 241 ob = observe = viewpoint = 0;
367} 242}
368 243
369player::~player () 244player::~player ()
370{ 245{
371 /* Clear item stack */ 246 /* Clear item stack */
372 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
373} 276}
374 277
375/* Tries to add player on the connection passed in ns. 278/* 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 279 * All we can really get in this is some settings like host and display
377 * mode. 280 * mode.
379player * 282player *
380player::create () 283player::create ()
381{ 284{
382 player *pl = new player; 285 player *pl = new player;
383 286
384 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
385 288
386 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
389 292
390 set_first_map (pl->ob); 293 set_first_map (pl->ob);
391 294
392 return pl; 295 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} 296}
416 297
417object * 298object *
418get_nearest_player (object *mon) 299get_nearest_player (object *mon)
419{ 300{
422 unsigned lastdist; 303 unsigned lastdist;
423 rv_vector rv; 304 rv_vector rv;
424 305
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 307 {
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)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 309 continue;
456 310
457 if (lastdist > rv.distance) 311 if (lastdist > rv.distance)
458 { 312 {
653 507
654 return firstdir; 508 return firstdir;
655} 509}
656 510
657void 511void
658give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
659{ 513{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 514 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 516
665 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
666 { 518 {
667 next = op->below; 519 next = op->below;
668 520
669 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
675 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 528 * by this player due to race restrictions
677 */ 529 */
678 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
679 { 531 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
533 &&
681 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
537 || op->type == BRACERS || op->type == GIRDLE))
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 538 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 { 539 {
686 op->destroy (); 540 op->destroy ();
687 continue; 541 continue;
688 } 542 }
689 } 543 }
690 544
691 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
692 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
693 * have a good idea what to replace it with (need something like 547 * generated by bad treasurelists. - elmex
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */ 548 */
697 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
698 { 550 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 { 553 {
707 op->destroy (); 554 op->destroy ();
555 LOG (llevError,
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
709 continue; 557 break;
710 } 558 }
711 559
712 if (op->nrof > 1) 560 if (op->nrof > 1)
713 op->nrof = 1; 561 op->nrof = 1;
714 } 562 }
715 563
716 if (op->type == SPELLBOOK && op->inv) 564 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 565 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 566
721 /* Give starting characters identified, uncursed, and undamned 567 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 568 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 569 * merged properly.
724 */ 570 */
725 if (need_identify (op)) 571 if (need_identify (op))
726 { 572 {
727 SET_FLAG (op, FLAG_IDENTIFIED); 573 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED); 574 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED); 575 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 576 }
577
731 if (op->type == SPELL) 578 if (op->type == SPELL)
732 { 579 {
733 op->destroy (); 580 op->destroy ();
734 continue; 581 continue;
735 } 582 }
737 { 584 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 585 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 586 op->stats.exp = 0;
740 op->level = 1; 587 op->level = 1;
741 } 588 }
742 /* lock all 'normal items by default */ 589 else /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED); 590 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 591 } /* for loop of objects in player inv */
746 592
747 /* Need to set up the skill pointers */ 593 /* Need to set up the skill pointers */
748 link_player_skills (pl); 594 pl->contr->link_skills ();
749} 595}
750 596
751void 597void
752get_party_password (object *op, partylist *party) 598get_party_password (object *op, partylist *party)
753{ 599{
763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 609 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
764} 610}
765 611
766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 612/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
767static int 613static int
768roll_stat (void) 614roll_stat ()
769{ 615{
770 int a[4], i, j, k; 616 int a[4], i, j, k;
771 617
772 for (i = 0; i < 4; i++) 618 for (i = 0; i < 4; i++)
773 a[i] = (int) rndm (6) + 1; 619 a[i] = (int) rndm (6) + 1;
854static void 700static void
855start_info (object *op) 701start_info (object *op)
856{ 702{
857 char buf[MAX_BUF]; 703 char buf[MAX_BUF];
858 704
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 705 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 706 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} 707}
864 708
865/* This function takes the key that is passed, and does the 709/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 710 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 711 * The function name is for historical reasons - now we have
870 */ 714 */
871void 715void
872player::chargen_race_done () 716player::chargen_race_done ()
873{ 717{
874 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying); 719 esrv_new_player (ob->contr);
876 720
877 treasurelist *tl = treasurelist::find ("starting_wealth"); 721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
878 if (tl) 722 if (tl)
879 create_treasure (tl, ob, 0, 0, 0); 723 create_treasure (tl, ob, 0, 0, 0);
880 724
881 INVOKE_PLAYER (BIRTH, ob->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
882 INVOKE_PLAYER (LOGIN, ob->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
883 727
884 ob->contr->ns->state = ST_PLAYING; 728 ob->contr->ns->state = ST_PLAYING;
885 729
886 if (ob->msg) 730 if (ob->msg)
887 ob->msg = 0; 731 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 }
897 732
898 start_info (ob); 733 start_info (ob);
899 CLEAR_FLAG (ob, FLAG_WIZ); 734 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (ob, ob->randomitems); 735 give_initial_items (ob, ob->randomitems);
901 link_player_skills (ob);
902 esrv_send_inventory (ob, ob); 736 esrv_send_inventory (ob, ob);
903 ob->update_stats (); 737 ob->update_stats ();
904 738
905 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
906 * is one for this race 740 * is one for this race
907 */ 741 */
908 if (*first_map_ext_path) 742 if (*first_map_ext_path)
909 { 743 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 744 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 745 LOG (llevDebug, "first_map_ext_path not set\n");
925} 746}
926 747
927void 748void
958 ob->stats.hp = ob->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
959 ob->stats.sp = ob->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
960 ob->stats.grace = 0; 781 ob->stats.grace = 0;
961} 782}
962 783
963void 784static void
964flee_player (object *op) 785flee_player (object *op)
965{ 786{
966 int dir, diff; 787 int dir, diff;
967 rv_vector rv; 788 rv_vector rv;
968 789
971 LOG (llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
972 CLEAR_FLAG (op, FLAG_SCARED); 793 CLEAR_FLAG (op, FLAG_SCARED);
973 return; 794 return;
974 } 795 }
975 796
976 if (op->enemy == NULL) 797 if (!op->enemy)
977 { 798 {
978 LOG (llevDebug, "Fleeing player had no enemy.\n"); 799 LOG (llevDebug, "Fleeing player had no enemy.\n");
979 CLEAR_FLAG (op, FLAG_SCARED); 800 CLEAR_FLAG (op, FLAG_SCARED);
980 return; 801 return;
981 } 802 }
982 803
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)) 804 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995 { 805 {
996 op->enemy = NULL; 806 op->enemy = NULL;
997 CLEAR_FLAG (op, FLAG_SCARED); 807 CLEAR_FLAG (op, FLAG_SCARED);
998 return; 808 return;
1001 get_rangevector (op, op->enemy, &rv, 0); 811 get_rangevector (op, op->enemy, &rv, 0);
1002 812
1003 dir = absdir (4 + rv.direction); 813 dir = absdir (4 + rv.direction);
1004 for (diff = 0; diff < 3; diff++) 814 for (diff = 0; diff < 3; diff++)
1005 { 815 {
1006 int m = 1 - (RANDOM () & 2); 816 int m = 1 - rndm (2) * 2;
1007 817
1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 818 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1009 return; 819 return;
1010 } 820 }
1011 821
1012 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
1013 CLEAR_FLAG (op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
1022check_pick (object *op) 832check_pick (object *op)
1023{ 833{
1024 object *tmp, *next; 834 object *tmp, *next;
1025 int stop = 0; 835 int stop = 0;
1026 int wvratio; 836 int wvratio;
1027 char putstring[128];
1028 837
1029 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
1030 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
1031 return 1; 840 return 1;
1032 841
1033 next = op->below; 842 next = op->below;
843
844 int cnt = MAX_ITEM_PER_ACTION;
845#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1034 846
1035 /* loop while there are items on the floor that are not marked as 847 /* loop while there are items on the floor that are not marked as
1036 * destroyed */ 848 * destroyed */
1037 while (next && !next->destroyed ()) 849 while (next && !next->destroyed ())
1038 { 850 {
1039 tmp = next; 851 tmp = next;
1040 next = tmp->below; 852 next = tmp->below;
1041 853
854 if (cnt <= 0)
855 {
856 op->failmsg ("Couldn't pickup all items at once.");
857 return 0;
858 }
859
1042 if (op->destroyed ()) 860 if (op->destroyed ())
1043 return 0; 861 return 0;
1044 862
1045 if (!can_pick (op, tmp)) 863 if (!can_pick (op, tmp))
1046 continue; 864 continue;
1047 865
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 866 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 867 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 868 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 869 CHK_PICK_PICKUP;
870
1052 continue; 871 continue;
1053 } 872 }
1054 873
1055 /* high not bit set? We're using the old autopickup model */ 874 /* pickup handling */
875 if (op->contr->mode & PU_DEBUG)
876 {
877 /* some debugging code to figure out item information */
878 const char *str = tmp->name
879 ? format ("item name: %s item type: %d weight/value: %d",
880 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
881 : format ("item name: %s item type: %d weight/value: %d",
882 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
883
884 new_draw_info (NDI_UNIQUE, 0, op, str);
885 }
886
887 if (op->contr->mode & PU_INHIBIT)
888 return 1;
889
890 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
891 return 1;
892
893 /* philosophy:
894 * It's easy to grab an item type from a pile, as long as it's
895 * generic. This takes no game-time. For more detailed pickups
896 * and selections, select-items should be used. This is a
897 * grab-as-you-run type mode that's really useful for arrows for
898 * example.
899 * The drawback: right now it has no frontend, so you need to
900 * stick the bits you want into a calculator in hex mode and then
901 * convert to decimal and then 'pickup <#>
902 */
903
904 /* the first two modes are exclusive: if NOTHING we return, if
905 * STOP then we stop. All the rest are applied sequentially,
906 * meaning if any test passes, the item gets picked up. */
907
908 /* if mode is set to pick nothing up, return */
909 if (op->contr->mode == PU_NOTHING)
910 return 1;
911
912 /* if mode is set to stop when encountering objects, return */
913 /* take STOP before INHIBIT since it doesn't actually pick
914 * anything up */
915 if (op->contr->mode & PU_STOP)
916 return 0;
917
918 /* useful for going into stores and not losing your settings... */
919 /* and for battles wher you don't want to get loaded down while
920 * fighting */
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 /* prevent us from turning into auto-thieves :) */
925 if (QUERY_FLAG (tmp, FLAG_UNPAID))
926 continue;
927
928 /* ignore known cursed objects */
929 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
930 continue;
931
932 /* all food and drink if desired */
933 /* question: don't pick up known-poisonous stuff? */
1056 if (!(op->contr->mode & PU_NEWMODE)) 934 if (op->contr->mode & PU_FOOD)
935 if (tmp->type == FOOD)
1057 { 936 {
1058 switch (op->contr->mode) 937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_DRINK)
942 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 if (op->contr->mode & PU_POTION)
949 if (tmp->type == POTION)
950 {
951 CHK_PICK_PICKUP;
952 continue;
953 }
954
955 /* spellbooks, skillscrolls and normal books/scrolls */
956 if (op->contr->mode & PU_SPELLBOOK)
957 if (tmp->type == SPELLBOOK)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_SKILLSCROLL)
964 if (tmp->type == SKILLSCROLL)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 if (op->contr->mode & PU_READABLES)
971 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
976
977 /* wands/staves/rods/horns */
978 if (op->contr->mode & PU_MAGIC_DEVICE)
979 if (tmp->type == WAND
980 || tmp->type == ROD
981 || tmp->type == HORN
982 || tmp->type == POWER_CRYSTAL)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 /* pick up all magical items */
989 if (op->contr->mode & PU_MAGICAL)
990 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
991 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 if (op->contr->mode & PU_VALUABLES)
998 {
999 if (tmp->type == MONEY || tmp->type == GEM)
1059 { 1000 {
1060 case 0: 1001 CHK_PICK_PICKUP;
1061 return 1; /* don't pick up */ 1002 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 } 1003 }
1093 } 1004 }
1094 else 1005
1095 { /* old model */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1096 /* NEW pickup handling */
1097 if (op->contr->mode & PU_DEBUG) 1007 if (op->contr->mode & PU_JEWELS)
1008 if (tmp->type == RING
1009 || tmp->type == AMULET
1010 || tmp->type == GIRDLE
1011 || tmp->type == SKILL_TOOL)
1098 { 1012 {
1099 /* some debugging code to figure out item information */ 1013 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; 1014 continue;
1015 }
1146 1016
1147 /* ignore known cursed objects */ 1017 /* we don't forget dragon food */
1148 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1018 if (op->contr->mode & PU_FLESH)
1019 if (tmp->type == FLESH)
1020 {
1021 CHK_PICK_PICKUP;
1149 continue; 1022 continue;
1023 }
1150 1024
1151 /* all food and drink if desired */ 1025 /* bows and arrows. Bows are good for selling! */
1152 /* question: don't pick up known-poisonous stuff? */ 1026 if (op->contr->mode & PU_BOW)
1027 if (tmp->type == BOW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 if (op->contr->mode & PU_ARROW)
1034 if (tmp->type == ARROW)
1035 {
1036 CHK_PICK_PICKUP;
1037 continue;
1038 }
1039
1040 /* all kinds of armor etc. */
1041 if (op->contr->mode & PU_ARMOUR)
1042 if (tmp->type == ARMOUR)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_HELMET)
1049 if (tmp->type == HELMET)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 if (op->contr->mode & PU_SHIELD)
1056 if (tmp->type == SHIELD)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1153 if (op->contr->mode & PU_FOOD) 1062 if (op->contr->mode & PU_BOOTS)
1154 if (tmp->type == FOOD) 1063 if (tmp->type == BOOTS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_GLOVES)
1070 if (tmp->type == GLOVES || tmp->type == BRACERS)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 if (op->contr->mode & PU_CLOAK)
1077 if (tmp->type == CLOAK)
1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1083 /* hoping to catch throwing daggers here */
1084 if (op->contr->mode & PU_MISSILEWEAPON)
1085 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 /* careful: chairs and tables are weapons! */
1092 if (op->contr->mode & PU_ALLWEAPON)
1093 {
1094 if (tmp->type == WEAPON)
1095 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1155 { 1096 {
1156 pick_up (op, tmp); 1097 CHK_PICK_PICKUP;
1157 continue; 1098 continue;
1158 } 1099 }
1100 }
1159 1101
1102 /* misc stuff that's useful */
1160 if (op->contr->mode & PU_DRINK) 1103 if (op->contr->mode & PU_KEY)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1104 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1162 { 1105 {
1163 pick_up (op, tmp); 1106 CHK_PICK_PICKUP;
1164 continue; 1107 continue;
1165 } 1108 }
1166 1109
1110 /* any of the last 4 bits set means we use the ratio for value
1111 * pickups */
1167 if (op->contr->mode & PU_POTION) 1112 if (op->contr->mode & PU_RATIO)
1168 if (tmp->type == POTION) 1113 {
1114 /* use value density to decide what else to grab */
1115 /* >=7 was >= op->contr->mode */
1116 /* >=7 is the old standard setting. Now we take the last 4 bits
1169 { 1117 */
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) 1118 wvratio = op->contr->mode & PU_RATIO;
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1119 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 { 1120 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1121#if 0
1122 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1123 if (tmp->name != NULL)
1215 { 1124 {
1216 pick_up (op, tmp); 1125 fprintf (stderr, "%s", tmp->name);
1217 continue;
1218 } 1126 }
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 1127 else
1353 fprintf (stderr, "%s", tmp->arch->archname); 1128 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1130 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1356#endif 1131#endif
1132 CHK_PICK_PICKUP;
1357 continue; 1133 continue;
1358 }
1359 } 1134 }
1360 } /* the new pickup model */ 1135 } /* the new pickup model */
1361 } 1136 }
1362 1137
1363 return !stop; 1138 return !stop;
1139}
1140
1141/* routine for both players and monsters. We call this when
1142 * there is a possibility for our action distrubing our hiding
1143 * place or invisiblity spell. Artefact invisiblity causes
1144 * "noise" instead. If we arent invisible to begin with, we
1145 * return 0.
1146 */
1147static int
1148action_makes_visible (object *op)
1149{
1150 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1151 {
1152 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1153 {
1154 // artefact invisibility is permanent, but we still make noise
1155 // this is important for game-balance.
1156 if (op->contr)
1157 op->make_noise ();
1158
1159 return 0;
1160 }
1161
1162 if (op->contr && op->contr->tmp_invis == 0)
1163 return 0;
1164
1165 /* If monsters, they should become visible */
1166 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1167 {
1168 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1169 return 1;
1170 }
1171 }
1172
1173 return 0;
1364} 1174}
1365 1175
1366/* 1176/*
1367 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1368 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1369 * found object is returned. 1179 * found object is returned.
1370 */ 1180 */
1371object * 1181static object *
1372find_arrow (object *op, const char *type) 1182find_arrow (object *op, const char *type)
1373{ 1183{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1184 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) 1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1186 return splay (tmp);
1187
1188 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1189 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1190 if (object *arrow = find_arrow (tmp, type))
1191 {
1192 splay (tmp);
1380 return op; 1193 return arrow;
1194 }
1381 1195
1382 return tmp; 1196 return 0;
1383} 1197}
1384 1198
1385/* 1199/*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1200 * 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 1201 * 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 1202 * 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. 1203 * the hall. Failing that it does it's best to pick the highest plus arrow.
1390 */ 1204 */
1391object * 1205static object *
1392find_better_arrow (object *op, object *target, const char *type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1393{ 1207{
1394 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1395 int attacknum, attacktype, betterby = 0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1396 1210
1397 if (!type) 1211 if (!type)
1401 { 1215 {
1402 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1216 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1403 { 1217 {
1404 i = 0; 1218 i = 0;
1405 ntmp = find_better_arrow (arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1220
1406 if (i > betterby) 1221 if (i > betterby)
1407 { 1222 {
1408 tmp = ntmp; 1223 tmp = ntmp;
1409 betterby = i; 1224 betterby = i;
1410 } 1225 }
1411 } 1226 }
1412 else if (arrow->type == ARROW && arrow->race == type) 1227 else if (arrow->type == ARROW && arrow->race == type)
1413 { 1228 {
1414 /* allways prefer assasination/slaying */ 1229 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1230 if (target->race && arrow->slaying.contains (target->race))
1416 { 1231 {
1417 if (arrow->attacktype & AT_DEATH) 1232 if (arrow->attacktype & AT_DEATH)
1418 { 1233 {
1419 *better = 100; 1234 *better = 100;
1420 return arrow; 1235 return arrow;
1435 { 1250 {
1436 tmp = arrow; 1251 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1252 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 } 1253 }
1439 } 1254 }
1255
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1256 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1257 {
1442 tmp = arrow; 1258 tmp = arrow;
1443 betterby = 2 + arrow->magic + arrow->stats.dam; 1259 betterby = 2 + arrow->magic + arrow->stats.dam;
1444 } 1260 }
1261
1445 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1262 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1263 {
1447 tmp = arrow; 1264 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam; 1265 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 } 1266 }
1450 } 1267 }
1451 } 1268 }
1452 } 1269 }
1270
1453 if (tmp == NULL && arrow == NULL) 1271 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type); 1272 return find_arrow (op, type);
1455 1273
1456 *better = betterby; 1274 *better = betterby;
1457 return tmp; 1275 return tmp;
1461 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1462 * op = the shooter 1280 * op = the shooter
1463 * type = bow->race 1281 * type = bow->race
1464 * dir = fire direction 1282 * dir = fire direction
1465 */ 1283 */
1466object * 1284static object *
1467pick_arrow_target (object *op, const char *type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1468{ 1286{
1469 object *tmp = NULL; 1287 object *tmp = NULL;
1470 maptile *m; 1288 maptile *m;
1471 int i, mflags, found, number; 1289 int i, mflags, found, number;
1472 sint16 x, y; 1290 sint16 x, y;
1487 for (i = 0, found = 0; i < 20; i++) 1305 for (i = 0, found = 0; i < 20; i++)
1488 { 1306 {
1489 x += freearr_x[dir]; 1307 x += freearr_x[dir];
1490 y += freearr_y[dir]; 1308 y += freearr_y[dir];
1491 mflags = get_map_flags (m, &m, x, y, &x, &y); 1309 mflags = get_map_flags (m, &m, x, y, &x, &y);
1310
1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1311 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 { 1312 {
1494 tmp = NULL; 1313 tmp = 0;
1495 break; 1314 break;
1496 } 1315 }
1497 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1316 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498 { 1317 {
1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1318 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500 * perhaps a bad assumption. 1319 * perhaps a bad assumption.
1501 */ 1320 */
1502 tmp = NULL; 1321 tmp = 0;
1503 break; 1322 break;
1504 } 1323 }
1324
1505 if (mflags & P_IS_ALIVE) 1325 if (mflags & P_IS_ALIVE)
1506 {
1507 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1326 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1509 {
1510 found++;
1511 break;
1512 }
1513 if (found)
1514 break; 1328 break;
1515 }
1516 } 1329 }
1517 if (tmp == NULL) 1330
1331 if (!tmp)
1518 return find_arrow (op, type); 1332 return find_arrow (op, type);
1519 1333
1520 if (tmp->head) 1334 if (tmp->head)
1521 tmp = tmp->head; 1335 tmp = tmp->head;
1522 1336
1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1376 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1563 return 0; 1377 return 0;
1564 } 1378 }
1565 1379
1566 // optimisation: move object to top so we will find it quickly again 1380 // optimisation: move object to top so we will find it quickly again
1567 if (bow->below) 1381 splay (bow);
1568 {
1569 bow->remove ();
1570 op->insert (bow);
1571 }
1572
1573 } 1382 }
1574 1383
1575 if (!bow->race || !bow->skill) 1384 if (!bow->race || !bow->skill)
1576 { 1385 {
1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1603 } 1412 }
1604 1413
1605 /* this should not happen, but sometimes does */ 1414 /* this should not happen, but sometimes does */
1606 if (arrow->nrof == 0) 1415 if (arrow->nrof == 0)
1607 { 1416 {
1417 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1608 arrow->destroy (); 1418 arrow->destroy ();
1609 return 0; 1419 return 0;
1610 } 1420 }
1611 1421
1612 left = arrow; /* these are arrows left to the player */ 1422 left = arrow; /* these are arrows left to the player */
1613 arrow = get_split_ob (arrow, 1); 1423 arrow = arrow->split ();
1614 if (!arrow) 1424 if (!arrow)
1615 { 1425 {
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1426 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1617 return 0; 1427 return 0;
1618 } 1428 }
1622 arrow->direction = dir; 1432 arrow->direction = dir;
1623 1433
1624 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1434 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1625 arrow->stats.hp = arrow->stats.dam; 1435 arrow->stats.hp = arrow->stats.dam;
1626 arrow->stats.grace = arrow->attacktype; 1436 arrow->stats.grace = arrow->attacktype;
1627 1437 arrow->custom_name = arrow->slaying;
1628 if (arrow->slaying)
1629 arrow->spellarg = strdup (arrow->slaying);
1630 1438
1631#if 0 1439#if 0
1632 if (player *pl = op->contr) 1440 if (player *pl = op->contr)
1633 { 1441 {
1634 float speed = pl->weapon_sp; 1442 float speed = pl->weapon_sp;
1680 1488
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1489 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1682 arrow->move_type = MOVE_FLY_LOW; 1490 arrow->move_type = MOVE_FLY_LOW;
1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1491 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1684 1492
1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1493 op->play_sound (sound_find ("fire_arrow"));
1686 m->insert (arrow, sx, sy, op); 1494 m->insert (arrow, sx, sy, op);
1687 1495
1688 if (!arrow->destroyed ()) 1496 if (!arrow->destroyed ())
1689 move_arrow (arrow); 1497 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 1498
1699 return 1; 1499 return 1;
1700} 1500}
1701 1501
1702/* Special fire code for players - this takes into 1502/* Special fire code for players - this takes into
1704 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1705 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1706 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1707 * hence the function name. 1507 * hence the function name.
1708 */ 1508 */
1709int 1509static int
1710player_fire_bow (object *op, int dir) 1510player_fire_bow (object *op, int dir)
1711{ 1511{
1712 int ret = 0, wcmod = 0; 1512 int ret;
1713 1513
1714 if (op->contr->bowtype == bow_bestarrow) 1514 if (op->contr->bowtype == bow_bestarrow)
1715 { 1515 {
1716 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1516 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1717 } 1517 }
1718 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1518 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1719 { 1519 {
1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1520 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); 1521 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1724 } 1522 }
1725 else if (op->contr->bowtype == bow_threewide) 1523 else if (op->contr->bowtype == bow_threewide)
1726 { 1524 {
1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 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)]); 1526 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)]); 1527 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1730 } 1528 }
1731 else if (op->contr->bowtype == bow_spreadshot) 1529 else if (op->contr->bowtype == bow_spreadshot)
1732 { 1530 {
1733 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1531 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); 1532 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); 1533 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1736 } 1534 }
1737 else 1535 else
1738 { 1536 {
1744} 1542}
1745 1543
1746/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1748 */ 1546 */
1749void 1547static void
1750fire_misc_object (object *op, int dir) 1548fire_misc_object (object *op, int dir)
1751{ 1549{
1752 object *item = op->contr->ranged_ob; 1550 object *item = op->contr->ranged_ob;
1753 1551
1754 if (!item) 1552 if (!item)
1761 { 1559 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1561 return;
1764 } 1562 }
1765 1563
1766 if (!op->change_weapon (item)) 1564 if (!op->apply (item))
1767 return; 1565 return;
1768 1566
1769 if (item->type == WAND) 1567 if (item->type == WAND)
1770 { 1568 {
1771 if (item->stats.food <= 0) 1569 if (item->stats.food <= 0)
1772 { 1570 {
1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1571 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)); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775 1573
1776 return; 1574 return;
1777 } 1575 }
1778 } 1576 }
1779 else if (item->type == ROD || item->type == HORN) 1577 else if (item->type == ROD || item->type == HORN)
1780 { 1578 {
1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1579 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1580
1581 // using the maximum of the rods charge allows at least one spell cast
1582 // for a rod or horn, this fixes some broken rods.
1583 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1782 { 1584 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1585 op->contr->play_sound (sound_find ("wand_poof"));
1784 1586
1785 if (item->type == ROD) 1587 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)); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1787 else 1589 else
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1791 } 1593 }
1792 } 1594 }
1793 1595
1794 if (cast_spell (op, item, dir, item->inv, NULL)) 1596 if (cast_spell (op, item, dir, item->inv, NULL))
1795 { 1597 {
1796 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1598 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1599
1797 if (item->type == WAND) 1600 if (item->type == WAND)
1798 { 1601 {
1799 if (!(--item->stats.food)) 1602 if (!(--item->stats.food))
1800 { 1603 {
1801 object *tmp; 1604 object *tmp;
1805 CLEAR_FLAG (item, FLAG_ANIMATE); 1608 CLEAR_FLAG (item, FLAG_ANIMATE);
1806 item->face = item->arch->face; 1609 item->face = item->arch->face;
1807 item->set_speed (0); 1610 item->set_speed (0);
1808 } 1611 }
1809 1612
1810 if ((tmp = item->in_player ())) 1613 if (object *pl = item->visible_to ())
1811 esrv_update_item (UPD_ANIM, tmp, item); 1614 esrv_update_item (UPD_ANIM, pl, item);
1812 } 1615 }
1813 } 1616 }
1814 else if (item->type == ROD || item->type == HORN) 1617 else if (item->type == ROD || item->type == HORN)
1815 drain_rod_charge (item); 1618 drain_rod_charge (item);
1816 } 1619 }
1817} 1620}
1818 1621
1819/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1820 */ 1623 */
1821bool 1624bool
1822fire (object *op, int dir) 1625fire (object *who, int dir)
1823{ 1626{
1824 int spellcost = 0; 1627 int spellcost = 0;
1825 1628
1826 /* check for loss of invisiblity/hide */
1827 if (action_makes_visible (op))
1828 make_visible (op);
1829
1830 player *pl = op->contr; 1629 player *pl = who->contr;
1831 1630
1832 if (pl->golem) 1631 if (pl->golem)
1833 { 1632 {
1834 control_golem (op->contr->golem, dir); 1633 control_golem (who->contr->golem, dir);
1835 return false; 1634 return false;
1836 } 1635 }
1837 1636
1838 object *ob = pl->ranged_ob; 1637 object *ob = pl->ranged_ob;
1839 1638
1840 if (!ob) 1639 if (!ob)
1841 return false; 1640 return false;
1842 1641
1843 if (!op->change_weapon (ob))
1844 return false;
1845
1846 if (op->speed_left > 0.f) 1642 if (who->speed_left > 0.f)
1847 --op->speed_left; 1643 --who->speed_left;
1848 else 1644 else
1849 return false; 1645 return false;
1850 1646
1647 if (!who->apply (ob))
1648 return false;
1649
1650 /* check for loss of invisiblity/hide */
1651 if (action_makes_visible (who))
1652 make_visible (who);
1653
1851 switch (ob->type) 1654 switch (ob->type)
1852 { 1655 {
1853 case BOW: 1656 case BOW:
1854 player_fire_bow (op, dir); 1657 player_fire_bow (who, dir);
1855 break; 1658 break;
1856 1659
1857 case SPELL: 1660 case SPELL:
1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1661 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 break; 1662 break;
1860 1663
1861 case BUILDER: 1664 case BUILDER:
1862 apply_map_builder (op, dir); 1665 apply_map_builder (who, dir);
1863 break; 1666 break;
1864 1667
1865 case SKILL: 1668 case SKILL:
1866 do_skill (op, op, ob, dir, 0); 1669 do_skill (who, who, ob, dir, 0);
1867 break; 1670 break;
1868 1671
1672 case RANGED:
1673 do_skill (who, ob, who->chosen_skill, dir, 0);
1674 break;
1675
1869 default: 1676 default:
1870 fire_misc_object (op, dir); 1677 fire_misc_object (who, dir);
1871 break; 1678 break;
1872 } 1679 }
1873 1680
1874 return true; 1681 return true;
1875} 1682}
1876 1683
1877/* find_key 1684static 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) 1685find_key_ (object *pl, object *container, object *door)
1889{ 1686{
1890 object *tmp, *key; 1687 object *tmp, *key;
1891 1688
1892 /* Should not happen, but sanity checking is never bad */ 1689 /* Should not happen, but sanity checking is never bad */
1893 if (!container->inv) 1690 if (!container->inv)
1896 /* First, lets try to find a key in the top level inventory */ 1693 /* First, lets try to find a key in the top level inventory */
1897 for (tmp = container->inv; tmp; tmp = tmp->below) 1694 for (tmp = container->inv; tmp; tmp = tmp->below)
1898 { 1695 {
1899 if (door->type == DOOR && tmp->type == KEY) 1696 if (door->type == DOOR && tmp->type == KEY)
1900 break; 1697 break;
1698
1901 /* For sanity, we should really check door type, but other stuff 1699 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 1700 * (like containers) can be locked with special keys
1903 */ 1701 */
1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1702 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 break; 1703 break;
1911 * a key, return 1709 * a key, return
1912 */ 1710 */
1913 if (!tmp) 1711 if (!tmp)
1914 { 1712 {
1915 for (tmp = container->inv; tmp; tmp = tmp->below) 1713 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 {
1917 /* No reason to search empty containers */ 1714 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1715 if (tmp->type == CONTAINER && tmp->inv)
1919 {
1920 if ((key = find_key (pl, tmp, door))) 1716 if ((key = find_key_ (pl, tmp, door)))
1921 return key; 1717 return key;
1922 }
1923 }
1924 1718
1925 if (!tmp) 1719 if (!tmp)
1926 return NULL; 1720 return 0;
1927 } 1721 }
1928 1722
1929 /* We get down here if we have found a key. Now if its in a container, 1723 /* 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 1724 * see if we actually want to use it
1931 */ 1725 */
1932 if (pl != container) 1726 if (pl != container)
1933 { 1727 {
1934 /* Only let players use keys in containers */ 1728 /* Only let players use keys in containers */
1935 if (!pl->contr) 1729 if (!pl->contr)
1936 return NULL; 1730 return 0;
1731
1937 /* cases where this fails: 1732 /* cases where this fails:
1938 * If we only search the player inventory, return now since we 1733 * If we only search the player inventory, return now since we
1939 * are not in the players inventory. 1734 * are not in the players inventory.
1940 * If the container is not active, return now since only active 1735 * If the container is not active, return now since only active
1941 * containers can be used. 1736 * containers can be used.
1945 * inv must have been an container and must have been active. 1740 * inv must have been an container and must have been active.
1946 * 1741 *
1947 * Change the color so that the message doesn't disappear with 1742 * Change the color so that the message doesn't disappear with
1948 * all the others. 1743 * all the others.
1949 */ 1744 */
1950 if (pl->contr->usekeys == key_inventory || 1745 if (pl->contr->usekeys == key_inventory
1951 !QUERY_FLAG (container, FLAG_APPLIED) || 1746 || !QUERY_FLAG (container, FLAG_APPLIED)
1952 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1953 { 1748 {
1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1749 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)); 1750 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1956 return NULL; 1751 return NULL;
1957 } 1752 }
1958 } 1753 }
1959 1754
1960 return tmp; 1755 return tmp;
1756}
1757
1758/* find_key
1759 * We try to find a key for the door as passed. If we find a key
1760 * and successfully use it, we return the key, otherwise NULL
1761 * This function merges both normal and locked door, since the logic
1762 * for both is the same - just the specific key is different.
1763 * pl is the player,
1764 * inv is the objects inventory to searched
1765 * door is the door we are trying to match against.
1766 * This function can be called recursively to search containers.
1767 */
1768object *
1769find_key (object *pl, object *container, object *door)
1770{
1771 if (door->slaying && is_match_expr (door->slaying))
1772 {
1773 // for match expressions, we try to find the key by applying the match
1774 // to the op itself, which is supposed to find the "key", instead
1775 // of searching through containers ourselves.
1776
1777 return match_one (door->slaying, container, door, pl, pl);
1778 }
1779 else
1780 return find_key_ (pl, container, door);
1961} 1781}
1962 1782
1963/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
1964 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
1965 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
1977 /* If we found a key, do some extra work */ 1797 /* If we found a key, do some extra work */
1978 if (key) 1798 if (key)
1979 { 1799 {
1980 object *container = key->env; 1800 object *container = key->env;
1981 1801
1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
1984 if (action_makes_visible (op)) 1802 if (action_makes_visible (op))
1985 make_visible (op); 1803 make_visible (op);
1986 1804
1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1805 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988 spring_trap (door->inv, op); 1806 spring_trap (door->inv, op);
1989 1807
1990 if (door->type == DOOR) 1808 if (door->type == DOOR)
1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1809 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 else if (door->type == LOCKED_DOOR) 1810 else if (door->type == LOCKED_DOOR)
1993 { 1811 {
1994 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1812 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1995 remove_door2 (door); /* remove door without violence ;-) */ 1813 remove_door2 (door); /* remove door without violence ;-) */
1996 } 1814 }
1997 1815
1998 /* Do this after we print the message */ 1816 /* Do this after we print the message */
1999 decrease_ob (key); /* Use up one of the keys */ 1817 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 1818
2004 return 1; /* Nothing more to do below */ 1819 return 1; /* Nothing more to do below */
2005 } 1820 }
2006 else if (door->type == LOCKED_DOOR) 1821 else if (door->type == LOCKED_DOOR)
2007 { 1822 {
2008 /* Might as well return now - no other way to open this */ 1823 /* Might as well return now - no other way to open this */
2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1824 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2010 return 1; 1825 return 1;
2011 } 1826 }
2012 1827
2013 return 0; 1828 return 0;
2014} 1829}
2020 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
2021 */ 1836 */
2022bool 1837bool
2023move_player_attack (object *op, int dir) 1838move_player_attack (object *op, int dir)
2024{ 1839{
2025 int on_battleground; 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1841 {
1842 --op->speed_left;
1843 return true;
1844 }
2026 1845
2027 sint16 nx = freearr_x[dir] + op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
2028 sint16 ny = freearr_y[dir] + op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
2029 1848
2030 on_battleground = op_on_battleground (op, 0, 0);
2031
2032 if (out_of_map (op->map, nx, ny)) 1849 if (out_of_map (op->map, nx, ny))
2033 return false; 1850 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 1851
2041 /* If braced, or can't move to the square, and it is not out of the 1852 /* 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 1853 * 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 1854 * 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 1855 * player. This is a pretty nasty hack, because if we could
2101 1912
2102 if (op->speed_left > 0.f) 1913 if (op->speed_left > 0.f)
2103 { 1914 {
2104 --op->speed_left; 1915 --op->speed_left;
2105 1916
2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1917 op->play_sound (sound_find ("push_player"));
2107 push_ob (mon, dir, op); 1918 push_ob (mon, dir, op);
2108 1919
2109 if (op->contr->tmp_invis || op->hide) 1920 if (action_makes_visible (op))
2110 make_visible (op); 1921 make_visible (op);
2111 1922
2112 return true; 1923 return true;
2113 } 1924 }
2114 else 1925 else
2115 return false; 1926 return false;
2116 } 1927 }
1928
1929 bool on_battleground = op_on_battleground (op, 0, 0);
2117 1930
2118 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 1933 * someone, but put it inside this loop so that you won't
2121 * attack them either. 1934 * attack them either.
2130 { 1943 {
2131 --op->speed_left; 1944 --op->speed_left;
2132 1945
2133 if (!op->contr->braced) 1946 if (!op->contr->braced)
2134 { 1947 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1948 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 1949 push_ob (mon, dir, op);
2137 } 1950 }
2138 else 1951 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 1952 op->statusmsg ("You withhold your attack");
2140 1953
2141 if (op->contr->tmp_invis || op->hide) 1954 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2142 make_visible (op); 1955 make_visible (op);
2143 1956
2144 return true; 1957 return true;
2145 } 1958 }
2146 } 1959 }
2186} 1999}
2187 2000
2188bool 2001bool
2189move_player (object *op, int dir) 2002move_player (object *op, int dir)
2190{ 2003{
2191 int pick;
2192
2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2194 return 0; 2005 return 0;
2195 2006
2196 /* Sanity check: make sure dir is valid */ 2007 /* Sanity check: make sure dir is valid */
2197 if ((dir < 0) || (dir >= 9)) 2008 if (dir < 0 || dir >= 9)
2198 { 2009 {
2199 LOG (llevError, "move_player: invalid direction %d\n", dir); 2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2200 return 0; 2011 return 0;
2201 } 2012 }
2202 2013
2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2015 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2205 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2206 2017
2207 op->facing = dir; 2018 op->facing = dir;
2208 2019
2209 if (op->hide) 2020 if (op->flag [FLAG_HIDDEN])
2210 do_hidden_move (op); 2021 do_hidden_move (op);
2211 2022
2212 bool retval; 2023 bool retval;
2024 int pick = 0;
2213 2025
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2026 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2215 retval = RESULT_INT (0); 2027 retval = RESULT_INT (0);
2216 else if (op->contr->fire_on) 2028 else if (op->contr->fire_on)
2217 retval = fire (op, dir); 2029 retval = fire (op, dir);
2274 return move_player (op, op->direction); 2086 return move_player (op, op->direction);
2275 2087
2276 return false; 2088 return false;
2277} 2089}
2278 2090
2279int 2091static int
2280save_life (object *op) 2092save_life (object *op)
2281{ 2093{
2282 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2283 return 0; 2095 return 0;
2284 2096
2285 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2097 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2098 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2287 { 2099 {
2288 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2100 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)); 2101 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 2102
2294 tmp->destroy (); 2103 tmp->destroy ();
2295 CLEAR_FLAG (op, FLAG_LIFESAVE); 2104 CLEAR_FLAG (op, FLAG_LIFESAVE);
2296 2105
2297 if (op->stats.hp < 0) 2106 if (op->stats.hp < 0)
2298 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2299 2108
2300 if (op->stats.food < 0) 2109 if (op->stats.food < 0)
2301 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2302 2111
2303 op->update_stats (); 2112 op->update_stats ();
2304 return 1; 2113 return 1;
2305 } 2114 }
2306 2115
2310 return 0; 2119 return 0;
2311} 2120}
2312 2121
2313/* This goes throws the inventory and removes unpaid objects, and puts them 2122/* 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 2123 * 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 2124 * function will descend into containers. op is the object to start the search
2316 * from. 2125 * from.
2317 */ 2126 */
2127static void
2128drop_unpaid_items (object *op, object *env)
2129{
2130 while (op)
2131 {
2132 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2133
2134 if (QUERY_FLAG (op, FLAG_UNPAID))
2135 op->insert_at (env);
2136 else if (op->inv)
2137 drop_unpaid_items (op->inv, env);
2138
2139 op = next;
2140 }
2141}
2142
2318void 2143void
2319remove_unpaid_objects (object *op, object *env) 2144object::drop_unpaid_items ()
2320{ 2145{
2321 while (op) 2146 if (!flag [FLAG_REMOVED])
2322 { 2147 ::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} 2148}
2381 2149
2382void 2150void
2383do_some_living (object *op) 2151do_some_living (object *op)
2384{ 2152{
2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2204 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2437 else 2205 else
2438 { 2206 {
2439 gen_grace = op->stats.maxgrace; 2207 gen_grace = op->stats.maxgrace;
2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2208 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 } 2209 }
2484 2210
2485 /* Regenerate Grace */ 2211 /* Regenerate Grace */
2486 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2212 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2487 if (--op->last_grace < 0) 2213 if (--op->last_grace < 0)
2508 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2234 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2509 } 2235 }
2510 /* wearing stuff doesn't detract from grace generation. */ 2236 /* wearing stuff doesn't detract from grace generation. */
2511 } 2237 }
2512 2238
2239 if (op->stats.food > 0)
2240 {
2513 /* Regenerate Hit Points */ 2241 /* Regenerate Spell Points */
2514 if (--op->last_heal < 0) 2242 if (!op->contr->golem && --op->last_sp < 0)
2515 {
2516 if (op->stats.hp < op->stats.maxhp)
2517 { 2243 {
2518 op->stats.hp++; 2244 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2519 /* dms do not consume food */ 2245
2520 if (!QUERY_FLAG (op, FLAG_WIZ)) 2246 if (op->stats.sp < op->stats.maxsp)
2521 { 2247 {
2248 op->stats.sp++;
2249
2250 /* dms do not consume food */
2251 if (!QUERY_FLAG (op, FLAG_WIZ))
2252 {
2522 op->stats.food--; 2253 op->stats.food--;
2254
2523 if (op->contr->digestion < 0) 2255 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion; 2256 op->stats.food += op->contr->digestion;
2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2257 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2526 op->stats.food = last_food; 2258 op->stats.food = last_food;
2259 }
2527 } 2260 }
2528 }
2529 2261
2530 if (max_hp > 1) 2262 if (max_sp > 1)
2531 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533 if (over_hp > 0)
2534 { 2263 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2264 over_sp = (gen_sp + 10) / rate_sp;
2265 if (over_sp > 0)
2266 {
2267 if (op->stats.sp < op->stats.maxsp)
2268 {
2269 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2270
2271 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2272 op->stats.sp--;
2273
2274 if (op->stats.sp > op->stats.maxsp)
2275 op->stats.sp = op->stats.maxsp;
2276 }
2277
2536 op->last_heal = 0; 2278 op->last_sp = 0;
2279 }
2280 else
2281 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2537 } 2282 }
2538 else 2283 else
2284 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2285 }
2286
2287 /* Regenerate Hit Points */
2288 if (--op->last_heal < 0)
2289 {
2290 if (op->stats.hp < op->stats.maxhp)
2539 { 2291 {
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2292 op->stats.hp++;
2293
2294 /* dms do not consume food */
2295 if (!QUERY_FLAG (op, FLAG_WIZ))
2296 {
2297 op->stats.food--;
2298
2299 if (op->contr->digestion < 0)
2300 op->stats.food += op->contr->digestion;
2301 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2302 op->stats.food = last_food;
2303 }
2541 } 2304 }
2305
2306 if (max_hp > 1)
2307 {
2308 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2309
2310 if (over_hp > 0)
2311 {
2312 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2313 op->last_heal = 0;
2314 }
2315 else
2316 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2542 } 2317 }
2543 else 2318 else
2544 {
2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2319 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2546 } 2320 }
2547 } 2321 }
2548 2322
2549 /* Digestion */ 2323 /* Digestion */
2550 if (--op->last_eat < 0) 2324 if (--op->last_eat < 0)
2551 { 2325 {
2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2326 int bonus = max (0, op->contr->digestion),
2327 penalty = max (0, -op->contr->digestion);
2553 2328
2554 if (op->contr->gen_hp > 0)
2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2329 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 2330
2559 /* dms do not consume food */ 2331 /* dms do not consume food */
2560 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!QUERY_FLAG (op, FLAG_WIZ))
2561 op->stats.food--; 2333 op->stats.food--;
2562 } 2334 }
2563 2335
2564 if (op->stats.food < 0 && op->stats.hp >= 0) 2336 if (op->stats.food < 0 && op->stats.hp >= 0)
2565 { 2337 {
2566 object *tmp, *flesh = 0; 2338 object *flesh = 0;
2567 2339
2568 for (tmp = op->inv; tmp; tmp = tmp->below) 2340 for_inv_removable (op, tmp)
2569 { 2341 {
2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2342 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2343 continue;
2344
2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2571 { 2346 {
2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2347 op->statusmsg ("You blindly grab for a bite of food. "
2573 { 2348 "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."); 2349 op->apply (tmp);
2575 manual_apply (op, tmp, 0); 2350
2576 if (op->stats.food >= 0 || op->stats.hp < 0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2577 break; 2352 break;
2578 } 2353 }
2579 else if (tmp->type == FLESH) 2354 else if (tmp->type == FLESH)
2580 flesh = tmp; 2355 flesh = tmp;
2581 } /* End if paid for object */ 2356 }
2582 } /* end of for loop */
2583 2357
2584 /* If player is still starving, it means they don't have any food, so 2358 /* If player is still starving, it means they don't have any food, so
2585 * eat flesh instead. 2359 * eat flesh instead.
2586 */ 2360 */
2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2588 { 2362 {
2589 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2363 op->statusmsg ("You blindly grab for a bite of food. "
2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2590 manual_apply (op, flesh, 0); 2365 op->apply (flesh);
2591 } 2366 }
2367
2368 // If player is still starving, alert him!
2369 if (op->stats.food < 0)
2370 op->failmsg ("You are starving! "
2371 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2372 }
2373
2374 if (op->stats.food < 0)
2592 } 2375 {
2376 op->stats.hp += op->stats.food;
2377 op->stats.food = 0;
2593 2378
2594 while (op->stats.food < 0 && op->stats.hp >= 0) 2379 if (op->stats.hp < 0)
2595 op->stats.food++, op->stats.hp--; 2380 {
2381 op->contr->killer = archetype::get ("killer_starvation");
2382 op->contr->killer->destroy ();
2383 }
2384 }
2596 2385
2386 /* killer should be set here already */
2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2387 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2598 kill_player (op); 2388 kill_player (op);
2599 } 2389 }
2600} 2390}
2601 2391
2605 * file. 2395 * file.
2606 */ 2396 */
2607void 2397void
2608kill_player (object *op) 2398kill_player (object *op)
2609{ 2399{
2610 char buf[MAX_BUF];
2611 int x, y; 2400 int x, y;
2612
2613 //int i;
2614 maptile *map; /* this is for resurrection */ 2401 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; 2402 int will_kill_again;
2622 archetype *at; 2403 archetype *at;
2623 object *tmp; 2404 object *tmp;
2624 2405
2625 if (save_life (op)) 2406 if (save_life (op))
2626 return; 2407 return;
2627 2408
2409 dynbuf_text deathtab;
2410
2411 /* restore player */
2412 at = archetype::find (shstr_poisoning);
2413 if (object *tmp = present_arch_in_ob (at, op))
2414 {
2415 tmp->destroy ();
2416 deathtab << "Your body feels cleansed...\r";
2417 }
2418
2419 at = archetype::find (shstr_confusion);
2420 if (object *tmp = present_arch_in_ob (at, op))
2421 {
2422 tmp->destroy ();
2423 deathtab << "Your mind feels clearer...\r";
2424 }
2425
2426 cure_disease (op, 0, 0); /* remove any disease */
2427
2428 max_it (op->stats.hp , op->stats.maxhp);
2429 max_it (op->stats.sp , op->stats.maxsp);
2430 max_it (op->stats.grace, op->stats.maxgrace);
2431 max_it (op->stats.food , 200);
2432
2433 // remove all spell effects that are active
2434 // to avoid long-term effects such as word-of-recall
2435 for (object *item = op->inv; item; )
2436 {
2437 object *next = item->below;
2438
2439 if (item->type == SPELL_EFFECT && item->active)
2440 item->destroy ();
2441
2442 item = next;
2443 }
2628 2444
2629 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2445 /* 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. 2446 * in cities ONLY!!! It is very important that this doesn't get abused.
2631 * Look at op_on_battleground() for more info --AndreasV 2447 * Look at op_on_battleground() for more info --AndreasV
2632 */ 2448 */
2633 if (op_on_battleground (op, &x, &y)) 2449 if (op_on_battleground (op, &x, &y))
2634 { 2450 {
2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2451 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 2452
2658 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2659 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2660 { 2455
2661 sprintf (buf, "%s's finger", &op->name); 2456 tmp->name = format ("%s's finger" , &op->name);
2662 tmp->name = buf; 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2663 sprintf (buf, " This finger has been cut off %s\n" 2458 tmp->msg = format (
2664 " the %s, when he was defeated at\n level %d by %s.\n", 2459 "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); 2460 &op->name, op->contr->title,
2666 tmp->msg = buf; 2461 (int)op->level,
2462 op->contr->killer_name ()
2463 );
2667 tmp->value = 0, tmp->type = 0; 2464 tmp->value = 0, tmp->type = 0;
2668 tmp->materialname = "organics"; 2465 tmp->material = name_to_material (shstr_organic);
2669 tmp->insert_at (op, tmp); 2466 tmp->insert_at (op, tmp);
2670 }
2671 2467
2672 /* teleport defeated player to new destination */ 2468 /* teleport defeated player to new destination */
2673 transfer_ob (op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2674 op->contr->braced = 0; 2470 op->contr->braced = 0;
2471
2472 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2675 return; 2473 return;
2676 } 2474 }
2677 2475
2476 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2477 deathtab << "T<YOU HAVE DIED>\n\n";
2478
2678 INVOKE_PLAYER (DEATH, op->contr); 2479 INVOKE_PLAYER (DEATH, op->contr);
2679 2480
2680 command_kill_pets (op, 0); 2481 command_kill_pets (op, 0);
2681 2482
2682 if (op->stats.food < 0) 2483 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 2484
2692 /* save the map location for corpse, gravestone */ 2485 /* save the map location for corpse, gravestone */
2693 x = op->x; 2486 x = op->x;
2694 y = op->y; 2487 y = op->y;
2695 map = op->map; 2488 map = op->map;
2723 2516
2724 lost_a_stat = 0; 2517 lost_a_stat = 0;
2725 2518
2726 for (z = 0; z < num_stats_lose; z++) 2519 for (z = 0; z < num_stats_lose; z++)
2727 { 2520 {
2728 i = RANDOM () % NUM_STATS; 2521 i = rndm (NUM_STATS);
2729 2522
2730 if (settings.stat_loss_on_death) 2523 if (settings.stat_loss_on_death)
2731 { 2524 {
2732 /* Pick a random stat and take a point off it. Tell the player 2525 /* Pick a random stat and take a point off it. Tell the player
2733 * what he lost. 2526 * what he lost.
2740 lost_a_stat = 1; 2533 lost_a_stat = 1;
2741 } 2534 }
2742 else 2535 else
2743 { 2536 {
2744 /* deplete a stat */ 2537 /* deplete a stat */
2745 archetype *deparch = archetype::find ("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2746 object *dep; 2539 object *dep;
2747 2540
2748 dep = present_arch_in_ob (deparch, op); 2541 dep = present_arch_in_ob (deparch, op);
2749 if (!dep) 2542 if (!dep)
2750 { 2543 {
2751 dep = arch_to_object (deparch); 2544 dep = deparch->instance ();
2752 insert_ob_in_ob (dep, op); 2545 insert_ob_in_ob (dep, op);
2753 } 2546 }
2754 lose_this_stat = 1; 2547 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss) 2548 if (settings.balanced_stat_loss)
2756 { 2549 {
2784 } 2577 }
2785 } 2578 }
2786 2579
2787 if (lose_this_stat) 2580 if (lose_this_stat)
2788 { 2581 {
2789 this_stat = get_attr_value (&(dep->stats), i); 2582 this_stat = get_attr_value (&dep->stats, i);
2790 /* We could try to do something clever like find another 2583 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2584 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2585 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2586 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2587 * difference.
2802 lost_a_stat = 1; 2595 lost_a_stat = 1;
2803 } 2596 }
2804 } 2597 }
2805 } 2598 }
2806 } 2599 }
2600
2807 /* If no stat lost, tell the player. */ 2601 /* If no stat lost, tell the player. */
2808 if (!lost_a_stat) 2602 if (!lost_a_stat)
2809 { 2603 {
2810 /* determine_god() seems to not work sometimes... why is this? 2604 /* determine_god() seems to not work sometimes... why is this?
2811 Should I be using something else? GD */ 2605 Should I be using something else? GD */
2812 const char *god = determine_god (op); 2606 shstr_tmp god = determine_god (op);
2813 2607
2814 if (god && (strcmp (god, "none"))) 2608 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); 2609 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2816 else 2610 else
2817 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2611 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2818 } 2612 }
2819#else 2613#else
2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2614 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2821#endif 2615#endif
2822 2616
2823 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2824 * exp loss on the stone. 2618 * exp loss on the stone.
2825 */ 2619 */
2826 tmp = arch_to_object (archetype::find ("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2827 sprintf (buf, "%s's gravestone", &op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
2828 tmp->name = buf; 2622 tmp->name_pl = format ("%s's gravestones", &op->name);
2829 sprintf (buf, "%s's gravestones", &op->name); 2623 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2830 tmp->name_pl = buf; 2624 &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; 2625 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL, 0); 2626 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2627
2836 /**************************************/ 2628 /**************************************/
2837 /* */ 2629 /* */
2838 /* Subtract the experience points, */ 2630 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */
2841 /* */ 2631 /* */
2842 /**************************************/ 2632 /**************************************/
2843 2633
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)); */ 2634 /*add_exp(op, (op->stats.exp * -0.20)); */
2866 apply_death_exp_penalty (op); 2635 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 2636
2873 /* 2637 /*
2874 * Check to see if the player has any unpaid items. If so, remove them 2638 * Check to see if the player has any unpaid items. If so, remove them
2875 * and put them back in the map. 2639 * and put them back in the map.
2876 */ 2640 */
2877 remove_unpaid_objects (op->inv, op); 2641 op->drop_unpaid_items ();
2878 2642
2879 /****************************************/ 2643 /****************************************/
2880 /* */ 2644 /* */
2881 /* Move player to his current respawn- */ 2645 /* Move player to his current respawn- */
2882 /* position (usually last savebed) */ 2646 /* position (usually last savebed) */
2911 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
2912 force->resist[at] = 100; 2676 force->resist[at] = 100;
2913 2677
2914 insert_ob_in_ob (force, op); 2678 insert_ob_in_ob (force, op);
2915 op->update_stats (); 2679 op->update_stats ();
2916
2917 } 2680 }
2918 2681
2919 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2920} 2683}
2921 2684
2922void 2685static void
2923loot_object (object *op) 2686loot_object (object *op)
2924{ /* Grab and destroy some treasure */ 2687{ /* Grab and destroy some treasure */
2925 object *tmp, *tmp2, *next; 2688 object *tmp, *tmp2, *next;
2926 2689
2927 op->close_container (); /* close open sack first */ 2690 op->close_container (); /* close open sack first */
2941 2704
2942 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2705 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2943 { 2706 {
2944 if (tmp->nrof > 1) 2707 if (tmp->nrof > 1)
2945 { 2708 {
2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2709 tmp->decrease (rndm (1, tmp->nrof - 1));
2947 tmp2->destroy ();
2948 insert_ob_in_map (tmp, op->map, NULL, 0); 2710 insert_ob_in_map (tmp, op->map, NULL, 0);
2949 } 2711 }
2950 else 2712 else
2951 tmp->destroy (); 2713 tmp->destroy ();
2952 } 2714 }
2959 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
2960 * what needs to be fixed. Refresh windows and fix speed if anything 2722 * what needs to be fixed. Refresh windows and fix speed if anything
2961 * was changed. 2723 * was changed.
2962 */ 2724 */
2963void 2725void
2964fix_weight (void) 2726fix_weight ()
2965{ 2727{
2966 for_all_players (pl) 2728 for_all_players (pl)
2967 { 2729 {
2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2730 sint32 old = pl->ob->carrying;
2969 2731
2970 if (old == sum) 2732 pl->ob->update_weight ();
2971 continue; 2733
2734 if (old != pl->ob->carrying)
2735 {
2972 pl->ob->update_stats (); 2736 pl->ob->update_stats ();
2973 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2737 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2738 }
2974 } 2739 }
2975} 2740}
2976 2741
2977void 2742void
2978fix_luck (void) 2743fix_luck ()
2979{ 2744{
2980 for_all_players (pl) 2745 for_all_players (pl)
2981 if (!pl->ob->contr->ns->state) 2746 if (!pl->ob->contr->ns->state)
2982 pl->ob->change_luck (0); 2747 pl->ob->change_luck (0);
2983} 2748}
3020} 2785}
3021 2786
3022void 2787void
3023make_visible (object *op) 2788make_visible (object *op)
3024{ 2789{
3025 op->hide = 0; 2790 op->flag [FLAG_HIDDEN] = 0;
3026 op->invisible = 0; 2791 op->invisible = 0;
2792
3027 if (op->type == PLAYER) 2793 if (op->type == PLAYER)
3028 { 2794 {
3029 op->contr->tmp_invis = 0; 2795 op->contr->tmp_invis = 0;
3030 op->contr->invis_race = 0; 2796 op->contr->invis_race = 0;
3031 } 2797 }
3044 2810
3045/* look at the surrounding terrain to determine 2811/* look at the surrounding terrain to determine
3046 * the hideability of this object. Positive levels 2812 * the hideability of this object. Positive levels
3047 * indicate greater hideability. 2813 * indicate greater hideability.
3048 */ 2814 */
3049
3050int 2815int
3051hideability (object *ob) 2816hideability (object *ob)
3052{ 2817{
3053 int i, level = 0, mflag; 2818 int i, level = 0, mflag;
3054 sint16 x, y; 2819 sint16 x, y;
3055 2820
3056 if (!ob || !ob->map) 2821 if (!ob || !ob->map)
3057 return 0; 2822 return 0;
3058 2823
3059 /* so, on normal lighted maps, its hard to hide */ 2824 /* so, on normal lighted maps, its hard to hide */
3060 level = ob->map->darkness - 2; 2825 level = ob->map->darklevel () - 2;
3061 2826
3062 /* this also picks up whether the object is glowing. 2827 /* this also picks up whether the object is glowing.
3063 * If you carry a light on a non-dark map, its not 2828 * If you carry a light on a non-dark map, its not
3064 * as bad as carrying a light on a pitch dark map */ 2829 * as bad as carrying a light on a pitch dark map */
3065 if (has_carried_lights (ob)) 2830 if (ob->has_carried_lights ())
3066 level = -(10 + (2 * ob->map->darkness)); 2831 level = -(10 + (2 * ob->map->darklevel ()));
3067 2832
3068 /* scan through all nearby squares for terrain to hide in */ 2833 /* 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]) 2834 for (i = 0, x = ob->x, y = ob->y;
2835 i <= SIZEOFFREE1;
2836 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3070 { 2837 {
3071 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2838 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3072 if (mflag & P_OUT_OF_MAP) 2839 if (mflag & P_OUT_OF_MAP)
3073 {
3074 continue; 2840 continue;
3075 } 2841
3076 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2842 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3077 level += 2; 2843 level += 2;
3078 else /* open terrain! */ 2844 else /* open terrain! */
3079 level -= 1; 2845 level -= 1;
3080 } 2846 }
3091 * spot (surrounded by clear terrain in broad daylight). -b.t. 2857 * spot (surrounded by clear terrain in broad daylight). -b.t.
3092 */ 2858 */
3093void 2859void
3094do_hidden_move (object *op) 2860do_hidden_move (object *op)
3095{ 2861{
3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2862 int hide = 0;
3097 object *skop;
3098 2863
3099 if (!op || !op->map) 2864 if (!op || !op->map)
3100 return; 2865 return;
3101 2866
3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2867 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2868 int num = random_roll (0, 19, op, PREFER_LOW);
3103 2869
3104 /* its *extremely* hard to run and sneak/hide at the same time! */ 2870 /* its *extremely* hard to run and sneak/hide at the same time! */
3105 if (op->type == PLAYER && op->contr->run_on) 2871 if (op->type == PLAYER && op->contr->run_on)
3106 if (!skop || num >= skop->level) 2872 if (!skop || num >= skop->level)
3107 { 2873 {
3117 num -= hide; 2883 num -= hide;
3118 2884
3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2885 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3120 { 2886 {
3121 make_visible (op); 2887 make_visible (op);
2888
3122 if (op->type == PLAYER) 2889 if (op->type == PLAYER)
3123 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2890 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3124 } 2891 }
3125 else if (op->type == PLAYER && skop) 2892 else if (op->type == PLAYER && skop)
3126 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2893 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3179 * object op. This function works fine for monsters, 2946 * object op. This function works fine for monsters,
3180 * but we dont worry if the object isnt the top one in 2947 * but we dont worry if the object isnt the top one in
3181 * a pile (say a coin under a table would return "viewable" 2948 * a pile (say a coin under a table would return "viewable"
3182 * by this routine). Another question, should we be 2949 * by this routine). Another question, should we be
3183 * concerned with the direction the player is looking 2950 * concerned with the direction the player is looking
3184 * in? Realistically, most of use cant see stuff behind 2951 * in? Realistically, most of us can't see stuff behind
3185 * our backs...on the other hand, does the "facing" direction 2952 * our backs...on the other hand, does the "facing" direction
3186 * imply the way your head, or body is facing? Its possible 2953 * 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. 2954 * for them to differ. Sigh, this fctn could get a bit more complex.
3188 * -b.t. 2955 * -b.t.
3189 * This function is now map tiling safe. 2956 * This function is now map tiling safe.
3190 */ 2957 */
3191
3192int 2958int
3193player_can_view (object *pl, object *op) 2959player_can_view (object *pl, object *op)
3194{ 2960{
3195 rv_vector rv; 2961 rv_vector rv;
3196 int dx, dy; 2962 int dx, dy;
3208 2974
3209 get_rangevector (pl, op, &rv, 0x1); 2975 get_rangevector (pl, op, &rv, 0x1);
3210 2976
3211 /* starting with the 'head' part, lets loop 2977 /* starting with the 'head' part, lets loop
3212 * through the object and find if it has any 2978 * through the object and find if it has any
3213 * part that is in the los array but isnt on 2979 * part that is in the los array but isn't on
3214 * a blocked los square. 2980 * a blocked los square.
3215 * we use the archetype to figure out offsets. 2981 * we use the archetype to figure out offsets.
3216 */ 2982 */
3217 while (op) 2983 while (op)
3218 { 2984 {
3219 dx = rv.distance_x + op->arch->x; 2985 dx = rv.distance_x + op->arch->x;
3220 dy = rv.distance_y + op->arch->y; 2986 dy = rv.distance_y + op->arch->y;
3221 2987
3222 /* only the viewable area the player sees is updated by LOS 2988 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; 2989 return 1;
2990
3230 op = op->more; 2991 op = op->more;
3231 } 2992 }
3232 return 0;
3233}
3234 2993
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; 2994 return 0;
3261} 2995}
3262 2996
3263/* op_on_battleground - checks if the given object op (usually 2997/* op_on_battleground - checks if the given object op (usually
3264 * a player) is standing on a valid battleground-tile, 2998 * 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 3003 * Default is to do the same as before, so only people wanting to have different points need worry about this
3270 */ 3004 */
3271int 3005int
3272op_on_battleground (object *op, int *x, int *y) 3006op_on_battleground (object *op, int *x, int *y)
3273{ 3007{
3274 object *tmp;
3275
3276 /* A battleground-tile needs the following attributes to be valid: 3008 /* 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), 3009 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3278 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3010 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3279 * and the exit-coordinates sp/hp must both be > 0. 3011 * and the exit-coordinates sp/hp must both be > 0.
3280 * => The intention here is to prevent abuse of the battleground- 3012 * => The intention here is to prevent abuse of the battleground-
3281 * feature (like pickable or hidden battleground tiles). */ 3013 * feature (like pickable or hidden battleground tiles). */
3282 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3014 for (object *tmp = op->below; tmp; tmp = tmp->below)
3283 { 3015 {
3284 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3016 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3285 { 3017 {
3286 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3018 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3287 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3019 && tmp->type == BATTLEGROUND
3020 && tmp->name == shstr_battleground
3021 && EXIT_X (tmp) && EXIT_Y (tmp))
3288 { 3022 {
3289 /*before we assign the exit, check if this is a teambattle */ 3023 /* before we assign the exit, check if this is a teambattle */
3290 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3024 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3291 {
3292 object *invtmp;
3293
3294 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3025 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3026 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3295 { 3027 {
3296 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3297 {
3298 if (x != NULL && y != NULL) 3028 if (x && y)
3299 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3030
3300 return 1; 3031 return 1;
3301 }
3302 } 3032 }
3303 } 3033
3304 if (x != NULL && y != NULL) 3034 if (x && y)
3305 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3036
3306 return 1; 3037 return 1;
3307 } 3038 }
3308 } 3039 }
3309 } 3040 }
3041
3310 /* If we got here, did not find a battleground */ 3042 /* If we got here, did not find a battleground */
3311 return 0; 3043 return 0;
3312} 3044}
3313 3045
3314/* 3046/*
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3062 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i = 0, j = 0; 3063 int i = 0, j = 0;
3332 3064
3333 /* get the appropriate treasurelist */ 3065 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3066 if (atnr == ATNR_FIRE)
3335 trlist = treasurelist::find ("dragon_ability_fire"); 3067 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3068 else if (atnr == ATNR_COLD)
3337 trlist = treasurelist::find ("dragon_ability_cold"); 3069 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3070 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = treasurelist::find ("dragon_ability_elec"); 3071 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3072 else if (atnr == ATNR_POISON)
3341 trlist = treasurelist::find ("dragon_ability_poison"); 3073 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3074
3343 if (trlist == NULL || who->type != PLAYER) 3075 if (trlist == NULL || who->type != PLAYER)
3344 return; 3076 return;
3345 3077
3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3078 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3443 else 3175 else
3444 j = 1; 3176 j = 1;
3445 strcat (buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3446 } 3178 }
3447 } 3179 }
3180
3448 strcat (buf, "."); 3181 strcat (buf, ".");
3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3450 } 3183 }
3451 3184
3452 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3462 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3463 } 3196 }
3464 else 3197 else
3465 { 3198 {
3466 /* generate misc. treasure */ 3199 /* generate misc. treasure */
3467 tmp = arch_to_object (tr->item); 3200 tmp = tr->item->instance ();
3468 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3201 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); 3202 who->insert (tmp);
3470 if (who->type == PLAYER)
3471 esrv_send_item (who, tmp);
3472 } 3203 }
3473} 3204}
3474 3205
3475/** 3206//-GPL
3476 * Unready an object for a player. This function does nothing if the object was
3477 * not readied.
3478 */
3479void
3480player_unready_range_ob (player *pl, object *ob)
3481{
3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3484
3485 if (pl->combat_ob == ob)
3486 pl->combat_ob = 0;
3487
3488 if (pl->ranged_ob == ob)
3489 pl->ranged_ob = 0;
3490}
3491 3207
3492sint8 3208sint8
3493player::visibility_at (maptile *map, int x, int y) const 3209player::darkness_at (maptile *map, int x, int y) const
3494{ 3210{
3495 if (!ns) 3211 if (!ns)
3496 return 0; 3212 return LOS_BLOCKED;
3497 3213
3498 int dx, dy; 3214 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3215 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0; 3216 return LOS_BLOCKED;
3501 3217
3502 x += dx - ns->current_x + ns->mapx / 2; 3218 x += dx - ns->current_x;
3503 y += dy - ns->current_y + ns->mapy / 2; 3219 y += dy - ns->current_y;
3504 3220
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]; 3221 return blocked_los (x, y);
3509} 3222}
3223
3224void
3225player::infobox (const char *title, const char *msg, int color)
3226{
3227 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3228}
3229
3230void
3231player::statusmsg (const char *msg, int color)
3232{
3233 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3234}
3235
3236void
3237player::failmsg (const char *msg, int color)
3238{
3239 play_sound (sound_find ("generic_failure"));
3240 statusmsg (msg, color);
3241}
3242

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