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Comparing deliantra/server/server/player.C (file contents):
Revision 1.141 by root, Fri May 18 15:05:09 2007 UTC vs.
Revision 1.254 by root, Fri Mar 26 00:05:45 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36playervec players; 38playervec players;
37 39
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151
152/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
153static void 41static void
154set_first_map (object *op) 42set_first_map (object *op)
155{ 43{
156 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
157 op->x = -1; 45 op->x = -1;
158 op->y = -1; 46 op->y = -1;
159}
160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172} 47}
173 48
174void 49void
175player::activate () 50player::activate ()
176{ 51{
181 ob->remove (); 56 ob->remove ();
182 ob->map = 0; 57 ob->map = 0;
183 ob->activate_recursive (); 58 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 60 add_friendly_object (ob);
186 enter_map ();
187} 61}
188 62
189void 63void
190player::deactivate () 64player::deactivate ()
191{ 65{
198 72
199 if (ob->map) 73 if (ob->map)
200 maplevel = ob->map->path; 74 maplevel = ob->map->path;
201 75
202 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 78 ob->map = 0;
204 party = 0; 79 party = 0;
205 80
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207 82
221 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
222 97
223 ns->update_look = 0; 98 ns->update_look = 0;
224 ns->look_position = 0; 99 ns->look_position = 0;
225 100
226 clear_los (ob); 101 clear_los ();
227 102
228 ns->reset_stats (); 103 ns->reset_stats ();
229 104
230 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
233 108
234 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
235 link_player_skills (ob); 110 link_skills ();
236 111
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
240 113
241 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
243 { 116 {
244 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248 118
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 122 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 124 skin = tmp;
255 125
256 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
257 } 127 }
258 128
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 130
261 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
262 138
263 ob->flag [FLAG_READY_WEAPON] = false; 139 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false; 140 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false; 141 ob->flag [FLAG_READY_BOW] = false;
266 142
267 for (object *op = ob->inv; op; op = op->below) 143 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED]) 144 if (op->flag [FLAG_APPLIED])
269 switch (op->type) 145 switch (op->type)
270 { 146 {
271 case SKILL: 147 case SKILL:
272 ob->flag [FLAG_APPLIED] = false; 148 op->flag [FLAG_APPLIED] = false;
273 break; 149 break;
274 150
275 case WAND: 151 case WAND:
276 case ROD: 152 case ROD:
277 case HORN: 153 case HORN:
282 case WEAPON: 158 case WEAPON:
283 combat_ob = op; 159 combat_ob = op;
284 break; 160 break;
285 } 161 }
286 162
163 ob->current_weapon = 0;
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
288 ob->update_stats (); 165 activate (); // change_weapon also activates, but this doesn't hurt
289
290 ns->floorbox_update ();
291 esrv_send_inventory (ob, ob);
292 esrv_add_spells (this, 0);
293
294 activate ();
295
296 send_rules (ob);
297 send_news (ob);
298 display_motd (ob);
299 166
300 INVOKE_PLAYER (CONNECT, this); 167 INVOKE_PLAYER (CONNECT, this);
301 INVOKE_PLAYER (LOGIN, this); 168 INVOKE_PLAYER (LOGIN, this);
302} 169}
303 170
304void 171void
305player::disconnect () 172player::disconnect ()
306{ 173{
174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
307 if (ns) 180 if (ns)
308 { 181 {
309 if (active) 182 if (active)
310 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
311 184
314 ns->reset_stats (); 187 ns->reset_stats ();
315 ns->pl = 0; 188 ns->pl = 0;
316 ns = 0; 189 ns = 0;
317 } 190 }
318 191
319 if (ob) 192 // this is important for the player scheduler to get the correct refcount
320 ob->close_container (); //TODO: client-specific 193 // when ns = 0
194 observe = viewpoint = ob;
321 195
322 deactivate (); 196 deactivate ();
323} 197}
198
199//-GPL
324 200
325// the need for this function can be explained 201// the need for this function can be explained
326// by load_object not returning the object 202// by load_object not returning the object
327void 203void
328player::set_object (object *op) 204player::set_object (object *op)
329{ 205{
330 ob = op; 206 ob = observe = viewpoint = op;
331 ob->contr = this; /* this aren't yet in archetype */ 207 ob->contr = this; /* this aren't yet in archetype */
332 208
209 ob->speed = 1.0f;
333 ob->speed_left = 0.5f; 210 ob->speed_left = 0.5f;
334 ob->speed = 1.0f; 211
335 ob->direction = 5; /* So player faces south */ 212 ob->direction = 5; /* So player faces south */
336} 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
337 230
338player::player () 231player::player ()
339{ 232{
340 /* There are some elements we want initialised to non zero value - 233 /* There are some elements we want initialised to non zero value -
341 * we deal with that below this point. 234 * we deal with that below this point.
347 savebed_map = first_map_path; /* Init. respawn position */ 240 savebed_map = first_map_path; /* Init. respawn position */
348 241
349 gen_sp_armour = 10; 242 gen_sp_armour = 10;
350 bowtype = bow_normal; 243 bowtype = bow_normal;
351 petmode = pet_normal; 244 petmode = pet_normal;
352 listening = 10;
353 usekeys = containers; 245 usekeys = containers;
354 peaceful = 1; /* default peaceful */ 246 peaceful = 1; /* default peaceful */
355 do_los = 1; 247 do_los = 1;
248
249 weapon_sp = 1.0f;
250 weapon_sp_left = 0.5f;
356} 251}
357 252
358void 253void
359player::do_destroy () 254player::do_destroy ()
360{ 255{
365 if (ob) 260 if (ob)
366 { 261 {
367 ob->destroy_inv (false); 262 ob->destroy_inv (false);
368 ob->destroy (); 263 ob->destroy ();
369 } 264 }
265
266 ob = observe = viewpoint = 0;
370} 267}
371 268
372player::~player () 269player::~player ()
373{ 270{
374 /* Clear item stack */ 271 /* Clear item stack */
375 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 }
376} 301}
377 302
378/* Tries to add player on the connection passed in ns. 303/* Tries to add player on the connection passed in ns.
379 * 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
380 * mode. 305 * mode.
382player * 307player *
383player::create () 308player::create ()
384{ 309{
385 player *pl = new player; 310 player *pl = new player;
386 311
387 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
388 313
389 pl->ob->roll_stats (); 314 pl->ob->roll_stats ();
390 pl->ob->stats.wc = 2; 315 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */ 316 pl->ob->run_away = 25; /* Then we panick... */
392 317
393 set_first_map (pl->ob); 318 set_first_map (pl->ob);
394 319
395 return pl; 320 return pl;
396}
397
398/*
399 * get_player_archetype() return next player archetype from archetype
400 * list. Not very efficient routine, but used only creating new players.
401 * Note: there MUST be at least one player archetype!
402 */
403archetype *
404get_player_archetype (archetype *at)
405{
406 archetype *start = at;
407
408 for (;;)
409 {
410 if (at == NULL || at->next == NULL)
411 at = first_archetype;
412 else
413 at = at->next;
414
415 if (at->clone.type == PLAYER)
416 return at;
417
418 if (at == start)
419 {
420 LOG (llevError, "No Player archetypes\n");
421 exit (-1);
422 }
423 }
424} 321}
425 322
426object * 323object *
427get_nearest_player (object *mon) 324get_nearest_player (object *mon)
428{ 325{
431 unsigned lastdist; 328 unsigned lastdist;
432 rv_vector rv; 329 rv_vector rv;
433 330
434 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
435 { 332 {
436 /* We should not find free objects on this friendly list, but it
437 * does periodically happen. Given that, lets deal with it.
438 * While unlikely, it is possible the next object on the friendly
439 * list is also free, so encapsulate this in a while loop.
440 */
441 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
442 {
443 object *tmp = ol->ob;
444
445 /* Can't do much more other than log the fact, because the object
446 * itself will have been cleared.
447 */
448 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
449 tmp->debug_desc ());
450 ol = ol->next;
451 remove_friendly_object (tmp);
452 if (!ol)
453 return op;
454 }
455
456 /* Remove special check for player from this. First, it looks to cause
457 * some crashes (ol->ob->contr not set properly?), but secondly, a more
458 * complicated method of state checking would be needed in any case -
459 * as it was, a clever player could type quit, and the function would
460 * skip them over while waiting for confirmation. Remove
461 * on_same_map check, as can_detect_enemy also does this
462 */
463 if (!can_detect_enemy (mon, ol->ob, &rv)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
464 continue; 334 continue;
465 335
466 if (lastdist > rv.distance) 336 if (lastdist > rv.distance)
467 { 337 {
662 532
663 return firstdir; 533 return firstdir;
664} 534}
665 535
666void 536void
667give_initial_items (object *pl, treasurelist * items) 537give_initial_items (object *pl, treasurelist *items)
668{ 538{
669 object *op, *next = NULL;
670
671 if (pl->randomitems != NULL) 539 if (pl->randomitems)
672 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
673 541
674 for (op = pl->inv; op; op = next) 542 for (object *next, *op = pl->inv; op; op = next)
675 { 543 {
676 next = op->below; 544 next = op->below;
677 545
678 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
679 * 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
684 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
685 * by this player due to race restrictions 553 * by this player due to race restrictions
686 */ 554 */
687 if (pl->type == PLAYER) 555 if (pl->type == PLAYER)
688 { 556 {
689 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
690 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
691 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
692 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
693 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))
694 { 564 {
695 op->destroy (); 565 op->destroy ();
696 continue; 566 continue;
697 } 567 }
698 } 568 }
699 569
700 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
701 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
702 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
703 * a first level treasurelist for each skill.)
704 * remove duplicate skills also
705 */ 573 */
706 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
707 { 575 {
708 object *tmp;
709
710 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
711 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
712 break;
713
714 if (tmp)
715 { 578 {
716 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
717 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
718 continue; 582 break;
719 } 583 }
720 584
721 if (op->nrof > 1) 585 if (op->nrof > 1)
722 op->nrof = 1; 586 op->nrof = 1;
723 } 587 }
724 588
725 if (op->type == SPELLBOOK && op->inv) 589 if (op->type == SPELLBOOK && op->inv)
726 {
727 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
728 }
729 591
730 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
731 * 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
732 * merged properly. 594 * merged properly.
733 */ 595 */
734 if (need_identify (op)) 596 if (need_identify (op))
735 { 597 {
736 SET_FLAG (op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
737 CLEAR_FLAG (op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
738 CLEAR_FLAG (op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
739 } 601 }
602
740 if (op->type == SPELL) 603 if (op->type == SPELL)
741 { 604 {
742 op->destroy (); 605 op->destroy ();
743 continue; 606 continue;
744 } 607 }
746 { 609 {
747 SET_FLAG (op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
748 op->stats.exp = 0; 611 op->stats.exp = 0;
749 op->level = 1; 612 op->level = 1;
750 } 613 }
751 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
752 else
753 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
754 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
755 617
756 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
757 link_player_skills (pl); 619 pl->contr->link_skills ();
758} 620}
759 621
760void 622void
761get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
762{ 624{
772 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:");
773} 635}
774 636
775/* 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. */
776static int 638static int
777roll_stat (void) 639roll_stat ()
778{ 640{
779 int a[4], i, j, k; 641 int a[4], i, j, k;
780 642
781 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
782 a[i] = (int) rndm (6) + 1; 644 a[i] = (int) rndm (6) + 1;
863static void 725static void
864start_info (object *op) 726start_info (object *op)
865{ 727{
866 char buf[MAX_BUF]; 728 char buf[MAX_BUF];
867 729
868 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 730 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
869 new_draw_info (NDI_UNIQUE, 0, op, buf); 731 new_draw_info (NDI_UNIQUE, 0, op, buf);
870 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
871 //new_draw_info (NDI_UNIQUE, 0, op, " ");
872} 732}
873 733
874/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
875 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
876 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
879 */ 739 */
880void 740void
881player::chargen_race_done () 741player::chargen_race_done ()
882{ 742{
883 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
884 esrv_new_player (ob->contr, ob->weight + ob->carrying); 744 esrv_new_player (ob->contr);
885 745
886 treasurelist *tl = treasurelist::find ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
887 if (tl) 747 if (tl)
888 create_treasure (tl, ob, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
889 749
890 INVOKE_PLAYER (BIRTH, ob->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
891 INVOKE_PLAYER (LOGIN, ob->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
892 752
893 ob->contr->ns->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
894 754
895 if (ob->msg) 755 if (ob->msg)
896 ob->msg = 0; 756 ob->msg = 0;
897
898 /* We create this now because some of the unique maps will need it
899 * to save here.
900 */
901 {
902 char buf[MAX_BUF];
903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
904 make_path_to_file (buf);
905 }
906 757
907 start_info (ob); 758 start_info (ob);
908 CLEAR_FLAG (ob, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
909 give_initial_items (ob, ob->randomitems); 760 give_initial_items (ob, ob->randomitems);
910 link_player_skills (ob);
911 esrv_send_inventory (ob, ob); 761 esrv_send_inventory (ob, ob);
912 ob->update_stats (); 762 ob->update_stats ();
913 763
914 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
915 * is one for this race 765 * is one for this race
916 */ 766 */
917 if (*first_map_ext_path) 767 if (*first_map_ext_path)
918 { 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
919 object *tmp;
920 char mapname[MAX_BUF];
921
922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
923 tmp = object::create ();
924 EXIT_PATH (tmp) = mapname;
925 EXIT_X (tmp) = ob->x;
926 EXIT_Y (tmp) = ob->y;
927 ob->enter_exit (tmp); /* we don't really care if it succeeded;
928 * if the map isn't there, then stay on the
929 * default initial map */
930 tmp->destroy ();
931 }
932 else 769 else
933 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
934} 771}
935 772
936void 773void
946 int x = ob->x, y = ob->y; 783 int x = ob->x, y = ob->y;
947 784
948 ob->remove_statbonus (); 785 ob->remove_statbonus ();
949 ob->remove (); 786 ob->remove ();
950 ob->arch = get_player_archetype (ob->arch); 787 ob->arch = get_player_archetype (ob->arch);
951 ob->arch->clone.copy_to (ob); 788 ob->arch->copy_to (ob);
952 ob->instantiate (); 789 ob->instantiate ();
953 ob->stats = ob->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
954 ob->name = ob->name_pl = name; 791 ob->name = ob->name_pl = name;
955 ob->x = x; 792 ob->x = x;
956 ob->y = y; 793 ob->y = y;
957 SET_ANIMATION (ob, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
958 insert_ob_in_map (ob, ob->map, ob, 0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
959 assign (ob->contr->title, ob->arch->clone.name); 796 assign (ob->contr->title, ob->arch->object::name);
960 ob->add_statbonus (); 797 ob->add_statbonus ();
961 } 798 }
962 while (!allowed_class (ob)); 799 while (!allowed_class (ob));
963 800
964 update_object (ob, UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
967 ob->stats.hp = ob->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
968 ob->stats.sp = ob->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
969 ob->stats.grace = 0; 806 ob->stats.grace = 0;
970} 807}
971 808
972void 809static void
973flee_player (object *op) 810flee_player (object *op)
974{ 811{
975 int dir, diff; 812 int dir, diff;
976 rv_vector rv; 813 rv_vector rv;
977 814
980 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
982 return; 819 return;
983 } 820 }
984 821
985 if (op->enemy == NULL) 822 if (!op->enemy)
986 { 823 {
987 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
988 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
989 return; 826 return;
990 } 827 }
991 828
992 /* Seen some crashes here. Since we don't store an
993 * op->enemy_count, it is possible that something destroys the
994 * actual enemy, and the object is recycled.
995 */
996 if (op->enemy->map == NULL)
997 {
998 CLEAR_FLAG (op, FLAG_SCARED);
999 op->enemy = NULL;
1000 return;
1001 }
1002
1003 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))
1004 { 830 {
1005 op->enemy = NULL; 831 op->enemy = NULL;
1006 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1007 return; 833 return;
1010 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1011 837
1012 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
1013 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
1014 { 840 {
1015 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
1016 842
1017 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)))
1018 return; 844 return;
1019 } 845 }
1020 846
1031check_pick (object *op) 857check_pick (object *op)
1032{ 858{
1033 object *tmp, *next; 859 object *tmp, *next;
1034 int stop = 0; 860 int stop = 0;
1035 int wvratio; 861 int wvratio;
1036 char putstring[128];
1037 862
1038 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1040 return 1; 865 return 1;
1041 866
1042 next = op->below; 867 next = op->below;
1043 868
869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
871
1044 /* 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
1045 * destroyed */ 873 * destroyed */
1046 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1047 { 875 {
1048 tmp = next; 876 tmp = next;
1049 next = tmp->below; 877 next = tmp->below;
1050 878
879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
1051 if (op->destroyed ()) 885 if (op->destroyed ())
1052 return 0; 886 return 0;
1053 887
1054 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1055 continue; 889 continue;
1056 890
1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058 { 892 {
1059 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1060 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1061 continue; 896 continue;
1062 } 897 }
1063 898
1064 /* 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? */
1065 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1066 { 961 {
1067 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)
1068 { 1025 {
1069 case 0: 1026 CHK_PICK_PICKUP;
1070 return 1; /* don't pick up */ 1027 continue;
1071 case 1:
1072 pick_up (op, tmp);
1073 return 1;
1074 case 2:
1075 pick_up (op, tmp);
1076 return 0;
1077 case 3:
1078 return 0; /* stop before pickup */
1079 case 4:
1080 pick_up (op, tmp);
1081 break;
1082 case 5:
1083 pick_up (op, tmp);
1084 stop = 1;
1085 break;
1086 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1088 pick_up (op, tmp);
1089 break;
1090
1091 case 7:
1092 if (tmp->type == MONEY || tmp->type == GEM)
1093 pick_up (op, tmp);
1094 break;
1095
1096 default:
1097 /* use value density */
1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1100 pick_up (op, tmp);
1101 } 1028 }
1102 } 1029 }
1103 else 1030
1104 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1105 /* NEW pickup handling */
1106 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)
1107 { 1037 {
1108 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1109 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 }
1118
1119 /* philosophy:
1120 * It's easy to grab an item type from a pile, as long as it's
1121 * generic. This takes no game-time. For more detailed pickups
1122 * and selections, select-items should be used. This is a
1123 * grab-as-you-run type mode that's really useful for arrows for
1124 * example.
1125 * The drawback: right now it has no frontend, so you need to
1126 * stick the bits you want into a calculator in hex mode and then
1127 * convert to decimal and then 'pickup <#>
1128 */
1129
1130 /* the first two modes are exclusive: if NOTHING we return, if
1131 * STOP then we stop. All the rest are applied sequentially,
1132 * meaning if any test passes, the item gets picked up. */
1133
1134 /* if mode is set to pick nothing up, return */
1135
1136 if (op->contr->mode & PU_NOTHING)
1137 return 1;
1138
1139 /* if mode is set to stop when encountering objects, return */
1140 /* take STOP before INHIBIT since it doesn't actually pick
1141 * anything up */
1142
1143 if (op->contr->mode & PU_STOP)
1144 return 0;
1145
1146 /* useful for going into stores and not losing your settings... */
1147 /* and for battles wher you don't want to get loaded down while
1148 * fighting */
1149 if (op->contr->mode & PU_INHIBIT)
1150 return 1;
1151
1152 /* prevent us from turning into auto-thieves :) */
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 continue; 1039 continue;
1040 }
1155 1041
1156 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1157 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;
1158 continue; 1047 continue;
1048 }
1159 1049
1160 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1161 /* 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
1162 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1163 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"))
1164 { 1121 {
1165 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1166 continue; 1123 continue;
1167 } 1124 }
1125 }
1168 1126
1127 /* misc stuff that's useful */
1169 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1171 { 1130 {
1172 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1173 continue; 1132 continue;
1174 } 1133 }
1175 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1176 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1177 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
1178 { 1142 */
1179 pick_up (op, tmp);
1180 continue;
1181 }
1182
1183 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1215 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)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_VALUABLES)
1222 { 1145 {
1223 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1224 { 1149 {
1225 pick_up (op, tmp); 1150 fprintf (stderr, "%s", tmp->name);
1226 continue;
1227 } 1151 }
1228 }
1229
1230 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON)
1314 {
1315 if (tmp->type == WEAPON && tmp->name != NULL)
1316 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324
1325 if (tmp->type == WEAPON && tmp->name == NULL)
1326 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332 }
1333 }
1334
1335 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342
1343 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */
1345 if (op->contr->mode & PU_RATIO)
1346 {
1347 /* use value density to decide what else to grab */
1348 /* >=7 was >= op->contr->mode */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5;
1352 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353 {
1354 pick_up (op, tmp);
1355#if 0
1356 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1357 if (tmp->name != NULL)
1358 {
1359 fprintf (stderr, "%s", tmp->name);
1360 }
1361 else 1152 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1364 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))));
1365#endif 1156#endif
1157 CHK_PICK_PICKUP;
1366 continue; 1158 continue;
1367 }
1368 } 1159 }
1369 } /* the new pickup model */ 1160 } /* the new pickup model */
1370 } 1161 }
1371 1162
1372 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;
1373} 1199}
1374 1200
1375/* 1201/*
1376 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1377 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1378 * found object is returned. 1204 * found object is returned.
1379 */ 1205 */
1380object * 1206static object *
1381find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1382{ 1208{
1383 object *tmp = 0;
1384
1385 for (op = op->inv; op; op = op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type);
1388 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);
1389 return op; 1218 return arrow;
1219 }
1390 1220
1391 return tmp; 1221 return 0;
1392} 1222}
1393 1223
1394/* 1224/*
1395 * 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
1396 * 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
1397 * 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
1398 * 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.
1399 */ 1229 */
1400object * 1230static object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1402{ 1232{
1403 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1405 1235
1406 if (!type) 1236 if (!type)
1410 { 1240 {
1411 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))
1412 { 1242 {
1413 i = 0; 1243 i = 0;
1414 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1415 if (i > betterby) 1246 if (i > betterby)
1416 { 1247 {
1417 tmp = ntmp; 1248 tmp = ntmp;
1418 betterby = i; 1249 betterby = i;
1419 } 1250 }
1420 } 1251 }
1421 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1422 { 1253 {
1423 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1425 { 1256 {
1426 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1427 { 1258 {
1428 *better = 100; 1259 *better = 100;
1429 return arrow; 1260 return arrow;
1437 else 1268 else
1438 { 1269 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1271 {
1441 attacktype = 1 << attacknum; 1272 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 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)
1444 { 1275 {
1445 tmp = arrow; 1276 tmp = arrow;
1446 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;
1447 } 1278 }
1448 } 1279 }
1280
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1282 {
1451 tmp = arrow; 1283 tmp = arrow;
1452 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1453 } 1285 }
1286
1454 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1288 {
1456 tmp = arrow; 1289 tmp = arrow;
1457 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1458 } 1291 }
1459 } 1292 }
1460 } 1293 }
1461 } 1294 }
1295
1462 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1463 return find_arrow (op, type); 1297 return find_arrow (op, type);
1464 1298
1465 *better = betterby; 1299 *better = betterby;
1466 return tmp; 1300 return tmp;
1470 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1305 * op = the shooter
1472 * type = bow->race 1306 * type = bow->race
1473 * dir = fire direction 1307 * dir = fire direction
1474 */ 1308 */
1475object * 1309static object *
1476pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1477{ 1311{
1478 object *tmp = NULL; 1312 object *tmp = NULL;
1479 maptile *m; 1313 maptile *m;
1480 int i, mflags, found, number; 1314 int i, mflags, found, number;
1481 sint16 x, y; 1315 sint16 x, y;
1496 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1497 { 1331 {
1498 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1499 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1500 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1501 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1502 { 1337 {
1503 tmp = NULL; 1338 tmp = 0;
1504 break; 1339 break;
1505 } 1340 }
1506 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)
1507 { 1342 {
1508 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1509 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1510 */ 1345 */
1511 tmp = NULL; 1346 tmp = 0;
1512 break; 1347 break;
1513 } 1348 }
1349
1514 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1515 {
1516 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)
1517 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1518 {
1519 found++;
1520 break;
1521 }
1522 if (found)
1523 break; 1353 break;
1524 }
1525 } 1354 }
1526 if (tmp == NULL) 1355
1356 if (!tmp)
1527 return find_arrow (op, type); 1357 return find_arrow (op, type);
1528 1358
1529 if (tmp->head) 1359 if (tmp->head)
1530 tmp = tmp->head; 1360 tmp = tmp->head;
1531 1361
1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1572 return 0; 1402 return 0;
1573 } 1403 }
1574 1404
1575 // 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
1576 if (bow->below) 1406 splay (bow);
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1582 } 1407 }
1583 1408
1584 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1585 { 1410 {
1586 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);
1612 } 1437 }
1613 1438
1614 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1615 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1616 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1617 arrow->destroy (); 1443 arrow->destroy ();
1618 return 0; 1444 return 0;
1619 } 1445 }
1620 1446
1621 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1622 arrow = get_split_ob (arrow, 1); 1448 arrow = arrow->split ();
1623 if (!arrow) 1449 if (!arrow)
1624 { 1450 {
1625 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);
1626 return 0; 1452 return 0;
1627 } 1453 }
1631 arrow->direction = dir; 1457 arrow->direction = dir;
1632 1458
1633 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 */
1634 arrow->stats.hp = arrow->stats.dam; 1460 arrow->stats.hp = arrow->stats.dam;
1635 arrow->stats.grace = arrow->attacktype; 1461 arrow->stats.grace = arrow->attacktype;
1462 arrow->custom_name = arrow->slaying;
1636 1463
1637 if (arrow->slaying) 1464#if 0
1638 arrow->spellarg = strdup (arrow->slaying);
1639
1640 if (player *pl = op->contr) 1465 if (player *pl = op->contr)
1641 { 1466 {
1642 if (!pl->has_hit)
1643 {
1644 pl->has_hit = 1;
1645 pl->ob->speed_left += pl->weapon_sp - pl->ob->speed;
1646 }
1647#if 0
1648 float speed = pl->weapon_sp; 1467 float speed = pl->weapon_sp;
1649 1468
1650 /* penalize ROF for bestarrow */ 1469 /* penalize ROF for bestarrow */
1651 if (pl->bowtype == bow_bestarrow) 1470 if (pl->bowtype == bow_bestarrow)
1652 speed *= .9f; 1471 speed *= .9f;
1653 else 1472 else
1654 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1473 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1655 1474
1656 op->speed_left += speed - op->speed; 1475 op->speed_left += speed - op->speed;
1476 }
1657#endif 1477#endif
1658 }
1659 1478
1660 SET_ANIMATION (arrow, arrow->direction); 1479 SET_ANIMATION (arrow, arrow->direction);
1661 1480
1662 /* update the speed */ 1481 /* update the speed */
1663 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1482 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1664 + bow->stats.dam / 7.0; 1483 + bow->stats.dam / 7.f;
1665 1484
1666 arrow->set_speed (max (arrow->speed, 2.0)); 1485 arrow->set_speed (max (arrow->speed, 2.f));
1667 arrow->speed_left = 0; 1486 arrow->speed_left = 0;
1668 1487
1669 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1488 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1670 1489
1671 if (op->type == PLAYER) 1490 if (op->type == PLAYER)
1694 1513
1695 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1696 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1698 1517
1699 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1700 m->insert (arrow, sx, sy, op); 1519 m->insert (arrow, sx, sy, op);
1701 1520
1702 if (!arrow->destroyed ()) 1521 if (!arrow->destroyed ())
1703 move_arrow (arrow); 1522 move_arrow (arrow);
1704
1705 if (op->type == PLAYER)
1706 {
1707 if (left->destroyed ())
1708 esrv_del_item (op->contr, left->count);
1709 else
1710 esrv_send_item (op, left);
1711 }
1712 1523
1713 return 1; 1524 return 1;
1714} 1525}
1715 1526
1716/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1718 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1719 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1720 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1721 * hence the function name. 1532 * hence the function name.
1722 */ 1533 */
1723int 1534static int
1724player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1725{ 1536{
1726 int ret = 0, wcmod = 0; 1537 int ret;
1727 1538
1728 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1729 { 1540 {
1730 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);
1731 } 1542 }
1732 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)
1733 { 1544 {
1734 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1735 wcmod = -1;
1736
1737 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);
1738 } 1547 }
1739 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1740 { 1549 {
1741 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);
1742 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)]);
1743 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)]);
1744 } 1553 }
1745 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1746 { 1555 {
1747 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);
1748 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);
1749 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);
1750 } 1559 }
1751 else 1560 else
1752 { 1561 {
1758} 1567}
1759 1568
1760/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1761 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1762 */ 1571 */
1763void 1572static void
1764fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1765{ 1574{
1766 object *item = op->contr->ranged_ob; 1575 object *item = op->contr->ranged_ob;
1767 1576
1768 if (!item) 1577 if (!item)
1782 1591
1783 if (item->type == WAND) 1592 if (item->type == WAND)
1784 { 1593 {
1785 if (item->stats.food <= 0) 1594 if (item->stats.food <= 0)
1786 { 1595 {
1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1596 op->contr->play_sound (sound_find ("wand_poof"));
1788 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));
1789 1598
1790 return; 1599 return;
1791 } 1600 }
1792 } 1601 }
1793 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1794 { 1603 {
1795 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))
1796 { 1609 {
1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1798 1611
1799 if (item->type == ROD) 1612 if (item->type == ROD)
1800 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));
1801 else 1614 else
1802 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));
1805 } 1618 }
1806 } 1619 }
1807 1620
1808 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1809 { 1622 {
1810 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
1811 if (item->type == WAND) 1625 if (item->type == WAND)
1812 { 1626 {
1813 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
1814 { 1628 {
1815 object *tmp; 1629 object *tmp;
1816 1630
1817 if (item->arch) 1631 if (item->arch)
1818 { 1632 {
1819 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1820 item->face = item->arch->clone.face; 1634 item->face = item->arch->face;
1821 item->set_speed (0); 1635 item->set_speed (0);
1822 } 1636 }
1823 1637
1824 if ((tmp = item->in_player ())) 1638 if (object *pl = item->visible_to ())
1825 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
1826 } 1640 }
1827 } 1641 }
1828 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
1829 drain_rod_charge (item); 1643 drain_rod_charge (item);
1830 } 1644 }
1831} 1645}
1832 1646
1833/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
1834 */ 1648 */
1835void 1649bool
1836fire (object *op, int dir) 1650fire (object *op, int dir)
1837{ 1651{
1838 int spellcost = 0; 1652 int spellcost = 0;
1653
1654 player *pl = op->contr;
1655
1656 if (pl->golem)
1657 {
1658 control_golem (op->contr->golem, dir);
1659 return false;
1660 }
1661
1662 object *ob = pl->ranged_ob;
1663
1664 if (!ob)
1665 return false;
1666
1667 if (op->speed_left > 0.f)
1668 --op->speed_left;
1669 else
1670 return false;
1671
1672 if (!op->change_weapon (ob))
1673 return false;
1839 1674
1840 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
1841 if (action_makes_visible (op)) 1676 if (action_makes_visible (op))
1842 make_visible (op); 1677 make_visible (op);
1843 1678
1844 player *pl = op->contr;
1845
1846 if (pl->golem)
1847 {
1848 control_golem (op->contr->golem, dir);
1849 return;
1850 }
1851
1852 object *ob = pl->ranged_ob;
1853
1854 if (!ob)
1855 return;
1856
1857 if (!op->change_weapon (ob))
1858 return;
1859
1860 switch (ob->type) 1679 switch (ob->type)
1861 { 1680 {
1862 case BOW: 1681 case BOW:
1863 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1864 break; 1683 break;
1865 1684
1866 case SPELL: 1685 case SPELL:
1867 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);
1868 break; 1687 break;
1869 1688
1870 case BUILDER: 1689 case BUILDER:
1871 apply_map_builder (op, dir); 1690 apply_map_builder (op, dir);
1872 break; 1691 break;
1877 1696
1878 default: 1697 default:
1879 fire_misc_object (op, dir); 1698 fire_misc_object (op, dir);
1880 break; 1699 break;
1881 } 1700 }
1882}
1883 1701
1884/* find_key 1702 return true;
1885 * We try to find a key for the door as passed. If we find a key 1703}
1886 * and successfully use it, we return the key, otherwise NULL 1704
1887 * This function merges both normal and locked door, since the logic 1705static object *
1888 * for both is the same - just the specific key is different.
1889 * pl is the player,
1890 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers.
1893 */
1894object *
1895find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1896{ 1707{
1897 object *tmp, *key; 1708 object *tmp, *key;
1898 1709
1899 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1900 if (!container->inv) 1711 if (!container->inv)
1903 /* 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 */
1904 for (tmp = container->inv; tmp; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1905 { 1716 {
1906 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1907 break; 1718 break;
1719
1908 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1909 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1910 */ 1722 */
1911 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1912 break; 1724 break;
1918 * a key, return 1730 * a key, return
1919 */ 1731 */
1920 if (!tmp) 1732 if (!tmp)
1921 { 1733 {
1922 for (tmp = container->inv; tmp; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1923 {
1924 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1925 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1926 {
1927 if ((key = find_key (pl, tmp, door))) 1737 if ((key = find_key_ (pl, tmp, door)))
1928 return key; 1738 return key;
1929 }
1930 }
1931 1739
1932 if (!tmp) 1740 if (!tmp)
1933 return NULL; 1741 return 0;
1934 } 1742 }
1935 1743
1936 /* 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,
1937 * see if we actually want to use it 1745 * see if we actually want to use it
1938 */ 1746 */
1939 if (pl != container) 1747 if (pl != container)
1940 { 1748 {
1941 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1942 if (!pl->contr) 1750 if (!pl->contr)
1943 return NULL; 1751 return 0;
1752
1944 /* cases where this fails: 1753 /* cases where this fails:
1945 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1946 * are not in the players inventory. 1755 * are not in the players inventory.
1947 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1948 * containers can be used. 1757 * containers can be used.
1952 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1953 * 1762 *
1954 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1955 * all the others. 1764 * all the others.
1956 */ 1765 */
1957 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1958 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1959 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1960 { 1769 {
1961 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "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));
1963 return NULL; 1772 return NULL;
1964 } 1773 }
1965 } 1774 }
1966 1775
1967 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);
1968} 1802}
1969 1803
1970/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1973 * 0 otherwise 1807 * 0 otherwise
1974 */ 1808 */
1975static int 1809static int
1976player_attack_door (object *op, object *door) 1810player_attack_door (object *op, object *door)
1977{ 1811{
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1812 /* If its a door, try to find a key. If we do destroy the door,
1979 * might as well return immediately as there is nothing more to do - 1813 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
1981 */ 1815 */
1982 object *key = find_key (op, op, door); 1816 object *key = find_key (op, op, door);
1983 1817
1984 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
1985 if (key) 1819 if (key)
1986 { 1820 {
1987 object *container = key->env; 1821 object *container = key->env;
1988
1989 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990 1822
1991 if (action_makes_visible (op)) 1823 if (action_makes_visible (op))
1992 make_visible (op); 1824 make_visible (op);
1993 1825
1994 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1996 1828
1997 if (door->type == DOOR) 1829 if (door->type == DOOR)
1998 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 */
1999 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
2000 { 1832 {
2001 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);
2002 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
2003 } 1835 }
2004 1836
2005 /* Do this after we print the message */ 1837 /* Do this after we print the message */
2006 decrease_ob (key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
2007 /* Need to update the weight the container the key was in */
2008 if (container != op)
2009 esrv_update_item (UPD_WEIGHT, op, container);
2010 1839
2011 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
2012 } 1841 }
2013 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
2014 { 1843 {
2015 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2016 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...");
2017 return 1; 1846 return 1;
2018 } 1847 }
2019 1848
2020 return 0; 1849 return 0;
2021} 1850}
2024 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
2025 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
2026 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
2027 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2028 */ 1857 */
2029void 1858bool
2030move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
2031{ 1860{
2032 object *tmp, *mon; 1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2033 int on_battleground; 1862 {
2034 maptile *m; 1863 --op->speed_left;
1864 return true;
1865 }
2035 1866
2036 sint16 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
2037 sint16 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
2038 1869
2039 on_battleground = op_on_battleground (op, 0, 0); 1870 if (out_of_map (op->map, nx, ny))
1871 return false;
2040 1872
2041 /* If braced, or can't move to the square, and it is not out of the 1873 /* If braced, or can't move to the square, and it is not out of the
2042 * map, attack it. Note order of if statement is important - don't 1874 * map, attack it. Note order of if statement is important - don't
2043 * want to be calling move_ob if braced, because move_ob will move the 1875 * want to be calling move_ob if braced, because move_ob will move the
2044 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2045 * move to some space, it then means that if we are braced, we should 1877 * move to some space, it then means that if we are braced, we should
2046 * do nothing at all. As it is, if we are braced, we go through 1878 * do nothing at all. As it is, if we are braced, we go through
2047 * quite a bit of processing. However, it probably is less than what 1879 * quite a bit of processing. However, it probably is less than what
2048 * move_ob uses. 1880 * move_ob uses.
2049 */ 1881 */
2050 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1882 maptile *m = op->map->xy_find (nx, ny);
1883
1884 /* Go through all the objects, and find ones of interest. Only stop if
1885 * we find a monster - that is something we know we want to attack.
1886 * if its a door or barrel (can roll) see if there may be monsters
1887 * on the space
1888 */
1889 object *mon;
1890 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1891 {
1892 if ((mon->flag [FLAG_ALIVE]
1893 || mon->type == LOCKED_DOOR
1894 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op)
1896 break;
2051 { 1897 }
2052 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1898
1899 if (!mon) /* This happens anytime the player tries to move */
1900 return false; /* into a wall */
1901
1902 mon = mon->head_ ();
1903
1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f)
1906 if (player_attack_door (op, mon))
1907 {
1908 --op->contr->weapon_sp_left;
1909 return true;
2053 { 1910 }
2054 m = op->map->xy_find (nx, ny); 1911
2055 if (!m) 1912 /* The following deals with possibly attacking peaceful
2056 return; /* Don't think this should happen */ 1913 * or friendly creatures. Basically, all players are considered
1914 * unaggressive. If the moving player has peaceful set, then the
1915 * object should be pushed instead of attacked. It is assumed that
1916 * if you are braced, you will not attack friends accidently,
1917 * and thus will not push them.
1918 */
1919
1920 /* If the creature is a pet, push it even if the player is not
1921 * peaceful. Our assumption is the creature is a pet if the
1922 * player owns it and it is either friendly or unagressive.
1923 */
1924 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1929 {
1930 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced)
1932 return false;
1933
1934 if (op->speed_left > 0.f)
1935 {
1936 --op->speed_left;
1937
1938 op->play_sound (sound_find ("push_player"));
1939 push_ob (mon, dir, op);
1940
1941 if (action_makes_visible (op))
1942 make_visible (op);
1943
1944 return true;
2057 } 1945 }
2058 else 1946 else
2059 m = op->map;
2060
2061 if (!(tmp = m->at (nx, ny).bot))
2062 return; 1947 return false;
1948 }
2063 1949
2064 mon = 0; 1950 bool on_battleground = op_on_battleground (op, 0, 0);
2065 /* Go through all the objects, and find ones of interest. Only stop if
2066 * we find a monster - that is something we know we want to attack.
2067 * if its a door or barrel (can roll) see if there may be monsters
2068 * on the space
2069 */
2070 while (tmp)
2071 {
2072 if (tmp == op)
2073 {
2074 tmp = tmp->above;
2075 continue;
2076 }
2077 1951
2078 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2079 {
2080 mon = tmp;
2081 break;
2082 }
2083
2084 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2085 mon = tmp;
2086
2087 tmp = tmp->above;
2088 }
2089
2090 if (!mon) /* This happens anytime the player tries to move */
2091 return; /* into a wall */
2092
2093 if (mon->head)
2094 mon = mon->head;
2095
2096 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2097 if (player_attack_door (op, mon))
2098 return;
2099
2100 /* The following deals with possibly attacking peaceful
2101 * or frienddly creatures. Basically, all players are considered
2102 * unaggressive. If the moving player has peaceful set, then the
2103 * object should be pushed instead of attacked. It is assumed that
2104 * if you are braced, you will not attack friends accidently,
2105 * and thus will not push them.
2106 */
2107
2108 /* If the creature is a pet, push it even if the player is not
2109 * peaceful. Our assumption is the creature is a pet if the
2110 * player owns it and it is either friendly or unagressive.
2111 */
2112 if (op->type == PLAYER
2113 && ((mon->owner && mon->owner->contr
2114 && same_party (mon->owner->contr->party, op->contr->party))
2115 || mon->owner == op)
2116 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2117 {
2118 /* If we're braced, we don't want to switch places with it */
2119 if (op->contr->braced)
2120 return;
2121
2122 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2123 push_ob (mon, dir, op);
2124 if (op->contr->tmp_invis || op->hide)
2125 make_visible (op);
2126
2127 return;
2128 }
2129
2130 /* in certain circumstances, you shouldn't attack friendly 1952 /* in certain circumstances, you shouldn't attack friendly
2131 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
2132 * someone, but put it inside this loop so that you won't 1954 * someone, but put it inside this loop so that you won't
2133 * attack them either. 1955 * attack them either.
2134 */ 1956 */
2135 if ((mon->type == PLAYER || mon->enemy != op) 1957 if ((mon->type == PLAYER || mon->enemy != op)
2136 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1958 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2137 && ((op->contr->peaceful 1959 && ((op->contr->peaceful
2138 || (mon->type == PLAYER && mon->contr->peaceful)) 1960 || (mon->type == PLAYER && mon->contr->peaceful))
2139 && !on_battleground)) 1961 && !on_battleground))
1962 {
1963 if (op->speed_left > 0.f)
2140 { 1964 {
1965 --op->speed_left;
1966
2141 if (!op->contr->braced) 1967 if (!op->contr->braced)
2142 { 1968 {
2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1969 op->play_sound (sound_find ("push_player"));
2144 push_ob (mon, dir, op); 1970 push_ob (mon, dir, op);
2145 } 1971 }
2146 else 1972 else
2147 new_draw_info (0, 0, op, "You withhold your attack"); 1973 op->statusmsg ("You withhold your attack");
2148 1974
2149 if (op->contr->tmp_invis || op->hide) 1975 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2150 make_visible (op); 1976 make_visible (op);
2151 }
2152 1977
1978 return true;
1979 }
1980 }
2153 /* If the object is a boulder or other rollable object, then 1981 /* If the object is a boulder or other rollable object, then
2154 * roll it if not braced. You can't roll it if you are braced. 1982 * roll it if not braced. You can't roll it if you are braced.
2155 */ 1983 */
2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1984 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1985 {
1986 if (op->speed_left > 0.f)
2157 { 1987 {
1988 --op->speed_left;
1989
2158 recursive_roll (mon, dir, op); 1990 recursive_roll (mon, dir, op);
2159 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2160 make_visible (op); 1992 make_visible (op);
2161 }
2162 1993
1994 return true;
1995 }
1996 }
2163 /* Any generic living creature. Including things like doors. 1997 /* Any generic living creature. Including things like doors.
2164 * Way it works is like this: First, it must have some hit points 1998 * Way it works is like this: First, it must have some hit points
2165 * and be living. Then, it must be one of the following: 1999 * and be living. Then, it must be one of the following:
2166 * 1) Not a player, 2) A player, but of a different party. Note 2000 * 1) Not a player, 2) A player, but of a different party. Note
2167 * that party_number -1 is no party, so attacks can still happen. 2001 * that party_number -1 is no party, so attacks can still happen.
2168 */ 2002 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2003 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2004 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2171 { 2005 {
2172 if (!op->contr->has_hit) 2006 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2173 { 2007 {
2174 op->contr->has_hit = 1; 2008 --op->contr->weapon_sp_left;
2175 op->speed_left += op->contr->weapon_sp - op->speed;
2176 }
2177 2009
2178 skill_attack (mon, op, 0, 0, 0); 2010 skill_attack (mon, op, 0, 0, 0);
2179
2180 /* If attacking another player, that player gets automatic
2181 * hitback, and doesn't loose luck either.
2182 * Disable hitback on the battleground or if the target is
2183 * the wiz.
2184 */
2185 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2186 {
2187 short luck = mon->stats.luck;
2188
2189 mon->contr->has_hit = 1;
2190 skill_attack (op, mon, 0, 0, 0);
2191 mon->stats.luck = luck;
2192 }
2193 2011
2194 if (action_makes_visible (op)) 2012 if (action_makes_visible (op))
2195 make_visible (op); 2013 make_visible (op);
2196 }
2197 } /* if player should attack something */
2198}
2199 2014
2200int 2015 return true;
2016 }
2017 }
2018
2019 return false;
2020}
2021
2022bool
2201move_player (object *op, int dir) 2023move_player (object *op, int dir)
2202{ 2024{
2203 int pick;
2204
2205 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2206 return 0; 2026 return 0;
2207 2027
2208 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2209 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
2210 { 2030 {
2211 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2212 return 0; 2032 return 0;
2213 } 2033 }
2214 2034
2216 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2217 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2037 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2218 2038
2219 op->facing = dir; 2039 op->facing = dir;
2220 2040
2221 if (op->hide) 2041 if (op->flag [FLAG_HIDDEN])
2222 do_hidden_move (op); 2042 do_hidden_move (op);
2223 2043
2044 bool retval;
2045 int pick = 0;
2046
2224 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2225 /*nop */ ; 2048 retval = RESULT_INT (0);
2226 else if (op->contr->fire_on) 2049 else if (op->contr->fire_on)
2227 fire (op, dir); 2050 retval = fire (op, dir);
2228 else 2051 else
2229 { 2052 {
2230 move_player_attack (op, dir); 2053 retval = move_player_attack (op, dir);
2231 pick = check_pick (op); 2054 pick = check_pick (op);
2232 } 2055 }
2233 2056
2234 /* Add special check for newcs players and fire on - this way, the 2057 /* Add special check for newcs players and fire on - this way, the
2235 * server can handle repeat firing. 2058 * server can handle repeat firing.
2242 /* Update how the player looks. Use the facing, so direction may 2065 /* Update how the player looks. Use the facing, so direction may
2243 * get reset to zero. This allows for full animation capabilities 2066 * get reset to zero. This allows for full animation capabilities
2244 * for players. 2067 * for players.
2245 */ 2068 */
2246 animate_object (op, op->facing); 2069 animate_object (op, op->facing);
2247 return 0; 2070
2071 return retval;
2248} 2072}
2249 2073
2250/* This is similar to handle_player, below, but is only used by the 2074/* This is similar to handle_player, below, but is only used by the
2251 * new client/server stuff. 2075 * new client/server stuff.
2252 * This is sort of special, in that the new client/server actually uses 2076 * This is sort of special, in that the new client/server actually uses
2253 * the new speed values for commands. 2077 * the new speed values for commands.
2254 * 2078 *
2255 * Returns true if there are more actions we can do. 2079 * Returns true if there are more actions we can do. Should not do
2080 * many actions in a row, as that would be too unfair to other
2081 * players.
2256 */ 2082 */
2257int 2083bool
2258handle_newcs_player (object *op) 2084handle_newcs_player (object *op)
2259{ 2085{
2260 if (QUERY_FLAG (op, FLAG_SCARED)) 2086 if (QUERY_FLAG (op, FLAG_SCARED))
2261 { 2087 {
2262 flee_player (op); 2088 if (op->speed_left > 0.f)
2263
2264 /* If player is still scared, that is his action for this tick */
2265 if (op->flag [FLAG_SCARED])
2266 { 2089 {
2267 --op->speed_left; 2090 --op->speed_left;
2091 flee_player (op);
2092
2268 return 0; 2093 return true;
2269 } 2094 }
2095 else
2096 return false;
2270 } 2097 }
2271 2098
2272 /* call this here - we also will call this in do_ericserver, but 2099 /* call this here - we also will call this in do_ericserver, but
2273 * the players time has been increased when doericserver has been 2100 * the players time has been increased when doericserver has been
2274 * called, so we recheck it here. 2101 * called, so we recheck it here.
2275 */ 2102 */
2276 if (op->contr->ns->handle_command ()) 2103 if (op->contr->ns->handle_command ())
2277 return 1; 2104 return true;
2278 2105
2279 if (op->speed_left > 0.f)
2280 {
2281 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2106 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2282 {
2283 /* All move commands take 1 tick, at least for now */
2284 --op->speed_left;
2285
2286 /* Instead of all the stuff below, let move_player take care
2287 * of it. Also, some of the skill stuff is only put in
2288 * there, as well as the confusion stuff.
2289 */
2290 move_player (op, op->direction); 2107 return move_player (op, op->direction);
2291 2108
2292 return op->speed_left > 0.f;
2293 }
2294 }
2295
2296 return 0; 2109 return false;
2297} 2110}
2298 2111
2299int 2112static int
2300save_life (object *op) 2113save_life (object *op)
2301{ 2114{
2302 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2303 return 0; 2116 return 0;
2304 2117
2305 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2118 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2119 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2307 { 2120 {
2308 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2121 op->play_sound (sound_find ("ob_evaporate"));
2309 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2122 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310
2311 if (op->contr)
2312 esrv_del_item (op->contr, tmp->count);
2313 2123
2314 tmp->destroy (); 2124 tmp->destroy ();
2315 CLEAR_FLAG (op, FLAG_LIFESAVE); 2125 CLEAR_FLAG (op, FLAG_LIFESAVE);
2316 2126
2317 if (op->stats.hp < 0) 2127 if (op->stats.hp < 0)
2330 return 0; 2140 return 0;
2331} 2141}
2332 2142
2333/* This goes throws the inventory and removes unpaid objects, and puts them 2143/* This goes throws the inventory and removes unpaid objects, and puts them
2334 * back in the map (location and map determined by values of env). This 2144 * back in the map (location and map determined by values of env). This
2335 * function will descend into containers. op is the object to start the search 2145 * function will descend into containers. op is the object to start the search
2336 * from. 2146 * from.
2337 */ 2147 */
2148static void
2149drop_unpaid_items (object *op, object *env)
2150{
2151 while (op)
2152 {
2153 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2154
2155 if (QUERY_FLAG (op, FLAG_UNPAID))
2156 op->insert_at (env);
2157 else if (op->inv)
2158 drop_unpaid_items (op->inv, env);
2159
2160 op = next;
2161 }
2162}
2163
2338void 2164void
2339remove_unpaid_objects (object *op, object *env) 2165object::drop_unpaid_items ()
2340{ 2166{
2341 while (op) 2167 if (!flag [FLAG_REMOVED])
2342 { 2168 ::drop_unpaid_items (inv, this);
2343 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2344
2345 if (QUERY_FLAG (op, FLAG_UNPAID))
2346 {
2347 if (env->type == PLAYER)
2348 esrv_del_item (env->contr, op->count);
2349
2350 op->insert_at (env);
2351 }
2352 else if (op->inv)
2353 remove_unpaid_objects (op->inv, env);
2354
2355 op = next;
2356 }
2357}
2358
2359/*
2360 * Returns pointer a static string containing gravestone text
2361 * Moved from apply.c to player.c - player.c is what
2362 * actually uses this function. player.c may not be quite the
2363 * best, a misc file for object actions is probably better,
2364 * but there isn't one in the server directory.
2365 */
2366char *
2367gravestone_text (object *op)
2368{
2369 static char buf2[MAX_BUF];
2370 char buf[MAX_BUF];
2371 time_t now = time (NULL);
2372
2373 strcpy (buf2, " R.I.P.\n\n");
2374 if (op->type == PLAYER)
2375 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2376 else
2377 sprintf (buf, "%s\n", &op->name);
2378
2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf);
2381 if (op->type == PLAYER)
2382 sprintf (buf, "who was in level %d when killed\n", op->level);
2383 else
2384 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2385
2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2387 strcat (buf2, buf);
2388 if (op->type == PLAYER)
2389 {
2390 sprintf (buf, "by %s.\n\n", op->contr->killer);
2391 strncat (buf2, " ", 21 - strlen (buf) / 2);
2392 strcat (buf2, buf);
2393 }
2394
2395 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2397 strcat (buf2, buf);
2398
2399 return buf2;
2400} 2169}
2401 2170
2402void 2171void
2403do_some_living (object *op) 2172do_some_living (object *op)
2404{ 2173{
2456 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2225 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2457 else 2226 else
2458 { 2227 {
2459 gen_grace = op->stats.maxgrace; 2228 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2229 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2461 }
2462
2463 /* Regenerate Spell Points */
2464 if (!op->contr->golem && --op->last_sp < 0)
2465 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2467 if (op->stats.sp < op->stats.maxsp)
2468 {
2469 op->stats.sp++;
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 {
2473 op->stats.food--;
2474 if (op->contr->digestion < 0)
2475 op->stats.food += op->contr->digestion;
2476 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food = last_food;
2478 }
2479 }
2480
2481 if (max_sp > 1)
2482 {
2483 over_sp = (gen_sp + 10) / rate_sp;
2484 if (over_sp > 0)
2485 {
2486 if (op->stats.sp < op->stats.maxsp)
2487 {
2488 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489
2490 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2491 op->stats.sp--;
2492
2493 if (op->stats.sp > op->stats.maxsp)
2494 op->stats.sp = op->stats.maxsp;
2495 }
2496 op->last_sp = 0;
2497 }
2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 }
2501 else
2502 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2503 } 2230 }
2504 2231
2505 /* Regenerate Grace */ 2232 /* Regenerate Grace */
2506 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2233 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2507 if (--op->last_grace < 0) 2234 if (--op->last_grace < 0)
2528 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2255 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2529 } 2256 }
2530 /* wearing stuff doesn't detract from grace generation. */ 2257 /* wearing stuff doesn't detract from grace generation. */
2531 } 2258 }
2532 2259
2260 if (op->stats.food > 0)
2261 {
2533 /* Regenerate Hit Points */ 2262 /* Regenerate Spell Points */
2534 if (--op->last_heal < 0) 2263 if (!op->contr->golem && --op->last_sp < 0)
2535 {
2536 if (op->stats.hp < op->stats.maxhp)
2537 { 2264 {
2538 op->stats.hp++; 2265 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2539 /* dms do not consume food */ 2266
2540 if (!QUERY_FLAG (op, FLAG_WIZ)) 2267 if (op->stats.sp < op->stats.maxsp)
2541 { 2268 {
2269 op->stats.sp++;
2270
2271 /* dms do not consume food */
2272 if (!QUERY_FLAG (op, FLAG_WIZ))
2273 {
2542 op->stats.food--; 2274 op->stats.food--;
2275
2543 if (op->contr->digestion < 0) 2276 if (op->contr->digestion < 0)
2544 op->stats.food += op->contr->digestion; 2277 op->stats.food += op->contr->digestion;
2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2278 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2546 op->stats.food = last_food; 2279 op->stats.food = last_food;
2280 }
2547 } 2281 }
2548 }
2549 2282
2550 if (max_hp > 1) 2283 if (max_sp > 1)
2551 {
2552 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2553 if (over_hp > 0)
2554 { 2284 {
2555 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2285 over_sp = (gen_sp + 10) / rate_sp;
2286 if (over_sp > 0)
2287 {
2288 if (op->stats.sp < op->stats.maxsp)
2289 {
2290 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2291
2292 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2293 op->stats.sp--;
2294
2295 if (op->stats.sp > op->stats.maxsp)
2296 op->stats.sp = op->stats.maxsp;
2297 }
2298
2556 op->last_heal = 0; 2299 op->last_sp = 0;
2300 }
2301 else
2302 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2557 } 2303 }
2558 else 2304 else
2305 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2306 }
2307
2308 /* Regenerate Hit Points */
2309 if (--op->last_heal < 0)
2310 {
2311 if (op->stats.hp < op->stats.maxhp)
2559 { 2312 {
2560 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2313 op->stats.hp++;
2314
2315 /* dms do not consume food */
2316 if (!QUERY_FLAG (op, FLAG_WIZ))
2317 {
2318 op->stats.food--;
2319
2320 if (op->contr->digestion < 0)
2321 op->stats.food += op->contr->digestion;
2322 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2323 op->stats.food = last_food;
2324 }
2561 } 2325 }
2326
2327 if (max_hp > 1)
2328 {
2329 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2330
2331 if (over_hp > 0)
2332 {
2333 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2334 op->last_heal = 0;
2335 }
2336 else
2337 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2562 } 2338 }
2563 else 2339 else
2564 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2340 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2566 } 2341 }
2567 } 2342 }
2568 2343
2569 /* Digestion */ 2344 /* Digestion */
2570 if (--op->last_eat < 0) 2345 if (--op->last_eat < 0)
2571 { 2346 {
2572 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2347 int bonus = max (0, op->contr->digestion),
2348 penalty = max (0, -op->contr->digestion);
2573 2349
2574 if (op->contr->gen_hp > 0)
2575 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2350 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2576 else
2577 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2578 2351
2579 /* dms do not consume food */ 2352 /* dms do not consume food */
2580 if (!QUERY_FLAG (op, FLAG_WIZ)) 2353 if (!QUERY_FLAG (op, FLAG_WIZ))
2581 op->stats.food--; 2354 op->stats.food--;
2582 } 2355 }
2583 2356
2584 if (op->stats.food < 0 && op->stats.hp >= 0) 2357 if (op->stats.food < 0 && op->stats.hp >= 0)
2585 { 2358 {
2586 object *tmp, *flesh = 0; 2359 object *flesh = 0;
2587 2360
2588 for (tmp = op->inv; tmp; tmp = tmp->below) 2361 for_inv_removable (op, tmp)
2589 { 2362 {
2590 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2363 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2364 continue;
2365
2366 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2591 { 2367 {
2592 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2368 op->statusmsg ("You blindly grab for a bite of food. "
2593 { 2369 "H<To prevent you from starving, you ate some random item from your backpack.>");
2594 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2595 manual_apply (op, tmp, 0); 2370 manual_apply (op, tmp, 0);
2371
2596 if (op->stats.food >= 0 || op->stats.hp < 0) 2372 if (op->stats.food >= 0 || op->stats.hp < 0)
2597 break; 2373 break;
2598 } 2374 }
2599 else if (tmp->type == FLESH) 2375 else if (tmp->type == FLESH)
2600 flesh = tmp; 2376 flesh = tmp;
2601 } /* End if paid for object */ 2377 }
2602 } /* end of for loop */
2603 2378
2604 /* If player is still starving, it means they don't have any food, so 2379 /* If player is still starving, it means they don't have any food, so
2605 * eat flesh instead. 2380 * eat flesh instead.
2606 */ 2381 */
2607 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2382 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2608 { 2383 {
2609 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2384 op->statusmsg ("You blindly grab for a bite of food. "
2385 "H<To prevent you from starving, you ate some random item from your backpack.>");
2610 manual_apply (op, flesh, 0); 2386 manual_apply (op, flesh, 0);
2611 } 2387 }
2388
2389 // If player is still starving, alert him!
2390 if (op->stats.food < 0)
2391 op->failmsg ("You are starving! "
2392 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2393 }
2394
2395 if (op->stats.food < 0)
2612 } 2396 {
2397 op->stats.hp += op->stats.food;
2398 op->stats.food = 0;
2613 2399
2614 while (op->stats.food < 0 && op->stats.hp >= 0) 2400 if (op->stats.hp < 0)
2615 op->stats.food++, op->stats.hp--; 2401 {
2402 op->contr->killer = archetype::get ("killer_starvation");
2403 op->contr->killer->destroy ();
2404 }
2405 }
2616 2406
2407 /* killer should be set here already */
2617 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2408 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2618 kill_player (op); 2409 kill_player (op);
2619 } 2410 }
2620} 2411}
2621 2412
2625 * file. 2416 * file.
2626 */ 2417 */
2627void 2418void
2628kill_player (object *op) 2419kill_player (object *op)
2629{ 2420{
2630 char buf[MAX_BUF];
2631 int x, y; 2421 int x, y;
2632
2633 //int i;
2634 maptile *map; /* this is for resurrection */ 2422 maptile *map; /* this is for resurrection */
2635
2636 /* int z;
2637 int num_stats_lose;
2638 int lost_a_stat;
2639 int lose_this_stat;
2640 int this_stat; */
2641 int will_kill_again; 2423 int will_kill_again;
2642 archetype *at; 2424 archetype *at;
2643 object *tmp; 2425 object *tmp;
2644 2426
2645 if (save_life (op)) 2427 if (save_life (op))
2646 return; 2428 return;
2647 2429
2430 dynbuf_text deathtab;
2431
2432 /* restore player */
2433 at = archetype::find (shstr_poisoning);
2434 if (object *tmp = present_arch_in_ob (at, op))
2435 {
2436 tmp->destroy ();
2437 deathtab << "Your body feels cleansed...\r";
2438 }
2439
2440 at = archetype::find (shstr_confusion);
2441 if (object *tmp = present_arch_in_ob (at, op))
2442 {
2443 tmp->destroy ();
2444 deathtab << "Your mind feels clearer...\r";
2445 }
2446
2447 cure_disease (op, 0, 0); /* remove any disease */
2448
2449 max_it (op->stats.hp , op->stats.maxhp);
2450 max_it (op->stats.sp , op->stats.maxsp);
2451 max_it (op->stats.grace, op->stats.maxgrace);
2452
2453 if (op->stats.food <= 0)
2454 op->stats.food = 999;
2455
2456 // remove all spell effects that are active
2457 // to avoid long-term effects such as word-of-recall
2458 for (object *item = op->inv; item; )
2459 {
2460 object *next = item->below;
2461
2462 if (item->type == SPELL_EFFECT && item->active)
2463 item->destroy ();
2464
2465 item = next;
2466 }
2648 2467
2649 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2468 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2650 * in cities ONLY!!! It is very important that this doesn't get abused. 2469 * in cities ONLY!!! It is very important that this doesn't get abused.
2651 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2652 */ 2471 */
2653 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2654 { 2473 {
2655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2474 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2657
2658 /* restore player */
2659 at = archetype::find ("poisoning");
2660 if (object *tmp = present_arch_in_ob (at, op))
2661 {
2662 tmp->destroy ();
2663 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2664 }
2665
2666 at = archetype::find ("confusion");
2667 if (object *tmp = present_arch_in_ob (at, op))
2668 {
2669 tmp->destroy ();
2670 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2671 }
2672
2673 cure_disease (op, 0); /* remove any disease */
2674 op->stats.hp = op->stats.maxhp;
2675 if (op->stats.food <= 0)
2676 op->stats.food = 999;
2677 2475
2678 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2679 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2680 { 2478
2681 sprintf (buf, "%s's finger", &op->name); 2479 tmp->name = format ("%s's finger" , &op->name);
2682 tmp->name = buf; 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2683 sprintf (buf, " This finger has been cut off %s\n" 2481 tmp->msg = format (
2684 " the %s, when he was defeated at\n level %d by %s.\n", 2482 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2685 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2483 &op->name, op->contr->title,
2686 tmp->msg = buf; 2484 (int)op->level,
2485 op->contr->killer_name ()
2486 );
2687 tmp->value = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2688 tmp->materialname = "organics"; 2488 tmp->material = name_to_material (shstr_organic);
2689 tmp->insert_at (op, tmp); 2489 tmp->insert_at (op, tmp);
2690 }
2691 2490
2692 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2693 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2694 op->contr->braced = 0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2695 return; 2496 return;
2696 } 2497 }
2697 2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2501
2698 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
2699 2503
2700 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
2701 2505
2702 if (op->stats.food < 0) 2506 op->contr->play_sound (sound_find ("player_dies"));
2703 {
2704 sprintf (buf, "%s starved to death.", &op->name);
2705 strcpy (op->contr->killer, "starvation");
2706 }
2707 else
2708 sprintf (buf, "%s died.", &op->name);
2709
2710 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2711 2507
2712 /* save the map location for corpse, gravestone */ 2508 /* save the map location for corpse, gravestone */
2713 x = op->x; 2509 x = op->x;
2714 y = op->y; 2510 y = op->y;
2715 map = op->map; 2511 map = op->map;
2743 2539
2744 lost_a_stat = 0; 2540 lost_a_stat = 0;
2745 2541
2746 for (z = 0; z < num_stats_lose; z++) 2542 for (z = 0; z < num_stats_lose; z++)
2747 { 2543 {
2748 i = RANDOM () % NUM_STATS; 2544 i = rndm (NUM_STATS);
2749 2545
2750 if (settings.stat_loss_on_death) 2546 if (settings.stat_loss_on_death)
2751 { 2547 {
2752 /* Pick a random stat and take a point off it. Tell the player 2548 /* Pick a random stat and take a point off it. Tell the player
2753 * what he lost. 2549 * what he lost.
2760 lost_a_stat = 1; 2556 lost_a_stat = 1;
2761 } 2557 }
2762 else 2558 else
2763 { 2559 {
2764 /* deplete a stat */ 2560 /* deplete a stat */
2765 archetype *deparch = archetype::find ("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2766 object *dep; 2562 object *dep;
2767 2563
2768 dep = present_arch_in_ob (deparch, op); 2564 dep = present_arch_in_ob (deparch, op);
2769 if (!dep) 2565 if (!dep)
2770 { 2566 {
2771 dep = arch_to_object (deparch); 2567 dep = deparch->instance ();
2772 insert_ob_in_ob (dep, op); 2568 insert_ob_in_ob (dep, op);
2773 } 2569 }
2774 lose_this_stat = 1; 2570 lose_this_stat = 1;
2775 if (settings.balanced_stat_loss) 2571 if (settings.balanced_stat_loss)
2776 { 2572 {
2804 } 2600 }
2805 } 2601 }
2806 2602
2807 if (lose_this_stat) 2603 if (lose_this_stat)
2808 { 2604 {
2809 this_stat = get_attr_value (&(dep->stats), i); 2605 this_stat = get_attr_value (&dep->stats, i);
2810 /* We could try to do something clever like find another 2606 /* We could try to do something clever like find another
2811 * stat to reduce if this fails. But chances are, if 2607 * stat to reduce if this fails. But chances are, if
2812 * stats have been depleted to -50, all are pretty low 2608 * stats have been depleted to -50, all are pretty low
2813 * and should be roughly the same, so it shouldn't make a 2609 * and should be roughly the same, so it shouldn't make a
2814 * difference. 2610 * difference.
2822 lost_a_stat = 1; 2618 lost_a_stat = 1;
2823 } 2619 }
2824 } 2620 }
2825 } 2621 }
2826 } 2622 }
2623
2827 /* If no stat lost, tell the player. */ 2624 /* If no stat lost, tell the player. */
2828 if (!lost_a_stat) 2625 if (!lost_a_stat)
2829 { 2626 {
2830 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
2831 Should I be using something else? GD */ 2628 Should I be using something else? GD */
2832 const char *god = determine_god (op); 2629 shstr_tmp god = determine_god (op);
2833 2630
2834 if (god && (strcmp (god, "none"))) 2631 if (god != shstr_none)
2835 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2632 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2836 else 2633 else
2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2634 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2838 } 2635 }
2839#else 2636#else
2840 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2637 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2841#endif 2638#endif
2842 2639
2843 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2844 * exp loss on the stone. 2641 * exp loss on the stone.
2845 */ 2642 */
2846 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2847 sprintf (buf, "%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2848 tmp->name = buf; 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2849 sprintf (buf, "%s's gravestones", &op->name); 2646 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2850 tmp->name_pl = buf; 2647 &op->name, op->contr->title, op->contr->killer_name ());
2851 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);
2852 tmp->msg = buf;
2853 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2854 insert_ob_in_map (tmp, op->map, NULL, 0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
2855 2650
2856 /**************************************/ 2651 /**************************************/
2857 /* */ 2652 /* */
2858 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
2859 /* if we died cause of food, give us */
2860 /* food, and reset HP's... */
2861 /* */ 2654 /* */
2862 /**************************************/ 2655 /**************************************/
2863 2656
2864 /* remove any poisoning and confusion the character may be suffering. */
2865 /* restore player */
2866 at = archetype::find ("poisoning");
2867 tmp = present_arch_in_ob (at, op);
2868
2869 if (tmp)
2870 {
2871 tmp->destroy ();
2872 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2873 }
2874
2875 at = archetype::find ("confusion");
2876 tmp = present_arch_in_ob (at, op);
2877 if (tmp)
2878 {
2879 tmp->destroy ();
2880 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2881 }
2882
2883 cure_disease (op, 0); /* remove any disease */
2884
2885 /*add_exp(op, (op->stats.exp * -0.20)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
2886 apply_death_exp_penalty (op); 2658 apply_death_exp_penalty (op);
2887 if (op->stats.food < 100)
2888 op->stats.food = 900;
2889 op->stats.hp = op->stats.maxhp;
2890 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2891 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2892 2659
2893 /* 2660 /*
2894 * Check to see if the player has any unpaid items. If so, remove them 2661 * Check to see if the player has any unpaid items. If so, remove them
2895 * and put them back in the map. 2662 * and put them back in the map.
2896 */ 2663 */
2897 remove_unpaid_objects (op->inv, op); 2664 op->drop_unpaid_items ();
2898 2665
2899 /****************************************/ 2666 /****************************************/
2900 /* */ 2667 /* */
2901 /* Move player to his current respawn- */ 2668 /* Move player to his current respawn- */
2902 /* position (usually last savebed) */ 2669 /* position (usually last savebed) */
2931 if (will_kill_again & (1 << at)) 2698 if (will_kill_again & (1 << at))
2932 force->resist[at] = 100; 2699 force->resist[at] = 100;
2933 2700
2934 insert_ob_in_ob (force, op); 2701 insert_ob_in_ob (force, op);
2935 op->update_stats (); 2702 op->update_stats ();
2936
2937 } 2703 }
2938 2704
2939 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2940} 2706}
2941 2707
2942void 2708static void
2943loot_object (object *op) 2709loot_object (object *op)
2944{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
2945 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
2946 2712
2947 op->close_container (); /* close open sack first */ 2713 op->close_container (); /* close open sack first */
2961 2727
2962 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2728 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2963 { 2729 {
2964 if (tmp->nrof > 1) 2730 if (tmp->nrof > 1)
2965 { 2731 {
2966 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2732 tmp->decrease (rndm (1, tmp->nrof - 1));
2967 tmp2->destroy ();
2968 insert_ob_in_map (tmp, op->map, NULL, 0); 2733 insert_ob_in_map (tmp, op->map, NULL, 0);
2969 } 2734 }
2970 else 2735 else
2971 tmp->destroy (); 2736 tmp->destroy ();
2972 } 2737 }
2979 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
2980 * what needs to be fixed. Refresh windows and fix speed if anything 2745 * what needs to be fixed. Refresh windows and fix speed if anything
2981 * was changed. 2746 * was changed.
2982 */ 2747 */
2983void 2748void
2984fix_weight (void) 2749fix_weight ()
2985{ 2750{
2986 for_all_players (pl) 2751 for_all_players (pl)
2987 { 2752 {
2988 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2753 sint32 old = pl->ob->carrying;
2989 2754
2990 if (old == sum) 2755 pl->ob->update_weight ();
2991 continue; 2756
2757 if (old != pl->ob->carrying)
2758 {
2992 pl->ob->update_stats (); 2759 pl->ob->update_stats ();
2993 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2760 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2761 }
2994 } 2762 }
2995} 2763}
2996 2764
2997void 2765void
2998fix_luck (void) 2766fix_luck ()
2999{ 2767{
3000 for_all_players (pl) 2768 for_all_players (pl)
3001 if (!pl->ob->contr->ns->state) 2769 if (!pl->ob->contr->ns->state)
3002 pl->ob->change_luck (0); 2770 pl->ob->change_luck (0);
3003} 2771}
3040} 2808}
3041 2809
3042void 2810void
3043make_visible (object *op) 2811make_visible (object *op)
3044{ 2812{
3045 op->hide = 0; 2813 op->flag [FLAG_HIDDEN] = 0;
3046 op->invisible = 0; 2814 op->invisible = 0;
2815
3047 if (op->type == PLAYER) 2816 if (op->type == PLAYER)
3048 { 2817 {
3049 op->contr->tmp_invis = 0; 2818 op->contr->tmp_invis = 0;
3050 op->contr->invis_race = 0; 2819 op->contr->invis_race = 0;
3051 } 2820 }
3054} 2823}
3055 2824
3056int 2825int
3057is_true_undead (object *op) 2826is_true_undead (object *op)
3058{ 2827{
3059 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2828 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3060 return 1; 2829 return 1;
3061 2830
3062 return 0; 2831 return 0;
3063} 2832}
3064 2833
3065/* look at the surrounding terrain to determine 2834/* look at the surrounding terrain to determine
3066 * the hideability of this object. Positive levels 2835 * the hideability of this object. Positive levels
3067 * indicate greater hideability. 2836 * indicate greater hideability.
3068 */ 2837 */
3069
3070int 2838int
3071hideability (object *ob) 2839hideability (object *ob)
3072{ 2840{
3073 int i, level = 0, mflag; 2841 int i, level = 0, mflag;
3074 sint16 x, y; 2842 sint16 x, y;
3075 2843
3076 if (!ob || !ob->map) 2844 if (!ob || !ob->map)
3077 return 0; 2845 return 0;
3078 2846
3079 /* so, on normal lighted maps, its hard to hide */ 2847 /* so, on normal lighted maps, its hard to hide */
3080 level = ob->map->darkness - 2; 2848 level = ob->map->darklevel () - 2;
3081 2849
3082 /* this also picks up whether the object is glowing. 2850 /* this also picks up whether the object is glowing.
3083 * If you carry a light on a non-dark map, its not 2851 * If you carry a light on a non-dark map, its not
3084 * as bad as carrying a light on a pitch dark map */ 2852 * as bad as carrying a light on a pitch dark map */
3085 if (has_carried_lights (ob)) 2853 if (ob->has_carried_lights ())
3086 level = -(10 + (2 * ob->map->darkness)); 2854 level = -(10 + (2 * ob->map->darklevel ()));
3087 2855
3088 /* scan through all nearby squares for terrain to hide in */ 2856 /* scan through all nearby squares for terrain to hide in */
3089 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2857 for (i = 0, x = ob->x, y = ob->y;
2858 i <= SIZEOFFREE1;
2859 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3090 { 2860 {
3091 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2861 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3092 if (mflag & P_OUT_OF_MAP) 2862 if (mflag & P_OUT_OF_MAP)
3093 {
3094 continue; 2863 continue;
3095 } 2864
3096 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2865 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 2866 level += 2;
3098 else /* open terrain! */ 2867 else /* open terrain! */
3099 level -= 1; 2868 level -= 1;
3100 } 2869 }
3108/* For Hidden creatures - a chance of becoming 'unhidden' 2877/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 2878 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 2879 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 2880 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 2881 */
3113
3114void 2882void
3115do_hidden_move (object *op) 2883do_hidden_move (object *op)
3116{ 2884{
3117 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2885 int hide = 0;
3118 object *skop;
3119 2886
3120 if (!op || !op->map) 2887 if (!op || !op->map)
3121 return; 2888 return;
3122 2889
3123 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2890 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2891 int num = random_roll (0, 19, op, PREFER_LOW);
3124 2892
3125 /* its *extremely* hard to run and sneak/hide at the same time! */ 2893 /* its *extremely* hard to run and sneak/hide at the same time! */
3126 if (op->type == PLAYER && op->contr->run_on) 2894 if (op->type == PLAYER && op->contr->run_on)
3127 if (!skop || num >= skop->level) 2895 if (!skop || num >= skop->level)
3128 { 2896 {
3138 num -= hide; 2906 num -= hide;
3139 2907
3140 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2908 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3141 { 2909 {
3142 make_visible (op); 2910 make_visible (op);
2911
3143 if (op->type == PLAYER) 2912 if (op->type == PLAYER)
3144 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2913 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3145 } 2914 }
3146 else if (op->type == PLAYER && skop) 2915 else if (op->type == PLAYER && skop)
3147 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2916 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3200 * object op. This function works fine for monsters, 2969 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 2970 * but we dont worry if the object isnt the top one in
3202 * a pile (say a coin under a table would return "viewable" 2971 * a pile (say a coin under a table would return "viewable"
3203 * by this routine). Another question, should we be 2972 * by this routine). Another question, should we be
3204 * concerned with the direction the player is looking 2973 * concerned with the direction the player is looking
3205 * in? Realistically, most of use cant see stuff behind 2974 * in? Realistically, most of us can't see stuff behind
3206 * our backs...on the other hand, does the "facing" direction 2975 * our backs...on the other hand, does the "facing" direction
3207 * imply the way your head, or body is facing? Its possible 2976 * imply the way your head, or body is facing? It's possible
3208 * for them to differ. Sigh, this fctn could get a bit more complex. 2977 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 2978 * -b.t.
3210 * This function is now map tiling safe. 2979 * This function is now map tiling safe.
3211 */ 2980 */
3212
3213int 2981int
3214player_can_view (object *pl, object *op) 2982player_can_view (object *pl, object *op)
3215{ 2983{
3216 rv_vector rv; 2984 rv_vector rv;
3217 int dx, dy; 2985 int dx, dy;
3229 2997
3230 get_rangevector (pl, op, &rv, 0x1); 2998 get_rangevector (pl, op, &rv, 0x1);
3231 2999
3232 /* starting with the 'head' part, lets loop 3000 /* starting with the 'head' part, lets loop
3233 * through the object and find if it has any 3001 * through the object and find if it has any
3234 * part that is in the los array but isnt on 3002 * part that is in the los array but isn't on
3235 * a blocked los square. 3003 * a blocked los square.
3236 * we use the archetype to figure out offsets. 3004 * we use the archetype to figure out offsets.
3237 */ 3005 */
3238 while (op) 3006 while (op)
3239 { 3007 {
3240 dx = rv.distance_x + op->arch->clone.x; 3008 dx = rv.distance_x + op->arch->x;
3241 dy = rv.distance_y + op->arch->clone.y; 3009 dy = rv.distance_y + op->arch->y;
3242 3010
3243 /* only the viewable area the player sees is updated by LOS 3011 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3244 * code, so we need to restrict ourselves to that range of values
3245 * for any meaningful values.
3246 */
3247 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3248 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3249 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3250 return 1; 3012 return 1;
3013
3251 op = op->more; 3014 op = op->more;
3252 } 3015 }
3253 return 0;
3254}
3255 3016
3256/* routine for both players and monsters. We call this when
3257 * there is a possibility for our action distrubing our hiding
3258 * place or invisiblity spell. Artefact invisiblity is not
3259 * effected by this. If we arent invisible to begin with, we
3260 * return 0.
3261 */
3262int
3263action_makes_visible (object *op)
3264{
3265
3266 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3267 {
3268 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3269 return 0;
3270
3271 if (op->contr && op->contr->tmp_invis == 0)
3272 return 0;
3273
3274 /* If monsters, they should become visible */
3275 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3276 {
3277 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3278 return 1;
3279 }
3280 }
3281 return 0; 3017 return 0;
3282} 3018}
3283 3019
3284/* op_on_battleground - checks if the given object op (usually 3020/* op_on_battleground - checks if the given object op (usually
3285 * a player) is standing on a valid battleground-tile, 3021 * a player) is standing on a valid battleground-tile,
3290 * Default is to do the same as before, so only people wanting to have different points need worry about this 3026 * Default is to do the same as before, so only people wanting to have different points need worry about this
3291 */ 3027 */
3292int 3028int
3293op_on_battleground (object *op, int *x, int *y) 3029op_on_battleground (object *op, int *x, int *y)
3294{ 3030{
3295 object *tmp;
3296
3297 /* A battleground-tile needs the following attributes to be valid: 3031 /* A battleground-tile needs the following attributes to be valid:
3298 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3032 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3299 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3033 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3300 * and the exit-coordinates sp/hp must both be > 0. 3034 * and the exit-coordinates sp/hp must both be > 0.
3301 * => The intention here is to prevent abuse of the battleground- 3035 * => The intention here is to prevent abuse of the battleground-
3302 * feature (like pickable or hidden battleground tiles). */ 3036 * feature (like pickable or hidden battleground tiles). */
3303 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3037 for (object *tmp = op->below; tmp; tmp = tmp->below)
3304 { 3038 {
3305 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3039 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3306 { 3040 {
3307 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3041 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3308 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3042 && tmp->type == BATTLEGROUND
3043 && tmp->name == shstr_battleground
3044 && EXIT_X (tmp) && EXIT_Y (tmp))
3309 { 3045 {
3310 /*before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3311 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3047 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3312 {
3313 object *invtmp;
3314
3315 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3049 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3316 { 3050 {
3317 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3318 {
3319 if (x != NULL && y != NULL) 3051 if (x && y)
3320 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3053
3321 return 1; 3054 return 1;
3322 }
3323 } 3055 }
3324 } 3056
3325 if (x != NULL && y != NULL) 3057 if (x && y)
3326 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3059
3327 return 1; 3060 return 1;
3328 } 3061 }
3329 } 3062 }
3330 } 3063 }
3064
3331 /* If we got here, did not find a battleground */ 3065 /* If we got here, did not find a battleground */
3332 return 0; 3066 return 0;
3333} 3067}
3334 3068
3335/* 3069/*
3351 char buf[MAX_BUF]; /* tmp. string buffer */ 3085 char buf[MAX_BUF]; /* tmp. string buffer */
3352 int i = 0, j = 0; 3086 int i = 0, j = 0;
3353 3087
3354 /* get the appropriate treasurelist */ 3088 /* get the appropriate treasurelist */
3355 if (atnr == ATNR_FIRE) 3089 if (atnr == ATNR_FIRE)
3356 trlist = treasurelist::find ("dragon_ability_fire"); 3090 trlist = treasurelist::find (shstr_dragon_ability_fire);
3357 else if (atnr == ATNR_COLD) 3091 else if (atnr == ATNR_COLD)
3358 trlist = treasurelist::find ("dragon_ability_cold"); 3092 trlist = treasurelist::find (shstr_dragon_ability_cold);
3359 else if (atnr == ATNR_ELECTRICITY) 3093 else if (atnr == ATNR_ELECTRICITY)
3360 trlist = treasurelist::find ("dragon_ability_elec"); 3094 trlist = treasurelist::find (shstr_dragon_ability_elec);
3361 else if (atnr == ATNR_POISON) 3095 else if (atnr == ATNR_POISON)
3362 trlist = treasurelist::find ("dragon_ability_poison"); 3096 trlist = treasurelist::find (shstr_dragon_ability_poison);
3363 3097
3364 if (trlist == NULL || who->type != PLAYER) 3098 if (trlist == NULL || who->type != PLAYER)
3365 return; 3099 return;
3366 3100
3367 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3101 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3371 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3105 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3372 return; 3106 return;
3373 } 3107 }
3374 3108
3375 /* everything seems okay - now bring on the gift: */ 3109 /* everything seems okay - now bring on the gift: */
3376 item = &(tr->item->clone); 3110 item = tr->item;
3377 3111
3378 if (item->type == SPELL) 3112 if (item->type == SPELL)
3379 { 3113 {
3380 if (check_spell_known (who, item->name)) 3114 if (check_spell_known (who, item->name))
3381 return; 3115 return;
3440 { 3174 {
3441 /* forces in the treasurelist can alter the player's stats */ 3175 /* forces in the treasurelist can alter the player's stats */
3442 object *skin; 3176 object *skin;
3443 3177
3444 /* first get the dragon skin force */ 3178 /* first get the dragon skin force */
3445 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3179 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3447 ; 3180 ;
3448 3181
3449 if (!skin) 3182 if (!skin)
3450 return; 3183 return;
3451 3184
3484 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3485 } 3218 }
3486 else 3219 else
3487 { 3220 {
3488 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3489 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3490 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3223 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3491 tmp = insert_ob_in_ob (tmp, who); 3224 who->insert (tmp);
3492 if (who->type == PLAYER)
3493 esrv_send_item (who, tmp);
3494 } 3225 }
3495} 3226}
3496 3227
3497/** 3228/**
3498 * Unready an object for a player. This function does nothing if the object was 3229 * Unready an object for a player. This function does nothing if the object was
3509 3240
3510 if (pl->ranged_ob == ob) 3241 if (pl->ranged_ob == ob)
3511 pl->ranged_ob = 0; 3242 pl->ranged_ob = 0;
3512} 3243}
3513 3244
3245//-GPL
3246
3514sint8 3247sint8
3515player::visibility_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3516{ 3249{
3517 if (!ns) 3250 if (!ns)
3518 return 0; 3251 return LOS_BLOCKED;
3519 3252
3520 int dx, dy; 3253 int dx, dy;
3521 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3522 return 0; 3255 return LOS_BLOCKED;
3523 3256
3524 x += dx - ns->current_x + ns->mapx / 2; 3257 x += dx - ns->current_x;
3525 y += dy - ns->current_y + ns->mapy / 2; 3258 y += dy - ns->current_y;
3526 3259
3527 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3528 return 0;
3529
3530 return 100 - blocked_los [x][y]; 3260 return blocked_los (x, y);
3531} 3261}
3262
3263void
3264player::infobox (const char *title, const char *msg, int color)
3265{
3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3267}
3268
3269void
3270player::statusmsg (const char *msg, int color)
3271{
3272 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3273}
3274
3275void
3276player::failmsg (const char *msg, int color)
3277{
3278 play_sound (sound_find ("generic_failure"));
3279 statusmsg (msg, color);
3280}
3281

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