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Comparing deliantra/server/server/player.C (file contents):
Revision 1.130 by root, Sat May 12 20:21:54 2007 UTC vs.
Revision 1.250 by root, Sat Dec 12 03:17:21 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36playervec players; 38playervec players;
37 39
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151
152/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
153static void 41static void
154set_first_map (object *op) 42set_first_map (object *op)
155{ 43{
156 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
157 op->x = -1; 45 op->x = -1;
158 op->y = -1; 46 op->y = -1;
159}
160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172} 47}
173 48
174void 49void
175player::activate () 50player::activate ()
176{ 51{
181 ob->remove (); 56 ob->remove ();
182 ob->map = 0; 57 ob->map = 0;
183 ob->activate_recursive (); 58 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 60 add_friendly_object (ob);
186 enter_map ();
187} 61}
188 62
189void 63void
190player::deactivate () 64player::deactivate ()
191{ 65{
198 72
199 if (ob->map) 73 if (ob->map)
200 maplevel = ob->map->path; 74 maplevel = ob->map->path;
201 75
202 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 78 ob->map = 0;
204 party = 0; 79 party = 0;
205 80
206 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
207 82
221 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
222 97
223 ns->update_look = 0; 98 ns->update_look = 0;
224 ns->look_position = 0; 99 ns->look_position = 0;
225 100
226 clear_los (ob); 101 clear_los ();
227 102
228 ns->reset_stats (); 103 ns->reset_stats ();
229 104
230 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
233 108
234 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
235 link_player_skills (ob); 110 link_skills ();
236 111
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
240 113
241 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 115 if (is_dragon_pl (ob))
243 { 116 {
244 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
245 118
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 122 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 124 skin = tmp;
255 125
256 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
257 } 127 }
258 128
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 130
261 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_BOW] = false;
262 142
263 for (object *op = ob->inv; op; op = op->below) 143 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 144 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 145 switch (op->type)
266 { 146 {
147 case SKILL:
148 op->flag [FLAG_APPLIED] = false;
149 break;
150
267 case WAND: 151 case WAND:
268 case ROD: 152 case ROD:
269 case HORN: 153 case HORN:
270 case BOW: 154 case BOW:
271 case SKILL: 155 ranged_ob = op;
272 case SKILL_TOOL: 156 break;
157
273 case WEAPON: 158 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY); 159 combat_ob = op;
275 apply_special (ob, op, AP_APPLY);
276 break; 160 break;
277 } 161 }
278 162
279 ob->update_stats (); 163 ob->current_weapon = 0;
280 ns->floorbox_update (); 164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
281 165 activate (); // change_weapon also activates, but this doesn't hurt
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290 166
291 INVOKE_PLAYER (CONNECT, this); 167 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this); 168 INVOKE_PLAYER (LOGIN, this);
293} 169}
294 170
295void 171void
296player::disconnect () 172player::disconnect ()
297{ 173{
174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
298 if (ns) 180 if (ns)
299 { 181 {
300 if (active) 182 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302 184
305 ns->reset_stats (); 187 ns->reset_stats ();
306 ns->pl = 0; 188 ns->pl = 0;
307 ns = 0; 189 ns = 0;
308 } 190 }
309 191
310 if (ob) 192 // this is important for the player scheduler to get the correct refcount
311 ob->close_container (); //TODO: client-specific 193 // when ns = 0
194 observe = viewpoint = ob;
312 195
313 deactivate (); 196 deactivate ();
314} 197}
198
199//-GPL
315 200
316// the need for this function can be explained 201// the need for this function can be explained
317// by load_object not returning the object 202// by load_object not returning the object
318void 203void
319player::set_object (object *op) 204player::set_object (object *op)
320{ 205{
321 ob = op; 206 ob = observe = viewpoint = op;
322 ob->contr = this; /* this aren't yet in archetype */ 207 ob->contr = this; /* this aren't yet in archetype */
323 208
324 ob->speed_left = 0.5;
325 ob->speed = 1.0; 209 ob->speed = 1.0f;
210 ob->speed_left = 0.5f;
211
326 ob->direction = 5; /* So player faces south */ 212 ob->direction = 5; /* So player faces south */
327} 213}
214
215void
216player::set_observe (object *op)
217{
218 observe = viewpoint = op ? op : ob;
219 do_los = 1;
220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
328 230
329player::player () 231player::player ()
330{ 232{
331 /* There are some elements we want initialised to non zero value - 233 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point. 234 * we deal with that below this point.
338 savebed_map = first_map_path; /* Init. respawn position */ 240 savebed_map = first_map_path; /* Init. respawn position */
339 241
340 gen_sp_armour = 10; 242 gen_sp_armour = 10;
341 bowtype = bow_normal; 243 bowtype = bow_normal;
342 petmode = pet_normal; 244 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers; 245 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 246 peaceful = 1; /* default peaceful */
346 do_los = 1; 247 do_los = 1;
248
249 weapon_sp = 1.0f;
250 weapon_sp_left = 0.5f;
347} 251}
348 252
349void 253void
350player::do_destroy () 254player::do_destroy ()
351{ 255{
356 if (ob) 260 if (ob)
357 { 261 {
358 ob->destroy_inv (false); 262 ob->destroy_inv (false);
359 ob->destroy (); 263 ob->destroy ();
360 } 264 }
265
266 ob = observe = viewpoint = 0;
361} 267}
362 268
363player::~player () 269player::~player ()
364{ 270{
365 /* Clear item stack */ 271 /* Clear item stack */
366 free (stack_items); 272 free (stack_items);
273}
274
275/*
276 * get_player_archetype() return next player archetype from archetype
277 * list. Not very efficient routine, but used only creating new players.
278 * Note: there MUST be at least one player archetype!
279 */
280static archetype *
281get_player_archetype (archetype *at)
282{
283 // archetypes could have been reloaded
284 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
285
286 if (!nat)
287 return at;
288
289 archvec::iterator i = archetypes.find (nat);
290
291 for (;;)
292 {
293 if (++i == archetypes.end ())
294 i = archetypes.begin ();
295 else if (*i == at)
296 cleanup ("not a single player archetype found");
297
298 if ((*i)->type == PLAYER)
299 return *i;
300 }
367} 301}
368 302
369/* Tries to add player on the connection passed in ns. 303/* Tries to add player on the connection passed in ns.
370 * All we can really get in this is some settings like host and display 304 * All we can really get in this is some settings like host and display
371 * mode. 305 * mode.
373player * 307player *
374player::create () 308player::create ()
375{ 309{
376 player *pl = new player; 310 player *pl = new player;
377 311
378 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
379 313
380 pl->ob->roll_stats (); 314 pl->ob->roll_stats ();
381 pl->ob->stats.wc = 2; 315 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */ 316 pl->ob->run_away = 25; /* Then we panick... */
383 317
384 set_first_map (pl->ob); 318 set_first_map (pl->ob);
385 319
386 return pl; 320 return pl;
387}
388
389/*
390 * get_player_archetype() return next player archetype from archetype
391 * list. Not very efficient routine, but used only creating new players.
392 * Note: there MUST be at least one player archetype!
393 */
394archetype *
395get_player_archetype (archetype *at)
396{
397 archetype *start = at;
398
399 for (;;)
400 {
401 if (at == NULL || at->next == NULL)
402 at = first_archetype;
403 else
404 at = at->next;
405
406 if (at->clone.type == PLAYER)
407 return at;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 }
415} 321}
416 322
417object * 323object *
418get_nearest_player (object *mon) 324get_nearest_player (object *mon)
419{ 325{
422 unsigned lastdist; 328 unsigned lastdist;
423 rv_vector rv; 329 rv_vector rv;
424 330
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 332 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 334 continue;
456 335
457 if (lastdist > rv.distance) 336 if (lastdist > rv.distance)
458 { 337 {
653 532
654 return firstdir; 533 return firstdir;
655} 534}
656 535
657void 536void
658give_initial_items (object *pl, treasurelist * items) 537give_initial_items (object *pl, treasurelist *items)
659{ 538{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 539 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 541
665 for (op = pl->inv; op; op = next) 542 for (object *next, *op = pl->inv; op; op = next)
666 { 543 {
667 next = op->below; 544 next = op->below;
668 545
669 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 547 * flag "neutral" set. Sorry but I can't think of a better way
675 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 553 * by this player due to race restrictions
677 */ 554 */
678 if (pl->type == PLAYER) 555 if (pl->type == PLAYER)
679 { 556 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
681 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 { 564 {
686 op->destroy (); 565 op->destroy ();
687 continue; 566 continue;
688 } 567 }
689 } 568 }
690 569
691 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
692 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
693 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */ 573 */
697 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
698 { 575 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 { 578 {
707 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
709 continue; 582 break;
710 } 583 }
711 584
712 if (op->nrof > 1) 585 if (op->nrof > 1)
713 op->nrof = 1; 586 op->nrof = 1;
714 } 587 }
715 588
716 if (op->type == SPELLBOOK && op->inv) 589 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 591
721 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 593 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 594 * merged properly.
724 */ 595 */
725 if (need_identify (op)) 596 if (need_identify (op))
726 { 597 {
727 SET_FLAG (op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 601 }
602
731 if (op->type == SPELL) 603 if (op->type == SPELL)
732 { 604 {
733 op->destroy (); 605 op->destroy ();
734 continue; 606 continue;
735 } 607 }
737 { 609 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 611 op->stats.exp = 0;
740 op->level = 1; 612 op->level = 1;
741 } 613 }
742 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
746 617
747 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
748 link_player_skills (pl); 619 pl->contr->link_skills ();
749} 620}
750 621
751void 622void
752get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
753{ 624{
763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 634 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
764} 635}
765 636
766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 637/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
767static int 638static int
768roll_stat (void) 639roll_stat ()
769{ 640{
770 int a[4], i, j, k; 641 int a[4], i, j, k;
771 642
772 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
773 a[i] = (int) rndm (6) + 1; 644 a[i] = (int) rndm (6) + 1;
854static void 725static void
855start_info (object *op) 726start_info (object *op)
856{ 727{
857 char buf[MAX_BUF]; 728 char buf[MAX_BUF];
858 729
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 730 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 731 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863} 732}
864 733
865/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
870 */ 739 */
871void 740void
872player::chargen_race_done () 741player::chargen_race_done ()
873{ 742{
874 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying); 744 esrv_new_player (ob->contr);
876 745
877 treasurelist *tl = treasurelist::find ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
878 if (tl) 747 if (tl)
879 create_treasure (tl, ob, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
880 749
881 INVOKE_PLAYER (BIRTH, ob->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
882 INVOKE_PLAYER (LOGIN, ob->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
883 752
884 ob->contr->ns->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
885 754
886 if (ob->msg) 755 if (ob->msg)
887 ob->msg = 0; 756 ob->msg = 0;
888
889 /* We create this now because some of the unique maps will need it
890 * to save here.
891 */
892 {
893 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf);
896 }
897 757
898 start_info (ob); 758 start_info (ob);
899 CLEAR_FLAG (ob, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (ob, ob->randomitems); 760 give_initial_items (ob, ob->randomitems);
901 link_player_skills (ob);
902 esrv_send_inventory (ob, ob); 761 esrv_send_inventory (ob, ob);
903 ob->update_stats (); 762 ob->update_stats ();
904 763
905 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
906 * is one for this race 765 * is one for this race
907 */ 766 */
908 if (*first_map_ext_path) 767 if (*first_map_ext_path)
909 { 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
910 object *tmp;
911 char mapname[MAX_BUF];
912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the
920 * default initial map */
921 tmp->destroy ();
922 }
923 else 769 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
925} 771}
926 772
927void 773void
937 int x = ob->x, y = ob->y; 783 int x = ob->x, y = ob->y;
938 784
939 ob->remove_statbonus (); 785 ob->remove_statbonus ();
940 ob->remove (); 786 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch); 787 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->clone.copy_to (ob); 788 ob->arch->copy_to (ob);
943 ob->instantiate (); 789 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name; 791 ob->name = ob->name_pl = name;
946 ob->x = x; 792 ob->x = x;
947 ob->y = y; 793 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->clone.name); 796 assign (ob->contr->title, ob->arch->object::name);
951 ob->add_statbonus (); 797 ob->add_statbonus ();
952 } 798 }
953 while (!allowed_class (ob)); 799 while (!allowed_class (ob));
954 800
955 update_object (ob, UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
958 ob->stats.hp = ob->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
959 ob->stats.sp = ob->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
960 ob->stats.grace = 0; 806 ob->stats.grace = 0;
961} 807}
962 808
963void 809static void
964flee_player (object *op) 810flee_player (object *op)
965{ 811{
966 int dir, diff; 812 int dir, diff;
967 rv_vector rv; 813 rv_vector rv;
968 814
971 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
972 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
973 return; 819 return;
974 } 820 }
975 821
976 if (op->enemy == NULL) 822 if (!op->enemy)
977 { 823 {
978 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
979 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
980 return; 826 return;
981 } 827 }
982 828
983 /* Seen some crashes here. Since we don't store an
984 * op->enemy_count, it is possible that something destroys the
985 * actual enemy, and the object is recycled.
986 */
987 if (op->enemy->map == NULL)
988 {
989 CLEAR_FLAG (op, FLAG_SCARED);
990 op->enemy = NULL;
991 return;
992 }
993
994 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995 { 830 {
996 op->enemy = NULL; 831 op->enemy = NULL;
997 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
998 return; 833 return;
1001 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1002 837
1003 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
1004 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
1005 { 840 {
1006 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
1007 842
1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 843 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1009 return; 844 return;
1010 } 845 }
1011 846
1022check_pick (object *op) 857check_pick (object *op)
1023{ 858{
1024 object *tmp, *next; 859 object *tmp, *next;
1025 int stop = 0; 860 int stop = 0;
1026 int wvratio; 861 int wvratio;
1027 char putstring[128];
1028 862
1029 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1030 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1031 return 1; 865 return 1;
1032 866
1033 next = op->below; 867 next = op->below;
1034 868
869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
871
1035 /* loop while there are items on the floor that are not marked as 872 /* loop while there are items on the floor that are not marked as
1036 * destroyed */ 873 * destroyed */
1037 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1038 { 875 {
1039 tmp = next; 876 tmp = next;
1040 next = tmp->below; 877 next = tmp->below;
1041 878
879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
1042 if (op->destroyed ()) 885 if (op->destroyed ())
1043 return 0; 886 return 0;
1044 887
1045 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1046 continue; 889 continue;
1047 890
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 892 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1052 continue; 896 continue;
1053 } 897 }
1054 898
1055 /* high not bit set? We're using the old autopickup model */ 899 /* pickup handling */
900 if (op->contr->mode & PU_DEBUG)
901 {
902 /* some debugging code to figure out item information */
903 const char *str = tmp->name
904 ? format ("item name: %s item type: %d weight/value: %d",
905 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
906 : format ("item name: %s item type: %d weight/value: %d",
907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
908
909 new_draw_info (NDI_UNIQUE, 0, op, str);
910 }
911
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
916 return 1;
917
918 /* philosophy:
919 * It's easy to grab an item type from a pile, as long as it's
920 * generic. This takes no game-time. For more detailed pickups
921 * and selections, select-items should be used. This is a
922 * grab-as-you-run type mode that's really useful for arrows for
923 * example.
924 * The drawback: right now it has no frontend, so you need to
925 * stick the bits you want into a calculator in hex mode and then
926 * convert to decimal and then 'pickup <#>
927 */
928
929 /* the first two modes are exclusive: if NOTHING we return, if
930 * STOP then we stop. All the rest are applied sequentially,
931 * meaning if any test passes, the item gets picked up. */
932
933 /* if mode is set to pick nothing up, return */
934 if (op->contr->mode == PU_NOTHING)
935 return 1;
936
937 /* if mode is set to stop when encountering objects, return */
938 /* take STOP before INHIBIT since it doesn't actually pick
939 * anything up */
940 if (op->contr->mode & PU_STOP)
941 return 0;
942
943 /* useful for going into stores and not losing your settings... */
944 /* and for battles wher you don't want to get loaded down while
945 * fighting */
946 if (op->contr->mode & PU_INHIBIT)
947 return 1;
948
949 /* prevent us from turning into auto-thieves :) */
950 if (QUERY_FLAG (tmp, FLAG_UNPAID))
951 continue;
952
953 /* ignore known cursed objects */
954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
955 continue;
956
957 /* all food and drink if desired */
958 /* question: don't pick up known-poisonous stuff? */
1056 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1057 { 961 {
1058 switch (op->contr->mode) 962 CHK_PICK_PICKUP;
963 continue;
964 }
965
966 if (op->contr->mode & PU_DRINK)
967 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_POTION)
974 if (tmp->type == POTION)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 /* spellbooks, skillscrolls and normal books/scrolls */
981 if (op->contr->mode & PU_SPELLBOOK)
982 if (tmp->type == SPELLBOOK)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_SKILLSCROLL)
989 if (tmp->type == SKILLSCROLL)
990 {
991 CHK_PICK_PICKUP;
992 continue;
993 }
994
995 if (op->contr->mode & PU_READABLES)
996 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1001
1002 /* wands/staves/rods/horns */
1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1004 if (tmp->type == WAND
1005 || tmp->type == ROD
1006 || tmp->type == HORN
1007 || tmp->type == POWER_CRYSTAL)
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)
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 if (op->contr->mode & PU_VALUABLES)
1023 {
1024 if (tmp->type == MONEY || tmp->type == GEM)
1059 { 1025 {
1060 case 0: 1026 CHK_PICK_PICKUP;
1061 return 1; /* don't pick up */ 1027 continue;
1062 case 1:
1063 pick_up (op, tmp);
1064 return 1;
1065 case 2:
1066 pick_up (op, tmp);
1067 return 0;
1068 case 3:
1069 return 0; /* stop before pickup */
1070 case 4:
1071 pick_up (op, tmp);
1072 break;
1073 case 5:
1074 pick_up (op, tmp);
1075 stop = 1;
1076 break;
1077 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1079 pick_up (op, tmp);
1080 break;
1081
1082 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM)
1084 pick_up (op, tmp);
1085 break;
1086
1087 default:
1088 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1091 pick_up (op, tmp);
1092 } 1028 }
1093 } 1029 }
1094 else 1030
1095 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1096 /* NEW pickup handling */
1097 if (op->contr->mode & PU_DEBUG) 1032 if (op->contr->mode & PU_JEWELS)
1033 if (tmp->type == RING
1034 || tmp->type == AMULET
1035 || tmp->type == GIRDLE
1036 || tmp->type == SKILL_TOOL)
1098 { 1037 {
1099 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1100 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 }
1109
1110 /* philosophy:
1111 * It's easy to grab an item type from a pile, as long as it's
1112 * generic. This takes no game-time. For more detailed pickups
1113 * and selections, select-items should be used. This is a
1114 * grab-as-you-run type mode that's really useful for arrows for
1115 * example.
1116 * The drawback: right now it has no frontend, so you need to
1117 * stick the bits you want into a calculator in hex mode and then
1118 * convert to decimal and then 'pickup <#>
1119 */
1120
1121 /* the first two modes are exclusive: if NOTHING we return, if
1122 * STOP then we stop. All the rest are applied sequentially,
1123 * meaning if any test passes, the item gets picked up. */
1124
1125 /* if mode is set to pick nothing up, return */
1126
1127 if (op->contr->mode & PU_NOTHING)
1128 return 1;
1129
1130 /* if mode is set to stop when encountering objects, return */
1131 /* take STOP before INHIBIT since it doesn't actually pick
1132 * anything up */
1133
1134 if (op->contr->mode & PU_STOP)
1135 return 0;
1136
1137 /* useful for going into stores and not losing your settings... */
1138 /* and for battles wher you don't want to get loaded down while
1139 * fighting */
1140 if (op->contr->mode & PU_INHIBIT)
1141 return 1;
1142
1143 /* prevent us from turning into auto-thieves :) */
1144 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1145 continue; 1039 continue;
1040 }
1146 1041
1147 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1148 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1043 if (op->contr->mode & PU_FLESH)
1044 if (tmp->type == FLESH)
1045 {
1046 CHK_PICK_PICKUP;
1149 continue; 1047 continue;
1048 }
1150 1049
1151 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1152 /* question: don't pick up known-poisonous stuff? */ 1051 if (op->contr->mode & PU_BOW)
1052 if (tmp->type == BOW)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_ARROW)
1059 if (tmp->type == ARROW)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 /* all kinds of armor etc. */
1066 if (op->contr->mode & PU_ARMOUR)
1067 if (tmp->type == ARMOUR)
1068 {
1069 CHK_PICK_PICKUP;
1070 continue;
1071 }
1072
1073 if (op->contr->mode & PU_HELMET)
1074 if (tmp->type == HELMET)
1075 {
1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_SHIELD)
1081 if (tmp->type == SHIELD)
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1153 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1154 if (tmp->type == FOOD) 1088 if (tmp->type == BOOTS)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 if (op->contr->mode & PU_GLOVES)
1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 if (op->contr->mode & PU_CLOAK)
1102 if (tmp->type == CLOAK)
1103 {
1104 CHK_PICK_PICKUP;
1105 continue;
1106 }
1107
1108 /* hoping to catch throwing daggers here */
1109 if (op->contr->mode & PU_MISSILEWEAPON)
1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* careful: chairs and tables are weapons! */
1117 if (op->contr->mode & PU_ALLWEAPON)
1118 {
1119 if (tmp->type == WEAPON)
1120 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1155 { 1121 {
1156 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1157 continue; 1123 continue;
1158 } 1124 }
1125 }
1159 1126
1127 /* misc stuff that's useful */
1160 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1162 { 1130 {
1163 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1164 continue; 1132 continue;
1165 } 1133 }
1166 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1167 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1168 if (tmp->type == POTION) 1138 {
1139 /* use value density to decide what else to grab */
1140 /* >=7 was >= op->contr->mode */
1141 /* >=7 is the old standard setting. Now we take the last 4 bits
1169 { 1142 */
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK)
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1144 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 if (op->contr->mode & PU_VALUABLES)
1213 { 1145 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1215 { 1149 {
1216 pick_up (op, tmp); 1150 fprintf (stderr, "%s", tmp->name);
1217 continue;
1218 } 1151 }
1219 }
1220
1221 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON)
1305 {
1306 if (tmp->type == WEAPON && tmp->name != NULL)
1307 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314 }
1315
1316 if (tmp->type == WEAPON && tmp->name == NULL)
1317 {
1318 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324 }
1325
1326 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 /* any of the last 4 bits set means we use the ratio for value
1335 * pickups */
1336 if (op->contr->mode & PU_RATIO)
1337 {
1338 /* use value density to decide what else to grab */
1339 /* >=7 was >= op->contr->mode */
1340 /* >=7 is the old standard setting. Now we take the last 4 bits
1341 * and multiply them by 5, giving 0..15*5== 5..75 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5;
1343 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1344 {
1345 pick_up (op, tmp);
1346#if 0
1347 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348 if (tmp->name != NULL)
1349 {
1350 fprintf (stderr, "%s", tmp->name);
1351 }
1352 else 1152 else
1353 fprintf (stderr, "%s", tmp->arch->name); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1155 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1356#endif 1156#endif
1157 CHK_PICK_PICKUP;
1357 continue; 1158 continue;
1358 }
1359 } 1159 }
1360 } /* the new pickup model */ 1160 } /* the new pickup model */
1361 } 1161 }
1362 1162
1363 return !stop; 1163 return !stop;
1164}
1165
1166/* routine for both players and monsters. We call this when
1167 * there is a possibility for our action distrubing our hiding
1168 * place or invisiblity spell. Artefact invisiblity causes
1169 * "noise" instead. If we arent invisible to begin with, we
1170 * return 0.
1171 */
1172static int
1173action_makes_visible (object *op)
1174{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1176 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1178 {
1179 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance.
1181 if (op->contr)
1182 op->make_noise ();
1183
1184 return 0;
1185 }
1186
1187 if (op->contr && op->contr->tmp_invis == 0)
1188 return 0;
1189
1190 /* If monsters, they should become visible */
1191 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1192 {
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1194 return 1;
1195 }
1196 }
1197
1198 return 0;
1364} 1199}
1365 1200
1366/* 1201/*
1367 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1368 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1369 * found object is returned. 1204 * found object is returned.
1370 */ 1205 */
1371object * 1206static object *
1372find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1373{ 1208{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1378 tmp = find_arrow (op, type);
1379 else if (op->type == ARROW && op->race == type) 1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp);
1212
1213 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1215 if (object *arrow = find_arrow (tmp, type))
1216 {
1217 splay (tmp);
1380 return op; 1218 return arrow;
1219 }
1381 1220
1382 return tmp; 1221 return 0;
1383} 1222}
1384 1223
1385/* 1224/*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1225 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1387 * against the target. A full test is not performed, simply a basic test 1226 * against the target. A full test is not performed, simply a basic test
1388 * of resistances. The archer is making a quick guess at what he sees down 1227 * of resistances. The archer is making a quick guess at what he sees down
1389 * the hall. Failing that it does it's best to pick the highest plus arrow. 1228 * the hall. Failing that it does it's best to pick the highest plus arrow.
1390 */ 1229 */
1391object * 1230static object *
1392find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1393{ 1232{
1394 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1395 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1396 1235
1397 if (!type) 1236 if (!type)
1401 { 1240 {
1402 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1403 { 1242 {
1404 i = 0; 1243 i = 0;
1405 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1406 if (i > betterby) 1246 if (i > betterby)
1407 { 1247 {
1408 tmp = ntmp; 1248 tmp = ntmp;
1409 betterby = i; 1249 betterby = i;
1410 } 1250 }
1411 } 1251 }
1412 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1413 { 1253 {
1414 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1416 { 1256 {
1417 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1418 { 1258 {
1419 *better = 100; 1259 *better = 100;
1420 return arrow; 1260 return arrow;
1428 else 1268 else
1429 { 1269 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 { 1271 {
1432 attacktype = 1 << attacknum; 1272 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1274 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1435 { 1275 {
1436 tmp = arrow; 1276 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1277 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 } 1278 }
1439 } 1279 }
1280
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1282 {
1442 tmp = arrow; 1283 tmp = arrow;
1443 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1444 } 1285 }
1286
1445 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1288 {
1447 tmp = arrow; 1289 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 } 1291 }
1450 } 1292 }
1451 } 1293 }
1452 } 1294 }
1295
1453 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type); 1297 return find_arrow (op, type);
1455 1298
1456 *better = betterby; 1299 *better = betterby;
1457 return tmp; 1300 return tmp;
1461 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1462 * op = the shooter 1305 * op = the shooter
1463 * type = bow->race 1306 * type = bow->race
1464 * dir = fire direction 1307 * dir = fire direction
1465 */ 1308 */
1466object * 1309static object *
1467pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1468{ 1311{
1469 object *tmp = NULL; 1312 object *tmp = NULL;
1470 maptile *m; 1313 maptile *m;
1471 int i, mflags, found, number; 1314 int i, mflags, found, number;
1472 sint16 x, y; 1315 sint16 x, y;
1487 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1488 { 1331 {
1489 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1490 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1491 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 { 1337 {
1494 tmp = NULL; 1338 tmp = 0;
1495 break; 1339 break;
1496 } 1340 }
1497 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1341 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498 { 1342 {
1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1501 */ 1345 */
1502 tmp = NULL; 1346 tmp = 0;
1503 break; 1347 break;
1504 } 1348 }
1349
1505 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1506 {
1507 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1509 {
1510 found++;
1511 break;
1512 }
1513 if (found)
1514 break; 1353 break;
1515 }
1516 } 1354 }
1517 if (tmp == NULL) 1355
1356 if (!tmp)
1518 return find_arrow (op, type); 1357 return find_arrow (op, type);
1519 1358
1520 if (tmp->head) 1359 if (tmp->head)
1521 tmp = tmp->head; 1360 tmp = tmp->head;
1522 1361
1535 */ 1374 */
1536int 1375int
1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1376fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1538{ 1377{
1539 object *left, *bow; 1378 object *left, *bow;
1540 int bowspeed, mflags; 1379 int mflags;
1541 maptile *m; 1380 maptile *m;
1542 1381
1543 if (!dir) 1382 if (!dir)
1544 { 1383 {
1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1384 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1546 return 0; 1385 return 0;
1547 } 1386 }
1548 1387
1549 if (player *pl = op->contr) 1388 if (op->contr)
1550 { 1389 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1390 else
1556 { 1391 {
1557 for (bow = op->inv; bow; bow = bow->below) 1392 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1393 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1394 * don't need to switch back and forth between bows and weapons.
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1402 return 0;
1568 } 1403 }
1569 1404
1570 // optimisation: move object to top so we will find it quickly again 1405 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below) 1406 splay (bow);
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1577 } 1407 }
1578 1408
1579 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1580 { 1410 {
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1582 return 0; 1412 return 0;
1583 } 1413 }
1584
1585 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1586
1587 /* penalize ROF for bestarrow */
1588 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1589 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1590
1591 if (bowspeed < 1)
1592 bowspeed = 1;
1593 1414
1594 if (arrow == NULL) 1415 if (arrow == NULL)
1595 { 1416 {
1596 if ((arrow = find_arrow (op, bow->race)) == NULL) 1417 if ((arrow = find_arrow (op, bow->race)) == NULL)
1597 { 1418 {
1616 } 1437 }
1617 1438
1618 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1619 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1620 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1621 arrow->destroy (); 1443 arrow->destroy ();
1622 return 0; 1444 return 0;
1623 } 1445 }
1624 1446
1625 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1626 arrow = get_split_ob (arrow, 1); 1448 arrow = arrow->split ();
1627 if (!arrow) 1449 if (!arrow)
1628 { 1450 {
1629 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1451 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 return 0; 1452 return 0;
1631 } 1453 }
1635 arrow->direction = dir; 1457 arrow->direction = dir;
1636 1458
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1459 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam; 1460 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype; 1461 arrow->stats.grace = arrow->attacktype;
1462 arrow->custom_name = arrow->slaying;
1640 1463
1641 if (arrow->slaying) 1464#if 0
1642 arrow->spellarg = strdup (arrow->slaying); 1465 if (player *pl = op->contr)
1643
1644 if (op->type == PLAYER)
1645 {
1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1647 op->update_stats ();
1648 } 1466 {
1467 float speed = pl->weapon_sp;
1468
1469 /* penalize ROF for bestarrow */
1470 if (pl->bowtype == bow_bestarrow)
1471 speed *= .9f;
1472 else
1473 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1474
1475 op->speed_left += speed - op->speed;
1476 }
1477#endif
1649 1478
1650 SET_ANIMATION (arrow, arrow->direction); 1479 SET_ANIMATION (arrow, arrow->direction);
1651 1480
1652 /* update the speed */ 1481 /* update the speed */
1653 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1482 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1654 + bow->stats.dam / 7.0; 1483 + bow->stats.dam / 7.f;
1655 1484
1656 arrow->set_speed (max (arrow->speed, 2.0)); 1485 arrow->set_speed (max (arrow->speed, 2.f));
1657 arrow->speed_left = 0; 1486 arrow->speed_left = 0;
1658 1487
1659 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1488 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1660 1489
1661 if (op->type == PLAYER) 1490 if (op->type == PLAYER)
1684 1513
1685 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1686 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1688 1517
1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1690 m->insert (arrow, sx, sy, op); 1519 m->insert (arrow, sx, sy, op);
1691 1520
1692 if (!arrow->destroyed ()) 1521 if (!arrow->destroyed ())
1693 move_arrow (arrow); 1522 move_arrow (arrow);
1694
1695 if (op->type == PLAYER)
1696 {
1697 if (left->destroyed ())
1698 esrv_del_item (op->contr, left->count);
1699 else
1700 esrv_send_item (op, left);
1701 }
1702 1523
1703 return 1; 1524 return 1;
1704} 1525}
1705 1526
1706/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1708 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1709 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1710 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1711 * hence the function name. 1532 * hence the function name.
1712 */ 1533 */
1713int 1534static int
1714player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1715{ 1536{
1716 int ret = 0, wcmod = 0; 1537 int ret;
1717 1538
1718 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1719 { 1540 {
1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1541 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1721 } 1542 }
1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1543 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1723 { 1544 {
1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1725 wcmod = -1;
1726
1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1728 } 1547 }
1729 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1730 { 1549 {
1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1551 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1733 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1734 } 1553 }
1735 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1736 { 1555 {
1737 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1557 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1558 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1740 } 1559 }
1741 else 1560 else
1742 { 1561 {
1744 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1563 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1745 } 1564 }
1746 1565
1747 return ret; 1566 return ret;
1748} 1567}
1749
1750 1568
1751/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1753 */ 1571 */
1754void 1572static void
1755fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1756{ 1574{
1757 object *item = op->contr->ranged_ob; 1575 object *item = op->contr->ranged_ob;
1758 1576
1759 if (!item) 1577 if (!item)
1773 1591
1774 if (item->type == WAND) 1592 if (item->type == WAND)
1775 { 1593 {
1776 if (item->stats.food <= 0) 1594 if (item->stats.food <= 0)
1777 { 1595 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1596 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)); 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1780 1598
1781 return; 1599 return;
1782 } 1600 }
1783 } 1601 }
1784 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1785 { 1603 {
1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1605
1606 // using the maximum of the rods charge allows at least one spell cast
1607 // for a rod or horn, this fixes some broken rods.
1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1787 { 1609 {
1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1789 1611
1790 if (item->type == ROD) 1612 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)); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1792 else 1614 else
1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1796 } 1618 }
1797 } 1619 }
1798 1620
1799 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1800 { 1622 {
1801 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1623 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1624
1802 if (item->type == WAND) 1625 if (item->type == WAND)
1803 { 1626 {
1804 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
1805 { 1628 {
1806 object *tmp; 1629 object *tmp;
1807 1630
1808 if (item->arch) 1631 if (item->arch)
1809 { 1632 {
1810 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1811 item->face = item->arch->clone.face; 1634 item->face = item->arch->face;
1812 item->set_speed (0); 1635 item->set_speed (0);
1813 } 1636 }
1814 1637
1815 if ((tmp = item->in_player ())) 1638 if (object *pl = item->visible_to ())
1816 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
1817 } 1640 }
1818 } 1641 }
1819 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
1820 drain_rod_charge (item); 1643 drain_rod_charge (item);
1821 } 1644 }
1822} 1645}
1823 1646
1824/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
1825 */ 1648 */
1826void 1649bool
1827fire (object *op, int dir) 1650fire (object *op, int dir)
1828{ 1651{
1829 int spellcost = 0; 1652 int spellcost = 0;
1653
1654 player *pl = op->contr;
1655
1656 if (pl->golem)
1657 {
1658 control_golem (op->contr->golem, dir);
1659 return false;
1660 }
1661
1662 object *ob = pl->ranged_ob;
1663
1664 if (!ob)
1665 return false;
1666
1667 if (op->speed_left > 0.f)
1668 --op->speed_left;
1669 else
1670 return false;
1671
1672 if (!op->change_weapon (ob))
1673 return false;
1830 1674
1831 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible (op)) 1676 if (action_makes_visible (op))
1833 make_visible (op); 1677 make_visible (op);
1834 1678
1835 player *pl = op->contr;
1836
1837 if (pl->golem)
1838 {
1839 control_golem (op->contr->golem, dir);
1840 return;
1841 }
1842
1843 object *ob = pl->ranged_ob;
1844
1845 if (!ob)
1846 return;
1847
1848 switch (ob->type) 1679 switch (ob->type)
1849 { 1680 {
1850 case BOW: 1681 case BOW:
1851 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1852 break; 1683 break;
1853 1684
1854 case SPELL: 1685 case SPELL:
1855 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1856 break; 1687 break;
1857 1688
1858 case BUILDER: 1689 case BUILDER:
1859 apply_map_builder (op, dir); 1690 apply_map_builder (op, dir);
1860 break; 1691 break;
1861 1692
1862 case SKILL: 1693 case SKILL:
1863 case SKILL_TOOL:
1864 do_skill (op, op, ob, dir, 0); 1694 do_skill (op, op, ob, dir, 0);
1865 break; 1695 break;
1866 1696
1867 default: 1697 default:
1868 fire_misc_object (op, dir); 1698 fire_misc_object (op, dir);
1869 break; 1699 break;
1870 } 1700 }
1871}
1872 1701
1873/* find_key 1702 return true;
1874 * We try to find a key for the door as passed. If we find a key 1703}
1875 * and successfully use it, we return the key, otherwise NULL 1704
1876 * This function merges both normal and locked door, since the logic 1705static object *
1877 * for both is the same - just the specific key is different.
1878 * pl is the player,
1879 * inv is the objects inventory to searched
1880 * door is the door we are trying to match against.
1881 * This function can be called recursively to search containers.
1882 */
1883object *
1884find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1885{ 1707{
1886 object *tmp, *key; 1708 object *tmp, *key;
1887 1709
1888 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1889 if (!container->inv) 1711 if (!container->inv)
1892 /* First, lets try to find a key in the top level inventory */ 1714 /* First, lets try to find a key in the top level inventory */
1893 for (tmp = container->inv; tmp; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 { 1716 {
1895 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1896 break; 1718 break;
1719
1897 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1898 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1899 */ 1722 */
1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1901 break; 1724 break;
1907 * a key, return 1730 * a key, return
1908 */ 1731 */
1909 if (!tmp) 1732 if (!tmp)
1910 { 1733 {
1911 for (tmp = container->inv; tmp; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1912 {
1913 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1914 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1915 {
1916 if ((key = find_key (pl, tmp, door))) 1737 if ((key = find_key_ (pl, tmp, door)))
1917 return key; 1738 return key;
1918 }
1919 }
1920 1739
1921 if (!tmp) 1740 if (!tmp)
1922 return NULL; 1741 return 0;
1923 } 1742 }
1924 1743
1925 /* We get down here if we have found a key. Now if its in a container, 1744 /* We get down here if we have found a key. Now if its in a container,
1926 * see if we actually want to use it 1745 * see if we actually want to use it
1927 */ 1746 */
1928 if (pl != container) 1747 if (pl != container)
1929 { 1748 {
1930 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1931 if (!pl->contr) 1750 if (!pl->contr)
1932 return NULL; 1751 return 0;
1752
1933 /* cases where this fails: 1753 /* cases where this fails:
1934 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1935 * are not in the players inventory. 1755 * are not in the players inventory.
1936 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1937 * containers can be used. 1757 * containers can be used.
1941 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1942 * 1762 *
1943 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1944 * all the others. 1764 * all the others.
1945 */ 1765 */
1946 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1947 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1948 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1949 { 1769 {
1950 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1951 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1952 return NULL; 1772 return NULL;
1953 } 1773 }
1954 } 1774 }
1955 1775
1956 return tmp; 1776 return tmp;
1777}
1778
1779/* find_key
1780 * We try to find a key for the door as passed. If we find a key
1781 * and successfully use it, we return the key, otherwise NULL
1782 * This function merges both normal and locked door, since the logic
1783 * for both is the same - just the specific key is different.
1784 * pl is the player,
1785 * inv is the objects inventory to searched
1786 * door is the door we are trying to match against.
1787 * This function can be called recursively to search containers.
1788 */
1789object *
1790find_key (object *pl, object *container, object *door)
1791{
1792 if (door->slaying && is_match_expr (door->slaying))
1793 {
1794 // for match expressions, we try to find the key by applying the match
1795 // to the op itself, which is supposed to find the "key", instead
1796 // of searching through containers ourselves.
1797
1798 return match_one (door->slaying, container, door, pl, pl);
1799 }
1800 else
1801 return find_key_ (pl, container, door);
1957} 1802}
1958 1803
1959/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1960 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1961 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1962 * 0 otherwise 1807 * 0 otherwise
1963 */ 1808 */
1964static int 1809static int
1965player_attack_door (object *op, object *door) 1810player_attack_door (object *op, object *door)
1966{ 1811{
1967 /* If its a door, try to find a use a key. If we do destroy the door, 1812 /* If its a door, try to find a key. If we do destroy the door,
1968 * might as well return immediately as there is nothing more to do - 1813 * might as well return immediately as there is nothing more to do -
1969 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
1970 */ 1815 */
1971 object *key = find_key (op, op, door); 1816 object *key = find_key (op, op, door);
1972 1817
1973 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
1974 if (key) 1819 if (key)
1975 { 1820 {
1976 object *container = key->env; 1821 object *container = key->env;
1977
1978 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1979 1822
1980 if (action_makes_visible (op)) 1823 if (action_makes_visible (op))
1981 make_visible (op); 1824 make_visible (op);
1982 1825
1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1985 1828
1986 if (door->type == DOOR) 1829 if (door->type == DOOR)
1987 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1830 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1988 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
1989 { 1832 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1833 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1991 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1835 }
1993 1836
1994 /* Do this after we print the message */ 1837 /* Do this after we print the message */
1995 decrease_ob (key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
1996 /* Need to update the weight the container the key was in */
1997 if (container != op)
1998 esrv_update_item (UPD_WEIGHT, op, container);
1999 1839
2000 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
2001 } 1841 }
2002 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
2003 { 1843 {
2004 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1845 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2006 return 1; 1846 return 1;
2007 } 1847 }
2008 1848
2009 return 0; 1849 return 0;
2010} 1850}
2013 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2017 */ 1857 */
2018void 1858bool
2019move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
2020{ 1860{
2021 object *tmp, *mon; 1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1862 {
1863 --op->speed_left;
1864 return true;
1865 }
1866
2022 int on_battleground; 1867 int on_battleground;
2023 maptile *m;
2024 1868
2025 sint16 nx = freearr_x[dir] + op->x; 1869 sint16 nx = freearr_x[dir] + op->x;
2026 sint16 ny = freearr_y[dir] + op->y; 1870 sint16 ny = freearr_y[dir] + op->y;
2027 1871
2028 on_battleground = op_on_battleground (op, 0, 0); 1872 on_battleground = op_on_battleground (op, 0, 0);
1873
1874 if (out_of_map (op->map, nx, ny))
1875 return false;
2029 1876
2030 /* If braced, or can't move to the square, and it is not out of the 1877 /* If braced, or can't move to the square, and it is not out of the
2031 * map, attack it. Note order of if statement is important - don't 1878 * map, attack it. Note order of if statement is important - don't
2032 * want to be calling move_ob if braced, because move_ob will move the 1879 * want to be calling move_ob if braced, because move_ob will move the
2033 * player. This is a pretty nasty hack, because if we could 1880 * player. This is a pretty nasty hack, because if we could
2034 * move to some space, it then means that if we are braced, we should 1881 * move to some space, it then means that if we are braced, we should
2035 * do nothing at all. As it is, if we are braced, we go through 1882 * do nothing at all. As it is, if we are braced, we go through
2036 * quite a bit of processing. However, it probably is less than what 1883 * quite a bit of processing. However, it probably is less than what
2037 * move_ob uses. 1884 * move_ob uses.
2038 */ 1885 */
2039 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1886 maptile *m = op->map->xy_find (nx, ny);
1887
1888 /* Go through all the objects, and find ones of interest. Only stop if
1889 * we find a monster - that is something we know we want to attack.
1890 * if its a door or barrel (can roll) see if there may be monsters
1891 * on the space
1892 */
1893 object *mon;
1894 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1895 {
1896 if ((mon->flag [FLAG_ALIVE]
1897 || mon->type == LOCKED_DOOR
1898 || mon->flag [FLAG_CAN_ROLL])
1899 && mon != op)
1900 break;
2040 { 1901 }
2041 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1902
1903 if (!mon) /* This happens anytime the player tries to move */
1904 return false; /* into a wall */
1905
1906 mon = mon->head_ ();
1907
1908 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1909 if (op->contr->weapon_sp_left > 0.f)
1910 if (player_attack_door (op, mon))
1911 {
1912 --op->contr->weapon_sp_left;
1913 return true;
2042 { 1914 }
2043 m = op->map->xy_find (nx, ny); 1915
2044 if (!m) 1916 /* The following deals with possibly attacking peaceful
2045 return; /* Don't think this should happen */ 1917 * or friendly creatures. Basically, all players are considered
1918 * unaggressive. If the moving player has peaceful set, then the
1919 * object should be pushed instead of attacked. It is assumed that
1920 * if you are braced, you will not attack friends accidently,
1921 * and thus will not push them.
1922 */
1923
1924 /* If the creature is a pet, push it even if the player is not
1925 * peaceful. Our assumption is the creature is a pet if the
1926 * player owns it and it is either friendly or unagressive.
1927 */
1928 if (op->type == PLAYER
1929 && ((mon->owner && mon->owner->contr
1930 && same_party (mon->owner->contr->party, op->contr->party))
1931 || mon->owner == op)
1932 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1933 {
1934 /* If we're braced, we don't want to switch places with it */
1935 if (op->contr->braced)
1936 return false;
1937
1938 if (op->speed_left > 0.f)
1939 {
1940 --op->speed_left;
1941
1942 op->play_sound (sound_find ("push_player"));
1943 push_ob (mon, dir, op);
1944
1945 if (action_makes_visible (op))
1946 make_visible (op);
1947
1948 return true;
2046 } 1949 }
2047 else 1950 else
2048 m = op->map;
2049
2050 if (!(tmp = m->at (nx, ny).bot))
2051 return; 1951 return false;
1952 }
2052 1953
2053 mon = 0;
2054 /* Go through all the objects, and find ones of interest. Only stop if
2055 * we find a monster - that is something we know we want to attack.
2056 * if its a door or barrel (can roll) see if there may be monsters
2057 * on the space
2058 */
2059 while (tmp)
2060 {
2061 if (tmp == op)
2062 {
2063 tmp = tmp->above;
2064 continue;
2065 }
2066
2067 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 {
2069 mon = tmp;
2070 break;
2071 }
2072
2073 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2074 mon = tmp;
2075
2076 tmp = tmp->above;
2077 }
2078
2079 if (!mon) /* This happens anytime the player tries to move */
2080 return; /* into a wall */
2081
2082 if (mon->head)
2083 mon = mon->head;
2084
2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2086 if (player_attack_door (op, mon))
2087 return;
2088
2089 /* The following deals with possibly attacking peaceful
2090 * or frienddly creatures. Basically, all players are considered
2091 * unaggressive. If the moving player has peaceful set, then the
2092 * object should be pushed instead of attacked. It is assumed that
2093 * if you are braced, you will not attack friends accidently,
2094 * and thus will not push them.
2095 */
2096
2097 /* If the creature is a pet, push it even if the player is not
2098 * peaceful. Our assumption is the creature is a pet if the
2099 * player owns it and it is either friendly or unagressive.
2100 */
2101 if ((op->type == PLAYER)
2102#if COZY_SERVER
2103 &&
2104 ((mon->owner && mon->owner->contr
2105 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2106#else
2107 && mon->owner == op
2108#endif
2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2110 {
2111 /* If we're braced, we don't want to switch places with it */
2112 if (op->contr->braced)
2113 return;
2114
2115 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2116 push_ob (mon, dir, op);
2117 if (op->contr->tmp_invis || op->hide)
2118 make_visible (op);
2119
2120 return;
2121 }
2122
2123 /* in certain circumstances, you shouldn't attack friendly 1954 /* in certain circumstances, you shouldn't attack friendly
2124 * creatures. Note that if you are braced, you can't push 1955 * creatures. Note that if you are braced, you can't push
2125 * someone, but put it inside this loop so that you won't 1956 * someone, but put it inside this loop so that you won't
2126 * attack them either. 1957 * attack them either.
2127 */ 1958 */
2128 if ((mon->type == PLAYER || mon->enemy != op) && 1959 if ((mon->type == PLAYER || mon->enemy != op)
2129 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1960 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2130#ifdef PROHIBIT_PLAYERKILL
2131 (op->contr->peaceful 1961 && ((op->contr->peaceful
2132 || (mon->type == PLAYER 1962 || (mon->type == PLAYER && mon->contr->peaceful))
2133 && mon->contr->
2134 peaceful)) &&
2135#else
2136 op->contr->peaceful &&
2137#endif
2138 !on_battleground)) 1963 && !on_battleground))
1964 {
1965 if (op->speed_left > 0.f)
2139 { 1966 {
1967 --op->speed_left;
1968
2140 if (!op->contr->braced) 1969 if (!op->contr->braced)
2141 { 1970 {
2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1971 op->play_sound (sound_find ("push_player"));
2143 push_ob (mon, dir, op); 1972 push_ob (mon, dir, op);
2144 } 1973 }
2145 else 1974 else
2146 new_draw_info (0, 0, op, "You withhold your attack"); 1975 op->statusmsg ("You withhold your attack");
2147 1976
2148 if (op->contr->tmp_invis || op->hide) 1977 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2149 make_visible (op); 1978 make_visible (op);
2150 }
2151 1979
1980 return true;
1981 }
1982 }
2152 /* If the object is a boulder or other rollable object, then 1983 /* If the object is a boulder or other rollable object, then
2153 * roll it if not braced. You can't roll it if you are braced. 1984 * roll it if not braced. You can't roll it if you are braced.
2154 */ 1985 */
2155 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1986 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1987 {
1988 if (op->speed_left > 0.f)
2156 { 1989 {
1990 --op->speed_left;
1991
2157 recursive_roll (mon, dir, op); 1992 recursive_roll (mon, dir, op);
2158 if (action_makes_visible (op)) 1993 if (action_makes_visible (op))
2159 make_visible (op); 1994 make_visible (op);
2160 }
2161 1995
1996 return true;
1997 }
1998 }
2162 /* Any generic living creature. Including things like doors. 1999 /* Any generic living creature. Including things like doors.
2163 * Way it works is like this: First, it must have some hit points 2000 * Way it works is like this: First, it must have some hit points
2164 * and be living. Then, it must be one of the following: 2001 * and be living. Then, it must be one of the following:
2165 * 1) Not a player, 2) A player, but of a different party. Note 2002 * 1) Not a player, 2) A player, but of a different party. Note
2166 * that party_number -1 is no party, so attacks can still happen. 2003 * that party_number -1 is no party, so attacks can still happen.
2167 */ 2004 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2005 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2006 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2170 { 2007 {
2171 /* If the player hasn't hit something this tick, and does 2008 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2172 * so, give them speed boost based on weapon speed. Doing
2173 * it here is better than process_players2, which basically
2174 * incurred a 1 tick offset.
2175 */
2176 if (!op->contr->has_hit)
2177 { 2009 {
2178 op->speed_left += op->contr->weapon_sp - op->speed; 2010 --op->contr->weapon_sp_left;
2179
2180 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2181 }
2182 2011
2183 skill_attack (mon, op, 0, 0, 0); 2012 skill_attack (mon, op, 0, 0, 0);
2184
2185 /* If attacking another player, that player gets automatic
2186 * hitback, and doesn't loose luck either.
2187 * Disable hitback on the battleground or if the target is
2188 * the wiz.
2189 */
2190 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2191 {
2192 short luck = mon->stats.luck;
2193
2194 mon->contr->has_hit = 1;
2195 skill_attack (op, mon, 0, 0, 0);
2196 mon->stats.luck = luck;
2197 }
2198 2013
2199 if (action_makes_visible (op)) 2014 if (action_makes_visible (op))
2200 make_visible (op); 2015 make_visible (op);
2201 }
2202 } /* if player should attack something */
2203}
2204 2016
2205int 2017 return true;
2018 }
2019 }
2020
2021 return false;
2022}
2023
2024bool
2206move_player (object *op, int dir) 2025move_player (object *op, int dir)
2207{ 2026{
2208 int pick;
2209
2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2027 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2211 return 0; 2028 return 0;
2212 2029
2213 /* Sanity check: make sure dir is valid */ 2030 /* Sanity check: make sure dir is valid */
2214 if ((dir < 0) || (dir >= 9)) 2031 if ((dir < 0) || (dir >= 9))
2215 { 2032 {
2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2038 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2222 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2039 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2223 2040
2224 op->facing = dir; 2041 op->facing = dir;
2225 2042
2226 if (op->hide) 2043 if (op->flag [FLAG_HIDDEN])
2227 do_hidden_move (op); 2044 do_hidden_move (op);
2228 2045
2046 bool retval;
2047 int pick = 0;
2048
2229 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2049 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2230 /*nop */ ; 2050 retval = RESULT_INT (0);
2231 else if (op->contr->fire_on) 2051 else if (op->contr->fire_on)
2232 fire (op, dir); 2052 retval = fire (op, dir);
2233 else 2053 else
2234 { 2054 {
2235 move_player_attack (op, dir); 2055 retval = move_player_attack (op, dir);
2236 pick = check_pick (op); 2056 pick = check_pick (op);
2237 } 2057 }
2238 2058
2239 /* Add special check for newcs players and fire on - this way, the 2059 /* Add special check for newcs players and fire on - this way, the
2240 * server can handle repeat firing. 2060 * server can handle repeat firing.
2247 /* Update how the player looks. Use the facing, so direction may 2067 /* Update how the player looks. Use the facing, so direction may
2248 * get reset to zero. This allows for full animation capabilities 2068 * get reset to zero. This allows for full animation capabilities
2249 * for players. 2069 * for players.
2250 */ 2070 */
2251 animate_object (op, op->facing); 2071 animate_object (op, op->facing);
2252 return 0; 2072
2073 return retval;
2253} 2074}
2254 2075
2255/* This is similar to handle_player, below, but is only used by the 2076/* This is similar to handle_player, below, but is only used by the
2256 * new client/server stuff. 2077 * new client/server stuff.
2257 * This is sort of special, in that the new client/server actually uses 2078 * This is sort of special, in that the new client/server actually uses
2258 * the new speed values for commands. 2079 * the new speed values for commands.
2259 * 2080 *
2260 * Returns true if there are more actions we can do. 2081 * Returns true if there are more actions we can do. Should not do
2082 * many actions in a row, as that would be too unfair to other
2083 * players.
2261 */ 2084 */
2262int 2085bool
2263handle_newcs_player (object *op) 2086handle_newcs_player (object *op)
2264{ 2087{
2265 if (QUERY_FLAG (op, FLAG_SCARED)) 2088 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2089 {
2267 flee_player (op); 2090 if (op->speed_left > 0.f)
2268 /* If player is still scared, that is his action for this tick */
2269 if (QUERY_FLAG (op, FLAG_SCARED))
2270 { 2091 {
2271 op->speed_left--; 2092 --op->speed_left;
2093 flee_player (op);
2094
2272 return 0; 2095 return true;
2273 } 2096 }
2097 else
2098 return false;
2274 } 2099 }
2275 2100
2276 /* call this here - we also will call this in do_ericserver, but 2101 /* call this here - we also will call this in do_ericserver, but
2277 * the players time has been increased when doericserver has been 2102 * the players time has been increased when doericserver has been
2278 * called, so we recheck it here. 2103 * called, so we recheck it here.
2279 */ 2104 */
2280 if (op->contr->ns->handle_command ()) 2105 if (op->contr->ns->handle_command ())
2281 return 1; 2106 return true;
2282 2107
2283 if (op->speed_left > 0)
2284 {
2285 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2108 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2286 {
2287 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--;
2289
2290 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff.
2293 */
2294 move_player (op, op->direction); 2109 return move_player (op, op->direction);
2295 2110
2296 return op->speed_left > 0;
2297 }
2298 }
2299
2300 return 0; 2111 return false;
2301} 2112}
2302 2113
2303int 2114static int
2304save_life (object *op) 2115save_life (object *op)
2305{ 2116{
2306 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2117 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2307 return 0; 2118 return 0;
2308 2119
2309 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2120 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2310 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2121 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2311 { 2122 {
2312 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2123 op->play_sound (sound_find ("ob_evaporate"));
2313 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2124 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2314
2315 if (op->contr)
2316 esrv_del_item (op->contr, tmp->count);
2317 2125
2318 tmp->destroy (); 2126 tmp->destroy ();
2319 CLEAR_FLAG (op, FLAG_LIFESAVE); 2127 CLEAR_FLAG (op, FLAG_LIFESAVE);
2320 2128
2321 if (op->stats.hp < 0) 2129 if (op->stats.hp < 0)
2334 return 0; 2142 return 0;
2335} 2143}
2336 2144
2337/* This goes throws the inventory and removes unpaid objects, and puts them 2145/* This goes throws the inventory and removes unpaid objects, and puts them
2338 * back in the map (location and map determined by values of env). This 2146 * back in the map (location and map determined by values of env). This
2339 * function will descend into containers. op is the object to start the search 2147 * function will descend into containers. op is the object to start the search
2340 * from. 2148 * from.
2341 */ 2149 */
2150static void
2151drop_unpaid_items (object *op, object *env)
2152{
2153 while (op)
2154 {
2155 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2156
2157 if (QUERY_FLAG (op, FLAG_UNPAID))
2158 op->insert_at (env);
2159 else if (op->inv)
2160 drop_unpaid_items (op->inv, env);
2161
2162 op = next;
2163 }
2164}
2165
2342void 2166void
2343remove_unpaid_objects (object *op, object *env) 2167object::drop_unpaid_items ()
2344{ 2168{
2345 while (op) 2169 if (!flag [FLAG_REMOVED])
2346 { 2170 ::drop_unpaid_items (inv, this);
2347 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2348
2349 if (QUERY_FLAG (op, FLAG_UNPAID))
2350 {
2351 if (env->type == PLAYER)
2352 esrv_del_item (env->contr, op->count);
2353
2354 op->insert_at (env);
2355 }
2356 else if (op->inv)
2357 remove_unpaid_objects (op->inv, env);
2358
2359 op = next;
2360 }
2361}
2362
2363/*
2364 * Returns pointer a static string containing gravestone text
2365 * Moved from apply.c to player.c - player.c is what
2366 * actually uses this function. player.c may not be quite the
2367 * best, a misc file for object actions is probably better,
2368 * but there isn't one in the server directory.
2369 */
2370char *
2371gravestone_text (object *op)
2372{
2373 static char buf2[MAX_BUF];
2374 char buf[MAX_BUF];
2375 time_t now = time (NULL);
2376
2377 strcpy (buf2, " R.I.P.\n\n");
2378 if (op->type == PLAYER)
2379 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2380 else
2381 sprintf (buf, "%s\n", &op->name);
2382
2383 strncat (buf2, " ", 20 - strlen (buf) / 2);
2384 strcat (buf2, buf);
2385 if (op->type == PLAYER)
2386 sprintf (buf, "who was in level %d when killed\n", op->level);
2387 else
2388 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2389
2390 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf);
2392 if (op->type == PLAYER)
2393 {
2394 sprintf (buf, "by %s.\n\n", op->contr->killer);
2395 strncat (buf2, " ", 21 - strlen (buf) / 2);
2396 strcat (buf2, buf);
2397 }
2398
2399 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2400 strncat (buf2, " ", 20 - strlen (buf) / 2);
2401 strcat (buf2, buf);
2402
2403 return buf2;
2404} 2171}
2405 2172
2406void 2173void
2407do_some_living (object *op) 2174do_some_living (object *op)
2408{ 2175{
2460 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2227 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2461 else 2228 else
2462 { 2229 {
2463 gen_grace = op->stats.maxgrace; 2230 gen_grace = op->stats.maxgrace;
2464 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2231 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2465 }
2466
2467 /* Regenerate Spell Points */
2468 if (!op->contr->golem && --op->last_sp < 0)
2469 {
2470 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2471 if (op->stats.sp < op->stats.maxsp)
2472 {
2473 op->stats.sp++;
2474 /* dms do not consume food */
2475 if (!QUERY_FLAG (op, FLAG_WIZ))
2476 {
2477 op->stats.food--;
2478 if (op->contr->digestion < 0)
2479 op->stats.food += op->contr->digestion;
2480 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2481 op->stats.food = last_food;
2482 }
2483 }
2484
2485 if (max_sp > 1)
2486 {
2487 over_sp = (gen_sp + 10) / rate_sp;
2488 if (over_sp > 0)
2489 {
2490 if (op->stats.sp < op->stats.maxsp)
2491 {
2492 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2493
2494 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2495 op->stats.sp--;
2496
2497 if (op->stats.sp > op->stats.maxsp)
2498 op->stats.sp = op->stats.maxsp;
2499 }
2500 op->last_sp = 0;
2501 }
2502 else
2503 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2504 }
2505 else
2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2507 } 2232 }
2508 2233
2509 /* Regenerate Grace */ 2234 /* Regenerate Grace */
2510 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2235 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2511 if (--op->last_grace < 0) 2236 if (--op->last_grace < 0)
2532 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2257 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2533 } 2258 }
2534 /* wearing stuff doesn't detract from grace generation. */ 2259 /* wearing stuff doesn't detract from grace generation. */
2535 } 2260 }
2536 2261
2262 if (op->stats.food > 0)
2263 {
2537 /* Regenerate Hit Points */ 2264 /* Regenerate Spell Points */
2538 if (--op->last_heal < 0) 2265 if (!op->contr->golem && --op->last_sp < 0)
2539 {
2540 if (op->stats.hp < op->stats.maxhp)
2541 { 2266 {
2542 op->stats.hp++; 2267 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2543 /* dms do not consume food */ 2268
2544 if (!QUERY_FLAG (op, FLAG_WIZ)) 2269 if (op->stats.sp < op->stats.maxsp)
2545 { 2270 {
2271 op->stats.sp++;
2272
2273 /* dms do not consume food */
2274 if (!QUERY_FLAG (op, FLAG_WIZ))
2275 {
2546 op->stats.food--; 2276 op->stats.food--;
2277
2547 if (op->contr->digestion < 0) 2278 if (op->contr->digestion < 0)
2548 op->stats.food += op->contr->digestion; 2279 op->stats.food += op->contr->digestion;
2549 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2280 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2550 op->stats.food = last_food; 2281 op->stats.food = last_food;
2282 }
2551 } 2283 }
2552 }
2553 2284
2554 if (max_hp > 1) 2285 if (max_sp > 1)
2555 {
2556 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2557 if (over_hp > 0)
2558 { 2286 {
2559 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2287 over_sp = (gen_sp + 10) / rate_sp;
2288 if (over_sp > 0)
2289 {
2290 if (op->stats.sp < op->stats.maxsp)
2291 {
2292 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2293
2294 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2295 op->stats.sp--;
2296
2297 if (op->stats.sp > op->stats.maxsp)
2298 op->stats.sp = op->stats.maxsp;
2299 }
2300
2560 op->last_heal = 0; 2301 op->last_sp = 0;
2302 }
2303 else
2304 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2561 } 2305 }
2562 else 2306 else
2307 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2308 }
2309
2310 /* Regenerate Hit Points */
2311 if (--op->last_heal < 0)
2312 {
2313 if (op->stats.hp < op->stats.maxhp)
2563 { 2314 {
2564 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2315 op->stats.hp++;
2316
2317 /* dms do not consume food */
2318 if (!QUERY_FLAG (op, FLAG_WIZ))
2319 {
2320 op->stats.food--;
2321
2322 if (op->contr->digestion < 0)
2323 op->stats.food += op->contr->digestion;
2324 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2325 op->stats.food = last_food;
2326 }
2565 } 2327 }
2328
2329 if (max_hp > 1)
2330 {
2331 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2332
2333 if (over_hp > 0)
2334 {
2335 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2336 op->last_heal = 0;
2337 }
2338 else
2339 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2566 } 2340 }
2567 else 2341 else
2568 {
2569 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2342 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2570 } 2343 }
2571 } 2344 }
2572 2345
2573 /* Digestion */ 2346 /* Digestion */
2574 if (--op->last_eat < 0) 2347 if (--op->last_eat < 0)
2575 { 2348 {
2576#ifdef COZY_SERVER 2349 int bonus = max (0, op->contr->digestion),
2577 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2350 penalty = max (0, -op->contr->digestion);
2578 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2579#else
2580 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2581#endif
2582 2351
2583 if (op->contr->gen_hp > 0)
2584 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2352 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2585 else
2586 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2587 2353
2588 /* dms do not consume food */ 2354 /* dms do not consume food */
2589 if (!QUERY_FLAG (op, FLAG_WIZ)) 2355 if (!QUERY_FLAG (op, FLAG_WIZ))
2590 op->stats.food--; 2356 op->stats.food--;
2591 } 2357 }
2592 2358
2593 if (op->stats.food < 0 && op->stats.hp >= 0) 2359 if (op->stats.food < 0 && op->stats.hp >= 0)
2594 { 2360 {
2595 object *tmp, *flesh = 0; 2361 object *flesh = 0;
2596 2362
2597 for (tmp = op->inv; tmp; tmp = tmp->below) 2363 for_inv_removable (op, tmp)
2598 { 2364 {
2599 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2365 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2366 continue;
2367
2368 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2600 { 2369 {
2601 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2370 op->statusmsg ("You blindly grab for a bite of food. "
2602 { 2371 "H<To prevent you from starving, you ate some random item from your backpack.>");
2603 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2604 manual_apply (op, tmp, 0); 2372 manual_apply (op, tmp, 0);
2373
2605 if (op->stats.food >= 0 || op->stats.hp < 0) 2374 if (op->stats.food >= 0 || op->stats.hp < 0)
2606 break; 2375 break;
2607 } 2376 }
2608 else if (tmp->type == FLESH) 2377 else if (tmp->type == FLESH)
2609 flesh = tmp; 2378 flesh = tmp;
2610 } /* End if paid for object */ 2379 }
2611 } /* end of for loop */
2612 2380
2613 /* If player is still starving, it means they don't have any food, so 2381 /* If player is still starving, it means they don't have any food, so
2614 * eat flesh instead. 2382 * eat flesh instead.
2615 */ 2383 */
2616 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2384 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2617 { 2385 {
2618 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2386 op->statusmsg ("You blindly grab for a bite of food. "
2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2619 manual_apply (op, flesh, 0); 2388 manual_apply (op, flesh, 0);
2620 } 2389 }
2390
2391 // If player is still starving, alert him!
2392 if (op->stats.food < 0)
2393 op->failmsg ("You are starving! "
2394 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2395 }
2396
2397 if (op->stats.food < 0)
2621 } 2398 {
2399 op->stats.hp += op->stats.food;
2400 op->stats.food = 0;
2622 2401
2623 while (op->stats.food < 0 && op->stats.hp >= 0) 2402 if (op->stats.hp < 0)
2624 op->stats.food++, op->stats.hp--; 2403 {
2404 op->contr->killer = archetype::get ("killer_starvation");
2405 op->contr->killer->destroy ();
2406 }
2407 }
2625 2408
2409 /* killer should be set here already */
2626 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2410 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2627 kill_player (op); 2411 kill_player (op);
2628 } 2412 }
2629} 2413}
2630 2414
2634 * file. 2418 * file.
2635 */ 2419 */
2636void 2420void
2637kill_player (object *op) 2421kill_player (object *op)
2638{ 2422{
2639 char buf[MAX_BUF];
2640 int x, y; 2423 int x, y;
2641
2642 //int i;
2643 maptile *map; /* this is for resurrection */ 2424 maptile *map; /* this is for resurrection */
2644
2645 /* int z;
2646 int num_stats_lose;
2647 int lost_a_stat;
2648 int lose_this_stat;
2649 int this_stat; */
2650 int will_kill_again; 2425 int will_kill_again;
2651 archetype *at; 2426 archetype *at;
2652 object *tmp; 2427 object *tmp;
2653 2428
2654 if (save_life (op)) 2429 if (save_life (op))
2655 return; 2430 return;
2656 2431
2432 dynbuf_text deathtab;
2433
2434 /* restore player */
2435 at = archetype::find (shstr_poisoning);
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your body feels cleansed...\r";
2440 }
2441
2442 at = archetype::find (shstr_confusion);
2443 if (object *tmp = present_arch_in_ob (at, op))
2444 {
2445 tmp->destroy ();
2446 deathtab << "Your mind feels clearer...\r";
2447 }
2448
2449 cure_disease (op, 0, 0); /* remove any disease */
2450
2451 max_it (op->stats.hp , op->stats.maxhp);
2452 max_it (op->stats.sp , op->stats.maxsp);
2453 max_it (op->stats.grace, op->stats.maxgrace);
2454
2455 if (op->stats.food <= 0)
2456 op->stats.food = 999;
2457
2458 // remove all spell effects that are active
2459 // to avoid long-term effects such as word-of-recall
2460 for (object *item = op->inv; item; )
2461 {
2462 object *next = item->below;
2463
2464 if (item->type == SPELL_EFFECT && item->active)
2465 item->destroy ();
2466
2467 item = next;
2468 }
2657 2469
2658 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2470 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2659 * in cities ONLY!!! It is very important that this doesn't get abused. 2471 * in cities ONLY!!! It is very important that this doesn't get abused.
2660 * Look at op_on_battleground() for more info --AndreasV 2472 * Look at op_on_battleground() for more info --AndreasV
2661 */ 2473 */
2662 if (op_on_battleground (op, &x, &y)) 2474 if (op_on_battleground (op, &x, &y))
2663 { 2475 {
2664 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2476 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2665 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2666
2667 /* restore player */
2668 at = archetype::find ("poisoning");
2669 if (object *tmp = present_arch_in_ob (at, op))
2670 {
2671 tmp->destroy ();
2672 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2673 }
2674
2675 at = archetype::find ("confusion");
2676 if (object *tmp = present_arch_in_ob (at, op))
2677 {
2678 tmp->destroy ();
2679 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2680 }
2681
2682 cure_disease (op, 0); /* remove any disease */
2683 op->stats.hp = op->stats.maxhp;
2684 if (op->stats.food <= 0)
2685 op->stats.food = 999;
2686 2477
2687 /* create a bodypart-trophy to make the winner happy */ 2478 /* create a bodypart-trophy to make the winner happy */
2688 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2479 object *tmp = archetype::find (shstr_finger)->instance ();
2689 { 2480
2690 sprintf (buf, "%s's finger", &op->name); 2481 tmp->name = format ("%s's finger" , &op->name);
2691 tmp->name = buf; 2482 tmp->name_pl = format ("%s's fingers", &op->name);
2692 sprintf (buf, " This finger has been cut off %s\n" 2483 tmp->msg = format (
2693 " the %s, when he was defeated at\n level %d by %s.\n", 2484 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2694 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2485 &op->name, op->contr->title,
2695 tmp->msg = buf; 2486 (int)op->level,
2487 op->contr->killer_name ()
2488 );
2696 tmp->value = 0, tmp->type = 0; 2489 tmp->value = 0, tmp->type = 0;
2697 tmp->materialname = "organics"; 2490 tmp->material = name_to_material (shstr_organic);
2698 tmp->insert_at (op, tmp); 2491 tmp->insert_at (op, tmp);
2699 }
2700 2492
2701 /* teleport defeated player to new destination */ 2493 /* teleport defeated player to new destination */
2702 transfer_ob (op, x, y, 0, NULL); 2494 transfer_ob (op, x, y, 0, NULL);
2703 op->contr->braced = 0; 2495 op->contr->braced = 0;
2496
2497 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2704 return; 2498 return;
2705 } 2499 }
2706 2500
2501 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2502 deathtab << "T<YOU HAVE DIED>\n\n";
2503
2707 INVOKE_PLAYER (DEATH, op->contr); 2504 INVOKE_PLAYER (DEATH, op->contr);
2708 2505
2709 command_kill_pets (op, 0); 2506 command_kill_pets (op, 0);
2710 2507
2711 if (op->stats.food < 0) 2508 op->contr->play_sound (sound_find ("player_dies"));
2712 {
2713 sprintf (buf, "%s starved to death.", &op->name);
2714 strcpy (op->contr->killer, "starvation");
2715 }
2716 else
2717 sprintf (buf, "%s died.", &op->name);
2718
2719 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2720 2509
2721 /* save the map location for corpse, gravestone */ 2510 /* save the map location for corpse, gravestone */
2722 x = op->x; 2511 x = op->x;
2723 y = op->y; 2512 y = op->y;
2724 map = op->map; 2513 map = op->map;
2752 2541
2753 lost_a_stat = 0; 2542 lost_a_stat = 0;
2754 2543
2755 for (z = 0; z < num_stats_lose; z++) 2544 for (z = 0; z < num_stats_lose; z++)
2756 { 2545 {
2757 i = RANDOM () % NUM_STATS; 2546 i = rndm (NUM_STATS);
2758 2547
2759 if (settings.stat_loss_on_death) 2548 if (settings.stat_loss_on_death)
2760 { 2549 {
2761 /* Pick a random stat and take a point off it. Tell the player 2550 /* Pick a random stat and take a point off it. Tell the player
2762 * what he lost. 2551 * what he lost.
2769 lost_a_stat = 1; 2558 lost_a_stat = 1;
2770 } 2559 }
2771 else 2560 else
2772 { 2561 {
2773 /* deplete a stat */ 2562 /* deplete a stat */
2774 archetype *deparch = archetype::find ("depletion"); 2563 archetype *deparch = archetype::find (shstr_depletion);
2775 object *dep; 2564 object *dep;
2776 2565
2777 dep = present_arch_in_ob (deparch, op); 2566 dep = present_arch_in_ob (deparch, op);
2778 if (!dep) 2567 if (!dep)
2779 { 2568 {
2780 dep = arch_to_object (deparch); 2569 dep = deparch->instance ();
2781 insert_ob_in_ob (dep, op); 2570 insert_ob_in_ob (dep, op);
2782 } 2571 }
2783 lose_this_stat = 1; 2572 lose_this_stat = 1;
2784 if (settings.balanced_stat_loss) 2573 if (settings.balanced_stat_loss)
2785 { 2574 {
2813 } 2602 }
2814 } 2603 }
2815 2604
2816 if (lose_this_stat) 2605 if (lose_this_stat)
2817 { 2606 {
2818 this_stat = get_attr_value (&(dep->stats), i); 2607 this_stat = get_attr_value (&dep->stats, i);
2819 /* We could try to do something clever like find another 2608 /* We could try to do something clever like find another
2820 * stat to reduce if this fails. But chances are, if 2609 * stat to reduce if this fails. But chances are, if
2821 * stats have been depleted to -50, all are pretty low 2610 * stats have been depleted to -50, all are pretty low
2822 * and should be roughly the same, so it shouldn't make a 2611 * and should be roughly the same, so it shouldn't make a
2823 * difference. 2612 * difference.
2831 lost_a_stat = 1; 2620 lost_a_stat = 1;
2832 } 2621 }
2833 } 2622 }
2834 } 2623 }
2835 } 2624 }
2625
2836 /* If no stat lost, tell the player. */ 2626 /* If no stat lost, tell the player. */
2837 if (!lost_a_stat) 2627 if (!lost_a_stat)
2838 { 2628 {
2839 /* determine_god() seems to not work sometimes... why is this? 2629 /* determine_god() seems to not work sometimes... why is this?
2840 Should I be using something else? GD */ 2630 Should I be using something else? GD */
2841 const char *god = determine_god (op); 2631 shstr_tmp god = determine_god (op);
2842 2632
2843 if (god && (strcmp (god, "none"))) 2633 if (god != shstr_none)
2844 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2634 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2845 else 2635 else
2846 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2636 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2847 } 2637 }
2848#else 2638#else
2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2639 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2850#endif 2640#endif
2851 2641
2852 /* Put a gravestone up where the character 'almost' died. List the 2642 /* Put a gravestone up where the character 'almost' died. List the
2853 * exp loss on the stone. 2643 * exp loss on the stone.
2854 */ 2644 */
2855 tmp = arch_to_object (archetype::find ("gravestone")); 2645 tmp = archetype::find (shstr_gravestone)->instance ();
2856 sprintf (buf, "%s's gravestone", &op->name); 2646 tmp->name = format ("%s's gravestone", &op->name);
2857 tmp->name = buf; 2647 tmp->name_pl = format ("%s's gravestones", &op->name);
2858 sprintf (buf, "%s's gravestones", &op->name); 2648 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2859 tmp->name_pl = buf; 2649 &op->name, op->contr->title, op->contr->killer_name ());
2860 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);
2861 tmp->msg = buf;
2862 tmp->x = op->x, tmp->y = op->y; 2650 tmp->x = op->x, tmp->y = op->y;
2863 insert_ob_in_map (tmp, op->map, NULL, 0); 2651 insert_ob_in_map (tmp, op->map, NULL, 0);
2864 2652
2865 /**************************************/ 2653 /**************************************/
2866 /* */ 2654 /* */
2867 /* Subtract the experience points, */ 2655 /* Subtract the experience points, */
2868 /* if we died cause of food, give us */
2869 /* food, and reset HP's... */
2870 /* */ 2656 /* */
2871 /**************************************/ 2657 /**************************************/
2872 2658
2873 /* remove any poisoning and confusion the character may be suffering. */
2874 /* restore player */
2875 at = archetype::find ("poisoning");
2876 tmp = present_arch_in_ob (at, op);
2877
2878 if (tmp)
2879 {
2880 tmp->destroy ();
2881 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2882 }
2883
2884 at = archetype::find ("confusion");
2885 tmp = present_arch_in_ob (at, op);
2886 if (tmp)
2887 {
2888 tmp->destroy ();
2889 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2890 }
2891
2892 cure_disease (op, 0); /* remove any disease */
2893
2894 /*add_exp(op, (op->stats.exp * -0.20)); */ 2659 /*add_exp(op, (op->stats.exp * -0.20)); */
2895 apply_death_exp_penalty (op); 2660 apply_death_exp_penalty (op);
2896 if (op->stats.food < 100)
2897 op->stats.food = 900;
2898 op->stats.hp = op->stats.maxhp;
2899 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2900 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2901 2661
2902 /* 2662 /*
2903 * Check to see if the player has any unpaid items. If so, remove them 2663 * Check to see if the player has any unpaid items. If so, remove them
2904 * and put them back in the map. 2664 * and put them back in the map.
2905 */ 2665 */
2906 remove_unpaid_objects (op->inv, op); 2666 op->drop_unpaid_items ();
2907 2667
2908 /****************************************/ 2668 /****************************************/
2909 /* */ 2669 /* */
2910 /* Move player to his current respawn- */ 2670 /* Move player to his current respawn- */
2911 /* position (usually last savebed) */ 2671 /* position (usually last savebed) */
2931 object *force; 2691 object *force;
2932 int at; 2692 int at;
2933 2693
2934 force = get_archetype (FORCE_NAME); 2694 force = get_archetype (FORCE_NAME);
2935 /* 50 ticks should be enough time for the spell to abate */ 2695 /* 50 ticks should be enough time for the spell to abate */
2936 force->speed = 0.1; 2696 force->speed = 0.1f;
2937 force->speed_left = -5.0; 2697 force->speed_left = -5.f;
2938 SET_FLAG (force, FLAG_APPLIED); 2698 SET_FLAG (force, FLAG_APPLIED);
2939 for (at = 0; at < NROFATTACKS; at++) 2699 for (at = 0; at < NROFATTACKS; at++)
2940 if (will_kill_again & (1 << at)) 2700 if (will_kill_again & (1 << at))
2941 force->resist[at] = 100; 2701 force->resist[at] = 100;
2942 2702
2943 insert_ob_in_ob (force, op); 2703 insert_ob_in_ob (force, op);
2944 op->update_stats (); 2704 op->update_stats ();
2945
2946 } 2705 }
2947 2706
2948 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2707 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2949} 2708}
2950 2709
2951void 2710static void
2952loot_object (object *op) 2711loot_object (object *op)
2953{ /* Grab and destroy some treasure */ 2712{ /* Grab and destroy some treasure */
2954 object *tmp, *tmp2, *next; 2713 object *tmp, *tmp2, *next;
2955 2714
2956 op->close_container (); /* close open sack first */ 2715 op->close_container (); /* close open sack first */
2970 2729
2971 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2730 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2972 { 2731 {
2973 if (tmp->nrof > 1) 2732 if (tmp->nrof > 1)
2974 { 2733 {
2975 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2734 tmp->decrease (rndm (1, tmp->nrof - 1));
2976 tmp2->destroy ();
2977 insert_ob_in_map (tmp, op->map, NULL, 0); 2735 insert_ob_in_map (tmp, op->map, NULL, 0);
2978 } 2736 }
2979 else 2737 else
2980 tmp->destroy (); 2738 tmp->destroy ();
2981 } 2739 }
2988 * fix_weight(): Check recursively the weight of all players, and fix 2746 * fix_weight(): Check recursively the weight of all players, and fix
2989 * what needs to be fixed. Refresh windows and fix speed if anything 2747 * what needs to be fixed. Refresh windows and fix speed if anything
2990 * was changed. 2748 * was changed.
2991 */ 2749 */
2992void 2750void
2993fix_weight (void) 2751fix_weight ()
2994{ 2752{
2995 for_all_players (pl) 2753 for_all_players (pl)
2996 { 2754 {
2997 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2755 sint32 old = pl->ob->carrying;
2998 2756
2999 if (old == sum) 2757 pl->ob->update_weight ();
3000 continue; 2758
2759 if (old != pl->ob->carrying)
2760 {
3001 pl->ob->update_stats (); 2761 pl->ob->update_stats ();
3002 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2762 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2763 }
3003 } 2764 }
3004} 2765}
3005 2766
3006void 2767void
3007fix_luck (void) 2768fix_luck ()
3008{ 2769{
3009 for_all_players (pl) 2770 for_all_players (pl)
3010 if (!pl->ob->contr->ns->state) 2771 if (!pl->ob->contr->ns->state)
3011 pl->ob->change_luck (0); 2772 pl->ob->change_luck (0);
3012} 2773}
3049} 2810}
3050 2811
3051void 2812void
3052make_visible (object *op) 2813make_visible (object *op)
3053{ 2814{
3054 op->hide = 0; 2815 op->flag [FLAG_HIDDEN] = 0;
3055 op->invisible = 0; 2816 op->invisible = 0;
2817
3056 if (op->type == PLAYER) 2818 if (op->type == PLAYER)
3057 { 2819 {
3058 op->contr->tmp_invis = 0; 2820 op->contr->tmp_invis = 0;
3059 op->contr->invis_race = 0; 2821 op->contr->invis_race = 0;
3060 } 2822 }
3063} 2825}
3064 2826
3065int 2827int
3066is_true_undead (object *op) 2828is_true_undead (object *op)
3067{ 2829{
3068 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2830 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3069 return 1; 2831 return 1;
3070 2832
3071 return 0; 2833 return 0;
3072} 2834}
3073 2835
3074/* look at the surrounding terrain to determine 2836/* look at the surrounding terrain to determine
3075 * the hideability of this object. Positive levels 2837 * the hideability of this object. Positive levels
3076 * indicate greater hideability. 2838 * indicate greater hideability.
3077 */ 2839 */
3078
3079int 2840int
3080hideability (object *ob) 2841hideability (object *ob)
3081{ 2842{
3082 int i, level = 0, mflag; 2843 int i, level = 0, mflag;
3083 sint16 x, y; 2844 sint16 x, y;
3084 2845
3085 if (!ob || !ob->map) 2846 if (!ob || !ob->map)
3086 return 0; 2847 return 0;
3087 2848
3088 /* so, on normal lighted maps, its hard to hide */ 2849 /* so, on normal lighted maps, its hard to hide */
3089 level = ob->map->darkness - 2; 2850 level = ob->map->darklevel () - 2;
3090 2851
3091 /* this also picks up whether the object is glowing. 2852 /* this also picks up whether the object is glowing.
3092 * If you carry a light on a non-dark map, its not 2853 * If you carry a light on a non-dark map, its not
3093 * as bad as carrying a light on a pitch dark map */ 2854 * as bad as carrying a light on a pitch dark map */
3094 if (has_carried_lights (ob)) 2855 if (ob->has_carried_lights ())
3095 level = -(10 + (2 * ob->map->darkness)); 2856 level = -(10 + (2 * ob->map->darklevel ()));
3096 2857
3097 /* scan through all nearby squares for terrain to hide in */ 2858 /* scan through all nearby squares for terrain to hide in */
3098 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2859 for (i = 0, x = ob->x, y = ob->y;
2860 i <= SIZEOFFREE1;
2861 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3099 { 2862 {
3100 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2863 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3101 if (mflag & P_OUT_OF_MAP) 2864 if (mflag & P_OUT_OF_MAP)
3102 {
3103 continue; 2865 continue;
3104 } 2866
3105 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2867 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3106 level += 2; 2868 level += 2;
3107 else /* open terrain! */ 2869 else /* open terrain! */
3108 level -= 1; 2870 level -= 1;
3109 } 2871 }
3117/* For Hidden creatures - a chance of becoming 'unhidden' 2879/* For Hidden creatures - a chance of becoming 'unhidden'
3118 * every time they move - as we subtract off 'invisibility' 2880 * every time they move - as we subtract off 'invisibility'
3119 * AND, for players, if they move into a ridiculously unhideable 2881 * AND, for players, if they move into a ridiculously unhideable
3120 * spot (surrounded by clear terrain in broad daylight). -b.t. 2882 * spot (surrounded by clear terrain in broad daylight). -b.t.
3121 */ 2883 */
3122
3123void 2884void
3124do_hidden_move (object *op) 2885do_hidden_move (object *op)
3125{ 2886{
3126 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2887 int hide = 0;
3127 object *skop;
3128 2888
3129 if (!op || !op->map) 2889 if (!op || !op->map)
3130 return; 2890 return;
3131 2891
3132 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2892 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2893 int num = random_roll (0, 19, op, PREFER_LOW);
3133 2894
3134 /* its *extremely* hard to run and sneak/hide at the same time! */ 2895 /* its *extremely* hard to run and sneak/hide at the same time! */
3135 if (op->type == PLAYER && op->contr->run_on) 2896 if (op->type == PLAYER && op->contr->run_on)
3136 if (!skop || num >= skop->level) 2897 if (!skop || num >= skop->level)
3137 { 2898 {
3147 num -= hide; 2908 num -= hide;
3148 2909
3149 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2910 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3150 { 2911 {
3151 make_visible (op); 2912 make_visible (op);
2913
3152 if (op->type == PLAYER) 2914 if (op->type == PLAYER)
3153 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2915 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3154 } 2916 }
3155 else if (op->type == PLAYER && skop) 2917 else if (op->type == PLAYER && skop)
3156 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2918 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3209 * object op. This function works fine for monsters, 2971 * object op. This function works fine for monsters,
3210 * but we dont worry if the object isnt the top one in 2972 * but we dont worry if the object isnt the top one in
3211 * a pile (say a coin under a table would return "viewable" 2973 * a pile (say a coin under a table would return "viewable"
3212 * by this routine). Another question, should we be 2974 * by this routine). Another question, should we be
3213 * concerned with the direction the player is looking 2975 * concerned with the direction the player is looking
3214 * in? Realistically, most of use cant see stuff behind 2976 * in? Realistically, most of us can't see stuff behind
3215 * our backs...on the other hand, does the "facing" direction 2977 * our backs...on the other hand, does the "facing" direction
3216 * imply the way your head, or body is facing? Its possible 2978 * imply the way your head, or body is facing? It's possible
3217 * for them to differ. Sigh, this fctn could get a bit more complex. 2979 * for them to differ. Sigh, this fctn could get a bit more complex.
3218 * -b.t. 2980 * -b.t.
3219 * This function is now map tiling safe. 2981 * This function is now map tiling safe.
3220 */ 2982 */
3221
3222int 2983int
3223player_can_view (object *pl, object *op) 2984player_can_view (object *pl, object *op)
3224{ 2985{
3225 rv_vector rv; 2986 rv_vector rv;
3226 int dx, dy; 2987 int dx, dy;
3238 2999
3239 get_rangevector (pl, op, &rv, 0x1); 3000 get_rangevector (pl, op, &rv, 0x1);
3240 3001
3241 /* starting with the 'head' part, lets loop 3002 /* starting with the 'head' part, lets loop
3242 * through the object and find if it has any 3003 * through the object and find if it has any
3243 * part that is in the los array but isnt on 3004 * part that is in the los array but isn't on
3244 * a blocked los square. 3005 * a blocked los square.
3245 * we use the archetype to figure out offsets. 3006 * we use the archetype to figure out offsets.
3246 */ 3007 */
3247 while (op) 3008 while (op)
3248 { 3009 {
3249 dx = rv.distance_x + op->arch->clone.x; 3010 dx = rv.distance_x + op->arch->x;
3250 dy = rv.distance_y + op->arch->clone.y; 3011 dy = rv.distance_y + op->arch->y;
3251 3012
3252 /* only the viewable area the player sees is updated by LOS 3013 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3253 * code, so we need to restrict ourselves to that range of values
3254 * for any meaningful values.
3255 */
3256 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3257 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3258 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3259 return 1; 3014 return 1;
3015
3260 op = op->more; 3016 op = op->more;
3261 } 3017 }
3262 return 0;
3263}
3264 3018
3265/* routine for both players and monsters. We call this when
3266 * there is a possibility for our action distrubing our hiding
3267 * place or invisiblity spell. Artefact invisiblity is not
3268 * effected by this. If we arent invisible to begin with, we
3269 * return 0.
3270 */
3271int
3272action_makes_visible (object *op)
3273{
3274
3275 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3276 {
3277 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3278 return 0;
3279
3280 if (op->contr && op->contr->tmp_invis == 0)
3281 return 0;
3282
3283 /* If monsters, they should become visible */
3284 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3285 {
3286 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3287 return 1;
3288 }
3289 }
3290 return 0; 3019 return 0;
3291} 3020}
3292 3021
3293/* op_on_battleground - checks if the given object op (usually 3022/* op_on_battleground - checks if the given object op (usually
3294 * a player) is standing on a valid battleground-tile, 3023 * a player) is standing on a valid battleground-tile,
3299 * Default is to do the same as before, so only people wanting to have different points need worry about this 3028 * Default is to do the same as before, so only people wanting to have different points need worry about this
3300 */ 3029 */
3301int 3030int
3302op_on_battleground (object *op, int *x, int *y) 3031op_on_battleground (object *op, int *x, int *y)
3303{ 3032{
3304 object *tmp;
3305
3306 /* A battleground-tile needs the following attributes to be valid: 3033 /* A battleground-tile needs the following attributes to be valid:
3307 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3034 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3308 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3035 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3309 * and the exit-coordinates sp/hp must both be > 0. 3036 * and the exit-coordinates sp/hp must both be > 0.
3310 * => The intention here is to prevent abuse of the battleground- 3037 * => The intention here is to prevent abuse of the battleground-
3311 * feature (like pickable or hidden battleground tiles). */ 3038 * feature (like pickable or hidden battleground tiles). */
3312 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3039 for (object *tmp = op->below; tmp; tmp = tmp->below)
3313 { 3040 {
3314 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3041 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3315 { 3042 {
3316 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3043 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3317 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3044 && tmp->type == BATTLEGROUND
3045 && tmp->name == shstr_battleground
3046 && EXIT_X (tmp) && EXIT_Y (tmp))
3318 { 3047 {
3319 /*before we assign the exit, check if this is a teambattle */ 3048 /* before we assign the exit, check if this is a teambattle */
3320 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3049 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3321 { 3050 {
3322 object *invtmp;
3323
3324 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3051 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3325 { 3052 {
3326 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3053 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3327 { 3054 {
3328 if (x != NULL && y != NULL) 3055 if (x && y)
3329 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3056 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3057
3330 return 1; 3058 return 1;
3331 } 3059 }
3332 } 3060 }
3333 } 3061 }
3062
3334 if (x != NULL && y != NULL) 3063 if (x && y)
3335 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3064 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3065
3336 return 1; 3066 return 1;
3337 } 3067 }
3338 } 3068 }
3339 } 3069 }
3070
3340 /* If we got here, did not find a battleground */ 3071 /* If we got here, did not find a battleground */
3341 return 0; 3072 return 0;
3342} 3073}
3343 3074
3344/* 3075/*
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3091 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i = 0, j = 0; 3092 int i = 0, j = 0;
3362 3093
3363 /* get the appropriate treasurelist */ 3094 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3095 if (atnr == ATNR_FIRE)
3365 trlist = treasurelist::find ("dragon_ability_fire"); 3096 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3097 else if (atnr == ATNR_COLD)
3367 trlist = treasurelist::find ("dragon_ability_cold"); 3098 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3099 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = treasurelist::find ("dragon_ability_elec"); 3100 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3101 else if (atnr == ATNR_POISON)
3371 trlist = treasurelist::find ("dragon_ability_poison"); 3102 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3103
3373 if (trlist == NULL || who->type != PLAYER) 3104 if (trlist == NULL || who->type != PLAYER)
3374 return; 3105 return;
3375 3106
3376 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3107 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3111 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3112 return;
3382 } 3113 }
3383 3114
3384 /* everything seems okay - now bring on the gift: */ 3115 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3116 item = tr->item;
3386 3117
3387 if (item->type == SPELL) 3118 if (item->type == SPELL)
3388 { 3119 {
3389 if (check_spell_known (who, item->name)) 3120 if (check_spell_known (who, item->name))
3390 return; 3121 return;
3449 { 3180 {
3450 /* forces in the treasurelist can alter the player's stats */ 3181 /* forces in the treasurelist can alter the player's stats */
3451 object *skin; 3182 object *skin;
3452 3183
3453 /* first get the dragon skin force */ 3184 /* first get the dragon skin force */
3454 shstr_cmp dragon_skin_force ("dragon_skin_force");
3455 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3185 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3456 ; 3186 ;
3457 3187
3458 if (!skin) 3188 if (!skin)
3459 return; 3189 return;
3460 3190
3493 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3223 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3494 } 3224 }
3495 else 3225 else
3496 { 3226 {
3497 /* generate misc. treasure */ 3227 /* generate misc. treasure */
3498 tmp = arch_to_object (tr->item); 3228 tmp = tr->item->instance ();
3499 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3229 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3500 tmp = insert_ob_in_ob (tmp, who); 3230 who->insert (tmp);
3501 if (who->type == PLAYER)
3502 esrv_send_item (who, tmp);
3503 } 3231 }
3504} 3232}
3505 3233
3506/** 3234/**
3507 * Unready an object for a player. This function does nothing if the object was 3235 * Unready an object for a player. This function does nothing if the object was
3518 3246
3519 if (pl->ranged_ob == ob) 3247 if (pl->ranged_ob == ob)
3520 pl->ranged_ob = 0; 3248 pl->ranged_ob = 0;
3521} 3249}
3522 3250
3251//-GPL
3252
3523sint8 3253sint8
3524player::visibility_at (maptile *map, int x, int y) const 3254player::darkness_at (maptile *map, int x, int y) const
3525{ 3255{
3526 if (!ns) 3256 if (!ns)
3527 return 0; 3257 return LOS_BLOCKED;
3528 3258
3529 int dx, dy; 3259 int dx, dy;
3530 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3260 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3531 return 0; 3261 return LOS_BLOCKED;
3532 3262
3533 x += dx - ns->current_x + ns->mapx / 2; 3263 x += dx - ns->current_x;
3534 y += dy - ns->current_y + ns->mapy / 2; 3264 y += dy - ns->current_y;
3535 3265
3536 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3537 return 0;
3538
3539 return 100 - blocked_los [x][y]; 3266 return blocked_los (x, y);
3540} 3267}
3268
3269void
3270player::infobox (const char *title, const char *msg, int color)
3271{
3272 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3273}
3274
3275void
3276player::statusmsg (const char *msg, int color)
3277{
3278 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3279}
3280
3281void
3282player::failmsg (const char *msg, int color)
3283{
3284 play_sound (sound_find ("generic_failure"));
3285 statusmsg (msg, color);
3286}
3287

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