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Comparing deliantra/server/server/player.C (file contents):
Revision 1.144 by root, Sat May 26 15:44:08 2007 UTC vs.
Revision 1.250 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;
184 72
185 if (ob->map) 73 if (ob->map)
186 maplevel = ob->map->path; 74 maplevel = ob->map->path;
187 75
188 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191 80
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 82
207 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
208 97
209 ns->update_look = 0; 98 ns->update_look = 0;
210 ns->look_position = 0; 99 ns->look_position = 0;
211 100
212 clear_los (ob); 101 clear_los ();
213 102
214 ns->reset_stats (); 103 ns->reset_stats ();
215 104
216 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
219 108
220 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
221 link_player_skills (ob); 110 link_skills ();
222 111
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
226 113
227 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 115 if (is_dragon_pl (ob))
229 { 116 {
230 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
231 118
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 122 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 124 skin = tmp;
241 125
242 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
243 } 127 }
244 128
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 130
247 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);
248 138
249 ob->flag [FLAG_READY_WEAPON] = false; 139 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false; 140 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false; 141 ob->flag [FLAG_READY_BOW] = false;
252 142
253 for (object *op = ob->inv; op; op = op->below) 143 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED]) 144 if (op->flag [FLAG_APPLIED])
255 switch (op->type) 145 switch (op->type)
256 { 146 {
257 case SKILL: 147 case SKILL:
258 ob->flag [FLAG_APPLIED] = false; 148 op->flag [FLAG_APPLIED] = false;
259 break; 149 break;
260 150
261 case WAND: 151 case WAND:
262 case ROD: 152 case ROD:
263 case HORN: 153 case HORN:
268 case WEAPON: 158 case WEAPON:
269 combat_ob = op; 159 combat_ob = op;
270 break; 160 break;
271 } 161 }
272 162
163 ob->current_weapon = 0;
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 165 activate (); // change_weapon also activates, but this doesn't hurt
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285 166
286 INVOKE_PLAYER (CONNECT, this); 167 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this); 168 INVOKE_PLAYER (LOGIN, this);
288} 169}
289 170
290void 171void
291player::disconnect () 172player::disconnect ()
292{ 173{
174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
293 if (ns) 180 if (ns)
294 { 181 {
295 if (active) 182 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 184
300 ns->reset_stats (); 187 ns->reset_stats ();
301 ns->pl = 0; 188 ns->pl = 0;
302 ns = 0; 189 ns = 0;
303 } 190 }
304 191
305 if (ob) 192 // this is important for the player scheduler to get the correct refcount
306 ob->close_container (); //TODO: client-specific 193 // when ns = 0
194 observe = viewpoint = ob;
307 195
308 deactivate (); 196 deactivate ();
309} 197}
198
199//-GPL
310 200
311// the need for this function can be explained 201// the need for this function can be explained
312// by load_object not returning the object 202// by load_object not returning the object
313void 203void
314player::set_object (object *op) 204player::set_object (object *op)
315{ 205{
316 ob = op; 206 ob = observe = viewpoint = op;
317 ob->contr = this; /* this aren't yet in archetype */ 207 ob->contr = this; /* this aren't yet in archetype */
318 208
319 ob->speed = 1.0f; 209 ob->speed = 1.0f;
320 ob->speed_left = 0.5f; 210 ob->speed_left = 0.5f;
321 211
322 ob->direction = 5; /* So player faces south */ 212 ob->direction = 5; /* So player faces south */
323} 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
324 230
325player::player () 231player::player ()
326{ 232{
327 /* There are some elements we want initialised to non zero value - 233 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point. 234 * we deal with that below this point.
334 savebed_map = first_map_path; /* Init. respawn position */ 240 savebed_map = first_map_path; /* Init. respawn position */
335 241
336 gen_sp_armour = 10; 242 gen_sp_armour = 10;
337 bowtype = bow_normal; 243 bowtype = bow_normal;
338 petmode = pet_normal; 244 petmode = pet_normal;
339 listening = 10;
340 usekeys = containers; 245 usekeys = containers;
341 peaceful = 1; /* default peaceful */ 246 peaceful = 1; /* default peaceful */
342 do_los = 1; 247 do_los = 1;
343 248
344 weapon_sp = 1.0f; 249 weapon_sp = 1.0f;
355 if (ob) 260 if (ob)
356 { 261 {
357 ob->destroy_inv (false); 262 ob->destroy_inv (false);
358 ob->destroy (); 263 ob->destroy ();
359 } 264 }
265
266 ob = observe = viewpoint = 0;
360} 267}
361 268
362player::~player () 269player::~player ()
363{ 270{
364 /* Clear item stack */ 271 /* Clear item stack */
365 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 }
366} 301}
367 302
368/* Tries to add player on the connection passed in ns. 303/* Tries to add player on the connection passed in ns.
369 * All we can really get in this is some settings like host and display 304 * All we can really get in this is some settings like host and display
370 * mode. 305 * mode.
372player * 307player *
373player::create () 308player::create ()
374{ 309{
375 player *pl = new player; 310 player *pl = new player;
376 311
377 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
378 313
379 pl->ob->roll_stats (); 314 pl->ob->roll_stats ();
380 pl->ob->stats.wc = 2; 315 pl->ob->stats.wc = 2;
381 pl->ob->run_away = 25; /* Then we panick... */ 316 pl->ob->run_away = 25; /* Then we panick... */
382 317
383 set_first_map (pl->ob); 318 set_first_map (pl->ob);
384 319
385 return pl; 320 return pl;
386}
387
388/*
389 * get_player_archetype() return next player archetype from archetype
390 * list. Not very efficient routine, but used only creating new players.
391 * Note: there MUST be at least one player archetype!
392 */
393archetype *
394get_player_archetype (archetype *at)
395{
396 archetype *start = at;
397
398 for (;;)
399 {
400 if (at == NULL || at->next == NULL)
401 at = first_archetype;
402 else
403 at = at->next;
404
405 if (at->clone.type == PLAYER)
406 return at;
407
408 if (at == start)
409 {
410 LOG (llevError, "No Player archetypes\n");
411 exit (-1);
412 }
413 }
414} 321}
415 322
416object * 323object *
417get_nearest_player (object *mon) 324get_nearest_player (object *mon)
418{ 325{
421 unsigned lastdist; 328 unsigned lastdist;
422 rv_vector rv; 329 rv_vector rv;
423 330
424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
425 { 332 {
426 /* We should not find free objects on this friendly list, but it
427 * does periodically happen. Given that, lets deal with it.
428 * While unlikely, it is possible the next object on the friendly
429 * list is also free, so encapsulate this in a while loop.
430 */
431 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
432 {
433 object *tmp = ol->ob;
434
435 /* Can't do much more other than log the fact, because the object
436 * itself will have been cleared.
437 */
438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439 tmp->debug_desc ());
440 ol = ol->next;
441 remove_friendly_object (tmp);
442 if (!ol)
443 return op;
444 }
445
446 /* Remove special check for player from this. First, it looks to cause
447 * some crashes (ol->ob->contr not set properly?), but secondly, a more
448 * complicated method of state checking would be needed in any case -
449 * as it was, a clever player could type quit, and the function would
450 * skip them over while waiting for confirmation. Remove
451 * on_same_map check, as can_detect_enemy also does this
452 */
453 if (!can_detect_enemy (mon, ol->ob, &rv)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
454 continue; 334 continue;
455 335
456 if (lastdist > rv.distance) 336 if (lastdist > rv.distance)
457 { 337 {
652 532
653 return firstdir; 533 return firstdir;
654} 534}
655 535
656void 536void
657give_initial_items (object *pl, treasurelist * items) 537give_initial_items (object *pl, treasurelist *items)
658{ 538{
659 object *op, *next = NULL;
660
661 if (pl->randomitems != NULL) 539 if (pl->randomitems)
662 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
663 541
664 for (op = pl->inv; op; op = next) 542 for (object *next, *op = pl->inv; op; op = next)
665 { 543 {
666 next = op->below; 544 next = op->below;
667 545
668 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
669 * 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
674 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
675 * by this player due to race restrictions 553 * by this player due to race restrictions
676 */ 554 */
677 if (pl->type == PLAYER) 555 if (pl->type == PLAYER)
678 { 556 {
679 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
680 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
681 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
682 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
683 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))
684 { 564 {
685 op->destroy (); 565 op->destroy ();
686 continue; 566 continue;
687 } 567 }
688 } 568 }
689 569
690 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
691 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
692 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
693 * a first level treasurelist for each skill.)
694 * remove duplicate skills also
695 */ 573 */
696 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
697 { 575 {
698 object *tmp;
699
700 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
701 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
702 break;
703
704 if (tmp)
705 { 578 {
706 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
707 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
708 continue; 582 break;
709 } 583 }
710 584
711 if (op->nrof > 1) 585 if (op->nrof > 1)
712 op->nrof = 1; 586 op->nrof = 1;
713 } 587 }
714 588
715 if (op->type == SPELLBOOK && op->inv) 589 if (op->type == SPELLBOOK && op->inv)
716 {
717 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
718 }
719 591
720 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
721 * 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
722 * merged properly. 594 * merged properly.
723 */ 595 */
724 if (need_identify (op)) 596 if (need_identify (op))
725 { 597 {
726 SET_FLAG (op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
727 CLEAR_FLAG (op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
728 CLEAR_FLAG (op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
729 } 601 }
602
730 if (op->type == SPELL) 603 if (op->type == SPELL)
731 { 604 {
732 op->destroy (); 605 op->destroy ();
733 continue; 606 continue;
734 } 607 }
736 { 609 {
737 SET_FLAG (op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
738 op->stats.exp = 0; 611 op->stats.exp = 0;
739 op->level = 1; 612 op->level = 1;
740 } 613 }
741 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
742 else
743 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
744 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
745 617
746 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
747 link_player_skills (pl); 619 pl->contr->link_skills ();
748} 620}
749 621
750void 622void
751get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
752{ 624{
762 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:");
763} 635}
764 636
765/* 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. */
766static int 638static int
767roll_stat (void) 639roll_stat ()
768{ 640{
769 int a[4], i, j, k; 641 int a[4], i, j, k;
770 642
771 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
772 a[i] = (int) rndm (6) + 1; 644 a[i] = (int) rndm (6) + 1;
853static void 725static void
854start_info (object *op) 726start_info (object *op)
855{ 727{
856 char buf[MAX_BUF]; 728 char buf[MAX_BUF];
857 729
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 730 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 731 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
862} 732}
863 733
864/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
869 */ 739 */
870void 740void
871player::chargen_race_done () 741player::chargen_race_done ()
872{ 742{
873 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
874 esrv_new_player (ob->contr, ob->weight + ob->carrying); 744 esrv_new_player (ob->contr);
875 745
876 treasurelist *tl = treasurelist::find ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
877 if (tl) 747 if (tl)
878 create_treasure (tl, ob, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
879 749
880 INVOKE_PLAYER (BIRTH, ob->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
881 INVOKE_PLAYER (LOGIN, ob->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
882 752
883 ob->contr->ns->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
884 754
885 if (ob->msg) 755 if (ob->msg)
886 ob->msg = 0; 756 ob->msg = 0;
887
888 /* We create this now because some of the unique maps will need it
889 * to save here.
890 */
891 {
892 char buf[MAX_BUF];
893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
894 make_path_to_file (buf);
895 }
896 757
897 start_info (ob); 758 start_info (ob);
898 CLEAR_FLAG (ob, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
899 give_initial_items (ob, ob->randomitems); 760 give_initial_items (ob, ob->randomitems);
900 link_player_skills (ob);
901 esrv_send_inventory (ob, ob); 761 esrv_send_inventory (ob, ob);
902 ob->update_stats (); 762 ob->update_stats ();
903 763
904 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
905 * is one for this race 765 * is one for this race
906 */ 766 */
907 if (*first_map_ext_path) 767 if (*first_map_ext_path)
908 { 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
909 object *tmp;
910 char mapname[MAX_BUF];
911
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
913 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = ob->y;
917 ob->enter_exit (tmp); /* we don't really care if it succeeded;
918 * if the map isn't there, then stay on the
919 * default initial map */
920 tmp->destroy ();
921 }
922 else 769 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
924} 771}
925 772
926void 773void
936 int x = ob->x, y = ob->y; 783 int x = ob->x, y = ob->y;
937 784
938 ob->remove_statbonus (); 785 ob->remove_statbonus ();
939 ob->remove (); 786 ob->remove ();
940 ob->arch = get_player_archetype (ob->arch); 787 ob->arch = get_player_archetype (ob->arch);
941 ob->arch->clone.copy_to (ob); 788 ob->arch->copy_to (ob);
942 ob->instantiate (); 789 ob->instantiate ();
943 ob->stats = ob->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
944 ob->name = ob->name_pl = name; 791 ob->name = ob->name_pl = name;
945 ob->x = x; 792 ob->x = x;
946 ob->y = y; 793 ob->y = y;
947 SET_ANIMATION (ob, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (ob, ob->map, ob, 0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (ob->contr->title, ob->arch->clone.name); 796 assign (ob->contr->title, ob->arch->object::name);
950 ob->add_statbonus (); 797 ob->add_statbonus ();
951 } 798 }
952 while (!allowed_class (ob)); 799 while (!allowed_class (ob));
953 800
954 update_object (ob, UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
957 ob->stats.hp = ob->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
958 ob->stats.sp = ob->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
959 ob->stats.grace = 0; 806 ob->stats.grace = 0;
960} 807}
961 808
962void 809static void
963flee_player (object *op) 810flee_player (object *op)
964{ 811{
965 int dir, diff; 812 int dir, diff;
966 rv_vector rv; 813 rv_vector rv;
967 814
970 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
971 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
972 return; 819 return;
973 } 820 }
974 821
975 if (op->enemy == NULL) 822 if (!op->enemy)
976 { 823 {
977 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 826 return;
980 } 827 }
981 828
982 /* Seen some crashes here. Since we don't store an
983 * op->enemy_count, it is possible that something destroys the
984 * actual enemy, and the object is recycled.
985 */
986 if (op->enemy->map == NULL)
987 {
988 CLEAR_FLAG (op, FLAG_SCARED);
989 op->enemy = NULL;
990 return;
991 }
992
993 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
994 { 830 {
995 op->enemy = NULL; 831 op->enemy = NULL;
996 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
997 return; 833 return;
1000 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1001 837
1002 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
1003 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
1004 { 840 {
1005 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
1006 842
1007 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)))
1008 return; 844 return;
1009 } 845 }
1010 846
1021check_pick (object *op) 857check_pick (object *op)
1022{ 858{
1023 object *tmp, *next; 859 object *tmp, *next;
1024 int stop = 0; 860 int stop = 0;
1025 int wvratio; 861 int wvratio;
1026 char putstring[128];
1027 862
1028 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1029 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1030 return 1; 865 return 1;
1031 866
1032 next = op->below; 867 next = op->below;
1033 868
869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
871
1034 /* 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
1035 * destroyed */ 873 * destroyed */
1036 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1037 { 875 {
1038 tmp = next; 876 tmp = next;
1039 next = tmp->below; 877 next = tmp->below;
1040 878
879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
1041 if (op->destroyed ()) 885 if (op->destroyed ())
1042 return 0; 886 return 0;
1043 887
1044 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1045 continue; 889 continue;
1046 890
1047 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1048 { 892 {
1049 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1050 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1051 continue; 896 continue;
1052 } 897 }
1053 898
1054 /* 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? */
1055 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1056 { 961 {
1057 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)
1058 { 1025 {
1059 case 0: 1026 CHK_PICK_PICKUP;
1060 return 1; /* don't pick up */ 1027 continue;
1061 case 1:
1062 pick_up (op, tmp);
1063 return 1;
1064 case 2:
1065 pick_up (op, tmp);
1066 return 0;
1067 case 3:
1068 return 0; /* stop before pickup */
1069 case 4:
1070 pick_up (op, tmp);
1071 break;
1072 case 5:
1073 pick_up (op, tmp);
1074 stop = 1;
1075 break;
1076 case 6:
1077 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1078 pick_up (op, tmp);
1079 break;
1080
1081 case 7:
1082 if (tmp->type == MONEY || tmp->type == GEM)
1083 pick_up (op, tmp);
1084 break;
1085
1086 default:
1087 /* use value density */
1088 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1089 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1090 pick_up (op, tmp);
1091 } 1028 }
1092 } 1029 }
1093 else 1030
1094 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1095 /* NEW pickup handling */
1096 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)
1097 { 1037 {
1098 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1099 if (tmp->name != NULL)
1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1101 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1102 else
1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1104 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105
1106 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1107 }
1108
1109 /* philosophy:
1110 * It's easy to grab an item type from a pile, as long as it's
1111 * generic. This takes no game-time. For more detailed pickups
1112 * and selections, select-items should be used. This is a
1113 * grab-as-you-run type mode that's really useful for arrows for
1114 * example.
1115 * The drawback: right now it has no frontend, so you need to
1116 * stick the bits you want into a calculator in hex mode and then
1117 * convert to decimal and then 'pickup <#>
1118 */
1119
1120 /* the first two modes are exclusive: if NOTHING we return, if
1121 * STOP then we stop. All the rest are applied sequentially,
1122 * meaning if any test passes, the item gets picked up. */
1123
1124 /* if mode is set to pick nothing up, return */
1125
1126 if (op->contr->mode & PU_NOTHING)
1127 return 1;
1128
1129 /* if mode is set to stop when encountering objects, return */
1130 /* take STOP before INHIBIT since it doesn't actually pick
1131 * anything up */
1132
1133 if (op->contr->mode & PU_STOP)
1134 return 0;
1135
1136 /* useful for going into stores and not losing your settings... */
1137 /* and for battles wher you don't want to get loaded down while
1138 * fighting */
1139 if (op->contr->mode & PU_INHIBIT)
1140 return 1;
1141
1142 /* prevent us from turning into auto-thieves :) */
1143 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1144 continue; 1039 continue;
1040 }
1145 1041
1146 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1147 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;
1148 continue; 1047 continue;
1048 }
1149 1049
1150 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1151 /* 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
1152 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1153 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"))
1154 { 1121 {
1155 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1156 continue; 1123 continue;
1157 } 1124 }
1125 }
1158 1126
1127 /* misc stuff that's useful */
1159 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1160 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1161 { 1130 {
1162 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1163 continue; 1132 continue;
1164 } 1133 }
1165 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1166 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1167 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
1168 { 1142 */
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 /* spellbooks, skillscrolls and normal books/scrolls */
1174 if (op->contr->mode & PU_SPELLBOOK)
1175 if (tmp->type == SPELLBOOK)
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SKILLSCROLL)
1182 if (tmp->type == SKILLSCROLL)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_READABLES)
1189 if (tmp->type == BOOK || tmp->type == SCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 /* wands/staves/rods/horns */
1196 if (op->contr->mode & PU_MAGIC_DEVICE)
1197 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1198 {
1199 pick_up (op, tmp);
1200 continue;
1201 }
1202
1203 /* pick up all magical items */
1204 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1205 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)
1206 {
1207 pick_up (op, tmp);
1208 continue;
1209 }
1210
1211 if (op->contr->mode & PU_VALUABLES)
1212 { 1145 {
1213 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1214 { 1149 {
1215 pick_up (op, tmp); 1150 fprintf (stderr, "%s", tmp->name);
1216 continue;
1217 } 1151 }
1218 }
1219
1220 /* rings & amulets - talismans seems to be typed AMULET */
1221 if (op->contr->mode & PU_JEWELS)
1222 if (tmp->type == RING || tmp->type == AMULET)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 /* we don't forget dragon food */
1229 if (op->contr->mode & PU_FLESH)
1230 if (tmp->type == FLESH)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 /* bows and arrows. Bows are good for selling! */
1237 if (op->contr->mode & PU_BOW)
1238 if (tmp->type == BOW)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_ARROW)
1245 if (tmp->type == ARROW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 /* all kinds of armor etc. */
1252 if (op->contr->mode & PU_ARMOUR)
1253 if (tmp->type == ARMOUR)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_HELMET)
1260 if (tmp->type == HELMET)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_SHIELD)
1267 if (tmp->type == SHIELD)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_BOOTS)
1274 if (tmp->type == BOOTS)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_GLOVES)
1281 if (tmp->type == GLOVES)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_CLOAK)
1288 if (tmp->type == CLOAK)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 /* hoping to catch throwing daggers here */
1295 if (op->contr->mode & PU_MISSILEWEAPON)
1296 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 /* careful: chairs and tables are weapons! */
1303 if (op->contr->mode & PU_ALLWEAPON)
1304 {
1305 if (tmp->type == WEAPON && tmp->name != NULL)
1306 {
1307 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1308 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1309 {
1310 pick_up (op, tmp);
1311 continue;
1312 }
1313 }
1314
1315 if (tmp->type == WEAPON && tmp->name == NULL)
1316 {
1317 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1318 {
1319 pick_up (op, tmp);
1320 continue;
1321 }
1322 }
1323 }
1324
1325 /* misc stuff that's useful */
1326 if (op->contr->mode & PU_KEY)
1327 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332
1333 /* any of the last 4 bits set means we use the ratio for value
1334 * pickups */
1335 if (op->contr->mode & PU_RATIO)
1336 {
1337 /* use value density to decide what else to grab */
1338 /* >=7 was >= op->contr->mode */
1339 /* >=7 is the old standard setting. Now we take the last 4 bits
1340 * and multiply them by 5, giving 0..15*5== 5..75 */
1341 wvratio = (op->contr->mode & PU_RATIO) * 5;
1342 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1343 {
1344 pick_up (op, tmp);
1345#if 0
1346 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1347 if (tmp->name != NULL)
1348 {
1349 fprintf (stderr, "%s", tmp->name);
1350 }
1351 else 1152 else
1352 fprintf (stderr, "%s", tmp->arch->name); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1353 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1354 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))));
1355#endif 1156#endif
1157 CHK_PICK_PICKUP;
1356 continue; 1158 continue;
1357 }
1358 } 1159 }
1359 } /* the new pickup model */ 1160 } /* the new pickup model */
1360 } 1161 }
1361 1162
1362 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;
1363} 1199}
1364 1200
1365/* 1201/*
1366 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1367 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1368 * found object is returned. 1204 * found object is returned.
1369 */ 1205 */
1370object * 1206static object *
1371find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1372{ 1208{
1373 object *tmp = 0;
1374
1375 for (op = op->inv; op; op = op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1377 tmp = find_arrow (op, type);
1378 else if (op->type == ARROW && op->race == type) 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);
1379 return op; 1218 return arrow;
1219 }
1380 1220
1381 return tmp; 1221 return 0;
1382} 1222}
1383 1223
1384/* 1224/*
1385 * 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
1386 * 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
1387 * 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
1388 * 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.
1389 */ 1229 */
1390object * 1230static object *
1391find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1392{ 1232{
1393 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1394 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1395 1235
1396 if (!type) 1236 if (!type)
1400 { 1240 {
1401 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))
1402 { 1242 {
1403 i = 0; 1243 i = 0;
1404 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1405 if (i > betterby) 1246 if (i > betterby)
1406 { 1247 {
1407 tmp = ntmp; 1248 tmp = ntmp;
1408 betterby = i; 1249 betterby = i;
1409 } 1250 }
1410 } 1251 }
1411 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1412 { 1253 {
1413 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1414 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1415 { 1256 {
1416 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1417 { 1258 {
1418 *better = 100; 1259 *better = 100;
1419 return arrow; 1260 return arrow;
1427 else 1268 else
1428 { 1269 {
1429 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1430 { 1271 {
1431 attacktype = 1 << attacknum; 1272 attacktype = 1 << attacknum;
1432 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1433 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)
1434 { 1275 {
1435 tmp = arrow; 1276 tmp = arrow;
1436 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;
1437 } 1278 }
1438 } 1279 }
1280
1439 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1440 { 1282 {
1441 tmp = arrow; 1283 tmp = arrow;
1442 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1443 } 1285 }
1286
1444 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1445 { 1288 {
1446 tmp = arrow; 1289 tmp = arrow;
1447 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1448 } 1291 }
1449 } 1292 }
1450 } 1293 }
1451 } 1294 }
1295
1452 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1453 return find_arrow (op, type); 1297 return find_arrow (op, type);
1454 1298
1455 *better = betterby; 1299 *better = betterby;
1456 return tmp; 1300 return tmp;
1460 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1461 * op = the shooter 1305 * op = the shooter
1462 * type = bow->race 1306 * type = bow->race
1463 * dir = fire direction 1307 * dir = fire direction
1464 */ 1308 */
1465object * 1309static object *
1466pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1467{ 1311{
1468 object *tmp = NULL; 1312 object *tmp = NULL;
1469 maptile *m; 1313 maptile *m;
1470 int i, mflags, found, number; 1314 int i, mflags, found, number;
1471 sint16 x, y; 1315 sint16 x, y;
1486 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1487 { 1331 {
1488 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1489 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1490 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1491 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1492 { 1337 {
1493 tmp = NULL; 1338 tmp = 0;
1494 break; 1339 break;
1495 } 1340 }
1496 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)
1497 { 1342 {
1498 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1499 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1500 */ 1345 */
1501 tmp = NULL; 1346 tmp = 0;
1502 break; 1347 break;
1503 } 1348 }
1349
1504 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1505 {
1506 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)
1507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1508 {
1509 found++;
1510 break;
1511 }
1512 if (found)
1513 break; 1353 break;
1514 }
1515 } 1354 }
1516 if (tmp == NULL) 1355
1356 if (!tmp)
1517 return find_arrow (op, type); 1357 return find_arrow (op, type);
1518 1358
1519 if (tmp->head) 1359 if (tmp->head)
1520 tmp = tmp->head; 1360 tmp = tmp->head;
1521 1361
1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1562 return 0; 1402 return 0;
1563 } 1403 }
1564 1404
1565 // 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
1566 if (bow->below) 1406 splay (bow);
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1572 } 1407 }
1573 1408
1574 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1575 { 1410 {
1576 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);
1602 } 1437 }
1603 1438
1604 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1605 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1606 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1607 arrow->destroy (); 1443 arrow->destroy ();
1608 return 0; 1444 return 0;
1609 } 1445 }
1610 1446
1611 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1612 arrow = get_split_ob (arrow, 1); 1448 arrow = arrow->split ();
1613 if (!arrow) 1449 if (!arrow)
1614 { 1450 {
1615 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);
1616 return 0; 1452 return 0;
1617 } 1453 }
1621 arrow->direction = dir; 1457 arrow->direction = dir;
1622 1458
1623 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 */
1624 arrow->stats.hp = arrow->stats.dam; 1460 arrow->stats.hp = arrow->stats.dam;
1625 arrow->stats.grace = arrow->attacktype; 1461 arrow->stats.grace = arrow->attacktype;
1626 1462 arrow->custom_name = arrow->slaying;
1627 if (arrow->slaying)
1628 arrow->spellarg = strdup (arrow->slaying);
1629 1463
1630#if 0 1464#if 0
1631 if (player *pl = op->contr) 1465 if (player *pl = op->contr)
1632 { 1466 {
1633 float speed = pl->weapon_sp; 1467 float speed = pl->weapon_sp;
1679 1513
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1517
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1685 m->insert (arrow, sx, sy, op); 1519 m->insert (arrow, sx, sy, op);
1686 1520
1687 if (!arrow->destroyed ()) 1521 if (!arrow->destroyed ())
1688 move_arrow (arrow); 1522 move_arrow (arrow);
1689
1690 if (op->type == PLAYER)
1691 {
1692 if (left->destroyed ())
1693 esrv_del_item (op->contr, left->count);
1694 else
1695 esrv_send_item (op, left);
1696 }
1697 1523
1698 return 1; 1524 return 1;
1699} 1525}
1700 1526
1701/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1703 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1704 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1705 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1706 * hence the function name. 1532 * hence the function name.
1707 */ 1533 */
1708int 1534static int
1709player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1710{ 1536{
1711 int ret = 0, wcmod = 0; 1537 int ret;
1712 1538
1713 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1714 { 1540 {
1715 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);
1716 } 1542 }
1717 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)
1718 { 1544 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1720 wcmod = -1;
1721
1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1723 } 1547 }
1724 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1725 { 1549 {
1726 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);
1727 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)]);
1728 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)]);
1729 } 1553 }
1730 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1731 { 1555 {
1732 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);
1733 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);
1734 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);
1735 } 1559 }
1736 else 1560 else
1737 { 1561 {
1743} 1567}
1744 1568
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1747 */ 1571 */
1748void 1572static void
1749fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1750{ 1574{
1751 object *item = op->contr->ranged_ob; 1575 object *item = op->contr->ranged_ob;
1752 1576
1753 if (!item) 1577 if (!item)
1767 1591
1768 if (item->type == WAND) 1592 if (item->type == WAND)
1769 { 1593 {
1770 if (item->stats.food <= 0) 1594 if (item->stats.food <= 0)
1771 { 1595 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1596 op->contr->play_sound (sound_find ("wand_poof"));
1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774 1598
1775 return; 1599 return;
1776 } 1600 }
1777 } 1601 }
1778 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1779 { 1603 {
1780 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))
1781 { 1609 {
1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1783 1611
1784 if (item->type == ROD) 1612 if (item->type == ROD)
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1786 else 1614 else
1787 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));
1790 } 1618 }
1791 } 1619 }
1792 1620
1793 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1794 { 1622 {
1795 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
1796 if (item->type == WAND) 1625 if (item->type == WAND)
1797 { 1626 {
1798 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
1799 { 1628 {
1800 object *tmp; 1629 object *tmp;
1801 1630
1802 if (item->arch) 1631 if (item->arch)
1803 { 1632 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1634 item->face = item->arch->face;
1806 item->set_speed (0); 1635 item->set_speed (0);
1807 } 1636 }
1808 1637
1809 if ((tmp = item->in_player ())) 1638 if (object *pl = item->visible_to ())
1810 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
1811 } 1640 }
1812 } 1641 }
1813 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
1814 drain_rod_charge (item); 1643 drain_rod_charge (item);
1815 } 1644 }
1820bool 1649bool
1821fire (object *op, int dir) 1650fire (object *op, int dir)
1822{ 1651{
1823 int spellcost = 0; 1652 int spellcost = 0;
1824 1653
1825 /* check for loss of invisiblity/hide */
1826 if (action_makes_visible (op))
1827 make_visible (op);
1828
1829 player *pl = op->contr; 1654 player *pl = op->contr;
1830 1655
1831 if (pl->golem) 1656 if (pl->golem)
1832 { 1657 {
1833 control_golem (op->contr->golem, dir); 1658 control_golem (op->contr->golem, dir);
1835 } 1660 }
1836 1661
1837 object *ob = pl->ranged_ob; 1662 object *ob = pl->ranged_ob;
1838 1663
1839 if (!ob) 1664 if (!ob)
1840 return false;
1841
1842 if (!op->change_weapon (ob))
1843 return false; 1665 return false;
1844 1666
1845 if (op->speed_left > 0.f) 1667 if (op->speed_left > 0.f)
1846 --op->speed_left; 1668 --op->speed_left;
1847 else 1669 else
1848 return false; 1670 return false;
1849 1671
1672 if (!op->change_weapon (ob))
1673 return false;
1674
1675 /* check for loss of invisiblity/hide */
1676 if (action_makes_visible (op))
1677 make_visible (op);
1678
1850 switch (ob->type) 1679 switch (ob->type)
1851 { 1680 {
1852 case BOW: 1681 case BOW:
1853 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1854 break; 1683 break;
1855 1684
1856 case SPELL: 1685 case SPELL:
1857 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);
1858 break; 1687 break;
1859 1688
1860 case BUILDER: 1689 case BUILDER:
1861 apply_map_builder (op, dir); 1690 apply_map_builder (op, dir);
1862 break; 1691 break;
1871 } 1700 }
1872 1701
1873 return true; 1702 return true;
1874} 1703}
1875 1704
1876/* find_key 1705static object *
1877 * We try to find a key for the door as passed. If we find a key
1878 * and successfully use it, we return the key, otherwise NULL
1879 * This function merges both normal and locked door, since the logic
1880 * for both is the same - just the specific key is different.
1881 * pl is the player,
1882 * inv is the objects inventory to searched
1883 * door is the door we are trying to match against.
1884 * This function can be called recursively to search containers.
1885 */
1886object *
1887find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1888{ 1707{
1889 object *tmp, *key; 1708 object *tmp, *key;
1890 1709
1891 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1892 if (!container->inv) 1711 if (!container->inv)
1895 /* 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 */
1896 for (tmp = container->inv; tmp; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1897 { 1716 {
1898 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1899 break; 1718 break;
1719
1900 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1901 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1902 */ 1722 */
1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1904 break; 1724 break;
1910 * a key, return 1730 * a key, return
1911 */ 1731 */
1912 if (!tmp) 1732 if (!tmp)
1913 { 1733 {
1914 for (tmp = container->inv; tmp; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 {
1916 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1917 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1918 {
1919 if ((key = find_key (pl, tmp, door))) 1737 if ((key = find_key_ (pl, tmp, door)))
1920 return key; 1738 return key;
1921 }
1922 }
1923 1739
1924 if (!tmp) 1740 if (!tmp)
1925 return NULL; 1741 return 0;
1926 } 1742 }
1927 1743
1928 /* 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,
1929 * see if we actually want to use it 1745 * see if we actually want to use it
1930 */ 1746 */
1931 if (pl != container) 1747 if (pl != container)
1932 { 1748 {
1933 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1934 if (!pl->contr) 1750 if (!pl->contr)
1935 return NULL; 1751 return 0;
1752
1936 /* cases where this fails: 1753 /* cases where this fails:
1937 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1938 * are not in the players inventory. 1755 * are not in the players inventory.
1939 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1940 * containers can be used. 1757 * containers can be used.
1944 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1945 * 1762 *
1946 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1947 * all the others. 1764 * all the others.
1948 */ 1765 */
1949 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1950 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1951 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1952 { 1769 {
1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1954 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1955 return NULL; 1772 return NULL;
1956 } 1773 }
1957 } 1774 }
1958 1775
1959 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);
1960} 1802}
1961 1803
1962/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1963 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1964 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1976 /* If we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
1977 if (key) 1819 if (key)
1978 { 1820 {
1979 object *container = key->env; 1821 object *container = key->env;
1980 1822
1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
1983 if (action_makes_visible (op)) 1823 if (action_makes_visible (op))
1984 make_visible (op); 1824 make_visible (op);
1985 1825
1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1987 spring_trap (door->inv, op); 1827 spring_trap (door->inv, op);
1988 1828
1989 if (door->type == DOOR) 1829 if (door->type == DOOR)
1990 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 */
1991 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
1992 { 1832 {
1993 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);
1994 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1835 }
1996 1836
1997 /* Do this after we print the message */ 1837 /* Do this after we print the message */
1998 decrease_ob (key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
1999 /* Need to update the weight the container the key was in */
2000 if (container != op)
2001 esrv_update_item (UPD_WEIGHT, op, container);
2002 1839
2003 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
2004 } 1841 }
2005 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
2006 { 1843 {
2007 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2008 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...");
2009 return 1; 1846 return 1;
2010 } 1847 }
2011 1848
2012 return 0; 1849 return 0;
2013} 1850}
2019 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2020 */ 1857 */
2021bool 1858bool
2022move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
2023{ 1860{
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
2024 int on_battleground; 1867 int on_battleground;
2025 1868
2026 sint16 nx = freearr_x[dir] + op->x; 1869 sint16 nx = freearr_x[dir] + op->x;
2027 sint16 ny = freearr_y[dir] + op->y; 1870 sint16 ny = freearr_y[dir] + op->y;
2028 1871
2029 on_battleground = op_on_battleground (op, 0, 0); 1872 on_battleground = op_on_battleground (op, 0, 0);
2030 1873
2031 if (out_of_map (op->map, nx, ny)) 1874 if (out_of_map (op->map, nx, ny))
2032 return false; 1875 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2039 1876
2040 /* 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
2041 * 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
2042 * 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
2043 * player. This is a pretty nasty hack, because if we could 1880 * player. This is a pretty nasty hack, because if we could
2100 1937
2101 if (op->speed_left > 0.f) 1938 if (op->speed_left > 0.f)
2102 { 1939 {
2103 --op->speed_left; 1940 --op->speed_left;
2104 1941
2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1942 op->play_sound (sound_find ("push_player"));
2106 push_ob (mon, dir, op); 1943 push_ob (mon, dir, op);
2107 1944
2108 if (op->contr->tmp_invis || op->hide) 1945 if (action_makes_visible (op))
2109 make_visible (op); 1946 make_visible (op);
2110 1947
2111 return true; 1948 return true;
2112 } 1949 }
2113 else 1950 else
2129 { 1966 {
2130 --op->speed_left; 1967 --op->speed_left;
2131 1968
2132 if (!op->contr->braced) 1969 if (!op->contr->braced)
2133 { 1970 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1971 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 1972 push_ob (mon, dir, op);
2136 } 1973 }
2137 else 1974 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 1975 op->statusmsg ("You withhold your attack");
2139 1976
2140 if (op->contr->tmp_invis || op->hide) 1977 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2141 make_visible (op); 1978 make_visible (op);
2142 1979
2143 return true; 1980 return true;
2144 } 1981 }
2145 } 1982 }
2185} 2022}
2186 2023
2187bool 2024bool
2188move_player (object *op, int dir) 2025move_player (object *op, int dir)
2189{ 2026{
2190 int pick;
2191
2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2027 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2193 return 0; 2028 return 0;
2194 2029
2195 /* Sanity check: make sure dir is valid */ 2030 /* Sanity check: make sure dir is valid */
2196 if ((dir < 0) || (dir >= 9)) 2031 if ((dir < 0) || (dir >= 9))
2197 { 2032 {
2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2038 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2204 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2039 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2205 2040
2206 op->facing = dir; 2041 op->facing = dir;
2207 2042
2208 if (op->hide) 2043 if (op->flag [FLAG_HIDDEN])
2209 do_hidden_move (op); 2044 do_hidden_move (op);
2210 2045
2211 bool retval; 2046 bool retval;
2047 int pick = 0;
2212 2048
2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2049 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2214 retval = RESULT_INT (0); 2050 retval = RESULT_INT (0);
2215 else if (op->contr->fire_on) 2051 else if (op->contr->fire_on)
2216 retval = fire (op, dir); 2052 retval = fire (op, dir);
2273 return move_player (op, op->direction); 2109 return move_player (op, op->direction);
2274 2110
2275 return false; 2111 return false;
2276} 2112}
2277 2113
2278int 2114static int
2279save_life (object *op) 2115save_life (object *op)
2280{ 2116{
2281 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2117 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2282 return 0; 2118 return 0;
2283 2119
2284 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2120 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2121 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2286 { 2122 {
2287 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2123 op->play_sound (sound_find ("ob_evaporate"));
2288 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2124 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2289
2290 if (op->contr)
2291 esrv_del_item (op->contr, tmp->count);
2292 2125
2293 tmp->destroy (); 2126 tmp->destroy ();
2294 CLEAR_FLAG (op, FLAG_LIFESAVE); 2127 CLEAR_FLAG (op, FLAG_LIFESAVE);
2295 2128
2296 if (op->stats.hp < 0) 2129 if (op->stats.hp < 0)
2309 return 0; 2142 return 0;
2310} 2143}
2311 2144
2312/* 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
2313 * 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
2314 * 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
2315 * from. 2148 * from.
2316 */ 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
2317void 2166void
2318remove_unpaid_objects (object *op, object *env) 2167object::drop_unpaid_items ()
2319{ 2168{
2320 while (op) 2169 if (!flag [FLAG_REMOVED])
2321 { 2170 ::drop_unpaid_items (inv, this);
2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2323
2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2325 {
2326 if (env->type == PLAYER)
2327 esrv_del_item (env->contr, op->count);
2328
2329 op->insert_at (env);
2330 }
2331 else if (op->inv)
2332 remove_unpaid_objects (op->inv, env);
2333
2334 op = next;
2335 }
2336}
2337
2338/*
2339 * Returns pointer a static string containing gravestone text
2340 * Moved from apply.c to player.c - player.c is what
2341 * actually uses this function. player.c may not be quite the
2342 * best, a misc file for object actions is probably better,
2343 * but there isn't one in the server directory.
2344 */
2345char *
2346gravestone_text (object *op)
2347{
2348 static char buf2[MAX_BUF];
2349 char buf[MAX_BUF];
2350 time_t now = time (NULL);
2351
2352 strcpy (buf2, " R.I.P.\n\n");
2353 if (op->type == PLAYER)
2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2355 else
2356 sprintf (buf, "%s\n", &op->name);
2357
2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2359 strcat (buf2, buf);
2360 if (op->type == PLAYER)
2361 sprintf (buf, "who was in level %d when killed\n", op->level);
2362 else
2363 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2364
2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf);
2367 if (op->type == PLAYER)
2368 {
2369 sprintf (buf, "by %s.\n\n", op->contr->killer);
2370 strncat (buf2, " ", 21 - strlen (buf) / 2);
2371 strcat (buf2, buf);
2372 }
2373
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377
2378 return buf2;
2379} 2171}
2380 2172
2381void 2173void
2382do_some_living (object *op) 2174do_some_living (object *op)
2383{ 2175{
2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2227 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2436 else 2228 else
2437 { 2229 {
2438 gen_grace = op->stats.maxgrace; 2230 gen_grace = op->stats.maxgrace;
2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2231 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2440 }
2441
2442 /* Regenerate Spell Points */
2443 if (!op->contr->golem && --op->last_sp < 0)
2444 {
2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2446 if (op->stats.sp < op->stats.maxsp)
2447 {
2448 op->stats.sp++;
2449 /* dms do not consume food */
2450 if (!QUERY_FLAG (op, FLAG_WIZ))
2451 {
2452 op->stats.food--;
2453 if (op->contr->digestion < 0)
2454 op->stats.food += op->contr->digestion;
2455 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2456 op->stats.food = last_food;
2457 }
2458 }
2459
2460 if (max_sp > 1)
2461 {
2462 over_sp = (gen_sp + 10) / rate_sp;
2463 if (over_sp > 0)
2464 {
2465 if (op->stats.sp < op->stats.maxsp)
2466 {
2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2469 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2470 op->stats.sp--;
2471
2472 if (op->stats.sp > op->stats.maxsp)
2473 op->stats.sp = op->stats.maxsp;
2474 }
2475 op->last_sp = 0;
2476 }
2477 else
2478 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2479 }
2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 } 2232 }
2483 2233
2484 /* Regenerate Grace */ 2234 /* Regenerate Grace */
2485 /* 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. */
2486 if (--op->last_grace < 0) 2236 if (--op->last_grace < 0)
2507 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);
2508 } 2258 }
2509 /* wearing stuff doesn't detract from grace generation. */ 2259 /* wearing stuff doesn't detract from grace generation. */
2510 } 2260 }
2511 2261
2262 if (op->stats.food > 0)
2263 {
2512 /* Regenerate Hit Points */ 2264 /* Regenerate Spell Points */
2513 if (--op->last_heal < 0) 2265 if (!op->contr->golem && --op->last_sp < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2516 { 2266 {
2517 op->stats.hp++; 2267 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2518 /* dms do not consume food */ 2268
2519 if (!QUERY_FLAG (op, FLAG_WIZ)) 2269 if (op->stats.sp < op->stats.maxsp)
2520 { 2270 {
2271 op->stats.sp++;
2272
2273 /* dms do not consume food */
2274 if (!QUERY_FLAG (op, FLAG_WIZ))
2275 {
2521 op->stats.food--; 2276 op->stats.food--;
2277
2522 if (op->contr->digestion < 0) 2278 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion; 2279 op->stats.food += op->contr->digestion;
2524 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))
2525 op->stats.food = last_food; 2281 op->stats.food = last_food;
2282 }
2526 } 2283 }
2527 }
2528 2284
2529 if (max_hp > 1) 2285 if (max_sp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532 if (over_hp > 0)
2533 { 2286 {
2534 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
2535 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);
2536 } 2305 }
2537 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)
2538 { 2314 {
2539 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 }
2540 } 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);
2541 } 2340 }
2542 else 2341 else
2543 {
2544 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);
2545 } 2343 }
2546 } 2344 }
2547 2345
2548 /* Digestion */ 2346 /* Digestion */
2549 if (--op->last_eat < 0) 2347 if (--op->last_eat < 0)
2550 { 2348 {
2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2349 int bonus = max (0, op->contr->digestion),
2350 penalty = max (0, -op->contr->digestion);
2552 2351
2553 if (op->contr->gen_hp > 0)
2554 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);
2555 else
2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557 2353
2558 /* dms do not consume food */ 2354 /* dms do not consume food */
2559 if (!QUERY_FLAG (op, FLAG_WIZ)) 2355 if (!QUERY_FLAG (op, FLAG_WIZ))
2560 op->stats.food--; 2356 op->stats.food--;
2561 } 2357 }
2562 2358
2563 if (op->stats.food < 0 && op->stats.hp >= 0) 2359 if (op->stats.food < 0 && op->stats.hp >= 0)
2564 { 2360 {
2565 object *tmp, *flesh = 0; 2361 object *flesh = 0;
2566 2362
2567 for (tmp = op->inv; tmp; tmp = tmp->below) 2363 for_inv_removable (op, tmp)
2568 { 2364 {
2569 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)
2570 { 2369 {
2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2370 op->statusmsg ("You blindly grab for a bite of food. "
2572 { 2371 "H<To prevent you from starving, you ate some random item from your backpack.>");
2573 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2574 manual_apply (op, tmp, 0); 2372 manual_apply (op, tmp, 0);
2373
2575 if (op->stats.food >= 0 || op->stats.hp < 0) 2374 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2375 break;
2577 } 2376 }
2578 else if (tmp->type == FLESH) 2377 else if (tmp->type == FLESH)
2579 flesh = tmp; 2378 flesh = tmp;
2580 } /* End if paid for object */ 2379 }
2581 } /* end of for loop */
2582 2380
2583 /* 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
2584 * eat flesh instead. 2382 * eat flesh instead.
2585 */ 2383 */
2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2384 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2587 { 2385 {
2588 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.>");
2589 manual_apply (op, flesh, 0); 2388 manual_apply (op, flesh, 0);
2590 } 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)
2591 } 2398 {
2399 op->stats.hp += op->stats.food;
2400 op->stats.food = 0;
2592 2401
2593 while (op->stats.food < 0 && op->stats.hp >= 0) 2402 if (op->stats.hp < 0)
2594 op->stats.food++, op->stats.hp--; 2403 {
2404 op->contr->killer = archetype::get ("killer_starvation");
2405 op->contr->killer->destroy ();
2406 }
2407 }
2595 2408
2409 /* killer should be set here already */
2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2410 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2597 kill_player (op); 2411 kill_player (op);
2598 } 2412 }
2599} 2413}
2600 2414
2604 * file. 2418 * file.
2605 */ 2419 */
2606void 2420void
2607kill_player (object *op) 2421kill_player (object *op)
2608{ 2422{
2609 char buf[MAX_BUF];
2610 int x, y; 2423 int x, y;
2611
2612 //int i;
2613 maptile *map; /* this is for resurrection */ 2424 maptile *map; /* this is for resurrection */
2614
2615 /* int z;
2616 int num_stats_lose;
2617 int lost_a_stat;
2618 int lose_this_stat;
2619 int this_stat; */
2620 int will_kill_again; 2425 int will_kill_again;
2621 archetype *at; 2426 archetype *at;
2622 object *tmp; 2427 object *tmp;
2623 2428
2624 if (save_life (op)) 2429 if (save_life (op))
2625 return; 2430 return;
2626 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 }
2627 2469
2628 /* 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
2629 * 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.
2630 * Look at op_on_battleground() for more info --AndreasV 2472 * Look at op_on_battleground() for more info --AndreasV
2631 */ 2473 */
2632 if (op_on_battleground (op, &x, &y)) 2474 if (op_on_battleground (op, &x, &y))
2633 { 2475 {
2634 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";
2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2636
2637 /* restore player */
2638 at = archetype::find ("poisoning");
2639 if (object *tmp = present_arch_in_ob (at, op))
2640 {
2641 tmp->destroy ();
2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2643 }
2644
2645 at = archetype::find ("confusion");
2646 if (object *tmp = present_arch_in_ob (at, op))
2647 {
2648 tmp->destroy ();
2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2650 }
2651
2652 cure_disease (op, 0); /* remove any disease */
2653 op->stats.hp = op->stats.maxhp;
2654 if (op->stats.food <= 0)
2655 op->stats.food = 999;
2656 2477
2657 /* create a bodypart-trophy to make the winner happy */ 2478 /* create a bodypart-trophy to make the winner happy */
2658 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2479 object *tmp = archetype::find (shstr_finger)->instance ();
2659 { 2480
2660 sprintf (buf, "%s's finger", &op->name); 2481 tmp->name = format ("%s's finger" , &op->name);
2661 tmp->name = buf; 2482 tmp->name_pl = format ("%s's fingers", &op->name);
2662 sprintf (buf, " This finger has been cut off %s\n" 2483 tmp->msg = format (
2663 " 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",
2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2485 &op->name, op->contr->title,
2665 tmp->msg = buf; 2486 (int)op->level,
2487 op->contr->killer_name ()
2488 );
2666 tmp->value = 0, tmp->type = 0; 2489 tmp->value = 0, tmp->type = 0;
2667 tmp->materialname = "organics"; 2490 tmp->material = name_to_material (shstr_organic);
2668 tmp->insert_at (op, tmp); 2491 tmp->insert_at (op, tmp);
2669 }
2670 2492
2671 /* teleport defeated player to new destination */ 2493 /* teleport defeated player to new destination */
2672 transfer_ob (op, x, y, 0, NULL); 2494 transfer_ob (op, x, y, 0, NULL);
2673 op->contr->braced = 0; 2495 op->contr->braced = 0;
2496
2497 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2674 return; 2498 return;
2675 } 2499 }
2676 2500
2501 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2502 deathtab << "T<YOU HAVE DIED>\n\n";
2503
2677 INVOKE_PLAYER (DEATH, op->contr); 2504 INVOKE_PLAYER (DEATH, op->contr);
2678 2505
2679 command_kill_pets (op, 0); 2506 command_kill_pets (op, 0);
2680 2507
2681 if (op->stats.food < 0) 2508 op->contr->play_sound (sound_find ("player_dies"));
2682 {
2683 sprintf (buf, "%s starved to death.", &op->name);
2684 strcpy (op->contr->killer, "starvation");
2685 }
2686 else
2687 sprintf (buf, "%s died.", &op->name);
2688
2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2690 2509
2691 /* save the map location for corpse, gravestone */ 2510 /* save the map location for corpse, gravestone */
2692 x = op->x; 2511 x = op->x;
2693 y = op->y; 2512 y = op->y;
2694 map = op->map; 2513 map = op->map;
2722 2541
2723 lost_a_stat = 0; 2542 lost_a_stat = 0;
2724 2543
2725 for (z = 0; z < num_stats_lose; z++) 2544 for (z = 0; z < num_stats_lose; z++)
2726 { 2545 {
2727 i = RANDOM () % NUM_STATS; 2546 i = rndm (NUM_STATS);
2728 2547
2729 if (settings.stat_loss_on_death) 2548 if (settings.stat_loss_on_death)
2730 { 2549 {
2731 /* 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
2732 * what he lost. 2551 * what he lost.
2739 lost_a_stat = 1; 2558 lost_a_stat = 1;
2740 } 2559 }
2741 else 2560 else
2742 { 2561 {
2743 /* deplete a stat */ 2562 /* deplete a stat */
2744 archetype *deparch = archetype::find ("depletion"); 2563 archetype *deparch = archetype::find (shstr_depletion);
2745 object *dep; 2564 object *dep;
2746 2565
2747 dep = present_arch_in_ob (deparch, op); 2566 dep = present_arch_in_ob (deparch, op);
2748 if (!dep) 2567 if (!dep)
2749 { 2568 {
2750 dep = arch_to_object (deparch); 2569 dep = deparch->instance ();
2751 insert_ob_in_ob (dep, op); 2570 insert_ob_in_ob (dep, op);
2752 } 2571 }
2753 lose_this_stat = 1; 2572 lose_this_stat = 1;
2754 if (settings.balanced_stat_loss) 2573 if (settings.balanced_stat_loss)
2755 { 2574 {
2783 } 2602 }
2784 } 2603 }
2785 2604
2786 if (lose_this_stat) 2605 if (lose_this_stat)
2787 { 2606 {
2788 this_stat = get_attr_value (&(dep->stats), i); 2607 this_stat = get_attr_value (&dep->stats, i);
2789 /* We could try to do something clever like find another 2608 /* We could try to do something clever like find another
2790 * stat to reduce if this fails. But chances are, if 2609 * stat to reduce if this fails. But chances are, if
2791 * stats have been depleted to -50, all are pretty low 2610 * stats have been depleted to -50, all are pretty low
2792 * 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
2793 * difference. 2612 * difference.
2801 lost_a_stat = 1; 2620 lost_a_stat = 1;
2802 } 2621 }
2803 } 2622 }
2804 } 2623 }
2805 } 2624 }
2625
2806 /* If no stat lost, tell the player. */ 2626 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2627 if (!lost_a_stat)
2808 { 2628 {
2809 /* determine_god() seems to not work sometimes... why is this? 2629 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2630 Should I be using something else? GD */
2811 const char *god = determine_god (op); 2631 shstr_tmp god = determine_god (op);
2812 2632
2813 if (god && (strcmp (god, "none"))) 2633 if (god != shstr_none)
2814 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2634 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2815 else 2635 else
2816 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";
2817 } 2637 }
2818#else 2638#else
2819 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.";
2820#endif 2640#endif
2821 2641
2822 /* Put a gravestone up where the character 'almost' died. List the 2642 /* Put a gravestone up where the character 'almost' died. List the
2823 * exp loss on the stone. 2643 * exp loss on the stone.
2824 */ 2644 */
2825 tmp = arch_to_object (archetype::find ("gravestone")); 2645 tmp = archetype::find (shstr_gravestone)->instance ();
2826 sprintf (buf, "%s's gravestone", &op->name); 2646 tmp->name = format ("%s's gravestone", &op->name);
2827 tmp->name = buf; 2647 tmp->name_pl = format ("%s's gravestones", &op->name);
2828 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",
2829 tmp->name_pl = buf; 2649 &op->name, op->contr->title, op->contr->killer_name ());
2830 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2831 tmp->msg = buf;
2832 tmp->x = op->x, tmp->y = op->y; 2650 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL, 0); 2651 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2652
2835 /**************************************/ 2653 /**************************************/
2836 /* */ 2654 /* */
2837 /* Subtract the experience points, */ 2655 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */
2840 /* */ 2656 /* */
2841 /**************************************/ 2657 /**************************************/
2842 2658
2843 /* remove any poisoning and confusion the character may be suffering. */
2844 /* restore player */
2845 at = archetype::find ("poisoning");
2846 tmp = present_arch_in_ob (at, op);
2847
2848 if (tmp)
2849 {
2850 tmp->destroy ();
2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 }
2853
2854 at = archetype::find ("confusion");
2855 tmp = present_arch_in_ob (at, op);
2856 if (tmp)
2857 {
2858 tmp->destroy ();
2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 }
2861
2862 cure_disease (op, 0); /* remove any disease */
2863
2864 /*add_exp(op, (op->stats.exp * -0.20)); */ 2659 /*add_exp(op, (op->stats.exp * -0.20)); */
2865 apply_death_exp_penalty (op); 2660 apply_death_exp_penalty (op);
2866 if (op->stats.food < 100)
2867 op->stats.food = 900;
2868 op->stats.hp = op->stats.maxhp;
2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2871 2661
2872 /* 2662 /*
2873 * 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
2874 * and put them back in the map. 2664 * and put them back in the map.
2875 */ 2665 */
2876 remove_unpaid_objects (op->inv, op); 2666 op->drop_unpaid_items ();
2877 2667
2878 /****************************************/ 2668 /****************************************/
2879 /* */ 2669 /* */
2880 /* Move player to his current respawn- */ 2670 /* Move player to his current respawn- */
2881 /* position (usually last savebed) */ 2671 /* position (usually last savebed) */
2910 if (will_kill_again & (1 << at)) 2700 if (will_kill_again & (1 << at))
2911 force->resist[at] = 100; 2701 force->resist[at] = 100;
2912 2702
2913 insert_ob_in_ob (force, op); 2703 insert_ob_in_ob (force, op);
2914 op->update_stats (); 2704 op->update_stats ();
2915
2916 } 2705 }
2917 2706
2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2707 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2919} 2708}
2920 2709
2921void 2710static void
2922loot_object (object *op) 2711loot_object (object *op)
2923{ /* Grab and destroy some treasure */ 2712{ /* Grab and destroy some treasure */
2924 object *tmp, *tmp2, *next; 2713 object *tmp, *tmp2, *next;
2925 2714
2926 op->close_container (); /* close open sack first */ 2715 op->close_container (); /* close open sack first */
2940 2729
2941 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))))
2942 { 2731 {
2943 if (tmp->nrof > 1) 2732 if (tmp->nrof > 1)
2944 { 2733 {
2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2734 tmp->decrease (rndm (1, tmp->nrof - 1));
2946 tmp2->destroy ();
2947 insert_ob_in_map (tmp, op->map, NULL, 0); 2735 insert_ob_in_map (tmp, op->map, NULL, 0);
2948 } 2736 }
2949 else 2737 else
2950 tmp->destroy (); 2738 tmp->destroy ();
2951 } 2739 }
2958 * fix_weight(): Check recursively the weight of all players, and fix 2746 * fix_weight(): Check recursively the weight of all players, and fix
2959 * 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
2960 * was changed. 2748 * was changed.
2961 */ 2749 */
2962void 2750void
2963fix_weight (void) 2751fix_weight ()
2964{ 2752{
2965 for_all_players (pl) 2753 for_all_players (pl)
2966 { 2754 {
2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2755 sint32 old = pl->ob->carrying;
2968 2756
2969 if (old == sum) 2757 pl->ob->update_weight ();
2970 continue; 2758
2759 if (old != pl->ob->carrying)
2760 {
2971 pl->ob->update_stats (); 2761 pl->ob->update_stats ();
2972 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 }
2973 } 2764 }
2974} 2765}
2975 2766
2976void 2767void
2977fix_luck (void) 2768fix_luck ()
2978{ 2769{
2979 for_all_players (pl) 2770 for_all_players (pl)
2980 if (!pl->ob->contr->ns->state) 2771 if (!pl->ob->contr->ns->state)
2981 pl->ob->change_luck (0); 2772 pl->ob->change_luck (0);
2982} 2773}
3019} 2810}
3020 2811
3021void 2812void
3022make_visible (object *op) 2813make_visible (object *op)
3023{ 2814{
3024 op->hide = 0; 2815 op->flag [FLAG_HIDDEN] = 0;
3025 op->invisible = 0; 2816 op->invisible = 0;
2817
3026 if (op->type == PLAYER) 2818 if (op->type == PLAYER)
3027 { 2819 {
3028 op->contr->tmp_invis = 0; 2820 op->contr->tmp_invis = 0;
3029 op->contr->invis_race = 0; 2821 op->contr->invis_race = 0;
3030 } 2822 }
3033} 2825}
3034 2826
3035int 2827int
3036is_true_undead (object *op) 2828is_true_undead (object *op)
3037{ 2829{
3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2830 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3039 return 1; 2831 return 1;
3040 2832
3041 return 0; 2833 return 0;
3042} 2834}
3043 2835
3044/* look at the surrounding terrain to determine 2836/* look at the surrounding terrain to determine
3045 * the hideability of this object. Positive levels 2837 * the hideability of this object. Positive levels
3046 * indicate greater hideability. 2838 * indicate greater hideability.
3047 */ 2839 */
3048
3049int 2840int
3050hideability (object *ob) 2841hideability (object *ob)
3051{ 2842{
3052 int i, level = 0, mflag; 2843 int i, level = 0, mflag;
3053 sint16 x, y; 2844 sint16 x, y;
3054 2845
3055 if (!ob || !ob->map) 2846 if (!ob || !ob->map)
3056 return 0; 2847 return 0;
3057 2848
3058 /* so, on normal lighted maps, its hard to hide */ 2849 /* so, on normal lighted maps, its hard to hide */
3059 level = ob->map->darkness - 2; 2850 level = ob->map->darklevel () - 2;
3060 2851
3061 /* this also picks up whether the object is glowing. 2852 /* this also picks up whether the object is glowing.
3062 * 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
3063 * as bad as carrying a light on a pitch dark map */ 2854 * as bad as carrying a light on a pitch dark map */
3064 if (has_carried_lights (ob)) 2855 if (ob->has_carried_lights ())
3065 level = -(10 + (2 * ob->map->darkness)); 2856 level = -(10 + (2 * ob->map->darklevel ()));
3066 2857
3067 /* scan through all nearby squares for terrain to hide in */ 2858 /* scan through all nearby squares for terrain to hide in */
3068 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 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])
3069 { 2862 {
3070 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2863 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3071 if (mflag & P_OUT_OF_MAP) 2864 if (mflag & P_OUT_OF_MAP)
3072 {
3073 continue; 2865 continue;
3074 } 2866
3075 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2867 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3076 level += 2; 2868 level += 2;
3077 else /* open terrain! */ 2869 else /* open terrain! */
3078 level -= 1; 2870 level -= 1;
3079 } 2871 }
3090 * spot (surrounded by clear terrain in broad daylight). -b.t. 2882 * spot (surrounded by clear terrain in broad daylight). -b.t.
3091 */ 2883 */
3092void 2884void
3093do_hidden_move (object *op) 2885do_hidden_move (object *op)
3094{ 2886{
3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2887 int hide = 0;
3096 object *skop;
3097 2888
3098 if (!op || !op->map) 2889 if (!op || !op->map)
3099 return; 2890 return;
3100 2891
3101 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);
3102 2894
3103 /* 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! */
3104 if (op->type == PLAYER && op->contr->run_on) 2896 if (op->type == PLAYER && op->contr->run_on)
3105 if (!skop || num >= skop->level) 2897 if (!skop || num >= skop->level)
3106 { 2898 {
3116 num -= hide; 2908 num -= hide;
3117 2909
3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2910 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3119 { 2911 {
3120 make_visible (op); 2912 make_visible (op);
2913
3121 if (op->type == PLAYER) 2914 if (op->type == PLAYER)
3122 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!");
3123 } 2916 }
3124 else if (op->type == PLAYER && skop) 2917 else if (op->type == PLAYER && skop)
3125 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);
3178 * object op. This function works fine for monsters, 2971 * object op. This function works fine for monsters,
3179 * 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
3180 * a pile (say a coin under a table would return "viewable" 2973 * a pile (say a coin under a table would return "viewable"
3181 * by this routine). Another question, should we be 2974 * by this routine). Another question, should we be
3182 * concerned with the direction the player is looking 2975 * concerned with the direction the player is looking
3183 * in? Realistically, most of use cant see stuff behind 2976 * in? Realistically, most of us can't see stuff behind
3184 * our backs...on the other hand, does the "facing" direction 2977 * our backs...on the other hand, does the "facing" direction
3185 * imply the way your head, or body is facing? Its possible 2978 * imply the way your head, or body is facing? It's possible
3186 * for them to differ. Sigh, this fctn could get a bit more complex. 2979 * for them to differ. Sigh, this fctn could get a bit more complex.
3187 * -b.t. 2980 * -b.t.
3188 * This function is now map tiling safe. 2981 * This function is now map tiling safe.
3189 */ 2982 */
3190
3191int 2983int
3192player_can_view (object *pl, object *op) 2984player_can_view (object *pl, object *op)
3193{ 2985{
3194 rv_vector rv; 2986 rv_vector rv;
3195 int dx, dy; 2987 int dx, dy;
3207 2999
3208 get_rangevector (pl, op, &rv, 0x1); 3000 get_rangevector (pl, op, &rv, 0x1);
3209 3001
3210 /* starting with the 'head' part, lets loop 3002 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any 3003 * through the object and find if it has any
3212 * part that is in the los array but isnt on 3004 * part that is in the los array but isn't on
3213 * a blocked los square. 3005 * a blocked los square.
3214 * we use the archetype to figure out offsets. 3006 * we use the archetype to figure out offsets.
3215 */ 3007 */
3216 while (op) 3008 while (op)
3217 { 3009 {
3218 dx = rv.distance_x + op->arch->clone.x; 3010 dx = rv.distance_x + op->arch->x;
3219 dy = rv.distance_y + op->arch->clone.y; 3011 dy = rv.distance_y + op->arch->y;
3220 3012
3221 /* only the viewable area the player sees is updated by LOS 3013 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3222 * code, so we need to restrict ourselves to that range of values
3223 * for any meaningful values.
3224 */
3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3226 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3227 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3228 return 1; 3014 return 1;
3015
3229 op = op->more; 3016 op = op->more;
3230 } 3017 }
3231 return 0;
3232}
3233 3018
3234/* routine for both players and monsters. We call this when
3235 * there is a possibility for our action distrubing our hiding
3236 * place or invisiblity spell. Artefact invisiblity is not
3237 * effected by this. If we arent invisible to begin with, we
3238 * return 0.
3239 */
3240int
3241action_makes_visible (object *op)
3242{
3243
3244 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3245 {
3246 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3247 return 0;
3248
3249 if (op->contr && op->contr->tmp_invis == 0)
3250 return 0;
3251
3252 /* If monsters, they should become visible */
3253 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3254 {
3255 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3256 return 1;
3257 }
3258 }
3259 return 0; 3019 return 0;
3260} 3020}
3261 3021
3262/* op_on_battleground - checks if the given object op (usually 3022/* op_on_battleground - checks if the given object op (usually
3263 * a player) is standing on a valid battleground-tile, 3023 * a player) is standing on a valid battleground-tile,
3268 * Default is to do the same as before, so only people wanting to have different points need worry about this 3028 * Default is to do the same as before, so only people wanting to have different points need worry about this
3269 */ 3029 */
3270int 3030int
3271op_on_battleground (object *op, int *x, int *y) 3031op_on_battleground (object *op, int *x, int *y)
3272{ 3032{
3273 object *tmp;
3274
3275 /* A battleground-tile needs the following attributes to be valid: 3033 /* A battleground-tile needs the following attributes to be valid:
3276 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3034 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3277 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3035 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3278 * and the exit-coordinates sp/hp must both be > 0. 3036 * and the exit-coordinates sp/hp must both be > 0.
3279 * => The intention here is to prevent abuse of the battleground- 3037 * => The intention here is to prevent abuse of the battleground-
3280 * feature (like pickable or hidden battleground tiles). */ 3038 * feature (like pickable or hidden battleground tiles). */
3281 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3039 for (object *tmp = op->below; tmp; tmp = tmp->below)
3282 { 3040 {
3283 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3041 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3284 { 3042 {
3285 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3043 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3286 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))
3287 { 3047 {
3288 /*before we assign the exit, check if this is a teambattle */ 3048 /* before we assign the exit, check if this is a teambattle */
3289 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))
3290 { 3050 {
3291 object *invtmp;
3292
3293 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3051 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3294 { 3052 {
3295 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3053 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3296 { 3054 {
3297 if (x != NULL && y != NULL) 3055 if (x && y)
3298 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3056 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3057
3299 return 1; 3058 return 1;
3300 } 3059 }
3301 } 3060 }
3302 } 3061 }
3062
3303 if (x != NULL && y != NULL) 3063 if (x && y)
3304 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3064 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3065
3305 return 1; 3066 return 1;
3306 } 3067 }
3307 } 3068 }
3308 } 3069 }
3070
3309 /* If we got here, did not find a battleground */ 3071 /* If we got here, did not find a battleground */
3310 return 0; 3072 return 0;
3311} 3073}
3312 3074
3313/* 3075/*
3329 char buf[MAX_BUF]; /* tmp. string buffer */ 3091 char buf[MAX_BUF]; /* tmp. string buffer */
3330 int i = 0, j = 0; 3092 int i = 0, j = 0;
3331 3093
3332 /* get the appropriate treasurelist */ 3094 /* get the appropriate treasurelist */
3333 if (atnr == ATNR_FIRE) 3095 if (atnr == ATNR_FIRE)
3334 trlist = treasurelist::find ("dragon_ability_fire"); 3096 trlist = treasurelist::find (shstr_dragon_ability_fire);
3335 else if (atnr == ATNR_COLD) 3097 else if (atnr == ATNR_COLD)
3336 trlist = treasurelist::find ("dragon_ability_cold"); 3098 trlist = treasurelist::find (shstr_dragon_ability_cold);
3337 else if (atnr == ATNR_ELECTRICITY) 3099 else if (atnr == ATNR_ELECTRICITY)
3338 trlist = treasurelist::find ("dragon_ability_elec"); 3100 trlist = treasurelist::find (shstr_dragon_ability_elec);
3339 else if (atnr == ATNR_POISON) 3101 else if (atnr == ATNR_POISON)
3340 trlist = treasurelist::find ("dragon_ability_poison"); 3102 trlist = treasurelist::find (shstr_dragon_ability_poison);
3341 3103
3342 if (trlist == NULL || who->type != PLAYER) 3104 if (trlist == NULL || who->type != PLAYER)
3343 return; 3105 return;
3344 3106
3345 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++);
3349 /* 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]); */
3350 return; 3112 return;
3351 } 3113 }
3352 3114
3353 /* everything seems okay - now bring on the gift: */ 3115 /* everything seems okay - now bring on the gift: */
3354 item = &(tr->item->clone); 3116 item = tr->item;
3355 3117
3356 if (item->type == SPELL) 3118 if (item->type == SPELL)
3357 { 3119 {
3358 if (check_spell_known (who, item->name)) 3120 if (check_spell_known (who, item->name))
3359 return; 3121 return;
3418 { 3180 {
3419 /* forces in the treasurelist can alter the player's stats */ 3181 /* forces in the treasurelist can alter the player's stats */
3420 object *skin; 3182 object *skin;
3421 3183
3422 /* first get the dragon skin force */ 3184 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3185 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3425 ; 3186 ;
3426 3187
3427 if (!skin) 3188 if (!skin)
3428 return; 3189 return;
3429 3190
3462 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3223 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3463 } 3224 }
3464 else 3225 else
3465 { 3226 {
3466 /* generate misc. treasure */ 3227 /* generate misc. treasure */
3467 tmp = arch_to_object (tr->item); 3228 tmp = tr->item->instance ();
3468 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));
3469 tmp = insert_ob_in_ob (tmp, who); 3230 who->insert (tmp);
3470 if (who->type == PLAYER)
3471 esrv_send_item (who, tmp);
3472 } 3231 }
3473} 3232}
3474 3233
3475/** 3234/**
3476 * 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
3487 3246
3488 if (pl->ranged_ob == ob) 3247 if (pl->ranged_ob == ob)
3489 pl->ranged_ob = 0; 3248 pl->ranged_ob = 0;
3490} 3249}
3491 3250
3251//-GPL
3252
3492sint8 3253sint8
3493player::visibility_at (maptile *map, int x, int y) const 3254player::darkness_at (maptile *map, int x, int y) const
3494{ 3255{
3495 if (!ns) 3256 if (!ns)
3496 return 0; 3257 return LOS_BLOCKED;
3497 3258
3498 int dx, dy; 3259 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3260 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0; 3261 return LOS_BLOCKED;
3501 3262
3502 x += dx - ns->current_x + ns->mapx / 2; 3263 x += dx - ns->current_x;
3503 y += dy - ns->current_y + ns->mapy / 2; 3264 y += dy - ns->current_y;
3504 3265
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y]; 3266 return blocked_los (x, y);
3509} 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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