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Comparing deliantra/server/server/player.C (file contents):
Revision 1.128 by root, Sat May 12 18:40:40 2007 UTC vs.
Revision 1.237 by root, Thu Nov 5 15:18:26 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program 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 2 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
33#include <algorithm> 33#include <algorithm>
34#include <functional> 34#include <functional>
35 35
36playervec players; 36playervec players;
37 37
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 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 */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151
152/* This loads the first map an puts the player on it. */ 38/* This loads the first map an puts the player on it. */
153static void 39static void
154set_first_map (object *op) 40set_first_map (object *op)
155{ 41{
156 op->contr->maplevel = first_map_path; 42 op->contr->maplevel = first_map_path;
157 op->x = -1; 43 op->x = -1;
158 op->y = -1; 44 op->y = -1;
159}
160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172} 45}
173 46
174void 47void
175player::activate () 48player::activate ()
176{ 49{
181 ob->remove (); 54 ob->remove ();
182 ob->map = 0; 55 ob->map = 0;
183 ob->activate_recursive (); 56 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 57 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 58 add_friendly_object (ob);
186 enter_map ();
187} 59}
188 60
189void 61void
190player::deactivate () 62player::deactivate ()
191{ 63{
198 70
199 if (ob->map) 71 if (ob->map)
200 maplevel = ob->map->path; 72 maplevel = ob->map->path;
201 73
202 ob->remove (); 74 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 76 ob->map = 0;
204 party = 0; 77 party = 0;
205 78
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207 80
221 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
222 95
223 ns->update_look = 0; 96 ns->update_look = 0;
224 ns->look_position = 0; 97 ns->look_position = 0;
225 98
226 clear_los (ob); 99 clear_los ();
227 100
228 ns->reset_stats (); 101 ns->reset_stats ();
229 102
230 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
233 106
234 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
235 link_player_skills (ob); 108 link_skills ();
236 109
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 111
239 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
240 113
241 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 115 if (is_dragon_pl (ob))
243 { 116 {
244 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
245 118
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 122 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 124 skin = tmp;
255 125
256 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
257 } 127 }
258 128
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 130
261 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// the need for this function can be explained
174// by load_object not returning the object
175void
176player::set_object (object *op)
177{
178 ob = observe = viewpoint = op;
179 ob->contr = this; /* this aren't yet in archetype */
180
181 ob->speed = 1.0f;
182 ob->speed_left = 0.5f;
183
184 ob->direction = 5; /* So player faces south */
185
186 ob->flag [FLAG_READY_WEAPON] = false;
187 ob->flag [FLAG_READY_SKILL] = false;
188 ob->flag [FLAG_READY_BOW] = false;
262 189
263 for (object *op = ob->inv; op; op = op->below) 190 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 191 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 192 switch (op->type)
266 { 193 {
194 case SKILL:
195 ob->flag [FLAG_APPLIED] = false;
196 break;
197
267 case WAND: 198 case WAND:
268 case ROD: 199 case ROD:
269 case HORN: 200 case HORN:
270 case BOW: 201 case BOW:
271 case SKILL: 202 ranged_ob = op;
272 case SKILL_TOOL: 203 break;
204
273 case WEAPON: 205 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY); 206 combat_ob = op;
275 apply_special (ob, op, AP_APPLY);
276 break; 207 break;
277 } 208 }
278 209
279 ob->update_stats (); 210 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
280 ns->floorbox_update (); 211 ob->deactivate (); // change_weapon activates, fix this better
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293} 212}
294 213
295void 214void
296player::disconnect () 215player::set_observe (object *op)
297{ 216{
298 if (ns) 217 observe = viewpoint = op ? op : ob;
299 { 218 do_los = 1;
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
314} 219}
315 220
316// the need for this function can be explained
317// by load_object not returning the object
318void 221void
319player::set_object (object *op) 222player::set_viewpoint (object *op)
320{ 223{
321 ob = op; 224 viewpoint = op ? op : (object *)observe;
322 ob->contr = this; /* this aren't yet in archetype */ 225 do_los = 1;
323
324 ob->speed_left = 0.5;
325 ob->speed = 1.0;
326 ob->direction = 5; /* So player faces south */
327} 226}
328 227
329player::player () 228player::player ()
330{ 229{
331 /* There are some elements we want initialised to non zero value - 230 /* There are some elements we want initialised to non zero value -
338 savebed_map = first_map_path; /* Init. respawn position */ 237 savebed_map = first_map_path; /* Init. respawn position */
339 238
340 gen_sp_armour = 10; 239 gen_sp_armour = 10;
341 bowtype = bow_normal; 240 bowtype = bow_normal;
342 petmode = pet_normal; 241 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers; 242 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 243 peaceful = 1; /* default peaceful */
346 do_los = 1; 244 do_los = 1;
245
246 weapon_sp = 1.0f;
247 weapon_sp_left = 0.5f;
347} 248}
348 249
349void 250void
350player::do_destroy () 251player::do_destroy ()
351{ 252{
356 if (ob) 257 if (ob)
357 { 258 {
358 ob->destroy_inv (false); 259 ob->destroy_inv (false);
359 ob->destroy (); 260 ob->destroy ();
360 } 261 }
262
263 ob = observe = viewpoint = 0;
361} 264}
362 265
363player::~player () 266player::~player ()
364{ 267{
365 /* Clear item stack */ 268 /* Clear item stack */
392 * Note: there MUST be at least one player archetype! 295 * Note: there MUST be at least one player archetype!
393 */ 296 */
394archetype * 297archetype *
395get_player_archetype (archetype *at) 298get_player_archetype (archetype *at)
396{ 299{
397 archetype *start = at; 300 // archetypes could have been reloaded
301 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
302
303 if (!nat)
304 return at;
305
306 archvec::iterator i = archetypes.find (nat);
398 307
399 for (;;) 308 for (;;)
400 { 309 {
401 if (at == NULL || at->next == NULL) 310 if (++i == archetypes.end ())
402 at = first_archetype; 311 i = archetypes.begin ();
403 else 312 else if (*i == at)
404 at = at->next; 313 cleanup ("not a single player archetype found");
405 314
406 if (at->clone.type == PLAYER) 315 if ((*i)->type == PLAYER)
407 return at; 316 return *i;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 } 317 }
415} 318}
416 319
417object * 320object *
418get_nearest_player (object *mon) 321get_nearest_player (object *mon)
422 unsigned lastdist; 325 unsigned lastdist;
423 rv_vector rv; 326 rv_vector rv;
424 327
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 328 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 329 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 330 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 331 continue;
456 332
457 if (lastdist > rv.distance) 333 if (lastdist > rv.distance)
458 { 334 {
653 529
654 return firstdir; 530 return firstdir;
655} 531}
656 532
657void 533void
658give_initial_items (object *pl, treasurelist * items) 534give_initial_items (object *pl, treasurelist *items)
659{ 535{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 536 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 537 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 538
665 for (op = pl->inv; op; op = next) 539 for (object *next, *op = pl->inv; op; op = next)
666 { 540 {
667 next = op->below; 541 next = op->below;
668 542
669 /* Forces get applied per default, unless they have the 543 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 544 * flag "neutral" set. Sorry but I can't think of a better way
675 /* we never give weapons/armour if these cannot be used 549 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 550 * by this player due to race restrictions
677 */ 551 */
678 if (pl->type == PLAYER) 552 if (pl->type == PLAYER)
679 { 553 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
555 &&
681 (op->type == ARMOUR || op->type == BOOTS || 556 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 557 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 558 || op->type == SHIELD || op->type == GLOVES
559 || op->type == BRACERS || op->type == GIRDLE))
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 560 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 { 561 {
686 op->destroy (); 562 op->destroy ();
687 continue; 563 continue;
688 } 564 }
689 } 565 }
690 566
691 /* This really needs to be better - we should really give 567 /* Here we remove duplicated skills (as duplicated spell objects have
692 * a substitute spellbook. The problem is that we don't really 568 * _very_ confusing effects for players), which could for instance be
693 * have a good idea what to replace it with (need something like 569 * generated by bad treasurelists. - elmex
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */ 570 */
697 if (op->type == SPELLBOOK || op->type == SKILL) 571 if (op->type == SKILL)
698 { 572 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below) 573 for (object *tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name) 574 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 { 575 {
707 op->destroy (); 576 op->destroy ();
577 LOG (llevError,
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
709 continue; 579 break;
710 } 580 }
711 581
712 if (op->nrof > 1) 582 if (op->nrof > 1)
713 op->nrof = 1; 583 op->nrof = 1;
714 } 584 }
715 585
716 if (op->type == SPELLBOOK && op->inv) 586 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 588
721 /* Give starting characters identified, uncursed, and undamned 589 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 590 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 591 * merged properly.
724 */ 592 */
725 if (need_identify (op)) 593 if (need_identify (op))
726 { 594 {
727 SET_FLAG (op, FLAG_IDENTIFIED); 595 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED); 596 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED); 597 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 598 }
599
731 if (op->type == SPELL) 600 if (op->type == SPELL)
732 { 601 {
733 op->destroy (); 602 op->destroy ();
734 continue; 603 continue;
735 } 604 }
737 { 606 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 607 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 608 op->stats.exp = 0;
740 op->level = 1; 609 op->level = 1;
741 } 610 }
742 /* lock all 'normal items by default */ 611 else /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED); 612 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 613 } /* for loop of objects in player inv */
746 614
747 /* Need to set up the skill pointers */ 615 /* Need to set up the skill pointers */
748 link_player_skills (pl); 616 pl->contr->link_skills ();
749} 617}
750 618
751void 619void
752get_party_password (object *op, partylist *party) 620get_party_password (object *op, partylist *party)
753{ 621{
854static void 722static void
855start_info (object *op) 723start_info (object *op)
856{ 724{
857 char buf[MAX_BUF]; 725 char buf[MAX_BUF];
858 726
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 727 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 728 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863} 729}
864 730
865/* This function takes the key that is passed, and does the 731/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 732 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 733 * The function name is for historical reasons - now we have
870 */ 736 */
871void 737void
872player::chargen_race_done () 738player::chargen_race_done ()
873{ 739{
874 /* this must before then initial items are given */ 740 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying); 741 esrv_new_player (ob->contr);
876 742
877 treasurelist *tl = treasurelist::find ("starting_wealth"); 743 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl) 744 if (tl)
879 create_treasure (tl, ob, 0, 0, 0); 745 create_treasure (tl, ob, 0, 0, 0);
880 746
884 ob->contr->ns->state = ST_PLAYING; 750 ob->contr->ns->state = ST_PLAYING;
885 751
886 if (ob->msg) 752 if (ob->msg)
887 ob->msg = 0; 753 ob->msg = 0;
888 754
889 /* We create this now because some of the unique maps will need it
890 * to save here.
891 */
892 {
893 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf);
896 }
897
898 start_info (ob); 755 start_info (ob);
899 CLEAR_FLAG (ob, FLAG_WIZ); 756 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (ob, ob->randomitems); 757 give_initial_items (ob, ob->randomitems);
901 link_player_skills (ob);
902 esrv_send_inventory (ob, ob); 758 esrv_send_inventory (ob, ob);
903 ob->update_stats (); 759 ob->update_stats ();
904 760
905 /* This moves the player to a different start map, if there 761 /* This moves the player to a different start map, if there
906 * is one for this race 762 * is one for this race
907 */ 763 */
908 if (*first_map_ext_path) 764 if (*first_map_ext_path)
909 { 765 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
910 object *tmp;
911 char mapname[MAX_BUF];
912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the
920 * default initial map */
921 tmp->destroy ();
922 }
923 else 766 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 767 LOG (llevDebug, "first_map_ext_path not set\n");
925} 768}
926 769
927void 770void
937 int x = ob->x, y = ob->y; 780 int x = ob->x, y = ob->y;
938 781
939 ob->remove_statbonus (); 782 ob->remove_statbonus ();
940 ob->remove (); 783 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch); 784 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->clone.copy_to (ob); 785 ob->arch->copy_to (ob);
943 ob->instantiate (); 786 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats; 787 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name; 788 ob->name = ob->name_pl = name;
946 ob->x = x; 789 ob->x = x;
947 ob->y = y; 790 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */ 791 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0); 792 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->clone.name); 793 assign (ob->contr->title, ob->arch->object::name);
951 ob->add_statbonus (); 794 ob->add_statbonus ();
952 } 795 }
953 while (!allowed_class (ob)); 796 while (!allowed_class (ob));
954 797
955 update_object (ob, UP_OBJ_FACE); 798 update_object (ob, UP_OBJ_FACE);
971 LOG (llevDebug, "Fleeing player is dead.\n"); 814 LOG (llevDebug, "Fleeing player is dead.\n");
972 CLEAR_FLAG (op, FLAG_SCARED); 815 CLEAR_FLAG (op, FLAG_SCARED);
973 return; 816 return;
974 } 817 }
975 818
976 if (op->enemy == NULL) 819 if (!op->enemy)
977 { 820 {
978 LOG (llevDebug, "Fleeing player had no enemy.\n"); 821 LOG (llevDebug, "Fleeing player had no enemy.\n");
979 CLEAR_FLAG (op, FLAG_SCARED); 822 CLEAR_FLAG (op, FLAG_SCARED);
980 return; 823 return;
981 } 824 }
982 825
983 /* Seen some crashes here. Since we don't store an
984 * op->enemy_count, it is possible that something destroys the
985 * actual enemy, and the object is recycled.
986 */
987 if (op->enemy->map == NULL)
988 {
989 CLEAR_FLAG (op, FLAG_SCARED);
990 op->enemy = NULL;
991 return;
992 }
993
994 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 826 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995 { 827 {
996 op->enemy = NULL; 828 op->enemy = NULL;
997 CLEAR_FLAG (op, FLAG_SCARED); 829 CLEAR_FLAG (op, FLAG_SCARED);
998 return; 830 return;
1001 get_rangevector (op, op->enemy, &rv, 0); 833 get_rangevector (op, op->enemy, &rv, 0);
1002 834
1003 dir = absdir (4 + rv.direction); 835 dir = absdir (4 + rv.direction);
1004 for (diff = 0; diff < 3; diff++) 836 for (diff = 0; diff < 3; diff++)
1005 { 837 {
1006 int m = 1 - (RANDOM () & 2); 838 int m = 1 - rndm (2) * 2;
1007 839
1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 840 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1009 return; 841 return;
1010 } 842 }
1011 843
1022check_pick (object *op) 854check_pick (object *op)
1023{ 855{
1024 object *tmp, *next; 856 object *tmp, *next;
1025 int stop = 0; 857 int stop = 0;
1026 int wvratio; 858 int wvratio;
1027 char putstring[128];
1028 859
1029 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
1030 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
1031 return 1; 862 return 1;
1032 863
1033 next = op->below; 864 next = op->below;
1034 865
866 int cnt = MAX_ITEM_PER_DROP;
867#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
868
1035 /* loop while there are items on the floor that are not marked as 869 /* loop while there are items on the floor that are not marked as
1036 * destroyed */ 870 * destroyed */
1037 while (next && !next->destroyed ()) 871 while (next && !next->destroyed ())
1038 { 872 {
1039 tmp = next; 873 tmp = next;
1040 next = tmp->below; 874 next = tmp->below;
1041 875
876 if (cnt <= 0)
877 {
878 op->failmsg ("Couldn't pickup all items at once.");
879 return 0;
880 }
881
1042 if (op->destroyed ()) 882 if (op->destroyed ())
1043 return 0; 883 return 0;
1044 884
1045 if (!can_pick (op, tmp)) 885 if (!can_pick (op, tmp))
1046 continue; 886 continue;
1047 887
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 888 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 889 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 890 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 891 CHK_PICK_PICKUP;
892
1052 continue; 893 continue;
1053 } 894 }
1054 895
1055 /* high not bit set? We're using the old autopickup model */ 896 /* pickup handling */
897 if (op->contr->mode & PU_DEBUG)
898 {
899 /* some debugging code to figure out item information */
900 const char *str = tmp->name
901 ? format ("item name: %s item type: %d weight/value: %d",
902 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
903 : format ("item name: %s item type: %d weight/value: %d",
904 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
905
906 new_draw_info (NDI_UNIQUE, 0, op, str);
907 }
908
909 if (op->contr->mode & PU_INHIBIT)
910 return 1;
911
912 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
913 return 1;
914
915 /* philosophy:
916 * It's easy to grab an item type from a pile, as long as it's
917 * generic. This takes no game-time. For more detailed pickups
918 * and selections, select-items should be used. This is a
919 * grab-as-you-run type mode that's really useful for arrows for
920 * example.
921 * The drawback: right now it has no frontend, so you need to
922 * stick the bits you want into a calculator in hex mode and then
923 * convert to decimal and then 'pickup <#>
924 */
925
926 /* the first two modes are exclusive: if NOTHING we return, if
927 * STOP then we stop. All the rest are applied sequentially,
928 * meaning if any test passes, the item gets picked up. */
929
930 /* if mode is set to pick nothing up, return */
931 if (op->contr->mode == PU_NOTHING)
932 return 1;
933
934 /* if mode is set to stop when encountering objects, return */
935 /* take STOP before INHIBIT since it doesn't actually pick
936 * anything up */
937 if (op->contr->mode & PU_STOP)
938 return 0;
939
940 /* useful for going into stores and not losing your settings... */
941 /* and for battles wher you don't want to get loaded down while
942 * fighting */
943 if (op->contr->mode & PU_INHIBIT)
944 return 1;
945
946 /* prevent us from turning into auto-thieves :) */
947 if (QUERY_FLAG (tmp, FLAG_UNPAID))
948 continue;
949
950 /* ignore known cursed objects */
951 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
952 continue;
953
954 /* all food and drink if desired */
955 /* question: don't pick up known-poisonous stuff? */
1056 if (!(op->contr->mode & PU_NEWMODE)) 956 if (op->contr->mode & PU_FOOD)
957 if (tmp->type == FOOD)
1057 { 958 {
1058 switch (op->contr->mode) 959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_DRINK)
964 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 if (op->contr->mode & PU_POTION)
971 if (tmp->type == POTION)
972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
976
977 /* spellbooks, skillscrolls and normal books/scrolls */
978 if (op->contr->mode & PU_SPELLBOOK)
979 if (tmp->type == SPELLBOOK)
980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
985 if (op->contr->mode & PU_SKILLSCROLL)
986 if (tmp->type == SKILLSCROLL)
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 if (op->contr->mode & PU_READABLES)
993 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
994 {
995 CHK_PICK_PICKUP;
996 continue;
997 }
998
999 /* wands/staves/rods/horns */
1000 if (op->contr->mode & PU_MAGIC_DEVICE)
1001 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1006
1007 /* pick up all magical items */
1008 if (op->contr->mode & PU_MAGICAL)
1009 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1010 {
1011 CHK_PICK_PICKUP;
1012 continue;
1013 }
1014
1015 if (op->contr->mode & PU_VALUABLES)
1016 {
1017 if (tmp->type == MONEY || tmp->type == GEM)
1059 { 1018 {
1060 case 0: 1019 CHK_PICK_PICKUP;
1061 return 1; /* don't pick up */ 1020 continue;
1062 case 1:
1063 pick_up (op, tmp);
1064 return 1;
1065 case 2:
1066 pick_up (op, tmp);
1067 return 0;
1068 case 3:
1069 return 0; /* stop before pickup */
1070 case 4:
1071 pick_up (op, tmp);
1072 break;
1073 case 5:
1074 pick_up (op, tmp);
1075 stop = 1;
1076 break;
1077 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1079 pick_up (op, tmp);
1080 break;
1081
1082 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM)
1084 pick_up (op, tmp);
1085 break;
1086
1087 default:
1088 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1091 pick_up (op, tmp);
1092 } 1021 }
1093 } 1022 }
1094 else 1023
1095 { /* old model */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1096 /* NEW pickup handling */
1097 if (op->contr->mode & PU_DEBUG) 1025 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET)
1098 { 1027 {
1099 /* some debugging code to figure out item information */ 1028 CHK_PICK_PICKUP;
1100 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 }
1109
1110 /* philosophy:
1111 * It's easy to grab an item type from a pile, as long as it's
1112 * generic. This takes no game-time. For more detailed pickups
1113 * and selections, select-items should be used. This is a
1114 * grab-as-you-run type mode that's really useful for arrows for
1115 * example.
1116 * The drawback: right now it has no frontend, so you need to
1117 * stick the bits you want into a calculator in hex mode and then
1118 * convert to decimal and then 'pickup <#>
1119 */
1120
1121 /* the first two modes are exclusive: if NOTHING we return, if
1122 * STOP then we stop. All the rest are applied sequentially,
1123 * meaning if any test passes, the item gets picked up. */
1124
1125 /* if mode is set to pick nothing up, return */
1126
1127 if (op->contr->mode & PU_NOTHING)
1128 return 1;
1129
1130 /* if mode is set to stop when encountering objects, return */
1131 /* take STOP before INHIBIT since it doesn't actually pick
1132 * anything up */
1133
1134 if (op->contr->mode & PU_STOP)
1135 return 0;
1136
1137 /* useful for going into stores and not losing your settings... */
1138 /* and for battles wher you don't want to get loaded down while
1139 * fighting */
1140 if (op->contr->mode & PU_INHIBIT)
1141 return 1;
1142
1143 /* prevent us from turning into auto-thieves :) */
1144 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1145 continue; 1029 continue;
1030 }
1146 1031
1147 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1148 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1033 if (op->contr->mode & PU_FLESH)
1034 if (tmp->type == FLESH)
1035 {
1036 CHK_PICK_PICKUP;
1149 continue; 1037 continue;
1038 }
1150 1039
1151 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1152 /* question: don't pick up known-poisonous stuff? */ 1041 if (op->contr->mode & PU_BOW)
1042 if (tmp->type == BOW)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_ARROW)
1049 if (tmp->type == ARROW)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 /* all kinds of armor etc. */
1056 if (op->contr->mode & PU_ARMOUR)
1057 if (tmp->type == ARMOUR)
1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1063 if (op->contr->mode & PU_HELMET)
1064 if (tmp->type == HELMET)
1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1070 if (op->contr->mode & PU_SHIELD)
1071 if (tmp->type == SHIELD)
1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1153 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1154 if (tmp->type == FOOD) 1078 if (tmp->type == BOOTS)
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES)
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 if (op->contr->mode & PU_CLOAK)
1092 if (tmp->type == CLOAK)
1093 {
1094 CHK_PICK_PICKUP;
1095 continue;
1096 }
1097
1098 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1105
1106 /* careful: chairs and tables are weapons! */
1107 if (op->contr->mode & PU_ALLWEAPON)
1108 {
1109 if (tmp->type == WEAPON)
1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1155 { 1111 {
1156 pick_up (op, tmp); 1112 CHK_PICK_PICKUP;
1157 continue; 1113 continue;
1158 } 1114 }
1115 }
1159 1116
1117 /* misc stuff that's useful */
1160 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1162 { 1120 {
1163 pick_up (op, tmp); 1121 CHK_PICK_PICKUP;
1164 continue; 1122 continue;
1165 } 1123 }
1166 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1167 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1168 if (tmp->type == POTION) 1128 {
1129 /* use value density to decide what else to grab */
1130 /* >=7 was >= op->contr->mode */
1131 /* >=7 is the old standard setting. Now we take the last 4 bits
1169 { 1132 */
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK)
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL) 1133 wvratio = op->contr->mode & PU_RATIO;
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1134 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 if (op->contr->mode & PU_VALUABLES)
1213 { 1135 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1215 { 1139 {
1216 pick_up (op, tmp); 1140 fprintf (stderr, "%s", tmp->name);
1217 continue;
1218 } 1141 }
1219 }
1220
1221 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON)
1305 {
1306 if (tmp->type == WEAPON && tmp->name != NULL)
1307 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314 }
1315
1316 if (tmp->type == WEAPON && tmp->name == NULL)
1317 {
1318 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324 }
1325
1326 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 /* any of the last 4 bits set means we use the ratio for value
1335 * pickups */
1336 if (op->contr->mode & PU_RATIO)
1337 {
1338 /* use value density to decide what else to grab */
1339 /* >=7 was >= op->contr->mode */
1340 /* >=7 is the old standard setting. Now we take the last 4 bits
1341 * and multiply them by 5, giving 0..15*5== 5..75 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5;
1343 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1344 {
1345 pick_up (op, tmp);
1346#if 0
1347 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348 if (tmp->name != NULL)
1349 {
1350 fprintf (stderr, "%s", tmp->name);
1351 }
1352 else 1142 else
1353 fprintf (stderr, "%s", tmp->arch->name); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1356#endif 1146#endif
1147 CHK_PICK_PICKUP;
1357 continue; 1148 continue;
1358 }
1359 } 1149 }
1360 } /* the new pickup model */ 1150 } /* the new pickup model */
1361 } 1151 }
1362 1152
1363 return !stop; 1153 return !stop;
1369 * found object is returned. 1159 * found object is returned.
1370 */ 1160 */
1371object * 1161object *
1372find_arrow (object *op, const char *type) 1162find_arrow (object *op, const char *type)
1373{ 1163{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1164 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1378 tmp = find_arrow (op, type);
1379 else if (op->type == ARROW && op->race == type) 1165 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1166 return splay (tmp);
1167
1168 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1169 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1170 if (object *arrow = find_arrow (tmp, type))
1171 {
1172 splay (tmp);
1380 return op; 1173 return arrow;
1174 }
1381 1175
1382 return tmp; 1176 return 0;
1383} 1177}
1384 1178
1385/* 1179/*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1180 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1387 * against the target. A full test is not performed, simply a basic test 1181 * against the target. A full test is not performed, simply a basic test
1388 * of resistances. The archer is making a quick guess at what he sees down 1182 * of resistances. The archer is making a quick guess at what he sees down
1389 * the hall. Failing that it does it's best to pick the highest plus arrow. 1183 * the hall. Failing that it does it's best to pick the highest plus arrow.
1390 */ 1184 */
1391object * 1185object *
1392find_better_arrow (object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1393{ 1187{
1394 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1395 int attacknum, attacktype, betterby = 0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1396 1190
1397 if (!type) 1191 if (!type)
1401 { 1195 {
1402 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1196 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1403 { 1197 {
1404 i = 0; 1198 i = 0;
1405 ntmp = find_better_arrow (arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1406 if (i > betterby) 1201 if (i > betterby)
1407 { 1202 {
1408 tmp = ntmp; 1203 tmp = ntmp;
1409 betterby = i; 1204 betterby = i;
1410 } 1205 }
1411 } 1206 }
1412 else if (arrow->type == ARROW && arrow->race == type) 1207 else if (arrow->type == ARROW && arrow->race == type)
1413 { 1208 {
1414 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1210 if (target->race && arrow->slaying.contains (target->race))
1416 { 1211 {
1417 if (arrow->attacktype & AT_DEATH) 1212 if (arrow->attacktype & AT_DEATH)
1418 { 1213 {
1419 *better = 100; 1214 *better = 100;
1420 return arrow; 1215 return arrow;
1428 else 1223 else
1429 { 1224 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1225 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 { 1226 {
1432 attacktype = 1 << attacknum; 1227 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1228 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1229 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1435 { 1230 {
1436 tmp = arrow; 1231 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1232 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 } 1233 }
1439 } 1234 }
1235
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1237 {
1442 tmp = arrow; 1238 tmp = arrow;
1443 betterby = 2 + arrow->magic + arrow->stats.dam; 1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1444 } 1240 }
1241
1445 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1243 {
1447 tmp = arrow; 1244 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam; 1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 } 1246 }
1450 } 1247 }
1451 } 1248 }
1452 } 1249 }
1250
1453 if (tmp == NULL && arrow == NULL) 1251 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type); 1252 return find_arrow (op, type);
1455 1253
1456 *better = betterby; 1254 *better = betterby;
1457 return tmp; 1255 return tmp;
1462 * op = the shooter 1260 * op = the shooter
1463 * type = bow->race 1261 * type = bow->race
1464 * dir = fire direction 1262 * dir = fire direction
1465 */ 1263 */
1466object * 1264object *
1467pick_arrow_target (object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1468{ 1266{
1469 object *tmp = NULL; 1267 object *tmp = NULL;
1470 maptile *m; 1268 maptile *m;
1471 int i, mflags, found, number; 1269 int i, mflags, found, number;
1472 sint16 x, y; 1270 sint16 x, y;
1487 for (i = 0, found = 0; i < 20; i++) 1285 for (i = 0, found = 0; i < 20; i++)
1488 { 1286 {
1489 x += freearr_x[dir]; 1287 x += freearr_x[dir];
1490 y += freearr_y[dir]; 1288 y += freearr_y[dir];
1491 mflags = get_map_flags (m, &m, x, y, &x, &y); 1289 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290
1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 { 1292 {
1494 tmp = NULL; 1293 tmp = 0;
1495 break; 1294 break;
1496 } 1295 }
1497 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1296 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498 { 1297 {
1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1298 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500 * perhaps a bad assumption. 1299 * perhaps a bad assumption.
1501 */ 1300 */
1502 tmp = NULL; 1301 tmp = 0;
1503 break; 1302 break;
1504 } 1303 }
1304
1505 if (mflags & P_IS_ALIVE) 1305 if (mflags & P_IS_ALIVE)
1506 {
1507 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1306 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1307 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1509 {
1510 found++;
1511 break;
1512 }
1513 if (found)
1514 break; 1308 break;
1515 }
1516 } 1309 }
1517 if (tmp == NULL) 1310
1311 if (!tmp)
1518 return find_arrow (op, type); 1312 return find_arrow (op, type);
1519 1313
1520 if (tmp->head) 1314 if (tmp->head)
1521 tmp = tmp->head; 1315 tmp = tmp->head;
1522 1316
1535 */ 1329 */
1536int 1330int
1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1331fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1538{ 1332{
1539 object *left, *bow; 1333 object *left, *bow;
1540 int bowspeed, mflags; 1334 int mflags;
1541 maptile *m; 1335 maptile *m;
1542 1336
1543 if (!dir) 1337 if (!dir)
1544 { 1338 {
1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1339 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1546 return 0; 1340 return 0;
1547 } 1341 }
1548 1342
1549 if (player *pl = op->contr) 1343 if (op->contr)
1550 { 1344 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1345 else
1556 { 1346 {
1557 for (bow = op->inv; bow; bow = bow->below) 1347 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1348 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1349 * don't need to switch back and forth between bows and weapons.
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1357 return 0;
1568 } 1358 }
1569 1359
1570 // optimisation: move object to top so we will find it quickly again 1360 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below) 1361 splay (bow);
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1577 } 1362 }
1578 1363
1579 if (!bow->race || !bow->skill) 1364 if (!bow->race || !bow->skill)
1580 { 1365 {
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1366 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1582 return 0; 1367 return 0;
1583 } 1368 }
1584
1585 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1586
1587 /* penalize ROF for bestarrow */
1588 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1589 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1590
1591 if (bowspeed < 1)
1592 bowspeed = 1;
1593 1369
1594 if (arrow == NULL) 1370 if (arrow == NULL)
1595 { 1371 {
1596 if ((arrow = find_arrow (op, bow->race)) == NULL) 1372 if ((arrow = find_arrow (op, bow->race)) == NULL)
1597 { 1373 {
1616 } 1392 }
1617 1393
1618 /* this should not happen, but sometimes does */ 1394 /* this should not happen, but sometimes does */
1619 if (arrow->nrof == 0) 1395 if (arrow->nrof == 0)
1620 { 1396 {
1397 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1621 arrow->destroy (); 1398 arrow->destroy ();
1622 return 0; 1399 return 0;
1623 } 1400 }
1624 1401
1625 left = arrow; /* these are arrows left to the player */ 1402 left = arrow; /* these are arrows left to the player */
1626 arrow = get_split_ob (arrow, 1); 1403 arrow = arrow->split ();
1627 if (!arrow) 1404 if (!arrow)
1628 { 1405 {
1629 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1406 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 return 0; 1407 return 0;
1631 } 1408 }
1635 arrow->direction = dir; 1412 arrow->direction = dir;
1636 1413
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1414 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam; 1415 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype; 1416 arrow->stats.grace = arrow->attacktype;
1417 arrow->custom_name = arrow->slaying;
1640 1418
1641 if (arrow->slaying) 1419#if 0
1642 arrow->spellarg = strdup (arrow->slaying); 1420 if (player *pl = op->contr)
1421 {
1422 float speed = pl->weapon_sp;
1423
1424 /* penalize ROF for bestarrow */
1425 if (pl->bowtype == bow_bestarrow)
1426 speed *= .9f;
1427 else
1428 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1429
1430 op->speed_left += speed - op->speed;
1431 }
1432#endif
1433
1434 SET_ANIMATION (arrow, arrow->direction);
1435
1436 /* update the speed */
1437 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1438 + bow->stats.dam / 7.f;
1439
1440 arrow->set_speed (max (arrow->speed, 2.f));
1441 arrow->speed_left = 0;
1442
1443 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1643 1444
1644 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1645 { 1446 {
1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1647 op->update_stats ();
1648 }
1649
1650 SET_ANIMATION (arrow, arrow->direction);
1651
1652 arrow->stats.dam += op->stats.dam + arrow->magic;
1653
1654 /* update the speed */
1655 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1656 + bow->stats.dam / 7.0;
1657
1658 arrow->set_speed (max (arrow->speed, 2.0));
1659 arrow->speed_left = 0;
1660
1661 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1662
1663 if (op->type == PLAYER)
1664 {
1665 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1447 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1666 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1448 wc -= dex_bonus[op->stats.Dex];
1667 1449
1668 if (!arrow->slaying) 1450 if (!arrow->slaying)
1669 arrow->slaying = op->slaying; 1451 arrow->slaying = op->slaying;
1670 1452
1671 arrow->attacktype |= op->attacktype; 1453 arrow->attacktype |= op->attacktype;
1679 arrow->slaying = bow->slaying; 1461 arrow->slaying = bow->slaying;
1680 1462
1681 arrow->attacktype |= bow->attacktype; 1463 arrow->attacktype |= bow->attacktype;
1682 } 1464 }
1683 1465
1684 arrow->stats.wc -= arrow->level; 1466 wc -= arrow->level;
1467 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1685 1468
1469 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1686 arrow->move_type = MOVE_FLY_LOW; 1470 arrow->move_type = MOVE_FLY_LOW;
1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1471 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1688 1472
1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1473 op->play_sound (sound_find ("fire_arrow"));
1690 m->insert (arrow, sx, sy, op); 1474 m->insert (arrow, sx, sy, op);
1691 1475
1692 if (!arrow->destroyed ()) 1476 if (!arrow->destroyed ())
1693 move_arrow (arrow); 1477 move_arrow (arrow);
1694
1695 if (op->type == PLAYER)
1696 {
1697 if (left->destroyed ())
1698 esrv_del_item (op->contr, left->count);
1699 else
1700 esrv_send_item (op, left);
1701 }
1702 1478
1703 return 1; 1479 return 1;
1704} 1480}
1705 1481
1706/* Special fire code for players - this takes into 1482/* Special fire code for players - this takes into
1711 * hence the function name. 1487 * hence the function name.
1712 */ 1488 */
1713int 1489int
1714player_fire_bow (object *op, int dir) 1490player_fire_bow (object *op, int dir)
1715{ 1491{
1716 int ret = 0, wcmod = 0; 1492 int ret;
1717 1493
1718 if (op->contr->bowtype == bow_bestarrow) 1494 if (op->contr->bowtype == bow_bestarrow)
1719 { 1495 {
1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1496 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1721 } 1497 }
1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1498 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1723 { 1499 {
1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1500 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1725 wcmod = -1;
1726
1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1501 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1728 } 1502 }
1729 else if (op->contr->bowtype == bow_threewide) 1503 else if (op->contr->bowtype == bow_threewide)
1730 { 1504 {
1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1505 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1506 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1733 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1507 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1734 } 1508 }
1735 else if (op->contr->bowtype == bow_spreadshot) 1509 else if (op->contr->bowtype == bow_spreadshot)
1736 { 1510 {
1737 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1511 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1512 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1513 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1740 } 1514 }
1741 else 1515 else
1742 { 1516 {
1744 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1518 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1745 } 1519 }
1746 1520
1747 return ret; 1521 return ret;
1748} 1522}
1749
1750 1523
1751/* Fires a misc (wand/rod/horn) object in 'dir'. 1524/* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable. 1525 * Broken apart from 'fire' to keep it more readable.
1753 */ 1526 */
1754void 1527void
1773 1546
1774 if (item->type == WAND) 1547 if (item->type == WAND)
1775 { 1548 {
1776 if (item->stats.food <= 0) 1549 if (item->stats.food <= 0)
1777 { 1550 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1551 op->contr->play_sound (sound_find ("wand_poof"));
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1552 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1780 1553
1781 return; 1554 return;
1782 } 1555 }
1783 } 1556 }
1784 else if (item->type == ROD || item->type == HORN) 1557 else if (item->type == ROD || item->type == HORN)
1785 { 1558 {
1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1559 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1560
1561 // using the maximum of the rods charge allows at least one spell cast
1562 // for a rod or horn, this fixes some broken rods.
1563 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1787 { 1564 {
1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1789 1566
1790 if (item->type == ROD) 1567 if (item->type == ROD)
1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1568 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1792 else 1569 else
1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1570 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1796 } 1573 }
1797 } 1574 }
1798 1575
1799 if (cast_spell (op, item, dir, item->inv, NULL)) 1576 if (cast_spell (op, item, dir, item->inv, NULL))
1800 { 1577 {
1801 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1578 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1579
1802 if (item->type == WAND) 1580 if (item->type == WAND)
1803 { 1581 {
1804 if (!(--item->stats.food)) 1582 if (!(--item->stats.food))
1805 { 1583 {
1806 object *tmp; 1584 object *tmp;
1807 1585
1808 if (item->arch) 1586 if (item->arch)
1809 { 1587 {
1810 CLEAR_FLAG (item, FLAG_ANIMATE); 1588 CLEAR_FLAG (item, FLAG_ANIMATE);
1811 item->face = item->arch->clone.face; 1589 item->face = item->arch->face;
1812 item->set_speed (0); 1590 item->set_speed (0);
1813 } 1591 }
1814 1592
1815 if ((tmp = item->in_player ())) 1593 if (object *pl = item->visible_to ())
1816 esrv_update_item (UPD_ANIM, tmp, item); 1594 esrv_update_item (UPD_ANIM, pl, item);
1817 } 1595 }
1818 } 1596 }
1819 else if (item->type == ROD || item->type == HORN) 1597 else if (item->type == ROD || item->type == HORN)
1820 drain_rod_charge (item); 1598 drain_rod_charge (item);
1821 } 1599 }
1822} 1600}
1823 1601
1824/* Received a fire command for the player - go and do it. 1602/* Received a fire command for the player - go and do it.
1825 */ 1603 */
1826void 1604bool
1827fire (object *op, int dir) 1605fire (object *op, int dir)
1828{ 1606{
1829 int spellcost = 0; 1607 int spellcost = 0;
1608
1609 player *pl = op->contr;
1610
1611 if (pl->golem)
1612 {
1613 control_golem (op->contr->golem, dir);
1614 return false;
1615 }
1616
1617 object *ob = pl->ranged_ob;
1618
1619 if (!ob)
1620 return false;
1621
1622 if (op->speed_left > 0.f)
1623 --op->speed_left;
1624 else
1625 return false;
1626
1627 if (!op->change_weapon (ob))
1628 return false;
1830 1629
1831 /* check for loss of invisiblity/hide */ 1630 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible (op)) 1631 if (action_makes_visible (op))
1833 make_visible (op); 1632 make_visible (op);
1834 1633
1835 player *pl = op->contr;
1836
1837 if (pl->golem)
1838 {
1839 control_golem (op->contr->golem, dir);
1840 return;
1841 }
1842
1843 object *ob = pl->ranged_ob;
1844
1845 if (!ob)
1846 return;
1847
1848 switch (ob->type) 1634 switch (ob->type)
1849 { 1635 {
1850 case BOW: 1636 case BOW:
1851 player_fire_bow (op, dir); 1637 player_fire_bow (op, dir);
1852 break; 1638 break;
1853 1639
1854 case SPELL: 1640 case SPELL:
1855 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1641 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1856 break; 1642 break;
1857 1643
1858 case BUILDER: 1644 case BUILDER:
1859 apply_map_builder (op, dir); 1645 apply_map_builder (op, dir);
1860 break; 1646 break;
1861 1647
1862 case SKILL: 1648 case SKILL:
1863 case SKILL_TOOL:
1864 do_skill (op, op, ob, dir, 0); 1649 do_skill (op, op, ob, dir, 0);
1865 break; 1650 break;
1866 1651
1867 default: 1652 default:
1868 fire_misc_object (op, dir); 1653 fire_misc_object (op, dir);
1869 break; 1654 break;
1870 } 1655 }
1871}
1872 1656
1873/* find_key 1657 return true;
1874 * We try to find a key for the door as passed. If we find a key 1658}
1875 * and successfully use it, we return the key, otherwise NULL 1659
1876 * This function merges both normal and locked door, since the logic 1660static object *
1877 * for both is the same - just the specific key is different.
1878 * pl is the player,
1879 * inv is the objects inventory to searched
1880 * door is the door we are trying to match against.
1881 * This function can be called recursively to search containers.
1882 */
1883object *
1884find_key (object *pl, object *container, object *door) 1661find_key_ (object *pl, object *container, object *door)
1885{ 1662{
1886 object *tmp, *key; 1663 object *tmp, *key;
1887 1664
1888 /* Should not happen, but sanity checking is never bad */ 1665 /* Should not happen, but sanity checking is never bad */
1889 if (!container->inv) 1666 if (!container->inv)
1892 /* First, lets try to find a key in the top level inventory */ 1669 /* First, lets try to find a key in the top level inventory */
1893 for (tmp = container->inv; tmp; tmp = tmp->below) 1670 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 { 1671 {
1895 if (door->type == DOOR && tmp->type == KEY) 1672 if (door->type == DOOR && tmp->type == KEY)
1896 break; 1673 break;
1674
1897 /* For sanity, we should really check door type, but other stuff 1675 /* For sanity, we should really check door type, but other stuff
1898 * (like containers) can be locked with special keys 1676 * (like containers) can be locked with special keys
1899 */ 1677 */
1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1678 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1901 break; 1679 break;
1907 * a key, return 1685 * a key, return
1908 */ 1686 */
1909 if (!tmp) 1687 if (!tmp)
1910 { 1688 {
1911 for (tmp = container->inv; tmp; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1912 {
1913 /* No reason to search empty containers */ 1690 /* No reason to search empty containers */
1914 if (tmp->type == CONTAINER && tmp->inv) 1691 if (tmp->type == CONTAINER && tmp->inv)
1915 {
1916 if ((key = find_key (pl, tmp, door))) 1692 if ((key = find_key_ (pl, tmp, door)))
1917 return key; 1693 return key;
1918 }
1919 }
1920 1694
1921 if (!tmp) 1695 if (!tmp)
1922 return NULL; 1696 return 0;
1923 } 1697 }
1924 1698
1925 /* We get down here if we have found a key. Now if its in a container, 1699 /* We get down here if we have found a key. Now if its in a container,
1926 * see if we actually want to use it 1700 * see if we actually want to use it
1927 */ 1701 */
1928 if (pl != container) 1702 if (pl != container)
1929 { 1703 {
1930 /* Only let players use keys in containers */ 1704 /* Only let players use keys in containers */
1931 if (!pl->contr) 1705 if (!pl->contr)
1932 return NULL; 1706 return 0;
1707
1933 /* cases where this fails: 1708 /* cases where this fails:
1934 * If we only search the player inventory, return now since we 1709 * If we only search the player inventory, return now since we
1935 * are not in the players inventory. 1710 * are not in the players inventory.
1936 * If the container is not active, return now since only active 1711 * If the container is not active, return now since only active
1937 * containers can be used. 1712 * containers can be used.
1941 * inv must have been an container and must have been active. 1716 * inv must have been an container and must have been active.
1942 * 1717 *
1943 * Change the color so that the message doesn't disappear with 1718 * Change the color so that the message doesn't disappear with
1944 * all the others. 1719 * all the others.
1945 */ 1720 */
1946 if (pl->contr->usekeys == key_inventory || 1721 if (pl->contr->usekeys == key_inventory
1947 !QUERY_FLAG (container, FLAG_APPLIED) || 1722 || !QUERY_FLAG (container, FLAG_APPLIED)
1948 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1723 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1949 { 1724 {
1950 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1725 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1951 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1726 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1952 return NULL; 1727 return NULL;
1953 } 1728 }
1954 } 1729 }
1955 1730
1956 return tmp; 1731 return tmp;
1732}
1733
1734/* find_key
1735 * We try to find a key for the door as passed. If we find a key
1736 * and successfully use it, we return the key, otherwise NULL
1737 * This function merges both normal and locked door, since the logic
1738 * for both is the same - just the specific key is different.
1739 * pl is the player,
1740 * inv is the objects inventory to searched
1741 * door is the door we are trying to match against.
1742 * This function can be called recursively to search containers.
1743 */
1744object *
1745find_key (object *pl, object *container, object *door)
1746{
1747 if (door->slaying && is_match_expr (door->slaying))
1748 {
1749 // for match expressions, we try to find the key by applying the match
1750 // to the op itself, which is supposed to find the "key", instead
1751 // of searching through containers ourselves.
1752
1753 return match_one (door->slaying, container, door, pl, pl);
1754 }
1755 else
1756 return find_key_ (pl, container, door);
1957} 1757}
1958 1758
1959/* moved door processing out of move_player_attack. 1759/* moved door processing out of move_player_attack.
1960 * returns 1 if player has opened the door with a key 1760 * returns 1 if player has opened the door with a key
1961 * such that the caller should not do anything more, 1761 * such that the caller should not do anything more,
1962 * 0 otherwise 1762 * 0 otherwise
1963 */ 1763 */
1964static int 1764static int
1965player_attack_door (object *op, object *door) 1765player_attack_door (object *op, object *door)
1966{ 1766{
1967 /* If its a door, try to find a use a key. If we do destroy the door, 1767 /* If its a door, try to find a key. If we do destroy the door,
1968 * might as well return immediately as there is nothing more to do - 1768 * might as well return immediately as there is nothing more to do -
1969 * otherwise, we fall through to the rest of the code. 1769 * otherwise, we fall through to the rest of the code.
1970 */ 1770 */
1971 object *key = find_key (op, op, door); 1771 object *key = find_key (op, op, door);
1972 1772
1973 /* IF we found a key, do some extra work */ 1773 /* If we found a key, do some extra work */
1974 if (key) 1774 if (key)
1975 { 1775 {
1976 object *container = key->env; 1776 object *container = key->env;
1977
1978 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1979 1777
1980 if (action_makes_visible (op)) 1778 if (action_makes_visible (op))
1981 make_visible (op); 1779 make_visible (op);
1982 1780
1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1781 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1985 1783
1986 if (door->type == DOOR) 1784 if (door->type == DOOR)
1987 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1785 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1988 else if (door->type == LOCKED_DOOR) 1786 else if (door->type == LOCKED_DOOR)
1989 { 1787 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1788 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1991 remove_door2 (door); /* remove door without violence ;-) */ 1789 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1790 }
1993 1791
1994 /* Do this after we print the message */ 1792 /* Do this after we print the message */
1995 decrease_ob (key); /* Use up one of the keys */ 1793 key->decrease (); /* Use up one of the keys */
1996 /* Need to update the weight the container the key was in */
1997 if (container != op)
1998 esrv_update_item (UPD_WEIGHT, op, container);
1999 1794
2000 return 1; /* Nothing more to do below */ 1795 return 1; /* Nothing more to do below */
2001 } 1796 }
2002 else if (door->type == LOCKED_DOOR) 1797 else if (door->type == LOCKED_DOOR)
2003 { 1798 {
2004 /* Might as well return now - no other way to open this */ 1799 /* Might as well return now - no other way to open this */
2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1800 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2006 return 1; 1801 return 1;
2007 } 1802 }
2008 1803
2009 return 0; 1804 return 0;
2010} 1805}
2013 * It should keep the code cleaner. 1808 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1809 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1810 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1811 * going to try and move (not fire weapons).
2017 */ 1812 */
2018void 1813bool
2019move_player_attack (object *op, int dir) 1814move_player_attack (object *op, int dir)
2020{ 1815{
2021 object *tmp, *mon; 1816 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1817 {
1818 --op->speed_left;
1819 return true;
1820 }
1821
2022 int on_battleground; 1822 int on_battleground;
2023 maptile *m;
2024 1823
2025 sint16 nx = freearr_x[dir] + op->x; 1824 sint16 nx = freearr_x[dir] + op->x;
2026 sint16 ny = freearr_y[dir] + op->y; 1825 sint16 ny = freearr_y[dir] + op->y;
2027 1826
2028 on_battleground = op_on_battleground (op, 0, 0); 1827 on_battleground = op_on_battleground (op, 0, 0);
1828
1829 if (out_of_map (op->map, nx, ny))
1830 return false;
2029 1831
2030 /* If braced, or can't move to the square, and it is not out of the 1832 /* If braced, or can't move to the square, and it is not out of the
2031 * map, attack it. Note order of if statement is important - don't 1833 * map, attack it. Note order of if statement is important - don't
2032 * want to be calling move_ob if braced, because move_ob will move the 1834 * want to be calling move_ob if braced, because move_ob will move the
2033 * player. This is a pretty nasty hack, because if we could 1835 * player. This is a pretty nasty hack, because if we could
2034 * move to some space, it then means that if we are braced, we should 1836 * move to some space, it then means that if we are braced, we should
2035 * do nothing at all. As it is, if we are braced, we go through 1837 * do nothing at all. As it is, if we are braced, we go through
2036 * quite a bit of processing. However, it probably is less than what 1838 * quite a bit of processing. However, it probably is less than what
2037 * move_ob uses. 1839 * move_ob uses.
2038 */ 1840 */
2039 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1841 maptile *m = op->map->xy_find (nx, ny);
1842
1843 /* Go through all the objects, and find ones of interest. Only stop if
1844 * we find a monster - that is something we know we want to attack.
1845 * if its a door or barrel (can roll) see if there may be monsters
1846 * on the space
1847 */
1848 object *mon;
1849 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1850 {
1851 if ((mon->flag [FLAG_ALIVE]
1852 || mon->type == LOCKED_DOOR
1853 || mon->flag [FLAG_CAN_ROLL])
1854 && mon != op)
1855 break;
2040 { 1856 }
2041 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1857
1858 if (!mon) /* This happens anytime the player tries to move */
1859 return false; /* into a wall */
1860
1861 mon = mon->head_ ();
1862
1863 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1864 if (op->contr->weapon_sp_left > 0.f)
1865 if (player_attack_door (op, mon))
1866 {
1867 --op->contr->weapon_sp_left;
1868 return true;
2042 { 1869 }
2043 m = op->map->xy_find (nx, ny); 1870
2044 if (!m) 1871 /* The following deals with possibly attacking peaceful
2045 return; /* Don't think this should happen */ 1872 * or friendly creatures. Basically, all players are considered
1873 * unaggressive. If the moving player has peaceful set, then the
1874 * object should be pushed instead of attacked. It is assumed that
1875 * if you are braced, you will not attack friends accidently,
1876 * and thus will not push them.
1877 */
1878
1879 /* If the creature is a pet, push it even if the player is not
1880 * peaceful. Our assumption is the creature is a pet if the
1881 * player owns it and it is either friendly or unagressive.
1882 */
1883 if (op->type == PLAYER
1884 && ((mon->owner && mon->owner->contr
1885 && same_party (mon->owner->contr->party, op->contr->party))
1886 || mon->owner == op)
1887 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1888 {
1889 /* If we're braced, we don't want to switch places with it */
1890 if (op->contr->braced)
1891 return false;
1892
1893 if (op->speed_left > 0.f)
1894 {
1895 --op->speed_left;
1896
1897 op->play_sound (sound_find ("push_player"));
1898 push_ob (mon, dir, op);
1899
1900 if (action_makes_visible (op))
1901 make_visible (op);
1902
1903 return true;
2046 } 1904 }
2047 else 1905 else
2048 m = op->map;
2049
2050 if (!(tmp = m->at (nx, ny).bot))
2051 return; 1906 return false;
1907 }
2052 1908
2053 mon = 0;
2054 /* Go through all the objects, and find ones of interest. Only stop if
2055 * we find a monster - that is something we know we want to attack.
2056 * if its a door or barrel (can roll) see if there may be monsters
2057 * on the space
2058 */
2059 while (tmp)
2060 {
2061 if (tmp == op)
2062 {
2063 tmp = tmp->above;
2064 continue;
2065 }
2066
2067 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 {
2069 mon = tmp;
2070 break;
2071 }
2072
2073 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2074 mon = tmp;
2075
2076 tmp = tmp->above;
2077 }
2078
2079 if (!mon) /* This happens anytime the player tries to move */
2080 return; /* into a wall */
2081
2082 if (mon->head)
2083 mon = mon->head;
2084
2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2086 if (player_attack_door (op, mon))
2087 return;
2088
2089 /* The following deals with possibly attacking peaceful
2090 * or frienddly creatures. Basically, all players are considered
2091 * unaggressive. If the moving player has peaceful set, then the
2092 * object should be pushed instead of attacked. It is assumed that
2093 * if you are braced, you will not attack friends accidently,
2094 * and thus will not push them.
2095 */
2096
2097 /* If the creature is a pet, push it even if the player is not
2098 * peaceful. Our assumption is the creature is a pet if the
2099 * player owns it and it is either friendly or unagressive.
2100 */
2101 if ((op->type == PLAYER)
2102#if COZY_SERVER
2103 &&
2104 ((mon->owner && mon->owner->contr
2105 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2106#else
2107 && mon->owner == op
2108#endif
2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2110 {
2111 /* If we're braced, we don't want to switch places with it */
2112 if (op->contr->braced)
2113 return;
2114
2115 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2116 push_ob (mon, dir, op);
2117 if (op->contr->tmp_invis || op->hide)
2118 make_visible (op);
2119
2120 return;
2121 }
2122
2123 /* in certain circumstances, you shouldn't attack friendly 1909 /* in certain circumstances, you shouldn't attack friendly
2124 * creatures. Note that if you are braced, you can't push 1910 * creatures. Note that if you are braced, you can't push
2125 * someone, but put it inside this loop so that you won't 1911 * someone, but put it inside this loop so that you won't
2126 * attack them either. 1912 * attack them either.
2127 */ 1913 */
2128 if ((mon->type == PLAYER || mon->enemy != op) && 1914 if ((mon->type == PLAYER || mon->enemy != op)
2129 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1915 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2130#ifdef PROHIBIT_PLAYERKILL
2131 (op->contr->peaceful 1916 && ((op->contr->peaceful
2132 || (mon->type == PLAYER 1917 || (mon->type == PLAYER && mon->contr->peaceful))
2133 && mon->contr->
2134 peaceful)) &&
2135#else
2136 op->contr->peaceful &&
2137#endif
2138 !on_battleground)) 1918 && !on_battleground))
1919 {
1920 if (op->speed_left > 0.f)
2139 { 1921 {
1922 --op->speed_left;
1923
2140 if (!op->contr->braced) 1924 if (!op->contr->braced)
2141 { 1925 {
2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1926 op->play_sound (sound_find ("push_player"));
2143 push_ob (mon, dir, op); 1927 push_ob (mon, dir, op);
2144 } 1928 }
2145 else 1929 else
2146 new_draw_info (0, 0, op, "You withhold your attack"); 1930 op->statusmsg ("You withhold your attack");
2147 1931
2148 if (op->contr->tmp_invis || op->hide) 1932 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2149 make_visible (op); 1933 make_visible (op);
2150 }
2151 1934
1935 return true;
1936 }
1937 }
2152 /* If the object is a boulder or other rollable object, then 1938 /* If the object is a boulder or other rollable object, then
2153 * roll it if not braced. You can't roll it if you are braced. 1939 * roll it if not braced. You can't roll it if you are braced.
2154 */ 1940 */
2155 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1941 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1942 {
1943 if (op->speed_left > 0.f)
2156 { 1944 {
1945 --op->speed_left;
1946
2157 recursive_roll (mon, dir, op); 1947 recursive_roll (mon, dir, op);
2158 if (action_makes_visible (op)) 1948 if (action_makes_visible (op))
2159 make_visible (op); 1949 make_visible (op);
2160 }
2161 1950
1951 return true;
1952 }
1953 }
2162 /* Any generic living creature. Including things like doors. 1954 /* Any generic living creature. Including things like doors.
2163 * Way it works is like this: First, it must have some hit points 1955 * Way it works is like this: First, it must have some hit points
2164 * and be living. Then, it must be one of the following: 1956 * and be living. Then, it must be one of the following:
2165 * 1) Not a player, 2) A player, but of a different party. Note 1957 * 1) Not a player, 2) A player, but of a different party. Note
2166 * that party_number -1 is no party, so attacks can still happen. 1958 * that party_number -1 is no party, so attacks can still happen.
2167 */ 1959 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1960 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1961 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2170 { 1962 {
2171 1963 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2172 /* If the player hasn't hit something this tick, and does
2173 * so, give them speed boost based on weapon speed. Doing
2174 * it here is better than process_players2, which basically
2175 * incurred a 1 tick offset.
2176 */
2177 if (!op->contr->has_hit)
2178 { 1964 {
2179 op->speed_left += op->speed / op->contr->weapon_sp; 1965 --op->contr->weapon_sp_left;
2180
2181 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2182 }
2183 1966
2184 skill_attack (mon, op, 0, 0, 0); 1967 skill_attack (mon, op, 0, 0, 0);
2185
2186 /* If attacking another player, that player gets automatic
2187 * hitback, and doesn't loose luck either.
2188 * Disable hitback on the battleground or if the target is
2189 * the wiz.
2190 */
2191 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2192 {
2193 short luck = mon->stats.luck;
2194
2195 mon->contr->has_hit = 1;
2196 skill_attack (op, mon, 0, 0, 0);
2197 mon->stats.luck = luck;
2198 }
2199 1968
2200 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
2201 make_visible (op); 1970 make_visible (op);
2202 }
2203 } /* if player should attack something */
2204}
2205 1971
2206int 1972 return true;
1973 }
1974 }
1975
1976 return false;
1977}
1978
1979bool
2207move_player (object *op, int dir) 1980move_player (object *op, int dir)
2208{ 1981{
2209 int pick; 1982 int pick;
2210 1983
2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1984 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2212 return 0; 1985 return 0;
2213 1986
2214 /* Sanity check: make sure dir is valid */ 1987 /* Sanity check: make sure dir is valid */
2215 if ((dir < 0) || (dir >= 9)) 1988 if ((dir < 0) || (dir >= 9))
2216 { 1989 {
2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 1995 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2223 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1996 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2224 1997
2225 op->facing = dir; 1998 op->facing = dir;
2226 1999
2227 if (op->hide) 2000 if (op->flag [FLAG_HIDDEN])
2228 do_hidden_move (op); 2001 do_hidden_move (op);
2229 2002
2003 bool retval;
2004
2230 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2005 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2231 /*nop */ ; 2006 retval = RESULT_INT (0);
2232 else if (op->contr->fire_on) 2007 else if (op->contr->fire_on)
2233 fire (op, dir); 2008 retval = fire (op, dir);
2234 else 2009 else
2235 { 2010 {
2236 move_player_attack (op, dir); 2011 retval = move_player_attack (op, dir);
2237 pick = check_pick (op); 2012 pick = check_pick (op);
2238 } 2013 }
2239 2014
2240 /* Add special check for newcs players and fire on - this way, the 2015 /* Add special check for newcs players and fire on - this way, the
2241 * server can handle repeat firing. 2016 * server can handle repeat firing.
2248 /* Update how the player looks. Use the facing, so direction may 2023 /* Update how the player looks. Use the facing, so direction may
2249 * get reset to zero. This allows for full animation capabilities 2024 * get reset to zero. This allows for full animation capabilities
2250 * for players. 2025 * for players.
2251 */ 2026 */
2252 animate_object (op, op->facing); 2027 animate_object (op, op->facing);
2253 return 0; 2028
2029 return retval;
2254} 2030}
2255 2031
2256/* This is similar to handle_player, below, but is only used by the 2032/* This is similar to handle_player, below, but is only used by the
2257 * new client/server stuff. 2033 * new client/server stuff.
2258 * This is sort of special, in that the new client/server actually uses 2034 * This is sort of special, in that the new client/server actually uses
2259 * the new speed values for commands. 2035 * the new speed values for commands.
2260 * 2036 *
2261 * Returns true if there are more actions we can do. 2037 * Returns true if there are more actions we can do. Should not do
2038 * many actions in a row, as that would be too unfair to other
2039 * players.
2262 */ 2040 */
2263int 2041bool
2264handle_newcs_player (object *op) 2042handle_newcs_player (object *op)
2265{ 2043{
2266 if (QUERY_FLAG (op, FLAG_SCARED)) 2044 if (QUERY_FLAG (op, FLAG_SCARED))
2267 { 2045 {
2268 flee_player (op); 2046 if (op->speed_left > 0.f)
2269 /* If player is still scared, that is his action for this tick */
2270 if (QUERY_FLAG (op, FLAG_SCARED))
2271 { 2047 {
2272 op->speed_left--; 2048 --op->speed_left;
2049 flee_player (op);
2050
2273 return 0; 2051 return true;
2274 } 2052 }
2053 else
2054 return false;
2275 } 2055 }
2276 2056
2277 /* call this here - we also will call this in do_ericserver, but 2057 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2058 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2059 * called, so we recheck it here.
2280 */ 2060 */
2281 if (op->contr->ns->handle_command ()) 2061 if (op->contr->ns->handle_command ())
2282 return 1; 2062 return true;
2283 2063
2284 if (op->speed_left > 0)
2285 {
2286 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2064 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 {
2288 /* All move commands take 1 tick, at least for now */
2289 op->speed_left--;
2290
2291 /* Instead of all the stuff below, let move_player take care
2292 * of it. Also, some of the skill stuff is only put in
2293 * there, as well as the confusion stuff.
2294 */
2295 move_player (op, op->direction); 2065 return move_player (op, op->direction);
2296 2066
2297 return op->speed_left > 0;
2298 }
2299 }
2300
2301 return 0; 2067 return false;
2302} 2068}
2303 2069
2304int 2070int
2305save_life (object *op) 2071save_life (object *op)
2306{ 2072{
2308 return 0; 2074 return 0;
2309 2075
2310 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2077 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2312 { 2078 {
2313 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2079 op->play_sound (sound_find ("ob_evaporate"));
2314 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2080 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2315
2316 if (op->contr)
2317 esrv_del_item (op->contr, tmp->count);
2318 2081
2319 tmp->destroy (); 2082 tmp->destroy ();
2320 CLEAR_FLAG (op, FLAG_LIFESAVE); 2083 CLEAR_FLAG (op, FLAG_LIFESAVE);
2321 2084
2322 if (op->stats.hp < 0) 2085 if (op->stats.hp < 0)
2335 return 0; 2098 return 0;
2336} 2099}
2337 2100
2338/* This goes throws the inventory and removes unpaid objects, and puts them 2101/* This goes throws the inventory and removes unpaid objects, and puts them
2339 * back in the map (location and map determined by values of env). This 2102 * back in the map (location and map determined by values of env). This
2340 * function will descend into containers. op is the object to start the search 2103 * function will descend into containers. op is the object to start the search
2341 * from. 2104 * from.
2342 */ 2105 */
2106static void
2107drop_unpaid_items (object *op, object *env)
2108{
2109 while (op)
2110 {
2111 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2112
2113 if (QUERY_FLAG (op, FLAG_UNPAID))
2114 op->insert_at (env);
2115 else if (op->inv)
2116 drop_unpaid_items (op->inv, env);
2117
2118 op = next;
2119 }
2120}
2121
2343void 2122void
2344remove_unpaid_objects (object *op, object *env) 2123object::drop_unpaid_items ()
2345{ 2124{
2346 while (op) 2125 if (!flag [FLAG_REMOVED])
2347 { 2126 ::drop_unpaid_items (inv, this);
2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2349
2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2351 {
2352 if (env->type == PLAYER)
2353 esrv_del_item (env->contr, op->count);
2354
2355 op->insert_at (env);
2356 }
2357 else if (op->inv)
2358 remove_unpaid_objects (op->inv, env);
2359
2360 op = next;
2361 }
2362} 2127}
2363 2128
2364/* 2129/*
2365 * Returns pointer a static string containing gravestone text 2130 * Returns pointer a static string containing gravestone text
2366 * Moved from apply.c to player.c - player.c is what 2131 * Moved from apply.c to player.c - player.c is what
2367 * actually uses this function. player.c may not be quite the 2132 * actually uses this function. player.c may not be quite the
2368 * best, a misc file for object actions is probably better, 2133 * best, a misc file for object actions is probably better,
2369 * but there isn't one in the server directory. 2134 * but there isn't one in the server directory.
2370 */ 2135 */
2371char * 2136const char *
2372gravestone_text (object *op) 2137gravestone_text (object *op)
2373{ 2138{
2374 static char buf2[MAX_BUF]; 2139 static dynbuf_text buf;
2375 char buf[MAX_BUF];
2376 time_t now = time (NULL);
2377 2140
2378 strcpy (buf2, " R.I.P.\n\n"); 2141 buf << "---- R.I.P. ----\n\n"
2142 << op->name;
2143
2379 if (op->type == PLAYER) 2144 if (op->type == PLAYER)
2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2145 buf << " the " << op->contr->title;
2381 else
2382 sprintf (buf, "%s\n", &op->name);
2383 2146
2384 strncat (buf2, " ", 20 - strlen (buf) / 2); 2147 buf << "\n\n";
2385 strcat (buf2, buf); 2148
2149 buf << "who was level ";
2150 buf << (sint32)op->level << "\n\n" // OO breakdown
2151 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2152
2386 if (op->type == PLAYER) 2153 if (op->type == PLAYER)
2387 sprintf (buf, "who was in level %d when killed\n", op->level); 2154 buf << "by " << op->contr->killer_name () << ".\n\n";
2388 else
2389 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2390 2155
2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2392 strcat (buf2, buf);
2393 if (op->type == PLAYER)
2394 { 2156 {
2395 sprintf (buf, "by %s.\n\n", op->contr->killer); 2157 static char buf2[128];
2396 strncat (buf2, " ", 21 - strlen (buf) / 2); 2158 time_t now = time (NULL);
2397 strcat (buf2, buf);
2398 }
2399
2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2159 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2160 buf << buf2;
2402 strcat (buf2, buf); 2161 }
2403 2162
2404 return buf2; 2163 return buf;
2405} 2164}
2406 2165
2407void 2166void
2408do_some_living (object *op) 2167do_some_living (object *op)
2409{ 2168{
2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2220 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2462 else 2221 else
2463 { 2222 {
2464 gen_grace = op->stats.maxgrace; 2223 gen_grace = op->stats.maxgrace;
2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2224 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2466 }
2467
2468 /* Regenerate Spell Points */
2469 if (!op->contr->golem && --op->last_sp < 0)
2470 {
2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2472 if (op->stats.sp < op->stats.maxsp)
2473 {
2474 op->stats.sp++;
2475 /* dms do not consume food */
2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2478 op->stats.food--;
2479 if (op->contr->digestion < 0)
2480 op->stats.food += op->contr->digestion;
2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2482 op->stats.food = last_food;
2483 }
2484 }
2485
2486 if (max_sp > 1)
2487 {
2488 over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0)
2490 {
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496 op->stats.sp--;
2497
2498 if (op->stats.sp > op->stats.maxsp)
2499 op->stats.sp = op->stats.maxsp;
2500 }
2501 op->last_sp = 0;
2502 }
2503 else
2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2505 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 } 2225 }
2509 2226
2510 /* Regenerate Grace */ 2227 /* Regenerate Grace */
2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2228 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2512 if (--op->last_grace < 0) 2229 if (--op->last_grace < 0)
2533 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2250 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2534 } 2251 }
2535 /* wearing stuff doesn't detract from grace generation. */ 2252 /* wearing stuff doesn't detract from grace generation. */
2536 } 2253 }
2537 2254
2255 if (op->stats.food > 0)
2256 {
2538 /* Regenerate Hit Points */ 2257 /* Regenerate Spell Points */
2539 if (--op->last_heal < 0) 2258 if (!op->contr->golem && --op->last_sp < 0)
2540 {
2541 if (op->stats.hp < op->stats.maxhp)
2542 { 2259 {
2543 op->stats.hp++; 2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2544 /* dms do not consume food */ 2261
2545 if (!QUERY_FLAG (op, FLAG_WIZ)) 2262 if (op->stats.sp < op->stats.maxsp)
2546 { 2263 {
2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!QUERY_FLAG (op, FLAG_WIZ))
2268 {
2547 op->stats.food--; 2269 op->stats.food--;
2270
2548 if (op->contr->digestion < 0) 2271 if (op->contr->digestion < 0)
2549 op->stats.food += op->contr->digestion; 2272 op->stats.food += op->contr->digestion;
2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2273 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2551 op->stats.food = last_food; 2274 op->stats.food = last_food;
2275 }
2552 } 2276 }
2553 }
2554 2277
2555 if (max_hp > 1) 2278 if (max_sp > 1)
2556 {
2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2558 if (over_hp > 0)
2559 { 2279 {
2560 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2280 over_sp = (gen_sp + 10) / rate_sp;
2281 if (over_sp > 0)
2282 {
2283 if (op->stats.sp < op->stats.maxsp)
2284 {
2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2286
2287 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2288 op->stats.sp--;
2289
2290 if (op->stats.sp > op->stats.maxsp)
2291 op->stats.sp = op->stats.maxsp;
2292 }
2293
2561 op->last_heal = 0; 2294 op->last_sp = 0;
2295 }
2296 else
2297 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2562 } 2298 }
2563 else 2299 else
2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2301 }
2302
2303 /* Regenerate Hit Points */
2304 if (--op->last_heal < 0)
2305 {
2306 if (op->stats.hp < op->stats.maxhp)
2564 { 2307 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2308 op->stats.hp++;
2309
2310 /* dms do not consume food */
2311 if (!QUERY_FLAG (op, FLAG_WIZ))
2312 {
2313 op->stats.food--;
2314
2315 if (op->contr->digestion < 0)
2316 op->stats.food += op->contr->digestion;
2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2318 op->stats.food = last_food;
2319 }
2566 } 2320 }
2321
2322 if (max_hp > 1)
2323 {
2324 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2325
2326 if (over_hp > 0)
2327 {
2328 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2329 op->last_heal = 0;
2330 }
2331 else
2332 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2567 } 2333 }
2568 else 2334 else
2569 {
2570 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2335 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2571 } 2336 }
2572 } 2337 }
2573 2338
2574 /* Digestion */ 2339 /* Digestion */
2575 if (--op->last_eat < 0) 2340 if (--op->last_eat < 0)
2576 { 2341 {
2577#ifdef COZY_SERVER 2342 int bonus = max (0, op->contr->digestion),
2578 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2343 penalty = max (0, -op->contr->digestion);
2579 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2580#else
2581 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2582#endif
2583 2344
2584 if (op->contr->gen_hp > 0)
2585 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2345 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2586 else
2587 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2588 2346
2589 /* dms do not consume food */ 2347 /* dms do not consume food */
2590 if (!QUERY_FLAG (op, FLAG_WIZ)) 2348 if (!QUERY_FLAG (op, FLAG_WIZ))
2591 op->stats.food--; 2349 op->stats.food--;
2592 } 2350 }
2593 2351
2594 if (op->stats.food < 0 && op->stats.hp >= 0) 2352 if (op->stats.food < 0 && op->stats.hp >= 0)
2595 { 2353 {
2596 object *tmp, *flesh = 0; 2354 object *flesh = 0;
2597 2355
2598 for (tmp = op->inv; tmp; tmp = tmp->below) 2356 for_inv_removable (op, tmp)
2599 { 2357 {
2600 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2358 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2359 continue;
2360
2361 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2601 { 2362 {
2602 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2363 op->statusmsg ("You blindly grab for a bite of food. "
2603 { 2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2604 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2605 manual_apply (op, tmp, 0); 2365 manual_apply (op, tmp, 0);
2366
2606 if (op->stats.food >= 0 || op->stats.hp < 0) 2367 if (op->stats.food >= 0 || op->stats.hp < 0)
2607 break; 2368 break;
2608 } 2369 }
2609 else if (tmp->type == FLESH) 2370 else if (tmp->type == FLESH)
2610 flesh = tmp; 2371 flesh = tmp;
2611 } /* End if paid for object */ 2372 }
2612 } /* end of for loop */
2613 2373
2614 /* If player is still starving, it means they don't have any food, so 2374 /* If player is still starving, it means they don't have any food, so
2615 * eat flesh instead. 2375 * eat flesh instead.
2616 */ 2376 */
2617 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2377 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2618 { 2378 {
2619 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2379 op->statusmsg ("You blindly grab for a bite of food. "
2380 "H<To prevent you from starving, you ate some random item from your backpack.>");
2620 manual_apply (op, flesh, 0); 2381 manual_apply (op, flesh, 0);
2621 } 2382 }
2383
2384 // If player is still starving, alert him!
2385 if (op->stats.food < 0)
2386 op->failmsg ("You are starving! "
2387 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2388 }
2389
2390 if (op->stats.food < 0)
2622 } 2391 {
2392 op->stats.hp += op->stats.food;
2393 op->stats.food = 0;
2623 2394
2624 while (op->stats.food < 0 && op->stats.hp >= 0) 2395 if (op->stats.hp < 0)
2625 op->stats.food++, op->stats.hp--; 2396 {
2397 op->contr->killer = archetype::get ("killer_starvation");
2398 op->contr->killer->destroy ();
2399 }
2400 }
2626 2401
2402 /* killer should be set here already */
2627 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2403 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2628 kill_player (op); 2404 kill_player (op);
2629 } 2405 }
2630} 2406}
2631 2407
2635 * file. 2411 * file.
2636 */ 2412 */
2637void 2413void
2638kill_player (object *op) 2414kill_player (object *op)
2639{ 2415{
2640 char buf[MAX_BUF];
2641 int x, y; 2416 int x, y;
2642
2643 //int i;
2644 maptile *map; /* this is for resurrection */ 2417 maptile *map; /* this is for resurrection */
2645
2646 /* int z;
2647 int num_stats_lose;
2648 int lost_a_stat;
2649 int lose_this_stat;
2650 int this_stat; */
2651 int will_kill_again; 2418 int will_kill_again;
2652 archetype *at; 2419 archetype *at;
2653 object *tmp; 2420 object *tmp;
2654 2421
2655 if (save_life (op)) 2422 if (save_life (op))
2656 return; 2423 return;
2657 2424
2425 dynbuf_text deathtab;
2426
2427 /* restore player */
2428 at = archetype::find ("poisoning");
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your body feels cleansed...\r";
2433 }
2434
2435 at = archetype::find ("confusion");
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your mind feels clearer...\r";
2440 }
2441
2442 cure_disease (op, 0, 0); /* remove any disease */
2443
2444 max_it (op->stats.hp , op->stats.maxhp);
2445 max_it (op->stats.sp , op->stats.maxsp);
2446 max_it (op->stats.grace, op->stats.maxgrace);
2447
2448 if (op->stats.food <= 0)
2449 op->stats.food = 999;
2450
2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; )
2454 {
2455 object *next = item->below;
2456
2457 if (item->type == SPELL_EFFECT && item->active)
2458 item->destroy ();
2459
2460 item = next;
2461 }
2658 2462
2659 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2463 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2660 * in cities ONLY!!! It is very important that this doesn't get abused. 2464 * in cities ONLY!!! It is very important that this doesn't get abused.
2661 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2662 */ 2466 */
2663 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2664 { 2468 {
2665 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2666 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2667
2668 /* restore player */
2669 at = archetype::find ("poisoning");
2670 if (object *tmp = present_arch_in_ob (at, op))
2671 {
2672 tmp->destroy ();
2673 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2674 }
2675
2676 at = archetype::find ("confusion");
2677 if (object *tmp = present_arch_in_ob (at, op))
2678 {
2679 tmp->destroy ();
2680 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2681 }
2682
2683 cure_disease (op, 0); /* remove any disease */
2684 op->stats.hp = op->stats.maxhp;
2685 if (op->stats.food <= 0)
2686 op->stats.food = 999;
2687 2470
2688 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2689 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2472 if (object *tmp = arch_to_object (archetype::find ("finger")))
2690 { 2473 {
2691 sprintf (buf, "%s's finger", &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2692 tmp->name = buf; 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2693 sprintf (buf, " This finger has been cut off %s\n"
2694 " the %s, when he was defeated at\n level %d by %s.\n",
2695 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2696 tmp->msg = buf; 2476 tmp->msg = format (
2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2478 &op->name, op->contr->title,
2479 (int)op->level,
2480 op->contr->killer_name ()
2481 );
2697 tmp->value = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2698 tmp->materialname = "organics"; 2483 tmp->materialname = "organics";
2699 tmp->insert_at (op, tmp); 2484 tmp->insert_at (op, tmp);
2700 } 2485 }
2701 2486
2702 /* teleport defeated player to new destination */ 2487 /* teleport defeated player to new destination */
2703 transfer_ob (op, x, y, 0, NULL); 2488 transfer_ob (op, x, y, 0, NULL);
2704 op->contr->braced = 0; 2489 op->contr->braced = 0;
2490
2491 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2705 return; 2492 return;
2706 } 2493 }
2707 2494
2495 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2496 deathtab << "T<YOU HAVE DIED>\n\n";
2497
2708 INVOKE_PLAYER (DEATH, op->contr); 2498 INVOKE_PLAYER (DEATH, op->contr);
2709 2499
2710 command_kill_pets (op, 0); 2500 command_kill_pets (op, 0);
2711 2501
2712 if (op->stats.food < 0) 2502 op->contr->play_sound (sound_find ("player_dies"));
2713 {
2714 sprintf (buf, "%s starved to death.", &op->name);
2715 strcpy (op->contr->killer, "starvation");
2716 }
2717 else
2718 sprintf (buf, "%s died.", &op->name);
2719
2720 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2721 2503
2722 /* save the map location for corpse, gravestone */ 2504 /* save the map location for corpse, gravestone */
2723 x = op->x; 2505 x = op->x;
2724 y = op->y; 2506 y = op->y;
2725 map = op->map; 2507 map = op->map;
2753 2535
2754 lost_a_stat = 0; 2536 lost_a_stat = 0;
2755 2537
2756 for (z = 0; z < num_stats_lose; z++) 2538 for (z = 0; z < num_stats_lose; z++)
2757 { 2539 {
2758 i = RANDOM () % NUM_STATS; 2540 i = rndm (NUM_STATS);
2759 2541
2760 if (settings.stat_loss_on_death) 2542 if (settings.stat_loss_on_death)
2761 { 2543 {
2762 /* Pick a random stat and take a point off it. Tell the player 2544 /* Pick a random stat and take a point off it. Tell the player
2763 * what he lost. 2545 * what he lost.
2814 } 2596 }
2815 } 2597 }
2816 2598
2817 if (lose_this_stat) 2599 if (lose_this_stat)
2818 { 2600 {
2819 this_stat = get_attr_value (&(dep->stats), i); 2601 this_stat = get_attr_value (&dep->stats, i);
2820 /* We could try to do something clever like find another 2602 /* We could try to do something clever like find another
2821 * stat to reduce if this fails. But chances are, if 2603 * stat to reduce if this fails. But chances are, if
2822 * stats have been depleted to -50, all are pretty low 2604 * stats have been depleted to -50, all are pretty low
2823 * and should be roughly the same, so it shouldn't make a 2605 * and should be roughly the same, so it shouldn't make a
2824 * difference. 2606 * difference.
2832 lost_a_stat = 1; 2614 lost_a_stat = 1;
2833 } 2615 }
2834 } 2616 }
2835 } 2617 }
2836 } 2618 }
2619
2837 /* If no stat lost, tell the player. */ 2620 /* If no stat lost, tell the player. */
2838 if (!lost_a_stat) 2621 if (!lost_a_stat)
2839 { 2622 {
2840 /* determine_god() seems to not work sometimes... why is this? 2623 /* determine_god() seems to not work sometimes... why is this?
2841 Should I be using something else? GD */ 2624 Should I be using something else? GD */
2842 const char *god = determine_god (op); 2625 shstr_tmp god = determine_god (op);
2843 2626
2844 if (god && (strcmp (god, "none"))) 2627 if (god != shstr_none)
2845 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2628 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2846 else 2629 else
2847 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2630 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2848 } 2631 }
2849#else 2632#else
2850 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2633 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2851#endif 2634#endif
2852 2635
2853 /* Put a gravestone up where the character 'almost' died. List the 2636 /* Put a gravestone up where the character 'almost' died. List the
2854 * exp loss on the stone. 2637 * exp loss on the stone.
2855 */ 2638 */
2856 tmp = arch_to_object (archetype::find ("gravestone")); 2639 tmp = arch_to_object (archetype::find ("gravestone"));
2857 sprintf (buf, "%s's gravestone", &op->name); 2640 tmp->name = format ("%s's gravestone", &op->name);
2858 tmp->name = buf; 2641 tmp->name_pl = format ("%s's gravestones", &op->name);
2859 sprintf (buf, "%s's gravestones", &op->name); 2642 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2860 tmp->name_pl = buf; 2643 &op->name, op->contr->title, op->contr->killer_name ());
2861 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);
2862 tmp->msg = buf;
2863 tmp->x = op->x, tmp->y = op->y; 2644 tmp->x = op->x, tmp->y = op->y;
2864 insert_ob_in_map (tmp, op->map, NULL, 0); 2645 insert_ob_in_map (tmp, op->map, NULL, 0);
2865 2646
2866 /**************************************/ 2647 /**************************************/
2867 /* */ 2648 /* */
2868 /* Subtract the experience points, */ 2649 /* Subtract the experience points, */
2869 /* if we died cause of food, give us */
2870 /* food, and reset HP's... */
2871 /* */ 2650 /* */
2872 /**************************************/ 2651 /**************************************/
2873 2652
2874 /* remove any poisoning and confusion the character may be suffering. */
2875 /* restore player */
2876 at = archetype::find ("poisoning");
2877 tmp = present_arch_in_ob (at, op);
2878
2879 if (tmp)
2880 {
2881 tmp->destroy ();
2882 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2883 }
2884
2885 at = archetype::find ("confusion");
2886 tmp = present_arch_in_ob (at, op);
2887 if (tmp)
2888 {
2889 tmp->destroy ();
2890 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2891 }
2892
2893 cure_disease (op, 0); /* remove any disease */
2894
2895 /*add_exp(op, (op->stats.exp * -0.20)); */ 2653 /*add_exp(op, (op->stats.exp * -0.20)); */
2896 apply_death_exp_penalty (op); 2654 apply_death_exp_penalty (op);
2897 if (op->stats.food < 100)
2898 op->stats.food = 900;
2899 op->stats.hp = op->stats.maxhp;
2900 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2901 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2902 2655
2903 /* 2656 /*
2904 * Check to see if the player has any unpaid items. If so, remove them 2657 * Check to see if the player has any unpaid items. If so, remove them
2905 * and put them back in the map. 2658 * and put them back in the map.
2906 */ 2659 */
2907 remove_unpaid_objects (op->inv, op); 2660 op->drop_unpaid_items ();
2908 2661
2909 /****************************************/ 2662 /****************************************/
2910 /* */ 2663 /* */
2911 /* Move player to his current respawn- */ 2664 /* Move player to his current respawn- */
2912 /* position (usually last savebed) */ 2665 /* position (usually last savebed) */
2932 object *force; 2685 object *force;
2933 int at; 2686 int at;
2934 2687
2935 force = get_archetype (FORCE_NAME); 2688 force = get_archetype (FORCE_NAME);
2936 /* 50 ticks should be enough time for the spell to abate */ 2689 /* 50 ticks should be enough time for the spell to abate */
2937 force->speed = 0.1; 2690 force->speed = 0.1f;
2938 force->speed_left = -5.0; 2691 force->speed_left = -5.f;
2939 SET_FLAG (force, FLAG_APPLIED); 2692 SET_FLAG (force, FLAG_APPLIED);
2940 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
2941 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2942 force->resist[at] = 100; 2695 force->resist[at] = 100;
2943 2696
2944 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
2945 op->update_stats (); 2698 op->update_stats ();
2946
2947 } 2699 }
2948 2700
2949 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2950} 2702}
2951 2703
2952void 2704void
2953loot_object (object *op) 2705loot_object (object *op)
2954{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
2971 2723
2972 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2724 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2973 { 2725 {
2974 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
2975 { 2727 {
2976 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
2977 tmp2->destroy ();
2978 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
2979 } 2730 }
2980 else 2731 else
2981 tmp->destroy (); 2732 tmp->destroy ();
2982 } 2733 }
2993void 2744void
2994fix_weight (void) 2745fix_weight (void)
2995{ 2746{
2996 for_all_players (pl) 2747 for_all_players (pl)
2997 { 2748 {
2998 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
2999 2750
3000 if (old == sum) 2751 pl->ob->update_weight ();
3001 continue; 2752
2753 if (old != pl->ob->carrying)
2754 {
3002 pl->ob->update_stats (); 2755 pl->ob->update_stats ();
3003 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2756 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2757 }
3004 } 2758 }
3005} 2759}
3006 2760
3007void 2761void
3008fix_luck (void) 2762fix_luck (void)
3050} 2804}
3051 2805
3052void 2806void
3053make_visible (object *op) 2807make_visible (object *op)
3054{ 2808{
3055 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3056 op->invisible = 0; 2810 op->invisible = 0;
2811
3057 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3058 { 2813 {
3059 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3060 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3061 } 2816 }
3064} 2819}
3065 2820
3066int 2821int
3067is_true_undead (object *op) 2822is_true_undead (object *op)
3068{ 2823{
3069 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2824 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3070 return 1; 2825 return 1;
3071 2826
3072 return 0; 2827 return 0;
3073} 2828}
3074 2829
3075/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3076 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3077 * indicate greater hideability. 2832 * indicate greater hideability.
3078 */ 2833 */
3079
3080int 2834int
3081hideability (object *ob) 2835hideability (object *ob)
3082{ 2836{
3083 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3084 sint16 x, y; 2838 sint16 x, y;
3085 2839
3086 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3087 return 0; 2841 return 0;
3088 2842
3089 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3090 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3091 2845
3092 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3093 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
3094 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3095 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3096 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3097 2851
3098 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3099 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2853 for (i = 0, x = ob->x, y = ob->y;
2854 i <= SIZEOFFREE1;
2855 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3100 { 2856 {
3101 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3102 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3103 {
3104 continue; 2859 continue;
3105 } 2860
3106 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3107 level += 2; 2862 level += 2;
3108 else /* open terrain! */ 2863 else /* open terrain! */
3109 level -= 1; 2864 level -= 1;
3110 } 2865 }
3118/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3119 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3120 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3121 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3122 */ 2877 */
3123
3124void 2878void
3125do_hidden_move (object *op) 2879do_hidden_move (object *op)
3126{ 2880{
3127 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3128 object *skop;
3129 2882
3130 if (!op || !op->map) 2883 if (!op || !op->map)
3131 return; 2884 return;
3132 2885
3133 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2886 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2887 int num = random_roll (0, 19, op, PREFER_LOW);
3134 2888
3135 /* its *extremely* hard to run and sneak/hide at the same time! */ 2889 /* its *extremely* hard to run and sneak/hide at the same time! */
3136 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3137 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3138 { 2892 {
3148 num -= hide; 2902 num -= hide;
3149 2903
3150 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3151 { 2905 {
3152 make_visible (op); 2906 make_visible (op);
2907
3153 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3154 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2909 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3155 } 2910 }
3156 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3157 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2912 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3210 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3211 * but we dont worry if the object isnt the top one in 2966 * but we dont worry if the object isnt the top one in
3212 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3213 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3214 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3215 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3216 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3217 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3218 * for them to differ. Sigh, this fctn could get a bit more complex. 2973 * for them to differ. Sigh, this fctn could get a bit more complex.
3219 * -b.t. 2974 * -b.t.
3220 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3221 */ 2976 */
3222
3223int 2977int
3224player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3225{ 2979{
3226 rv_vector rv; 2980 rv_vector rv;
3227 int dx, dy; 2981 int dx, dy;
3239 2993
3240 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3241 2995
3242 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3243 * through the object and find if it has any 2997 * through the object and find if it has any
3244 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3245 * a blocked los square. 2999 * a blocked los square.
3246 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3247 */ 3001 */
3248 while (op) 3002 while (op)
3249 { 3003 {
3250 dx = rv.distance_x + op->arch->clone.x; 3004 dx = rv.distance_x + op->arch->x;
3251 dy = rv.distance_y + op->arch->clone.y; 3005 dy = rv.distance_y + op->arch->y;
3252 3006
3253 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3254 * code, so we need to restrict ourselves to that range of values
3255 * for any meaningful values.
3256 */
3257 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3258 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3259 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3260 return 1; 3008 return 1;
3009
3261 op = op->more; 3010 op = op->more;
3262 } 3011 }
3012
3263 return 0; 3013 return 0;
3264} 3014}
3265 3015
3266/* routine for both players and monsters. We call this when 3016/* routine for both players and monsters. We call this when
3267 * there is a possibility for our action distrubing our hiding 3017 * there is a possibility for our action distrubing our hiding
3268 * place or invisiblity spell. Artefact invisiblity is not 3018 * place or invisiblity spell. Artefact invisiblity causes
3269 * effected by this. If we arent invisible to begin with, we 3019 * "noise" instead. If we arent invisible to begin with, we
3270 * return 0. 3020 * return 0.
3271 */ 3021 */
3272int 3022int
3273action_makes_visible (object *op) 3023action_makes_visible (object *op)
3274{ 3024{
3275
3276 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3025 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3277 { 3026 {
3278 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3027 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3028 {
3029 // artefact invisibility is permanent, but we still make noise
3030 // this is important for game-balance.
3031 if (op->contr)
3032 op->make_noise ();
3033
3279 return 0; 3034 return 0;
3035 }
3280 3036
3281 if (op->contr && op->contr->tmp_invis == 0) 3037 if (op->contr && op->contr->tmp_invis == 0)
3282 return 0; 3038 return 0;
3283 3039
3284 /* If monsters, they should become visible */ 3040 /* If monsters, they should become visible */
3285 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3041 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3286 { 3042 {
3287 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3043 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3288 return 1; 3044 return 1;
3289 } 3045 }
3290 } 3046 }
3047
3291 return 0; 3048 return 0;
3292} 3049}
3293 3050
3294/* op_on_battleground - checks if the given object op (usually 3051/* op_on_battleground - checks if the given object op (usually
3295 * a player) is standing on a valid battleground-tile, 3052 * a player) is standing on a valid battleground-tile,
3300 * Default is to do the same as before, so only people wanting to have different points need worry about this 3057 * Default is to do the same as before, so only people wanting to have different points need worry about this
3301 */ 3058 */
3302int 3059int
3303op_on_battleground (object *op, int *x, int *y) 3060op_on_battleground (object *op, int *x, int *y)
3304{ 3061{
3305 object *tmp;
3306
3307 /* A battleground-tile needs the following attributes to be valid: 3062 /* A battleground-tile needs the following attributes to be valid:
3308 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3063 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3309 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3064 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3310 * and the exit-coordinates sp/hp must both be > 0. 3065 * and the exit-coordinates sp/hp must both be > 0.
3311 * => The intention here is to prevent abuse of the battleground- 3066 * => The intention here is to prevent abuse of the battleground-
3312 * feature (like pickable or hidden battleground tiles). */ 3067 * feature (like pickable or hidden battleground tiles). */
3313 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3068 for (object *tmp = op->below; tmp; tmp = tmp->below)
3314 { 3069 {
3315 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3070 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3316 { 3071 {
3317 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3072 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3318 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3073 && tmp->type == BATTLEGROUND
3074 && tmp->name == shstr_battleground
3075 && EXIT_X (tmp) && EXIT_Y (tmp))
3319 { 3076 {
3320 /*before we assign the exit, check if this is a teambattle */ 3077 /* before we assign the exit, check if this is a teambattle */
3321 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3078 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3322 { 3079 {
3323 object *invtmp;
3324
3325 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3080 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3326 { 3081 {
3327 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3082 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3328 { 3083 {
3329 if (x != NULL && y != NULL) 3084 if (x && y)
3330 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3085 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3086
3331 return 1; 3087 return 1;
3332 } 3088 }
3333 } 3089 }
3334 } 3090 }
3091
3335 if (x != NULL && y != NULL) 3092 if (x && y)
3336 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3093 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3094
3337 return 1; 3095 return 1;
3338 } 3096 }
3339 } 3097 }
3340 } 3098 }
3099
3341 /* If we got here, did not find a battleground */ 3100 /* If we got here, did not find a battleground */
3342 return 0; 3101 return 0;
3343} 3102}
3344 3103
3345/* 3104/*
3361 char buf[MAX_BUF]; /* tmp. string buffer */ 3120 char buf[MAX_BUF]; /* tmp. string buffer */
3362 int i = 0, j = 0; 3121 int i = 0, j = 0;
3363 3122
3364 /* get the appropriate treasurelist */ 3123 /* get the appropriate treasurelist */
3365 if (atnr == ATNR_FIRE) 3124 if (atnr == ATNR_FIRE)
3366 trlist = treasurelist::find ("dragon_ability_fire"); 3125 trlist = treasurelist::find (shstr_dragon_ability_fire);
3367 else if (atnr == ATNR_COLD) 3126 else if (atnr == ATNR_COLD)
3368 trlist = treasurelist::find ("dragon_ability_cold"); 3127 trlist = treasurelist::find (shstr_dragon_ability_cold);
3369 else if (atnr == ATNR_ELECTRICITY) 3128 else if (atnr == ATNR_ELECTRICITY)
3370 trlist = treasurelist::find ("dragon_ability_elec"); 3129 trlist = treasurelist::find (shstr_dragon_ability_elec);
3371 else if (atnr == ATNR_POISON) 3130 else if (atnr == ATNR_POISON)
3372 trlist = treasurelist::find ("dragon_ability_poison"); 3131 trlist = treasurelist::find (shstr_dragon_ability_poison);
3373 3132
3374 if (trlist == NULL || who->type != PLAYER) 3133 if (trlist == NULL || who->type != PLAYER)
3375 return; 3134 return;
3376 3135
3377 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3136 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3381 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3140 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3382 return; 3141 return;
3383 } 3142 }
3384 3143
3385 /* everything seems okay - now bring on the gift: */ 3144 /* everything seems okay - now bring on the gift: */
3386 item = &(tr->item->clone); 3145 item = tr->item;
3387 3146
3388 if (item->type == SPELL) 3147 if (item->type == SPELL)
3389 { 3148 {
3390 if (check_spell_known (who, item->name)) 3149 if (check_spell_known (who, item->name))
3391 return; 3150 return;
3450 { 3209 {
3451 /* forces in the treasurelist can alter the player's stats */ 3210 /* forces in the treasurelist can alter the player's stats */
3452 object *skin; 3211 object *skin;
3453 3212
3454 /* first get the dragon skin force */ 3213 /* first get the dragon skin force */
3455 shstr_cmp dragon_skin_force ("dragon_skin_force");
3456 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3214 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3457 ; 3215 ;
3458 3216
3459 if (!skin) 3217 if (!skin)
3460 return; 3218 return;
3461 3219
3496 else 3254 else
3497 { 3255 {
3498 /* generate misc. treasure */ 3256 /* generate misc. treasure */
3499 tmp = arch_to_object (tr->item); 3257 tmp = arch_to_object (tr->item);
3500 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3258 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3501 tmp = insert_ob_in_ob (tmp, who); 3259 who->insert (tmp);
3502 if (who->type == PLAYER)
3503 esrv_send_item (who, tmp);
3504 } 3260 }
3505} 3261}
3506 3262
3507/** 3263/**
3508 * Unready an object for a player. This function does nothing if the object was 3264 * Unready an object for a player. This function does nothing if the object was
3520 if (pl->ranged_ob == ob) 3276 if (pl->ranged_ob == ob)
3521 pl->ranged_ob = 0; 3277 pl->ranged_ob = 0;
3522} 3278}
3523 3279
3524sint8 3280sint8
3525player::visibility_at (maptile *map, int x, int y) const 3281player::darkness_at (maptile *map, int x, int y) const
3526{ 3282{
3527 if (!ns) 3283 if (!ns)
3528 return 0; 3284 return LOS_BLOCKED;
3529 3285
3530 int dx, dy; 3286 int dx, dy;
3531 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3287 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3532 return 0; 3288 return LOS_BLOCKED;
3533 3289
3534 x += dx - ns->current_x + ns->mapx / 2; 3290 x += dx - ns->current_x;
3535 y += dy - ns->current_y + ns->mapy / 2; 3291 y += dy - ns->current_y;
3536 3292
3537 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3538 return 0;
3539
3540 return 100 - blocked_los [x][y]; 3293 return blocked_los (x, y);
3541} 3294}
3295
3296void
3297player::infobox (const char *title, const char *msg, int color)
3298{
3299 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3300}
3301
3302void
3303player::statusmsg (const char *msg, int color)
3304{
3305 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3306}
3307
3308void
3309player::failmsg (const char *msg, int color)
3310{
3311 play_sound (sound_find ("generic_failure"));
3312 statusmsg (msg, color);
3313}
3314

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