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Comparing deliantra/server/server/player.C (file contents):
Revision 1.158 by root, Mon Aug 13 15:46:45 2007 UTC vs.
Revision 1.249 by root, Sun Nov 29 17:41:08 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
183 72
184 if (ob->map) 73 if (ob->map)
185 maplevel = ob->map->path; 74 maplevel = ob->map->path;
186 75
187 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 78 ob->map = 0;
189 party = 0; 79 party = 0;
190 80
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 82
206 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
207 97
208 ns->update_look = 0; 98 ns->update_look = 0;
209 ns->look_position = 0; 99 ns->look_position = 0;
210 100
211 clear_los (this); 101 clear_los ();
212 102
213 ns->reset_stats (); 103 ns->reset_stats ();
214 104
215 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
218 108
219 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
220 link_player_skills (ob); 110 link_skills ();
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 111
224 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
225 113
226 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob)) 115 if (is_dragon_pl (ob))
238 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
239 } 127 }
240 128
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 130
243 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 activate ();
140
141 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this);
143}
144
145void
146player::disconnect ()
147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
154 if (ns)
155 {
156 if (active)
157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
158
159 INVOKE_PLAYER (DISCONNECT, this);
160
161 ns->reset_stats ();
162 ns->pl = 0;
163 ns = 0;
164 }
165
166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
169
170 deactivate ();
171}
172
173//-GPL
174
175// the need for this function can be explained
176// by load_object not returning the object
177void
178player::set_object (object *op)
179{
180 ob = observe = viewpoint = op;
181 ob->contr = this; /* this aren't yet in archetype */
182
183 ob->speed = 1.0f;
184 ob->speed_left = 0.5f;
185
186 ob->direction = 5; /* So player faces south */
244 187
245 ob->flag [FLAG_READY_WEAPON] = false; 188 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 189 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false; 190 ob->flag [FLAG_READY_BOW] = false;
248 191
265 combat_ob = op; 208 combat_ob = op;
266 break; 209 break;
267 } 210 }
268 211
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 212 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats (); 213 ob->deactivate (); // change_weapon activates, fix this better
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 {
303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324} 214}
325 215
326void 216void
327player::set_observe (object *op) 217player::set_observe (object *op)
328{ 218{
329 observe = op ? op : ob; 219 observe = viewpoint = op ? op : ob;
330 do_los = 1; 220 do_los = 1;
331} 221}
222
223void
224player::set_viewpoint (object *op)
225{
226 viewpoint = op ? op : (object *)observe;
227 do_los = 1;
228}
229
230//+GPL
332 231
333player::player () 232player::player ()
334{ 233{
335 /* There are some elements we want initialised to non zero value - 234 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point. 235 * we deal with that below this point.
342 savebed_map = first_map_path; /* Init. respawn position */ 241 savebed_map = first_map_path; /* Init. respawn position */
343 242
344 gen_sp_armour = 10; 243 gen_sp_armour = 10;
345 bowtype = bow_normal; 244 bowtype = bow_normal;
346 petmode = pet_normal; 245 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers; 246 usekeys = containers;
349 peaceful = 1; /* default peaceful */ 247 peaceful = 1; /* default peaceful */
350 do_los = 1; 248 do_los = 1;
351 249
352 weapon_sp = 1.0f; 250 weapon_sp = 1.0f;
364 { 262 {
365 ob->destroy_inv (false); 263 ob->destroy_inv (false);
366 ob->destroy (); 264 ob->destroy ();
367 } 265 }
368 266
369 ob = observe = 0; 267 ob = observe = viewpoint = 0;
370} 268}
371 269
372player::~player () 270player::~player ()
373{ 271{
374 /* Clear item stack */ 272 /* Clear item stack */
375 free (stack_items); 273 free (stack_items);
274}
275
276/*
277 * get_player_archetype() return next player archetype from archetype
278 * list. Not very efficient routine, but used only creating new players.
279 * Note: there MUST be at least one player archetype!
280 */
281static archetype *
282get_player_archetype (archetype *at)
283{
284 // archetypes could have been reloaded
285 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
286
287 if (!nat)
288 return at;
289
290 archvec::iterator i = archetypes.find (nat);
291
292 for (;;)
293 {
294 if (++i == archetypes.end ())
295 i = archetypes.begin ();
296 else if (*i == at)
297 cleanup ("not a single player archetype found");
298
299 if ((*i)->type == PLAYER)
300 return *i;
301 }
376} 302}
377 303
378/* Tries to add player on the connection passed in ns. 304/* Tries to add player on the connection passed in ns.
379 * All we can really get in this is some settings like host and display 305 * All we can really get in this is some settings like host and display
380 * mode. 306 * mode.
382player * 308player *
383player::create () 309player::create ()
384{ 310{
385 player *pl = new player; 311 player *pl = new player;
386 312
387 pl->set_object (arch_to_object (get_player_archetype (0))); 313 pl->set_object (get_player_archetype (0)->instance ());
388 314
389 pl->ob->roll_stats (); 315 pl->ob->roll_stats ();
390 pl->ob->stats.wc = 2; 316 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */ 317 pl->ob->run_away = 25; /* Then we panick... */
392 318
393 set_first_map (pl->ob); 319 set_first_map (pl->ob);
394 320
395 return pl; 321 return pl;
396}
397
398/*
399 * get_player_archetype() return next player archetype from archetype
400 * list. Not very efficient routine, but used only creating new players.
401 * Note: there MUST be at least one player archetype!
402 */
403archetype *
404get_player_archetype (archetype *at)
405{
406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
408 for (;;)
409 {
410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418} 322}
419 323
420object * 324object *
421get_nearest_player (object *mon) 325get_nearest_player (object *mon)
422{ 326{
425 unsigned lastdist; 329 unsigned lastdist;
426 rv_vector rv; 330 rv_vector rv;
427 331
428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 332 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 { 333 {
430 /* We should not find free objects on this friendly list, but it
431 * does periodically happen. Given that, lets deal with it.
432 * While unlikely, it is possible the next object on the friendly
433 * list is also free, so encapsulate this in a while loop.
434 */
435 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
436 {
437 object *tmp = ol->ob;
438
439 /* Can't do much more other than log the fact, because the object
440 * itself will have been cleared.
441 */
442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
444 ol = ol->next;
445 remove_friendly_object (tmp);
446 if (!ol)
447 return op;
448 }
449
450 /* Remove special check for player from this. First, it looks to cause
451 * some crashes (ol->ob->contr not set properly?), but secondly, a more
452 * complicated method of state checking would be needed in any case -
453 * as it was, a clever player could type quit, and the function would
454 * skip them over while waiting for confirmation. Remove
455 * on_same_map check, as can_detect_enemy also does this
456 */
457 if (!can_detect_enemy (mon, ol->ob, &rv)) 334 if (!can_detect_enemy (mon, ol->ob, &rv))
458 continue; 335 continue;
459 336
460 if (lastdist > rv.distance) 337 if (lastdist > rv.distance)
461 { 338 {
656 533
657 return firstdir; 534 return firstdir;
658} 535}
659 536
660void 537void
661give_initial_items (object *pl, treasurelist * items) 538give_initial_items (object *pl, treasurelist *items)
662{ 539{
663 object *op, *next = NULL;
664
665 if (pl->randomitems != NULL) 540 if (pl->randomitems)
666 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 541 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
667 542
668 for (op = pl->inv; op; op = next) 543 for (object *next, *op = pl->inv; op; op = next)
669 { 544 {
670 next = op->below; 545 next = op->below;
671 546
672 /* Forces get applied per default, unless they have the 547 /* Forces get applied per default, unless they have the
673 * flag "neutral" set. Sorry but I can't think of a better way 548 * flag "neutral" set. Sorry but I can't think of a better way
678 /* we never give weapons/armour if these cannot be used 553 /* we never give weapons/armour if these cannot be used
679 * by this player due to race restrictions 554 * by this player due to race restrictions
680 */ 555 */
681 if (pl->type == PLAYER) 556 if (pl->type == PLAYER)
682 { 557 {
683 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 558 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
559 &&
684 (op->type == ARMOUR || op->type == BOOTS || 560 (op->type == ARMOUR || op->type == BOOTS
685 op->type == CLOAK || op->type == HELMET || 561 || op->type == CLOAK || op->type == HELMET
686 op->type == SHIELD || op->type == GLOVES || 562 || op->type == SHIELD || op->type == GLOVES
563 || op->type == BRACERS || op->type == GIRDLE))
687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 564 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
688 { 565 {
689 op->destroy (); 566 op->destroy ();
690 continue; 567 continue;
691 } 568 }
692 } 569 }
693 570
694 /* This really needs to be better - we should really give 571 /* Here we remove duplicated skills (as duplicated spell objects have
695 * a substitute spellbook. The problem is that we don't really 572 * _very_ confusing effects for players), which could for instance be
696 * have a good idea what to replace it with (need something like 573 * generated by bad treasurelists. - elmex
697 * a first level treasurelist for each skill.)
698 * remove duplicate skills also
699 */ 574 */
700 if (op->type == SPELLBOOK || op->type == SKILL) 575 if (op->type == SKILL)
701 { 576 {
702 object *tmp;
703
704 for (tmp = op->below; tmp; tmp = tmp->below) 577 for (object *tmp = op->below; tmp; tmp = tmp->below)
705 if (tmp->type == op->type && tmp->name == op->name) 578 if (tmp->type == op->type && tmp->name == op->name)
706 break;
707
708 if (tmp)
709 { 579 {
710 op->destroy (); 580 op->destroy ();
581 LOG (llevError,
711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 582 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
712 continue; 583 break;
713 } 584 }
714 585
715 if (op->nrof > 1) 586 if (op->nrof > 1)
716 op->nrof = 1; 587 op->nrof = 1;
717 } 588 }
718 589
719 if (op->type == SPELLBOOK && op->inv) 590 if (op->type == SPELLBOOK && op->inv)
720 {
721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 591 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
722 }
723 592
724 /* Give starting characters identified, uncursed, and undamned 593 /* Give starting characters identified, uncursed, and undamned
725 * items. Just don't identify gold or silver, or it won't be 594 * items. Just don't identify gold or silver, or it won't be
726 * merged properly. 595 * merged properly.
727 */ 596 */
728 if (need_identify (op)) 597 if (need_identify (op))
729 { 598 {
730 SET_FLAG (op, FLAG_IDENTIFIED); 599 SET_FLAG (op, FLAG_IDENTIFIED);
731 CLEAR_FLAG (op, FLAG_CURSED); 600 CLEAR_FLAG (op, FLAG_CURSED);
732 CLEAR_FLAG (op, FLAG_DAMNED); 601 CLEAR_FLAG (op, FLAG_DAMNED);
733 } 602 }
603
734 if (op->type == SPELL) 604 if (op->type == SPELL)
735 { 605 {
736 op->destroy (); 606 op->destroy ();
737 continue; 607 continue;
738 } 608 }
740 { 610 {
741 SET_FLAG (op, FLAG_CAN_USE_SKILL); 611 SET_FLAG (op, FLAG_CAN_USE_SKILL);
742 op->stats.exp = 0; 612 op->stats.exp = 0;
743 op->level = 1; 613 op->level = 1;
744 } 614 }
745 /* lock all 'normal items by default */ 615 else /* lock all 'normal items by default */
746 else
747 SET_FLAG (op, FLAG_INV_LOCKED); 616 SET_FLAG (op, FLAG_INV_LOCKED);
748 } /* for loop of objects in player inv */ 617 } /* for loop of objects in player inv */
749 618
750 /* Need to set up the skill pointers */ 619 /* Need to set up the skill pointers */
751 link_player_skills (pl); 620 pl->contr->link_skills ();
752} 621}
753 622
754void 623void
755get_party_password (object *op, partylist *party) 624get_party_password (object *op, partylist *party)
756{ 625{
766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 635 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
767} 636}
768 637
769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 638/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
770static int 639static int
771roll_stat (void) 640roll_stat ()
772{ 641{
773 int a[4], i, j, k; 642 int a[4], i, j, k;
774 643
775 for (i = 0; i < 4; i++) 644 for (i = 0; i < 4; i++)
776 a[i] = (int) rndm (6) + 1; 645 a[i] = (int) rndm (6) + 1;
857static void 726static void
858start_info (object *op) 727start_info (object *op)
859{ 728{
860 char buf[MAX_BUF]; 729 char buf[MAX_BUF];
861 730
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 731 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf); 732 new_draw_info (NDI_UNIQUE, 0, op, buf);
864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
866} 733}
867 734
868/* This function takes the key that is passed, and does the 735/* This function takes the key that is passed, and does the
869 * appropriate action with it (change race, or other things). 736 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 737 * The function name is for historical reasons - now we have
873 */ 740 */
874void 741void
875player::chargen_race_done () 742player::chargen_race_done ()
876{ 743{
877 /* this must before then initial items are given */ 744 /* this must before then initial items are given */
878 esrv_new_player (ob->contr, ob->weight + ob->carrying); 745 esrv_new_player (ob->contr);
879 746
880 treasurelist *tl = treasurelist::find ("starting_wealth"); 747 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
881 if (tl) 748 if (tl)
882 create_treasure (tl, ob, 0, 0, 0); 749 create_treasure (tl, ob, 0, 0, 0);
883 750
884 INVOKE_PLAYER (BIRTH, ob->contr); 751 INVOKE_PLAYER (BIRTH, ob->contr);
885 INVOKE_PLAYER (LOGIN, ob->contr); 752 INVOKE_PLAYER (LOGIN, ob->contr);
886 753
887 ob->contr->ns->state = ST_PLAYING; 754 ob->contr->ns->state = ST_PLAYING;
888 755
889 if (ob->msg) 756 if (ob->msg)
890 ob->msg = 0; 757 ob->msg = 0;
891
892 /* We create this now because some of the unique maps will need it
893 * to save here.
894 */
895 {
896 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf);
899 }
900 758
901 start_info (ob); 759 start_info (ob);
902 CLEAR_FLAG (ob, FLAG_WIZ); 760 CLEAR_FLAG (ob, FLAG_WIZ);
903 give_initial_items (ob, ob->randomitems); 761 give_initial_items (ob, ob->randomitems);
904 link_player_skills (ob);
905 esrv_send_inventory (ob, ob); 762 esrv_send_inventory (ob, ob);
906 ob->update_stats (); 763 ob->update_stats ();
907 764
908 /* This moves the player to a different start map, if there 765 /* This moves the player to a different start map, if there
909 * is one for this race 766 * is one for this race
910 */ 767 */
911 if (*first_map_ext_path) 768 if (*first_map_ext_path)
912 { 769 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
913 object *tmp;
914 char mapname[MAX_BUF];
915
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
917 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = ob->x;
920 EXIT_Y (tmp) = ob->y;
921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the
923 * default initial map */
924 tmp->destroy ();
925 }
926 else 770 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 771 LOG (llevDebug, "first_map_ext_path not set\n");
928} 772}
929 773
930void 774void
961 ob->stats.hp = ob->stats.maxhp; 805 ob->stats.hp = ob->stats.maxhp;
962 ob->stats.sp = ob->stats.maxsp; 806 ob->stats.sp = ob->stats.maxsp;
963 ob->stats.grace = 0; 807 ob->stats.grace = 0;
964} 808}
965 809
966void 810static void
967flee_player (object *op) 811flee_player (object *op)
968{ 812{
969 int dir, diff; 813 int dir, diff;
970 rv_vector rv; 814 rv_vector rv;
971 815
974 LOG (llevDebug, "Fleeing player is dead.\n"); 818 LOG (llevDebug, "Fleeing player is dead.\n");
975 CLEAR_FLAG (op, FLAG_SCARED); 819 CLEAR_FLAG (op, FLAG_SCARED);
976 return; 820 return;
977 } 821 }
978 822
979 if (op->enemy == NULL) 823 if (!op->enemy)
980 { 824 {
981 LOG (llevDebug, "Fleeing player had no enemy.\n"); 825 LOG (llevDebug, "Fleeing player had no enemy.\n");
982 CLEAR_FLAG (op, FLAG_SCARED); 826 CLEAR_FLAG (op, FLAG_SCARED);
983 return; 827 return;
984 } 828 }
985 829
986 /* Seen some crashes here. Since we don't store an
987 * op->enemy_count, it is possible that something destroys the
988 * actual enemy, and the object is recycled.
989 */
990 if (op->enemy->map == NULL)
991 {
992 CLEAR_FLAG (op, FLAG_SCARED);
993 op->enemy = NULL;
994 return;
995 }
996
997 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 830 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
998 { 831 {
999 op->enemy = NULL; 832 op->enemy = NULL;
1000 CLEAR_FLAG (op, FLAG_SCARED); 833 CLEAR_FLAG (op, FLAG_SCARED);
1001 return; 834 return;
1004 get_rangevector (op, op->enemy, &rv, 0); 837 get_rangevector (op, op->enemy, &rv, 0);
1005 838
1006 dir = absdir (4 + rv.direction); 839 dir = absdir (4 + rv.direction);
1007 for (diff = 0; diff < 3; diff++) 840 for (diff = 0; diff < 3; diff++)
1008 { 841 {
1009 int m = 1 - (RANDOM () & 2); 842 int m = 1 - rndm (2) * 2;
1010 843
1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 844 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1012 return; 845 return;
1013 } 846 }
1014 847
1025check_pick (object *op) 858check_pick (object *op)
1026{ 859{
1027 object *tmp, *next; 860 object *tmp, *next;
1028 int stop = 0; 861 int stop = 0;
1029 int wvratio; 862 int wvratio;
1030 char putstring[128];
1031 863
1032 /* if you're flying, you cna't pick up anything */ 864 /* if you're flying, you cna't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 865 if (op->move_type & MOVE_FLYING)
1034 return 1; 866 return 1;
1035 867
1036 next = op->below; 868 next = op->below;
1037 869
870 int cnt = MAX_ITEM_PER_ACTION;
871#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
872
1038 /* loop while there are items on the floor that are not marked as 873 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 874 * destroyed */
1040 while (next && !next->destroyed ()) 875 while (next && !next->destroyed ())
1041 { 876 {
1042 tmp = next; 877 tmp = next;
1043 next = tmp->below; 878 next = tmp->below;
1044 879
880 if (cnt <= 0)
881 {
882 op->failmsg ("Couldn't pickup all items at once.");
883 return 0;
884 }
885
1045 if (op->destroyed ()) 886 if (op->destroyed ())
1046 return 0; 887 return 0;
1047 888
1048 if (!can_pick (op, tmp)) 889 if (!can_pick (op, tmp))
1049 continue; 890 continue;
1050 891
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 892 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 893 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 894 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 895 CHK_PICK_PICKUP;
896
1055 continue; 897 continue;
1056 } 898 }
1057 899
1058 /* high not bit set? We're using the old autopickup model */ 900 /* pickup handling */
901 if (op->contr->mode & PU_DEBUG)
902 {
903 /* some debugging code to figure out item information */
904 const char *str = tmp->name
905 ? format ("item name: %s item type: %d weight/value: %d",
906 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
907 : format ("item name: %s item type: %d weight/value: %d",
908 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
909
910 new_draw_info (NDI_UNIQUE, 0, op, str);
911 }
912
913 if (op->contr->mode & PU_INHIBIT)
914 return 1;
915
916 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
917 return 1;
918
919 /* philosophy:
920 * It's easy to grab an item type from a pile, as long as it's
921 * generic. This takes no game-time. For more detailed pickups
922 * and selections, select-items should be used. This is a
923 * grab-as-you-run type mode that's really useful for arrows for
924 * example.
925 * The drawback: right now it has no frontend, so you need to
926 * stick the bits you want into a calculator in hex mode and then
927 * convert to decimal and then 'pickup <#>
928 */
929
930 /* the first two modes are exclusive: if NOTHING we return, if
931 * STOP then we stop. All the rest are applied sequentially,
932 * meaning if any test passes, the item gets picked up. */
933
934 /* if mode is set to pick nothing up, return */
935 if (op->contr->mode == PU_NOTHING)
936 return 1;
937
938 /* if mode is set to stop when encountering objects, return */
939 /* take STOP before INHIBIT since it doesn't actually pick
940 * anything up */
941 if (op->contr->mode & PU_STOP)
942 return 0;
943
944 /* useful for going into stores and not losing your settings... */
945 /* and for battles wher you don't want to get loaded down while
946 * fighting */
947 if (op->contr->mode & PU_INHIBIT)
948 return 1;
949
950 /* prevent us from turning into auto-thieves :) */
951 if (QUERY_FLAG (tmp, FLAG_UNPAID))
952 continue;
953
954 /* ignore known cursed objects */
955 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
956 continue;
957
958 /* all food and drink if desired */
959 /* question: don't pick up known-poisonous stuff? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 960 if (op->contr->mode & PU_FOOD)
961 if (tmp->type == FOOD)
1060 { 962 {
1061 switch (op->contr->mode) 963 CHK_PICK_PICKUP;
964 continue;
965 }
966
967 if (op->contr->mode & PU_DRINK)
968 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
969 {
970 CHK_PICK_PICKUP;
971 continue;
972 }
973
974 if (op->contr->mode & PU_POTION)
975 if (tmp->type == POTION)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* spellbooks, skillscrolls and normal books/scrolls */
982 if (op->contr->mode & PU_SPELLBOOK)
983 if (tmp->type == SPELLBOOK)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 if (op->contr->mode & PU_SKILLSCROLL)
990 if (tmp->type == SKILLSCROLL)
991 {
992 CHK_PICK_PICKUP;
993 continue;
994 }
995
996 if (op->contr->mode & PU_READABLES)
997 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
998 {
999 CHK_PICK_PICKUP;
1000 continue;
1001 }
1002
1003 /* wands/staves/rods/horns */
1004 if (op->contr->mode & PU_MAGIC_DEVICE)
1005 if (tmp->type == WAND
1006 || tmp->type == ROD
1007 || tmp->type == HORN
1008 || tmp->type == POWER_CRYSTAL)
1009 {
1010 CHK_PICK_PICKUP;
1011 continue;
1012 }
1013
1014 /* pick up all magical items */
1015 if (op->contr->mode & PU_MAGICAL)
1016 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1017 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1018 {
1019 CHK_PICK_PICKUP;
1020 continue;
1021 }
1022
1023 if (op->contr->mode & PU_VALUABLES)
1024 {
1025 if (tmp->type == MONEY || tmp->type == GEM)
1062 { 1026 {
1063 case 0: 1027 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 1028 continue;
1065 case 1:
1066 pick_up (op, tmp);
1067 return 1;
1068 case 2:
1069 pick_up (op, tmp);
1070 return 0;
1071 case 3:
1072 return 0; /* stop before pickup */
1073 case 4:
1074 pick_up (op, tmp);
1075 break;
1076 case 5:
1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1082 pick_up (op, tmp);
1083 break;
1084
1085 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp);
1088 break;
1089
1090 default:
1091 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp);
1095 } 1029 }
1096 } 1030 }
1097 else 1031
1098 { /* old model */ 1032 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG) 1033 if (op->contr->mode & PU_JEWELS)
1034 if (tmp->type == RING
1035 || tmp->type == AMULET
1036 || tmp->type == GIRDLE
1037 || tmp->type == SKILL_TOOL)
1101 { 1038 {
1102 /* some debugging code to figure out item information */ 1039 CHK_PICK_PICKUP;
1103 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue; 1040 continue;
1041 }
1149 1042
1150 /* ignore known cursed objects */ 1043 /* we don't forget dragon food */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1044 if (op->contr->mode & PU_FLESH)
1045 if (tmp->type == FLESH)
1046 {
1047 CHK_PICK_PICKUP;
1152 continue; 1048 continue;
1049 }
1153 1050
1154 /* all food and drink if desired */ 1051 /* bows and arrows. Bows are good for selling! */
1155 /* question: don't pick up known-poisonous stuff? */ 1052 if (op->contr->mode & PU_BOW)
1053 if (tmp->type == BOW)
1054 {
1055 CHK_PICK_PICKUP;
1056 continue;
1057 }
1058
1059 if (op->contr->mode & PU_ARROW)
1060 if (tmp->type == ARROW)
1061 {
1062 CHK_PICK_PICKUP;
1063 continue;
1064 }
1065
1066 /* all kinds of armor etc. */
1067 if (op->contr->mode & PU_ARMOUR)
1068 if (tmp->type == ARMOUR)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_HELMET)
1075 if (tmp->type == HELMET)
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_SHIELD)
1082 if (tmp->type == SHIELD)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1156 if (op->contr->mode & PU_FOOD) 1088 if (op->contr->mode & PU_BOOTS)
1157 if (tmp->type == FOOD) 1089 if (tmp->type == BOOTS)
1090 {
1091 CHK_PICK_PICKUP;
1092 continue;
1093 }
1094
1095 if (op->contr->mode & PU_GLOVES)
1096 if (tmp->type == GLOVES || tmp->type == BRACERS)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_CLOAK)
1103 if (tmp->type == CLOAK)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 /* hoping to catch throwing daggers here */
1110 if (op->contr->mode & PU_MISSILEWEAPON)
1111 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* careful: chairs and tables are weapons! */
1118 if (op->contr->mode & PU_ALLWEAPON)
1119 {
1120 if (tmp->type == WEAPON)
1121 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1158 { 1122 {
1159 pick_up (op, tmp); 1123 CHK_PICK_PICKUP;
1160 continue; 1124 continue;
1161 } 1125 }
1126 }
1162 1127
1128 /* misc stuff that's useful */
1163 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_KEY)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1130 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1165 { 1131 {
1166 pick_up (op, tmp); 1132 CHK_PICK_PICKUP;
1167 continue; 1133 continue;
1168 } 1134 }
1169 1135
1136 /* any of the last 4 bits set means we use the ratio for value
1137 * pickups */
1170 if (op->contr->mode & PU_POTION) 1138 if (op->contr->mode & PU_RATIO)
1171 if (tmp->type == POTION) 1139 {
1140 /* use value density to decide what else to grab */
1141 /* >=7 was >= op->contr->mode */
1142 /* >=7 is the old standard setting. Now we take the last 4 bits
1172 { 1143 */
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1144 wvratio = op->contr->mode & PU_RATIO;
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1145 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 { 1146 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1147#if 0
1148 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1149 if (tmp->name != NULL)
1218 { 1150 {
1219 pick_up (op, tmp); 1151 fprintf (stderr, "%s", tmp->name);
1220 continue;
1221 } 1152 }
1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327 }
1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1349#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL)
1352 {
1353 fprintf (stderr, "%s", tmp->name);
1354 }
1355 else 1153 else
1356 fprintf (stderr, "%s", tmp->arch->archname); 1154 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1155 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1156 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1359#endif 1157#endif
1158 CHK_PICK_PICKUP;
1360 continue; 1159 continue;
1361 }
1362 } 1160 }
1363 } /* the new pickup model */ 1161 } /* the new pickup model */
1364 } 1162 }
1365 1163
1366 return !stop; 1164 return !stop;
1165}
1166
1167/* routine for both players and monsters. We call this when
1168 * there is a possibility for our action distrubing our hiding
1169 * place or invisiblity spell. Artefact invisiblity causes
1170 * "noise" instead. If we arent invisible to begin with, we
1171 * return 0.
1172 */
1173static int
1174action_makes_visible (object *op)
1175{
1176 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1177 {
1178 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1179 {
1180 // artefact invisibility is permanent, but we still make noise
1181 // this is important for game-balance.
1182 if (op->contr)
1183 op->make_noise ();
1184
1185 return 0;
1186 }
1187
1188 if (op->contr && op->contr->tmp_invis == 0)
1189 return 0;
1190
1191 /* If monsters, they should become visible */
1192 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1193 {
1194 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1195 return 1;
1196 }
1197 }
1198
1199 return 0;
1367} 1200}
1368 1201
1369/* 1202/*
1370 * Find an arrow in the inventory and after that 1203 * Find an arrow in the inventory and after that
1371 * in the right type container (quiver). Pointer to the 1204 * in the right type container (quiver). Pointer to the
1372 * found object is returned. 1205 * found object is returned.
1373 */ 1206 */
1374object * 1207static object *
1375find_arrow (object *op, const char *type) 1208find_arrow (object *op, const char *type)
1376{ 1209{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1210 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type);
1382 else if (op->type == ARROW && op->race == type) 1211 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1212 return splay (tmp);
1213
1214 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1215 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1216 if (object *arrow = find_arrow (tmp, type))
1217 {
1218 splay (tmp);
1383 return op; 1219 return arrow;
1220 }
1384 1221
1385 return tmp; 1222 return 0;
1386} 1223}
1387 1224
1388/* 1225/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1226 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390 * against the target. A full test is not performed, simply a basic test 1227 * against the target. A full test is not performed, simply a basic test
1391 * of resistances. The archer is making a quick guess at what he sees down 1228 * of resistances. The archer is making a quick guess at what he sees down
1392 * the hall. Failing that it does it's best to pick the highest plus arrow. 1229 * the hall. Failing that it does it's best to pick the highest plus arrow.
1393 */ 1230 */
1394object * 1231static object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1232find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1233{
1397 object *tmp = NULL, *arrow, *ntmp; 1234 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1235 int attacknum, attacktype, betterby = 0, i;
1399 1236
1400 if (!type) 1237 if (!type)
1404 { 1241 {
1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1242 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 { 1243 {
1407 i = 0; 1244 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1245 ntmp = find_better_arrow (arrow, target, type, &i);
1246
1409 if (i > betterby) 1247 if (i > betterby)
1410 { 1248 {
1411 tmp = ntmp; 1249 tmp = ntmp;
1412 betterby = i; 1250 betterby = i;
1413 } 1251 }
1414 } 1252 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1253 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1254 {
1417 /* allways prefer assasination/slaying */ 1255 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1256 if (target->race && arrow->slaying.contains (target->race))
1419 { 1257 {
1420 if (arrow->attacktype & AT_DEATH) 1258 if (arrow->attacktype & AT_DEATH)
1421 { 1259 {
1422 *better = 100; 1260 *better = 100;
1423 return arrow; 1261 return arrow;
1438 { 1276 {
1439 tmp = arrow; 1277 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1278 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1279 }
1442 } 1280 }
1281
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1282 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1283 {
1445 tmp = arrow; 1284 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1285 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1286 }
1287
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1288 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1289 {
1450 tmp = arrow; 1290 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1291 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1292 }
1453 } 1293 }
1454 } 1294 }
1455 } 1295 }
1296
1456 if (tmp == NULL && arrow == NULL) 1297 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1298 return find_arrow (op, type);
1458 1299
1459 *better = betterby; 1300 *better = betterby;
1460 return tmp; 1301 return tmp;
1464 * find_better_arrow to find a decent arrow to use. 1305 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1306 * op = the shooter
1466 * type = bow->race 1307 * type = bow->race
1467 * dir = fire direction 1308 * dir = fire direction
1468 */ 1309 */
1469object * 1310static object *
1470pick_arrow_target (object *op, const char *type, int dir) 1311pick_arrow_target (object *op, shstr_cmp type, int dir)
1471{ 1312{
1472 object *tmp = NULL; 1313 object *tmp = NULL;
1473 maptile *m; 1314 maptile *m;
1474 int i, mflags, found, number; 1315 int i, mflags, found, number;
1475 sint16 x, y; 1316 sint16 x, y;
1490 for (i = 0, found = 0; i < 20; i++) 1331 for (i = 0, found = 0; i < 20; i++)
1491 { 1332 {
1492 x += freearr_x[dir]; 1333 x += freearr_x[dir];
1493 y += freearr_y[dir]; 1334 y += freearr_y[dir];
1494 mflags = get_map_flags (m, &m, x, y, &x, &y); 1335 mflags = get_map_flags (m, &m, x, y, &x, &y);
1336
1495 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1337 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1496 { 1338 {
1497 tmp = NULL; 1339 tmp = 0;
1498 break; 1340 break;
1499 } 1341 }
1500 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1342 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1501 { 1343 {
1502 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1344 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1503 * perhaps a bad assumption. 1345 * perhaps a bad assumption.
1504 */ 1346 */
1505 tmp = NULL; 1347 tmp = 0;
1506 break; 1348 break;
1507 } 1349 }
1350
1508 if (mflags & P_IS_ALIVE) 1351 if (mflags & P_IS_ALIVE)
1509 {
1510 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1352 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1511 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1353 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1512 {
1513 found++;
1514 break;
1515 }
1516 if (found)
1517 break; 1354 break;
1518 }
1519 } 1355 }
1520 if (tmp == NULL) 1356
1357 if (!tmp)
1521 return find_arrow (op, type); 1358 return find_arrow (op, type);
1522 1359
1523 if (tmp->head) 1360 if (tmp->head)
1524 tmp = tmp->head; 1361 tmp = tmp->head;
1525 1362
1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1402 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1566 return 0; 1403 return 0;
1567 } 1404 }
1568 1405
1569 // optimisation: move object to top so we will find it quickly again 1406 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below) 1407 splay (bow);
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1576 } 1408 }
1577 1409
1578 if (!bow->race || !bow->skill) 1410 if (!bow->race || !bow->skill)
1579 { 1411 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1412 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1606 } 1438 }
1607 1439
1608 /* this should not happen, but sometimes does */ 1440 /* this should not happen, but sometimes does */
1609 if (arrow->nrof == 0) 1441 if (arrow->nrof == 0)
1610 { 1442 {
1443 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1611 arrow->destroy (); 1444 arrow->destroy ();
1612 return 0; 1445 return 0;
1613 } 1446 }
1614 1447
1615 left = arrow; /* these are arrows left to the player */ 1448 left = arrow; /* these are arrows left to the player */
1616 arrow = get_split_ob (arrow, 1); 1449 arrow = arrow->split ();
1617 if (!arrow) 1450 if (!arrow)
1618 { 1451 {
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1452 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 return 0; 1453 return 0;
1621 } 1454 }
1625 arrow->direction = dir; 1458 arrow->direction = dir;
1626 1459
1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1460 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam; 1461 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype; 1462 arrow->stats.grace = arrow->attacktype;
1630 1463 arrow->custom_name = arrow->slaying;
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633 1464
1634#if 0 1465#if 0
1635 if (player *pl = op->contr) 1466 if (player *pl = op->contr)
1636 { 1467 {
1637 float speed = pl->weapon_sp; 1468 float speed = pl->weapon_sp;
1688 op->play_sound (sound_find ("fire_arrow")); 1519 op->play_sound (sound_find ("fire_arrow"));
1689 m->insert (arrow, sx, sy, op); 1520 m->insert (arrow, sx, sy, op);
1690 1521
1691 if (!arrow->destroyed ()) 1522 if (!arrow->destroyed ())
1692 move_arrow (arrow); 1523 move_arrow (arrow);
1693
1694 if (op->type == PLAYER)
1695 {
1696 if (left->destroyed ())
1697 esrv_del_item (op->contr, left->count);
1698 else
1699 esrv_send_item (op, left);
1700 }
1701 1524
1702 return 1; 1525 return 1;
1703} 1526}
1704 1527
1705/* Special fire code for players - this takes into 1528/* Special fire code for players - this takes into
1707 * but monsters can't. Putting that code here 1530 * but monsters can't. Putting that code here
1708 * makes the fire_bow code much cleaner. 1531 * makes the fire_bow code much cleaner.
1709 * this function should only be called if 'op' is a player, 1532 * this function should only be called if 'op' is a player,
1710 * hence the function name. 1533 * hence the function name.
1711 */ 1534 */
1712int 1535static int
1713player_fire_bow (object *op, int dir) 1536player_fire_bow (object *op, int dir)
1714{ 1537{
1715 int ret = 0, wcmod = 0; 1538 int ret;
1716 1539
1717 if (op->contr->bowtype == bow_bestarrow) 1540 if (op->contr->bowtype == bow_bestarrow)
1718 { 1541 {
1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1542 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1720 } 1543 }
1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1544 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1722 { 1545 {
1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1546 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1724 wcmod = -1;
1725
1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1547 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1727 } 1548 }
1728 else if (op->contr->bowtype == bow_threewide) 1549 else if (op->contr->bowtype == bow_threewide)
1729 { 1550 {
1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1551 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1731 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1553 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1733 } 1554 }
1734 else if (op->contr->bowtype == bow_spreadshot) 1555 else if (op->contr->bowtype == bow_spreadshot)
1735 { 1556 {
1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1557 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1558 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1559 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1739 } 1560 }
1740 else 1561 else
1741 { 1562 {
1747} 1568}
1748 1569
1749/* Fires a misc (wand/rod/horn) object in 'dir'. 1570/* Fires a misc (wand/rod/horn) object in 'dir'.
1750 * Broken apart from 'fire' to keep it more readable. 1571 * Broken apart from 'fire' to keep it more readable.
1751 */ 1572 */
1752void 1573static void
1753fire_misc_object (object *op, int dir) 1574fire_misc_object (object *op, int dir)
1754{ 1575{
1755 object *item = op->contr->ranged_ob; 1576 object *item = op->contr->ranged_ob;
1756 1577
1757 if (!item) 1578 if (!item)
1779 return; 1600 return;
1780 } 1601 }
1781 } 1602 }
1782 else if (item->type == ROD || item->type == HORN) 1603 else if (item->type == ROD || item->type == HORN)
1783 { 1604 {
1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1605 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1606
1607 // using the maximum of the rods charge allows at least one spell cast
1608 // for a rod or horn, this fixes some broken rods.
1609 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1785 { 1610 {
1786 op->contr->play_sound (sound_find ("wand_poof")); 1611 op->contr->play_sound (sound_find ("wand_poof"));
1787 1612
1788 if (item->type == ROD) 1613 if (item->type == ROD)
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1614 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1794 } 1619 }
1795 } 1620 }
1796 1621
1797 if (cast_spell (op, item, dir, item->inv, NULL)) 1622 if (cast_spell (op, item, dir, item->inv, NULL))
1798 { 1623 {
1799 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1624 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1625
1800 if (item->type == WAND) 1626 if (item->type == WAND)
1801 { 1627 {
1802 if (!(--item->stats.food)) 1628 if (!(--item->stats.food))
1803 { 1629 {
1804 object *tmp; 1630 object *tmp;
1808 CLEAR_FLAG (item, FLAG_ANIMATE); 1634 CLEAR_FLAG (item, FLAG_ANIMATE);
1809 item->face = item->arch->face; 1635 item->face = item->arch->face;
1810 item->set_speed (0); 1636 item->set_speed (0);
1811 } 1637 }
1812 1638
1813 if ((tmp = item->in_player ())) 1639 if (object *pl = item->visible_to ())
1814 esrv_update_item (UPD_ANIM, tmp, item); 1640 esrv_update_item (UPD_ANIM, pl, item);
1815 } 1641 }
1816 } 1642 }
1817 else if (item->type == ROD || item->type == HORN) 1643 else if (item->type == ROD || item->type == HORN)
1818 drain_rod_charge (item); 1644 drain_rod_charge (item);
1819 } 1645 }
1824bool 1650bool
1825fire (object *op, int dir) 1651fire (object *op, int dir)
1826{ 1652{
1827 int spellcost = 0; 1653 int spellcost = 0;
1828 1654
1829 /* check for loss of invisiblity/hide */
1830 if (action_makes_visible (op))
1831 make_visible (op);
1832
1833 player *pl = op->contr; 1655 player *pl = op->contr;
1834 1656
1835 if (pl->golem) 1657 if (pl->golem)
1836 { 1658 {
1837 control_golem (op->contr->golem, dir); 1659 control_golem (op->contr->golem, dir);
1839 } 1661 }
1840 1662
1841 object *ob = pl->ranged_ob; 1663 object *ob = pl->ranged_ob;
1842 1664
1843 if (!ob) 1665 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false; 1666 return false;
1848 1667
1849 if (op->speed_left > 0.f) 1668 if (op->speed_left > 0.f)
1850 --op->speed_left; 1669 --op->speed_left;
1851 else 1670 else
1852 return false; 1671 return false;
1853 1672
1673 if (!op->change_weapon (ob))
1674 return false;
1675
1676 /* check for loss of invisiblity/hide */
1677 if (action_makes_visible (op))
1678 make_visible (op);
1679
1854 switch (ob->type) 1680 switch (ob->type)
1855 { 1681 {
1856 case BOW: 1682 case BOW:
1857 player_fire_bow (op, dir); 1683 player_fire_bow (op, dir);
1858 break; 1684 break;
1859 1685
1860 case SPELL: 1686 case SPELL:
1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1687 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1862 break; 1688 break;
1863 1689
1864 case BUILDER: 1690 case BUILDER:
1865 apply_map_builder (op, dir); 1691 apply_map_builder (op, dir);
1866 break; 1692 break;
1875 } 1701 }
1876 1702
1877 return true; 1703 return true;
1878} 1704}
1879 1705
1880/* find_key 1706static object *
1881 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic
1884 * for both is the same - just the specific key is different.
1885 * pl is the player,
1886 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers.
1889 */
1890object *
1891find_key (object *pl, object *container, object *door) 1707find_key_ (object *pl, object *container, object *door)
1892{ 1708{
1893 object *tmp, *key; 1709 object *tmp, *key;
1894 1710
1895 /* Should not happen, but sanity checking is never bad */ 1711 /* Should not happen, but sanity checking is never bad */
1896 if (!container->inv) 1712 if (!container->inv)
1899 /* First, lets try to find a key in the top level inventory */ 1715 /* First, lets try to find a key in the top level inventory */
1900 for (tmp = container->inv; tmp; tmp = tmp->below) 1716 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 { 1717 {
1902 if (door->type == DOOR && tmp->type == KEY) 1718 if (door->type == DOOR && tmp->type == KEY)
1903 break; 1719 break;
1720
1904 /* For sanity, we should really check door type, but other stuff 1721 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1722 * (like containers) can be locked with special keys
1906 */ 1723 */
1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1724 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 break; 1725 break;
1914 * a key, return 1731 * a key, return
1915 */ 1732 */
1916 if (!tmp) 1733 if (!tmp)
1917 { 1734 {
1918 for (tmp = container->inv; tmp; tmp = tmp->below) 1735 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1920 /* No reason to search empty containers */ 1736 /* No reason to search empty containers */
1921 if (tmp->type == CONTAINER && tmp->inv) 1737 if (tmp->type == CONTAINER && tmp->inv)
1922 {
1923 if ((key = find_key (pl, tmp, door))) 1738 if ((key = find_key_ (pl, tmp, door)))
1924 return key; 1739 return key;
1925 }
1926 }
1927 1740
1928 if (!tmp) 1741 if (!tmp)
1929 return NULL; 1742 return 0;
1930 } 1743 }
1931 1744
1932 /* We get down here if we have found a key. Now if its in a container, 1745 /* We get down here if we have found a key. Now if its in a container,
1933 * see if we actually want to use it 1746 * see if we actually want to use it
1934 */ 1747 */
1935 if (pl != container) 1748 if (pl != container)
1936 { 1749 {
1937 /* Only let players use keys in containers */ 1750 /* Only let players use keys in containers */
1938 if (!pl->contr) 1751 if (!pl->contr)
1939 return NULL; 1752 return 0;
1753
1940 /* cases where this fails: 1754 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 1755 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 1756 * are not in the players inventory.
1943 * If the container is not active, return now since only active 1757 * If the container is not active, return now since only active
1944 * containers can be used. 1758 * containers can be used.
1948 * inv must have been an container and must have been active. 1762 * inv must have been an container and must have been active.
1949 * 1763 *
1950 * Change the color so that the message doesn't disappear with 1764 * Change the color so that the message doesn't disappear with
1951 * all the others. 1765 * all the others.
1952 */ 1766 */
1953 if (pl->contr->usekeys == key_inventory || 1767 if (pl->contr->usekeys == key_inventory
1954 !QUERY_FLAG (container, FLAG_APPLIED) || 1768 || !QUERY_FLAG (container, FLAG_APPLIED)
1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1769 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1956 { 1770 {
1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1771 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1772 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1959 return NULL; 1773 return NULL;
1960 } 1774 }
1961 } 1775 }
1962 1776
1963 return tmp; 1777 return tmp;
1778}
1779
1780/* find_key
1781 * We try to find a key for the door as passed. If we find a key
1782 * and successfully use it, we return the key, otherwise NULL
1783 * This function merges both normal and locked door, since the logic
1784 * for both is the same - just the specific key is different.
1785 * pl is the player,
1786 * inv is the objects inventory to searched
1787 * door is the door we are trying to match against.
1788 * This function can be called recursively to search containers.
1789 */
1790object *
1791find_key (object *pl, object *container, object *door)
1792{
1793 if (door->slaying && is_match_expr (door->slaying))
1794 {
1795 // for match expressions, we try to find the key by applying the match
1796 // to the op itself, which is supposed to find the "key", instead
1797 // of searching through containers ourselves.
1798
1799 return match_one (door->slaying, container, door, pl, pl);
1800 }
1801 else
1802 return find_key_ (pl, container, door);
1964} 1803}
1965 1804
1966/* moved door processing out of move_player_attack. 1805/* moved door processing out of move_player_attack.
1967 * returns 1 if player has opened the door with a key 1806 * returns 1 if player has opened the door with a key
1968 * such that the caller should not do anything more, 1807 * such that the caller should not do anything more,
1990 1829
1991 if (door->type == DOOR) 1830 if (door->type == DOOR)
1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1831 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 else if (door->type == LOCKED_DOOR) 1832 else if (door->type == LOCKED_DOOR)
1994 { 1833 {
1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1834 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2 (door); /* remove door without violence ;-) */ 1835 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1836 }
1998 1837
1999 /* Do this after we print the message */ 1838 /* Do this after we print the message */
2000 decrease_ob (key); /* Use up one of the keys */ 1839 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */
2002 if (container != op)
2003 esrv_update_item (UPD_WEIGHT, op, container);
2004 1840
2005 return 1; /* Nothing more to do below */ 1841 return 1; /* Nothing more to do below */
2006 } 1842 }
2007 else if (door->type == LOCKED_DOOR) 1843 else if (door->type == LOCKED_DOOR)
2008 { 1844 {
2009 /* Might as well return now - no other way to open this */ 1845 /* Might as well return now - no other way to open this */
2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1846 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2011 return 1; 1847 return 1;
2012 } 1848 }
2013 1849
2014 return 0; 1850 return 0;
2015} 1851}
2021 * going to try and move (not fire weapons). 1857 * going to try and move (not fire weapons).
2022 */ 1858 */
2023bool 1859bool
2024move_player_attack (object *op, int dir) 1860move_player_attack (object *op, int dir)
2025{ 1861{
1862 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1863 {
1864 --op->speed_left;
1865 return true;
1866 }
1867
2026 int on_battleground; 1868 int on_battleground;
2027 1869
2028 sint16 nx = freearr_x[dir] + op->x; 1870 sint16 nx = freearr_x[dir] + op->x;
2029 sint16 ny = freearr_y[dir] + op->y; 1871 sint16 ny = freearr_y[dir] + op->y;
2030 1872
2031 on_battleground = op_on_battleground (op, 0, 0); 1873 on_battleground = op_on_battleground (op, 0, 0);
2032 1874
2033 if (out_of_map (op->map, nx, ny)) 1875 if (out_of_map (op->map, nx, ny))
2034 return false; 1876 return false;
2035
2036 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2037 {
2038 --op->speed_left;
2039 return true;
2040 }
2041 1877
2042 /* If braced, or can't move to the square, and it is not out of the 1878 /* If braced, or can't move to the square, and it is not out of the
2043 * map, attack it. Note order of if statement is important - don't 1879 * map, attack it. Note order of if statement is important - don't
2044 * want to be calling move_ob if braced, because move_ob will move the 1880 * want to be calling move_ob if braced, because move_ob will move the
2045 * player. This is a pretty nasty hack, because if we could 1881 * player. This is a pretty nasty hack, because if we could
2105 --op->speed_left; 1941 --op->speed_left;
2106 1942
2107 op->play_sound (sound_find ("push_player")); 1943 op->play_sound (sound_find ("push_player"));
2108 push_ob (mon, dir, op); 1944 push_ob (mon, dir, op);
2109 1945
2110 if (op->contr->tmp_invis || op->hide) 1946 if (action_makes_visible (op))
2111 make_visible (op); 1947 make_visible (op);
2112 1948
2113 return true; 1949 return true;
2114 } 1950 }
2115 else 1951 else
2135 { 1971 {
2136 op->play_sound (sound_find ("push_player")); 1972 op->play_sound (sound_find ("push_player"));
2137 push_ob (mon, dir, op); 1973 push_ob (mon, dir, op);
2138 } 1974 }
2139 else 1975 else
2140 new_draw_info (0, 0, op, "You withhold your attack"); 1976 op->statusmsg ("You withhold your attack");
2141 1977
2142 if (op->contr->tmp_invis || op->hide) 1978 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2143 make_visible (op); 1979 make_visible (op);
2144 1980
2145 return true; 1981 return true;
2146 } 1982 }
2147 } 1983 }
2187} 2023}
2188 2024
2189bool 2025bool
2190move_player (object *op, int dir) 2026move_player (object *op, int dir)
2191{ 2027{
2192 int pick;
2193
2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2028 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2195 return 0; 2029 return 0;
2196 2030
2197 /* Sanity check: make sure dir is valid */ 2031 /* Sanity check: make sure dir is valid */
2198 if ((dir < 0) || (dir >= 9)) 2032 if ((dir < 0) || (dir >= 9))
2199 { 2033 {
2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2039 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2206 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2040 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2207 2041
2208 op->facing = dir; 2042 op->facing = dir;
2209 2043
2210 if (op->hide) 2044 if (op->flag [FLAG_HIDDEN])
2211 do_hidden_move (op); 2045 do_hidden_move (op);
2212 2046
2213 bool retval; 2047 bool retval;
2048 int pick = 0;
2214 2049
2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2050 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2216 retval = RESULT_INT (0); 2051 retval = RESULT_INT (0);
2217 else if (op->contr->fire_on) 2052 else if (op->contr->fire_on)
2218 retval = fire (op, dir); 2053 retval = fire (op, dir);
2275 return move_player (op, op->direction); 2110 return move_player (op, op->direction);
2276 2111
2277 return false; 2112 return false;
2278} 2113}
2279 2114
2280int 2115static int
2281save_life (object *op) 2116save_life (object *op)
2282{ 2117{
2283 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2118 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2284 return 0; 2119 return 0;
2285 2120
2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2122 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2288 { 2123 {
2289 op->play_sound (sound_find ("ob_evaporate")); 2124 op->play_sound (sound_find ("ob_evaporate"));
2290 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2125 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2291 2126
2292 if (op->contr)
2293 esrv_del_item (op->contr, tmp->count);
2294
2295 tmp->destroy (); 2127 tmp->destroy ();
2296 CLEAR_FLAG (op, FLAG_LIFESAVE); 2128 CLEAR_FLAG (op, FLAG_LIFESAVE);
2297 2129
2298 if (op->stats.hp < 0) 2130 if (op->stats.hp < 0)
2299 op->stats.hp = op->stats.maxhp; 2131 op->stats.hp = op->stats.maxhp;
2311 return 0; 2143 return 0;
2312} 2144}
2313 2145
2314/* This goes throws the inventory and removes unpaid objects, and puts them 2146/* This goes throws the inventory and removes unpaid objects, and puts them
2315 * back in the map (location and map determined by values of env). This 2147 * back in the map (location and map determined by values of env). This
2316 * function will descend into containers. op is the object to start the search 2148 * function will descend into containers. op is the object to start the search
2317 * from. 2149 * from.
2318 */ 2150 */
2319static void 2151static void
2320drop_unpaid_items (object *op, object *env) 2152drop_unpaid_items (object *op, object *env)
2321{ 2153{
2322 while (op) 2154 while (op)
2323 { 2155 {
2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2156 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2325 2157
2326 if (QUERY_FLAG (op, FLAG_UNPAID)) 2158 if (QUERY_FLAG (op, FLAG_UNPAID))
2327 {
2328 if (env->type == PLAYER)
2329 esrv_del_item (env->contr, op->count);
2330
2331 op->insert_at (env); 2159 op->insert_at (env);
2332 }
2333 else if (op->inv) 2160 else if (op->inv)
2334 drop_unpaid_items (op->inv, env); 2161 drop_unpaid_items (op->inv, env);
2335 2162
2336 op = next; 2163 op = next;
2337 } 2164 }
2340void 2167void
2341object::drop_unpaid_items () 2168object::drop_unpaid_items ()
2342{ 2169{
2343 if (!flag [FLAG_REMOVED]) 2170 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this); 2171 ::drop_unpaid_items (inv, this);
2345}
2346
2347/*
2348 * Returns pointer a static string containing gravestone text
2349 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory.
2353 */
2354char *
2355gravestone_text (object *op)
2356{
2357 static char buf2[MAX_BUF];
2358 char buf[MAX_BUF];
2359 time_t now = time (NULL);
2360
2361 strcpy (buf2, " R.I.P.\n\n");
2362 if (op->type == PLAYER)
2363 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2364 else
2365 sprintf (buf, "%s\n", &op->name);
2366
2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf);
2369 if (op->type == PLAYER)
2370 sprintf (buf, "who was in level %d when killed\n", op->level);
2371 else
2372 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2373
2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf);
2376 if (op->type == PLAYER)
2377 {
2378 sprintf (buf, "by %s.\n\n", op->contr->killer);
2379 strncat (buf2, " ", 21 - strlen (buf) / 2);
2380 strcat (buf2, buf);
2381 }
2382
2383 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2385 strcat (buf2, buf);
2386
2387 return buf2;
2388} 2172}
2389 2173
2390void 2174void
2391do_some_living (object *op) 2175do_some_living (object *op)
2392{ 2176{
2444 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2228 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2445 else 2229 else
2446 { 2230 {
2447 gen_grace = op->stats.maxgrace; 2231 gen_grace = op->stats.maxgrace;
2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2232 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2449 }
2450
2451 /* Regenerate Spell Points */
2452 if (!op->contr->golem && --op->last_sp < 0)
2453 {
2454 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2455 if (op->stats.sp < op->stats.maxsp)
2456 {
2457 op->stats.sp++;
2458 /* dms do not consume food */
2459 if (!QUERY_FLAG (op, FLAG_WIZ))
2460 {
2461 op->stats.food--;
2462 if (op->contr->digestion < 0)
2463 op->stats.food += op->contr->digestion;
2464 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2465 op->stats.food = last_food;
2466 }
2467 }
2468
2469 if (max_sp > 1)
2470 {
2471 over_sp = (gen_sp + 10) / rate_sp;
2472 if (over_sp > 0)
2473 {
2474 if (op->stats.sp < op->stats.maxsp)
2475 {
2476 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2477
2478 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2479 op->stats.sp--;
2480
2481 if (op->stats.sp > op->stats.maxsp)
2482 op->stats.sp = op->stats.maxsp;
2483 }
2484 op->last_sp = 0;
2485 }
2486 else
2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2488 }
2489 else
2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2491 } 2233 }
2492 2234
2493 /* Regenerate Grace */ 2235 /* Regenerate Grace */
2494 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2236 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2495 if (--op->last_grace < 0) 2237 if (--op->last_grace < 0)
2516 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2258 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2517 } 2259 }
2518 /* wearing stuff doesn't detract from grace generation. */ 2260 /* wearing stuff doesn't detract from grace generation. */
2519 } 2261 }
2520 2262
2263 if (op->stats.food > 0)
2264 {
2521 /* Regenerate Hit Points */ 2265 /* Regenerate Spell Points */
2522 if (--op->last_heal < 0) 2266 if (!op->contr->golem && --op->last_sp < 0)
2523 {
2524 if (op->stats.hp < op->stats.maxhp)
2525 { 2267 {
2526 op->stats.hp++; 2268 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2527 /* dms do not consume food */ 2269
2528 if (!QUERY_FLAG (op, FLAG_WIZ)) 2270 if (op->stats.sp < op->stats.maxsp)
2529 { 2271 {
2272 op->stats.sp++;
2273
2274 /* dms do not consume food */
2275 if (!QUERY_FLAG (op, FLAG_WIZ))
2276 {
2530 op->stats.food--; 2277 op->stats.food--;
2278
2531 if (op->contr->digestion < 0) 2279 if (op->contr->digestion < 0)
2532 op->stats.food += op->contr->digestion; 2280 op->stats.food += op->contr->digestion;
2533 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2281 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2534 op->stats.food = last_food; 2282 op->stats.food = last_food;
2283 }
2535 } 2284 }
2536 }
2537 2285
2538 if (max_hp > 1) 2286 if (max_sp > 1)
2539 {
2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2541 if (over_hp > 0)
2542 { 2287 {
2543 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2288 over_sp = (gen_sp + 10) / rate_sp;
2289 if (over_sp > 0)
2290 {
2291 if (op->stats.sp < op->stats.maxsp)
2292 {
2293 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2294
2295 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2296 op->stats.sp--;
2297
2298 if (op->stats.sp > op->stats.maxsp)
2299 op->stats.sp = op->stats.maxsp;
2300 }
2301
2544 op->last_heal = 0; 2302 op->last_sp = 0;
2303 }
2304 else
2305 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2545 } 2306 }
2546 else 2307 else
2308 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2309 }
2310
2311 /* Regenerate Hit Points */
2312 if (--op->last_heal < 0)
2313 {
2314 if (op->stats.hp < op->stats.maxhp)
2547 { 2315 {
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2316 op->stats.hp++;
2317
2318 /* dms do not consume food */
2319 if (!QUERY_FLAG (op, FLAG_WIZ))
2320 {
2321 op->stats.food--;
2322
2323 if (op->contr->digestion < 0)
2324 op->stats.food += op->contr->digestion;
2325 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2326 op->stats.food = last_food;
2327 }
2549 } 2328 }
2329
2330 if (max_hp > 1)
2331 {
2332 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2333
2334 if (over_hp > 0)
2335 {
2336 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2337 op->last_heal = 0;
2338 }
2339 else
2340 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2550 } 2341 }
2551 else 2342 else
2552 {
2553 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2343 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2554 } 2344 }
2555 } 2345 }
2556 2346
2557 /* Digestion */ 2347 /* Digestion */
2558 if (--op->last_eat < 0) 2348 if (--op->last_eat < 0)
2567 op->stats.food--; 2357 op->stats.food--;
2568 } 2358 }
2569 2359
2570 if (op->stats.food < 0 && op->stats.hp >= 0) 2360 if (op->stats.food < 0 && op->stats.hp >= 0)
2571 { 2361 {
2572 object *tmp, *flesh = 0; 2362 object *flesh = 0;
2573 2363
2574 for (tmp = op->inv; tmp; tmp = tmp->below) 2364 for_inv_removable (op, tmp)
2575 { 2365 {
2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2366 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2367 continue;
2368
2369 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2577 { 2370 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2371 op->statusmsg ("You blindly grab for a bite of food. "
2579 { 2372 "H<To prevent you from starving, you ate some random item from your backpack.>");
2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2581 manual_apply (op, tmp, 0); 2373 manual_apply (op, tmp, 0);
2374
2582 if (op->stats.food >= 0 || op->stats.hp < 0) 2375 if (op->stats.food >= 0 || op->stats.hp < 0)
2583 break; 2376 break;
2584 } 2377 }
2585 else if (tmp->type == FLESH) 2378 else if (tmp->type == FLESH)
2586 flesh = tmp; 2379 flesh = tmp;
2587 } /* End if paid for object */ 2380 }
2588 } /* end of for loop */
2589 2381
2590 /* If player is still starving, it means they don't have any food, so 2382 /* If player is still starving, it means they don't have any food, so
2591 * eat flesh instead. 2383 * eat flesh instead.
2592 */ 2384 */
2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2385 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2594 { 2386 {
2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2387 op->statusmsg ("You blindly grab for a bite of food. "
2388 "H<To prevent you from starving, you ate some random item from your backpack.>");
2596 manual_apply (op, flesh, 0); 2389 manual_apply (op, flesh, 0);
2597 } 2390 }
2391
2392 // If player is still starving, alert him!
2393 if (op->stats.food < 0)
2394 op->failmsg ("You are starving! "
2395 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2396 }
2397
2398 if (op->stats.food < 0)
2598 } 2399 {
2400 op->stats.hp += op->stats.food;
2401 op->stats.food = 0;
2599 2402
2600 while (op->stats.food < 0 && op->stats.hp >= 0) 2403 if (op->stats.hp < 0)
2601 op->stats.food++, op->stats.hp--; 2404 {
2405 op->contr->killer = archetype::get ("killer_starvation");
2406 op->contr->killer->destroy ();
2407 }
2408 }
2602 2409
2410 /* killer should be set here already */
2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2411 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2604 kill_player (op); 2412 kill_player (op);
2605 } 2413 }
2606} 2414}
2607 2415
2611 * file. 2419 * file.
2612 */ 2420 */
2613void 2421void
2614kill_player (object *op) 2422kill_player (object *op)
2615{ 2423{
2616 char buf[MAX_BUF];
2617 int x, y; 2424 int x, y;
2618
2619 //int i;
2620 maptile *map; /* this is for resurrection */ 2425 maptile *map; /* this is for resurrection */
2621
2622 /* int z;
2623 int num_stats_lose;
2624 int lost_a_stat;
2625 int lose_this_stat;
2626 int this_stat; */
2627 int will_kill_again; 2426 int will_kill_again;
2628 archetype *at; 2427 archetype *at;
2629 object *tmp; 2428 object *tmp;
2630 2429
2631 if (save_life (op)) 2430 if (save_life (op))
2632 return; 2431 return;
2432
2433 dynbuf_text deathtab;
2434
2435 /* restore player */
2436 at = archetype::find (shstr_poisoning);
2437 if (object *tmp = present_arch_in_ob (at, op))
2438 {
2439 tmp->destroy ();
2440 deathtab << "Your body feels cleansed...\r";
2441 }
2442
2443 at = archetype::find (shstr_confusion);
2444 if (object *tmp = present_arch_in_ob (at, op))
2445 {
2446 tmp->destroy ();
2447 deathtab << "Your mind feels clearer...\r";
2448 }
2449
2450 cure_disease (op, 0, 0); /* remove any disease */
2451
2452 max_it (op->stats.hp , op->stats.maxhp);
2453 max_it (op->stats.sp , op->stats.maxsp);
2454 max_it (op->stats.grace, op->stats.maxgrace);
2455
2456 if (op->stats.food <= 0)
2457 op->stats.food = 999;
2458
2459 // remove all spell effects that are active
2460 // to avoid long-term effects such as word-of-recall
2461 for (object *item = op->inv; item; )
2462 {
2463 object *next = item->below;
2464
2465 if (item->type == SPELL_EFFECT && item->active)
2466 item->destroy ();
2467
2468 item = next;
2469 }
2633 2470
2634 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2471 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2635 * in cities ONLY!!! It is very important that this doesn't get abused. 2472 * in cities ONLY!!! It is very important that this doesn't get abused.
2636 * Look at op_on_battleground() for more info --AndreasV 2473 * Look at op_on_battleground() for more info --AndreasV
2637 */ 2474 */
2638 if (op_on_battleground (op, &x, &y)) 2475 if (op_on_battleground (op, &x, &y))
2639 { 2476 {
2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2477 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2642
2643 /* restore player */
2644 at = archetype::find ("poisoning");
2645 if (object *tmp = present_arch_in_ob (at, op))
2646 {
2647 tmp->destroy ();
2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2649 }
2650
2651 at = archetype::find ("confusion");
2652 if (object *tmp = present_arch_in_ob (at, op))
2653 {
2654 tmp->destroy ();
2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2656 }
2657
2658 cure_disease (op, 0); /* remove any disease */
2659 op->stats.hp = op->stats.maxhp;
2660 if (op->stats.food <= 0)
2661 op->stats.food = 999;
2662 2478
2663 /* create a bodypart-trophy to make the winner happy */ 2479 /* create a bodypart-trophy to make the winner happy */
2664 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2480 object *tmp = archetype::find (shstr_finger)->instance ();
2665 { 2481
2666 sprintf (buf, "%s's finger", &op->name); 2482 tmp->name = format ("%s's finger" , &op->name);
2667 tmp->name = buf; 2483 tmp->name_pl = format ("%s's fingers", &op->name);
2668 sprintf (buf, " This finger has been cut off %s\n" 2484 tmp->msg = format (
2669 " the %s, when he was defeated at\n level %d by %s.\n", 2485 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2486 &op->name, op->contr->title,
2671 tmp->msg = buf; 2487 (int)op->level,
2488 op->contr->killer_name ()
2489 );
2672 tmp->value = 0, tmp->type = 0; 2490 tmp->value = 0, tmp->type = 0;
2673 tmp->materialname = "organics"; 2491 tmp->material = name_to_material (shstr_organic);
2674 tmp->insert_at (op, tmp); 2492 tmp->insert_at (op, tmp);
2675 }
2676 2493
2677 /* teleport defeated player to new destination */ 2494 /* teleport defeated player to new destination */
2678 transfer_ob (op, x, y, 0, NULL); 2495 transfer_ob (op, x, y, 0, NULL);
2679 op->contr->braced = 0; 2496 op->contr->braced = 0;
2497
2498 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2680 return; 2499 return;
2681 } 2500 }
2682 2501
2502 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2503 deathtab << "T<YOU HAVE DIED>\n\n";
2504
2683 INVOKE_PLAYER (DEATH, op->contr); 2505 INVOKE_PLAYER (DEATH, op->contr);
2684 2506
2685 command_kill_pets (op, 0); 2507 command_kill_pets (op, 0);
2686
2687 if (op->stats.food < 0)
2688 {
2689 sprintf (buf, "%s starved to death.", &op->name);
2690 strcpy (op->contr->killer, "starvation");
2691 }
2692 else
2693 sprintf (buf, "%s died.", &op->name);
2694 2508
2695 op->contr->play_sound (sound_find ("player_dies")); 2509 op->contr->play_sound (sound_find ("player_dies"));
2696 2510
2697 /* save the map location for corpse, gravestone */ 2511 /* save the map location for corpse, gravestone */
2698 x = op->x; 2512 x = op->x;
2728 2542
2729 lost_a_stat = 0; 2543 lost_a_stat = 0;
2730 2544
2731 for (z = 0; z < num_stats_lose; z++) 2545 for (z = 0; z < num_stats_lose; z++)
2732 { 2546 {
2733 i = RANDOM () % NUM_STATS; 2547 i = rndm (NUM_STATS);
2734 2548
2735 if (settings.stat_loss_on_death) 2549 if (settings.stat_loss_on_death)
2736 { 2550 {
2737 /* Pick a random stat and take a point off it. Tell the player 2551 /* Pick a random stat and take a point off it. Tell the player
2738 * what he lost. 2552 * what he lost.
2745 lost_a_stat = 1; 2559 lost_a_stat = 1;
2746 } 2560 }
2747 else 2561 else
2748 { 2562 {
2749 /* deplete a stat */ 2563 /* deplete a stat */
2750 archetype *deparch = archetype::find ("depletion"); 2564 archetype *deparch = archetype::find (shstr_depletion);
2751 object *dep; 2565 object *dep;
2752 2566
2753 dep = present_arch_in_ob (deparch, op); 2567 dep = present_arch_in_ob (deparch, op);
2754 if (!dep) 2568 if (!dep)
2755 { 2569 {
2756 dep = arch_to_object (deparch); 2570 dep = deparch->instance ();
2757 insert_ob_in_ob (dep, op); 2571 insert_ob_in_ob (dep, op);
2758 } 2572 }
2759 lose_this_stat = 1; 2573 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss) 2574 if (settings.balanced_stat_loss)
2761 { 2575 {
2789 } 2603 }
2790 } 2604 }
2791 2605
2792 if (lose_this_stat) 2606 if (lose_this_stat)
2793 { 2607 {
2794 this_stat = get_attr_value (&(dep->stats), i); 2608 this_stat = get_attr_value (&dep->stats, i);
2795 /* We could try to do something clever like find another 2609 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if 2610 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low 2611 * stats have been depleted to -50, all are pretty low
2798 * and should be roughly the same, so it shouldn't make a 2612 * and should be roughly the same, so it shouldn't make a
2799 * difference. 2613 * difference.
2807 lost_a_stat = 1; 2621 lost_a_stat = 1;
2808 } 2622 }
2809 } 2623 }
2810 } 2624 }
2811 } 2625 }
2626
2812 /* If no stat lost, tell the player. */ 2627 /* If no stat lost, tell the player. */
2813 if (!lost_a_stat) 2628 if (!lost_a_stat)
2814 { 2629 {
2815 /* determine_god() seems to not work sometimes... why is this? 2630 /* determine_god() seems to not work sometimes... why is this?
2816 Should I be using something else? GD */ 2631 Should I be using something else? GD */
2817 const char *god = determine_god (op); 2632 shstr_tmp god = determine_god (op);
2818 2633
2819 if (god && (strcmp (god, "none"))) 2634 if (god != shstr_none)
2820 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2635 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2821 else 2636 else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2637 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2823 } 2638 }
2824#else 2639#else
2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2640 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2826#endif 2641#endif
2827 2642
2828 /* Put a gravestone up where the character 'almost' died. List the 2643 /* Put a gravestone up where the character 'almost' died. List the
2829 * exp loss on the stone. 2644 * exp loss on the stone.
2830 */ 2645 */
2831 tmp = arch_to_object (archetype::find ("gravestone")); 2646 tmp = archetype::find (shstr_gravestone)->instance ();
2832 sprintf (buf, "%s's gravestone", &op->name); 2647 tmp->name = format ("%s's gravestone", &op->name);
2833 tmp->name = buf; 2648 tmp->name_pl = format ("%s's gravestones", &op->name);
2834 sprintf (buf, "%s's gravestones", &op->name); 2649 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2835 tmp->name_pl = buf; 2650 &op->name, op->contr->title, op->contr->killer_name ());
2836 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);
2837 tmp->msg = buf;
2838 tmp->x = op->x, tmp->y = op->y; 2651 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL, 0); 2652 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2653
2841 /**************************************/ 2654 /**************************************/
2842 /* */ 2655 /* */
2843 /* Subtract the experience points, */ 2656 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */
2846 /* */ 2657 /* */
2847 /**************************************/ 2658 /**************************************/
2848 2659
2849 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */
2851 at = archetype::find ("poisoning");
2852 tmp = present_arch_in_ob (at, op);
2853
2854 if (tmp)
2855 {
2856 tmp->destroy ();
2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2858 }
2859
2860 at = archetype::find ("confusion");
2861 tmp = present_arch_in_ob (at, op);
2862 if (tmp)
2863 {
2864 tmp->destroy ();
2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2866 }
2867
2868 cure_disease (op, 0); /* remove any disease */
2869
2870 /*add_exp(op, (op->stats.exp * -0.20)); */ 2660 /*add_exp(op, (op->stats.exp * -0.20)); */
2871 apply_death_exp_penalty (op); 2661 apply_death_exp_penalty (op);
2872 if (op->stats.food < 100)
2873 op->stats.food = 900;
2874 op->stats.hp = op->stats.maxhp;
2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2877 2662
2878 /* 2663 /*
2879 * Check to see if the player has any unpaid items. If so, remove them 2664 * Check to see if the player has any unpaid items. If so, remove them
2880 * and put them back in the map. 2665 * and put them back in the map.
2881 */ 2666 */
2916 if (will_kill_again & (1 << at)) 2701 if (will_kill_again & (1 << at))
2917 force->resist[at] = 100; 2702 force->resist[at] = 100;
2918 2703
2919 insert_ob_in_ob (force, op); 2704 insert_ob_in_ob (force, op);
2920 op->update_stats (); 2705 op->update_stats ();
2921
2922 } 2706 }
2923 2707
2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2708 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2925} 2709}
2926 2710
2927void 2711static void
2928loot_object (object *op) 2712loot_object (object *op)
2929{ /* Grab and destroy some treasure */ 2713{ /* Grab and destroy some treasure */
2930 object *tmp, *tmp2, *next; 2714 object *tmp, *tmp2, *next;
2931 2715
2932 op->close_container (); /* close open sack first */ 2716 op->close_container (); /* close open sack first */
2946 2730
2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2731 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2948 { 2732 {
2949 if (tmp->nrof > 1) 2733 if (tmp->nrof > 1)
2950 { 2734 {
2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2735 tmp->decrease (rndm (1, tmp->nrof - 1));
2952 tmp2->destroy ();
2953 insert_ob_in_map (tmp, op->map, NULL, 0); 2736 insert_ob_in_map (tmp, op->map, NULL, 0);
2954 } 2737 }
2955 else 2738 else
2956 tmp->destroy (); 2739 tmp->destroy ();
2957 } 2740 }
2964 * fix_weight(): Check recursively the weight of all players, and fix 2747 * fix_weight(): Check recursively the weight of all players, and fix
2965 * what needs to be fixed. Refresh windows and fix speed if anything 2748 * what needs to be fixed. Refresh windows and fix speed if anything
2966 * was changed. 2749 * was changed.
2967 */ 2750 */
2968void 2751void
2969fix_weight (void) 2752fix_weight ()
2970{ 2753{
2971 for_all_players (pl) 2754 for_all_players (pl)
2972 { 2755 {
2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2756 sint32 old = pl->ob->carrying;
2974 2757
2975 if (old == sum) 2758 pl->ob->update_weight ();
2976 continue; 2759
2760 if (old != pl->ob->carrying)
2761 {
2977 pl->ob->update_stats (); 2762 pl->ob->update_stats ();
2978 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2763 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2764 }
2979 } 2765 }
2980} 2766}
2981 2767
2982void 2768void
2983fix_luck (void) 2769fix_luck ()
2984{ 2770{
2985 for_all_players (pl) 2771 for_all_players (pl)
2986 if (!pl->ob->contr->ns->state) 2772 if (!pl->ob->contr->ns->state)
2987 pl->ob->change_luck (0); 2773 pl->ob->change_luck (0);
2988} 2774}
3025} 2811}
3026 2812
3027void 2813void
3028make_visible (object *op) 2814make_visible (object *op)
3029{ 2815{
3030 op->hide = 0; 2816 op->flag [FLAG_HIDDEN] = 0;
3031 op->invisible = 0; 2817 op->invisible = 0;
2818
3032 if (op->type == PLAYER) 2819 if (op->type == PLAYER)
3033 { 2820 {
3034 op->contr->tmp_invis = 0; 2821 op->contr->tmp_invis = 0;
3035 op->contr->invis_race = 0; 2822 op->contr->invis_race = 0;
3036 } 2823 }
3049 2836
3050/* look at the surrounding terrain to determine 2837/* look at the surrounding terrain to determine
3051 * the hideability of this object. Positive levels 2838 * the hideability of this object. Positive levels
3052 * indicate greater hideability. 2839 * indicate greater hideability.
3053 */ 2840 */
3054
3055int 2841int
3056hideability (object *ob) 2842hideability (object *ob)
3057{ 2843{
3058 int i, level = 0, mflag; 2844 int i, level = 0, mflag;
3059 sint16 x, y; 2845 sint16 x, y;
3060 2846
3061 if (!ob || !ob->map) 2847 if (!ob || !ob->map)
3062 return 0; 2848 return 0;
3063 2849
3064 /* so, on normal lighted maps, its hard to hide */ 2850 /* so, on normal lighted maps, its hard to hide */
3065 level = ob->map->darkness - 2; 2851 level = ob->map->darklevel () - 2;
3066 2852
3067 /* this also picks up whether the object is glowing. 2853 /* this also picks up whether the object is glowing.
3068 * If you carry a light on a non-dark map, its not 2854 * If you carry a light on a non-dark map, its not
3069 * as bad as carrying a light on a pitch dark map */ 2855 * as bad as carrying a light on a pitch dark map */
3070 if (has_carried_lights (ob)) 2856 if (ob->has_carried_lights ())
3071 level = -(10 + (2 * ob->map->darkness)); 2857 level = -(10 + (2 * ob->map->darklevel ()));
3072 2858
3073 /* scan through all nearby squares for terrain to hide in */ 2859 /* scan through all nearby squares for terrain to hide in */
3074 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2860 for (i = 0, x = ob->x, y = ob->y;
2861 i <= SIZEOFFREE1;
2862 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3075 { 2863 {
3076 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2864 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3077 if (mflag & P_OUT_OF_MAP) 2865 if (mflag & P_OUT_OF_MAP)
3078 {
3079 continue; 2866 continue;
3080 } 2867
3081 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2868 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3082 level += 2; 2869 level += 2;
3083 else /* open terrain! */ 2870 else /* open terrain! */
3084 level -= 1; 2871 level -= 1;
3085 } 2872 }
3096 * spot (surrounded by clear terrain in broad daylight). -b.t. 2883 * spot (surrounded by clear terrain in broad daylight). -b.t.
3097 */ 2884 */
3098void 2885void
3099do_hidden_move (object *op) 2886do_hidden_move (object *op)
3100{ 2887{
3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2888 int hide = 0;
3102 object *skop;
3103 2889
3104 if (!op || !op->map) 2890 if (!op || !op->map)
3105 return; 2891 return;
3106 2892
3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2893 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2894 int num = random_roll (0, 19, op, PREFER_LOW);
3108 2895
3109 /* its *extremely* hard to run and sneak/hide at the same time! */ 2896 /* its *extremely* hard to run and sneak/hide at the same time! */
3110 if (op->type == PLAYER && op->contr->run_on) 2897 if (op->type == PLAYER && op->contr->run_on)
3111 if (!skop || num >= skop->level) 2898 if (!skop || num >= skop->level)
3112 { 2899 {
3122 num -= hide; 2909 num -= hide;
3123 2910
3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2911 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3125 { 2912 {
3126 make_visible (op); 2913 make_visible (op);
2914
3127 if (op->type == PLAYER) 2915 if (op->type == PLAYER)
3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2916 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3129 } 2917 }
3130 else if (op->type == PLAYER && skop) 2918 else if (op->type == PLAYER && skop)
3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2919 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3184 * object op. This function works fine for monsters, 2972 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 2973 * but we dont worry if the object isnt the top one in
3186 * a pile (say a coin under a table would return "viewable" 2974 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 2975 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 2976 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 2977 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 2978 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 2979 * imply the way your head, or body is facing? It's possible
3192 * for them to differ. Sigh, this fctn could get a bit more complex. 2980 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 2981 * -b.t.
3194 * This function is now map tiling safe. 2982 * This function is now map tiling safe.
3195 */ 2983 */
3196
3197int 2984int
3198player_can_view (object *pl, object *op) 2985player_can_view (object *pl, object *op)
3199{ 2986{
3200 rv_vector rv; 2987 rv_vector rv;
3201 int dx, dy; 2988 int dx, dy;
3213 3000
3214 get_rangevector (pl, op, &rv, 0x1); 3001 get_rangevector (pl, op, &rv, 0x1);
3215 3002
3216 /* starting with the 'head' part, lets loop 3003 /* starting with the 'head' part, lets loop
3217 * through the object and find if it has any 3004 * through the object and find if it has any
3218 * part that is in the los array but isnt on 3005 * part that is in the los array but isn't on
3219 * a blocked los square. 3006 * a blocked los square.
3220 * we use the archetype to figure out offsets. 3007 * we use the archetype to figure out offsets.
3221 */ 3008 */
3222 while (op) 3009 while (op)
3223 { 3010 {
3224 dx = rv.distance_x + op->arch->x; 3011 dx = rv.distance_x + op->arch->x;
3225 dy = rv.distance_y + op->arch->y; 3012 dy = rv.distance_y + op->arch->y;
3226 3013
3227 /* only the viewable area the player sees is updated by LOS 3014 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3228 * code, so we need to restrict ourselves to that range of values
3229 * for any meaningful values.
3230 */
3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3232 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3233 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3234 return 1; 3015 return 1;
3016
3235 op = op->more; 3017 op = op->more;
3236 } 3018 }
3237 return 0;
3238}
3239 3019
3240/* routine for both players and monsters. We call this when
3241 * there is a possibility for our action distrubing our hiding
3242 * place or invisiblity spell. Artefact invisiblity is not
3243 * effected by this. If we arent invisible to begin with, we
3244 * return 0.
3245 */
3246int
3247action_makes_visible (object *op)
3248{
3249
3250 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3251 {
3252 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3253 return 0;
3254
3255 if (op->contr && op->contr->tmp_invis == 0)
3256 return 0;
3257
3258 /* If monsters, they should become visible */
3259 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3260 {
3261 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3262 return 1;
3263 }
3264 }
3265 return 0; 3020 return 0;
3266} 3021}
3267 3022
3268/* op_on_battleground - checks if the given object op (usually 3023/* op_on_battleground - checks if the given object op (usually
3269 * a player) is standing on a valid battleground-tile, 3024 * a player) is standing on a valid battleground-tile,
3274 * Default is to do the same as before, so only people wanting to have different points need worry about this 3029 * Default is to do the same as before, so only people wanting to have different points need worry about this
3275 */ 3030 */
3276int 3031int
3277op_on_battleground (object *op, int *x, int *y) 3032op_on_battleground (object *op, int *x, int *y)
3278{ 3033{
3279 object *tmp;
3280
3281 /* A battleground-tile needs the following attributes to be valid: 3034 /* A battleground-tile needs the following attributes to be valid:
3282 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3035 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3036 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3037 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3038 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3039 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3040 for (object *tmp = op->below; tmp; tmp = tmp->below)
3288 { 3041 {
3289 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3042 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3290 { 3043 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3044 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3292 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3045 && tmp->type == BATTLEGROUND
3046 && tmp->name == shstr_battleground
3047 && EXIT_X (tmp) && EXIT_Y (tmp))
3293 { 3048 {
3294 /*before we assign the exit, check if this is a teambattle */ 3049 /* before we assign the exit, check if this is a teambattle */
3295 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3050 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 { 3051 {
3297 object *invtmp;
3298
3299 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3052 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3300 { 3053 {
3301 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3054 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3302 { 3055 {
3303 if (x != NULL && y != NULL) 3056 if (x && y)
3304 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3057 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3058
3305 return 1; 3059 return 1;
3306 } 3060 }
3307 } 3061 }
3308 } 3062 }
3063
3309 if (x != NULL && y != NULL) 3064 if (x && y)
3310 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3065 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3066
3311 return 1; 3067 return 1;
3312 } 3068 }
3313 } 3069 }
3314 } 3070 }
3071
3315 /* If we got here, did not find a battleground */ 3072 /* If we got here, did not find a battleground */
3316 return 0; 3073 return 0;
3317} 3074}
3318 3075
3319/* 3076/*
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3092 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i = 0, j = 0; 3093 int i = 0, j = 0;
3337 3094
3338 /* get the appropriate treasurelist */ 3095 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3096 if (atnr == ATNR_FIRE)
3340 trlist = treasurelist::find ("dragon_ability_fire"); 3097 trlist = treasurelist::find (shstr_dragon_ability_fire);
3341 else if (atnr == ATNR_COLD) 3098 else if (atnr == ATNR_COLD)
3342 trlist = treasurelist::find ("dragon_ability_cold"); 3099 trlist = treasurelist::find (shstr_dragon_ability_cold);
3343 else if (atnr == ATNR_ELECTRICITY) 3100 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = treasurelist::find ("dragon_ability_elec"); 3101 trlist = treasurelist::find (shstr_dragon_ability_elec);
3345 else if (atnr == ATNR_POISON) 3102 else if (atnr == ATNR_POISON)
3346 trlist = treasurelist::find ("dragon_ability_poison"); 3103 trlist = treasurelist::find (shstr_dragon_ability_poison);
3347 3104
3348 if (trlist == NULL || who->type != PLAYER) 3105 if (trlist == NULL || who->type != PLAYER)
3349 return; 3106 return;
3350 3107
3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3108 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3467 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3224 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3468 } 3225 }
3469 else 3226 else
3470 { 3227 {
3471 /* generate misc. treasure */ 3228 /* generate misc. treasure */
3472 tmp = arch_to_object (tr->item); 3229 tmp = tr->item->instance ();
3473 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3230 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3474 tmp = insert_ob_in_ob (tmp, who); 3231 who->insert (tmp);
3475 if (who->type == PLAYER)
3476 esrv_send_item (who, tmp);
3477 } 3232 }
3478} 3233}
3479 3234
3480/** 3235/**
3481 * Unready an object for a player. This function does nothing if the object was 3236 * Unready an object for a player. This function does nothing if the object was
3492 3247
3493 if (pl->ranged_ob == ob) 3248 if (pl->ranged_ob == ob)
3494 pl->ranged_ob = 0; 3249 pl->ranged_ob = 0;
3495} 3250}
3496 3251
3252//-GPL
3253
3497sint8 3254sint8
3498player::visibility_at (maptile *map, int x, int y) const 3255player::darkness_at (maptile *map, int x, int y) const
3499{ 3256{
3500 if (!ns) 3257 if (!ns)
3501 return 0; 3258 return LOS_BLOCKED;
3502 3259
3503 int dx, dy; 3260 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3261 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0; 3262 return LOS_BLOCKED;
3506 3263
3507 x += dx - ns->current_x + ns->mapx / 2; 3264 x += dx - ns->current_x;
3508 y += dy - ns->current_y + ns->mapy / 2; 3265 y += dy - ns->current_y;
3509 3266
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0;
3512
3513 return 100 - blocked_los [x][y]; 3267 return blocked_los (x, y);
3514} 3268}
3269
3270void
3271player::infobox (const char *title, const char *msg, int color)
3272{
3273 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3274}
3275
3276void
3277player::statusmsg (const char *msg, int color)
3278{
3279 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3280}
3281
3282void
3283player::failmsg (const char *msg, int color)
3284{
3285 play_sound (sound_find ("generic_failure"));
3286 statusmsg (msg, color);
3287}
3288

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