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Comparing deliantra/server/server/player.C (file contents):
Revision 1.144 by root, Sat May 26 15:44:08 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
152/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
153static void 41static void
154set_first_map (object *op) 42set_first_map (object *op)
155{ 43{
156 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
184 72
185 if (ob->map) 73 if (ob->map)
186 maplevel = ob->map->path; 74 maplevel = ob->map->path;
187 75
188 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191 80
192 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
193 82
207 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
208 97
209 ns->update_look = 0; 98 ns->update_look = 0;
210 ns->look_position = 0; 99 ns->look_position = 0;
211 100
212 clear_los (ob); 101 clear_los ();
213 102
214 ns->reset_stats (); 103 ns->reset_stats ();
215 104
216 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
219 108
220 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
221 link_player_skills (ob); 110 link_skills ();
222 111
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 113
225 assign (title, ob->arch->clone.name); 114 assign (title, ob->arch->object::name);
226 115
227 /* if it's a dragon player, set the correct title here */ 116 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 117 if (is_dragon_pl (ob))
229 { 118 {
230 object *tmp, *abil = 0, *skin = 0; 119 object *tmp, *abil = 0, *skin = 0;
231 120
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 121 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 122 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force) 123 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 124 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force) 125 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 126 skin = tmp;
241 127
242 set_dragon_name (ob, abil, skin); 128 set_dragon_name (ob, abil, skin);
243 } 129 }
244 130
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 131 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 132
247 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 */
248 189
249 ob->flag [FLAG_READY_WEAPON] = false; 190 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false; 191 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false; 192 ob->flag [FLAG_READY_BOW] = false;
252 193
269 combat_ob = op; 210 combat_ob = op;
270 break; 211 break;
271 } 212 }
272 213
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 215 ob->deactivate (); // change_weapon activates, fix this better
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288} 216}
289 217
290void 218void
291player::disconnect () 219player::set_observe (object *op)
292{ 220{
293 if (ns) 221 observe = viewpoint = op ? op : ob;
294 { 222 do_los = 1;
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
309} 223}
310 224
311// the need for this function can be explained
312// by load_object not returning the object
313void 225void
314player::set_object (object *op) 226player::set_viewpoint (object *op)
315{ 227{
316 ob = op; 228 viewpoint = op ? op : (object *)observe;
317 ob->contr = this; /* this aren't yet in archetype */ 229 do_los = 1;
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323} 230}
231
232//+GPL
324 233
325player::player () 234player::player ()
326{ 235{
327 /* There are some elements we want initialised to non zero value - 236 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point. 237 * we deal with that below this point.
334 savebed_map = first_map_path; /* Init. respawn position */ 243 savebed_map = first_map_path; /* Init. respawn position */
335 244
336 gen_sp_armour = 10; 245 gen_sp_armour = 10;
337 bowtype = bow_normal; 246 bowtype = bow_normal;
338 petmode = pet_normal; 247 petmode = pet_normal;
339 listening = 10;
340 usekeys = containers; 248 usekeys = containers;
341 peaceful = 1; /* default peaceful */ 249 peaceful = 1; /* default peaceful */
342 do_los = 1; 250 do_los = 1;
343 251
344 weapon_sp = 1.0f; 252 weapon_sp = 1.0f;
355 if (ob) 263 if (ob)
356 { 264 {
357 ob->destroy_inv (false); 265 ob->destroy_inv (false);
358 ob->destroy (); 266 ob->destroy ();
359 } 267 }
268
269 ob = observe = viewpoint = 0;
360} 270}
361 271
362player::~player () 272player::~player ()
363{ 273{
364 /* Clear item stack */ 274 /* Clear item stack */
365 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 }
366} 304}
367 305
368/* Tries to add player on the connection passed in ns. 306/* Tries to add player on the connection passed in ns.
369 * 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
370 * mode. 308 * mode.
383 set_first_map (pl->ob); 321 set_first_map (pl->ob);
384 322
385 return pl; 323 return pl;
386} 324}
387 325
388/*
389 * get_player_archetype() return next player archetype from archetype
390 * list. Not very efficient routine, but used only creating new players.
391 * Note: there MUST be at least one player archetype!
392 */
393archetype *
394get_player_archetype (archetype *at)
395{
396 archetype *start = at;
397
398 for (;;)
399 {
400 if (at == NULL || at->next == NULL)
401 at = first_archetype;
402 else
403 at = at->next;
404
405 if (at->clone.type == PLAYER)
406 return at;
407
408 if (at == start)
409 {
410 LOG (llevError, "No Player archetypes\n");
411 exit (-1);
412 }
413 }
414}
415
416object * 326object *
417get_nearest_player (object *mon) 327get_nearest_player (object *mon)
418{ 328{
419 object *op = NULL; 329 object *op = NULL;
420 objectlink *ol; 330 objectlink *ol;
421 unsigned lastdist; 331 unsigned lastdist;
422 rv_vector rv; 332 rv_vector rv;
423 333
424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 334 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
425 { 335 {
426 /* We should not find free objects on this friendly list, but it
427 * does periodically happen. Given that, lets deal with it.
428 * While unlikely, it is possible the next object on the friendly
429 * list is also free, so encapsulate this in a while loop.
430 */
431 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
432 {
433 object *tmp = ol->ob;
434
435 /* Can't do much more other than log the fact, because the object
436 * itself will have been cleared.
437 */
438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439 tmp->debug_desc ());
440 ol = ol->next;
441 remove_friendly_object (tmp);
442 if (!ol)
443 return op;
444 }
445
446 /* Remove special check for player from this. First, it looks to cause
447 * some crashes (ol->ob->contr not set properly?), but secondly, a more
448 * complicated method of state checking would be needed in any case -
449 * as it was, a clever player could type quit, and the function would
450 * skip them over while waiting for confirmation. Remove
451 * on_same_map check, as can_detect_enemy also does this
452 */
453 if (!can_detect_enemy (mon, ol->ob, &rv)) 336 if (!can_detect_enemy (mon, ol->ob, &rv))
454 continue; 337 continue;
455 338
456 if (lastdist > rv.distance) 339 if (lastdist > rv.distance)
457 { 340 {
652 535
653 return firstdir; 536 return firstdir;
654} 537}
655 538
656void 539void
657give_initial_items (object *pl, treasurelist * items) 540give_initial_items (object *pl, treasurelist *items)
658{ 541{
659 object *op, *next = NULL;
660
661 if (pl->randomitems != NULL) 542 if (pl->randomitems)
662 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 543 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
663 544
664 for (op = pl->inv; op; op = next) 545 for (object *next, *op = pl->inv; op; op = next)
665 { 546 {
666 next = op->below; 547 next = op->below;
667 548
668 /* Forces get applied per default, unless they have the 549 /* Forces get applied per default, unless they have the
669 * 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
674 /* we never give weapons/armour if these cannot be used 555 /* we never give weapons/armour if these cannot be used
675 * by this player due to race restrictions 556 * by this player due to race restrictions
676 */ 557 */
677 if (pl->type == PLAYER) 558 if (pl->type == PLAYER)
678 { 559 {
679 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
561 &&
680 (op->type == ARMOUR || op->type == BOOTS || 562 (op->type == ARMOUR || op->type == BOOTS
681 op->type == CLOAK || op->type == HELMET || 563 || op->type == CLOAK || op->type == HELMET
682 op->type == SHIELD || op->type == GLOVES || 564 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE))
683 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))
684 { 567 {
685 op->destroy (); 568 op->destroy ();
686 continue; 569 continue;
687 } 570 }
688 } 571 }
689 572
690 /* This really needs to be better - we should really give 573 /* Here we remove duplicated skills (as duplicated spell objects have
691 * a substitute spellbook. The problem is that we don't really 574 * _very_ confusing effects for players), which could for instance be
692 * have a good idea what to replace it with (need something like 575 * generated by bad treasurelists. - elmex
693 * a first level treasurelist for each skill.)
694 * remove duplicate skills also
695 */ 576 */
696 if (op->type == SPELLBOOK || op->type == SKILL) 577 if (op->type == SKILL)
697 { 578 {
698 object *tmp;
699
700 for (tmp = op->below; tmp; tmp = tmp->below) 579 for (object *tmp = op->below; tmp; tmp = tmp->below)
701 if (tmp->type == op->type && tmp->name == op->name) 580 if (tmp->type == op->type && tmp->name == op->name)
702 break;
703
704 if (tmp)
705 { 581 {
706 op->destroy (); 582 op->destroy ();
583 LOG (llevError,
707 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
708 continue; 585 break;
709 } 586 }
710 587
711 if (op->nrof > 1) 588 if (op->nrof > 1)
712 op->nrof = 1; 589 op->nrof = 1;
713 } 590 }
714 591
715 if (op->type == SPELLBOOK && op->inv) 592 if (op->type == SPELLBOOK && op->inv)
716 {
717 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
718 }
719 594
720 /* Give starting characters identified, uncursed, and undamned 595 /* Give starting characters identified, uncursed, and undamned
721 * 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
722 * merged properly. 597 * merged properly.
723 */ 598 */
724 if (need_identify (op)) 599 if (need_identify (op))
725 { 600 {
726 SET_FLAG (op, FLAG_IDENTIFIED); 601 SET_FLAG (op, FLAG_IDENTIFIED);
727 CLEAR_FLAG (op, FLAG_CURSED); 602 CLEAR_FLAG (op, FLAG_CURSED);
728 CLEAR_FLAG (op, FLAG_DAMNED); 603 CLEAR_FLAG (op, FLAG_DAMNED);
729 } 604 }
605
730 if (op->type == SPELL) 606 if (op->type == SPELL)
731 { 607 {
732 op->destroy (); 608 op->destroy ();
733 continue; 609 continue;
734 } 610 }
736 { 612 {
737 SET_FLAG (op, FLAG_CAN_USE_SKILL); 613 SET_FLAG (op, FLAG_CAN_USE_SKILL);
738 op->stats.exp = 0; 614 op->stats.exp = 0;
739 op->level = 1; 615 op->level = 1;
740 } 616 }
741 /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
742 else
743 SET_FLAG (op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
744 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
745 620
746 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
747 link_player_skills (pl); 622 pl->contr->link_skills ();
748} 623}
749 624
750void 625void
751get_party_password (object *op, partylist *party) 626get_party_password (object *op, partylist *party)
752{ 627{
853static void 728static void
854start_info (object *op) 729start_info (object *op)
855{ 730{
856 char buf[MAX_BUF]; 731 char buf[MAX_BUF];
857 732
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 733 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 734 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
862} 735}
863 736
864/* This function takes the key that is passed, and does the 737/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 738 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 739 * The function name is for historical reasons - now we have
869 */ 742 */
870void 743void
871player::chargen_race_done () 744player::chargen_race_done ()
872{ 745{
873 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
874 esrv_new_player (ob->contr, ob->weight + ob->carrying); 747 esrv_new_player (ob->contr);
875 748
876 treasurelist *tl = treasurelist::find ("starting_wealth"); 749 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
877 if (tl) 750 if (tl)
878 create_treasure (tl, ob, 0, 0, 0); 751 create_treasure (tl, ob, 0, 0, 0);
879 752
880 INVOKE_PLAYER (BIRTH, ob->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
881 INVOKE_PLAYER (LOGIN, ob->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
882 755
883 ob->contr->ns->state = ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
884 757
885 if (ob->msg) 758 if (ob->msg)
886 ob->msg = 0; 759 ob->msg = 0;
887
888 /* We create this now because some of the unique maps will need it
889 * to save here.
890 */
891 {
892 char buf[MAX_BUF];
893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
894 make_path_to_file (buf);
895 }
896 760
897 start_info (ob); 761 start_info (ob);
898 CLEAR_FLAG (ob, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
899 give_initial_items (ob, ob->randomitems); 763 give_initial_items (ob, ob->randomitems);
900 link_player_skills (ob);
901 esrv_send_inventory (ob, ob); 764 esrv_send_inventory (ob, ob);
902 ob->update_stats (); 765 ob->update_stats ();
903 766
904 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
905 * is one for this race 768 * is one for this race
906 */ 769 */
907 if (*first_map_ext_path) 770 if (*first_map_ext_path)
908 { 771 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
909 object *tmp;
910 char mapname[MAX_BUF];
911
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
913 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = ob->y;
917 ob->enter_exit (tmp); /* we don't really care if it succeeded;
918 * if the map isn't there, then stay on the
919 * default initial map */
920 tmp->destroy ();
921 }
922 else 772 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
924} 774}
925 775
926void 776void
936 int x = ob->x, y = ob->y; 786 int x = ob->x, y = ob->y;
937 787
938 ob->remove_statbonus (); 788 ob->remove_statbonus ();
939 ob->remove (); 789 ob->remove ();
940 ob->arch = get_player_archetype (ob->arch); 790 ob->arch = get_player_archetype (ob->arch);
941 ob->arch->clone.copy_to (ob); 791 ob->arch->copy_to (ob);
942 ob->instantiate (); 792 ob->instantiate ();
943 ob->stats = ob->contr->orig_stats; 793 ob->stats = ob->contr->orig_stats;
944 ob->name = ob->name_pl = name; 794 ob->name = ob->name_pl = name;
945 ob->x = x; 795 ob->x = x;
946 ob->y = y; 796 ob->y = y;
947 SET_ANIMATION (ob, 2); /* So player faces south */ 797 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (ob, ob->map, ob, 0); 798 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (ob->contr->title, ob->arch->clone.name); 799 assign (ob->contr->title, ob->arch->object::name);
950 ob->add_statbonus (); 800 ob->add_statbonus ();
951 } 801 }
952 while (!allowed_class (ob)); 802 while (!allowed_class (ob));
953 803
954 update_object (ob, UP_OBJ_FACE); 804 update_object (ob, UP_OBJ_FACE);
957 ob->stats.hp = ob->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
958 ob->stats.sp = ob->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
959 ob->stats.grace = 0; 809 ob->stats.grace = 0;
960} 810}
961 811
962void 812static void
963flee_player (object *op) 813flee_player (object *op)
964{ 814{
965 int dir, diff; 815 int dir, diff;
966 rv_vector rv; 816 rv_vector rv;
967 817
970 LOG (llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
971 CLEAR_FLAG (op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
972 return; 822 return;
973 } 823 }
974 824
975 if (op->enemy == NULL) 825 if (!op->enemy)
976 { 826 {
977 LOG (llevDebug, "Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 829 return;
980 } 830 }
981 831
982 /* Seen some crashes here. Since we don't store an
983 * op->enemy_count, it is possible that something destroys the
984 * actual enemy, and the object is recycled.
985 */
986 if (op->enemy->map == NULL)
987 {
988 CLEAR_FLAG (op, FLAG_SCARED);
989 op->enemy = NULL;
990 return;
991 }
992
993 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))
994 { 833 {
995 op->enemy = NULL; 834 op->enemy = NULL;
996 CLEAR_FLAG (op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
997 return; 836 return;
1000 get_rangevector (op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
1001 840
1002 dir = absdir (4 + rv.direction); 841 dir = absdir (4 + rv.direction);
1003 for (diff = 0; diff < 3; diff++) 842 for (diff = 0; diff < 3; diff++)
1004 { 843 {
1005 int m = 1 - (RANDOM () & 2); 844 int m = 1 - rndm (2) * 2;
1006 845
1007 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)))
1008 return; 847 return;
1009 } 848 }
1010 849
1021check_pick (object *op) 860check_pick (object *op)
1022{ 861{
1023 object *tmp, *next; 862 object *tmp, *next;
1024 int stop = 0; 863 int stop = 0;
1025 int wvratio; 864 int wvratio;
1026 char putstring[128];
1027 865
1028 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1029 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1030 return 1; 868 return 1;
1031 869
1032 next = op->below; 870 next = op->below;
1033 871
872 int cnt = MAX_ITEM_PER_DROP;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874
1034 /* 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
1035 * destroyed */ 876 * destroyed */
1036 while (next && !next->destroyed ()) 877 while (next && !next->destroyed ())
1037 { 878 {
1038 tmp = next; 879 tmp = next;
1039 next = tmp->below; 880 next = tmp->below;
1040 881
882 if (cnt <= 0)
883 {
884 op->failmsg ("Couldn't pickup all items at once.");
885 return 0;
886 }
887
1041 if (op->destroyed ()) 888 if (op->destroyed ())
1042 return 0; 889 return 0;
1043 890
1044 if (!can_pick (op, tmp)) 891 if (!can_pick (op, tmp))
1045 continue; 892 continue;
1046 893
1047 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1048 { 895 {
1049 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1050 pick_up (op, tmp); 897 CHK_PICK_PICKUP;
898
1051 continue; 899 continue;
1052 } 900 }
1053 901
1054 /* 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? */
1055 if (!(op->contr->mode & PU_NEWMODE)) 962 if (op->contr->mode & PU_FOOD)
963 if (tmp->type == FOOD)
1056 { 964 {
1057 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)
1058 { 1024 {
1059 case 0: 1025 CHK_PICK_PICKUP;
1060 return 1; /* don't pick up */ 1026 continue;
1061 case 1:
1062 pick_up (op, tmp);
1063 return 1;
1064 case 2:
1065 pick_up (op, tmp);
1066 return 0;
1067 case 3:
1068 return 0; /* stop before pickup */
1069 case 4:
1070 pick_up (op, tmp);
1071 break;
1072 case 5:
1073 pick_up (op, tmp);
1074 stop = 1;
1075 break;
1076 case 6:
1077 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1078 pick_up (op, tmp);
1079 break;
1080
1081 case 7:
1082 if (tmp->type == MONEY || tmp->type == GEM)
1083 pick_up (op, tmp);
1084 break;
1085
1086 default:
1087 /* use value density */
1088 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1089 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1090 pick_up (op, tmp);
1091 } 1027 }
1092 } 1028 }
1093 else 1029
1094 { /* old model */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1095 /* NEW pickup handling */
1096 if (op->contr->mode & PU_DEBUG) 1031 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET)
1097 { 1033 {
1098 /* some debugging code to figure out item information */ 1034 CHK_PICK_PICKUP;
1099 if (tmp->name != NULL)
1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1101 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1102 else
1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1104 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105
1106 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1107 }
1108
1109 /* philosophy:
1110 * It's easy to grab an item type from a pile, as long as it's
1111 * generic. This takes no game-time. For more detailed pickups
1112 * and selections, select-items should be used. This is a
1113 * grab-as-you-run type mode that's really useful for arrows for
1114 * example.
1115 * The drawback: right now it has no frontend, so you need to
1116 * stick the bits you want into a calculator in hex mode and then
1117 * convert to decimal and then 'pickup <#>
1118 */
1119
1120 /* the first two modes are exclusive: if NOTHING we return, if
1121 * STOP then we stop. All the rest are applied sequentially,
1122 * meaning if any test passes, the item gets picked up. */
1123
1124 /* if mode is set to pick nothing up, return */
1125
1126 if (op->contr->mode & PU_NOTHING)
1127 return 1;
1128
1129 /* if mode is set to stop when encountering objects, return */
1130 /* take STOP before INHIBIT since it doesn't actually pick
1131 * anything up */
1132
1133 if (op->contr->mode & PU_STOP)
1134 return 0;
1135
1136 /* useful for going into stores and not losing your settings... */
1137 /* and for battles wher you don't want to get loaded down while
1138 * fighting */
1139 if (op->contr->mode & PU_INHIBIT)
1140 return 1;
1141
1142 /* prevent us from turning into auto-thieves :) */
1143 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1144 continue; 1035 continue;
1036 }
1145 1037
1146 /* ignore known cursed objects */ 1038 /* we don't forget dragon food */
1147 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;
1148 continue; 1043 continue;
1044 }
1149 1045
1150 /* all food and drink if desired */ 1046 /* bows and arrows. Bows are good for selling! */
1151 /* 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
1152 if (op->contr->mode & PU_FOOD) 1083 if (op->contr->mode & PU_BOOTS)
1153 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"))
1154 { 1117 {
1155 pick_up (op, tmp); 1118 CHK_PICK_PICKUP;
1156 continue; 1119 continue;
1157 } 1120 }
1121 }
1158 1122
1123 /* misc stuff that's useful */
1159 if (op->contr->mode & PU_DRINK) 1124 if (op->contr->mode & PU_KEY)
1160 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1161 { 1126 {
1162 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1163 continue; 1128 continue;
1164 } 1129 }
1165 1130
1131 /* any of the last 4 bits set means we use the ratio for value
1132 * pickups */
1166 if (op->contr->mode & PU_POTION) 1133 if (op->contr->mode & PU_RATIO)
1167 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
1168 { 1138 */
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 /* spellbooks, skillscrolls and normal books/scrolls */
1174 if (op->contr->mode & PU_SPELLBOOK)
1175 if (tmp->type == SPELLBOOK)
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SKILLSCROLL)
1182 if (tmp->type == SKILLSCROLL)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_READABLES)
1189 if (tmp->type == BOOK || tmp->type == SCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 /* wands/staves/rods/horns */
1196 if (op->contr->mode & PU_MAGIC_DEVICE)
1197 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1198 {
1199 pick_up (op, tmp);
1200 continue;
1201 }
1202
1203 /* pick up all magical items */
1204 if (op->contr->mode & PU_MAGICAL) 1139 wvratio = op->contr->mode & PU_RATIO;
1205 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)
1206 {
1207 pick_up (op, tmp);
1208 continue;
1209 }
1210
1211 if (op->contr->mode & PU_VALUABLES)
1212 { 1141 {
1213 if (tmp->type == MONEY || tmp->type == GEM) 1142#if 0
1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1144 if (tmp->name != NULL)
1214 { 1145 {
1215 pick_up (op, tmp); 1146 fprintf (stderr, "%s", tmp->name);
1216 continue;
1217 } 1147 }
1218 }
1219
1220 /* rings & amulets - talismans seems to be typed AMULET */
1221 if (op->contr->mode & PU_JEWELS)
1222 if (tmp->type == RING || tmp->type == AMULET)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 /* we don't forget dragon food */
1229 if (op->contr->mode & PU_FLESH)
1230 if (tmp->type == FLESH)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 /* bows and arrows. Bows are good for selling! */
1237 if (op->contr->mode & PU_BOW)
1238 if (tmp->type == BOW)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_ARROW)
1245 if (tmp->type == ARROW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 /* all kinds of armor etc. */
1252 if (op->contr->mode & PU_ARMOUR)
1253 if (tmp->type == ARMOUR)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_HELMET)
1260 if (tmp->type == HELMET)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_SHIELD)
1267 if (tmp->type == SHIELD)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_BOOTS)
1274 if (tmp->type == BOOTS)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_GLOVES)
1281 if (tmp->type == GLOVES)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_CLOAK)
1288 if (tmp->type == CLOAK)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 /* hoping to catch throwing daggers here */
1295 if (op->contr->mode & PU_MISSILEWEAPON)
1296 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 /* careful: chairs and tables are weapons! */
1303 if (op->contr->mode & PU_ALLWEAPON)
1304 {
1305 if (tmp->type == WEAPON && tmp->name != NULL)
1306 {
1307 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1308 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1309 {
1310 pick_up (op, tmp);
1311 continue;
1312 }
1313 }
1314
1315 if (tmp->type == WEAPON && tmp->name == NULL)
1316 {
1317 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1318 {
1319 pick_up (op, tmp);
1320 continue;
1321 }
1322 }
1323 }
1324
1325 /* misc stuff that's useful */
1326 if (op->contr->mode & PU_KEY)
1327 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332
1333 /* any of the last 4 bits set means we use the ratio for value
1334 * pickups */
1335 if (op->contr->mode & PU_RATIO)
1336 {
1337 /* use value density to decide what else to grab */
1338 /* >=7 was >= op->contr->mode */
1339 /* >=7 is the old standard setting. Now we take the last 4 bits
1340 * and multiply them by 5, giving 0..15*5== 5..75 */
1341 wvratio = (op->contr->mode & PU_RATIO) * 5;
1342 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1343 {
1344 pick_up (op, tmp);
1345#if 0
1346 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1347 if (tmp->name != NULL)
1348 {
1349 fprintf (stderr, "%s", tmp->name);
1350 }
1351 else 1148 else
1352 fprintf (stderr, "%s", tmp->arch->name); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1353 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1354 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))));
1355#endif 1152#endif
1153 CHK_PICK_PICKUP;
1356 continue; 1154 continue;
1357 }
1358 } 1155 }
1359 } /* the new pickup model */ 1156 } /* the new pickup model */
1360 } 1157 }
1361 1158
1362 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;
1363} 1195}
1364 1196
1365/* 1197/*
1366 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1367 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1368 * found object is returned. 1200 * found object is returned.
1369 */ 1201 */
1370object * 1202static object *
1371find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1372{ 1204{
1373 object *tmp = 0;
1374
1375 for (op = op->inv; op; op = op->below) 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1377 tmp = find_arrow (op, type);
1378 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);
1379 return op; 1214 return arrow;
1215 }
1380 1216
1381 return tmp; 1217 return 0;
1382} 1218}
1383 1219
1384/* 1220/*
1385 * 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
1386 * 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
1387 * 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
1388 * 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.
1389 */ 1225 */
1390object * 1226static object *
1391find_better_arrow (object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1392{ 1228{
1393 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1394 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1395 1231
1396 if (!type) 1232 if (!type)
1400 { 1236 {
1401 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))
1402 { 1238 {
1403 i = 0; 1239 i = 0;
1404 ntmp = find_better_arrow (arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1405 if (i > betterby) 1242 if (i > betterby)
1406 { 1243 {
1407 tmp = ntmp; 1244 tmp = ntmp;
1408 betterby = i; 1245 betterby = i;
1409 } 1246 }
1410 } 1247 }
1411 else if (arrow->type == ARROW && arrow->race == type) 1248 else if (arrow->type == ARROW && arrow->race == type)
1412 { 1249 {
1413 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1414 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1251 if (target->race && arrow->slaying.contains (target->race))
1415 { 1252 {
1416 if (arrow->attacktype & AT_DEATH) 1253 if (arrow->attacktype & AT_DEATH)
1417 { 1254 {
1418 *better = 100; 1255 *better = 100;
1419 return arrow; 1256 return arrow;
1427 else 1264 else
1428 { 1265 {
1429 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1266 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1430 { 1267 {
1431 attacktype = 1 << attacknum; 1268 attacktype = 1 << attacknum;
1432 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1269 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1433 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)
1434 { 1271 {
1435 tmp = arrow; 1272 tmp = arrow;
1436 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;
1437 } 1274 }
1438 } 1275 }
1276
1439 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1440 { 1278 {
1441 tmp = arrow; 1279 tmp = arrow;
1442 betterby = 2 + arrow->magic + arrow->stats.dam; 1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1443 } 1281 }
1282
1444 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1445 { 1284 {
1446 tmp = arrow; 1285 tmp = arrow;
1447 betterby = 1 + arrow->magic + arrow->stats.dam; 1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1448 } 1287 }
1449 } 1288 }
1450 } 1289 }
1451 } 1290 }
1291
1452 if (tmp == NULL && arrow == NULL) 1292 if (tmp == NULL && arrow == NULL)
1453 return find_arrow (op, type); 1293 return find_arrow (op, type);
1454 1294
1455 *better = betterby; 1295 *better = betterby;
1456 return tmp; 1296 return tmp;
1460 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1461 * op = the shooter 1301 * op = the shooter
1462 * type = bow->race 1302 * type = bow->race
1463 * dir = fire direction 1303 * dir = fire direction
1464 */ 1304 */
1465object * 1305static object *
1466pick_arrow_target (object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1467{ 1307{
1468 object *tmp = NULL; 1308 object *tmp = NULL;
1469 maptile *m; 1309 maptile *m;
1470 int i, mflags, found, number; 1310 int i, mflags, found, number;
1471 sint16 x, y; 1311 sint16 x, y;
1486 for (i = 0, found = 0; i < 20; i++) 1326 for (i = 0, found = 0; i < 20; i++)
1487 { 1327 {
1488 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1489 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1490 mflags = get_map_flags (m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1491 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1492 { 1333 {
1493 tmp = NULL; 1334 tmp = 0;
1494 break; 1335 break;
1495 } 1336 }
1496 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)
1497 { 1338 {
1498 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1499 * perhaps a bad assumption. 1340 * perhaps a bad assumption.
1500 */ 1341 */
1501 tmp = NULL; 1342 tmp = 0;
1502 break; 1343 break;
1503 } 1344 }
1345
1504 if (mflags & P_IS_ALIVE) 1346 if (mflags & P_IS_ALIVE)
1505 {
1506 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)
1507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1508 {
1509 found++;
1510 break;
1511 }
1512 if (found)
1513 break; 1349 break;
1514 }
1515 } 1350 }
1516 if (tmp == NULL) 1351
1352 if (!tmp)
1517 return find_arrow (op, type); 1353 return find_arrow (op, type);
1518 1354
1519 if (tmp->head) 1355 if (tmp->head)
1520 tmp = tmp->head; 1356 tmp = tmp->head;
1521 1357
1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1562 return 0; 1398 return 0;
1563 } 1399 }
1564 1400
1565 // 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
1566 if (bow->below) 1402 splay (bow);
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1572 } 1403 }
1573 1404
1574 if (!bow->race || !bow->skill) 1405 if (!bow->race || !bow->skill)
1575 { 1406 {
1576 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);
1602 } 1433 }
1603 1434
1604 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1605 if (arrow->nrof == 0) 1436 if (arrow->nrof == 0)
1606 { 1437 {
1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1607 arrow->destroy (); 1439 arrow->destroy ();
1608 return 0; 1440 return 0;
1609 } 1441 }
1610 1442
1611 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1612 arrow = get_split_ob (arrow, 1); 1444 arrow = arrow->split ();
1613 if (!arrow) 1445 if (!arrow)
1614 { 1446 {
1615 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);
1616 return 0; 1448 return 0;
1617 } 1449 }
1621 arrow->direction = dir; 1453 arrow->direction = dir;
1622 1454
1623 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 */
1624 arrow->stats.hp = arrow->stats.dam; 1456 arrow->stats.hp = arrow->stats.dam;
1625 arrow->stats.grace = arrow->attacktype; 1457 arrow->stats.grace = arrow->attacktype;
1626 1458 arrow->custom_name = arrow->slaying;
1627 if (arrow->slaying)
1628 arrow->spellarg = strdup (arrow->slaying);
1629 1459
1630#if 0 1460#if 0
1631 if (player *pl = op->contr) 1461 if (player *pl = op->contr)
1632 { 1462 {
1633 float speed = pl->weapon_sp; 1463 float speed = pl->weapon_sp;
1679 1509
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1510 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1511 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1512 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1513
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1514 op->play_sound (sound_find ("fire_arrow"));
1685 m->insert (arrow, sx, sy, op); 1515 m->insert (arrow, sx, sy, op);
1686 1516
1687 if (!arrow->destroyed ()) 1517 if (!arrow->destroyed ())
1688 move_arrow (arrow); 1518 move_arrow (arrow);
1689
1690 if (op->type == PLAYER)
1691 {
1692 if (left->destroyed ())
1693 esrv_del_item (op->contr, left->count);
1694 else
1695 esrv_send_item (op, left);
1696 }
1697 1519
1698 return 1; 1520 return 1;
1699} 1521}
1700 1522
1701/* Special fire code for players - this takes into 1523/* Special fire code for players - this takes into
1703 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1704 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1705 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1706 * hence the function name. 1528 * hence the function name.
1707 */ 1529 */
1708int 1530static int
1709player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
1710{ 1532{
1711 int ret = 0, wcmod = 0; 1533 int ret;
1712 1534
1713 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
1714 { 1536 {
1715 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);
1716 } 1538 }
1717 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)
1718 { 1540 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1541 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1720 wcmod = -1;
1721
1722 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);
1723 } 1543 }
1724 else if (op->contr->bowtype == bow_threewide) 1544 else if (op->contr->bowtype == bow_threewide)
1725 { 1545 {
1726 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);
1727 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)]);
1728 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)]);
1729 } 1549 }
1730 else if (op->contr->bowtype == bow_spreadshot) 1550 else if (op->contr->bowtype == bow_spreadshot)
1731 { 1551 {
1732 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);
1733 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);
1734 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);
1735 } 1555 }
1736 else 1556 else
1737 { 1557 {
1743} 1563}
1744 1564
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1747 */ 1567 */
1748void 1568static void
1749fire_misc_object (object *op, int dir) 1569fire_misc_object (object *op, int dir)
1750{ 1570{
1751 object *item = op->contr->ranged_ob; 1571 object *item = op->contr->ranged_ob;
1752 1572
1753 if (!item) 1573 if (!item)
1767 1587
1768 if (item->type == WAND) 1588 if (item->type == WAND)
1769 { 1589 {
1770 if (item->stats.food <= 0) 1590 if (item->stats.food <= 0)
1771 { 1591 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1592 op->contr->play_sound (sound_find ("wand_poof"));
1773 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));
1774 1594
1775 return; 1595 return;
1776 } 1596 }
1777 } 1597 }
1778 else if (item->type == ROD || item->type == HORN) 1598 else if (item->type == ROD || item->type == HORN)
1779 { 1599 {
1780 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))
1781 { 1605 {
1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1606 op->contr->play_sound (sound_find ("wand_poof"));
1783 1607
1784 if (item->type == ROD) 1608 if (item->type == ROD)
1785 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));
1786 else 1610 else
1787 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));
1790 } 1614 }
1791 } 1615 }
1792 1616
1793 if (cast_spell (op, item, dir, item->inv, NULL)) 1617 if (cast_spell (op, item, dir, item->inv, NULL))
1794 { 1618 {
1795 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
1796 if (item->type == WAND) 1621 if (item->type == WAND)
1797 { 1622 {
1798 if (!(--item->stats.food)) 1623 if (!(--item->stats.food))
1799 { 1624 {
1800 object *tmp; 1625 object *tmp;
1801 1626
1802 if (item->arch) 1627 if (item->arch)
1803 { 1628 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1629 CLEAR_FLAG (item, FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1630 item->face = item->arch->face;
1806 item->set_speed (0); 1631 item->set_speed (0);
1807 } 1632 }
1808 1633
1809 if ((tmp = item->in_player ())) 1634 if (object *pl = item->visible_to ())
1810 esrv_update_item (UPD_ANIM, tmp, item); 1635 esrv_update_item (UPD_ANIM, pl, item);
1811 } 1636 }
1812 } 1637 }
1813 else if (item->type == ROD || item->type == HORN) 1638 else if (item->type == ROD || item->type == HORN)
1814 drain_rod_charge (item); 1639 drain_rod_charge (item);
1815 } 1640 }
1820bool 1645bool
1821fire (object *op, int dir) 1646fire (object *op, int dir)
1822{ 1647{
1823 int spellcost = 0; 1648 int spellcost = 0;
1824 1649
1825 /* check for loss of invisiblity/hide */
1826 if (action_makes_visible (op))
1827 make_visible (op);
1828
1829 player *pl = op->contr; 1650 player *pl = op->contr;
1830 1651
1831 if (pl->golem) 1652 if (pl->golem)
1832 { 1653 {
1833 control_golem (op->contr->golem, dir); 1654 control_golem (op->contr->golem, dir);
1835 } 1656 }
1836 1657
1837 object *ob = pl->ranged_ob; 1658 object *ob = pl->ranged_ob;
1838 1659
1839 if (!ob) 1660 if (!ob)
1840 return false;
1841
1842 if (!op->change_weapon (ob))
1843 return false; 1661 return false;
1844 1662
1845 if (op->speed_left > 0.f) 1663 if (op->speed_left > 0.f)
1846 --op->speed_left; 1664 --op->speed_left;
1847 else 1665 else
1848 return false; 1666 return false;
1849 1667
1668 if (!op->change_weapon (ob))
1669 return false;
1670
1671 /* check for loss of invisiblity/hide */
1672 if (action_makes_visible (op))
1673 make_visible (op);
1674
1850 switch (ob->type) 1675 switch (ob->type)
1851 { 1676 {
1852 case BOW: 1677 case BOW:
1853 player_fire_bow (op, dir); 1678 player_fire_bow (op, dir);
1854 break; 1679 break;
1855 1680
1856 case SPELL: 1681 case SPELL:
1857 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);
1858 break; 1683 break;
1859 1684
1860 case BUILDER: 1685 case BUILDER:
1861 apply_map_builder (op, dir); 1686 apply_map_builder (op, dir);
1862 break; 1687 break;
1871 } 1696 }
1872 1697
1873 return true; 1698 return true;
1874} 1699}
1875 1700
1876/* find_key 1701static object *
1877 * We try to find a key for the door as passed. If we find a key
1878 * and successfully use it, we return the key, otherwise NULL
1879 * This function merges both normal and locked door, since the logic
1880 * for both is the same - just the specific key is different.
1881 * pl is the player,
1882 * inv is the objects inventory to searched
1883 * door is the door we are trying to match against.
1884 * This function can be called recursively to search containers.
1885 */
1886object *
1887find_key (object *pl, object *container, object *door) 1702find_key_ (object *pl, object *container, object *door)
1888{ 1703{
1889 object *tmp, *key; 1704 object *tmp, *key;
1890 1705
1891 /* Should not happen, but sanity checking is never bad */ 1706 /* Should not happen, but sanity checking is never bad */
1892 if (!container->inv) 1707 if (!container->inv)
1895 /* 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 */
1896 for (tmp = container->inv; tmp; tmp = tmp->below) 1711 for (tmp = container->inv; tmp; tmp = tmp->below)
1897 { 1712 {
1898 if (door->type == DOOR && tmp->type == KEY) 1713 if (door->type == DOOR && tmp->type == KEY)
1899 break; 1714 break;
1715
1900 /* For sanity, we should really check door type, but other stuff 1716 /* For sanity, we should really check door type, but other stuff
1901 * (like containers) can be locked with special keys 1717 * (like containers) can be locked with special keys
1902 */ 1718 */
1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1904 break; 1720 break;
1910 * a key, return 1726 * a key, return
1911 */ 1727 */
1912 if (!tmp) 1728 if (!tmp)
1913 { 1729 {
1914 for (tmp = container->inv; tmp; tmp = tmp->below) 1730 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 {
1916 /* No reason to search empty containers */ 1731 /* No reason to search empty containers */
1917 if (tmp->type == CONTAINER && tmp->inv) 1732 if (tmp->type == CONTAINER && tmp->inv)
1918 {
1919 if ((key = find_key (pl, tmp, door))) 1733 if ((key = find_key_ (pl, tmp, door)))
1920 return key; 1734 return key;
1921 }
1922 }
1923 1735
1924 if (!tmp) 1736 if (!tmp)
1925 return NULL; 1737 return 0;
1926 } 1738 }
1927 1739
1928 /* 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,
1929 * see if we actually want to use it 1741 * see if we actually want to use it
1930 */ 1742 */
1931 if (pl != container) 1743 if (pl != container)
1932 { 1744 {
1933 /* Only let players use keys in containers */ 1745 /* Only let players use keys in containers */
1934 if (!pl->contr) 1746 if (!pl->contr)
1935 return NULL; 1747 return 0;
1748
1936 /* cases where this fails: 1749 /* cases where this fails:
1937 * If we only search the player inventory, return now since we 1750 * If we only search the player inventory, return now since we
1938 * are not in the players inventory. 1751 * are not in the players inventory.
1939 * If the container is not active, return now since only active 1752 * If the container is not active, return now since only active
1940 * containers can be used. 1753 * containers can be used.
1944 * inv must have been an container and must have been active. 1757 * inv must have been an container and must have been active.
1945 * 1758 *
1946 * Change the color so that the message doesn't disappear with 1759 * Change the color so that the message doesn't disappear with
1947 * all the others. 1760 * all the others.
1948 */ 1761 */
1949 if (pl->contr->usekeys == key_inventory || 1762 if (pl->contr->usekeys == key_inventory
1950 !QUERY_FLAG (container, FLAG_APPLIED) || 1763 || !QUERY_FLAG (container, FLAG_APPLIED)
1951 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1952 { 1765 {
1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1954 "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));
1955 return NULL; 1768 return NULL;
1956 } 1769 }
1957 } 1770 }
1958 1771
1959 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);
1960} 1798}
1961 1799
1962/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
1963 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
1964 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
1976 /* If we found a key, do some extra work */ 1814 /* If we found a key, do some extra work */
1977 if (key) 1815 if (key)
1978 { 1816 {
1979 object *container = key->env; 1817 object *container = key->env;
1980 1818
1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
1983 if (action_makes_visible (op)) 1819 if (action_makes_visible (op))
1984 make_visible (op); 1820 make_visible (op);
1985 1821
1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1822 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1987 spring_trap (door->inv, op); 1823 spring_trap (door->inv, op);
1988 1824
1989 if (door->type == DOOR) 1825 if (door->type == DOOR)
1990 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 */
1991 else if (door->type == LOCKED_DOOR) 1827 else if (door->type == LOCKED_DOOR)
1992 { 1828 {
1993 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);
1994 remove_door2 (door); /* remove door without violence ;-) */ 1830 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1831 }
1996 1832
1997 /* Do this after we print the message */ 1833 /* Do this after we print the message */
1998 decrease_ob (key); /* Use up one of the keys */ 1834 key->decrease (); /* Use up one of the keys */
1999 /* Need to update the weight the container the key was in */
2000 if (container != op)
2001 esrv_update_item (UPD_WEIGHT, op, container);
2002 1835
2003 return 1; /* Nothing more to do below */ 1836 return 1; /* Nothing more to do below */
2004 } 1837 }
2005 else if (door->type == LOCKED_DOOR) 1838 else if (door->type == LOCKED_DOOR)
2006 { 1839 {
2007 /* Might as well return now - no other way to open this */ 1840 /* Might as well return now - no other way to open this */
2008 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...");
2009 return 1; 1842 return 1;
2010 } 1843 }
2011 1844
2012 return 0; 1845 return 0;
2013} 1846}
2019 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
2020 */ 1853 */
2021bool 1854bool
2022move_player_attack (object *op, int dir) 1855move_player_attack (object *op, int dir)
2023{ 1856{
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
2024 int on_battleground; 1863 int on_battleground;
2025 1864
2026 sint16 nx = freearr_x[dir] + op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
2027 sint16 ny = freearr_y[dir] + op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
2028 1867
2029 on_battleground = op_on_battleground (op, 0, 0); 1868 on_battleground = op_on_battleground (op, 0, 0);
2030 1869
2031 if (out_of_map (op->map, nx, ny)) 1870 if (out_of_map (op->map, nx, ny))
2032 return false; 1871 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2039 1872
2040 /* 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
2041 * 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
2042 * 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
2043 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2100 1933
2101 if (op->speed_left > 0.f) 1934 if (op->speed_left > 0.f)
2102 { 1935 {
2103 --op->speed_left; 1936 --op->speed_left;
2104 1937
2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1938 op->play_sound (sound_find ("push_player"));
2106 push_ob (mon, dir, op); 1939 push_ob (mon, dir, op);
2107 1940
2108 if (op->contr->tmp_invis || op->hide) 1941 if (action_makes_visible (op))
2109 make_visible (op); 1942 make_visible (op);
2110 1943
2111 return true; 1944 return true;
2112 } 1945 }
2113 else 1946 else
2129 { 1962 {
2130 --op->speed_left; 1963 --op->speed_left;
2131 1964
2132 if (!op->contr->braced) 1965 if (!op->contr->braced)
2133 { 1966 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1967 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 1968 push_ob (mon, dir, op);
2136 } 1969 }
2137 else 1970 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 1971 op->statusmsg ("You withhold your attack");
2139 1972
2140 if (op->contr->tmp_invis || op->hide) 1973 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2141 make_visible (op); 1974 make_visible (op);
2142 1975
2143 return true; 1976 return true;
2144 } 1977 }
2145 } 1978 }
2185} 2018}
2186 2019
2187bool 2020bool
2188move_player (object *op, int dir) 2021move_player (object *op, int dir)
2189{ 2022{
2190 int pick;
2191
2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2023 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2193 return 0; 2024 return 0;
2194 2025
2195 /* Sanity check: make sure dir is valid */ 2026 /* Sanity check: make sure dir is valid */
2196 if ((dir < 0) || (dir >= 9)) 2027 if ((dir < 0) || (dir >= 9))
2197 { 2028 {
2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2204 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2035 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2205 2036
2206 op->facing = dir; 2037 op->facing = dir;
2207 2038
2208 if (op->hide) 2039 if (op->flag [FLAG_HIDDEN])
2209 do_hidden_move (op); 2040 do_hidden_move (op);
2210 2041
2211 bool retval; 2042 bool retval;
2043 int pick = 0;
2212 2044
2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2045 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2214 retval = RESULT_INT (0); 2046 retval = RESULT_INT (0);
2215 else if (op->contr->fire_on) 2047 else if (op->contr->fire_on)
2216 retval = fire (op, dir); 2048 retval = fire (op, dir);
2273 return move_player (op, op->direction); 2105 return move_player (op, op->direction);
2274 2106
2275 return false; 2107 return false;
2276} 2108}
2277 2109
2278int 2110static int
2279save_life (object *op) 2111save_life (object *op)
2280{ 2112{
2281 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2282 return 0; 2114 return 0;
2283 2115
2284 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2116 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2286 { 2118 {
2287 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2119 op->play_sound (sound_find ("ob_evaporate"));
2288 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));
2289
2290 if (op->contr)
2291 esrv_del_item (op->contr, tmp->count);
2292 2121
2293 tmp->destroy (); 2122 tmp->destroy ();
2294 CLEAR_FLAG (op, FLAG_LIFESAVE); 2123 CLEAR_FLAG (op, FLAG_LIFESAVE);
2295 2124
2296 if (op->stats.hp < 0) 2125 if (op->stats.hp < 0)
2309 return 0; 2138 return 0;
2310} 2139}
2311 2140
2312/* 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
2313 * 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
2314 * 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
2315 * from. 2144 * from.
2316 */ 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
2317void 2162void
2318remove_unpaid_objects (object *op, object *env) 2163object::drop_unpaid_items ()
2319{ 2164{
2320 while (op) 2165 if (!flag [FLAG_REMOVED])
2321 { 2166 ::drop_unpaid_items (inv, this);
2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2323
2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2325 {
2326 if (env->type == PLAYER)
2327 esrv_del_item (env->contr, op->count);
2328
2329 op->insert_at (env);
2330 }
2331 else if (op->inv)
2332 remove_unpaid_objects (op->inv, env);
2333
2334 op = next;
2335 }
2336}
2337
2338/*
2339 * Returns pointer a static string containing gravestone text
2340 * Moved from apply.c to player.c - player.c is what
2341 * actually uses this function. player.c may not be quite the
2342 * best, a misc file for object actions is probably better,
2343 * but there isn't one in the server directory.
2344 */
2345char *
2346gravestone_text (object *op)
2347{
2348 static char buf2[MAX_BUF];
2349 char buf[MAX_BUF];
2350 time_t now = time (NULL);
2351
2352 strcpy (buf2, " R.I.P.\n\n");
2353 if (op->type == PLAYER)
2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2355 else
2356 sprintf (buf, "%s\n", &op->name);
2357
2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2359 strcat (buf2, buf);
2360 if (op->type == PLAYER)
2361 sprintf (buf, "who was in level %d when killed\n", op->level);
2362 else
2363 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2364
2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf);
2367 if (op->type == PLAYER)
2368 {
2369 sprintf (buf, "by %s.\n\n", op->contr->killer);
2370 strncat (buf2, " ", 21 - strlen (buf) / 2);
2371 strcat (buf2, buf);
2372 }
2373
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377
2378 return buf2;
2379} 2167}
2380 2168
2381void 2169void
2382do_some_living (object *op) 2170do_some_living (object *op)
2383{ 2171{
2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2223 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2436 else 2224 else
2437 { 2225 {
2438 gen_grace = op->stats.maxgrace; 2226 gen_grace = op->stats.maxgrace;
2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2227 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2440 }
2441
2442 /* Regenerate Spell Points */
2443 if (!op->contr->golem && --op->last_sp < 0)
2444 {
2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2446 if (op->stats.sp < op->stats.maxsp)
2447 {
2448 op->stats.sp++;
2449 /* dms do not consume food */
2450 if (!QUERY_FLAG (op, FLAG_WIZ))
2451 {
2452 op->stats.food--;
2453 if (op->contr->digestion < 0)
2454 op->stats.food += op->contr->digestion;
2455 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2456 op->stats.food = last_food;
2457 }
2458 }
2459
2460 if (max_sp > 1)
2461 {
2462 over_sp = (gen_sp + 10) / rate_sp;
2463 if (over_sp > 0)
2464 {
2465 if (op->stats.sp < op->stats.maxsp)
2466 {
2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2469 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2470 op->stats.sp--;
2471
2472 if (op->stats.sp > op->stats.maxsp)
2473 op->stats.sp = op->stats.maxsp;
2474 }
2475 op->last_sp = 0;
2476 }
2477 else
2478 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2479 }
2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 } 2228 }
2483 2229
2484 /* Regenerate Grace */ 2230 /* Regenerate Grace */
2485 /* 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. */
2486 if (--op->last_grace < 0) 2232 if (--op->last_grace < 0)
2507 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);
2508 } 2254 }
2509 /* wearing stuff doesn't detract from grace generation. */ 2255 /* wearing stuff doesn't detract from grace generation. */
2510 } 2256 }
2511 2257
2258 if (op->stats.food > 0)
2259 {
2512 /* Regenerate Hit Points */ 2260 /* Regenerate Spell Points */
2513 if (--op->last_heal < 0) 2261 if (!op->contr->golem && --op->last_sp < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2516 { 2262 {
2517 op->stats.hp++; 2263 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2518 /* dms do not consume food */ 2264
2519 if (!QUERY_FLAG (op, FLAG_WIZ)) 2265 if (op->stats.sp < op->stats.maxsp)
2520 { 2266 {
2267 op->stats.sp++;
2268
2269 /* dms do not consume food */
2270 if (!QUERY_FLAG (op, FLAG_WIZ))
2271 {
2521 op->stats.food--; 2272 op->stats.food--;
2273
2522 if (op->contr->digestion < 0) 2274 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion; 2275 op->stats.food += op->contr->digestion;
2524 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))
2525 op->stats.food = last_food; 2277 op->stats.food = last_food;
2278 }
2526 } 2279 }
2527 }
2528 2280
2529 if (max_hp > 1) 2281 if (max_sp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532 if (over_hp > 0)
2533 { 2282 {
2534 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
2535 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);
2536 } 2301 }
2537 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)
2538 { 2310 {
2539 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 }
2540 } 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);
2541 } 2336 }
2542 else 2337 else
2543 {
2544 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);
2545 } 2339 }
2546 } 2340 }
2547 2341
2548 /* Digestion */ 2342 /* Digestion */
2549 if (--op->last_eat < 0) 2343 if (--op->last_eat < 0)
2550 { 2344 {
2551 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);
2552 2347
2553 if (op->contr->gen_hp > 0)
2554 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);
2555 else
2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557 2349
2558 /* dms do not consume food */ 2350 /* dms do not consume food */
2559 if (!QUERY_FLAG (op, FLAG_WIZ)) 2351 if (!QUERY_FLAG (op, FLAG_WIZ))
2560 op->stats.food--; 2352 op->stats.food--;
2561 } 2353 }
2562 2354
2563 if (op->stats.food < 0 && op->stats.hp >= 0) 2355 if (op->stats.food < 0 && op->stats.hp >= 0)
2564 { 2356 {
2565 object *tmp, *flesh = 0; 2357 object *flesh = 0;
2566 2358
2567 for (tmp = op->inv; tmp; tmp = tmp->below) 2359 for_inv_removable (op, tmp)
2568 { 2360 {
2569 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)
2570 { 2365 {
2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2366 op->statusmsg ("You blindly grab for a bite of food. "
2572 { 2367 "H<To prevent you from starving, you ate some random item from your backpack.>");
2573 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2574 manual_apply (op, tmp, 0); 2368 manual_apply (op, tmp, 0);
2369
2575 if (op->stats.food >= 0 || op->stats.hp < 0) 2370 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2371 break;
2577 } 2372 }
2578 else if (tmp->type == FLESH) 2373 else if (tmp->type == FLESH)
2579 flesh = tmp; 2374 flesh = tmp;
2580 } /* End if paid for object */ 2375 }
2581 } /* end of for loop */
2582 2376
2583 /* 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
2584 * eat flesh instead. 2378 * eat flesh instead.
2585 */ 2379 */
2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2587 { 2381 {
2588 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.>");
2589 manual_apply (op, flesh, 0); 2384 manual_apply (op, flesh, 0);
2590 } 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)
2591 } 2394 {
2395 op->stats.hp += op->stats.food;
2396 op->stats.food = 0;
2592 2397
2593 while (op->stats.food < 0 && op->stats.hp >= 0) 2398 if (op->stats.hp < 0)
2594 op->stats.food++, op->stats.hp--; 2399 {
2400 op->contr->killer = archetype::get ("killer_starvation");
2401 op->contr->killer->destroy ();
2402 }
2403 }
2595 2404
2405 /* killer should be set here already */
2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2406 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2597 kill_player (op); 2407 kill_player (op);
2598 } 2408 }
2599} 2409}
2600 2410
2604 * file. 2414 * file.
2605 */ 2415 */
2606void 2416void
2607kill_player (object *op) 2417kill_player (object *op)
2608{ 2418{
2609 char buf[MAX_BUF];
2610 int x, y; 2419 int x, y;
2611
2612 //int i;
2613 maptile *map; /* this is for resurrection */ 2420 maptile *map; /* this is for resurrection */
2614
2615 /* int z;
2616 int num_stats_lose;
2617 int lost_a_stat;
2618 int lose_this_stat;
2619 int this_stat; */
2620 int will_kill_again; 2421 int will_kill_again;
2621 archetype *at; 2422 archetype *at;
2622 object *tmp; 2423 object *tmp;
2623 2424
2624 if (save_life (op)) 2425 if (save_life (op))
2625 return; 2426 return;
2626 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 }
2627 2465
2628 /* 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
2629 * 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.
2630 * Look at op_on_battleground() for more info --AndreasV 2468 * Look at op_on_battleground() for more info --AndreasV
2631 */ 2469 */
2632 if (op_on_battleground (op, &x, &y)) 2470 if (op_on_battleground (op, &x, &y))
2633 { 2471 {
2634 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";
2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2636
2637 /* restore player */
2638 at = archetype::find ("poisoning");
2639 if (object *tmp = present_arch_in_ob (at, op))
2640 {
2641 tmp->destroy ();
2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2643 }
2644
2645 at = archetype::find ("confusion");
2646 if (object *tmp = present_arch_in_ob (at, op))
2647 {
2648 tmp->destroy ();
2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2650 }
2651
2652 cure_disease (op, 0); /* remove any disease */
2653 op->stats.hp = op->stats.maxhp;
2654 if (op->stats.food <= 0)
2655 op->stats.food = 999;
2656 2473
2657 /* create a bodypart-trophy to make the winner happy */ 2474 /* create a bodypart-trophy to make the winner happy */
2658 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2659 { 2476 {
2660 sprintf (buf, "%s's finger", &op->name); 2477 tmp->name = format ("%s's finger" , &op->name);
2661 tmp->name = buf; 2478 tmp->name_pl = format ("%s's fingers", &op->name);
2662 sprintf (buf, " This finger has been cut off %s\n"
2663 " the %s, when he was defeated at\n level %d by %s.\n",
2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2665 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 );
2666 tmp->value = 0, tmp->type = 0; 2485 tmp->value = 0, tmp->type = 0;
2667 tmp->materialname = "organics"; 2486 tmp->materialname = "organics";
2668 tmp->insert_at (op, tmp); 2487 tmp->insert_at (op, tmp);
2669 } 2488 }
2670 2489
2671 /* teleport defeated player to new destination */ 2490 /* teleport defeated player to new destination */
2672 transfer_ob (op, x, y, 0, NULL); 2491 transfer_ob (op, x, y, 0, NULL);
2673 op->contr->braced = 0; 2492 op->contr->braced = 0;
2493
2494 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2674 return; 2495 return;
2675 } 2496 }
2676 2497
2498 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2499 deathtab << "T<YOU HAVE DIED>\n\n";
2500
2677 INVOKE_PLAYER (DEATH, op->contr); 2501 INVOKE_PLAYER (DEATH, op->contr);
2678 2502
2679 command_kill_pets (op, 0); 2503 command_kill_pets (op, 0);
2680 2504
2681 if (op->stats.food < 0) 2505 op->contr->play_sound (sound_find ("player_dies"));
2682 {
2683 sprintf (buf, "%s starved to death.", &op->name);
2684 strcpy (op->contr->killer, "starvation");
2685 }
2686 else
2687 sprintf (buf, "%s died.", &op->name);
2688
2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2690 2506
2691 /* save the map location for corpse, gravestone */ 2507 /* save the map location for corpse, gravestone */
2692 x = op->x; 2508 x = op->x;
2693 y = op->y; 2509 y = op->y;
2694 map = op->map; 2510 map = op->map;
2722 2538
2723 lost_a_stat = 0; 2539 lost_a_stat = 0;
2724 2540
2725 for (z = 0; z < num_stats_lose; z++) 2541 for (z = 0; z < num_stats_lose; z++)
2726 { 2542 {
2727 i = RANDOM () % NUM_STATS; 2543 i = rndm (NUM_STATS);
2728 2544
2729 if (settings.stat_loss_on_death) 2545 if (settings.stat_loss_on_death)
2730 { 2546 {
2731 /* 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
2732 * what he lost. 2548 * what he lost.
2739 lost_a_stat = 1; 2555 lost_a_stat = 1;
2740 } 2556 }
2741 else 2557 else
2742 { 2558 {
2743 /* deplete a stat */ 2559 /* deplete a stat */
2744 archetype *deparch = archetype::find ("depletion"); 2560 archetype *deparch = archetype::find (shstr_depletion);
2745 object *dep; 2561 object *dep;
2746 2562
2747 dep = present_arch_in_ob (deparch, op); 2563 dep = present_arch_in_ob (deparch, op);
2748 if (!dep) 2564 if (!dep)
2749 { 2565 {
2783 } 2599 }
2784 } 2600 }
2785 2601
2786 if (lose_this_stat) 2602 if (lose_this_stat)
2787 { 2603 {
2788 this_stat = get_attr_value (&(dep->stats), i); 2604 this_stat = get_attr_value (&dep->stats, i);
2789 /* We could try to do something clever like find another 2605 /* We could try to do something clever like find another
2790 * stat to reduce if this fails. But chances are, if 2606 * stat to reduce if this fails. But chances are, if
2791 * stats have been depleted to -50, all are pretty low 2607 * stats have been depleted to -50, all are pretty low
2792 * 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
2793 * difference. 2609 * difference.
2801 lost_a_stat = 1; 2617 lost_a_stat = 1;
2802 } 2618 }
2803 } 2619 }
2804 } 2620 }
2805 } 2621 }
2622
2806 /* If no stat lost, tell the player. */ 2623 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2624 if (!lost_a_stat)
2808 { 2625 {
2809 /* determine_god() seems to not work sometimes... why is this? 2626 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2627 Should I be using something else? GD */
2811 const char *god = determine_god (op); 2628 shstr_tmp god = determine_god (op);
2812 2629
2813 if (god && (strcmp (god, "none"))) 2630 if (god != shstr_none)
2814 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";
2815 else 2632 else
2816 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";
2817 } 2634 }
2818#else 2635#else
2819 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.";
2820#endif 2637#endif
2821 2638
2822 /* Put a gravestone up where the character 'almost' died. List the 2639 /* Put a gravestone up where the character 'almost' died. List the
2823 * exp loss on the stone. 2640 * exp loss on the stone.
2824 */ 2641 */
2825 tmp = arch_to_object (archetype::find ("gravestone")); 2642 tmp = arch_to_object (archetype::find (shstr_gravestone));
2826 sprintf (buf, "%s's gravestone", &op->name); 2643 tmp->name = format ("%s's gravestone", &op->name);
2827 tmp->name = buf; 2644 tmp->name_pl = format ("%s's gravestones", &op->name);
2828 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",
2829 tmp->name_pl = buf; 2646 &op->name, op->contr->title, op->contr->killer_name ());
2830 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);
2831 tmp->msg = buf;
2832 tmp->x = op->x, tmp->y = op->y; 2647 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL, 0); 2648 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2649
2835 /**************************************/ 2650 /**************************************/
2836 /* */ 2651 /* */
2837 /* Subtract the experience points, */ 2652 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */
2840 /* */ 2653 /* */
2841 /**************************************/ 2654 /**************************************/
2842 2655
2843 /* remove any poisoning and confusion the character may be suffering. */
2844 /* restore player */
2845 at = archetype::find ("poisoning");
2846 tmp = present_arch_in_ob (at, op);
2847
2848 if (tmp)
2849 {
2850 tmp->destroy ();
2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 }
2853
2854 at = archetype::find ("confusion");
2855 tmp = present_arch_in_ob (at, op);
2856 if (tmp)
2857 {
2858 tmp->destroy ();
2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 }
2861
2862 cure_disease (op, 0); /* remove any disease */
2863
2864 /*add_exp(op, (op->stats.exp * -0.20)); */ 2656 /*add_exp(op, (op->stats.exp * -0.20)); */
2865 apply_death_exp_penalty (op); 2657 apply_death_exp_penalty (op);
2866 if (op->stats.food < 100)
2867 op->stats.food = 900;
2868 op->stats.hp = op->stats.maxhp;
2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2871 2658
2872 /* 2659 /*
2873 * 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
2874 * and put them back in the map. 2661 * and put them back in the map.
2875 */ 2662 */
2876 remove_unpaid_objects (op->inv, op); 2663 op->drop_unpaid_items ();
2877 2664
2878 /****************************************/ 2665 /****************************************/
2879 /* */ 2666 /* */
2880 /* Move player to his current respawn- */ 2667 /* Move player to his current respawn- */
2881 /* position (usually last savebed) */ 2668 /* position (usually last savebed) */
2910 if (will_kill_again & (1 << at)) 2697 if (will_kill_again & (1 << at))
2911 force->resist[at] = 100; 2698 force->resist[at] = 100;
2912 2699
2913 insert_ob_in_ob (force, op); 2700 insert_ob_in_ob (force, op);
2914 op->update_stats (); 2701 op->update_stats ();
2915
2916 } 2702 }
2917 2703
2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2704 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2919} 2705}
2920 2706
2921void 2707static void
2922loot_object (object *op) 2708loot_object (object *op)
2923{ /* Grab and destroy some treasure */ 2709{ /* Grab and destroy some treasure */
2924 object *tmp, *tmp2, *next; 2710 object *tmp, *tmp2, *next;
2925 2711
2926 op->close_container (); /* close open sack first */ 2712 op->close_container (); /* close open sack first */
2940 2726
2941 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))))
2942 { 2728 {
2943 if (tmp->nrof > 1) 2729 if (tmp->nrof > 1)
2944 { 2730 {
2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2731 tmp->decrease (rndm (1, tmp->nrof - 1));
2946 tmp2->destroy ();
2947 insert_ob_in_map (tmp, op->map, NULL, 0); 2732 insert_ob_in_map (tmp, op->map, NULL, 0);
2948 } 2733 }
2949 else 2734 else
2950 tmp->destroy (); 2735 tmp->destroy ();
2951 } 2736 }
2962void 2747void
2963fix_weight (void) 2748fix_weight (void)
2964{ 2749{
2965 for_all_players (pl) 2750 for_all_players (pl)
2966 { 2751 {
2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2752 sint32 old = pl->ob->carrying;
2968 2753
2969 if (old == sum) 2754 pl->ob->update_weight ();
2970 continue; 2755
2756 if (old != pl->ob->carrying)
2757 {
2971 pl->ob->update_stats (); 2758 pl->ob->update_stats ();
2972 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 }
2973 } 2761 }
2974} 2762}
2975 2763
2976void 2764void
2977fix_luck (void) 2765fix_luck (void)
3019} 2807}
3020 2808
3021void 2809void
3022make_visible (object *op) 2810make_visible (object *op)
3023{ 2811{
3024 op->hide = 0; 2812 op->flag [FLAG_HIDDEN] = 0;
3025 op->invisible = 0; 2813 op->invisible = 0;
2814
3026 if (op->type == PLAYER) 2815 if (op->type == PLAYER)
3027 { 2816 {
3028 op->contr->tmp_invis = 0; 2817 op->contr->tmp_invis = 0;
3029 op->contr->invis_race = 0; 2818 op->contr->invis_race = 0;
3030 } 2819 }
3033} 2822}
3034 2823
3035int 2824int
3036is_true_undead (object *op) 2825is_true_undead (object *op)
3037{ 2826{
3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2827 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3039 return 1; 2828 return 1;
3040 2829
3041 return 0; 2830 return 0;
3042} 2831}
3043 2832
3044/* look at the surrounding terrain to determine 2833/* look at the surrounding terrain to determine
3045 * the hideability of this object. Positive levels 2834 * the hideability of this object. Positive levels
3046 * indicate greater hideability. 2835 * indicate greater hideability.
3047 */ 2836 */
3048
3049int 2837int
3050hideability (object *ob) 2838hideability (object *ob)
3051{ 2839{
3052 int i, level = 0, mflag; 2840 int i, level = 0, mflag;
3053 sint16 x, y; 2841 sint16 x, y;
3054 2842
3055 if (!ob || !ob->map) 2843 if (!ob || !ob->map)
3056 return 0; 2844 return 0;
3057 2845
3058 /* so, on normal lighted maps, its hard to hide */ 2846 /* so, on normal lighted maps, its hard to hide */
3059 level = ob->map->darkness - 2; 2847 level = ob->map->darklevel () - 2;
3060 2848
3061 /* this also picks up whether the object is glowing. 2849 /* this also picks up whether the object is glowing.
3062 * 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
3063 * as bad as carrying a light on a pitch dark map */ 2851 * as bad as carrying a light on a pitch dark map */
3064 if (has_carried_lights (ob)) 2852 if (ob->has_carried_lights ())
3065 level = -(10 + (2 * ob->map->darkness)); 2853 level = -(10 + (2 * ob->map->darklevel ()));
3066 2854
3067 /* scan through all nearby squares for terrain to hide in */ 2855 /* scan through all nearby squares for terrain to hide in */
3068 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])
3069 { 2859 {
3070 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2860 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3071 if (mflag & P_OUT_OF_MAP) 2861 if (mflag & P_OUT_OF_MAP)
3072 {
3073 continue; 2862 continue;
3074 } 2863
3075 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2864 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3076 level += 2; 2865 level += 2;
3077 else /* open terrain! */ 2866 else /* open terrain! */
3078 level -= 1; 2867 level -= 1;
3079 } 2868 }
3090 * spot (surrounded by clear terrain in broad daylight). -b.t. 2879 * spot (surrounded by clear terrain in broad daylight). -b.t.
3091 */ 2880 */
3092void 2881void
3093do_hidden_move (object *op) 2882do_hidden_move (object *op)
3094{ 2883{
3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2884 int hide = 0;
3096 object *skop;
3097 2885
3098 if (!op || !op->map) 2886 if (!op || !op->map)
3099 return; 2887 return;
3100 2888
3101 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);
3102 2891
3103 /* 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! */
3104 if (op->type == PLAYER && op->contr->run_on) 2893 if (op->type == PLAYER && op->contr->run_on)
3105 if (!skop || num >= skop->level) 2894 if (!skop || num >= skop->level)
3106 { 2895 {
3116 num -= hide; 2905 num -= hide;
3117 2906
3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2907 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3119 { 2908 {
3120 make_visible (op); 2909 make_visible (op);
2910
3121 if (op->type == PLAYER) 2911 if (op->type == PLAYER)
3122 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!");
3123 } 2913 }
3124 else if (op->type == PLAYER && skop) 2914 else if (op->type == PLAYER && skop)
3125 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);
3178 * object op. This function works fine for monsters, 2968 * object op. This function works fine for monsters,
3179 * 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
3180 * a pile (say a coin under a table would return "viewable" 2970 * a pile (say a coin under a table would return "viewable"
3181 * by this routine). Another question, should we be 2971 * by this routine). Another question, should we be
3182 * concerned with the direction the player is looking 2972 * concerned with the direction the player is looking
3183 * in? Realistically, most of use cant see stuff behind 2973 * in? Realistically, most of us can't see stuff behind
3184 * our backs...on the other hand, does the "facing" direction 2974 * our backs...on the other hand, does the "facing" direction
3185 * imply the way your head, or body is facing? Its possible 2975 * imply the way your head, or body is facing? It's possible
3186 * 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.
3187 * -b.t. 2977 * -b.t.
3188 * This function is now map tiling safe. 2978 * This function is now map tiling safe.
3189 */ 2979 */
3190
3191int 2980int
3192player_can_view (object *pl, object *op) 2981player_can_view (object *pl, object *op)
3193{ 2982{
3194 rv_vector rv; 2983 rv_vector rv;
3195 int dx, dy; 2984 int dx, dy;
3207 2996
3208 get_rangevector (pl, op, &rv, 0x1); 2997 get_rangevector (pl, op, &rv, 0x1);
3209 2998
3210 /* starting with the 'head' part, lets loop 2999 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any 3000 * through the object and find if it has any
3212 * part that is in the los array but isnt on 3001 * part that is in the los array but isn't on
3213 * a blocked los square. 3002 * a blocked los square.
3214 * we use the archetype to figure out offsets. 3003 * we use the archetype to figure out offsets.
3215 */ 3004 */
3216 while (op) 3005 while (op)
3217 { 3006 {
3218 dx = rv.distance_x + op->arch->clone.x; 3007 dx = rv.distance_x + op->arch->x;
3219 dy = rv.distance_y + op->arch->clone.y; 3008 dy = rv.distance_y + op->arch->y;
3220 3009
3221 /* only the viewable area the player sees is updated by LOS 3010 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3222 * code, so we need to restrict ourselves to that range of values
3223 * for any meaningful values.
3224 */
3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3226 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3227 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3228 return 1; 3011 return 1;
3012
3229 op = op->more; 3013 op = op->more;
3230 } 3014 }
3231 return 0;
3232}
3233 3015
3234/* routine for both players and monsters. We call this when
3235 * there is a possibility for our action distrubing our hiding
3236 * place or invisiblity spell. Artefact invisiblity is not
3237 * effected by this. If we arent invisible to begin with, we
3238 * return 0.
3239 */
3240int
3241action_makes_visible (object *op)
3242{
3243
3244 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3245 {
3246 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3247 return 0;
3248
3249 if (op->contr && op->contr->tmp_invis == 0)
3250 return 0;
3251
3252 /* If monsters, they should become visible */
3253 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3254 {
3255 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3256 return 1;
3257 }
3258 }
3259 return 0; 3016 return 0;
3260} 3017}
3261 3018
3262/* op_on_battleground - checks if the given object op (usually 3019/* op_on_battleground - checks if the given object op (usually
3263 * a player) is standing on a valid battleground-tile, 3020 * a player) is standing on a valid battleground-tile,
3268 * 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
3269 */ 3026 */
3270int 3027int
3271op_on_battleground (object *op, int *x, int *y) 3028op_on_battleground (object *op, int *x, int *y)
3272{ 3029{
3273 object *tmp;
3274
3275 /* A battleground-tile needs the following attributes to be valid: 3030 /* A battleground-tile needs the following attributes to be valid:
3276 * 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),
3277 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3032 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3278 * and the exit-coordinates sp/hp must both be > 0. 3033 * and the exit-coordinates sp/hp must both be > 0.
3279 * => The intention here is to prevent abuse of the battleground- 3034 * => The intention here is to prevent abuse of the battleground-
3280 * feature (like pickable or hidden battleground tiles). */ 3035 * feature (like pickable or hidden battleground tiles). */
3281 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3036 for (object *tmp = op->below; tmp; tmp = tmp->below)
3282 { 3037 {
3283 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3038 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3284 { 3039 {
3285 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3040 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3286 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))
3287 { 3044 {
3288 /*before we assign the exit, check if this is a teambattle */ 3045 /* before we assign the exit, check if this is a teambattle */
3289 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))
3290 { 3047 {
3291 object *invtmp;
3292
3293 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3294 { 3049 {
3295 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3296 { 3051 {
3297 if (x != NULL && y != NULL) 3052 if (x && y)
3298 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054
3299 return 1; 3055 return 1;
3300 } 3056 }
3301 } 3057 }
3302 } 3058 }
3059
3303 if (x != NULL && y != NULL) 3060 if (x && y)
3304 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062
3305 return 1; 3063 return 1;
3306 } 3064 }
3307 } 3065 }
3308 } 3066 }
3067
3309 /* If we got here, did not find a battleground */ 3068 /* If we got here, did not find a battleground */
3310 return 0; 3069 return 0;
3311} 3070}
3312 3071
3313/* 3072/*
3329 char buf[MAX_BUF]; /* tmp. string buffer */ 3088 char buf[MAX_BUF]; /* tmp. string buffer */
3330 int i = 0, j = 0; 3089 int i = 0, j = 0;
3331 3090
3332 /* get the appropriate treasurelist */ 3091 /* get the appropriate treasurelist */
3333 if (atnr == ATNR_FIRE) 3092 if (atnr == ATNR_FIRE)
3334 trlist = treasurelist::find ("dragon_ability_fire"); 3093 trlist = treasurelist::find (shstr_dragon_ability_fire);
3335 else if (atnr == ATNR_COLD) 3094 else if (atnr == ATNR_COLD)
3336 trlist = treasurelist::find ("dragon_ability_cold"); 3095 trlist = treasurelist::find (shstr_dragon_ability_cold);
3337 else if (atnr == ATNR_ELECTRICITY) 3096 else if (atnr == ATNR_ELECTRICITY)
3338 trlist = treasurelist::find ("dragon_ability_elec"); 3097 trlist = treasurelist::find (shstr_dragon_ability_elec);
3339 else if (atnr == ATNR_POISON) 3098 else if (atnr == ATNR_POISON)
3340 trlist = treasurelist::find ("dragon_ability_poison"); 3099 trlist = treasurelist::find (shstr_dragon_ability_poison);
3341 3100
3342 if (trlist == NULL || who->type != PLAYER) 3101 if (trlist == NULL || who->type != PLAYER)
3343 return; 3102 return;
3344 3103
3345 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++);
3349 /* 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]); */
3350 return; 3109 return;
3351 } 3110 }
3352 3111
3353 /* everything seems okay - now bring on the gift: */ 3112 /* everything seems okay - now bring on the gift: */
3354 item = &(tr->item->clone); 3113 item = tr->item;
3355 3114
3356 if (item->type == SPELL) 3115 if (item->type == SPELL)
3357 { 3116 {
3358 if (check_spell_known (who, item->name)) 3117 if (check_spell_known (who, item->name))
3359 return; 3118 return;
3418 { 3177 {
3419 /* forces in the treasurelist can alter the player's stats */ 3178 /* forces in the treasurelist can alter the player's stats */
3420 object *skin; 3179 object *skin;
3421 3180
3422 /* first get the dragon skin force */ 3181 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3424 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)
3425 ; 3183 ;
3426 3184
3427 if (!skin) 3185 if (!skin)
3428 return; 3186 return;
3429 3187
3464 else 3222 else
3465 { 3223 {
3466 /* generate misc. treasure */ 3224 /* generate misc. treasure */
3467 tmp = arch_to_object (tr->item); 3225 tmp = arch_to_object (tr->item);
3468 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));
3469 tmp = insert_ob_in_ob (tmp, who); 3227 who->insert (tmp);
3470 if (who->type == PLAYER)
3471 esrv_send_item (who, tmp);
3472 } 3228 }
3473} 3229}
3474 3230
3475/** 3231/**
3476 * 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
3487 3243
3488 if (pl->ranged_ob == ob) 3244 if (pl->ranged_ob == ob)
3489 pl->ranged_ob = 0; 3245 pl->ranged_ob = 0;
3490} 3246}
3491 3247
3248//-GPL
3249
3492sint8 3250sint8
3493player::visibility_at (maptile *map, int x, int y) const 3251player::darkness_at (maptile *map, int x, int y) const
3494{ 3252{
3495 if (!ns) 3253 if (!ns)
3496 return 0; 3254 return LOS_BLOCKED;
3497 3255
3498 int dx, dy; 3256 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3257 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0; 3258 return LOS_BLOCKED;
3501 3259
3502 x += dx - ns->current_x + ns->mapx / 2; 3260 x += dx - ns->current_x;
3503 y += dy - ns->current_y + ns->mapy / 2; 3261 y += dy - ns->current_y;
3504 3262
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y]; 3263 return blocked_los (x, y);
3509} 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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