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Comparing deliantra/server/server/player.C (file contents):
Revision 1.138 by root, Thu May 17 20:27:01 2007 UTC vs.
Revision 1.243 by root, Sat Nov 7 18:30:06 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
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36playervec players; 38playervec players;
37 39
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
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
158/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
159static void 41static void
160set_first_map (object *op) 42set_first_map (object *op)
161{ 43{
162 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
163 op->x = -1; 45 op->x = -1;
164 op->y = -1; 46 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178} 47}
179 48
180void 49void
181player::activate () 50player::activate ()
182{ 51{
187 ob->remove (); 56 ob->remove ();
188 ob->map = 0; 57 ob->map = 0;
189 ob->activate_recursive (); 58 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 60 add_friendly_object (ob);
192 enter_map ();
193} 61}
194 62
195void 63void
196player::deactivate () 64player::deactivate ()
197{ 65{
204 72
205 if (ob->map) 73 if (ob->map)
206 maplevel = ob->map->path; 74 maplevel = ob->map->path;
207 75
208 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
209 ob->map = 0; 78 ob->map = 0;
210 party = 0; 79 party = 0;
211 80
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213 82
227 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
228 97
229 ns->update_look = 0; 98 ns->update_look = 0;
230 ns->look_position = 0; 99 ns->look_position = 0;
231 100
232 clear_los (ob); 101 clear_los ();
233 102
234 ns->reset_stats (); 103 ns->reset_stats ();
235 104
236 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
239 108
240 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
241 link_player_skills (ob); 110 link_skills ();
242 111
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244 113
245 assign (title, ob->arch->clone.name); 114 assign (title, ob->arch->object::name);
246 115
247 /* if it's a dragon player, set the correct title here */ 116 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 117 if (is_dragon_pl (ob))
249 { 118 {
250 object *tmp, *abil = 0, *skin = 0; 119 object *tmp, *abil = 0, *skin = 0;
251 120
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 121 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 122 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 123 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 124 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 125 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 126 skin = tmp;
261 127
262 set_dragon_name (ob, abil, skin); 128 set_dragon_name (ob, abil, skin);
263 } 129 }
264 130
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 131 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 132
267 esrv_new_player (this, ob->weight + ob->carrying); 133 esrv_new_player (this);
134
135 ob->update_stats ();
136
137 ns->floorbox_update ();
138 esrv_send_inventory (ob, ob);
139 esrv_add_spells (this, 0);
140
141 activate ();
142
143 INVOKE_PLAYER (CONNECT, this);
144 INVOKE_PLAYER (LOGIN, this);
145}
146
147void
148player::disconnect ()
149{
150 if (ob)
151 {
152 ob->close_container (); //TODO: client-specific
153 ob->drop_unpaid_items ();
154 }
155
156 if (ns)
157 {
158 if (active)
159 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
160
161 INVOKE_PLAYER (DISCONNECT, this);
162
163 ns->reset_stats ();
164 ns->pl = 0;
165 ns = 0;
166 }
167
168 // this is important for the player scheduler to get the correct refcount
169 // when ns = 0
170 observe = viewpoint = ob;
171
172 deactivate ();
173}
174
175//-GPL
176
177// the need for this function can be explained
178// by load_object not returning the object
179void
180player::set_object (object *op)
181{
182 ob = observe = viewpoint = op;
183 ob->contr = this; /* this aren't yet in archetype */
184
185 ob->speed = 1.0f;
186 ob->speed_left = 0.5f;
187
188 ob->direction = 5; /* So player faces south */
189
190 ob->flag [FLAG_READY_WEAPON] = false;
191 ob->flag [FLAG_READY_SKILL] = false;
192 ob->flag [FLAG_READY_BOW] = false;
268 193
269 for (object *op = ob->inv; op; op = op->below) 194 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED]) 195 if (op->flag [FLAG_APPLIED])
271 switch (op->type) 196 switch (op->type)
272 { 197 {
198 case SKILL:
199 ob->flag [FLAG_APPLIED] = false;
200 break;
201
273 case WAND: 202 case WAND:
274 case ROD: 203 case ROD:
275 case HORN: 204 case HORN:
276 case BOW: 205 case BOW:
277 case SKILL_TOOL: 206 ranged_ob = op;
207 break;
208
278 case WEAPON: 209 case WEAPON:
279 op->flag [FLAG_APPLIED] = false; 210 combat_ob = op;
280 apply_special (ob, op, AP_APPLY);
281 break; 211 break;
282 } 212 }
283 213
284 ob->update_stats (); 214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
285 ns->floorbox_update (); 215 ob->deactivate (); // change_weapon activates, fix this better
286
287 esrv_send_inventory (ob, ob);
288 esrv_add_spells (this, 0);
289
290 activate ();
291
292 send_rules (ob);
293 send_news (ob);
294 display_motd (ob);
295
296 INVOKE_PLAYER (CONNECT, this);
297 INVOKE_PLAYER (LOGIN, this);
298} 216}
299 217
300void 218void
301player::disconnect () 219player::set_observe (object *op)
302{ 220{
303 if (ns) 221 observe = viewpoint = op ? op : ob;
304 { 222 do_los = 1;
305 if (active)
306 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
307
308 INVOKE_PLAYER (DISCONNECT, this);
309
310 ns->reset_stats ();
311 ns->pl = 0;
312 ns = 0;
313 }
314
315 if (ob)
316 ob->close_container (); //TODO: client-specific
317
318 deactivate ();
319} 223}
320 224
321// the need for this function can be explained
322// by load_object not returning the object
323void 225void
324player::set_object (object *op) 226player::set_viewpoint (object *op)
325{ 227{
326 ob = op; 228 viewpoint = op ? op : (object *)observe;
327 ob->contr = this; /* this aren't yet in archetype */ 229 do_los = 1;
328
329 ob->speed_left = 0.5f;
330 ob->speed = 1.0f;
331 ob->direction = 5; /* So player faces south */
332} 230}
231
232//+GPL
333 233
334player::player () 234player::player ()
335{ 235{
336 /* There are some elements we want initialised to non zero value - 236 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point. 237 * we deal with that below this point.
343 savebed_map = first_map_path; /* Init. respawn position */ 243 savebed_map = first_map_path; /* Init. respawn position */
344 244
345 gen_sp_armour = 10; 245 gen_sp_armour = 10;
346 bowtype = bow_normal; 246 bowtype = bow_normal;
347 petmode = pet_normal; 247 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers; 248 usekeys = containers;
350 peaceful = 1; /* default peaceful */ 249 peaceful = 1; /* default peaceful */
351 do_los = 1; 250 do_los = 1;
251
252 weapon_sp = 1.0f;
253 weapon_sp_left = 0.5f;
352} 254}
353 255
354void 256void
355player::do_destroy () 257player::do_destroy ()
356{ 258{
361 if (ob) 263 if (ob)
362 { 264 {
363 ob->destroy_inv (false); 265 ob->destroy_inv (false);
364 ob->destroy (); 266 ob->destroy ();
365 } 267 }
268
269 ob = observe = viewpoint = 0;
366} 270}
367 271
368player::~player () 272player::~player ()
369{ 273{
370 /* Clear item stack */ 274 /* Clear item stack */
371 free (stack_items); 275 free (stack_items);
276}
277
278/*
279 * get_player_archetype() return next player archetype from archetype
280 * list. Not very efficient routine, but used only creating new players.
281 * Note: there MUST be at least one player archetype!
282 */
283static archetype *
284get_player_archetype (archetype *at)
285{
286 // archetypes could have been reloaded
287 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
288
289 if (!nat)
290 return at;
291
292 archvec::iterator i = archetypes.find (nat);
293
294 for (;;)
295 {
296 if (++i == archetypes.end ())
297 i = archetypes.begin ();
298 else if (*i == at)
299 cleanup ("not a single player archetype found");
300
301 if ((*i)->type == PLAYER)
302 return *i;
303 }
372} 304}
373 305
374/* Tries to add player on the connection passed in ns. 306/* Tries to add player on the connection passed in ns.
375 * All we can really get in this is some settings like host and display 307 * All we can really get in this is some settings like host and display
376 * mode. 308 * mode.
389 set_first_map (pl->ob); 321 set_first_map (pl->ob);
390 322
391 return pl; 323 return pl;
392} 324}
393 325
394/*
395 * get_player_archetype() return next player archetype from archetype
396 * list. Not very efficient routine, but used only creating new players.
397 * Note: there MUST be at least one player archetype!
398 */
399archetype *
400get_player_archetype (archetype *at)
401{
402 archetype *start = at;
403
404 for (;;)
405 {
406 if (at == NULL || at->next == NULL)
407 at = first_archetype;
408 else
409 at = at->next;
410
411 if (at->clone.type == PLAYER)
412 return at;
413
414 if (at == start)
415 {
416 LOG (llevError, "No Player archetypes\n");
417 exit (-1);
418 }
419 }
420}
421
422object * 326object *
423get_nearest_player (object *mon) 327get_nearest_player (object *mon)
424{ 328{
425 object *op = NULL; 329 object *op = NULL;
426 objectlink *ol; 330 objectlink *ol;
427 unsigned lastdist; 331 unsigned lastdist;
428 rv_vector rv; 332 rv_vector rv;
429 333
430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 334 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
431 { 335 {
432 /* We should not find free objects on this friendly list, but it
433 * does periodically happen. Given that, lets deal with it.
434 * While unlikely, it is possible the next object on the friendly
435 * list is also free, so encapsulate this in a while loop.
436 */
437 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
438 {
439 object *tmp = ol->ob;
440
441 /* Can't do much more other than log the fact, because the object
442 * itself will have been cleared.
443 */
444 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
445 tmp->debug_desc ());
446 ol = ol->next;
447 remove_friendly_object (tmp);
448 if (!ol)
449 return op;
450 }
451
452 /* Remove special check for player from this. First, it looks to cause
453 * some crashes (ol->ob->contr not set properly?), but secondly, a more
454 * complicated method of state checking would be needed in any case -
455 * as it was, a clever player could type quit, and the function would
456 * skip them over while waiting for confirmation. Remove
457 * on_same_map check, as can_detect_enemy also does this
458 */
459 if (!can_detect_enemy (mon, ol->ob, &rv)) 336 if (!can_detect_enemy (mon, ol->ob, &rv))
460 continue; 337 continue;
461 338
462 if (lastdist > rv.distance) 339 if (lastdist > rv.distance)
463 { 340 {
658 535
659 return firstdir; 536 return firstdir;
660} 537}
661 538
662void 539void
663give_initial_items (object *pl, treasurelist * items) 540give_initial_items (object *pl, treasurelist *items)
664{ 541{
665 object *op, *next = NULL;
666
667 if (pl->randomitems != NULL) 542 if (pl->randomitems)
668 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 543 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
669 544
670 for (op = pl->inv; op; op = next) 545 for (object *next, *op = pl->inv; op; op = next)
671 { 546 {
672 next = op->below; 547 next = op->below;
673 548
674 /* Forces get applied per default, unless they have the 549 /* Forces get applied per default, unless they have the
675 * flag "neutral" set. Sorry but I can't think of a better way 550 * flag "neutral" set. Sorry but I can't think of a better way
680 /* we never give weapons/armour if these cannot be used 555 /* we never give weapons/armour if these cannot be used
681 * by this player due to race restrictions 556 * by this player due to race restrictions
682 */ 557 */
683 if (pl->type == PLAYER) 558 if (pl->type == PLAYER)
684 { 559 {
685 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
561 &&
686 (op->type == ARMOUR || op->type == BOOTS || 562 (op->type == ARMOUR || op->type == BOOTS
687 op->type == CLOAK || op->type == HELMET || 563 || op->type == CLOAK || op->type == HELMET
688 op->type == SHIELD || op->type == GLOVES || 564 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE))
689 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
690 { 567 {
691 op->destroy (); 568 op->destroy ();
692 continue; 569 continue;
693 } 570 }
694 } 571 }
695 572
696 /* This really needs to be better - we should really give 573 /* Here we remove duplicated skills (as duplicated spell objects have
697 * a substitute spellbook. The problem is that we don't really 574 * _very_ confusing effects for players), which could for instance be
698 * have a good idea what to replace it with (need something like 575 * generated by bad treasurelists. - elmex
699 * a first level treasurelist for each skill.)
700 * remove duplicate skills also
701 */ 576 */
702 if (op->type == SPELLBOOK || op->type == SKILL) 577 if (op->type == SKILL)
703 { 578 {
704 object *tmp;
705
706 for (tmp = op->below; tmp; tmp = tmp->below) 579 for (object *tmp = op->below; tmp; tmp = tmp->below)
707 if (tmp->type == op->type && tmp->name == op->name) 580 if (tmp->type == op->type && tmp->name == op->name)
708 break;
709
710 if (tmp)
711 { 581 {
712 op->destroy (); 582 op->destroy ();
583 LOG (llevError,
713 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
714 continue; 585 break;
715 } 586 }
716 587
717 if (op->nrof > 1) 588 if (op->nrof > 1)
718 op->nrof = 1; 589 op->nrof = 1;
719 } 590 }
720 591
721 if (op->type == SPELLBOOK && op->inv) 592 if (op->type == SPELLBOOK && op->inv)
722 {
723 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
724 }
725 594
726 /* Give starting characters identified, uncursed, and undamned 595 /* Give starting characters identified, uncursed, and undamned
727 * items. Just don't identify gold or silver, or it won't be 596 * items. Just don't identify gold or silver, or it won't be
728 * merged properly. 597 * merged properly.
729 */ 598 */
730 if (need_identify (op)) 599 if (need_identify (op))
731 { 600 {
732 SET_FLAG (op, FLAG_IDENTIFIED); 601 SET_FLAG (op, FLAG_IDENTIFIED);
733 CLEAR_FLAG (op, FLAG_CURSED); 602 CLEAR_FLAG (op, FLAG_CURSED);
734 CLEAR_FLAG (op, FLAG_DAMNED); 603 CLEAR_FLAG (op, FLAG_DAMNED);
735 } 604 }
605
736 if (op->type == SPELL) 606 if (op->type == SPELL)
737 { 607 {
738 op->destroy (); 608 op->destroy ();
739 continue; 609 continue;
740 } 610 }
742 { 612 {
743 SET_FLAG (op, FLAG_CAN_USE_SKILL); 613 SET_FLAG (op, FLAG_CAN_USE_SKILL);
744 op->stats.exp = 0; 614 op->stats.exp = 0;
745 op->level = 1; 615 op->level = 1;
746 } 616 }
747 /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
748 else
749 SET_FLAG (op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
750 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
751 620
752 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
753 link_player_skills (pl); 622 pl->contr->link_skills ();
754} 623}
755 624
756void 625void
757get_party_password (object *op, partylist *party) 626get_party_password (object *op, partylist *party)
758{ 627{
859static void 728static void
860start_info (object *op) 729start_info (object *op)
861{ 730{
862 char buf[MAX_BUF]; 731 char buf[MAX_BUF];
863 732
864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 733 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
865 new_draw_info (NDI_UNIQUE, 0, op, buf); 734 new_draw_info (NDI_UNIQUE, 0, op, buf);
866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
868} 735}
869 736
870/* This function takes the key that is passed, and does the 737/* This function takes the key that is passed, and does the
871 * appropriate action with it (change race, or other things). 738 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have 739 * The function name is for historical reasons - now we have
875 */ 742 */
876void 743void
877player::chargen_race_done () 744player::chargen_race_done ()
878{ 745{
879 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
880 esrv_new_player (ob->contr, ob->weight + ob->carrying); 747 esrv_new_player (ob->contr);
881 748
882 treasurelist *tl = treasurelist::find ("starting_wealth"); 749 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
883 if (tl) 750 if (tl)
884 create_treasure (tl, ob, 0, 0, 0); 751 create_treasure (tl, ob, 0, 0, 0);
885 752
886 INVOKE_PLAYER (BIRTH, ob->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, ob->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
888 755
889 ob->contr->ns->state = ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
890 757
891 if (ob->msg) 758 if (ob->msg)
892 ob->msg = 0; 759 ob->msg = 0;
893
894 /* We create this now because some of the unique maps will need it
895 * to save here.
896 */
897 {
898 char buf[MAX_BUF];
899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
900 make_path_to_file (buf);
901 }
902 760
903 start_info (ob); 761 start_info (ob);
904 CLEAR_FLAG (ob, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
905 give_initial_items (ob, ob->randomitems); 763 give_initial_items (ob, ob->randomitems);
906 link_player_skills (ob);
907 esrv_send_inventory (ob, ob); 764 esrv_send_inventory (ob, ob);
908 ob->update_stats (); 765 ob->update_stats ();
909 766
910 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
911 * is one for this race 768 * is one for this race
912 */ 769 */
913 if (*first_map_ext_path) 770 if (*first_map_ext_path)
914 { 771 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
915 object *tmp;
916 char mapname[MAX_BUF];
917
918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
919 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = ob->x;
922 EXIT_Y (tmp) = ob->y;
923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
924 * if the map isn't there, then stay on the
925 * default initial map */
926 tmp->destroy ();
927 }
928 else 772 else
929 LOG (llevDebug, "first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
930} 774}
931 775
932void 776void
942 int x = ob->x, y = ob->y; 786 int x = ob->x, y = ob->y;
943 787
944 ob->remove_statbonus (); 788 ob->remove_statbonus ();
945 ob->remove (); 789 ob->remove ();
946 ob->arch = get_player_archetype (ob->arch); 790 ob->arch = get_player_archetype (ob->arch);
947 ob->arch->clone.copy_to (ob); 791 ob->arch->copy_to (ob);
948 ob->instantiate (); 792 ob->instantiate ();
949 ob->stats = ob->contr->orig_stats; 793 ob->stats = ob->contr->orig_stats;
950 ob->name = ob->name_pl = name; 794 ob->name = ob->name_pl = name;
951 ob->x = x; 795 ob->x = x;
952 ob->y = y; 796 ob->y = y;
953 SET_ANIMATION (ob, 2); /* So player faces south */ 797 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (ob, ob->map, ob, 0); 798 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (ob->contr->title, ob->arch->clone.name); 799 assign (ob->contr->title, ob->arch->object::name);
956 ob->add_statbonus (); 800 ob->add_statbonus ();
957 } 801 }
958 while (!allowed_class (ob)); 802 while (!allowed_class (ob));
959 803
960 update_object (ob, UP_OBJ_FACE); 804 update_object (ob, UP_OBJ_FACE);
963 ob->stats.hp = ob->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
964 ob->stats.sp = ob->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
965 ob->stats.grace = 0; 809 ob->stats.grace = 0;
966} 810}
967 811
968void 812static void
969flee_player (object *op) 813flee_player (object *op)
970{ 814{
971 int dir, diff; 815 int dir, diff;
972 rv_vector rv; 816 rv_vector rv;
973 817
976 LOG (llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
977 CLEAR_FLAG (op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
978 return; 822 return;
979 } 823 }
980 824
981 if (op->enemy == NULL) 825 if (!op->enemy)
982 { 826 {
983 LOG (llevDebug, "Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
984 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
985 return; 829 return;
986 } 830 }
987 831
988 /* Seen some crashes here. Since we don't store an
989 * op->enemy_count, it is possible that something destroys the
990 * actual enemy, and the object is recycled.
991 */
992 if (op->enemy->map == NULL)
993 {
994 CLEAR_FLAG (op, FLAG_SCARED);
995 op->enemy = NULL;
996 return;
997 }
998
999 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000 { 833 {
1001 op->enemy = NULL; 834 op->enemy = NULL;
1002 CLEAR_FLAG (op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
1003 return; 836 return;
1006 get_rangevector (op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
1007 840
1008 dir = absdir (4 + rv.direction); 841 dir = absdir (4 + rv.direction);
1009 for (diff = 0; diff < 3; diff++) 842 for (diff = 0; diff < 3; diff++)
1010 { 843 {
1011 int m = 1 - (RANDOM () & 2); 844 int m = 1 - rndm (2) * 2;
1012 845
1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1014 return; 847 return;
1015 } 848 }
1016 849
1027check_pick (object *op) 860check_pick (object *op)
1028{ 861{
1029 object *tmp, *next; 862 object *tmp, *next;
1030 int stop = 0; 863 int stop = 0;
1031 int wvratio; 864 int wvratio;
1032 char putstring[128];
1033 865
1034 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1035 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1036 return 1; 868 return 1;
1037 869
1038 next = op->below; 870 next = op->below;
1039 871
872 int cnt = MAX_ITEM_PER_DROP;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874
1040 /* loop while there are items on the floor that are not marked as 875 /* loop while there are items on the floor that are not marked as
1041 * destroyed */ 876 * destroyed */
1042 while (next && !next->destroyed ()) 877 while (next && !next->destroyed ())
1043 { 878 {
1044 tmp = next; 879 tmp = next;
1045 next = tmp->below; 880 next = tmp->below;
1046 881
882 if (cnt <= 0)
883 {
884 op->failmsg ("Couldn't pickup all items at once.");
885 return 0;
886 }
887
1047 if (op->destroyed ()) 888 if (op->destroyed ())
1048 return 0; 889 return 0;
1049 890
1050 if (!can_pick (op, tmp)) 891 if (!can_pick (op, tmp))
1051 continue; 892 continue;
1052 893
1053 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1054 { 895 {
1055 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1056 pick_up (op, tmp); 897 CHK_PICK_PICKUP;
898
1057 continue; 899 continue;
1058 } 900 }
1059 901
1060 /* high not bit set? We're using the old autopickup model */ 902 /* pickup handling */
903 if (op->contr->mode & PU_DEBUG)
904 {
905 /* some debugging code to figure out item information */
906 const char *str = tmp->name
907 ? format ("item name: %s item type: %d weight/value: %d",
908 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
909 : format ("item name: %s item type: %d weight/value: %d",
910 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
911
912 new_draw_info (NDI_UNIQUE, 0, op, str);
913 }
914
915 if (op->contr->mode & PU_INHIBIT)
916 return 1;
917
918 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
919 return 1;
920
921 /* philosophy:
922 * It's easy to grab an item type from a pile, as long as it's
923 * generic. This takes no game-time. For more detailed pickups
924 * and selections, select-items should be used. This is a
925 * grab-as-you-run type mode that's really useful for arrows for
926 * example.
927 * The drawback: right now it has no frontend, so you need to
928 * stick the bits you want into a calculator in hex mode and then
929 * convert to decimal and then 'pickup <#>
930 */
931
932 /* the first two modes are exclusive: if NOTHING we return, if
933 * STOP then we stop. All the rest are applied sequentially,
934 * meaning if any test passes, the item gets picked up. */
935
936 /* if mode is set to pick nothing up, return */
937 if (op->contr->mode == PU_NOTHING)
938 return 1;
939
940 /* if mode is set to stop when encountering objects, return */
941 /* take STOP before INHIBIT since it doesn't actually pick
942 * anything up */
943 if (op->contr->mode & PU_STOP)
944 return 0;
945
946 /* useful for going into stores and not losing your settings... */
947 /* and for battles wher you don't want to get loaded down while
948 * fighting */
949 if (op->contr->mode & PU_INHIBIT)
950 return 1;
951
952 /* prevent us from turning into auto-thieves :) */
953 if (QUERY_FLAG (tmp, FLAG_UNPAID))
954 continue;
955
956 /* ignore known cursed objects */
957 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
958 continue;
959
960 /* all food and drink if desired */
961 /* question: don't pick up known-poisonous stuff? */
1061 if (!(op->contr->mode & PU_NEWMODE)) 962 if (op->contr->mode & PU_FOOD)
963 if (tmp->type == FOOD)
1062 { 964 {
1063 switch (op->contr->mode) 965 CHK_PICK_PICKUP;
966 continue;
967 }
968
969 if (op->contr->mode & PU_DRINK)
970 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
976 if (op->contr->mode & PU_POTION)
977 if (tmp->type == POTION)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 /* spellbooks, skillscrolls and normal books/scrolls */
984 if (op->contr->mode & PU_SPELLBOOK)
985 if (tmp->type == SPELLBOOK)
986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
991 if (op->contr->mode & PU_SKILLSCROLL)
992 if (tmp->type == SKILLSCROLL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 if (op->contr->mode & PU_READABLES)
999 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1000 {
1001 CHK_PICK_PICKUP;
1002 continue;
1003 }
1004
1005 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1020
1021 if (op->contr->mode & PU_VALUABLES)
1022 {
1023 if (tmp->type == MONEY || tmp->type == GEM)
1064 { 1024 {
1065 case 0: 1025 CHK_PICK_PICKUP;
1066 return 1; /* don't pick up */ 1026 continue;
1067 case 1:
1068 pick_up (op, tmp);
1069 return 1;
1070 case 2:
1071 pick_up (op, tmp);
1072 return 0;
1073 case 3:
1074 return 0; /* stop before pickup */
1075 case 4:
1076 pick_up (op, tmp);
1077 break;
1078 case 5:
1079 pick_up (op, tmp);
1080 stop = 1;
1081 break;
1082 case 6:
1083 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1084 pick_up (op, tmp);
1085 break;
1086
1087 case 7:
1088 if (tmp->type == MONEY || tmp->type == GEM)
1089 pick_up (op, tmp);
1090 break;
1091
1092 default:
1093 /* use value density */
1094 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1095 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1096 pick_up (op, tmp);
1097 } 1027 }
1098 } 1028 }
1099 else 1029
1100 { /* old model */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1101 /* NEW pickup handling */
1102 if (op->contr->mode & PU_DEBUG) 1031 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET)
1103 { 1033 {
1104 /* some debugging code to figure out item information */ 1034 CHK_PICK_PICKUP;
1105 if (tmp->name != NULL)
1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108 else
1109 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111
1112 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1113 }
1114
1115 /* philosophy:
1116 * It's easy to grab an item type from a pile, as long as it's
1117 * generic. This takes no game-time. For more detailed pickups
1118 * and selections, select-items should be used. This is a
1119 * grab-as-you-run type mode that's really useful for arrows for
1120 * example.
1121 * The drawback: right now it has no frontend, so you need to
1122 * stick the bits you want into a calculator in hex mode and then
1123 * convert to decimal and then 'pickup <#>
1124 */
1125
1126 /* the first two modes are exclusive: if NOTHING we return, if
1127 * STOP then we stop. All the rest are applied sequentially,
1128 * meaning if any test passes, the item gets picked up. */
1129
1130 /* if mode is set to pick nothing up, return */
1131
1132 if (op->contr->mode & PU_NOTHING)
1133 return 1;
1134
1135 /* if mode is set to stop when encountering objects, return */
1136 /* take STOP before INHIBIT since it doesn't actually pick
1137 * anything up */
1138
1139 if (op->contr->mode & PU_STOP)
1140 return 0;
1141
1142 /* useful for going into stores and not losing your settings... */
1143 /* and for battles wher you don't want to get loaded down while
1144 * fighting */
1145 if (op->contr->mode & PU_INHIBIT)
1146 return 1;
1147
1148 /* prevent us from turning into auto-thieves :) */
1149 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1150 continue; 1035 continue;
1036 }
1151 1037
1152 /* ignore known cursed objects */ 1038 /* we don't forget dragon food */
1153 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1039 if (op->contr->mode & PU_FLESH)
1040 if (tmp->type == FLESH)
1041 {
1042 CHK_PICK_PICKUP;
1154 continue; 1043 continue;
1044 }
1155 1045
1156 /* all food and drink if desired */ 1046 /* bows and arrows. Bows are good for selling! */
1157 /* question: don't pick up known-poisonous stuff? */ 1047 if (op->contr->mode & PU_BOW)
1048 if (tmp->type == BOW)
1049 {
1050 CHK_PICK_PICKUP;
1051 continue;
1052 }
1053
1054 if (op->contr->mode & PU_ARROW)
1055 if (tmp->type == ARROW)
1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1061 /* all kinds of armor etc. */
1062 if (op->contr->mode & PU_ARMOUR)
1063 if (tmp->type == ARMOUR)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_HELMET)
1070 if (tmp->type == HELMET)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 if (op->contr->mode & PU_SHIELD)
1077 if (tmp->type == SHIELD)
1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1158 if (op->contr->mode & PU_FOOD) 1083 if (op->contr->mode & PU_BOOTS)
1159 if (tmp->type == FOOD) 1084 if (tmp->type == BOOTS)
1085 {
1086 CHK_PICK_PICKUP;
1087 continue;
1088 }
1089
1090 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES)
1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1097 if (op->contr->mode & PU_CLOAK)
1098 if (tmp->type == CLOAK)
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 /* hoping to catch throwing daggers here */
1105 if (op->contr->mode & PU_MISSILEWEAPON)
1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1107 {
1108 CHK_PICK_PICKUP;
1109 continue;
1110 }
1111
1112 /* careful: chairs and tables are weapons! */
1113 if (op->contr->mode & PU_ALLWEAPON)
1114 {
1115 if (tmp->type == WEAPON)
1116 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1160 { 1117 {
1161 pick_up (op, tmp); 1118 CHK_PICK_PICKUP;
1162 continue; 1119 continue;
1163 } 1120 }
1121 }
1164 1122
1123 /* misc stuff that's useful */
1165 if (op->contr->mode & PU_DRINK) 1124 if (op->contr->mode & PU_KEY)
1166 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1167 { 1126 {
1168 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1169 continue; 1128 continue;
1170 } 1129 }
1171 1130
1131 /* any of the last 4 bits set means we use the ratio for value
1132 * pickups */
1172 if (op->contr->mode & PU_POTION) 1133 if (op->contr->mode & PU_RATIO)
1173 if (tmp->type == POTION) 1134 {
1135 /* use value density to decide what else to grab */
1136 /* >=7 was >= op->contr->mode */
1137 /* >=7 is the old standard setting. Now we take the last 4 bits
1174 { 1138 */
1175 pick_up (op, tmp);
1176 continue;
1177 }
1178
1179 /* spellbooks, skillscrolls and normal books/scrolls */
1180 if (op->contr->mode & PU_SPELLBOOK)
1181 if (tmp->type == SPELLBOOK)
1182 {
1183 pick_up (op, tmp);
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SKILLSCROLL)
1188 if (tmp->type == SKILLSCROLL)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_READABLES)
1195 if (tmp->type == BOOK || tmp->type == SCROLL)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 /* wands/staves/rods/horns */
1202 if (op->contr->mode & PU_MAGIC_DEVICE)
1203 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1204 {
1205 pick_up (op, tmp);
1206 continue;
1207 }
1208
1209 /* pick up all magical items */
1210 if (op->contr->mode & PU_MAGICAL) 1139 wvratio = op->contr->mode & PU_RATIO;
1211 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1140 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 if (op->contr->mode & PU_VALUABLES)
1218 { 1141 {
1219 if (tmp->type == MONEY || tmp->type == GEM) 1142#if 0
1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1144 if (tmp->name != NULL)
1220 { 1145 {
1221 pick_up (op, tmp); 1146 fprintf (stderr, "%s", tmp->name);
1222 continue;
1223 } 1147 }
1224 }
1225
1226 /* rings & amulets - talismans seems to be typed AMULET */
1227 if (op->contr->mode & PU_JEWELS)
1228 if (tmp->type == RING || tmp->type == AMULET)
1229 {
1230 pick_up (op, tmp);
1231 continue;
1232 }
1233
1234 /* we don't forget dragon food */
1235 if (op->contr->mode & PU_FLESH)
1236 if (tmp->type == FLESH)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 /* bows and arrows. Bows are good for selling! */
1243 if (op->contr->mode & PU_BOW)
1244 if (tmp->type == BOW)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_ARROW)
1251 if (tmp->type == ARROW)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 /* all kinds of armor etc. */
1258 if (op->contr->mode & PU_ARMOUR)
1259 if (tmp->type == ARMOUR)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_HELMET)
1266 if (tmp->type == HELMET)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_SHIELD)
1273 if (tmp->type == SHIELD)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_BOOTS)
1280 if (tmp->type == BOOTS)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_GLOVES)
1287 if (tmp->type == GLOVES)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_CLOAK)
1294 if (tmp->type == CLOAK)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 /* hoping to catch throwing daggers here */
1301 if (op->contr->mode & PU_MISSILEWEAPON)
1302 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 /* careful: chairs and tables are weapons! */
1309 if (op->contr->mode & PU_ALLWEAPON)
1310 {
1311 if (tmp->type == WEAPON && tmp->name != NULL)
1312 {
1313 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1314 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1315 {
1316 pick_up (op, tmp);
1317 continue;
1318 }
1319 }
1320
1321 if (tmp->type == WEAPON && tmp->name == NULL)
1322 {
1323 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328 }
1329 }
1330
1331 /* misc stuff that's useful */
1332 if (op->contr->mode & PU_KEY)
1333 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338
1339 /* any of the last 4 bits set means we use the ratio for value
1340 * pickups */
1341 if (op->contr->mode & PU_RATIO)
1342 {
1343 /* use value density to decide what else to grab */
1344 /* >=7 was >= op->contr->mode */
1345 /* >=7 is the old standard setting. Now we take the last 4 bits
1346 * and multiply them by 5, giving 0..15*5== 5..75 */
1347 wvratio = (op->contr->mode & PU_RATIO) * 5;
1348 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1349 {
1350 pick_up (op, tmp);
1351#if 0
1352 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1353 if (tmp->name != NULL)
1354 {
1355 fprintf (stderr, "%s", tmp->name);
1356 }
1357 else 1148 else
1358 fprintf (stderr, "%s", tmp->arch->name); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1359 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1360 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1151 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1361#endif 1152#endif
1153 CHK_PICK_PICKUP;
1362 continue; 1154 continue;
1363 }
1364 } 1155 }
1365 } /* the new pickup model */ 1156 } /* the new pickup model */
1366 } 1157 }
1367 1158
1368 return !stop; 1159 return !stop;
1160}
1161
1162/* routine for both players and monsters. We call this when
1163 * there is a possibility for our action distrubing our hiding
1164 * place or invisiblity spell. Artefact invisiblity causes
1165 * "noise" instead. If we arent invisible to begin with, we
1166 * return 0.
1167 */
1168static int
1169action_makes_visible (object *op)
1170{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1172 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1174 {
1175 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance.
1177 if (op->contr)
1178 op->make_noise ();
1179
1180 return 0;
1181 }
1182
1183 if (op->contr && op->contr->tmp_invis == 0)
1184 return 0;
1185
1186 /* If monsters, they should become visible */
1187 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1188 {
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1190 return 1;
1191 }
1192 }
1193
1194 return 0;
1369} 1195}
1370 1196
1371/* 1197/*
1372 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1373 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1374 * found object is returned. 1200 * found object is returned.
1375 */ 1201 */
1376object * 1202static object *
1377find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1378{ 1204{
1379 object *tmp = 0;
1380
1381 for (op = op->inv; op; op = op->below) 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1382 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1383 tmp = find_arrow (op, type);
1384 else if (op->type == ARROW && op->race == type) 1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1207 return splay (tmp);
1208
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1211 if (object *arrow = find_arrow (tmp, type))
1212 {
1213 splay (tmp);
1385 return op; 1214 return arrow;
1215 }
1386 1216
1387 return tmp; 1217 return 0;
1388} 1218}
1389 1219
1390/* 1220/*
1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1221 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1392 * against the target. A full test is not performed, simply a basic test 1222 * against the target. A full test is not performed, simply a basic test
1393 * of resistances. The archer is making a quick guess at what he sees down 1223 * of resistances. The archer is making a quick guess at what he sees down
1394 * the hall. Failing that it does it's best to pick the highest plus arrow. 1224 * the hall. Failing that it does it's best to pick the highest plus arrow.
1395 */ 1225 */
1396object * 1226static object *
1397find_better_arrow (object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1398{ 1228{
1399 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1400 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1401 1231
1402 if (!type) 1232 if (!type)
1406 { 1236 {
1407 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1237 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1408 { 1238 {
1409 i = 0; 1239 i = 0;
1410 ntmp = find_better_arrow (arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1411 if (i > betterby) 1242 if (i > betterby)
1412 { 1243 {
1413 tmp = ntmp; 1244 tmp = ntmp;
1414 betterby = i; 1245 betterby = i;
1415 } 1246 }
1416 } 1247 }
1417 else if (arrow->type == ARROW && arrow->race == type) 1248 else if (arrow->type == ARROW && arrow->race == type)
1418 { 1249 {
1419 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1420 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1251 if (target->race && arrow->slaying.contains (target->race))
1421 { 1252 {
1422 if (arrow->attacktype & AT_DEATH) 1253 if (arrow->attacktype & AT_DEATH)
1423 { 1254 {
1424 *better = 100; 1255 *better = 100;
1425 return arrow; 1256 return arrow;
1433 else 1264 else
1434 { 1265 {
1435 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1266 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1436 { 1267 {
1437 attacktype = 1 << attacknum; 1268 attacktype = 1 << attacknum;
1438 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1269 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1439 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1270 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1440 { 1271 {
1441 tmp = arrow; 1272 tmp = arrow;
1442 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1273 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1443 } 1274 }
1444 } 1275 }
1276
1445 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1278 {
1447 tmp = arrow; 1279 tmp = arrow;
1448 betterby = 2 + arrow->magic + arrow->stats.dam; 1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1449 } 1281 }
1282
1450 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1451 { 1284 {
1452 tmp = arrow; 1285 tmp = arrow;
1453 betterby = 1 + arrow->magic + arrow->stats.dam; 1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1454 } 1287 }
1455 } 1288 }
1456 } 1289 }
1457 } 1290 }
1291
1458 if (tmp == NULL && arrow == NULL) 1292 if (tmp == NULL && arrow == NULL)
1459 return find_arrow (op, type); 1293 return find_arrow (op, type);
1460 1294
1461 *better = betterby; 1295 *better = betterby;
1462 return tmp; 1296 return tmp;
1466 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1467 * op = the shooter 1301 * op = the shooter
1468 * type = bow->race 1302 * type = bow->race
1469 * dir = fire direction 1303 * dir = fire direction
1470 */ 1304 */
1471object * 1305static object *
1472pick_arrow_target (object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1473{ 1307{
1474 object *tmp = NULL; 1308 object *tmp = NULL;
1475 maptile *m; 1309 maptile *m;
1476 int i, mflags, found, number; 1310 int i, mflags, found, number;
1477 sint16 x, y; 1311 sint16 x, y;
1492 for (i = 0, found = 0; i < 20; i++) 1326 for (i = 0, found = 0; i < 20; i++)
1493 { 1327 {
1494 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1495 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1496 mflags = get_map_flags (m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1497 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1498 { 1333 {
1499 tmp = NULL; 1334 tmp = 0;
1500 break; 1335 break;
1501 } 1336 }
1502 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1337 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1503 { 1338 {
1504 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1505 * perhaps a bad assumption. 1340 * perhaps a bad assumption.
1506 */ 1341 */
1507 tmp = NULL; 1342 tmp = 0;
1508 break; 1343 break;
1509 } 1344 }
1345
1510 if (mflags & P_IS_ALIVE) 1346 if (mflags & P_IS_ALIVE)
1511 {
1512 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1347 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1513 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1514 {
1515 found++;
1516 break;
1517 }
1518 if (found)
1519 break; 1349 break;
1520 }
1521 } 1350 }
1522 if (tmp == NULL) 1351
1352 if (!tmp)
1523 return find_arrow (op, type); 1353 return find_arrow (op, type);
1524 1354
1525 if (tmp->head) 1355 if (tmp->head)
1526 tmp = tmp->head; 1356 tmp = tmp->head;
1527 1357
1567 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1568 return 0; 1398 return 0;
1569 } 1399 }
1570 1400
1571 // optimisation: move object to top so we will find it quickly again 1401 // optimisation: move object to top so we will find it quickly again
1572 if (bow->below) 1402 splay (bow);
1573 {
1574 bow->remove ();
1575 op->insert (bow);
1576 }
1577
1578 } 1403 }
1579 1404
1580 if (!bow->race || !bow->skill) 1405 if (!bow->race || !bow->skill)
1581 { 1406 {
1582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1407 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1608 } 1433 }
1609 1434
1610 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1611 if (arrow->nrof == 0) 1436 if (arrow->nrof == 0)
1612 { 1437 {
1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1613 arrow->destroy (); 1439 arrow->destroy ();
1614 return 0; 1440 return 0;
1615 } 1441 }
1616 1442
1617 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1618 arrow = get_split_ob (arrow, 1); 1444 arrow = arrow->split ();
1619 if (!arrow) 1445 if (!arrow)
1620 { 1446 {
1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1447 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1622 return 0; 1448 return 0;
1623 } 1449 }
1627 arrow->direction = dir; 1453 arrow->direction = dir;
1628 1454
1629 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1455 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1630 arrow->stats.hp = arrow->stats.dam; 1456 arrow->stats.hp = arrow->stats.dam;
1631 arrow->stats.grace = arrow->attacktype; 1457 arrow->stats.grace = arrow->attacktype;
1458 arrow->custom_name = arrow->slaying;
1632 1459
1633 if (arrow->slaying) 1460#if 0
1634 arrow->spellarg = strdup (arrow->slaying);
1635
1636 if (player *pl = op->contr) 1461 if (player *pl = op->contr)
1637 { 1462 {
1638 if (!pl->has_hit)
1639 {
1640 pl->has_hit = 1;
1641 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1642 }
1643#if 0
1644 float speed = pl->weapon_sp; 1463 float speed = pl->weapon_sp;
1645 1464
1646 /* penalize ROF for bestarrow */ 1465 /* penalize ROF for bestarrow */
1647 if (pl->bowtype == bow_bestarrow) 1466 if (pl->bowtype == bow_bestarrow)
1648 speed *= .9f; 1467 speed *= .9f;
1649 else 1468 else
1650 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1469 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1651 1470
1652 op->speed_left += speed - op->speed; 1471 op->speed_left += speed - op->speed;
1472 }
1653#endif 1473#endif
1654 }
1655 1474
1656 SET_ANIMATION (arrow, arrow->direction); 1475 SET_ANIMATION (arrow, arrow->direction);
1657 1476
1658 /* update the speed */ 1477 /* update the speed */
1659 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1478 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1660 + bow->stats.dam / 7.0; 1479 + bow->stats.dam / 7.f;
1661 1480
1662 arrow->set_speed (max (arrow->speed, 2.0)); 1481 arrow->set_speed (max (arrow->speed, 2.f));
1663 arrow->speed_left = 0; 1482 arrow->speed_left = 0;
1664 1483
1665 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1484 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1666 1485
1667 if (op->type == PLAYER) 1486 if (op->type == PLAYER)
1690 1509
1691 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1510 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1692 arrow->move_type = MOVE_FLY_LOW; 1511 arrow->move_type = MOVE_FLY_LOW;
1693 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1512 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1694 1513
1695 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1514 op->play_sound (sound_find ("fire_arrow"));
1696 m->insert (arrow, sx, sy, op); 1515 m->insert (arrow, sx, sy, op);
1697 1516
1698 if (!arrow->destroyed ()) 1517 if (!arrow->destroyed ())
1699 move_arrow (arrow); 1518 move_arrow (arrow);
1700
1701 if (op->type == PLAYER)
1702 {
1703 if (left->destroyed ())
1704 esrv_del_item (op->contr, left->count);
1705 else
1706 esrv_send_item (op, left);
1707 }
1708 1519
1709 return 1; 1520 return 1;
1710} 1521}
1711 1522
1712/* Special fire code for players - this takes into 1523/* Special fire code for players - this takes into
1714 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1715 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1716 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1717 * hence the function name. 1528 * hence the function name.
1718 */ 1529 */
1719int 1530static int
1720player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
1721{ 1532{
1722 int ret = 0, wcmod = 0; 1533 int ret;
1723 1534
1724 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
1725 { 1536 {
1726 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1537 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1727 } 1538 }
1728 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1539 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1729 { 1540 {
1730 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1541 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1731 wcmod = -1;
1732
1733 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1542 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1734 } 1543 }
1735 else if (op->contr->bowtype == bow_threewide) 1544 else if (op->contr->bowtype == bow_threewide)
1736 { 1545 {
1737 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1547 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1739 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1548 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1740 } 1549 }
1741 else if (op->contr->bowtype == bow_spreadshot) 1550 else if (op->contr->bowtype == bow_spreadshot)
1742 { 1551 {
1743 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1552 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1744 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1553 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1745 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1554 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1746 } 1555 }
1747 else 1556 else
1748 { 1557 {
1754} 1563}
1755 1564
1756/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1757 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1758 */ 1567 */
1759void 1568static void
1760fire_misc_object (object *op, int dir) 1569fire_misc_object (object *op, int dir)
1761{ 1570{
1762 object *item = op->contr->ranged_ob; 1571 object *item = op->contr->ranged_ob;
1763 1572
1764 if (!item) 1573 if (!item)
1778 1587
1779 if (item->type == WAND) 1588 if (item->type == WAND)
1780 { 1589 {
1781 if (item->stats.food <= 0) 1590 if (item->stats.food <= 0)
1782 { 1591 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1592 op->contr->play_sound (sound_find ("wand_poof"));
1784 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1785 1594
1786 return; 1595 return;
1787 } 1596 }
1788 } 1597 }
1789 else if (item->type == ROD || item->type == HORN) 1598 else if (item->type == ROD || item->type == HORN)
1790 { 1599 {
1791 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1600 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1601
1602 // using the maximum of the rods charge allows at least one spell cast
1603 // for a rod or horn, this fixes some broken rods.
1604 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1792 { 1605 {
1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1606 op->contr->play_sound (sound_find ("wand_poof"));
1794 1607
1795 if (item->type == ROD) 1608 if (item->type == ROD)
1796 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1797 else 1610 else
1798 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1801 } 1614 }
1802 } 1615 }
1803 1616
1804 if (cast_spell (op, item, dir, item->inv, NULL)) 1617 if (cast_spell (op, item, dir, item->inv, NULL))
1805 { 1618 {
1806 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1619 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1620
1807 if (item->type == WAND) 1621 if (item->type == WAND)
1808 { 1622 {
1809 if (!(--item->stats.food)) 1623 if (!(--item->stats.food))
1810 { 1624 {
1811 object *tmp; 1625 object *tmp;
1812 1626
1813 if (item->arch) 1627 if (item->arch)
1814 { 1628 {
1815 CLEAR_FLAG (item, FLAG_ANIMATE); 1629 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1630 item->face = item->arch->face;
1817 item->set_speed (0); 1631 item->set_speed (0);
1818 } 1632 }
1819 1633
1820 if ((tmp = item->in_player ())) 1634 if (object *pl = item->visible_to ())
1821 esrv_update_item (UPD_ANIM, tmp, item); 1635 esrv_update_item (UPD_ANIM, pl, item);
1822 } 1636 }
1823 } 1637 }
1824 else if (item->type == ROD || item->type == HORN) 1638 else if (item->type == ROD || item->type == HORN)
1825 drain_rod_charge (item); 1639 drain_rod_charge (item);
1826 } 1640 }
1827} 1641}
1828 1642
1829/* Received a fire command for the player - go and do it. 1643/* Received a fire command for the player - go and do it.
1830 */ 1644 */
1831void 1645bool
1832fire (object *op, int dir) 1646fire (object *op, int dir)
1833{ 1647{
1834 int spellcost = 0; 1648 int spellcost = 0;
1649
1650 player *pl = op->contr;
1651
1652 if (pl->golem)
1653 {
1654 control_golem (op->contr->golem, dir);
1655 return false;
1656 }
1657
1658 object *ob = pl->ranged_ob;
1659
1660 if (!ob)
1661 return false;
1662
1663 if (op->speed_left > 0.f)
1664 --op->speed_left;
1665 else
1666 return false;
1667
1668 if (!op->change_weapon (ob))
1669 return false;
1835 1670
1836 /* check for loss of invisiblity/hide */ 1671 /* check for loss of invisiblity/hide */
1837 if (action_makes_visible (op)) 1672 if (action_makes_visible (op))
1838 make_visible (op); 1673 make_visible (op);
1839 1674
1840 player *pl = op->contr;
1841
1842 if (pl->golem)
1843 {
1844 control_golem (op->contr->golem, dir);
1845 return;
1846 }
1847
1848 object *ob = pl->ranged_ob;
1849
1850 if (!ob)
1851 return;
1852
1853 if (!op->change_weapon (ob))
1854 return;
1855
1856 switch (ob->type) 1675 switch (ob->type)
1857 { 1676 {
1858 case BOW: 1677 case BOW:
1859 player_fire_bow (op, dir); 1678 player_fire_bow (op, dir);
1860 break; 1679 break;
1861 1680
1862 case SPELL: 1681 case SPELL:
1863 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1682 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1864 break; 1683 break;
1865 1684
1866 case BUILDER: 1685 case BUILDER:
1867 apply_map_builder (op, dir); 1686 apply_map_builder (op, dir);
1868 break; 1687 break;
1873 1692
1874 default: 1693 default:
1875 fire_misc_object (op, dir); 1694 fire_misc_object (op, dir);
1876 break; 1695 break;
1877 } 1696 }
1878}
1879 1697
1880/* find_key 1698 return true;
1881 * We try to find a key for the door as passed. If we find a key 1699}
1882 * and successfully use it, we return the key, otherwise NULL 1700
1883 * This function merges both normal and locked door, since the logic 1701static object *
1884 * for both is the same - just the specific key is different.
1885 * pl is the player,
1886 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers.
1889 */
1890object *
1891find_key (object *pl, object *container, object *door) 1702find_key_ (object *pl, object *container, object *door)
1892{ 1703{
1893 object *tmp, *key; 1704 object *tmp, *key;
1894 1705
1895 /* Should not happen, but sanity checking is never bad */ 1706 /* Should not happen, but sanity checking is never bad */
1896 if (!container->inv) 1707 if (!container->inv)
1899 /* First, lets try to find a key in the top level inventory */ 1710 /* First, lets try to find a key in the top level inventory */
1900 for (tmp = container->inv; tmp; tmp = tmp->below) 1711 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 { 1712 {
1902 if (door->type == DOOR && tmp->type == KEY) 1713 if (door->type == DOOR && tmp->type == KEY)
1903 break; 1714 break;
1715
1904 /* For sanity, we should really check door type, but other stuff 1716 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1717 * (like containers) can be locked with special keys
1906 */ 1718 */
1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 break; 1720 break;
1914 * a key, return 1726 * a key, return
1915 */ 1727 */
1916 if (!tmp) 1728 if (!tmp)
1917 { 1729 {
1918 for (tmp = container->inv; tmp; tmp = tmp->below) 1730 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1920 /* No reason to search empty containers */ 1731 /* No reason to search empty containers */
1921 if (tmp->type == CONTAINER && tmp->inv) 1732 if (tmp->type == CONTAINER && tmp->inv)
1922 {
1923 if ((key = find_key (pl, tmp, door))) 1733 if ((key = find_key_ (pl, tmp, door)))
1924 return key; 1734 return key;
1925 }
1926 }
1927 1735
1928 if (!tmp) 1736 if (!tmp)
1929 return NULL; 1737 return 0;
1930 } 1738 }
1931 1739
1932 /* We get down here if we have found a key. Now if its in a container, 1740 /* We get down here if we have found a key. Now if its in a container,
1933 * see if we actually want to use it 1741 * see if we actually want to use it
1934 */ 1742 */
1935 if (pl != container) 1743 if (pl != container)
1936 { 1744 {
1937 /* Only let players use keys in containers */ 1745 /* Only let players use keys in containers */
1938 if (!pl->contr) 1746 if (!pl->contr)
1939 return NULL; 1747 return 0;
1748
1940 /* cases where this fails: 1749 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 1750 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 1751 * are not in the players inventory.
1943 * If the container is not active, return now since only active 1752 * If the container is not active, return now since only active
1944 * containers can be used. 1753 * containers can be used.
1948 * inv must have been an container and must have been active. 1757 * inv must have been an container and must have been active.
1949 * 1758 *
1950 * Change the color so that the message doesn't disappear with 1759 * Change the color so that the message doesn't disappear with
1951 * all the others. 1760 * all the others.
1952 */ 1761 */
1953 if (pl->contr->usekeys == key_inventory || 1762 if (pl->contr->usekeys == key_inventory
1954 !QUERY_FLAG (container, FLAG_APPLIED) || 1763 || !QUERY_FLAG (container, FLAG_APPLIED)
1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1956 { 1765 {
1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1767 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1959 return NULL; 1768 return NULL;
1960 } 1769 }
1961 } 1770 }
1962 1771
1963 return tmp; 1772 return tmp;
1773}
1774
1775/* find_key
1776 * We try to find a key for the door as passed. If we find a key
1777 * and successfully use it, we return the key, otherwise NULL
1778 * This function merges both normal and locked door, since the logic
1779 * for both is the same - just the specific key is different.
1780 * pl is the player,
1781 * inv is the objects inventory to searched
1782 * door is the door we are trying to match against.
1783 * This function can be called recursively to search containers.
1784 */
1785object *
1786find_key (object *pl, object *container, object *door)
1787{
1788 if (door->slaying && is_match_expr (door->slaying))
1789 {
1790 // for match expressions, we try to find the key by applying the match
1791 // to the op itself, which is supposed to find the "key", instead
1792 // of searching through containers ourselves.
1793
1794 return match_one (door->slaying, container, door, pl, pl);
1795 }
1796 else
1797 return find_key_ (pl, container, door);
1964} 1798}
1965 1799
1966/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
1967 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
1968 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
1969 * 0 otherwise 1803 * 0 otherwise
1970 */ 1804 */
1971static int 1805static int
1972player_attack_door (object *op, object *door) 1806player_attack_door (object *op, object *door)
1973{ 1807{
1974 /* If its a door, try to find a use a key. If we do destroy the door, 1808 /* If its a door, try to find a key. If we do destroy the door,
1975 * might as well return immediately as there is nothing more to do - 1809 * might as well return immediately as there is nothing more to do -
1976 * otherwise, we fall through to the rest of the code. 1810 * otherwise, we fall through to the rest of the code.
1977 */ 1811 */
1978 object *key = find_key (op, op, door); 1812 object *key = find_key (op, op, door);
1979 1813
1980 /* IF we found a key, do some extra work */ 1814 /* If we found a key, do some extra work */
1981 if (key) 1815 if (key)
1982 { 1816 {
1983 object *container = key->env; 1817 object *container = key->env;
1984
1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986 1818
1987 if (action_makes_visible (op)) 1819 if (action_makes_visible (op))
1988 make_visible (op); 1820 make_visible (op);
1989 1821
1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1822 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1992 1824
1993 if (door->type == DOOR) 1825 if (door->type == DOOR)
1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1826 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1995 else if (door->type == LOCKED_DOOR) 1827 else if (door->type == LOCKED_DOOR)
1996 { 1828 {
1997 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1829 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1998 remove_door2 (door); /* remove door without violence ;-) */ 1830 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1831 }
2000 1832
2001 /* Do this after we print the message */ 1833 /* Do this after we print the message */
2002 decrease_ob (key); /* Use up one of the keys */ 1834 key->decrease (); /* Use up one of the keys */
2003 /* Need to update the weight the container the key was in */
2004 if (container != op)
2005 esrv_update_item (UPD_WEIGHT, op, container);
2006 1835
2007 return 1; /* Nothing more to do below */ 1836 return 1; /* Nothing more to do below */
2008 } 1837 }
2009 else if (door->type == LOCKED_DOOR) 1838 else if (door->type == LOCKED_DOOR)
2010 { 1839 {
2011 /* Might as well return now - no other way to open this */ 1840 /* Might as well return now - no other way to open this */
2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1841 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2013 return 1; 1842 return 1;
2014 } 1843 }
2015 1844
2016 return 0; 1845 return 0;
2017} 1846}
2020 * It should keep the code cleaner. 1849 * It should keep the code cleaner.
2021 * When this is called, the players direction has been updated 1850 * When this is called, the players direction has been updated
2022 * (taking into account confusion.) The player is also actually 1851 * (taking into account confusion.) The player is also actually
2023 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
2024 */ 1853 */
2025void 1854bool
2026move_player_attack (object *op, int dir) 1855move_player_attack (object *op, int dir)
2027{ 1856{
2028 object *tmp, *mon; 1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1858 {
1859 --op->speed_left;
1860 return true;
1861 }
1862
2029 int on_battleground; 1863 int on_battleground;
2030 maptile *m;
2031 1864
2032 sint16 nx = freearr_x[dir] + op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
2033 sint16 ny = freearr_y[dir] + op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
2034 1867
2035 on_battleground = op_on_battleground (op, 0, 0); 1868 on_battleground = op_on_battleground (op, 0, 0);
1869
1870 if (out_of_map (op->map, nx, ny))
1871 return false;
2036 1872
2037 /* If braced, or can't move to the square, and it is not out of the 1873 /* If braced, or can't move to the square, and it is not out of the
2038 * map, attack it. Note order of if statement is important - don't 1874 * map, attack it. Note order of if statement is important - don't
2039 * want to be calling move_ob if braced, because move_ob will move the 1875 * want to be calling move_ob if braced, because move_ob will move the
2040 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2041 * move to some space, it then means that if we are braced, we should 1877 * move to some space, it then means that if we are braced, we should
2042 * do nothing at all. As it is, if we are braced, we go through 1878 * do nothing at all. As it is, if we are braced, we go through
2043 * quite a bit of processing. However, it probably is less than what 1879 * quite a bit of processing. However, it probably is less than what
2044 * move_ob uses. 1880 * move_ob uses.
2045 */ 1881 */
2046 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1882 maptile *m = op->map->xy_find (nx, ny);
1883
1884 /* Go through all the objects, and find ones of interest. Only stop if
1885 * we find a monster - that is something we know we want to attack.
1886 * if its a door or barrel (can roll) see if there may be monsters
1887 * on the space
1888 */
1889 object *mon;
1890 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1891 {
1892 if ((mon->flag [FLAG_ALIVE]
1893 || mon->type == LOCKED_DOOR
1894 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op)
1896 break;
2047 { 1897 }
2048 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1898
1899 if (!mon) /* This happens anytime the player tries to move */
1900 return false; /* into a wall */
1901
1902 mon = mon->head_ ();
1903
1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f)
1906 if (player_attack_door (op, mon))
1907 {
1908 --op->contr->weapon_sp_left;
1909 return true;
2049 { 1910 }
2050 m = op->map->xy_find (nx, ny); 1911
2051 if (!m) 1912 /* The following deals with possibly attacking peaceful
2052 return; /* Don't think this should happen */ 1913 * or friendly creatures. Basically, all players are considered
1914 * unaggressive. If the moving player has peaceful set, then the
1915 * object should be pushed instead of attacked. It is assumed that
1916 * if you are braced, you will not attack friends accidently,
1917 * and thus will not push them.
1918 */
1919
1920 /* If the creature is a pet, push it even if the player is not
1921 * peaceful. Our assumption is the creature is a pet if the
1922 * player owns it and it is either friendly or unagressive.
1923 */
1924 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1929 {
1930 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced)
1932 return false;
1933
1934 if (op->speed_left > 0.f)
1935 {
1936 --op->speed_left;
1937
1938 op->play_sound (sound_find ("push_player"));
1939 push_ob (mon, dir, op);
1940
1941 if (action_makes_visible (op))
1942 make_visible (op);
1943
1944 return true;
2053 } 1945 }
2054 else 1946 else
2055 m = op->map;
2056
2057 if (!(tmp = m->at (nx, ny).bot))
2058 return; 1947 return false;
1948 }
2059 1949
2060 mon = 0;
2061 /* Go through all the objects, and find ones of interest. Only stop if
2062 * we find a monster - that is something we know we want to attack.
2063 * if its a door or barrel (can roll) see if there may be monsters
2064 * on the space
2065 */
2066 while (tmp)
2067 {
2068 if (tmp == op)
2069 {
2070 tmp = tmp->above;
2071 continue;
2072 }
2073
2074 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2075 {
2076 mon = tmp;
2077 break;
2078 }
2079
2080 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2081 mon = tmp;
2082
2083 tmp = tmp->above;
2084 }
2085
2086 if (!mon) /* This happens anytime the player tries to move */
2087 return; /* into a wall */
2088
2089 if (mon->head)
2090 mon = mon->head;
2091
2092 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2093 if (player_attack_door (op, mon))
2094 return;
2095
2096 /* The following deals with possibly attacking peaceful
2097 * or frienddly creatures. Basically, all players are considered
2098 * unaggressive. If the moving player has peaceful set, then the
2099 * object should be pushed instead of attacked. It is assumed that
2100 * if you are braced, you will not attack friends accidently,
2101 * and thus will not push them.
2102 */
2103
2104 /* If the creature is a pet, push it even if the player is not
2105 * peaceful. Our assumption is the creature is a pet if the
2106 * player owns it and it is either friendly or unagressive.
2107 */
2108 if (op->type == PLAYER
2109 && ((mon->owner && mon->owner->contr
2110 && same_party (mon->owner->contr->party, op->contr->party))
2111 || mon->owner == op)
2112 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2113 {
2114 /* If we're braced, we don't want to switch places with it */
2115 if (op->contr->braced)
2116 return;
2117
2118 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2119 push_ob (mon, dir, op);
2120 if (op->contr->tmp_invis || op->hide)
2121 make_visible (op);
2122
2123 return;
2124 }
2125
2126 /* in certain circumstances, you shouldn't attack friendly 1950 /* in certain circumstances, you shouldn't attack friendly
2127 * creatures. Note that if you are braced, you can't push 1951 * creatures. Note that if you are braced, you can't push
2128 * someone, but put it inside this loop so that you won't 1952 * someone, but put it inside this loop so that you won't
2129 * attack them either. 1953 * attack them either.
2130 */ 1954 */
2131 if ((mon->type == PLAYER || mon->enemy != op) 1955 if ((mon->type == PLAYER || mon->enemy != op)
2132 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1956 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2133 && ((op->contr->peaceful 1957 && ((op->contr->peaceful
2134 || (mon->type == PLAYER && mon->contr->peaceful)) 1958 || (mon->type == PLAYER && mon->contr->peaceful))
2135 && !on_battleground)) 1959 && !on_battleground))
1960 {
1961 if (op->speed_left > 0.f)
2136 { 1962 {
1963 --op->speed_left;
1964
2137 if (!op->contr->braced) 1965 if (!op->contr->braced)
2138 { 1966 {
2139 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1967 op->play_sound (sound_find ("push_player"));
2140 push_ob (mon, dir, op); 1968 push_ob (mon, dir, op);
2141 } 1969 }
2142 else 1970 else
2143 new_draw_info (0, 0, op, "You withhold your attack"); 1971 op->statusmsg ("You withhold your attack");
2144 1972
2145 if (op->contr->tmp_invis || op->hide) 1973 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2146 make_visible (op); 1974 make_visible (op);
2147 }
2148 1975
1976 return true;
1977 }
1978 }
2149 /* If the object is a boulder or other rollable object, then 1979 /* If the object is a boulder or other rollable object, then
2150 * roll it if not braced. You can't roll it if you are braced. 1980 * roll it if not braced. You can't roll it if you are braced.
2151 */ 1981 */
2152 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1982 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1983 {
1984 if (op->speed_left > 0.f)
2153 { 1985 {
1986 --op->speed_left;
1987
2154 recursive_roll (mon, dir, op); 1988 recursive_roll (mon, dir, op);
2155 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
2156 make_visible (op); 1990 make_visible (op);
2157 }
2158 1991
1992 return true;
1993 }
1994 }
2159 /* Any generic living creature. Including things like doors. 1995 /* Any generic living creature. Including things like doors.
2160 * Way it works is like this: First, it must have some hit points 1996 * Way it works is like this: First, it must have some hit points
2161 * and be living. Then, it must be one of the following: 1997 * and be living. Then, it must be one of the following:
2162 * 1) Not a player, 2) A player, but of a different party. Note 1998 * 1) Not a player, 2) A player, but of a different party. Note
2163 * that party_number -1 is no party, so attacks can still happen. 1999 * that party_number -1 is no party, so attacks can still happen.
2164 */ 2000 */
2165 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2001 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2166 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2002 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2167 { 2003 {
2168 if (!op->contr->has_hit) 2004 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2169 { 2005 {
2170 op->contr->has_hit = 1; 2006 --op->contr->weapon_sp_left;
2171 op->speed_left += op->contr->weapon_speed () - op->speed;
2172 }
2173 2007
2174 skill_attack (mon, op, 0, 0, 0); 2008 skill_attack (mon, op, 0, 0, 0);
2175
2176 /* If attacking another player, that player gets automatic
2177 * hitback, and doesn't loose luck either.
2178 * Disable hitback on the battleground or if the target is
2179 * the wiz.
2180 */
2181 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2182 {
2183 short luck = mon->stats.luck;
2184
2185 mon->contr->has_hit = 1;
2186 skill_attack (op, mon, 0, 0, 0);
2187 mon->stats.luck = luck;
2188 }
2189 2009
2190 if (action_makes_visible (op)) 2010 if (action_makes_visible (op))
2191 make_visible (op); 2011 make_visible (op);
2192 }
2193 } /* if player should attack something */
2194}
2195 2012
2196int 2013 return true;
2014 }
2015 }
2016
2017 return false;
2018}
2019
2020bool
2197move_player (object *op, int dir) 2021move_player (object *op, int dir)
2198{ 2022{
2199 int pick;
2200
2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2023 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2202 return 0; 2024 return 0;
2203 2025
2204 /* Sanity check: make sure dir is valid */ 2026 /* Sanity check: make sure dir is valid */
2205 if ((dir < 0) || (dir >= 9)) 2027 if ((dir < 0) || (dir >= 9))
2206 { 2028 {
2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2213 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2035 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2214 2036
2215 op->facing = dir; 2037 op->facing = dir;
2216 2038
2217 if (op->hide) 2039 if (op->flag [FLAG_HIDDEN])
2218 do_hidden_move (op); 2040 do_hidden_move (op);
2219 2041
2042 bool retval;
2043 int pick = 0;
2044
2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2045 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2221 /*nop */ ; 2046 retval = RESULT_INT (0);
2222 else if (op->contr->fire_on) 2047 else if (op->contr->fire_on)
2223 fire (op, dir); 2048 retval = fire (op, dir);
2224 else 2049 else
2225 { 2050 {
2226 move_player_attack (op, dir); 2051 retval = move_player_attack (op, dir);
2227 pick = check_pick (op); 2052 pick = check_pick (op);
2228 } 2053 }
2229 2054
2230 /* Add special check for newcs players and fire on - this way, the 2055 /* Add special check for newcs players and fire on - this way, the
2231 * server can handle repeat firing. 2056 * server can handle repeat firing.
2238 /* Update how the player looks. Use the facing, so direction may 2063 /* Update how the player looks. Use the facing, so direction may
2239 * get reset to zero. This allows for full animation capabilities 2064 * get reset to zero. This allows for full animation capabilities
2240 * for players. 2065 * for players.
2241 */ 2066 */
2242 animate_object (op, op->facing); 2067 animate_object (op, op->facing);
2243 return 0; 2068
2069 return retval;
2244} 2070}
2245 2071
2246/* This is similar to handle_player, below, but is only used by the 2072/* This is similar to handle_player, below, but is only used by the
2247 * new client/server stuff. 2073 * new client/server stuff.
2248 * This is sort of special, in that the new client/server actually uses 2074 * This is sort of special, in that the new client/server actually uses
2249 * the new speed values for commands. 2075 * the new speed values for commands.
2250 * 2076 *
2251 * Returns true if there are more actions we can do. 2077 * Returns true if there are more actions we can do. Should not do
2078 * many actions in a row, as that would be too unfair to other
2079 * players.
2252 */ 2080 */
2253int 2081bool
2254handle_newcs_player (object *op) 2082handle_newcs_player (object *op)
2255{ 2083{
2256 if (QUERY_FLAG (op, FLAG_SCARED)) 2084 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2085 {
2258 flee_player (op); 2086 if (op->speed_left > 0.f)
2259
2260 /* If player is still scared, that is his action for this tick */
2261 if (op->flag [FLAG_SCARED])
2262 { 2087 {
2263 --op->speed_left; 2088 --op->speed_left;
2089 flee_player (op);
2090
2264 return 0; 2091 return true;
2265 } 2092 }
2093 else
2094 return false;
2266 } 2095 }
2267 2096
2268 /* call this here - we also will call this in do_ericserver, but 2097 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been 2098 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2099 * called, so we recheck it here.
2271 */ 2100 */
2272 if (op->contr->ns->handle_command ()) 2101 if (op->contr->ns->handle_command ())
2273 return 1; 2102 return true;
2274 2103
2275 if (op->speed_left > 0.f)
2276 {
2277 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2104 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2278 {
2279 /* All move commands take 1 tick, at least for now */
2280 --op->speed_left;
2281
2282 /* Instead of all the stuff below, let move_player take care
2283 * of it. Also, some of the skill stuff is only put in
2284 * there, as well as the confusion stuff.
2285 */
2286 move_player (op, op->direction); 2105 return move_player (op, op->direction);
2287 2106
2288 return op->speed_left > 0.f;
2289 }
2290 }
2291
2292 return 0; 2107 return false;
2293} 2108}
2294 2109
2295int 2110static int
2296save_life (object *op) 2111save_life (object *op)
2297{ 2112{
2298 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2299 return 0; 2114 return 0;
2300 2115
2301 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2116 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2303 { 2118 {
2304 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2119 op->play_sound (sound_find ("ob_evaporate"));
2305 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2120 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2306
2307 if (op->contr)
2308 esrv_del_item (op->contr, tmp->count);
2309 2121
2310 tmp->destroy (); 2122 tmp->destroy ();
2311 CLEAR_FLAG (op, FLAG_LIFESAVE); 2123 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 2124
2313 if (op->stats.hp < 0) 2125 if (op->stats.hp < 0)
2326 return 0; 2138 return 0;
2327} 2139}
2328 2140
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2141/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2142 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2143 * function will descend into containers. op is the object to start the search
2332 * from. 2144 * from.
2333 */ 2145 */
2146static void
2147drop_unpaid_items (object *op, object *env)
2148{
2149 while (op)
2150 {
2151 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2152
2153 if (QUERY_FLAG (op, FLAG_UNPAID))
2154 op->insert_at (env);
2155 else if (op->inv)
2156 drop_unpaid_items (op->inv, env);
2157
2158 op = next;
2159 }
2160}
2161
2334void 2162void
2335remove_unpaid_objects (object *op, object *env) 2163object::drop_unpaid_items ()
2336{ 2164{
2337 while (op) 2165 if (!flag [FLAG_REMOVED])
2338 { 2166 ::drop_unpaid_items (inv, this);
2339 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2340
2341 if (QUERY_FLAG (op, FLAG_UNPAID))
2342 {
2343 if (env->type == PLAYER)
2344 esrv_del_item (env->contr, op->count);
2345
2346 op->insert_at (env);
2347 }
2348 else if (op->inv)
2349 remove_unpaid_objects (op->inv, env);
2350
2351 op = next;
2352 }
2353}
2354
2355/*
2356 * Returns pointer a static string containing gravestone text
2357 * Moved from apply.c to player.c - player.c is what
2358 * actually uses this function. player.c may not be quite the
2359 * best, a misc file for object actions is probably better,
2360 * but there isn't one in the server directory.
2361 */
2362char *
2363gravestone_text (object *op)
2364{
2365 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF];
2367 time_t now = time (NULL);
2368
2369 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else
2373 sprintf (buf, "%s\n", &op->name);
2374
2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 if (op->type == PLAYER)
2378 sprintf (buf, "who was in level %d when killed\n", op->level);
2379 else
2380 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2381
2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf);
2384 if (op->type == PLAYER)
2385 {
2386 sprintf (buf, "by %s.\n\n", op->contr->killer);
2387 strncat (buf2, " ", 21 - strlen (buf) / 2);
2388 strcat (buf2, buf);
2389 }
2390
2391 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2393 strcat (buf2, buf);
2394
2395 return buf2;
2396} 2167}
2397 2168
2398void 2169void
2399do_some_living (object *op) 2170do_some_living (object *op)
2400{ 2171{
2452 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2223 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2453 else 2224 else
2454 { 2225 {
2455 gen_grace = op->stats.maxgrace; 2226 gen_grace = op->stats.maxgrace;
2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2227 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2457 }
2458
2459 /* Regenerate Spell Points */
2460 if (!op->contr->golem && --op->last_sp < 0)
2461 {
2462 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2463 if (op->stats.sp < op->stats.maxsp)
2464 {
2465 op->stats.sp++;
2466 /* dms do not consume food */
2467 if (!QUERY_FLAG (op, FLAG_WIZ))
2468 {
2469 op->stats.food--;
2470 if (op->contr->digestion < 0)
2471 op->stats.food += op->contr->digestion;
2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2473 op->stats.food = last_food;
2474 }
2475 }
2476
2477 if (max_sp > 1)
2478 {
2479 over_sp = (gen_sp + 10) / rate_sp;
2480 if (over_sp > 0)
2481 {
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2487 op->stats.sp--;
2488
2489 if (op->stats.sp > op->stats.maxsp)
2490 op->stats.sp = op->stats.maxsp;
2491 }
2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 }
2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 } 2228 }
2500 2229
2501 /* Regenerate Grace */ 2230 /* Regenerate Grace */
2502 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2231 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2503 if (--op->last_grace < 0) 2232 if (--op->last_grace < 0)
2524 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2253 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2525 } 2254 }
2526 /* wearing stuff doesn't detract from grace generation. */ 2255 /* wearing stuff doesn't detract from grace generation. */
2527 } 2256 }
2528 2257
2258 if (op->stats.food > 0)
2259 {
2529 /* Regenerate Hit Points */ 2260 /* Regenerate Spell Points */
2530 if (--op->last_heal < 0) 2261 if (!op->contr->golem && --op->last_sp < 0)
2531 {
2532 if (op->stats.hp < op->stats.maxhp)
2533 { 2262 {
2534 op->stats.hp++; 2263 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2535 /* dms do not consume food */ 2264
2536 if (!QUERY_FLAG (op, FLAG_WIZ)) 2265 if (op->stats.sp < op->stats.maxsp)
2537 { 2266 {
2267 op->stats.sp++;
2268
2269 /* dms do not consume food */
2270 if (!QUERY_FLAG (op, FLAG_WIZ))
2271 {
2538 op->stats.food--; 2272 op->stats.food--;
2273
2539 if (op->contr->digestion < 0) 2274 if (op->contr->digestion < 0)
2540 op->stats.food += op->contr->digestion; 2275 op->stats.food += op->contr->digestion;
2541 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2276 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2542 op->stats.food = last_food; 2277 op->stats.food = last_food;
2278 }
2543 } 2279 }
2544 }
2545 2280
2546 if (max_hp > 1) 2281 if (max_sp > 1)
2547 {
2548 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2549 if (over_hp > 0)
2550 { 2282 {
2551 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2283 over_sp = (gen_sp + 10) / rate_sp;
2284 if (over_sp > 0)
2285 {
2286 if (op->stats.sp < op->stats.maxsp)
2287 {
2288 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2289
2290 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2291 op->stats.sp--;
2292
2293 if (op->stats.sp > op->stats.maxsp)
2294 op->stats.sp = op->stats.maxsp;
2295 }
2296
2552 op->last_heal = 0; 2297 op->last_sp = 0;
2298 }
2299 else
2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2553 } 2301 }
2554 else 2302 else
2303 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2304 }
2305
2306 /* Regenerate Hit Points */
2307 if (--op->last_heal < 0)
2308 {
2309 if (op->stats.hp < op->stats.maxhp)
2555 { 2310 {
2556 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2311 op->stats.hp++;
2312
2313 /* dms do not consume food */
2314 if (!QUERY_FLAG (op, FLAG_WIZ))
2315 {
2316 op->stats.food--;
2317
2318 if (op->contr->digestion < 0)
2319 op->stats.food += op->contr->digestion;
2320 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2321 op->stats.food = last_food;
2322 }
2557 } 2323 }
2324
2325 if (max_hp > 1)
2326 {
2327 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2328
2329 if (over_hp > 0)
2330 {
2331 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2332 op->last_heal = 0;
2333 }
2334 else
2335 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2558 } 2336 }
2559 else 2337 else
2560 {
2561 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2338 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2562 } 2339 }
2563 } 2340 }
2564 2341
2565 /* Digestion */ 2342 /* Digestion */
2566 if (--op->last_eat < 0) 2343 if (--op->last_eat < 0)
2567 { 2344 {
2568 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2345 int bonus = max (0, op->contr->digestion),
2346 penalty = max (0, -op->contr->digestion);
2569 2347
2570 if (op->contr->gen_hp > 0)
2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2348 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2572 else
2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574 2349
2575 /* dms do not consume food */ 2350 /* dms do not consume food */
2576 if (!QUERY_FLAG (op, FLAG_WIZ)) 2351 if (!QUERY_FLAG (op, FLAG_WIZ))
2577 op->stats.food--; 2352 op->stats.food--;
2578 } 2353 }
2579 2354
2580 if (op->stats.food < 0 && op->stats.hp >= 0) 2355 if (op->stats.food < 0 && op->stats.hp >= 0)
2581 { 2356 {
2582 object *tmp, *flesh = 0; 2357 object *flesh = 0;
2583 2358
2584 for (tmp = op->inv; tmp; tmp = tmp->below) 2359 for_inv_removable (op, tmp)
2585 { 2360 {
2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2361 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2362 continue;
2363
2364 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2587 { 2365 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2366 op->statusmsg ("You blindly grab for a bite of food. "
2589 { 2367 "H<To prevent you from starving, you ate some random item from your backpack.>");
2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2591 manual_apply (op, tmp, 0); 2368 manual_apply (op, tmp, 0);
2369
2592 if (op->stats.food >= 0 || op->stats.hp < 0) 2370 if (op->stats.food >= 0 || op->stats.hp < 0)
2593 break; 2371 break;
2594 } 2372 }
2595 else if (tmp->type == FLESH) 2373 else if (tmp->type == FLESH)
2596 flesh = tmp; 2374 flesh = tmp;
2597 } /* End if paid for object */ 2375 }
2598 } /* end of for loop */
2599 2376
2600 /* If player is still starving, it means they don't have any food, so 2377 /* If player is still starving, it means they don't have any food, so
2601 * eat flesh instead. 2378 * eat flesh instead.
2602 */ 2379 */
2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2604 { 2381 {
2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2382 op->statusmsg ("You blindly grab for a bite of food. "
2383 "H<To prevent you from starving, you ate some random item from your backpack.>");
2606 manual_apply (op, flesh, 0); 2384 manual_apply (op, flesh, 0);
2607 } 2385 }
2386
2387 // If player is still starving, alert him!
2388 if (op->stats.food < 0)
2389 op->failmsg ("You are starving! "
2390 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2391 }
2392
2393 if (op->stats.food < 0)
2608 } 2394 {
2395 op->stats.hp += op->stats.food;
2396 op->stats.food = 0;
2609 2397
2610 while (op->stats.food < 0 && op->stats.hp >= 0) 2398 if (op->stats.hp < 0)
2611 op->stats.food++, op->stats.hp--; 2399 {
2400 op->contr->killer = archetype::get ("killer_starvation");
2401 op->contr->killer->destroy ();
2402 }
2403 }
2612 2404
2405 /* killer should be set here already */
2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2406 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2614 kill_player (op); 2407 kill_player (op);
2615 } 2408 }
2616} 2409}
2617 2410
2621 * file. 2414 * file.
2622 */ 2415 */
2623void 2416void
2624kill_player (object *op) 2417kill_player (object *op)
2625{ 2418{
2626 char buf[MAX_BUF];
2627 int x, y; 2419 int x, y;
2628
2629 //int i;
2630 maptile *map; /* this is for resurrection */ 2420 maptile *map; /* this is for resurrection */
2631
2632 /* int z;
2633 int num_stats_lose;
2634 int lost_a_stat;
2635 int lose_this_stat;
2636 int this_stat; */
2637 int will_kill_again; 2421 int will_kill_again;
2638 archetype *at; 2422 archetype *at;
2639 object *tmp; 2423 object *tmp;
2640 2424
2641 if (save_life (op)) 2425 if (save_life (op))
2642 return; 2426 return;
2643 2427
2428 dynbuf_text deathtab;
2429
2430 /* restore player */
2431 at = archetype::find (shstr_poisoning);
2432 if (object *tmp = present_arch_in_ob (at, op))
2433 {
2434 tmp->destroy ();
2435 deathtab << "Your body feels cleansed...\r";
2436 }
2437
2438 at = archetype::find (shstr_confusion);
2439 if (object *tmp = present_arch_in_ob (at, op))
2440 {
2441 tmp->destroy ();
2442 deathtab << "Your mind feels clearer...\r";
2443 }
2444
2445 cure_disease (op, 0, 0); /* remove any disease */
2446
2447 max_it (op->stats.hp , op->stats.maxhp);
2448 max_it (op->stats.sp , op->stats.maxsp);
2449 max_it (op->stats.grace, op->stats.maxgrace);
2450
2451 if (op->stats.food <= 0)
2452 op->stats.food = 999;
2453
2454 // remove all spell effects that are active
2455 // to avoid long-term effects such as word-of-recall
2456 for (object *item = op->inv; item; )
2457 {
2458 object *next = item->below;
2459
2460 if (item->type == SPELL_EFFECT && item->active)
2461 item->destroy ();
2462
2463 item = next;
2464 }
2644 2465
2645 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2466 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2646 * in cities ONLY!!! It is very important that this doesn't get abused. 2467 * in cities ONLY!!! It is very important that this doesn't get abused.
2647 * Look at op_on_battleground() for more info --AndreasV 2468 * Look at op_on_battleground() for more info --AndreasV
2648 */ 2469 */
2649 if (op_on_battleground (op, &x, &y)) 2470 if (op_on_battleground (op, &x, &y))
2650 { 2471 {
2651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2472 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2653
2654 /* restore player */
2655 at = archetype::find ("poisoning");
2656 if (object *tmp = present_arch_in_ob (at, op))
2657 {
2658 tmp->destroy ();
2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2660 }
2661
2662 at = archetype::find ("confusion");
2663 if (object *tmp = present_arch_in_ob (at, op))
2664 {
2665 tmp->destroy ();
2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2667 }
2668
2669 cure_disease (op, 0); /* remove any disease */
2670 op->stats.hp = op->stats.maxhp;
2671 if (op->stats.food <= 0)
2672 op->stats.food = 999;
2673 2473
2674 /* create a bodypart-trophy to make the winner happy */ 2474 /* create a bodypart-trophy to make the winner happy */
2675 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2676 { 2476 {
2677 sprintf (buf, "%s's finger", &op->name); 2477 tmp->name = format ("%s's finger" , &op->name);
2678 tmp->name = buf; 2478 tmp->name_pl = format ("%s's fingers", &op->name);
2679 sprintf (buf, " This finger has been cut off %s\n"
2680 " the %s, when he was defeated at\n level %d by %s.\n",
2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2682 tmp->msg = buf; 2479 tmp->msg = format (
2480 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2481 &op->name, op->contr->title,
2482 (int)op->level,
2483 op->contr->killer_name ()
2484 );
2683 tmp->value = 0, tmp->type = 0; 2485 tmp->value = 0, tmp->type = 0;
2684 tmp->materialname = "organics"; 2486 tmp->materialname = "organics";
2685 tmp->insert_at (op, tmp); 2487 tmp->insert_at (op, tmp);
2686 } 2488 }
2687 2489
2688 /* teleport defeated player to new destination */ 2490 /* teleport defeated player to new destination */
2689 transfer_ob (op, x, y, 0, NULL); 2491 transfer_ob (op, x, y, 0, NULL);
2690 op->contr->braced = 0; 2492 op->contr->braced = 0;
2493
2494 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2691 return; 2495 return;
2692 } 2496 }
2693 2497
2498 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2499 deathtab << "T<YOU HAVE DIED>\n\n";
2500
2694 INVOKE_PLAYER (DEATH, op->contr); 2501 INVOKE_PLAYER (DEATH, op->contr);
2695 2502
2696 command_kill_pets (op, 0); 2503 command_kill_pets (op, 0);
2697 2504
2698 if (op->stats.food < 0) 2505 op->contr->play_sound (sound_find ("player_dies"));
2699 {
2700 sprintf (buf, "%s starved to death.", &op->name);
2701 strcpy (op->contr->killer, "starvation");
2702 }
2703 else
2704 sprintf (buf, "%s died.", &op->name);
2705
2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2707 2506
2708 /* save the map location for corpse, gravestone */ 2507 /* save the map location for corpse, gravestone */
2709 x = op->x; 2508 x = op->x;
2710 y = op->y; 2509 y = op->y;
2711 map = op->map; 2510 map = op->map;
2739 2538
2740 lost_a_stat = 0; 2539 lost_a_stat = 0;
2741 2540
2742 for (z = 0; z < num_stats_lose; z++) 2541 for (z = 0; z < num_stats_lose; z++)
2743 { 2542 {
2744 i = RANDOM () % NUM_STATS; 2543 i = rndm (NUM_STATS);
2745 2544
2746 if (settings.stat_loss_on_death) 2545 if (settings.stat_loss_on_death)
2747 { 2546 {
2748 /* Pick a random stat and take a point off it. Tell the player 2547 /* Pick a random stat and take a point off it. Tell the player
2749 * what he lost. 2548 * what he lost.
2756 lost_a_stat = 1; 2555 lost_a_stat = 1;
2757 } 2556 }
2758 else 2557 else
2759 { 2558 {
2760 /* deplete a stat */ 2559 /* deplete a stat */
2761 archetype *deparch = archetype::find ("depletion"); 2560 archetype *deparch = archetype::find (shstr_depletion);
2762 object *dep; 2561 object *dep;
2763 2562
2764 dep = present_arch_in_ob (deparch, op); 2563 dep = present_arch_in_ob (deparch, op);
2765 if (!dep) 2564 if (!dep)
2766 { 2565 {
2800 } 2599 }
2801 } 2600 }
2802 2601
2803 if (lose_this_stat) 2602 if (lose_this_stat)
2804 { 2603 {
2805 this_stat = get_attr_value (&(dep->stats), i); 2604 this_stat = get_attr_value (&dep->stats, i);
2806 /* We could try to do something clever like find another 2605 /* We could try to do something clever like find another
2807 * stat to reduce if this fails. But chances are, if 2606 * stat to reduce if this fails. But chances are, if
2808 * stats have been depleted to -50, all are pretty low 2607 * stats have been depleted to -50, all are pretty low
2809 * and should be roughly the same, so it shouldn't make a 2608 * and should be roughly the same, so it shouldn't make a
2810 * difference. 2609 * difference.
2818 lost_a_stat = 1; 2617 lost_a_stat = 1;
2819 } 2618 }
2820 } 2619 }
2821 } 2620 }
2822 } 2621 }
2622
2823 /* If no stat lost, tell the player. */ 2623 /* If no stat lost, tell the player. */
2824 if (!lost_a_stat) 2624 if (!lost_a_stat)
2825 { 2625 {
2826 /* determine_god() seems to not work sometimes... why is this? 2626 /* determine_god() seems to not work sometimes... why is this?
2827 Should I be using something else? GD */ 2627 Should I be using something else? GD */
2828 const char *god = determine_god (op); 2628 shstr_tmp god = determine_god (op);
2829 2629
2830 if (god && (strcmp (god, "none"))) 2630 if (god != shstr_none)
2831 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2631 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2832 else 2632 else
2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2633 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2834 } 2634 }
2835#else 2635#else
2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2636 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2837#endif 2637#endif
2838 2638
2839 /* Put a gravestone up where the character 'almost' died. List the 2639 /* Put a gravestone up where the character 'almost' died. List the
2840 * exp loss on the stone. 2640 * exp loss on the stone.
2841 */ 2641 */
2842 tmp = arch_to_object (archetype::find ("gravestone")); 2642 tmp = arch_to_object (archetype::find (shstr_gravestone));
2843 sprintf (buf, "%s's gravestone", &op->name); 2643 tmp->name = format ("%s's gravestone", &op->name);
2844 tmp->name = buf; 2644 tmp->name_pl = format ("%s's gravestones", &op->name);
2845 sprintf (buf, "%s's gravestones", &op->name); 2645 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2846 tmp->name_pl = buf; 2646 &op->name, op->contr->title, op->contr->killer_name ());
2847 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);
2848 tmp->msg = buf;
2849 tmp->x = op->x, tmp->y = op->y; 2647 tmp->x = op->x, tmp->y = op->y;
2850 insert_ob_in_map (tmp, op->map, NULL, 0); 2648 insert_ob_in_map (tmp, op->map, NULL, 0);
2851 2649
2852 /**************************************/ 2650 /**************************************/
2853 /* */ 2651 /* */
2854 /* Subtract the experience points, */ 2652 /* Subtract the experience points, */
2855 /* if we died cause of food, give us */
2856 /* food, and reset HP's... */
2857 /* */ 2653 /* */
2858 /**************************************/ 2654 /**************************************/
2859 2655
2860 /* remove any poisoning and confusion the character may be suffering. */
2861 /* restore player */
2862 at = archetype::find ("poisoning");
2863 tmp = present_arch_in_ob (at, op);
2864
2865 if (tmp)
2866 {
2867 tmp->destroy ();
2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2869 }
2870
2871 at = archetype::find ("confusion");
2872 tmp = present_arch_in_ob (at, op);
2873 if (tmp)
2874 {
2875 tmp->destroy ();
2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2877 }
2878
2879 cure_disease (op, 0); /* remove any disease */
2880
2881 /*add_exp(op, (op->stats.exp * -0.20)); */ 2656 /*add_exp(op, (op->stats.exp * -0.20)); */
2882 apply_death_exp_penalty (op); 2657 apply_death_exp_penalty (op);
2883 if (op->stats.food < 100)
2884 op->stats.food = 900;
2885 op->stats.hp = op->stats.maxhp;
2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2888 2658
2889 /* 2659 /*
2890 * Check to see if the player has any unpaid items. If so, remove them 2660 * Check to see if the player has any unpaid items. If so, remove them
2891 * and put them back in the map. 2661 * and put them back in the map.
2892 */ 2662 */
2893 remove_unpaid_objects (op->inv, op); 2663 op->drop_unpaid_items ();
2894 2664
2895 /****************************************/ 2665 /****************************************/
2896 /* */ 2666 /* */
2897 /* Move player to his current respawn- */ 2667 /* Move player to his current respawn- */
2898 /* position (usually last savebed) */ 2668 /* position (usually last savebed) */
2927 if (will_kill_again & (1 << at)) 2697 if (will_kill_again & (1 << at))
2928 force->resist[at] = 100; 2698 force->resist[at] = 100;
2929 2699
2930 insert_ob_in_ob (force, op); 2700 insert_ob_in_ob (force, op);
2931 op->update_stats (); 2701 op->update_stats ();
2932
2933 } 2702 }
2934 2703
2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2704 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2936} 2705}
2937 2706
2938void 2707static void
2939loot_object (object *op) 2708loot_object (object *op)
2940{ /* Grab and destroy some treasure */ 2709{ /* Grab and destroy some treasure */
2941 object *tmp, *tmp2, *next; 2710 object *tmp, *tmp2, *next;
2942 2711
2943 op->close_container (); /* close open sack first */ 2712 op->close_container (); /* close open sack first */
2957 2726
2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2727 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2959 { 2728 {
2960 if (tmp->nrof > 1) 2729 if (tmp->nrof > 1)
2961 { 2730 {
2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2731 tmp->decrease (rndm (1, tmp->nrof - 1));
2963 tmp2->destroy ();
2964 insert_ob_in_map (tmp, op->map, NULL, 0); 2732 insert_ob_in_map (tmp, op->map, NULL, 0);
2965 } 2733 }
2966 else 2734 else
2967 tmp->destroy (); 2735 tmp->destroy ();
2968 } 2736 }
2979void 2747void
2980fix_weight (void) 2748fix_weight (void)
2981{ 2749{
2982 for_all_players (pl) 2750 for_all_players (pl)
2983 { 2751 {
2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2752 sint32 old = pl->ob->carrying;
2985 2753
2986 if (old == sum) 2754 pl->ob->update_weight ();
2987 continue; 2755
2756 if (old != pl->ob->carrying)
2757 {
2988 pl->ob->update_stats (); 2758 pl->ob->update_stats ();
2989 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2759 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2760 }
2990 } 2761 }
2991} 2762}
2992 2763
2993void 2764void
2994fix_luck (void) 2765fix_luck (void)
3036} 2807}
3037 2808
3038void 2809void
3039make_visible (object *op) 2810make_visible (object *op)
3040{ 2811{
3041 op->hide = 0; 2812 op->flag [FLAG_HIDDEN] = 0;
3042 op->invisible = 0; 2813 op->invisible = 0;
2814
3043 if (op->type == PLAYER) 2815 if (op->type == PLAYER)
3044 { 2816 {
3045 op->contr->tmp_invis = 0; 2817 op->contr->tmp_invis = 0;
3046 op->contr->invis_race = 0; 2818 op->contr->invis_race = 0;
3047 } 2819 }
3050} 2822}
3051 2823
3052int 2824int
3053is_true_undead (object *op) 2825is_true_undead (object *op)
3054{ 2826{
3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2827 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3056 return 1; 2828 return 1;
3057 2829
3058 return 0; 2830 return 0;
3059} 2831}
3060 2832
3061/* look at the surrounding terrain to determine 2833/* look at the surrounding terrain to determine
3062 * the hideability of this object. Positive levels 2834 * the hideability of this object. Positive levels
3063 * indicate greater hideability. 2835 * indicate greater hideability.
3064 */ 2836 */
3065
3066int 2837int
3067hideability (object *ob) 2838hideability (object *ob)
3068{ 2839{
3069 int i, level = 0, mflag; 2840 int i, level = 0, mflag;
3070 sint16 x, y; 2841 sint16 x, y;
3071 2842
3072 if (!ob || !ob->map) 2843 if (!ob || !ob->map)
3073 return 0; 2844 return 0;
3074 2845
3075 /* so, on normal lighted maps, its hard to hide */ 2846 /* so, on normal lighted maps, its hard to hide */
3076 level = ob->map->darkness - 2; 2847 level = ob->map->darklevel () - 2;
3077 2848
3078 /* this also picks up whether the object is glowing. 2849 /* this also picks up whether the object is glowing.
3079 * If you carry a light on a non-dark map, its not 2850 * If you carry a light on a non-dark map, its not
3080 * as bad as carrying a light on a pitch dark map */ 2851 * as bad as carrying a light on a pitch dark map */
3081 if (has_carried_lights (ob)) 2852 if (ob->has_carried_lights ())
3082 level = -(10 + (2 * ob->map->darkness)); 2853 level = -(10 + (2 * ob->map->darklevel ()));
3083 2854
3084 /* scan through all nearby squares for terrain to hide in */ 2855 /* scan through all nearby squares for terrain to hide in */
3085 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2856 for (i = 0, x = ob->x, y = ob->y;
2857 i <= SIZEOFFREE1;
2858 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3086 { 2859 {
3087 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2860 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3088 if (mflag & P_OUT_OF_MAP) 2861 if (mflag & P_OUT_OF_MAP)
3089 {
3090 continue; 2862 continue;
3091 } 2863
3092 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2864 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 2865 level += 2;
3094 else /* open terrain! */ 2866 else /* open terrain! */
3095 level -= 1; 2867 level -= 1;
3096 } 2868 }
3104/* For Hidden creatures - a chance of becoming 'unhidden' 2876/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 2877 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 2878 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 2879 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 2880 */
3109
3110void 2881void
3111do_hidden_move (object *op) 2882do_hidden_move (object *op)
3112{ 2883{
3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2884 int hide = 0;
3114 object *skop;
3115 2885
3116 if (!op || !op->map) 2886 if (!op || !op->map)
3117 return; 2887 return;
3118 2888
3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2889 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2890 int num = random_roll (0, 19, op, PREFER_LOW);
3120 2891
3121 /* its *extremely* hard to run and sneak/hide at the same time! */ 2892 /* its *extremely* hard to run and sneak/hide at the same time! */
3122 if (op->type == PLAYER && op->contr->run_on) 2893 if (op->type == PLAYER && op->contr->run_on)
3123 if (!skop || num >= skop->level) 2894 if (!skop || num >= skop->level)
3124 { 2895 {
3134 num -= hide; 2905 num -= hide;
3135 2906
3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2907 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3137 { 2908 {
3138 make_visible (op); 2909 make_visible (op);
2910
3139 if (op->type == PLAYER) 2911 if (op->type == PLAYER)
3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2912 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3141 } 2913 }
3142 else if (op->type == PLAYER && skop) 2914 else if (op->type == PLAYER && skop)
3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2915 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3196 * object op. This function works fine for monsters, 2968 * object op. This function works fine for monsters,
3197 * but we dont worry if the object isnt the top one in 2969 * but we dont worry if the object isnt the top one in
3198 * a pile (say a coin under a table would return "viewable" 2970 * a pile (say a coin under a table would return "viewable"
3199 * by this routine). Another question, should we be 2971 * by this routine). Another question, should we be
3200 * concerned with the direction the player is looking 2972 * concerned with the direction the player is looking
3201 * in? Realistically, most of use cant see stuff behind 2973 * in? Realistically, most of us can't see stuff behind
3202 * our backs...on the other hand, does the "facing" direction 2974 * our backs...on the other hand, does the "facing" direction
3203 * imply the way your head, or body is facing? Its possible 2975 * imply the way your head, or body is facing? It's possible
3204 * for them to differ. Sigh, this fctn could get a bit more complex. 2976 * for them to differ. Sigh, this fctn could get a bit more complex.
3205 * -b.t. 2977 * -b.t.
3206 * This function is now map tiling safe. 2978 * This function is now map tiling safe.
3207 */ 2979 */
3208
3209int 2980int
3210player_can_view (object *pl, object *op) 2981player_can_view (object *pl, object *op)
3211{ 2982{
3212 rv_vector rv; 2983 rv_vector rv;
3213 int dx, dy; 2984 int dx, dy;
3225 2996
3226 get_rangevector (pl, op, &rv, 0x1); 2997 get_rangevector (pl, op, &rv, 0x1);
3227 2998
3228 /* starting with the 'head' part, lets loop 2999 /* starting with the 'head' part, lets loop
3229 * through the object and find if it has any 3000 * through the object and find if it has any
3230 * part that is in the los array but isnt on 3001 * part that is in the los array but isn't on
3231 * a blocked los square. 3002 * a blocked los square.
3232 * we use the archetype to figure out offsets. 3003 * we use the archetype to figure out offsets.
3233 */ 3004 */
3234 while (op) 3005 while (op)
3235 { 3006 {
3236 dx = rv.distance_x + op->arch->clone.x; 3007 dx = rv.distance_x + op->arch->x;
3237 dy = rv.distance_y + op->arch->clone.y; 3008 dy = rv.distance_y + op->arch->y;
3238 3009
3239 /* only the viewable area the player sees is updated by LOS 3010 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3246 return 1; 3011 return 1;
3012
3247 op = op->more; 3013 op = op->more;
3248 } 3014 }
3249 return 0;
3250}
3251 3015
3252/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we
3256 * return 0.
3257 */
3258int
3259action_makes_visible (object *op)
3260{
3261
3262 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3263 {
3264 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3265 return 0;
3266
3267 if (op->contr && op->contr->tmp_invis == 0)
3268 return 0;
3269
3270 /* If monsters, they should become visible */
3271 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3272 {
3273 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3274 return 1;
3275 }
3276 }
3277 return 0; 3016 return 0;
3278} 3017}
3279 3018
3280/* op_on_battleground - checks if the given object op (usually 3019/* op_on_battleground - checks if the given object op (usually
3281 * a player) is standing on a valid battleground-tile, 3020 * a player) is standing on a valid battleground-tile,
3286 * Default is to do the same as before, so only people wanting to have different points need worry about this 3025 * Default is to do the same as before, so only people wanting to have different points need worry about this
3287 */ 3026 */
3288int 3027int
3289op_on_battleground (object *op, int *x, int *y) 3028op_on_battleground (object *op, int *x, int *y)
3290{ 3029{
3291 object *tmp;
3292
3293 /* A battleground-tile needs the following attributes to be valid: 3030 /* A battleground-tile needs the following attributes to be valid:
3294 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3031 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3295 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3032 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3296 * and the exit-coordinates sp/hp must both be > 0. 3033 * and the exit-coordinates sp/hp must both be > 0.
3297 * => The intention here is to prevent abuse of the battleground- 3034 * => The intention here is to prevent abuse of the battleground-
3298 * feature (like pickable or hidden battleground tiles). */ 3035 * feature (like pickable or hidden battleground tiles). */
3299 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3036 for (object *tmp = op->below; tmp; tmp = tmp->below)
3300 { 3037 {
3301 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3038 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3302 { 3039 {
3303 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3040 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3304 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3041 && tmp->type == BATTLEGROUND
3042 && tmp->name == shstr_battleground
3043 && EXIT_X (tmp) && EXIT_Y (tmp))
3305 { 3044 {
3306 /*before we assign the exit, check if this is a teambattle */ 3045 /* before we assign the exit, check if this is a teambattle */
3307 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3046 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3308 { 3047 {
3309 object *invtmp;
3310
3311 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3312 { 3049 {
3313 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3314 { 3051 {
3315 if (x != NULL && y != NULL) 3052 if (x && y)
3316 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054
3317 return 1; 3055 return 1;
3318 } 3056 }
3319 } 3057 }
3320 } 3058 }
3059
3321 if (x != NULL && y != NULL) 3060 if (x && y)
3322 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062
3323 return 1; 3063 return 1;
3324 } 3064 }
3325 } 3065 }
3326 } 3066 }
3067
3327 /* If we got here, did not find a battleground */ 3068 /* If we got here, did not find a battleground */
3328 return 0; 3069 return 0;
3329} 3070}
3330 3071
3331/* 3072/*
3347 char buf[MAX_BUF]; /* tmp. string buffer */ 3088 char buf[MAX_BUF]; /* tmp. string buffer */
3348 int i = 0, j = 0; 3089 int i = 0, j = 0;
3349 3090
3350 /* get the appropriate treasurelist */ 3091 /* get the appropriate treasurelist */
3351 if (atnr == ATNR_FIRE) 3092 if (atnr == ATNR_FIRE)
3352 trlist = treasurelist::find ("dragon_ability_fire"); 3093 trlist = treasurelist::find (shstr_dragon_ability_fire);
3353 else if (atnr == ATNR_COLD) 3094 else if (atnr == ATNR_COLD)
3354 trlist = treasurelist::find ("dragon_ability_cold"); 3095 trlist = treasurelist::find (shstr_dragon_ability_cold);
3355 else if (atnr == ATNR_ELECTRICITY) 3096 else if (atnr == ATNR_ELECTRICITY)
3356 trlist = treasurelist::find ("dragon_ability_elec"); 3097 trlist = treasurelist::find (shstr_dragon_ability_elec);
3357 else if (atnr == ATNR_POISON) 3098 else if (atnr == ATNR_POISON)
3358 trlist = treasurelist::find ("dragon_ability_poison"); 3099 trlist = treasurelist::find (shstr_dragon_ability_poison);
3359 3100
3360 if (trlist == NULL || who->type != PLAYER) 3101 if (trlist == NULL || who->type != PLAYER)
3361 return; 3102 return;
3362 3103
3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3104 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3108 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3368 return; 3109 return;
3369 } 3110 }
3370 3111
3371 /* everything seems okay - now bring on the gift: */ 3112 /* everything seems okay - now bring on the gift: */
3372 item = &(tr->item->clone); 3113 item = tr->item;
3373 3114
3374 if (item->type == SPELL) 3115 if (item->type == SPELL)
3375 { 3116 {
3376 if (check_spell_known (who, item->name)) 3117 if (check_spell_known (who, item->name))
3377 return; 3118 return;
3436 { 3177 {
3437 /* forces in the treasurelist can alter the player's stats */ 3178 /* forces in the treasurelist can alter the player's stats */
3438 object *skin; 3179 object *skin;
3439 3180
3440 /* first get the dragon skin force */ 3181 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3182 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3443 ; 3183 ;
3444 3184
3445 if (!skin) 3185 if (!skin)
3446 return; 3186 return;
3447 3187
3482 else 3222 else
3483 { 3223 {
3484 /* generate misc. treasure */ 3224 /* generate misc. treasure */
3485 tmp = arch_to_object (tr->item); 3225 tmp = arch_to_object (tr->item);
3486 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3226 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3487 tmp = insert_ob_in_ob (tmp, who); 3227 who->insert (tmp);
3488 if (who->type == PLAYER)
3489 esrv_send_item (who, tmp);
3490 } 3228 }
3491} 3229}
3492 3230
3493/** 3231/**
3494 * Unready an object for a player. This function does nothing if the object was 3232 * Unready an object for a player. This function does nothing if the object was
3505 3243
3506 if (pl->ranged_ob == ob) 3244 if (pl->ranged_ob == ob)
3507 pl->ranged_ob = 0; 3245 pl->ranged_ob = 0;
3508} 3246}
3509 3247
3248//-GPL
3249
3510sint8 3250sint8
3511player::visibility_at (maptile *map, int x, int y) const 3251player::darkness_at (maptile *map, int x, int y) const
3512{ 3252{
3513 if (!ns) 3253 if (!ns)
3514 return 0; 3254 return LOS_BLOCKED;
3515 3255
3516 int dx, dy; 3256 int dx, dy;
3517 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3257 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3518 return 0; 3258 return LOS_BLOCKED;
3519 3259
3520 x += dx - ns->current_x + ns->mapx / 2; 3260 x += dx - ns->current_x;
3521 y += dy - ns->current_y + ns->mapy / 2; 3261 y += dy - ns->current_y;
3522 3262
3523 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3524 return 0;
3525
3526 return 100 - blocked_los [x][y]; 3263 return blocked_los (x, y);
3527} 3264}
3265
3266void
3267player::infobox (const char *title, const char *msg, int color)
3268{
3269 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3270}
3271
3272void
3273player::statusmsg (const char *msg, int color)
3274{
3275 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3276}
3277
3278void
3279player::failmsg (const char *msg, int color)
3280{
3281 play_sound (sound_find ("generic_failure"));
3282 statusmsg (msg, color);
3283}
3284

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