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Comparing deliantra/server/server/player.C (file contents):
Revision 1.146 by root, Sun Jun 3 17:05:36 2007 UTC vs.
Revision 1.243 by root, Sat Nov 7 18:30:06 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
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}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
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}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op)
315{
316 ob = observe = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323} 216}
324 217
325void 218void
326player::set_observe (object *op) 219player::set_observe (object *op)
327{ 220{
328 observe = op ? op : ob; 221 observe = viewpoint = op ? op : ob;
222 do_los = 1;
329} 223}
224
225void
226player::set_viewpoint (object *op)
227{
228 viewpoint = op ? op : (object *)observe;
229 do_los = 1;
230}
231
232//+GPL
330 233
331player::player () 234player::player ()
332{ 235{
333 /* There are some elements we want initialised to non zero value - 236 /* There are some elements we want initialised to non zero value -
334 * we deal with that below this point. 237 * we deal with that below this point.
340 savebed_map = first_map_path; /* Init. respawn position */ 243 savebed_map = first_map_path; /* Init. respawn position */
341 244
342 gen_sp_armour = 10; 245 gen_sp_armour = 10;
343 bowtype = bow_normal; 246 bowtype = bow_normal;
344 petmode = pet_normal; 247 petmode = pet_normal;
345 listening = 10;
346 usekeys = containers; 248 usekeys = containers;
347 peaceful = 1; /* default peaceful */ 249 peaceful = 1; /* default peaceful */
348 do_los = 1; 250 do_los = 1;
349 251
350 weapon_sp = 1.0f; 252 weapon_sp = 1.0f;
361 if (ob) 263 if (ob)
362 { 264 {
363 ob->destroy_inv (false); 265 ob->destroy_inv (false);
364 ob->destroy (); 266 ob->destroy ();
365 } 267 }
268
269 ob = observe = viewpoint = 0;
366} 270}
367 271
368player::~player () 272player::~player ()
369{ 273{
370 /* Clear item stack */ 274 /* Clear item stack */
371 free (stack_items); 275 free (stack_items);
276}
277
278/*
279 * get_player_archetype() return next player archetype from archetype
280 * list. Not very efficient routine, but used only creating new players.
281 * Note: there MUST be at least one player archetype!
282 */
283static archetype *
284get_player_archetype (archetype *at)
285{
286 // archetypes could have been reloaded
287 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
288
289 if (!nat)
290 return at;
291
292 archvec::iterator i = archetypes.find (nat);
293
294 for (;;)
295 {
296 if (++i == archetypes.end ())
297 i = archetypes.begin ();
298 else if (*i == at)
299 cleanup ("not a single player archetype found");
300
301 if ((*i)->type == PLAYER)
302 return *i;
303 }
372} 304}
373 305
374/* Tries to add player on the connection passed in ns. 306/* Tries to add player on the connection passed in ns.
375 * All we can really get in this is some settings like host and display 307 * All we can really get in this is some settings like host and display
376 * mode. 308 * mode.
389 set_first_map (pl->ob); 321 set_first_map (pl->ob);
390 322
391 return pl; 323 return pl;
392} 324}
393 325
394/*
395 * get_player_archetype() return next player archetype from archetype
396 * list. Not very efficient routine, but used only creating new players.
397 * Note: there MUST be at least one player archetype!
398 */
399archetype *
400get_player_archetype (archetype *at)
401{
402 archetype *start = at;
403
404 for (;;)
405 {
406 if (at == NULL || at->next == NULL)
407 at = first_archetype;
408 else
409 at = at->next;
410
411 if (at->clone.type == PLAYER)
412 return at;
413
414 if (at == start)
415 {
416 LOG (llevError, "No Player archetypes\n");
417 exit (-1);
418 }
419 }
420}
421
422object * 326object *
423get_nearest_player (object *mon) 327get_nearest_player (object *mon)
424{ 328{
425 object *op = NULL; 329 object *op = NULL;
426 objectlink *ol; 330 objectlink *ol;
427 unsigned lastdist; 331 unsigned lastdist;
428 rv_vector rv; 332 rv_vector rv;
429 333
430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 334 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
431 { 335 {
432 /* We should not find free objects on this friendly list, but it
433 * does periodically happen. Given that, lets deal with it.
434 * While unlikely, it is possible the next object on the friendly
435 * list is also free, so encapsulate this in a while loop.
436 */
437 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
438 {
439 object *tmp = ol->ob;
440
441 /* Can't do much more other than log the fact, because the object
442 * itself will have been cleared.
443 */
444 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
445 tmp->debug_desc ());
446 ol = ol->next;
447 remove_friendly_object (tmp);
448 if (!ol)
449 return op;
450 }
451
452 /* Remove special check for player from this. First, it looks to cause
453 * some crashes (ol->ob->contr not set properly?), but secondly, a more
454 * complicated method of state checking would be needed in any case -
455 * as it was, a clever player could type quit, and the function would
456 * skip them over while waiting for confirmation. Remove
457 * on_same_map check, as can_detect_enemy also does this
458 */
459 if (!can_detect_enemy (mon, ol->ob, &rv)) 336 if (!can_detect_enemy (mon, ol->ob, &rv))
460 continue; 337 continue;
461 338
462 if (lastdist > rv.distance) 339 if (lastdist > rv.distance)
463 { 340 {
658 535
659 return firstdir; 536 return firstdir;
660} 537}
661 538
662void 539void
663give_initial_items (object *pl, treasurelist * items) 540give_initial_items (object *pl, treasurelist *items)
664{ 541{
665 object *op, *next = NULL;
666
667 if (pl->randomitems != NULL) 542 if (pl->randomitems)
668 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 543 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
669 544
670 for (op = pl->inv; op; op = next) 545 for (object *next, *op = pl->inv; op; op = next)
671 { 546 {
672 next = op->below; 547 next = op->below;
673 548
674 /* Forces get applied per default, unless they have the 549 /* Forces get applied per default, unless they have the
675 * flag "neutral" set. Sorry but I can't think of a better way 550 * flag "neutral" set. Sorry but I can't think of a better way
680 /* we never give weapons/armour if these cannot be used 555 /* we never give weapons/armour if these cannot be used
681 * by this player due to race restrictions 556 * by this player due to race restrictions
682 */ 557 */
683 if (pl->type == PLAYER) 558 if (pl->type == PLAYER)
684 { 559 {
685 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
561 &&
686 (op->type == ARMOUR || op->type == BOOTS || 562 (op->type == ARMOUR || op->type == BOOTS
687 op->type == CLOAK || op->type == HELMET || 563 || op->type == CLOAK || op->type == HELMET
688 op->type == SHIELD || op->type == GLOVES || 564 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE))
689 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
690 { 567 {
691 op->destroy (); 568 op->destroy ();
692 continue; 569 continue;
693 } 570 }
694 } 571 }
695 572
696 /* This really needs to be better - we should really give 573 /* Here we remove duplicated skills (as duplicated spell objects have
697 * a substitute spellbook. The problem is that we don't really 574 * _very_ confusing effects for players), which could for instance be
698 * have a good idea what to replace it with (need something like 575 * generated by bad treasurelists. - elmex
699 * a first level treasurelist for each skill.)
700 * remove duplicate skills also
701 */ 576 */
702 if (op->type == SPELLBOOK || op->type == SKILL) 577 if (op->type == SKILL)
703 { 578 {
704 object *tmp;
705
706 for (tmp = op->below; tmp; tmp = tmp->below) 579 for (object *tmp = op->below; tmp; tmp = tmp->below)
707 if (tmp->type == op->type && tmp->name == op->name) 580 if (tmp->type == op->type && tmp->name == op->name)
708 break;
709
710 if (tmp)
711 { 581 {
712 op->destroy (); 582 op->destroy ();
583 LOG (llevError,
713 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
714 continue; 585 break;
715 } 586 }
716 587
717 if (op->nrof > 1) 588 if (op->nrof > 1)
718 op->nrof = 1; 589 op->nrof = 1;
719 } 590 }
720 591
721 if (op->type == SPELLBOOK && op->inv) 592 if (op->type == SPELLBOOK && op->inv)
722 {
723 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
724 }
725 594
726 /* Give starting characters identified, uncursed, and undamned 595 /* Give starting characters identified, uncursed, and undamned
727 * items. Just don't identify gold or silver, or it won't be 596 * items. Just don't identify gold or silver, or it won't be
728 * merged properly. 597 * merged properly.
729 */ 598 */
730 if (need_identify (op)) 599 if (need_identify (op))
731 { 600 {
732 SET_FLAG (op, FLAG_IDENTIFIED); 601 SET_FLAG (op, FLAG_IDENTIFIED);
733 CLEAR_FLAG (op, FLAG_CURSED); 602 CLEAR_FLAG (op, FLAG_CURSED);
734 CLEAR_FLAG (op, FLAG_DAMNED); 603 CLEAR_FLAG (op, FLAG_DAMNED);
735 } 604 }
605
736 if (op->type == SPELL) 606 if (op->type == SPELL)
737 { 607 {
738 op->destroy (); 608 op->destroy ();
739 continue; 609 continue;
740 } 610 }
742 { 612 {
743 SET_FLAG (op, FLAG_CAN_USE_SKILL); 613 SET_FLAG (op, FLAG_CAN_USE_SKILL);
744 op->stats.exp = 0; 614 op->stats.exp = 0;
745 op->level = 1; 615 op->level = 1;
746 } 616 }
747 /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
748 else
749 SET_FLAG (op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
750 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
751 620
752 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
753 link_player_skills (pl); 622 pl->contr->link_skills ();
754} 623}
755 624
756void 625void
757get_party_password (object *op, partylist *party) 626get_party_password (object *op, partylist *party)
758{ 627{
859static void 728static void
860start_info (object *op) 729start_info (object *op)
861{ 730{
862 char buf[MAX_BUF]; 731 char buf[MAX_BUF];
863 732
864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 733 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
865 new_draw_info (NDI_UNIQUE, 0, op, buf); 734 new_draw_info (NDI_UNIQUE, 0, op, buf);
866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
868} 735}
869 736
870/* This function takes the key that is passed, and does the 737/* This function takes the key that is passed, and does the
871 * appropriate action with it (change race, or other things). 738 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have 739 * The function name is for historical reasons - now we have
875 */ 742 */
876void 743void
877player::chargen_race_done () 744player::chargen_race_done ()
878{ 745{
879 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
880 esrv_new_player (ob->contr, ob->weight + ob->carrying); 747 esrv_new_player (ob->contr);
881 748
882 treasurelist *tl = treasurelist::find ("starting_wealth"); 749 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
883 if (tl) 750 if (tl)
884 create_treasure (tl, ob, 0, 0, 0); 751 create_treasure (tl, ob, 0, 0, 0);
885 752
886 INVOKE_PLAYER (BIRTH, ob->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, ob->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
888 755
889 ob->contr->ns->state = ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
890 757
891 if (ob->msg) 758 if (ob->msg)
892 ob->msg = 0; 759 ob->msg = 0;
893
894 /* We create this now because some of the unique maps will need it
895 * to save here.
896 */
897 {
898 char buf[MAX_BUF];
899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
900 make_path_to_file (buf);
901 }
902 760
903 start_info (ob); 761 start_info (ob);
904 CLEAR_FLAG (ob, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
905 give_initial_items (ob, ob->randomitems); 763 give_initial_items (ob, ob->randomitems);
906 link_player_skills (ob);
907 esrv_send_inventory (ob, ob); 764 esrv_send_inventory (ob, ob);
908 ob->update_stats (); 765 ob->update_stats ();
909 766
910 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
911 * is one for this race 768 * is one for this race
912 */ 769 */
913 if (*first_map_ext_path) 770 if (*first_map_ext_path)
914 { 771 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
915 object *tmp;
916 char mapname[MAX_BUF];
917
918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
919 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = ob->x;
922 EXIT_Y (tmp) = ob->y;
923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
924 * if the map isn't there, then stay on the
925 * default initial map */
926 tmp->destroy ();
927 }
928 else 772 else
929 LOG (llevDebug, "first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
930} 774}
931 775
932void 776void
942 int x = ob->x, y = ob->y; 786 int x = ob->x, y = ob->y;
943 787
944 ob->remove_statbonus (); 788 ob->remove_statbonus ();
945 ob->remove (); 789 ob->remove ();
946 ob->arch = get_player_archetype (ob->arch); 790 ob->arch = get_player_archetype (ob->arch);
947 ob->arch->clone.copy_to (ob); 791 ob->arch->copy_to (ob);
948 ob->instantiate (); 792 ob->instantiate ();
949 ob->stats = ob->contr->orig_stats; 793 ob->stats = ob->contr->orig_stats;
950 ob->name = ob->name_pl = name; 794 ob->name = ob->name_pl = name;
951 ob->x = x; 795 ob->x = x;
952 ob->y = y; 796 ob->y = y;
953 SET_ANIMATION (ob, 2); /* So player faces south */ 797 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (ob, ob->map, ob, 0); 798 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (ob->contr->title, ob->arch->clone.name); 799 assign (ob->contr->title, ob->arch->object::name);
956 ob->add_statbonus (); 800 ob->add_statbonus ();
957 } 801 }
958 while (!allowed_class (ob)); 802 while (!allowed_class (ob));
959 803
960 update_object (ob, UP_OBJ_FACE); 804 update_object (ob, UP_OBJ_FACE);
963 ob->stats.hp = ob->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
964 ob->stats.sp = ob->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
965 ob->stats.grace = 0; 809 ob->stats.grace = 0;
966} 810}
967 811
968void 812static void
969flee_player (object *op) 813flee_player (object *op)
970{ 814{
971 int dir, diff; 815 int dir, diff;
972 rv_vector rv; 816 rv_vector rv;
973 817
976 LOG (llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
977 CLEAR_FLAG (op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
978 return; 822 return;
979 } 823 }
980 824
981 if (op->enemy == NULL) 825 if (!op->enemy)
982 { 826 {
983 LOG (llevDebug, "Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
984 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
985 return; 829 return;
986 } 830 }
987 831
988 /* Seen some crashes here. Since we don't store an
989 * op->enemy_count, it is possible that something destroys the
990 * actual enemy, and the object is recycled.
991 */
992 if (op->enemy->map == NULL)
993 {
994 CLEAR_FLAG (op, FLAG_SCARED);
995 op->enemy = NULL;
996 return;
997 }
998
999 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000 { 833 {
1001 op->enemy = NULL; 834 op->enemy = NULL;
1002 CLEAR_FLAG (op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
1003 return; 836 return;
1006 get_rangevector (op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
1007 840
1008 dir = absdir (4 + rv.direction); 841 dir = absdir (4 + rv.direction);
1009 for (diff = 0; diff < 3; diff++) 842 for (diff = 0; diff < 3; diff++)
1010 { 843 {
1011 int m = 1 - (RANDOM () & 2); 844 int m = 1 - rndm (2) * 2;
1012 845
1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1014 return; 847 return;
1015 } 848 }
1016 849
1027check_pick (object *op) 860check_pick (object *op)
1028{ 861{
1029 object *tmp, *next; 862 object *tmp, *next;
1030 int stop = 0; 863 int stop = 0;
1031 int wvratio; 864 int wvratio;
1032 char putstring[128];
1033 865
1034 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1035 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1036 return 1; 868 return 1;
1037 869
1038 next = op->below; 870 next = op->below;
1039 871
872 int cnt = MAX_ITEM_PER_DROP;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874
1040 /* loop while there are items on the floor that are not marked as 875 /* loop while there are items on the floor that are not marked as
1041 * destroyed */ 876 * destroyed */
1042 while (next && !next->destroyed ()) 877 while (next && !next->destroyed ())
1043 { 878 {
1044 tmp = next; 879 tmp = next;
1045 next = tmp->below; 880 next = tmp->below;
1046 881
882 if (cnt <= 0)
883 {
884 op->failmsg ("Couldn't pickup all items at once.");
885 return 0;
886 }
887
1047 if (op->destroyed ()) 888 if (op->destroyed ())
1048 return 0; 889 return 0;
1049 890
1050 if (!can_pick (op, tmp)) 891 if (!can_pick (op, tmp))
1051 continue; 892 continue;
1052 893
1053 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1054 { 895 {
1055 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1056 pick_up (op, tmp); 897 CHK_PICK_PICKUP;
898
1057 continue; 899 continue;
1058 } 900 }
1059 901
1060 /* high not bit set? We're using the old autopickup model */ 902 /* pickup handling */
903 if (op->contr->mode & PU_DEBUG)
904 {
905 /* some debugging code to figure out item information */
906 const char *str = tmp->name
907 ? format ("item name: %s item type: %d weight/value: %d",
908 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
909 : format ("item name: %s item type: %d weight/value: %d",
910 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
911
912 new_draw_info (NDI_UNIQUE, 0, op, str);
913 }
914
915 if (op->contr->mode & PU_INHIBIT)
916 return 1;
917
918 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
919 return 1;
920
921 /* philosophy:
922 * It's easy to grab an item type from a pile, as long as it's
923 * generic. This takes no game-time. For more detailed pickups
924 * and selections, select-items should be used. This is a
925 * grab-as-you-run type mode that's really useful for arrows for
926 * example.
927 * The drawback: right now it has no frontend, so you need to
928 * stick the bits you want into a calculator in hex mode and then
929 * convert to decimal and then 'pickup <#>
930 */
931
932 /* the first two modes are exclusive: if NOTHING we return, if
933 * STOP then we stop. All the rest are applied sequentially,
934 * meaning if any test passes, the item gets picked up. */
935
936 /* if mode is set to pick nothing up, return */
937 if (op->contr->mode == PU_NOTHING)
938 return 1;
939
940 /* if mode is set to stop when encountering objects, return */
941 /* take STOP before INHIBIT since it doesn't actually pick
942 * anything up */
943 if (op->contr->mode & PU_STOP)
944 return 0;
945
946 /* useful for going into stores and not losing your settings... */
947 /* and for battles wher you don't want to get loaded down while
948 * fighting */
949 if (op->contr->mode & PU_INHIBIT)
950 return 1;
951
952 /* prevent us from turning into auto-thieves :) */
953 if (QUERY_FLAG (tmp, FLAG_UNPAID))
954 continue;
955
956 /* ignore known cursed objects */
957 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
958 continue;
959
960 /* all food and drink if desired */
961 /* question: don't pick up known-poisonous stuff? */
1061 if (!(op->contr->mode & PU_NEWMODE)) 962 if (op->contr->mode & PU_FOOD)
963 if (tmp->type == FOOD)
1062 { 964 {
1063 switch (op->contr->mode) 965 CHK_PICK_PICKUP;
966 continue;
967 }
968
969 if (op->contr->mode & PU_DRINK)
970 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
976 if (op->contr->mode & PU_POTION)
977 if (tmp->type == POTION)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 /* spellbooks, skillscrolls and normal books/scrolls */
984 if (op->contr->mode & PU_SPELLBOOK)
985 if (tmp->type == SPELLBOOK)
986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
991 if (op->contr->mode & PU_SKILLSCROLL)
992 if (tmp->type == SKILLSCROLL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 if (op->contr->mode & PU_READABLES)
999 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1000 {
1001 CHK_PICK_PICKUP;
1002 continue;
1003 }
1004
1005 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1020
1021 if (op->contr->mode & PU_VALUABLES)
1022 {
1023 if (tmp->type == MONEY || tmp->type == GEM)
1064 { 1024 {
1065 case 0: 1025 CHK_PICK_PICKUP;
1066 return 1; /* don't pick up */ 1026 continue;
1067 case 1:
1068 pick_up (op, tmp);
1069 return 1;
1070 case 2:
1071 pick_up (op, tmp);
1072 return 0;
1073 case 3:
1074 return 0; /* stop before pickup */
1075 case 4:
1076 pick_up (op, tmp);
1077 break;
1078 case 5:
1079 pick_up (op, tmp);
1080 stop = 1;
1081 break;
1082 case 6:
1083 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1084 pick_up (op, tmp);
1085 break;
1086
1087 case 7:
1088 if (tmp->type == MONEY || tmp->type == GEM)
1089 pick_up (op, tmp);
1090 break;
1091
1092 default:
1093 /* use value density */
1094 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1095 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1096 pick_up (op, tmp);
1097 } 1027 }
1098 } 1028 }
1099 else 1029
1100 { /* old model */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1101 /* NEW pickup handling */
1102 if (op->contr->mode & PU_DEBUG) 1031 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET)
1103 { 1033 {
1104 /* some debugging code to figure out item information */ 1034 CHK_PICK_PICKUP;
1105 if (tmp->name != NULL)
1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108 else
1109 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111
1112 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1113 }
1114
1115 /* philosophy:
1116 * It's easy to grab an item type from a pile, as long as it's
1117 * generic. This takes no game-time. For more detailed pickups
1118 * and selections, select-items should be used. This is a
1119 * grab-as-you-run type mode that's really useful for arrows for
1120 * example.
1121 * The drawback: right now it has no frontend, so you need to
1122 * stick the bits you want into a calculator in hex mode and then
1123 * convert to decimal and then 'pickup <#>
1124 */
1125
1126 /* the first two modes are exclusive: if NOTHING we return, if
1127 * STOP then we stop. All the rest are applied sequentially,
1128 * meaning if any test passes, the item gets picked up. */
1129
1130 /* if mode is set to pick nothing up, return */
1131
1132 if (op->contr->mode & PU_NOTHING)
1133 return 1;
1134
1135 /* if mode is set to stop when encountering objects, return */
1136 /* take STOP before INHIBIT since it doesn't actually pick
1137 * anything up */
1138
1139 if (op->contr->mode & PU_STOP)
1140 return 0;
1141
1142 /* useful for going into stores and not losing your settings... */
1143 /* and for battles wher you don't want to get loaded down while
1144 * fighting */
1145 if (op->contr->mode & PU_INHIBIT)
1146 return 1;
1147
1148 /* prevent us from turning into auto-thieves :) */
1149 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1150 continue; 1035 continue;
1036 }
1151 1037
1152 /* ignore known cursed objects */ 1038 /* we don't forget dragon food */
1153 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1039 if (op->contr->mode & PU_FLESH)
1040 if (tmp->type == FLESH)
1041 {
1042 CHK_PICK_PICKUP;
1154 continue; 1043 continue;
1044 }
1155 1045
1156 /* all food and drink if desired */ 1046 /* bows and arrows. Bows are good for selling! */
1157 /* question: don't pick up known-poisonous stuff? */ 1047 if (op->contr->mode & PU_BOW)
1048 if (tmp->type == BOW)
1049 {
1050 CHK_PICK_PICKUP;
1051 continue;
1052 }
1053
1054 if (op->contr->mode & PU_ARROW)
1055 if (tmp->type == ARROW)
1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1061 /* all kinds of armor etc. */
1062 if (op->contr->mode & PU_ARMOUR)
1063 if (tmp->type == ARMOUR)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_HELMET)
1070 if (tmp->type == HELMET)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 if (op->contr->mode & PU_SHIELD)
1077 if (tmp->type == SHIELD)
1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1158 if (op->contr->mode & PU_FOOD) 1083 if (op->contr->mode & PU_BOOTS)
1159 if (tmp->type == FOOD) 1084 if (tmp->type == BOOTS)
1085 {
1086 CHK_PICK_PICKUP;
1087 continue;
1088 }
1089
1090 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES)
1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1097 if (op->contr->mode & PU_CLOAK)
1098 if (tmp->type == CLOAK)
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 /* hoping to catch throwing daggers here */
1105 if (op->contr->mode & PU_MISSILEWEAPON)
1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1107 {
1108 CHK_PICK_PICKUP;
1109 continue;
1110 }
1111
1112 /* careful: chairs and tables are weapons! */
1113 if (op->contr->mode & PU_ALLWEAPON)
1114 {
1115 if (tmp->type == WEAPON)
1116 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1160 { 1117 {
1161 pick_up (op, tmp); 1118 CHK_PICK_PICKUP;
1162 continue; 1119 continue;
1163 } 1120 }
1121 }
1164 1122
1123 /* misc stuff that's useful */
1165 if (op->contr->mode & PU_DRINK) 1124 if (op->contr->mode & PU_KEY)
1166 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1167 { 1126 {
1168 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1169 continue; 1128 continue;
1170 } 1129 }
1171 1130
1131 /* any of the last 4 bits set means we use the ratio for value
1132 * pickups */
1172 if (op->contr->mode & PU_POTION) 1133 if (op->contr->mode & PU_RATIO)
1173 if (tmp->type == POTION) 1134 {
1135 /* use value density to decide what else to grab */
1136 /* >=7 was >= op->contr->mode */
1137 /* >=7 is the old standard setting. Now we take the last 4 bits
1174 { 1138 */
1175 pick_up (op, tmp);
1176 continue;
1177 }
1178
1179 /* spellbooks, skillscrolls and normal books/scrolls */
1180 if (op->contr->mode & PU_SPELLBOOK)
1181 if (tmp->type == SPELLBOOK)
1182 {
1183 pick_up (op, tmp);
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SKILLSCROLL)
1188 if (tmp->type == SKILLSCROLL)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_READABLES)
1195 if (tmp->type == BOOK || tmp->type == SCROLL)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 /* wands/staves/rods/horns */
1202 if (op->contr->mode & PU_MAGIC_DEVICE)
1203 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1204 {
1205 pick_up (op, tmp);
1206 continue;
1207 }
1208
1209 /* pick up all magical items */
1210 if (op->contr->mode & PU_MAGICAL) 1139 wvratio = op->contr->mode & PU_RATIO;
1211 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1140 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 if (op->contr->mode & PU_VALUABLES)
1218 { 1141 {
1219 if (tmp->type == MONEY || tmp->type == GEM) 1142#if 0
1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1144 if (tmp->name != NULL)
1220 { 1145 {
1221 pick_up (op, tmp); 1146 fprintf (stderr, "%s", tmp->name);
1222 continue;
1223 } 1147 }
1224 }
1225
1226 /* rings & amulets - talismans seems to be typed AMULET */
1227 if (op->contr->mode & PU_JEWELS)
1228 if (tmp->type == RING || tmp->type == AMULET)
1229 {
1230 pick_up (op, tmp);
1231 continue;
1232 }
1233
1234 /* we don't forget dragon food */
1235 if (op->contr->mode & PU_FLESH)
1236 if (tmp->type == FLESH)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 /* bows and arrows. Bows are good for selling! */
1243 if (op->contr->mode & PU_BOW)
1244 if (tmp->type == BOW)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_ARROW)
1251 if (tmp->type == ARROW)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 /* all kinds of armor etc. */
1258 if (op->contr->mode & PU_ARMOUR)
1259 if (tmp->type == ARMOUR)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_HELMET)
1266 if (tmp->type == HELMET)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_SHIELD)
1273 if (tmp->type == SHIELD)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_BOOTS)
1280 if (tmp->type == BOOTS)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_GLOVES)
1287 if (tmp->type == GLOVES)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_CLOAK)
1294 if (tmp->type == CLOAK)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 /* hoping to catch throwing daggers here */
1301 if (op->contr->mode & PU_MISSILEWEAPON)
1302 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 /* careful: chairs and tables are weapons! */
1309 if (op->contr->mode & PU_ALLWEAPON)
1310 {
1311 if (tmp->type == WEAPON && tmp->name != NULL)
1312 {
1313 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1314 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1315 {
1316 pick_up (op, tmp);
1317 continue;
1318 }
1319 }
1320
1321 if (tmp->type == WEAPON && tmp->name == NULL)
1322 {
1323 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328 }
1329 }
1330
1331 /* misc stuff that's useful */
1332 if (op->contr->mode & PU_KEY)
1333 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338
1339 /* any of the last 4 bits set means we use the ratio for value
1340 * pickups */
1341 if (op->contr->mode & PU_RATIO)
1342 {
1343 /* use value density to decide what else to grab */
1344 /* >=7 was >= op->contr->mode */
1345 /* >=7 is the old standard setting. Now we take the last 4 bits
1346 * and multiply them by 5, giving 0..15*5== 5..75 */
1347 wvratio = (op->contr->mode & PU_RATIO) * 5;
1348 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1349 {
1350 pick_up (op, tmp);
1351#if 0
1352 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1353 if (tmp->name != NULL)
1354 {
1355 fprintf (stderr, "%s", tmp->name);
1356 }
1357 else 1148 else
1358 fprintf (stderr, "%s", tmp->arch->name); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1359 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1360 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1151 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1361#endif 1152#endif
1153 CHK_PICK_PICKUP;
1362 continue; 1154 continue;
1363 }
1364 } 1155 }
1365 } /* the new pickup model */ 1156 } /* the new pickup model */
1366 } 1157 }
1367 1158
1368 return !stop; 1159 return !stop;
1160}
1161
1162/* routine for both players and monsters. We call this when
1163 * there is a possibility for our action distrubing our hiding
1164 * place or invisiblity spell. Artefact invisiblity causes
1165 * "noise" instead. If we arent invisible to begin with, we
1166 * return 0.
1167 */
1168static int
1169action_makes_visible (object *op)
1170{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1172 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1174 {
1175 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance.
1177 if (op->contr)
1178 op->make_noise ();
1179
1180 return 0;
1181 }
1182
1183 if (op->contr && op->contr->tmp_invis == 0)
1184 return 0;
1185
1186 /* If monsters, they should become visible */
1187 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1188 {
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1190 return 1;
1191 }
1192 }
1193
1194 return 0;
1369} 1195}
1370 1196
1371/* 1197/*
1372 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1373 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1374 * found object is returned. 1200 * found object is returned.
1375 */ 1201 */
1376object * 1202static object *
1377find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1378{ 1204{
1379 object *tmp = 0;
1380
1381 for (op = op->inv; op; op = op->below) 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1382 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1383 tmp = find_arrow (op, type);
1384 else if (op->type == ARROW && op->race == type) 1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1207 return splay (tmp);
1208
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1211 if (object *arrow = find_arrow (tmp, type))
1212 {
1213 splay (tmp);
1385 return op; 1214 return arrow;
1215 }
1386 1216
1387 return tmp; 1217 return 0;
1388} 1218}
1389 1219
1390/* 1220/*
1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1221 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1392 * against the target. A full test is not performed, simply a basic test 1222 * against the target. A full test is not performed, simply a basic test
1393 * of resistances. The archer is making a quick guess at what he sees down 1223 * of resistances. The archer is making a quick guess at what he sees down
1394 * the hall. Failing that it does it's best to pick the highest plus arrow. 1224 * the hall. Failing that it does it's best to pick the highest plus arrow.
1395 */ 1225 */
1396object * 1226static object *
1397find_better_arrow (object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1398{ 1228{
1399 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1400 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1401 1231
1402 if (!type) 1232 if (!type)
1406 { 1236 {
1407 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1237 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1408 { 1238 {
1409 i = 0; 1239 i = 0;
1410 ntmp = find_better_arrow (arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1411 if (i > betterby) 1242 if (i > betterby)
1412 { 1243 {
1413 tmp = ntmp; 1244 tmp = ntmp;
1414 betterby = i; 1245 betterby = i;
1415 } 1246 }
1416 } 1247 }
1417 else if (arrow->type == ARROW && arrow->race == type) 1248 else if (arrow->type == ARROW && arrow->race == type)
1418 { 1249 {
1419 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1420 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1251 if (target->race && arrow->slaying.contains (target->race))
1421 { 1252 {
1422 if (arrow->attacktype & AT_DEATH) 1253 if (arrow->attacktype & AT_DEATH)
1423 { 1254 {
1424 *better = 100; 1255 *better = 100;
1425 return arrow; 1256 return arrow;
1433 else 1264 else
1434 { 1265 {
1435 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1266 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1436 { 1267 {
1437 attacktype = 1 << attacknum; 1268 attacktype = 1 << attacknum;
1438 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1269 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1439 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1270 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1440 { 1271 {
1441 tmp = arrow; 1272 tmp = arrow;
1442 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1273 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1443 } 1274 }
1444 } 1275 }
1276
1445 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1278 {
1447 tmp = arrow; 1279 tmp = arrow;
1448 betterby = 2 + arrow->magic + arrow->stats.dam; 1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1449 } 1281 }
1282
1450 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1451 { 1284 {
1452 tmp = arrow; 1285 tmp = arrow;
1453 betterby = 1 + arrow->magic + arrow->stats.dam; 1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1454 } 1287 }
1455 } 1288 }
1456 } 1289 }
1457 } 1290 }
1291
1458 if (tmp == NULL && arrow == NULL) 1292 if (tmp == NULL && arrow == NULL)
1459 return find_arrow (op, type); 1293 return find_arrow (op, type);
1460 1294
1461 *better = betterby; 1295 *better = betterby;
1462 return tmp; 1296 return tmp;
1466 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1467 * op = the shooter 1301 * op = the shooter
1468 * type = bow->race 1302 * type = bow->race
1469 * dir = fire direction 1303 * dir = fire direction
1470 */ 1304 */
1471object * 1305static object *
1472pick_arrow_target (object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1473{ 1307{
1474 object *tmp = NULL; 1308 object *tmp = NULL;
1475 maptile *m; 1309 maptile *m;
1476 int i, mflags, found, number; 1310 int i, mflags, found, number;
1477 sint16 x, y; 1311 sint16 x, y;
1492 for (i = 0, found = 0; i < 20; i++) 1326 for (i = 0, found = 0; i < 20; i++)
1493 { 1327 {
1494 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1495 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1496 mflags = get_map_flags (m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1497 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1498 { 1333 {
1499 tmp = NULL; 1334 tmp = 0;
1500 break; 1335 break;
1501 } 1336 }
1502 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1337 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1503 { 1338 {
1504 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1505 * perhaps a bad assumption. 1340 * perhaps a bad assumption.
1506 */ 1341 */
1507 tmp = NULL; 1342 tmp = 0;
1508 break; 1343 break;
1509 } 1344 }
1345
1510 if (mflags & P_IS_ALIVE) 1346 if (mflags & P_IS_ALIVE)
1511 {
1512 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1347 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1513 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1514 {
1515 found++;
1516 break;
1517 }
1518 if (found)
1519 break; 1349 break;
1520 }
1521 } 1350 }
1522 if (tmp == NULL) 1351
1352 if (!tmp)
1523 return find_arrow (op, type); 1353 return find_arrow (op, type);
1524 1354
1525 if (tmp->head) 1355 if (tmp->head)
1526 tmp = tmp->head; 1356 tmp = tmp->head;
1527 1357
1567 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1568 return 0; 1398 return 0;
1569 } 1399 }
1570 1400
1571 // optimisation: move object to top so we will find it quickly again 1401 // optimisation: move object to top so we will find it quickly again
1572 if (bow->below) 1402 splay (bow);
1573 {
1574 bow->remove ();
1575 op->insert (bow);
1576 }
1577
1578 } 1403 }
1579 1404
1580 if (!bow->race || !bow->skill) 1405 if (!bow->race || !bow->skill)
1581 { 1406 {
1582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1407 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1608 } 1433 }
1609 1434
1610 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1611 if (arrow->nrof == 0) 1436 if (arrow->nrof == 0)
1612 { 1437 {
1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1613 arrow->destroy (); 1439 arrow->destroy ();
1614 return 0; 1440 return 0;
1615 } 1441 }
1616 1442
1617 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1618 arrow = get_split_ob (arrow, 1); 1444 arrow = arrow->split ();
1619 if (!arrow) 1445 if (!arrow)
1620 { 1446 {
1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1447 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1622 return 0; 1448 return 0;
1623 } 1449 }
1627 arrow->direction = dir; 1453 arrow->direction = dir;
1628 1454
1629 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1455 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1630 arrow->stats.hp = arrow->stats.dam; 1456 arrow->stats.hp = arrow->stats.dam;
1631 arrow->stats.grace = arrow->attacktype; 1457 arrow->stats.grace = arrow->attacktype;
1632 1458 arrow->custom_name = arrow->slaying;
1633 if (arrow->slaying)
1634 arrow->spellarg = strdup (arrow->slaying);
1635 1459
1636#if 0 1460#if 0
1637 if (player *pl = op->contr) 1461 if (player *pl = op->contr)
1638 { 1462 {
1639 float speed = pl->weapon_sp; 1463 float speed = pl->weapon_sp;
1685 1509
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1510 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1511 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1512 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1513
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1514 op->play_sound (sound_find ("fire_arrow"));
1691 m->insert (arrow, sx, sy, op); 1515 m->insert (arrow, sx, sy, op);
1692 1516
1693 if (!arrow->destroyed ()) 1517 if (!arrow->destroyed ())
1694 move_arrow (arrow); 1518 move_arrow (arrow);
1695
1696 if (op->type == PLAYER)
1697 {
1698 if (left->destroyed ())
1699 esrv_del_item (op->contr, left->count);
1700 else
1701 esrv_send_item (op, left);
1702 }
1703 1519
1704 return 1; 1520 return 1;
1705} 1521}
1706 1522
1707/* Special fire code for players - this takes into 1523/* Special fire code for players - this takes into
1709 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1710 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1711 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1712 * hence the function name. 1528 * hence the function name.
1713 */ 1529 */
1714int 1530static int
1715player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
1716{ 1532{
1717 int ret = 0, wcmod = 0; 1533 int ret;
1718 1534
1719 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
1720 { 1536 {
1721 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);
1722 } 1538 }
1723 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)
1724 { 1540 {
1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1541 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1726 wcmod = -1;
1727
1728 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);
1729 } 1543 }
1730 else if (op->contr->bowtype == bow_threewide) 1544 else if (op->contr->bowtype == bow_threewide)
1731 { 1545 {
1732 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);
1733 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)]);
1734 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)]);
1735 } 1549 }
1736 else if (op->contr->bowtype == bow_spreadshot) 1550 else if (op->contr->bowtype == bow_spreadshot)
1737 { 1551 {
1738 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);
1739 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);
1740 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);
1741 } 1555 }
1742 else 1556 else
1743 { 1557 {
1749} 1563}
1750 1564
1751/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1753 */ 1567 */
1754void 1568static void
1755fire_misc_object (object *op, int dir) 1569fire_misc_object (object *op, int dir)
1756{ 1570{
1757 object *item = op->contr->ranged_ob; 1571 object *item = op->contr->ranged_ob;
1758 1572
1759 if (!item) 1573 if (!item)
1773 1587
1774 if (item->type == WAND) 1588 if (item->type == WAND)
1775 { 1589 {
1776 if (item->stats.food <= 0) 1590 if (item->stats.food <= 0)
1777 { 1591 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1592 op->contr->play_sound (sound_find ("wand_poof"));
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1780 1594
1781 return; 1595 return;
1782 } 1596 }
1783 } 1597 }
1784 else if (item->type == ROD || item->type == HORN) 1598 else if (item->type == ROD || item->type == HORN)
1785 { 1599 {
1786 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))
1787 { 1605 {
1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1606 op->contr->play_sound (sound_find ("wand_poof"));
1789 1607
1790 if (item->type == ROD) 1608 if (item->type == ROD)
1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1792 else 1610 else
1793 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));
1796 } 1614 }
1797 } 1615 }
1798 1616
1799 if (cast_spell (op, item, dir, item->inv, NULL)) 1617 if (cast_spell (op, item, dir, item->inv, NULL))
1800 { 1618 {
1801 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
1802 if (item->type == WAND) 1621 if (item->type == WAND)
1803 { 1622 {
1804 if (!(--item->stats.food)) 1623 if (!(--item->stats.food))
1805 { 1624 {
1806 object *tmp; 1625 object *tmp;
1807 1626
1808 if (item->arch) 1627 if (item->arch)
1809 { 1628 {
1810 CLEAR_FLAG (item, FLAG_ANIMATE); 1629 CLEAR_FLAG (item, FLAG_ANIMATE);
1811 item->face = item->arch->clone.face; 1630 item->face = item->arch->face;
1812 item->set_speed (0); 1631 item->set_speed (0);
1813 } 1632 }
1814 1633
1815 if ((tmp = item->in_player ())) 1634 if (object *pl = item->visible_to ())
1816 esrv_update_item (UPD_ANIM, tmp, item); 1635 esrv_update_item (UPD_ANIM, pl, item);
1817 } 1636 }
1818 } 1637 }
1819 else if (item->type == ROD || item->type == HORN) 1638 else if (item->type == ROD || item->type == HORN)
1820 drain_rod_charge (item); 1639 drain_rod_charge (item);
1821 } 1640 }
1826bool 1645bool
1827fire (object *op, int dir) 1646fire (object *op, int dir)
1828{ 1647{
1829 int spellcost = 0; 1648 int spellcost = 0;
1830 1649
1831 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible (op))
1833 make_visible (op);
1834
1835 player *pl = op->contr; 1650 player *pl = op->contr;
1836 1651
1837 if (pl->golem) 1652 if (pl->golem)
1838 { 1653 {
1839 control_golem (op->contr->golem, dir); 1654 control_golem (op->contr->golem, dir);
1841 } 1656 }
1842 1657
1843 object *ob = pl->ranged_ob; 1658 object *ob = pl->ranged_ob;
1844 1659
1845 if (!ob) 1660 if (!ob)
1846 return false;
1847
1848 if (!op->change_weapon (ob))
1849 return false; 1661 return false;
1850 1662
1851 if (op->speed_left > 0.f) 1663 if (op->speed_left > 0.f)
1852 --op->speed_left; 1664 --op->speed_left;
1853 else 1665 else
1854 return false; 1666 return false;
1855 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
1856 switch (ob->type) 1675 switch (ob->type)
1857 { 1676 {
1858 case BOW: 1677 case BOW:
1859 player_fire_bow (op, dir); 1678 player_fire_bow (op, dir);
1860 break; 1679 break;
1861 1680
1862 case SPELL: 1681 case SPELL:
1863 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1682 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1864 break; 1683 break;
1865 1684
1866 case BUILDER: 1685 case BUILDER:
1867 apply_map_builder (op, dir); 1686 apply_map_builder (op, dir);
1868 break; 1687 break;
1877 } 1696 }
1878 1697
1879 return true; 1698 return true;
1880} 1699}
1881 1700
1882/* find_key 1701static object *
1883 * We try to find a key for the door as passed. If we find a key
1884 * and successfully use it, we return the key, otherwise NULL
1885 * This function merges both normal and locked door, since the logic
1886 * for both is the same - just the specific key is different.
1887 * pl is the player,
1888 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers.
1891 */
1892object *
1893find_key (object *pl, object *container, object *door) 1702find_key_ (object *pl, object *container, object *door)
1894{ 1703{
1895 object *tmp, *key; 1704 object *tmp, *key;
1896 1705
1897 /* Should not happen, but sanity checking is never bad */ 1706 /* Should not happen, but sanity checking is never bad */
1898 if (!container->inv) 1707 if (!container->inv)
1901 /* 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 */
1902 for (tmp = container->inv; tmp; tmp = tmp->below) 1711 for (tmp = container->inv; tmp; tmp = tmp->below)
1903 { 1712 {
1904 if (door->type == DOOR && tmp->type == KEY) 1713 if (door->type == DOOR && tmp->type == KEY)
1905 break; 1714 break;
1715
1906 /* For sanity, we should really check door type, but other stuff 1716 /* For sanity, we should really check door type, but other stuff
1907 * (like containers) can be locked with special keys 1717 * (like containers) can be locked with special keys
1908 */ 1718 */
1909 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1910 break; 1720 break;
1916 * a key, return 1726 * a key, return
1917 */ 1727 */
1918 if (!tmp) 1728 if (!tmp)
1919 { 1729 {
1920 for (tmp = container->inv; tmp; tmp = tmp->below) 1730 for (tmp = container->inv; tmp; tmp = tmp->below)
1921 {
1922 /* No reason to search empty containers */ 1731 /* No reason to search empty containers */
1923 if (tmp->type == CONTAINER && tmp->inv) 1732 if (tmp->type == CONTAINER && tmp->inv)
1924 {
1925 if ((key = find_key (pl, tmp, door))) 1733 if ((key = find_key_ (pl, tmp, door)))
1926 return key; 1734 return key;
1927 }
1928 }
1929 1735
1930 if (!tmp) 1736 if (!tmp)
1931 return NULL; 1737 return 0;
1932 } 1738 }
1933 1739
1934 /* 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,
1935 * see if we actually want to use it 1741 * see if we actually want to use it
1936 */ 1742 */
1937 if (pl != container) 1743 if (pl != container)
1938 { 1744 {
1939 /* Only let players use keys in containers */ 1745 /* Only let players use keys in containers */
1940 if (!pl->contr) 1746 if (!pl->contr)
1941 return NULL; 1747 return 0;
1748
1942 /* cases where this fails: 1749 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1750 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1751 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1752 * If the container is not active, return now since only active
1946 * containers can be used. 1753 * containers can be used.
1950 * inv must have been an container and must have been active. 1757 * inv must have been an container and must have been active.
1951 * 1758 *
1952 * Change the color so that the message doesn't disappear with 1759 * Change the color so that the message doesn't disappear with
1953 * all the others. 1760 * all the others.
1954 */ 1761 */
1955 if (pl->contr->usekeys == key_inventory || 1762 if (pl->contr->usekeys == key_inventory
1956 !QUERY_FLAG (container, FLAG_APPLIED) || 1763 || !QUERY_FLAG (container, FLAG_APPLIED)
1957 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1958 { 1765 {
1959 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1960 "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));
1961 return NULL; 1768 return NULL;
1962 } 1769 }
1963 } 1770 }
1964 1771
1965 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);
1966} 1798}
1967 1799
1968/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
1969 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
1970 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
1982 /* If we found a key, do some extra work */ 1814 /* If we found a key, do some extra work */
1983 if (key) 1815 if (key)
1984 { 1816 {
1985 object *container = key->env; 1817 object *container = key->env;
1986 1818
1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988
1989 if (action_makes_visible (op)) 1819 if (action_makes_visible (op))
1990 make_visible (op); 1820 make_visible (op);
1991 1821
1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1822 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 spring_trap (door->inv, op); 1823 spring_trap (door->inv, op);
1994 1824
1995 if (door->type == DOOR) 1825 if (door->type == DOOR)
1996 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 */
1997 else if (door->type == LOCKED_DOOR) 1827 else if (door->type == LOCKED_DOOR)
1998 { 1828 {
1999 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);
2000 remove_door2 (door); /* remove door without violence ;-) */ 1830 remove_door2 (door); /* remove door without violence ;-) */
2001 } 1831 }
2002 1832
2003 /* Do this after we print the message */ 1833 /* Do this after we print the message */
2004 decrease_ob (key); /* Use up one of the keys */ 1834 key->decrease (); /* Use up one of the keys */
2005 /* Need to update the weight the container the key was in */
2006 if (container != op)
2007 esrv_update_item (UPD_WEIGHT, op, container);
2008 1835
2009 return 1; /* Nothing more to do below */ 1836 return 1; /* Nothing more to do below */
2010 } 1837 }
2011 else if (door->type == LOCKED_DOOR) 1838 else if (door->type == LOCKED_DOOR)
2012 { 1839 {
2013 /* Might as well return now - no other way to open this */ 1840 /* Might as well return now - no other way to open this */
2014 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...");
2015 return 1; 1842 return 1;
2016 } 1843 }
2017 1844
2018 return 0; 1845 return 0;
2019} 1846}
2025 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
2026 */ 1853 */
2027bool 1854bool
2028move_player_attack (object *op, int dir) 1855move_player_attack (object *op, int dir)
2029{ 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
2030 int on_battleground; 1863 int on_battleground;
2031 1864
2032 sint16 nx = freearr_x[dir] + op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
2033 sint16 ny = freearr_y[dir] + op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
2034 1867
2035 on_battleground = op_on_battleground (op, 0, 0); 1868 on_battleground = op_on_battleground (op, 0, 0);
2036 1869
2037 if (out_of_map (op->map, nx, ny)) 1870 if (out_of_map (op->map, nx, ny))
2038 return false; 1871 return false;
2039
2040 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2041 {
2042 --op->speed_left;
2043 return true;
2044 }
2045 1872
2046 /* 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
2047 * 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
2048 * 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
2049 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2106 1933
2107 if (op->speed_left > 0.f) 1934 if (op->speed_left > 0.f)
2108 { 1935 {
2109 --op->speed_left; 1936 --op->speed_left;
2110 1937
2111 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1938 op->play_sound (sound_find ("push_player"));
2112 push_ob (mon, dir, op); 1939 push_ob (mon, dir, op);
2113 1940
2114 if (op->contr->tmp_invis || op->hide) 1941 if (action_makes_visible (op))
2115 make_visible (op); 1942 make_visible (op);
2116 1943
2117 return true; 1944 return true;
2118 } 1945 }
2119 else 1946 else
2135 { 1962 {
2136 --op->speed_left; 1963 --op->speed_left;
2137 1964
2138 if (!op->contr->braced) 1965 if (!op->contr->braced)
2139 { 1966 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1967 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 1968 push_ob (mon, dir, op);
2142 } 1969 }
2143 else 1970 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 1971 op->statusmsg ("You withhold your attack");
2145 1972
2146 if (op->contr->tmp_invis || op->hide) 1973 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2147 make_visible (op); 1974 make_visible (op);
2148 1975
2149 return true; 1976 return true;
2150 } 1977 }
2151 } 1978 }
2191} 2018}
2192 2019
2193bool 2020bool
2194move_player (object *op, int dir) 2021move_player (object *op, int dir)
2195{ 2022{
2196 int pick;
2197
2198 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2023 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2199 return 0; 2024 return 0;
2200 2025
2201 /* Sanity check: make sure dir is valid */ 2026 /* Sanity check: make sure dir is valid */
2202 if ((dir < 0) || (dir >= 9)) 2027 if ((dir < 0) || (dir >= 9))
2203 { 2028 {
2209 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2210 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2035 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2211 2036
2212 op->facing = dir; 2037 op->facing = dir;
2213 2038
2214 if (op->hide) 2039 if (op->flag [FLAG_HIDDEN])
2215 do_hidden_move (op); 2040 do_hidden_move (op);
2216 2041
2217 bool retval; 2042 bool retval;
2043 int pick = 0;
2218 2044
2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2045 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2220 retval = RESULT_INT (0); 2046 retval = RESULT_INT (0);
2221 else if (op->contr->fire_on) 2047 else if (op->contr->fire_on)
2222 retval = fire (op, dir); 2048 retval = fire (op, dir);
2279 return move_player (op, op->direction); 2105 return move_player (op, op->direction);
2280 2106
2281 return false; 2107 return false;
2282} 2108}
2283 2109
2284int 2110static int
2285save_life (object *op) 2111save_life (object *op)
2286{ 2112{
2287 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2288 return 0; 2114 return 0;
2289 2115
2290 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2116 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2291 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2292 { 2118 {
2293 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2119 op->play_sound (sound_find ("ob_evaporate"));
2294 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));
2295
2296 if (op->contr)
2297 esrv_del_item (op->contr, tmp->count);
2298 2121
2299 tmp->destroy (); 2122 tmp->destroy ();
2300 CLEAR_FLAG (op, FLAG_LIFESAVE); 2123 CLEAR_FLAG (op, FLAG_LIFESAVE);
2301 2124
2302 if (op->stats.hp < 0) 2125 if (op->stats.hp < 0)
2315 return 0; 2138 return 0;
2316} 2139}
2317 2140
2318/* 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
2319 * 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
2320 * 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
2321 * from. 2144 * from.
2322 */ 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
2323void 2162void
2324remove_unpaid_objects (object *op, object *env) 2163object::drop_unpaid_items ()
2325{ 2164{
2326 while (op) 2165 if (!flag [FLAG_REMOVED])
2327 { 2166 ::drop_unpaid_items (inv, this);
2328 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2329
2330 if (QUERY_FLAG (op, FLAG_UNPAID))
2331 {
2332 if (env->type == PLAYER)
2333 esrv_del_item (env->contr, op->count);
2334
2335 op->insert_at (env);
2336 }
2337 else if (op->inv)
2338 remove_unpaid_objects (op->inv, env);
2339
2340 op = next;
2341 }
2342}
2343
2344/*
2345 * Returns pointer a static string containing gravestone text
2346 * Moved from apply.c to player.c - player.c is what
2347 * actually uses this function. player.c may not be quite the
2348 * best, a misc file for object actions is probably better,
2349 * but there isn't one in the server directory.
2350 */
2351char *
2352gravestone_text (object *op)
2353{
2354 static char buf2[MAX_BUF];
2355 char buf[MAX_BUF];
2356 time_t now = time (NULL);
2357
2358 strcpy (buf2, " R.I.P.\n\n");
2359 if (op->type == PLAYER)
2360 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2361 else
2362 sprintf (buf, "%s\n", &op->name);
2363
2364 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365 strcat (buf2, buf);
2366 if (op->type == PLAYER)
2367 sprintf (buf, "who was in level %d when killed\n", op->level);
2368 else
2369 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2370
2371 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf);
2373 if (op->type == PLAYER)
2374 {
2375 sprintf (buf, "by %s.\n\n", op->contr->killer);
2376 strncat (buf2, " ", 21 - strlen (buf) / 2);
2377 strcat (buf2, buf);
2378 }
2379
2380 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2381 strncat (buf2, " ", 20 - strlen (buf) / 2);
2382 strcat (buf2, buf);
2383
2384 return buf2;
2385} 2167}
2386 2168
2387void 2169void
2388do_some_living (object *op) 2170do_some_living (object *op)
2389{ 2171{
2441 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2223 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2442 else 2224 else
2443 { 2225 {
2444 gen_grace = op->stats.maxgrace; 2226 gen_grace = op->stats.maxgrace;
2445 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2227 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2446 }
2447
2448 /* Regenerate Spell Points */
2449 if (!op->contr->golem && --op->last_sp < 0)
2450 {
2451 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2452 if (op->stats.sp < op->stats.maxsp)
2453 {
2454 op->stats.sp++;
2455 /* dms do not consume food */
2456 if (!QUERY_FLAG (op, FLAG_WIZ))
2457 {
2458 op->stats.food--;
2459 if (op->contr->digestion < 0)
2460 op->stats.food += op->contr->digestion;
2461 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2462 op->stats.food = last_food;
2463 }
2464 }
2465
2466 if (max_sp > 1)
2467 {
2468 over_sp = (gen_sp + 10) / rate_sp;
2469 if (over_sp > 0)
2470 {
2471 if (op->stats.sp < op->stats.maxsp)
2472 {
2473 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2474
2475 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2476 op->stats.sp--;
2477
2478 if (op->stats.sp > op->stats.maxsp)
2479 op->stats.sp = op->stats.maxsp;
2480 }
2481 op->last_sp = 0;
2482 }
2483 else
2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2485 }
2486 else
2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2488 } 2228 }
2489 2229
2490 /* Regenerate Grace */ 2230 /* Regenerate Grace */
2491 /* 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. */
2492 if (--op->last_grace < 0) 2232 if (--op->last_grace < 0)
2513 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);
2514 } 2254 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2255 /* wearing stuff doesn't detract from grace generation. */
2516 } 2256 }
2517 2257
2258 if (op->stats.food > 0)
2259 {
2518 /* Regenerate Hit Points */ 2260 /* Regenerate Spell Points */
2519 if (--op->last_heal < 0) 2261 if (!op->contr->golem && --op->last_sp < 0)
2520 {
2521 if (op->stats.hp < op->stats.maxhp)
2522 { 2262 {
2523 op->stats.hp++; 2263 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2524 /* dms do not consume food */ 2264
2525 if (!QUERY_FLAG (op, FLAG_WIZ)) 2265 if (op->stats.sp < op->stats.maxsp)
2526 { 2266 {
2267 op->stats.sp++;
2268
2269 /* dms do not consume food */
2270 if (!QUERY_FLAG (op, FLAG_WIZ))
2271 {
2527 op->stats.food--; 2272 op->stats.food--;
2273
2528 if (op->contr->digestion < 0) 2274 if (op->contr->digestion < 0)
2529 op->stats.food += op->contr->digestion; 2275 op->stats.food += op->contr->digestion;
2530 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))
2531 op->stats.food = last_food; 2277 op->stats.food = last_food;
2278 }
2532 } 2279 }
2533 }
2534 2280
2535 if (max_hp > 1) 2281 if (max_sp > 1)
2536 {
2537 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2538 if (over_hp > 0)
2539 { 2282 {
2540 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
2541 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);
2542 } 2301 }
2543 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)
2544 { 2310 {
2545 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 }
2546 } 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);
2547 } 2336 }
2548 else 2337 else
2549 {
2550 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);
2551 } 2339 }
2552 } 2340 }
2553 2341
2554 /* Digestion */ 2342 /* Digestion */
2555 if (--op->last_eat < 0) 2343 if (--op->last_eat < 0)
2556 { 2344 {
2557 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);
2558 2347
2559 if (op->contr->gen_hp > 0)
2560 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);
2561 else
2562 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2563 2349
2564 /* dms do not consume food */ 2350 /* dms do not consume food */
2565 if (!QUERY_FLAG (op, FLAG_WIZ)) 2351 if (!QUERY_FLAG (op, FLAG_WIZ))
2566 op->stats.food--; 2352 op->stats.food--;
2567 } 2353 }
2568 2354
2569 if (op->stats.food < 0 && op->stats.hp >= 0) 2355 if (op->stats.food < 0 && op->stats.hp >= 0)
2570 { 2356 {
2571 object *tmp, *flesh = 0; 2357 object *flesh = 0;
2572 2358
2573 for (tmp = op->inv; tmp; tmp = tmp->below) 2359 for_inv_removable (op, tmp)
2574 { 2360 {
2575 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)
2576 { 2365 {
2577 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2366 op->statusmsg ("You blindly grab for a bite of food. "
2578 { 2367 "H<To prevent you from starving, you ate some random item from your backpack.>");
2579 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2580 manual_apply (op, tmp, 0); 2368 manual_apply (op, tmp, 0);
2369
2581 if (op->stats.food >= 0 || op->stats.hp < 0) 2370 if (op->stats.food >= 0 || op->stats.hp < 0)
2582 break; 2371 break;
2583 } 2372 }
2584 else if (tmp->type == FLESH) 2373 else if (tmp->type == FLESH)
2585 flesh = tmp; 2374 flesh = tmp;
2586 } /* End if paid for object */ 2375 }
2587 } /* end of for loop */
2588 2376
2589 /* 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
2590 * eat flesh instead. 2378 * eat flesh instead.
2591 */ 2379 */
2592 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2593 { 2381 {
2594 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.>");
2595 manual_apply (op, flesh, 0); 2384 manual_apply (op, flesh, 0);
2596 } 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)
2597 } 2394 {
2395 op->stats.hp += op->stats.food;
2396 op->stats.food = 0;
2598 2397
2599 while (op->stats.food < 0 && op->stats.hp >= 0) 2398 if (op->stats.hp < 0)
2600 op->stats.food++, op->stats.hp--; 2399 {
2400 op->contr->killer = archetype::get ("killer_starvation");
2401 op->contr->killer->destroy ();
2402 }
2403 }
2601 2404
2405 /* killer should be set here already */
2602 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2406 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2603 kill_player (op); 2407 kill_player (op);
2604 } 2408 }
2605} 2409}
2606 2410
2610 * file. 2414 * file.
2611 */ 2415 */
2612void 2416void
2613kill_player (object *op) 2417kill_player (object *op)
2614{ 2418{
2615 char buf[MAX_BUF];
2616 int x, y; 2419 int x, y;
2617
2618 //int i;
2619 maptile *map; /* this is for resurrection */ 2420 maptile *map; /* this is for resurrection */
2620
2621 /* int z;
2622 int num_stats_lose;
2623 int lost_a_stat;
2624 int lose_this_stat;
2625 int this_stat; */
2626 int will_kill_again; 2421 int will_kill_again;
2627 archetype *at; 2422 archetype *at;
2628 object *tmp; 2423 object *tmp;
2629 2424
2630 if (save_life (op)) 2425 if (save_life (op))
2631 return; 2426 return;
2632 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 }
2633 2465
2634 /* 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
2635 * 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.
2636 * Look at op_on_battleground() for more info --AndreasV 2468 * Look at op_on_battleground() for more info --AndreasV
2637 */ 2469 */
2638 if (op_on_battleground (op, &x, &y)) 2470 if (op_on_battleground (op, &x, &y))
2639 { 2471 {
2640 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";
2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2642
2643 /* restore player */
2644 at = archetype::find ("poisoning");
2645 if (object *tmp = present_arch_in_ob (at, op))
2646 {
2647 tmp->destroy ();
2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2649 }
2650
2651 at = archetype::find ("confusion");
2652 if (object *tmp = present_arch_in_ob (at, op))
2653 {
2654 tmp->destroy ();
2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2656 }
2657
2658 cure_disease (op, 0); /* remove any disease */
2659 op->stats.hp = op->stats.maxhp;
2660 if (op->stats.food <= 0)
2661 op->stats.food = 999;
2662 2473
2663 /* create a bodypart-trophy to make the winner happy */ 2474 /* create a bodypart-trophy to make the winner happy */
2664 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2665 { 2476 {
2666 sprintf (buf, "%s's finger", &op->name); 2477 tmp->name = format ("%s's finger" , &op->name);
2667 tmp->name = buf; 2478 tmp->name_pl = format ("%s's fingers", &op->name);
2668 sprintf (buf, " This finger has been cut off %s\n"
2669 " the %s, when he was defeated at\n level %d by %s.\n",
2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2671 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 );
2672 tmp->value = 0, tmp->type = 0; 2485 tmp->value = 0, tmp->type = 0;
2673 tmp->materialname = "organics"; 2486 tmp->materialname = "organics";
2674 tmp->insert_at (op, tmp); 2487 tmp->insert_at (op, tmp);
2675 } 2488 }
2676 2489
2677 /* teleport defeated player to new destination */ 2490 /* teleport defeated player to new destination */
2678 transfer_ob (op, x, y, 0, NULL); 2491 transfer_ob (op, x, y, 0, NULL);
2679 op->contr->braced = 0; 2492 op->contr->braced = 0;
2493
2494 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2680 return; 2495 return;
2681 } 2496 }
2682 2497
2498 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2499 deathtab << "T<YOU HAVE DIED>\n\n";
2500
2683 INVOKE_PLAYER (DEATH, op->contr); 2501 INVOKE_PLAYER (DEATH, op->contr);
2684 2502
2685 command_kill_pets (op, 0); 2503 command_kill_pets (op, 0);
2686 2504
2687 if (op->stats.food < 0) 2505 op->contr->play_sound (sound_find ("player_dies"));
2688 {
2689 sprintf (buf, "%s starved to death.", &op->name);
2690 strcpy (op->contr->killer, "starvation");
2691 }
2692 else
2693 sprintf (buf, "%s died.", &op->name);
2694
2695 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2696 2506
2697 /* save the map location for corpse, gravestone */ 2507 /* save the map location for corpse, gravestone */
2698 x = op->x; 2508 x = op->x;
2699 y = op->y; 2509 y = op->y;
2700 map = op->map; 2510 map = op->map;
2728 2538
2729 lost_a_stat = 0; 2539 lost_a_stat = 0;
2730 2540
2731 for (z = 0; z < num_stats_lose; z++) 2541 for (z = 0; z < num_stats_lose; z++)
2732 { 2542 {
2733 i = RANDOM () % NUM_STATS; 2543 i = rndm (NUM_STATS);
2734 2544
2735 if (settings.stat_loss_on_death) 2545 if (settings.stat_loss_on_death)
2736 { 2546 {
2737 /* 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
2738 * what he lost. 2548 * what he lost.
2745 lost_a_stat = 1; 2555 lost_a_stat = 1;
2746 } 2556 }
2747 else 2557 else
2748 { 2558 {
2749 /* deplete a stat */ 2559 /* deplete a stat */
2750 archetype *deparch = archetype::find ("depletion"); 2560 archetype *deparch = archetype::find (shstr_depletion);
2751 object *dep; 2561 object *dep;
2752 2562
2753 dep = present_arch_in_ob (deparch, op); 2563 dep = present_arch_in_ob (deparch, op);
2754 if (!dep) 2564 if (!dep)
2755 { 2565 {
2789 } 2599 }
2790 } 2600 }
2791 2601
2792 if (lose_this_stat) 2602 if (lose_this_stat)
2793 { 2603 {
2794 this_stat = get_attr_value (&(dep->stats), i); 2604 this_stat = get_attr_value (&dep->stats, i);
2795 /* We could try to do something clever like find another 2605 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if 2606 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low 2607 * stats have been depleted to -50, all are pretty low
2798 * 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
2799 * difference. 2609 * difference.
2807 lost_a_stat = 1; 2617 lost_a_stat = 1;
2808 } 2618 }
2809 } 2619 }
2810 } 2620 }
2811 } 2621 }
2622
2812 /* If no stat lost, tell the player. */ 2623 /* If no stat lost, tell the player. */
2813 if (!lost_a_stat) 2624 if (!lost_a_stat)
2814 { 2625 {
2815 /* determine_god() seems to not work sometimes... why is this? 2626 /* determine_god() seems to not work sometimes... why is this?
2816 Should I be using something else? GD */ 2627 Should I be using something else? GD */
2817 const char *god = determine_god (op); 2628 shstr_tmp god = determine_god (op);
2818 2629
2819 if (god && (strcmp (god, "none"))) 2630 if (god != shstr_none)
2820 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2631 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2821 else 2632 else
2822 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";
2823 } 2634 }
2824#else 2635#else
2825 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.";
2826#endif 2637#endif
2827 2638
2828 /* Put a gravestone up where the character 'almost' died. List the 2639 /* Put a gravestone up where the character 'almost' died. List the
2829 * exp loss on the stone. 2640 * exp loss on the stone.
2830 */ 2641 */
2831 tmp = arch_to_object (archetype::find ("gravestone")); 2642 tmp = arch_to_object (archetype::find (shstr_gravestone));
2832 sprintf (buf, "%s's gravestone", &op->name); 2643 tmp->name = format ("%s's gravestone", &op->name);
2833 tmp->name = buf; 2644 tmp->name_pl = format ("%s's gravestones", &op->name);
2834 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",
2835 tmp->name_pl = buf; 2646 &op->name, op->contr->title, op->contr->killer_name ());
2836 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2837 tmp->msg = buf;
2838 tmp->x = op->x, tmp->y = op->y; 2647 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL, 0); 2648 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2649
2841 /**************************************/ 2650 /**************************************/
2842 /* */ 2651 /* */
2843 /* Subtract the experience points, */ 2652 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */
2846 /* */ 2653 /* */
2847 /**************************************/ 2654 /**************************************/
2848 2655
2849 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */
2851 at = archetype::find ("poisoning");
2852 tmp = present_arch_in_ob (at, op);
2853
2854 if (tmp)
2855 {
2856 tmp->destroy ();
2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2858 }
2859
2860 at = archetype::find ("confusion");
2861 tmp = present_arch_in_ob (at, op);
2862 if (tmp)
2863 {
2864 tmp->destroy ();
2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2866 }
2867
2868 cure_disease (op, 0); /* remove any disease */
2869
2870 /*add_exp(op, (op->stats.exp * -0.20)); */ 2656 /*add_exp(op, (op->stats.exp * -0.20)); */
2871 apply_death_exp_penalty (op); 2657 apply_death_exp_penalty (op);
2872 if (op->stats.food < 100)
2873 op->stats.food = 900;
2874 op->stats.hp = op->stats.maxhp;
2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2877 2658
2878 /* 2659 /*
2879 * 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
2880 * and put them back in the map. 2661 * and put them back in the map.
2881 */ 2662 */
2882 remove_unpaid_objects (op->inv, op); 2663 op->drop_unpaid_items ();
2883 2664
2884 /****************************************/ 2665 /****************************************/
2885 /* */ 2666 /* */
2886 /* Move player to his current respawn- */ 2667 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2668 /* position (usually last savebed) */
2916 if (will_kill_again & (1 << at)) 2697 if (will_kill_again & (1 << at))
2917 force->resist[at] = 100; 2698 force->resist[at] = 100;
2918 2699
2919 insert_ob_in_ob (force, op); 2700 insert_ob_in_ob (force, op);
2920 op->update_stats (); 2701 op->update_stats ();
2921
2922 } 2702 }
2923 2703
2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2704 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2925} 2705}
2926 2706
2927void 2707static void
2928loot_object (object *op) 2708loot_object (object *op)
2929{ /* Grab and destroy some treasure */ 2709{ /* Grab and destroy some treasure */
2930 object *tmp, *tmp2, *next; 2710 object *tmp, *tmp2, *next;
2931 2711
2932 op->close_container (); /* close open sack first */ 2712 op->close_container (); /* close open sack first */
2946 2726
2947 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))))
2948 { 2728 {
2949 if (tmp->nrof > 1) 2729 if (tmp->nrof > 1)
2950 { 2730 {
2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2731 tmp->decrease (rndm (1, tmp->nrof - 1));
2952 tmp2->destroy ();
2953 insert_ob_in_map (tmp, op->map, NULL, 0); 2732 insert_ob_in_map (tmp, op->map, NULL, 0);
2954 } 2733 }
2955 else 2734 else
2956 tmp->destroy (); 2735 tmp->destroy ();
2957 } 2736 }
2968void 2747void
2969fix_weight (void) 2748fix_weight (void)
2970{ 2749{
2971 for_all_players (pl) 2750 for_all_players (pl)
2972 { 2751 {
2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2752 sint32 old = pl->ob->carrying;
2974 2753
2975 if (old == sum) 2754 pl->ob->update_weight ();
2976 continue; 2755
2756 if (old != pl->ob->carrying)
2757 {
2977 pl->ob->update_stats (); 2758 pl->ob->update_stats ();
2978 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 }
2979 } 2761 }
2980} 2762}
2981 2763
2982void 2764void
2983fix_luck (void) 2765fix_luck (void)
3025} 2807}
3026 2808
3027void 2809void
3028make_visible (object *op) 2810make_visible (object *op)
3029{ 2811{
3030 op->hide = 0; 2812 op->flag [FLAG_HIDDEN] = 0;
3031 op->invisible = 0; 2813 op->invisible = 0;
2814
3032 if (op->type == PLAYER) 2815 if (op->type == PLAYER)
3033 { 2816 {
3034 op->contr->tmp_invis = 0; 2817 op->contr->tmp_invis = 0;
3035 op->contr->invis_race = 0; 2818 op->contr->invis_race = 0;
3036 } 2819 }
3039} 2822}
3040 2823
3041int 2824int
3042is_true_undead (object *op) 2825is_true_undead (object *op)
3043{ 2826{
3044 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2827 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3045 return 1; 2828 return 1;
3046 2829
3047 return 0; 2830 return 0;
3048} 2831}
3049 2832
3050/* look at the surrounding terrain to determine 2833/* look at the surrounding terrain to determine
3051 * the hideability of this object. Positive levels 2834 * the hideability of this object. Positive levels
3052 * indicate greater hideability. 2835 * indicate greater hideability.
3053 */ 2836 */
3054
3055int 2837int
3056hideability (object *ob) 2838hideability (object *ob)
3057{ 2839{
3058 int i, level = 0, mflag; 2840 int i, level = 0, mflag;
3059 sint16 x, y; 2841 sint16 x, y;
3060 2842
3061 if (!ob || !ob->map) 2843 if (!ob || !ob->map)
3062 return 0; 2844 return 0;
3063 2845
3064 /* so, on normal lighted maps, its hard to hide */ 2846 /* so, on normal lighted maps, its hard to hide */
3065 level = ob->map->darkness - 2; 2847 level = ob->map->darklevel () - 2;
3066 2848
3067 /* this also picks up whether the object is glowing. 2849 /* this also picks up whether the object is glowing.
3068 * 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
3069 * as bad as carrying a light on a pitch dark map */ 2851 * as bad as carrying a light on a pitch dark map */
3070 if (has_carried_lights (ob)) 2852 if (ob->has_carried_lights ())
3071 level = -(10 + (2 * ob->map->darkness)); 2853 level = -(10 + (2 * ob->map->darklevel ()));
3072 2854
3073 /* scan through all nearby squares for terrain to hide in */ 2855 /* scan through all nearby squares for terrain to hide in */
3074 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 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])
3075 { 2859 {
3076 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2860 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3077 if (mflag & P_OUT_OF_MAP) 2861 if (mflag & P_OUT_OF_MAP)
3078 {
3079 continue; 2862 continue;
3080 } 2863
3081 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2864 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3082 level += 2; 2865 level += 2;
3083 else /* open terrain! */ 2866 else /* open terrain! */
3084 level -= 1; 2867 level -= 1;
3085 } 2868 }
3096 * spot (surrounded by clear terrain in broad daylight). -b.t. 2879 * spot (surrounded by clear terrain in broad daylight). -b.t.
3097 */ 2880 */
3098void 2881void
3099do_hidden_move (object *op) 2882do_hidden_move (object *op)
3100{ 2883{
3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2884 int hide = 0;
3102 object *skop;
3103 2885
3104 if (!op || !op->map) 2886 if (!op || !op->map)
3105 return; 2887 return;
3106 2888
3107 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);
3108 2891
3109 /* 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! */
3110 if (op->type == PLAYER && op->contr->run_on) 2893 if (op->type == PLAYER && op->contr->run_on)
3111 if (!skop || num >= skop->level) 2894 if (!skop || num >= skop->level)
3112 { 2895 {
3122 num -= hide; 2905 num -= hide;
3123 2906
3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2907 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3125 { 2908 {
3126 make_visible (op); 2909 make_visible (op);
2910
3127 if (op->type == PLAYER) 2911 if (op->type == PLAYER)
3128 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!");
3129 } 2913 }
3130 else if (op->type == PLAYER && skop) 2914 else if (op->type == PLAYER && skop)
3131 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);
3184 * object op. This function works fine for monsters, 2968 * object op. This function works fine for monsters,
3185 * 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
3186 * a pile (say a coin under a table would return "viewable" 2970 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 2971 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 2972 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 2973 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 2974 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 2975 * imply the way your head, or body is facing? It's possible
3192 * for them to differ. Sigh, this fctn could get a bit more complex. 2976 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 2977 * -b.t.
3194 * This function is now map tiling safe. 2978 * This function is now map tiling safe.
3195 */ 2979 */
3196
3197int 2980int
3198player_can_view (object *pl, object *op) 2981player_can_view (object *pl, object *op)
3199{ 2982{
3200 rv_vector rv; 2983 rv_vector rv;
3201 int dx, dy; 2984 int dx, dy;
3213 2996
3214 get_rangevector (pl, op, &rv, 0x1); 2997 get_rangevector (pl, op, &rv, 0x1);
3215 2998
3216 /* starting with the 'head' part, lets loop 2999 /* starting with the 'head' part, lets loop
3217 * through the object and find if it has any 3000 * through the object and find if it has any
3218 * part that is in the los array but isnt on 3001 * part that is in the los array but isn't on
3219 * a blocked los square. 3002 * a blocked los square.
3220 * we use the archetype to figure out offsets. 3003 * we use the archetype to figure out offsets.
3221 */ 3004 */
3222 while (op) 3005 while (op)
3223 { 3006 {
3224 dx = rv.distance_x + op->arch->clone.x; 3007 dx = rv.distance_x + op->arch->x;
3225 dy = rv.distance_y + op->arch->clone.y; 3008 dy = rv.distance_y + op->arch->y;
3226 3009
3227 /* only the viewable area the player sees is updated by LOS 3010 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3228 * code, so we need to restrict ourselves to that range of values
3229 * for any meaningful values.
3230 */
3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3232 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3233 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3234 return 1; 3011 return 1;
3012
3235 op = op->more; 3013 op = op->more;
3236 } 3014 }
3237 return 0;
3238}
3239 3015
3240/* routine for both players and monsters. We call this when
3241 * there is a possibility for our action distrubing our hiding
3242 * place or invisiblity spell. Artefact invisiblity is not
3243 * effected by this. If we arent invisible to begin with, we
3244 * return 0.
3245 */
3246int
3247action_makes_visible (object *op)
3248{
3249
3250 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3251 {
3252 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3253 return 0;
3254
3255 if (op->contr && op->contr->tmp_invis == 0)
3256 return 0;
3257
3258 /* If monsters, they should become visible */
3259 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3260 {
3261 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3262 return 1;
3263 }
3264 }
3265 return 0; 3016 return 0;
3266} 3017}
3267 3018
3268/* op_on_battleground - checks if the given object op (usually 3019/* op_on_battleground - checks if the given object op (usually
3269 * a player) is standing on a valid battleground-tile, 3020 * a player) is standing on a valid battleground-tile,
3274 * Default is to do the same as before, so only people wanting to have different points need worry about this 3025 * Default is to do the same as before, so only people wanting to have different points need worry about this
3275 */ 3026 */
3276int 3027int
3277op_on_battleground (object *op, int *x, int *y) 3028op_on_battleground (object *op, int *x, int *y)
3278{ 3029{
3279 object *tmp;
3280
3281 /* A battleground-tile needs the following attributes to be valid: 3030 /* A battleground-tile needs the following attributes to be valid:
3282 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3031 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3032 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3033 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3034 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3035 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3036 for (object *tmp = op->below; tmp; tmp = tmp->below)
3288 { 3037 {
3289 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3038 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3290 { 3039 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3040 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3292 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))
3293 { 3044 {
3294 /*before we assign the exit, check if this is a teambattle */ 3045 /* before we assign the exit, check if this is a teambattle */
3295 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))
3296 { 3047 {
3297 object *invtmp;
3298
3299 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3300 { 3049 {
3301 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3302 { 3051 {
3303 if (x != NULL && y != NULL) 3052 if (x && y)
3304 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054
3305 return 1; 3055 return 1;
3306 } 3056 }
3307 } 3057 }
3308 } 3058 }
3059
3309 if (x != NULL && y != NULL) 3060 if (x && y)
3310 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062
3311 return 1; 3063 return 1;
3312 } 3064 }
3313 } 3065 }
3314 } 3066 }
3067
3315 /* If we got here, did not find a battleground */ 3068 /* If we got here, did not find a battleground */
3316 return 0; 3069 return 0;
3317} 3070}
3318 3071
3319/* 3072/*
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3088 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i = 0, j = 0; 3089 int i = 0, j = 0;
3337 3090
3338 /* get the appropriate treasurelist */ 3091 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3092 if (atnr == ATNR_FIRE)
3340 trlist = treasurelist::find ("dragon_ability_fire"); 3093 trlist = treasurelist::find (shstr_dragon_ability_fire);
3341 else if (atnr == ATNR_COLD) 3094 else if (atnr == ATNR_COLD)
3342 trlist = treasurelist::find ("dragon_ability_cold"); 3095 trlist = treasurelist::find (shstr_dragon_ability_cold);
3343 else if (atnr == ATNR_ELECTRICITY) 3096 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = treasurelist::find ("dragon_ability_elec"); 3097 trlist = treasurelist::find (shstr_dragon_ability_elec);
3345 else if (atnr == ATNR_POISON) 3098 else if (atnr == ATNR_POISON)
3346 trlist = treasurelist::find ("dragon_ability_poison"); 3099 trlist = treasurelist::find (shstr_dragon_ability_poison);
3347 3100
3348 if (trlist == NULL || who->type != PLAYER) 3101 if (trlist == NULL || who->type != PLAYER)
3349 return; 3102 return;
3350 3103
3351 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++);
3355 /* 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]); */
3356 return; 3109 return;
3357 } 3110 }
3358 3111
3359 /* everything seems okay - now bring on the gift: */ 3112 /* everything seems okay - now bring on the gift: */
3360 item = &(tr->item->clone); 3113 item = tr->item;
3361 3114
3362 if (item->type == SPELL) 3115 if (item->type == SPELL)
3363 { 3116 {
3364 if (check_spell_known (who, item->name)) 3117 if (check_spell_known (who, item->name))
3365 return; 3118 return;
3424 { 3177 {
3425 /* forces in the treasurelist can alter the player's stats */ 3178 /* forces in the treasurelist can alter the player's stats */
3426 object *skin; 3179 object *skin;
3427 3180
3428 /* first get the dragon skin force */ 3181 /* first get the dragon skin force */
3429 shstr_cmp dragon_skin_force ("dragon_skin_force");
3430 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)
3431 ; 3183 ;
3432 3184
3433 if (!skin) 3185 if (!skin)
3434 return; 3186 return;
3435 3187
3470 else 3222 else
3471 { 3223 {
3472 /* generate misc. treasure */ 3224 /* generate misc. treasure */
3473 tmp = arch_to_object (tr->item); 3225 tmp = arch_to_object (tr->item);
3474 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));
3475 tmp = insert_ob_in_ob (tmp, who); 3227 who->insert (tmp);
3476 if (who->type == PLAYER)
3477 esrv_send_item (who, tmp);
3478 } 3228 }
3479} 3229}
3480 3230
3481/** 3231/**
3482 * 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
3493 3243
3494 if (pl->ranged_ob == ob) 3244 if (pl->ranged_ob == ob)
3495 pl->ranged_ob = 0; 3245 pl->ranged_ob = 0;
3496} 3246}
3497 3247
3248//-GPL
3249
3498sint8 3250sint8
3499player::visibility_at (maptile *map, int x, int y) const 3251player::darkness_at (maptile *map, int x, int y) const
3500{ 3252{
3501 if (!ns) 3253 if (!ns)
3502 return 0; 3254 return LOS_BLOCKED;
3503 3255
3504 int dx, dy; 3256 int dx, dy;
3505 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3257 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3506 return 0; 3258 return LOS_BLOCKED;
3507 3259
3508 x += dx - ns->current_x + ns->mapx / 2; 3260 x += dx - ns->current_x;
3509 y += dy - ns->current_y + ns->mapy / 2; 3261 y += dy - ns->current_y;
3510 3262
3511 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3512 return 0;
3513
3514 return 100 - blocked_los [x][y]; 3263 return blocked_los (x, y);
3515} 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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