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Comparing deliantra/server/server/player.C (file contents):
Revision 1.135 by root, Sun May 13 15:13:57 2007 UTC vs.
Revision 1.255 by root, Fri Mar 26 00:53:26 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
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
158/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
159static void 41static void
160set_first_map (object *op) 42set_first_map (object *op)
161{ 43{
162 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
163 op->x = -1; 45 op->x = -1;
164 op->y = -1; 46 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178} 47}
179 48
180void 49void
181player::activate () 50player::activate ()
182{ 51{
187 ob->remove (); 56 ob->remove ();
188 ob->map = 0; 57 ob->map = 0;
189 ob->activate_recursive (); 58 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 60 add_friendly_object (ob);
192 enter_map ();
193} 61}
194 62
195void 63void
196player::deactivate () 64player::deactivate ()
197{ 65{
204 72
205 if (ob->map) 73 if (ob->map)
206 maplevel = ob->map->path; 74 maplevel = ob->map->path;
207 75
208 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
209 ob->map = 0; 78 ob->map = 0;
210 party = 0; 79 party = 0;
211 80
212 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
213 82
227 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
228 97
229 ns->update_look = 0; 98 ns->update_look = 0;
230 ns->look_position = 0; 99 ns->look_position = 0;
231 100
232 clear_los (ob); 101 clear_los ();
233 102
234 ns->reset_stats (); 103 ns->reset_stats ();
235 104
236 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
239 108
240 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
241 link_player_skills (ob); 110 link_skills ();
242 111
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
246 113
247 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
249 { 116 {
250 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254 118
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 122 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 124 skin = tmp;
261 125
262 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
263 } 127 }
264 128
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 130
267 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_BOW] = false;
268 142
269 for (object *op = ob->inv; op; op = op->below) 143 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED]) 144 if (op->flag [FLAG_APPLIED])
271 switch (op->type) 145 switch (op->type)
272 { 146 {
147 case SKILL:
148 op->flag [FLAG_APPLIED] = false;
149 break;
150
273 case WAND: 151 case WAND:
274 case ROD: 152 case ROD:
275 case HORN: 153 case HORN:
276 case BOW: 154 case BOW:
277 case SKILL: 155 ranged_ob = op;
278 case SKILL_TOOL: 156 break;
157
279 case WEAPON: 158 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY); 159 combat_ob = op;
281 apply_special (ob, op, AP_APPLY);
282 break; 160 break;
283 } 161 }
284 162
285 ob->update_stats (); 163 ob->current_weapon = 0;
286 ns->floorbox_update (); 164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
287 165 activate (); // change_weapon also activates, but this doesn't hurt
288 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0);
290
291 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296 166
297 INVOKE_PLAYER (CONNECT, this); 167 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this); 168 INVOKE_PLAYER (LOGIN, this);
299} 169}
300 170
301void 171void
302player::disconnect () 172player::disconnect ()
303{ 173{
174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
304 if (ns) 180 if (ns)
305 { 181 {
306 if (active) 182 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308 184
311 ns->reset_stats (); 187 ns->reset_stats ();
312 ns->pl = 0; 188 ns->pl = 0;
313 ns = 0; 189 ns = 0;
314 } 190 }
315 191
316 if (ob) 192 // this is important for the player scheduler to get the correct refcount
317 ob->close_container (); //TODO: client-specific 193 // when ns = 0
194 observe = viewpoint = ob;
318 195
319 deactivate (); 196 deactivate ();
320} 197}
198
199//-GPL
321 200
322// the need for this function can be explained 201// the need for this function can be explained
323// by load_object not returning the object 202// by load_object not returning the object
324void 203void
325player::set_object (object *op) 204player::set_object (object *op)
326{ 205{
327 ob = op; 206 ob = observe = viewpoint = op;
328 ob->contr = this; /* this aren't yet in archetype */ 207 ob->contr = this; /* this aren't yet in archetype */
329 208
209 ob->speed = 1.0f;
330 ob->speed_left = 0.5f; 210 ob->speed_left = 0.5f;
331 ob->speed = 1.0f; 211
332 ob->direction = 5; /* So player faces south */ 212 ob->direction = 5; /* So player faces south */
333} 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
334 230
335player::player () 231player::player ()
336{ 232{
337 /* There are some elements we want initialised to non zero value - 233 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point. 234 * we deal with that below this point.
344 savebed_map = first_map_path; /* Init. respawn position */ 240 savebed_map = first_map_path; /* Init. respawn position */
345 241
346 gen_sp_armour = 10; 242 gen_sp_armour = 10;
347 bowtype = bow_normal; 243 bowtype = bow_normal;
348 petmode = pet_normal; 244 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers; 245 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 246 peaceful = 1; /* default peaceful */
352 do_los = 1; 247 do_los = 1;
248
249 weapon_sp = 1.0f;
250 weapon_sp_left = 0.5f;
353} 251}
354 252
355void 253void
356player::do_destroy () 254player::do_destroy ()
357{ 255{
362 if (ob) 260 if (ob)
363 { 261 {
364 ob->destroy_inv (false); 262 ob->destroy_inv (false);
365 ob->destroy (); 263 ob->destroy ();
366 } 264 }
265
266 ob = observe = viewpoint = 0;
367} 267}
368 268
369player::~player () 269player::~player ()
370{ 270{
371 /* Clear item stack */ 271 /* Clear item stack */
372 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 }
373} 301}
374 302
375/* Tries to add player on the connection passed in ns. 303/* Tries to add player on the connection passed in ns.
376 * 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
377 * mode. 305 * mode.
379player * 307player *
380player::create () 308player::create ()
381{ 309{
382 player *pl = new player; 310 player *pl = new player;
383 311
384 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
385 313
386 pl->ob->roll_stats (); 314 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2; 315 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */ 316 pl->ob->run_away = 25; /* Then we panick... */
389 317
390 set_first_map (pl->ob); 318 set_first_map (pl->ob);
391 319
392 return pl; 320 return pl;
393}
394
395/*
396 * get_player_archetype() return next player archetype from archetype
397 * list. Not very efficient routine, but used only creating new players.
398 * Note: there MUST be at least one player archetype!
399 */
400archetype *
401get_player_archetype (archetype *at)
402{
403 archetype *start = at;
404
405 for (;;)
406 {
407 if (at == NULL || at->next == NULL)
408 at = first_archetype;
409 else
410 at = at->next;
411
412 if (at->clone.type == PLAYER)
413 return at;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 }
421} 321}
422 322
423object * 323object *
424get_nearest_player (object *mon) 324get_nearest_player (object *mon)
425{ 325{
428 unsigned lastdist; 328 unsigned lastdist;
429 rv_vector rv; 329 rv_vector rv;
430 330
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 332 {
433 /* We should not find free objects on this friendly list, but it
434 * does periodically happen. Given that, lets deal with it.
435 * While unlikely, it is possible the next object on the friendly
436 * list is also free, so encapsulate this in a while loop.
437 */
438 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439 {
440 object *tmp = ol->ob;
441
442 /* Can't do much more other than log the fact, because the object
443 * itself will have been cleared.
444 */
445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
447 ol = ol->next;
448 remove_friendly_object (tmp);
449 if (!ol)
450 return op;
451 }
452
453 /* Remove special check for player from this. First, it looks to cause
454 * some crashes (ol->ob->contr not set properly?), but secondly, a more
455 * complicated method of state checking would be needed in any case -
456 * as it was, a clever player could type quit, and the function would
457 * skip them over while waiting for confirmation. Remove
458 * on_same_map check, as can_detect_enemy also does this
459 */
460 if (!can_detect_enemy (mon, ol->ob, &rv)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 334 continue;
462 335
463 if (lastdist > rv.distance) 336 if (lastdist > rv.distance)
464 { 337 {
659 532
660 return firstdir; 533 return firstdir;
661} 534}
662 535
663void 536void
664give_initial_items (object *pl, treasurelist * items) 537give_initial_items (object *pl, treasurelist *items)
665{ 538{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 539 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 541
671 for (op = pl->inv; op; op = next) 542 for (object *next, *op = pl->inv; op; op = next)
672 { 543 {
673 next = op->below; 544 next = op->below;
674 545
675 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
676 * 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
681 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 553 * by this player due to race restrictions
683 */ 554 */
684 if (pl->type == PLAYER) 555 if (pl->type == PLAYER)
685 { 556 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
687 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
690 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))
691 { 564 {
692 op->destroy (); 565 op->destroy ();
693 continue; 566 continue;
694 } 567 }
695 } 568 }
696 569
697 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
698 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
699 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */ 573 */
703 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
704 { 575 {
705 object *tmp;
706
707 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 { 578 {
713 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
715 continue; 582 break;
716 } 583 }
717 584
718 if (op->nrof > 1) 585 if (op->nrof > 1)
719 op->nrof = 1; 586 op->nrof = 1;
720 } 587 }
721 588
722 if (op->type == SPELLBOOK && op->inv) 589 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 591
727 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
728 * 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
729 * merged properly. 594 * merged properly.
730 */ 595 */
731 if (need_identify (op)) 596 if (need_identify (op))
732 { 597 {
733 SET_FLAG (op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 601 }
602
737 if (op->type == SPELL) 603 if (op->type == SPELL)
738 { 604 {
739 op->destroy (); 605 op->destroy ();
740 continue; 606 continue;
741 } 607 }
743 { 609 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 611 op->stats.exp = 0;
746 op->level = 1; 612 op->level = 1;
747 } 613 }
748 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
752 617
753 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
754 link_player_skills (pl); 619 pl->contr->link_skills ();
755} 620}
756 621
757void 622void
758get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
759{ 624{
769 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:");
770} 635}
771 636
772/* 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. */
773static int 638static int
774roll_stat (void) 639roll_stat ()
775{ 640{
776 int a[4], i, j, k; 641 int a[4], i, j, k;
777 642
778 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
779 a[i] = (int) rndm (6) + 1; 644 a[i] = (int) rndm (6) + 1;
860static void 725static void
861start_info (object *op) 726start_info (object *op)
862{ 727{
863 char buf[MAX_BUF]; 728 char buf[MAX_BUF];
864 729
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 730 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 731 new_draw_info (NDI_UNIQUE, 0, op, buf);
867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
869} 732}
870 733
871/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
876 */ 739 */
877void 740void
878player::chargen_race_done () 741player::chargen_race_done ()
879{ 742{
880 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
881 esrv_new_player (ob->contr, ob->weight + ob->carrying); 744 esrv_new_player (ob->contr);
882 745
883 treasurelist *tl = treasurelist::find ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
884 if (tl) 747 if (tl)
885 create_treasure (tl, ob, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
886 749
887 INVOKE_PLAYER (BIRTH, ob->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, ob->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
889 752
890 ob->contr->ns->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
891 754
892 if (ob->msg) 755 if (ob->msg)
893 ob->msg = 0; 756 ob->msg = 0;
894
895 /* We create this now because some of the unique maps will need it
896 * to save here.
897 */
898 {
899 char buf[MAX_BUF];
900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
901 make_path_to_file (buf);
902 }
903 757
904 start_info (ob); 758 start_info (ob);
905 CLEAR_FLAG (ob, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
906 give_initial_items (ob, ob->randomitems); 760 give_initial_items (ob, ob->randomitems);
907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob); 761 esrv_send_inventory (ob, ob);
909 ob->update_stats (); 762 ob->update_stats ();
910 763
911 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
912 * is one for this race 765 * is one for this race
913 */ 766 */
914 if (*first_map_ext_path) 767 if (*first_map_ext_path)
915 { 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
916 object *tmp;
917 char mapname[MAX_BUF];
918
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
920 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
925 * if the map isn't there, then stay on the
926 * default initial map */
927 tmp->destroy ();
928 }
929 else 769 else
930 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
931} 771}
932 772
933void 773void
943 int x = ob->x, y = ob->y; 783 int x = ob->x, y = ob->y;
944 784
945 ob->remove_statbonus (); 785 ob->remove_statbonus ();
946 ob->remove (); 786 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 787 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 788 ob->arch->copy_to (ob);
949 ob->instantiate (); 789 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 791 ob->name = ob->name_pl = name;
952 ob->x = x; 792 ob->x = x;
953 ob->y = y; 793 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 796 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 797 ob->add_statbonus ();
958 } 798 }
959 while (!allowed_class (ob)); 799 while (!allowed_class (ob));
960 800
961 update_object (ob, UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
964 ob->stats.hp = ob->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
965 ob->stats.sp = ob->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
966 ob->stats.grace = 0; 806 ob->stats.grace = 0;
967} 807}
968 808
969void 809static void
970flee_player (object *op) 810flee_player (object *op)
971{ 811{
972 int dir, diff; 812 int dir, diff;
973 rv_vector rv; 813 rv_vector rv;
974 814
977 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 819 return;
980 } 820 }
981 821
982 if (op->enemy == NULL) 822 if (!op->enemy)
983 { 823 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
986 return; 826 return;
987 } 827 }
988 828
989 /* Seen some crashes here. Since we don't store an
990 * op->enemy_count, it is possible that something destroys the
991 * actual enemy, and the object is recycled.
992 */
993 if (op->enemy->map == NULL)
994 {
995 CLEAR_FLAG (op, FLAG_SCARED);
996 op->enemy = NULL;
997 return;
998 }
999
1000 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))
1001 { 830 {
1002 op->enemy = NULL; 831 op->enemy = NULL;
1003 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1004 return; 833 return;
1007 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1008 837
1009 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
1011 { 840 {
1012 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
1013 842
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 843 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1015 return; 844 return;
1016 } 845 }
1017 846
1018 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
1019 CLEAR_FLAG (op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
1028check_pick (object *op) 857check_pick (object *op)
1029{ 858{
1030 object *tmp, *next; 859 object *tmp, *next;
1031 int stop = 0; 860 int stop = 0;
1032 int wvratio; 861 int wvratio;
1033 char putstring[128];
1034 862
1035 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1037 return 1; 865 return 1;
1038 866
1039 next = op->below; 867 next = op->below;
1040 868
869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
871
1041 /* 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
1042 * destroyed */ 873 * destroyed */
1043 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1044 { 875 {
1045 tmp = next; 876 tmp = next;
1046 next = tmp->below; 877 next = tmp->below;
1047 878
879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
1048 if (op->destroyed ()) 885 if (op->destroyed ())
1049 return 0; 886 return 0;
1050 887
1051 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1052 continue; 889 continue;
1053 890
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 892 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1058 continue; 896 continue;
1059 } 897 }
1060 898
1061 /* 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? */
1062 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1063 { 961 {
1064 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)
1065 { 1025 {
1066 case 0: 1026 CHK_PICK_PICKUP;
1067 return 1; /* don't pick up */ 1027 continue;
1068 case 1:
1069 pick_up (op, tmp);
1070 return 1;
1071 case 2:
1072 pick_up (op, tmp);
1073 return 0;
1074 case 3:
1075 return 0; /* stop before pickup */
1076 case 4:
1077 pick_up (op, tmp);
1078 break;
1079 case 5:
1080 pick_up (op, tmp);
1081 stop = 1;
1082 break;
1083 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1085 pick_up (op, tmp);
1086 break;
1087
1088 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp);
1091 break;
1092
1093 default:
1094 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp);
1098 } 1028 }
1099 } 1029 }
1100 else 1030
1101 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1102 /* NEW pickup handling */
1103 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)
1104 { 1037 {
1105 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1106 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 }
1115
1116 /* philosophy:
1117 * It's easy to grab an item type from a pile, as long as it's
1118 * generic. This takes no game-time. For more detailed pickups
1119 * and selections, select-items should be used. This is a
1120 * grab-as-you-run type mode that's really useful for arrows for
1121 * example.
1122 * The drawback: right now it has no frontend, so you need to
1123 * stick the bits you want into a calculator in hex mode and then
1124 * convert to decimal and then 'pickup <#>
1125 */
1126
1127 /* the first two modes are exclusive: if NOTHING we return, if
1128 * STOP then we stop. All the rest are applied sequentially,
1129 * meaning if any test passes, the item gets picked up. */
1130
1131 /* if mode is set to pick nothing up, return */
1132
1133 if (op->contr->mode & PU_NOTHING)
1134 return 1;
1135
1136 /* if mode is set to stop when encountering objects, return */
1137 /* take STOP before INHIBIT since it doesn't actually pick
1138 * anything up */
1139
1140 if (op->contr->mode & PU_STOP)
1141 return 0;
1142
1143 /* useful for going into stores and not losing your settings... */
1144 /* and for battles wher you don't want to get loaded down while
1145 * fighting */
1146 if (op->contr->mode & PU_INHIBIT)
1147 return 1;
1148
1149 /* prevent us from turning into auto-thieves :) */
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 continue; 1039 continue;
1040 }
1152 1041
1153 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1154 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;
1155 continue; 1047 continue;
1048 }
1156 1049
1157 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1158 /* 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
1159 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1160 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"))
1161 { 1121 {
1162 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1163 continue; 1123 continue;
1164 } 1124 }
1125 }
1165 1126
1127 /* misc stuff that's useful */
1166 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1168 { 1130 {
1169 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1170 continue; 1132 continue;
1171 } 1133 }
1172 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1173 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1174 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
1175 { 1142 */
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1212 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)
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_VALUABLES)
1219 { 1145 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1221 { 1149 {
1222 pick_up (op, tmp); 1150 fprintf (stderr, "%s", tmp->name);
1223 continue;
1224 } 1151 }
1225 }
1226
1227 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON)
1311 {
1312 if (tmp->type == WEAPON && tmp->name != NULL)
1313 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320 }
1321
1322 if (tmp->type == WEAPON && tmp->name == NULL)
1323 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330 }
1331
1332 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */
1342 if (op->contr->mode & PU_RATIO)
1343 {
1344 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 {
1351 pick_up (op, tmp);
1352#if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL)
1355 {
1356 fprintf (stderr, "%s", tmp->name);
1357 }
1358 else 1152 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1361 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))));
1362#endif 1156#endif
1157 CHK_PICK_PICKUP;
1363 continue; 1158 continue;
1364 }
1365 } 1159 }
1366 } /* the new pickup model */ 1160 } /* the new pickup model */
1367 } 1161 }
1368 1162
1369 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;
1370} 1199}
1371 1200
1372/* 1201/*
1373 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1374 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1375 * found object is returned. 1204 * found object is returned.
1376 */ 1205 */
1377object * 1206static object *
1378find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1379{ 1208{
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type);
1385 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);
1386 return op; 1218 return arrow;
1219 }
1387 1220
1388 return tmp; 1221 return 0;
1389} 1222}
1390 1223
1391/* 1224/*
1392 * 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
1393 * 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
1394 * 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
1395 * 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.
1396 */ 1229 */
1397object * 1230static object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1399{ 1232{
1400 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1402 1235
1403 if (!type) 1236 if (!type)
1407 { 1240 {
1408 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))
1409 { 1242 {
1410 i = 0; 1243 i = 0;
1411 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1412 if (i > betterby) 1246 if (i > betterby)
1413 { 1247 {
1414 tmp = ntmp; 1248 tmp = ntmp;
1415 betterby = i; 1249 betterby = i;
1416 } 1250 }
1417 } 1251 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1253 {
1420 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1422 { 1256 {
1423 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1424 { 1258 {
1425 *better = 100; 1259 *better = 100;
1426 return arrow; 1260 return arrow;
1434 else 1268 else
1435 { 1269 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1271 {
1438 attacktype = 1 << attacknum; 1272 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 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)
1441 { 1275 {
1442 tmp = arrow; 1276 tmp = arrow;
1443 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;
1444 } 1278 }
1445 } 1279 }
1280
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1282 {
1448 tmp = arrow; 1283 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 } 1285 }
1286
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 { 1288 {
1453 tmp = arrow; 1289 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 } 1291 }
1456 } 1292 }
1457 } 1293 }
1458 } 1294 }
1295
1459 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type); 1297 return find_arrow (op, type);
1461 1298
1462 *better = betterby; 1299 *better = betterby;
1463 return tmp; 1300 return tmp;
1467 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1305 * op = the shooter
1469 * type = bow->race 1306 * type = bow->race
1470 * dir = fire direction 1307 * dir = fire direction
1471 */ 1308 */
1472object * 1309static object *
1473pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1474{ 1311{
1475 object *tmp = NULL; 1312 object *tmp = NULL;
1476 maptile *m; 1313 maptile *m;
1477 int i, mflags, found, number; 1314 int i, mflags, found, number;
1478 sint16 x, y; 1315 sint16 x, y;
1493 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1494 { 1331 {
1495 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1496 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1497 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 { 1337 {
1500 tmp = NULL; 1338 tmp = 0;
1501 break; 1339 break;
1502 } 1340 }
1503 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)
1504 { 1342 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1507 */ 1345 */
1508 tmp = NULL; 1346 tmp = 0;
1509 break; 1347 break;
1510 } 1348 }
1349
1511 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1512 {
1513 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)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1520 break; 1353 break;
1521 }
1522 } 1354 }
1523 if (tmp == NULL) 1355
1356 if (!tmp)
1524 return find_arrow (op, type); 1357 return find_arrow (op, type);
1525 1358
1526 if (tmp->head) 1359 if (tmp->head)
1527 tmp = tmp->head; 1360 tmp = tmp->head;
1528 1361
1550 { 1383 {
1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1384 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1552 return 0; 1385 return 0;
1553 } 1386 }
1554 1387
1555 if (player *pl = op->contr) 1388 if (op->contr)
1556 { 1389 bow = op->current_weapon;
1557 bow = pl->ranged_ob;
1558 if (!op->change_weapon (bow))
1559 return 0;
1560 }
1561 else 1390 else
1562 { 1391 {
1563 for (bow = op->inv; bow; bow = bow->below) 1392 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1393 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons. 1394 * don't need to switch back and forth between bows and weapons.
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1402 return 0;
1574 } 1403 }
1575 1404
1576 // 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
1577 if (bow->below) 1406 splay (bow);
1578 {
1579 bow->remove ();
1580 op->insert (bow);
1581 }
1582
1583 } 1407 }
1584 1408
1585 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1586 { 1410 {
1587 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);
1613 } 1437 }
1614 1438
1615 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1616 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1617 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1618 arrow->destroy (); 1443 arrow->destroy ();
1619 return 0; 1444 return 0;
1620 } 1445 }
1621 1446
1622 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1623 arrow = get_split_ob (arrow, 1); 1448 arrow = arrow->split ();
1624 if (!arrow) 1449 if (!arrow)
1625 { 1450 {
1626 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);
1627 return 0; 1452 return 0;
1628 } 1453 }
1632 arrow->direction = dir; 1457 arrow->direction = dir;
1633 1458
1634 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 */
1635 arrow->stats.hp = arrow->stats.dam; 1460 arrow->stats.hp = arrow->stats.dam;
1636 arrow->stats.grace = arrow->attacktype; 1461 arrow->stats.grace = arrow->attacktype;
1462 arrow->custom_name = arrow->slaying;
1637 1463
1638 if (arrow->slaying) 1464#if 0
1639 arrow->spellarg = strdup (arrow->slaying);
1640
1641 if (player *pl = op->contr) 1465 if (player *pl = op->contr)
1642 { 1466 {
1643 if (!pl->has_hit)
1644 {
1645 pl->has_hit = 1;
1646 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1647 }
1648#if 0
1649 float speed = pl->weapon_sp; 1467 float speed = pl->weapon_sp;
1650 1468
1651 /* penalize ROF for bestarrow */ 1469 /* penalize ROF for bestarrow */
1652 if (pl->bowtype == bow_bestarrow) 1470 if (pl->bowtype == bow_bestarrow)
1653 speed *= .9f; 1471 speed *= .9f;
1654 else 1472 else
1655 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1473 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1656 1474
1657 op->speed_left += speed - op->speed; 1475 op->speed_left += speed - op->speed;
1476 }
1658#endif 1477#endif
1659 }
1660 1478
1661 SET_ANIMATION (arrow, arrow->direction); 1479 SET_ANIMATION (arrow, arrow->direction);
1662 1480
1663 /* update the speed */ 1481 /* update the speed */
1664 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
1665 + bow->stats.dam / 7.0; 1483 + bow->stats.dam / 7.f;
1666 1484
1667 arrow->set_speed (max (arrow->speed, 2.0)); 1485 arrow->set_speed (max (arrow->speed, 2.f));
1668 arrow->speed_left = 0; 1486 arrow->speed_left = 0;
1669 1487
1670 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;
1671 1489
1672 if (op->type == PLAYER) 1490 if (op->type == PLAYER)
1695 1513
1696 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1697 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1698 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1699 1517
1700 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1701 m->insert (arrow, sx, sy, op); 1519 m->insert (arrow, sx, sy, op);
1702 1520
1703 if (!arrow->destroyed ()) 1521 if (!arrow->destroyed ())
1704 move_arrow (arrow); 1522 move_arrow (arrow);
1705
1706 if (op->type == PLAYER)
1707 {
1708 if (left->destroyed ())
1709 esrv_del_item (op->contr, left->count);
1710 else
1711 esrv_send_item (op, left);
1712 }
1713 1523
1714 return 1; 1524 return 1;
1715} 1525}
1716 1526
1717/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1719 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1720 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1721 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1722 * hence the function name. 1532 * hence the function name.
1723 */ 1533 */
1724int 1534static int
1725player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1726{ 1536{
1727 int ret = 0, wcmod = 0; 1537 int ret;
1728 1538
1729 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1730 { 1540 {
1731 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);
1732 } 1542 }
1733 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)
1734 { 1544 {
1735 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1736 wcmod = -1;
1737
1738 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);
1739 } 1547 }
1740 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1741 { 1549 {
1742 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);
1743 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)]);
1744 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)]);
1745 } 1553 }
1746 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1747 { 1555 {
1748 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);
1749 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);
1750 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);
1751 } 1559 }
1752 else 1560 else
1753 { 1561 {
1759} 1567}
1760 1568
1761/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1762 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1763 */ 1571 */
1764void 1572static void
1765fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1766{ 1574{
1767 object *item = op->contr->ranged_ob; 1575 object *item = op->contr->ranged_ob;
1768 1576
1769 if (!item) 1577 if (!item)
1783 1591
1784 if (item->type == WAND) 1592 if (item->type == WAND)
1785 { 1593 {
1786 if (item->stats.food <= 0) 1594 if (item->stats.food <= 0)
1787 { 1595 {
1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1596 op->contr->play_sound (sound_find ("wand_poof"));
1789 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));
1790 1598
1791 return; 1599 return;
1792 } 1600 }
1793 } 1601 }
1794 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1795 { 1603 {
1796 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))
1797 { 1609 {
1798 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1799 1611
1800 if (item->type == ROD) 1612 if (item->type == ROD)
1801 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));
1802 else 1614 else
1803 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));
1806 } 1618 }
1807 } 1619 }
1808 1620
1809 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1810 { 1622 {
1811 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
1812 if (item->type == WAND) 1625 if (item->type == WAND)
1813 { 1626 {
1814 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
1815 { 1628 {
1816 object *tmp; 1629 object *tmp;
1817 1630
1818 if (item->arch) 1631 if (item->arch)
1819 { 1632 {
1820 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1821 item->face = item->arch->clone.face; 1634 item->face = item->arch->face;
1822 item->set_speed (0); 1635 item->set_speed (0);
1823 } 1636 }
1824 1637
1825 if ((tmp = item->in_player ())) 1638 if (object *pl = item->visible_to ())
1826 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
1827 } 1640 }
1828 } 1641 }
1829 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
1830 drain_rod_charge (item); 1643 drain_rod_charge (item);
1831 } 1644 }
1832} 1645}
1833 1646
1834/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
1835 */ 1648 */
1836void 1649bool
1837fire (object *op, int dir) 1650fire (object *op, int dir)
1838{ 1651{
1839 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;
1840 1674
1841 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
1842 if (action_makes_visible (op)) 1676 if (action_makes_visible (op))
1843 make_visible (op); 1677 make_visible (op);
1844 1678
1845 player *pl = op->contr;
1846
1847 if (pl->golem)
1848 {
1849 control_golem (op->contr->golem, dir);
1850 return;
1851 }
1852
1853 object *ob = pl->ranged_ob;
1854
1855 if (!ob)
1856 return;
1857
1858 switch (ob->type) 1679 switch (ob->type)
1859 { 1680 {
1860 case BOW: 1681 case BOW:
1861 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1862 break; 1683 break;
1863 1684
1864 case SPELL: 1685 case SPELL:
1865 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);
1866 break; 1687 break;
1867 1688
1868 case BUILDER: 1689 case BUILDER:
1869 apply_map_builder (op, dir); 1690 apply_map_builder (op, dir);
1870 break; 1691 break;
1871 1692
1872 case SKILL: 1693 case SKILL:
1873 case SKILL_TOOL:
1874 do_skill (op, op, ob, dir, 0); 1694 do_skill (op, op, ob, dir, 0);
1875 break; 1695 break;
1876 1696
1877 default: 1697 default:
1878 fire_misc_object (op, dir); 1698 fire_misc_object (op, dir);
1879 break; 1699 break;
1880 } 1700 }
1881}
1882 1701
1883/* find_key 1702 return true;
1884 * We try to find a key for the door as passed. If we find a key 1703}
1885 * and successfully use it, we return the key, otherwise NULL 1704
1886 * This function merges both normal and locked door, since the logic 1705static object *
1887 * for both is the same - just the specific key is different.
1888 * pl is the player,
1889 * inv is the objects inventory to searched
1890 * door is the door we are trying to match against.
1891 * This function can be called recursively to search containers.
1892 */
1893object *
1894find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1895{ 1707{
1896 object *tmp, *key; 1708 object *tmp, *key;
1897 1709
1898 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1899 if (!container->inv) 1711 if (!container->inv)
1902 /* 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 */
1903 for (tmp = container->inv; tmp; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1904 { 1716 {
1905 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1906 break; 1718 break;
1719
1907 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1908 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1909 */ 1722 */
1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1911 break; 1724 break;
1917 * a key, return 1730 * a key, return
1918 */ 1731 */
1919 if (!tmp) 1732 if (!tmp)
1920 { 1733 {
1921 for (tmp = container->inv; tmp; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1922 {
1923 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1924 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1925 {
1926 if ((key = find_key (pl, tmp, door))) 1737 if ((key = find_key_ (pl, tmp, door)))
1927 return key; 1738 return key;
1928 }
1929 }
1930 1739
1931 if (!tmp) 1740 if (!tmp)
1932 return NULL; 1741 return 0;
1933 } 1742 }
1934 1743
1935 /* 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,
1936 * see if we actually want to use it 1745 * see if we actually want to use it
1937 */ 1746 */
1938 if (pl != container) 1747 if (pl != container)
1939 { 1748 {
1940 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1941 if (!pl->contr) 1750 if (!pl->contr)
1942 return NULL; 1751 return 0;
1752
1943 /* cases where this fails: 1753 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1755 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1947 * containers can be used. 1757 * containers can be used.
1951 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1952 * 1762 *
1953 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1954 * all the others. 1764 * all the others.
1955 */ 1765 */
1956 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1957 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1958 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1959 { 1769 {
1960 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "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));
1962 return NULL; 1772 return NULL;
1963 } 1773 }
1964 } 1774 }
1965 1775
1966 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);
1967} 1802}
1968 1803
1969/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1972 * 0 otherwise 1807 * 0 otherwise
1973 */ 1808 */
1974static int 1809static int
1975player_attack_door (object *op, object *door) 1810player_attack_door (object *op, object *door)
1976{ 1811{
1977 /* 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,
1978 * 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 -
1979 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
1980 */ 1815 */
1981 object *key = find_key (op, op, door); 1816 object *key = find_key (op, op, door);
1982 1817
1983 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
1984 if (key) 1819 if (key)
1985 { 1820 {
1986 object *container = key->env; 1821 object *container = key->env;
1987
1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 1822
1990 if (action_makes_visible (op)) 1823 if (action_makes_visible (op))
1991 make_visible (op); 1824 make_visible (op);
1992 1825
1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1995 1828
1996 if (door->type == DOOR) 1829 if (door->type == DOOR)
1997 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 */
1998 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
1999 { 1832 {
2000 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);
2001 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
2002 } 1835 }
2003 1836
2004 /* Do this after we print the message */ 1837 /* Do this after we print the message */
2005 decrease_ob (key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
2006 /* Need to update the weight the container the key was in */
2007 if (container != op)
2008 esrv_update_item (UPD_WEIGHT, op, container);
2009 1839
2010 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
2011 } 1841 }
2012 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
2013 { 1843 {
2014 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2015 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...");
2016 return 1; 1846 return 1;
2017 } 1847 }
2018 1848
2019 return 0; 1849 return 0;
2020} 1850}
2023 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
2024 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
2025 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
2026 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2027 */ 1857 */
2028void 1858bool
2029move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
2030{ 1860{
2031 object *tmp, *mon; 1861 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2032 int on_battleground; 1862 {
2033 maptile *m; 1863 --op->speed_left;
1864 return true;
1865 }
2034 1866
2035 sint16 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
2036 sint16 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
2037 1869
2038 on_battleground = op_on_battleground (op, 0, 0); 1870 if (out_of_map (op->map, nx, ny))
1871 return false;
2039 1872
2040 /* If braced, or can't move to the square, and it is not out of the 1873 /* If braced, or can't move to the square, and it is not out of the
2041 * map, attack it. Note order of if statement is important - don't 1874 * map, attack it. Note order of if statement is important - don't
2042 * want to be calling move_ob if braced, because move_ob will move the 1875 * want to be calling move_ob if braced, because move_ob will move the
2043 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2044 * 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
2045 * 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
2046 * 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
2047 * move_ob uses. 1880 * move_ob uses.
2048 */ 1881 */
2049 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;
2050 { 1897 }
2051 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;
2052 { 1910 }
2053 m = op->map->xy_find (nx, ny); 1911
2054 if (!m) 1912 /* The following deals with possibly attacking peaceful
2055 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;
2056 } 1945 }
2057 else 1946 else
2058 m = op->map;
2059
2060 if (!(tmp = m->at (nx, ny).bot))
2061 return; 1947 return false;
1948 }
2062 1949
2063 mon = 0; 1950 bool on_battleground = op_on_battleground (op, 0, 0);
2064 /* Go through all the objects, and find ones of interest. Only stop if
2065 * we find a monster - that is something we know we want to attack.
2066 * if its a door or barrel (can roll) see if there may be monsters
2067 * on the space
2068 */
2069 while (tmp)
2070 {
2071 if (tmp == op)
2072 {
2073 tmp = tmp->above;
2074 continue;
2075 }
2076 1951
2077 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2078 {
2079 mon = tmp;
2080 break;
2081 }
2082
2083 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2084 mon = tmp;
2085
2086 tmp = tmp->above;
2087 }
2088
2089 if (!mon) /* This happens anytime the player tries to move */
2090 return; /* into a wall */
2091
2092 if (mon->head)
2093 mon = mon->head;
2094
2095 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2096 if (player_attack_door (op, mon))
2097 return;
2098
2099 /* The following deals with possibly attacking peaceful
2100 * or frienddly creatures. Basically, all players are considered
2101 * unaggressive. If the moving player has peaceful set, then the
2102 * object should be pushed instead of attacked. It is assumed that
2103 * if you are braced, you will not attack friends accidently,
2104 * and thus will not push them.
2105 */
2106
2107 /* If the creature is a pet, push it even if the player is not
2108 * peaceful. Our assumption is the creature is a pet if the
2109 * player owns it and it is either friendly or unagressive.
2110 */
2111 if ((op->type == PLAYER)
2112#if COZY_SERVER
2113 &&
2114 ((mon->owner && mon->owner->contr
2115 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2116#else
2117 && mon->owner == op
2118#endif
2119 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2120 {
2121 /* If we're braced, we don't want to switch places with it */
2122 if (op->contr->braced)
2123 return;
2124
2125 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2126 push_ob (mon, dir, op);
2127 if (op->contr->tmp_invis || op->hide)
2128 make_visible (op);
2129
2130 return;
2131 }
2132
2133 /* in certain circumstances, you shouldn't attack friendly 1952 /* in certain circumstances, you shouldn't attack friendly
2134 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
2135 * 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
2136 * attack them either. 1955 * attack them either.
2137 */ 1956 */
2138 if ((mon->type == PLAYER || mon->enemy != op) && 1957 if ((mon->type == PLAYER || mon->enemy != op)
2139 (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))
2140#ifdef PROHIBIT_PLAYERKILL
2141 (op->contr->peaceful 1959 && ((op->contr->peaceful
2142 || (mon->type == PLAYER 1960 || (mon->type == PLAYER && mon->contr->peaceful))
2143 && mon->contr->
2144 peaceful)) &&
2145#else
2146 op->contr->peaceful &&
2147#endif
2148 !on_battleground)) 1961 && !on_battleground))
1962 {
1963 if (op->speed_left > 0.f)
2149 { 1964 {
1965 --op->speed_left;
1966
2150 if (!op->contr->braced) 1967 if (!op->contr->braced)
2151 { 1968 {
2152 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1969 op->play_sound (sound_find ("push_player"));
2153 push_ob (mon, dir, op); 1970 push_ob (mon, dir, op);
2154 } 1971 }
2155 else 1972 else
2156 new_draw_info (0, 0, op, "You withhold your attack"); 1973 op->statusmsg ("You withhold your attack");
2157 1974
2158 if (op->contr->tmp_invis || op->hide) 1975 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2159 make_visible (op); 1976 make_visible (op);
2160 }
2161 1977
1978 return true;
1979 }
1980 }
2162 /* If the object is a boulder or other rollable object, then 1981 /* If the object is a boulder or other rollable object, then
2163 * 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.
2164 */ 1983 */
2165 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)
2166 { 1987 {
1988 --op->speed_left;
1989
2167 recursive_roll (mon, dir, op); 1990 recursive_roll (mon, dir, op);
2168 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2169 make_visible (op); 1992 make_visible (op);
2170 }
2171 1993
1994 return true;
1995 }
1996 }
2172 /* Any generic living creature. Including things like doors. 1997 /* Any generic living creature. Including things like doors.
2173 * 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
2174 * and be living. Then, it must be one of the following: 1999 * and be living. Then, it must be one of the following:
2175 * 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
2176 * 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.
2177 */ 2002 */
2178 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2003 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2179 ((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)))
2180 { 2005 {
2181 if (!op->contr->has_hit) 2006 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2182 { 2007 {
2183 op->contr->has_hit = 1; 2008 --op->contr->weapon_sp_left;
2184 op->speed_left += op->contr->weapon_speed () - op->speed;
2185 }
2186 2009
2187 skill_attack (mon, op, 0, 0, 0); 2010 skill_attack (mon, op, 0, 0, 0);
2188
2189 /* If attacking another player, that player gets automatic
2190 * hitback, and doesn't loose luck either.
2191 * Disable hitback on the battleground or if the target is
2192 * the wiz.
2193 */
2194 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2195 {
2196 short luck = mon->stats.luck;
2197
2198 mon->contr->has_hit = 1;
2199 skill_attack (op, mon, 0, 0, 0);
2200 mon->stats.luck = luck;
2201 }
2202 2011
2203 if (action_makes_visible (op)) 2012 if (action_makes_visible (op))
2204 make_visible (op); 2013 make_visible (op);
2205 }
2206 } /* if player should attack something */
2207}
2208 2014
2209int 2015 return true;
2016 }
2017 }
2018
2019 return false;
2020}
2021
2022bool
2210move_player (object *op, int dir) 2023move_player (object *op, int dir)
2211{ 2024{
2212 int pick;
2213
2214 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2215 return 0; 2026 return 0;
2216 2027
2217 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2218 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
2219 { 2030 {
2220 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2221 return 0; 2032 return 0;
2222 } 2033 }
2223 2034
2225 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2226 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2037 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2227 2038
2228 op->facing = dir; 2039 op->facing = dir;
2229 2040
2230 if (op->hide) 2041 if (op->flag [FLAG_HIDDEN])
2231 do_hidden_move (op); 2042 do_hidden_move (op);
2232 2043
2044 bool retval;
2045 int pick = 0;
2046
2233 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2234 /*nop */ ; 2048 retval = RESULT_INT (0);
2235 else if (op->contr->fire_on) 2049 else if (op->contr->fire_on)
2236 fire (op, dir); 2050 retval = fire (op, dir);
2237 else 2051 else
2238 { 2052 {
2239 move_player_attack (op, dir); 2053 retval = move_player_attack (op, dir);
2240 pick = check_pick (op); 2054 pick = check_pick (op);
2241 } 2055 }
2242 2056
2243 /* 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
2244 * server can handle repeat firing. 2058 * server can handle repeat firing.
2251 /* Update how the player looks. Use the facing, so direction may 2065 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities 2066 * get reset to zero. This allows for full animation capabilities
2253 * for players. 2067 * for players.
2254 */ 2068 */
2255 animate_object (op, op->facing); 2069 animate_object (op, op->facing);
2256 return 0; 2070
2071 return retval;
2257} 2072}
2258 2073
2259/* 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
2260 * new client/server stuff. 2075 * new client/server stuff.
2261 * 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
2262 * the new speed values for commands. 2077 * the new speed values for commands.
2263 * 2078 *
2264 * 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.
2265 */ 2082 */
2266int 2083bool
2267handle_newcs_player (object *op) 2084handle_newcs_player (object *op)
2268{ 2085{
2269 if (QUERY_FLAG (op, FLAG_SCARED)) 2086 if (QUERY_FLAG (op, FLAG_SCARED))
2270 { 2087 {
2271 flee_player (op); 2088 if (op->speed_left > 0.f)
2272
2273 /* If player is still scared, that is his action for this tick */
2274 if (op->flag [FLAG_SCARED])
2275 { 2089 {
2276 --op->speed_left; 2090 --op->speed_left;
2091 flee_player (op);
2092
2277 return 0; 2093 return true;
2278 } 2094 }
2095 else
2096 return false;
2279 } 2097 }
2280 2098
2281 /* 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
2282 * the players time has been increased when doericserver has been 2100 * the players time has been increased when doericserver has been
2283 * called, so we recheck it here. 2101 * called, so we recheck it here.
2284 */ 2102 */
2285 if (op->contr->ns->handle_command ()) 2103 if (op->contr->ns->handle_command ())
2286 return 1; 2104 return true;
2287 2105
2288 if (op->speed_left > 0.f)
2289 {
2290 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2106 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2291 {
2292 /* All move commands take 1 tick, at least for now */
2293 --op->speed_left;
2294
2295 /* Instead of all the stuff below, let move_player take care
2296 * of it. Also, some of the skill stuff is only put in
2297 * there, as well as the confusion stuff.
2298 */
2299 move_player (op, op->direction); 2107 return move_player (op, op->direction);
2300 2108
2301 return op->speed_left > 0.f;
2302 }
2303 }
2304
2305 return 0; 2109 return false;
2306} 2110}
2307 2111
2308int 2112static int
2309save_life (object *op) 2113save_life (object *op)
2310{ 2114{
2311 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2312 return 0; 2116 return 0;
2313 2117
2314 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2118 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2315 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2119 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2316 { 2120 {
2317 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2121 op->play_sound (sound_find ("ob_evaporate"));
2318 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));
2319
2320 if (op->contr)
2321 esrv_del_item (op->contr, tmp->count);
2322 2123
2323 tmp->destroy (); 2124 tmp->destroy ();
2324 CLEAR_FLAG (op, FLAG_LIFESAVE); 2125 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 2126
2326 if (op->stats.hp < 0) 2127 if (op->stats.hp < 0)
2339 return 0; 2140 return 0;
2340} 2141}
2341 2142
2342/* 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
2343 * 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
2344 * 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
2345 * from. 2146 * from.
2346 */ 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
2347void 2164void
2348remove_unpaid_objects (object *op, object *env) 2165object::drop_unpaid_items ()
2349{ 2166{
2350 while (op) 2167 if (!flag [FLAG_REMOVED])
2351 { 2168 ::drop_unpaid_items (inv, this);
2352 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2353
2354 if (QUERY_FLAG (op, FLAG_UNPAID))
2355 {
2356 if (env->type == PLAYER)
2357 esrv_del_item (env->contr, op->count);
2358
2359 op->insert_at (env);
2360 }
2361 else if (op->inv)
2362 remove_unpaid_objects (op->inv, env);
2363
2364 op = next;
2365 }
2366}
2367
2368/*
2369 * Returns pointer a static string containing gravestone text
2370 * Moved from apply.c to player.c - player.c is what
2371 * actually uses this function. player.c may not be quite the
2372 * best, a misc file for object actions is probably better,
2373 * but there isn't one in the server directory.
2374 */
2375char *
2376gravestone_text (object *op)
2377{
2378 static char buf2[MAX_BUF];
2379 char buf[MAX_BUF];
2380 time_t now = time (NULL);
2381
2382 strcpy (buf2, " R.I.P.\n\n");
2383 if (op->type == PLAYER)
2384 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2385 else
2386 sprintf (buf, "%s\n", &op->name);
2387
2388 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf);
2390 if (op->type == PLAYER)
2391 sprintf (buf, "who was in level %d when killed\n", op->level);
2392 else
2393 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2394
2395 strncat (buf2, " ", 20 - strlen (buf) / 2);
2396 strcat (buf2, buf);
2397 if (op->type == PLAYER)
2398 {
2399 sprintf (buf, "by %s.\n\n", op->contr->killer);
2400 strncat (buf2, " ", 21 - strlen (buf) / 2);
2401 strcat (buf2, buf);
2402 }
2403
2404 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2405 strncat (buf2, " ", 20 - strlen (buf) / 2);
2406 strcat (buf2, buf);
2407
2408 return buf2;
2409} 2169}
2410 2170
2411void 2171void
2412do_some_living (object *op) 2172do_some_living (object *op)
2413{ 2173{
2465 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2225 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2466 else 2226 else
2467 { 2227 {
2468 gen_grace = op->stats.maxgrace; 2228 gen_grace = op->stats.maxgrace;
2469 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2229 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2470 }
2471
2472 /* Regenerate Spell Points */
2473 if (!op->contr->golem && --op->last_sp < 0)
2474 {
2475 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2476 if (op->stats.sp < op->stats.maxsp)
2477 {
2478 op->stats.sp++;
2479 /* dms do not consume food */
2480 if (!QUERY_FLAG (op, FLAG_WIZ))
2481 {
2482 op->stats.food--;
2483 if (op->contr->digestion < 0)
2484 op->stats.food += op->contr->digestion;
2485 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2486 op->stats.food = last_food;
2487 }
2488 }
2489
2490 if (max_sp > 1)
2491 {
2492 over_sp = (gen_sp + 10) / rate_sp;
2493 if (over_sp > 0)
2494 {
2495 if (op->stats.sp < op->stats.maxsp)
2496 {
2497 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2498
2499 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2500 op->stats.sp--;
2501
2502 if (op->stats.sp > op->stats.maxsp)
2503 op->stats.sp = op->stats.maxsp;
2504 }
2505 op->last_sp = 0;
2506 }
2507 else
2508 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2509 }
2510 else
2511 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2512 } 2230 }
2513 2231
2514 /* Regenerate Grace */ 2232 /* Regenerate Grace */
2515 /* 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. */
2516 if (--op->last_grace < 0) 2234 if (--op->last_grace < 0)
2537 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);
2538 } 2256 }
2539 /* wearing stuff doesn't detract from grace generation. */ 2257 /* wearing stuff doesn't detract from grace generation. */
2540 } 2258 }
2541 2259
2260 if (op->stats.food > 0)
2261 {
2542 /* Regenerate Hit Points */ 2262 /* Regenerate Spell Points */
2543 if (--op->last_heal < 0) 2263 if (!op->contr->golem && --op->last_sp < 0)
2544 {
2545 if (op->stats.hp < op->stats.maxhp)
2546 { 2264 {
2547 op->stats.hp++; 2265 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2548 /* dms do not consume food */ 2266
2549 if (!QUERY_FLAG (op, FLAG_WIZ)) 2267 if (op->stats.sp < op->stats.maxsp)
2550 { 2268 {
2269 op->stats.sp++;
2270
2271 /* dms do not consume food */
2272 if (!QUERY_FLAG (op, FLAG_WIZ))
2273 {
2551 op->stats.food--; 2274 op->stats.food--;
2275
2552 if (op->contr->digestion < 0) 2276 if (op->contr->digestion < 0)
2553 op->stats.food += op->contr->digestion; 2277 op->stats.food += op->contr->digestion;
2554 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))
2555 op->stats.food = last_food; 2279 op->stats.food = last_food;
2280 }
2556 } 2281 }
2557 }
2558 2282
2559 if (max_hp > 1) 2283 if (max_sp > 1)
2560 {
2561 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2562 if (over_hp > 0)
2563 { 2284 {
2564 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
2565 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);
2566 } 2303 }
2567 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)
2568 { 2312 {
2569 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 }
2570 } 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);
2571 } 2338 }
2572 else 2339 else
2573 {
2574 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);
2575 } 2341 }
2576 } 2342 }
2577 2343
2578 /* Digestion */ 2344 /* Digestion */
2579 if (--op->last_eat < 0) 2345 if (--op->last_eat < 0)
2580 { 2346 {
2581#ifdef COZY_SERVER 2347 int bonus = max (0, op->contr->digestion),
2582 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2348 penalty = max (0, -op->contr->digestion);
2583 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2584#else
2585 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2586#endif
2587 2349
2588 if (op->contr->gen_hp > 0)
2589 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);
2590 else
2591 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2592 2351
2593 /* dms do not consume food */ 2352 /* dms do not consume food */
2594 if (!QUERY_FLAG (op, FLAG_WIZ)) 2353 if (!QUERY_FLAG (op, FLAG_WIZ))
2595 op->stats.food--; 2354 op->stats.food--;
2596 } 2355 }
2597 2356
2598 if (op->stats.food < 0 && op->stats.hp >= 0) 2357 if (op->stats.food < 0 && op->stats.hp >= 0)
2599 { 2358 {
2600 object *tmp, *flesh = 0; 2359 object *flesh = 0;
2601 2360
2602 for (tmp = op->inv; tmp; tmp = tmp->below) 2361 for_inv_removable (op, tmp)
2603 { 2362 {
2604 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)
2605 { 2367 {
2606 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2368 op->statusmsg ("You blindly grab for a bite of food. "
2607 { 2369 "H<To prevent you from starving, you ate some random item from your backpack.>");
2608 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2609 manual_apply (op, tmp, 0); 2370 manual_apply (op, tmp, 0);
2371
2610 if (op->stats.food >= 0 || op->stats.hp < 0) 2372 if (op->stats.food >= 0 || op->stats.hp < 0)
2611 break; 2373 break;
2612 } 2374 }
2613 else if (tmp->type == FLESH) 2375 else if (tmp->type == FLESH)
2614 flesh = tmp; 2376 flesh = tmp;
2615 } /* End if paid for object */ 2377 }
2616 } /* end of for loop */
2617 2378
2618 /* 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
2619 * eat flesh instead. 2380 * eat flesh instead.
2620 */ 2381 */
2621 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2382 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2622 { 2383 {
2623 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.>");
2624 manual_apply (op, flesh, 0); 2386 manual_apply (op, flesh, 0);
2625 } 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)
2626 } 2396 {
2397 op->stats.hp += op->stats.food;
2398 op->stats.food = 0;
2627 2399
2628 while (op->stats.food < 0 && op->stats.hp >= 0) 2400 if (op->stats.hp < 0)
2629 op->stats.food++, op->stats.hp--; 2401 {
2402 op->contr->killer = archetype::get ("killer_starvation");
2403 op->contr->killer->destroy ();
2404 }
2405 }
2630 2406
2407 /* killer should be set here already */
2631 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2408 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2632 kill_player (op); 2409 kill_player (op);
2633 } 2410 }
2634} 2411}
2635 2412
2639 * file. 2416 * file.
2640 */ 2417 */
2641void 2418void
2642kill_player (object *op) 2419kill_player (object *op)
2643{ 2420{
2644 char buf[MAX_BUF];
2645 int x, y; 2421 int x, y;
2646
2647 //int i;
2648 maptile *map; /* this is for resurrection */ 2422 maptile *map; /* this is for resurrection */
2649
2650 /* int z;
2651 int num_stats_lose;
2652 int lost_a_stat;
2653 int lose_this_stat;
2654 int this_stat; */
2655 int will_kill_again; 2423 int will_kill_again;
2656 archetype *at; 2424 archetype *at;
2657 object *tmp; 2425 object *tmp;
2658 2426
2659 if (save_life (op)) 2427 if (save_life (op))
2660 return; 2428 return;
2661 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 }
2662 2467
2663 /* 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
2664 * 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.
2665 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2666 */ 2471 */
2667 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2668 { 2473 {
2669 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";
2670 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2671
2672 /* restore player */
2673 at = archetype::find ("poisoning");
2674 if (object *tmp = present_arch_in_ob (at, op))
2675 {
2676 tmp->destroy ();
2677 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2678 }
2679
2680 at = archetype::find ("confusion");
2681 if (object *tmp = present_arch_in_ob (at, op))
2682 {
2683 tmp->destroy ();
2684 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2685 }
2686
2687 cure_disease (op, 0); /* remove any disease */
2688 op->stats.hp = op->stats.maxhp;
2689 if (op->stats.food <= 0)
2690 op->stats.food = 999;
2691 2475
2692 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2693 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2694 { 2478
2695 sprintf (buf, "%s's finger", &op->name); 2479 tmp->name = format ("%s's finger" , &op->name);
2696 tmp->name = buf; 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2697 sprintf (buf, " This finger has been cut off %s\n" 2481 tmp->msg = format (
2698 " 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",
2699 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2483 &op->name, op->contr->title,
2700 tmp->msg = buf; 2484 (int)op->level,
2485 op->contr->killer_name ()
2486 );
2701 tmp->value = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2702 tmp->materialname = "organics"; 2488 tmp->material = name_to_material (shstr_organic);
2703 tmp->insert_at (op, tmp); 2489 tmp->insert_at (op, tmp);
2704 }
2705 2490
2706 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2707 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2708 op->contr->braced = 0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2709 return; 2496 return;
2710 } 2497 }
2711 2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2501
2712 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
2713 2503
2714 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
2715 2505
2716 if (op->stats.food < 0) 2506 op->contr->play_sound (sound_find ("player_dies"));
2717 {
2718 sprintf (buf, "%s starved to death.", &op->name);
2719 strcpy (op->contr->killer, "starvation");
2720 }
2721 else
2722 sprintf (buf, "%s died.", &op->name);
2723
2724 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2725 2507
2726 /* save the map location for corpse, gravestone */ 2508 /* save the map location for corpse, gravestone */
2727 x = op->x; 2509 x = op->x;
2728 y = op->y; 2510 y = op->y;
2729 map = op->map; 2511 map = op->map;
2757 2539
2758 lost_a_stat = 0; 2540 lost_a_stat = 0;
2759 2541
2760 for (z = 0; z < num_stats_lose; z++) 2542 for (z = 0; z < num_stats_lose; z++)
2761 { 2543 {
2762 i = RANDOM () % NUM_STATS; 2544 i = rndm (NUM_STATS);
2763 2545
2764 if (settings.stat_loss_on_death) 2546 if (settings.stat_loss_on_death)
2765 { 2547 {
2766 /* 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
2767 * what he lost. 2549 * what he lost.
2774 lost_a_stat = 1; 2556 lost_a_stat = 1;
2775 } 2557 }
2776 else 2558 else
2777 { 2559 {
2778 /* deplete a stat */ 2560 /* deplete a stat */
2779 archetype *deparch = archetype::find ("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2780 object *dep; 2562 object *dep;
2781 2563
2782 dep = present_arch_in_ob (deparch, op); 2564 dep = present_arch_in_ob (deparch, op);
2783 if (!dep) 2565 if (!dep)
2784 { 2566 {
2785 dep = arch_to_object (deparch); 2567 dep = deparch->instance ();
2786 insert_ob_in_ob (dep, op); 2568 insert_ob_in_ob (dep, op);
2787 } 2569 }
2788 lose_this_stat = 1; 2570 lose_this_stat = 1;
2789 if (settings.balanced_stat_loss) 2571 if (settings.balanced_stat_loss)
2790 { 2572 {
2818 } 2600 }
2819 } 2601 }
2820 2602
2821 if (lose_this_stat) 2603 if (lose_this_stat)
2822 { 2604 {
2823 this_stat = get_attr_value (&(dep->stats), i); 2605 this_stat = get_attr_value (&dep->stats, i);
2824 /* We could try to do something clever like find another 2606 /* We could try to do something clever like find another
2825 * stat to reduce if this fails. But chances are, if 2607 * stat to reduce if this fails. But chances are, if
2826 * stats have been depleted to -50, all are pretty low 2608 * stats have been depleted to -50, all are pretty low
2827 * 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
2828 * difference. 2610 * difference.
2836 lost_a_stat = 1; 2618 lost_a_stat = 1;
2837 } 2619 }
2838 } 2620 }
2839 } 2621 }
2840 } 2622 }
2623
2841 /* If no stat lost, tell the player. */ 2624 /* If no stat lost, tell the player. */
2842 if (!lost_a_stat) 2625 if (!lost_a_stat)
2843 { 2626 {
2844 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
2845 Should I be using something else? GD */ 2628 Should I be using something else? GD */
2846 const char *god = determine_god (op); 2629 shstr_tmp god = determine_god (op);
2847 2630
2848 if (god && (strcmp (god, "none"))) 2631 if (god != shstr_none)
2849 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";
2850 else 2633 else
2851 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";
2852 } 2635 }
2853#else 2636#else
2854 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.";
2855#endif 2638#endif
2856 2639
2857 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2858 * exp loss on the stone. 2641 * exp loss on the stone.
2859 */ 2642 */
2860 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2861 sprintf (buf, "%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2862 tmp->name = buf; 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2863 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",
2864 tmp->name_pl = buf; 2647 &op->name, op->contr->title, op->contr->killer_name ());
2865 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);
2866 tmp->msg = buf;
2867 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2868 insert_ob_in_map (tmp, op->map, NULL, 0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
2869 2650
2870 /**************************************/ 2651 /**************************************/
2871 /* */ 2652 /* */
2872 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
2873 /* if we died cause of food, give us */
2874 /* food, and reset HP's... */
2875 /* */ 2654 /* */
2876 /**************************************/ 2655 /**************************************/
2877 2656
2878 /* remove any poisoning and confusion the character may be suffering. */
2879 /* restore player */
2880 at = archetype::find ("poisoning");
2881 tmp = present_arch_in_ob (at, op);
2882
2883 if (tmp)
2884 {
2885 tmp->destroy ();
2886 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2887 }
2888
2889 at = archetype::find ("confusion");
2890 tmp = present_arch_in_ob (at, op);
2891 if (tmp)
2892 {
2893 tmp->destroy ();
2894 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2895 }
2896
2897 cure_disease (op, 0); /* remove any disease */
2898
2899 /*add_exp(op, (op->stats.exp * -0.20)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
2900 apply_death_exp_penalty (op); 2658 apply_death_exp_penalty (op);
2901 if (op->stats.food < 100)
2902 op->stats.food = 900;
2903 op->stats.hp = op->stats.maxhp;
2904 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2905 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2906 2659
2907 /* 2660 /*
2908 * 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
2909 * and put them back in the map. 2662 * and put them back in the map.
2910 */ 2663 */
2911 remove_unpaid_objects (op->inv, op); 2664 op->drop_unpaid_items ();
2912 2665
2913 /****************************************/ 2666 /****************************************/
2914 /* */ 2667 /* */
2915 /* Move player to his current respawn- */ 2668 /* Move player to his current respawn- */
2916 /* position (usually last savebed) */ 2669 /* position (usually last savebed) */
2945 if (will_kill_again & (1 << at)) 2698 if (will_kill_again & (1 << at))
2946 force->resist[at] = 100; 2699 force->resist[at] = 100;
2947 2700
2948 insert_ob_in_ob (force, op); 2701 insert_ob_in_ob (force, op);
2949 op->update_stats (); 2702 op->update_stats ();
2950
2951 } 2703 }
2952 2704
2953 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2954} 2706}
2955 2707
2956void 2708static void
2957loot_object (object *op) 2709loot_object (object *op)
2958{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
2959 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
2960 2712
2961 op->close_container (); /* close open sack first */ 2713 op->close_container (); /* close open sack first */
2975 2727
2976 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))))
2977 { 2729 {
2978 if (tmp->nrof > 1) 2730 if (tmp->nrof > 1)
2979 { 2731 {
2980 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2732 tmp->decrease (rndm (1, tmp->nrof - 1));
2981 tmp2->destroy ();
2982 insert_ob_in_map (tmp, op->map, NULL, 0); 2733 insert_ob_in_map (tmp, op->map, NULL, 0);
2983 } 2734 }
2984 else 2735 else
2985 tmp->destroy (); 2736 tmp->destroy ();
2986 } 2737 }
2993 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
2994 * 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
2995 * was changed. 2746 * was changed.
2996 */ 2747 */
2997void 2748void
2998fix_weight (void) 2749fix_weight ()
2999{ 2750{
3000 for_all_players (pl) 2751 for_all_players (pl)
3001 { 2752 {
3002 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2753 sint32 old = pl->ob->carrying;
3003 2754
3004 if (old == sum) 2755 pl->ob->update_weight ();
3005 continue; 2756
2757 if (old != pl->ob->carrying)
2758 {
3006 pl->ob->update_stats (); 2759 pl->ob->update_stats ();
3007 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 }
3008 } 2762 }
3009} 2763}
3010 2764
3011void 2765void
3012fix_luck (void) 2766fix_luck ()
3013{ 2767{
3014 for_all_players (pl) 2768 for_all_players (pl)
3015 if (!pl->ob->contr->ns->state) 2769 if (!pl->ob->contr->ns->state)
3016 pl->ob->change_luck (0); 2770 pl->ob->change_luck (0);
3017} 2771}
3054} 2808}
3055 2809
3056void 2810void
3057make_visible (object *op) 2811make_visible (object *op)
3058{ 2812{
3059 op->hide = 0; 2813 op->flag [FLAG_HIDDEN] = 0;
3060 op->invisible = 0; 2814 op->invisible = 0;
2815
3061 if (op->type == PLAYER) 2816 if (op->type == PLAYER)
3062 { 2817 {
3063 op->contr->tmp_invis = 0; 2818 op->contr->tmp_invis = 0;
3064 op->contr->invis_race = 0; 2819 op->contr->invis_race = 0;
3065 } 2820 }
3068} 2823}
3069 2824
3070int 2825int
3071is_true_undead (object *op) 2826is_true_undead (object *op)
3072{ 2827{
3073 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2828 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3074 return 1; 2829 return 1;
3075 2830
3076 return 0; 2831 return 0;
3077} 2832}
3078 2833
3079/* look at the surrounding terrain to determine 2834/* look at the surrounding terrain to determine
3080 * the hideability of this object. Positive levels 2835 * the hideability of this object. Positive levels
3081 * indicate greater hideability. 2836 * indicate greater hideability.
3082 */ 2837 */
3083
3084int 2838int
3085hideability (object *ob) 2839hideability (object *ob)
3086{ 2840{
3087 int i, level = 0, mflag; 2841 int i, level = 0, mflag;
3088 sint16 x, y; 2842 sint16 x, y;
3089 2843
3090 if (!ob || !ob->map) 2844 if (!ob || !ob->map)
3091 return 0; 2845 return 0;
3092 2846
3093 /* so, on normal lighted maps, its hard to hide */ 2847 /* so, on normal lighted maps, its hard to hide */
3094 level = ob->map->darkness - 2; 2848 level = ob->map->darklevel () - 2;
3095 2849
3096 /* this also picks up whether the object is glowing. 2850 /* this also picks up whether the object is glowing.
3097 * 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
3098 * as bad as carrying a light on a pitch dark map */ 2852 * as bad as carrying a light on a pitch dark map */
3099 if (has_carried_lights (ob)) 2853 if (ob->has_carried_lights ())
3100 level = -(10 + (2 * ob->map->darkness)); 2854 level = -(10 + (2 * ob->map->darklevel ()));
3101 2855
3102 /* scan through all nearby squares for terrain to hide in */ 2856 /* scan through all nearby squares for terrain to hide in */
3103 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])
3104 { 2860 {
3105 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2861 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3106 if (mflag & P_OUT_OF_MAP) 2862 if (mflag & P_OUT_OF_MAP)
3107 {
3108 continue; 2863 continue;
3109 } 2864
3110 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2865 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3111 level += 2; 2866 level += 2;
3112 else /* open terrain! */ 2867 else /* open terrain! */
3113 level -= 1; 2868 level -= 1;
3114 } 2869 }
3122/* For Hidden creatures - a chance of becoming 'unhidden' 2877/* For Hidden creatures - a chance of becoming 'unhidden'
3123 * every time they move - as we subtract off 'invisibility' 2878 * every time they move - as we subtract off 'invisibility'
3124 * AND, for players, if they move into a ridiculously unhideable 2879 * AND, for players, if they move into a ridiculously unhideable
3125 * spot (surrounded by clear terrain in broad daylight). -b.t. 2880 * spot (surrounded by clear terrain in broad daylight). -b.t.
3126 */ 2881 */
3127
3128void 2882void
3129do_hidden_move (object *op) 2883do_hidden_move (object *op)
3130{ 2884{
3131 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2885 int hide = 0;
3132 object *skop;
3133 2886
3134 if (!op || !op->map) 2887 if (!op || !op->map)
3135 return; 2888 return;
3136 2889
3137 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);
3138 2892
3139 /* 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! */
3140 if (op->type == PLAYER && op->contr->run_on) 2894 if (op->type == PLAYER && op->contr->run_on)
3141 if (!skop || num >= skop->level) 2895 if (!skop || num >= skop->level)
3142 { 2896 {
3152 num -= hide; 2906 num -= hide;
3153 2907
3154 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2908 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3155 { 2909 {
3156 make_visible (op); 2910 make_visible (op);
2911
3157 if (op->type == PLAYER) 2912 if (op->type == PLAYER)
3158 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!");
3159 } 2914 }
3160 else if (op->type == PLAYER && skop) 2915 else if (op->type == PLAYER && skop)
3161 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);
3214 * object op. This function works fine for monsters, 2969 * object op. This function works fine for monsters,
3215 * 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
3216 * a pile (say a coin under a table would return "viewable" 2971 * a pile (say a coin under a table would return "viewable"
3217 * by this routine). Another question, should we be 2972 * by this routine). Another question, should we be
3218 * concerned with the direction the player is looking 2973 * concerned with the direction the player is looking
3219 * in? Realistically, most of use cant see stuff behind 2974 * in? Realistically, most of us can't see stuff behind
3220 * our backs...on the other hand, does the "facing" direction 2975 * our backs...on the other hand, does the "facing" direction
3221 * imply the way your head, or body is facing? Its possible 2976 * imply the way your head, or body is facing? It's possible
3222 * 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.
3223 * -b.t. 2978 * -b.t.
3224 * This function is now map tiling safe. 2979 * This function is now map tiling safe.
3225 */ 2980 */
3226
3227int 2981int
3228player_can_view (object *pl, object *op) 2982player_can_view (object *pl, object *op)
3229{ 2983{
3230 rv_vector rv; 2984 rv_vector rv;
3231 int dx, dy; 2985 int dx, dy;
3243 2997
3244 get_rangevector (pl, op, &rv, 0x1); 2998 get_rangevector (pl, op, &rv, 0x1);
3245 2999
3246 /* starting with the 'head' part, lets loop 3000 /* starting with the 'head' part, lets loop
3247 * through the object and find if it has any 3001 * through the object and find if it has any
3248 * part that is in the los array but isnt on 3002 * part that is in the los array but isn't on
3249 * a blocked los square. 3003 * a blocked los square.
3250 * we use the archetype to figure out offsets. 3004 * we use the archetype to figure out offsets.
3251 */ 3005 */
3252 while (op) 3006 while (op)
3253 { 3007 {
3254 dx = rv.distance_x + op->arch->clone.x; 3008 dx = rv.distance_x + op->arch->x;
3255 dy = rv.distance_y + op->arch->clone.y; 3009 dy = rv.distance_y + op->arch->y;
3256 3010
3257 /* only the viewable area the player sees is updated by LOS 3011 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3258 * code, so we need to restrict ourselves to that range of values
3259 * for any meaningful values.
3260 */
3261 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3262 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3263 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3264 return 1; 3012 return 1;
3013
3265 op = op->more; 3014 op = op->more;
3266 } 3015 }
3267 return 0;
3268}
3269 3016
3270/* routine for both players and monsters. We call this when
3271 * there is a possibility for our action distrubing our hiding
3272 * place or invisiblity spell. Artefact invisiblity is not
3273 * effected by this. If we arent invisible to begin with, we
3274 * return 0.
3275 */
3276int
3277action_makes_visible (object *op)
3278{
3279
3280 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3281 {
3282 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3283 return 0;
3284
3285 if (op->contr && op->contr->tmp_invis == 0)
3286 return 0;
3287
3288 /* If monsters, they should become visible */
3289 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3290 {
3291 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3292 return 1;
3293 }
3294 }
3295 return 0; 3017 return 0;
3296} 3018}
3297 3019
3298/* op_on_battleground - checks if the given object op (usually 3020/* op_on_battleground - checks if the given object op (usually
3299 * a player) is standing on a valid battleground-tile, 3021 * a player) is standing on a valid battleground-tile,
3304 * 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
3305 */ 3027 */
3306int 3028int
3307op_on_battleground (object *op, int *x, int *y) 3029op_on_battleground (object *op, int *x, int *y)
3308{ 3030{
3309 object *tmp;
3310
3311 /* A battleground-tile needs the following attributes to be valid: 3031 /* A battleground-tile needs the following attributes to be valid:
3312 * 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),
3313 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3033 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3314 * and the exit-coordinates sp/hp must both be > 0. 3034 * and the exit-coordinates sp/hp must both be > 0.
3315 * => The intention here is to prevent abuse of the battleground- 3035 * => The intention here is to prevent abuse of the battleground-
3316 * feature (like pickable or hidden battleground tiles). */ 3036 * feature (like pickable or hidden battleground tiles). */
3317 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3037 for (object *tmp = op->below; tmp; tmp = tmp->below)
3318 { 3038 {
3319 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3039 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3320 { 3040 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3041 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3322 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))
3323 { 3045 {
3324 /*before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3325 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))
3326 {
3327 object *invtmp;
3328
3329 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)
3330 { 3050 {
3331 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3332 {
3333 if (x != NULL && y != NULL) 3051 if (x && y)
3334 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3053
3335 return 1; 3054 return 1;
3336 }
3337 } 3055 }
3338 } 3056
3339 if (x != NULL && y != NULL) 3057 if (x && y)
3340 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3059
3341 return 1; 3060 return 1;
3342 } 3061 }
3343 } 3062 }
3344 } 3063 }
3064
3345 /* If we got here, did not find a battleground */ 3065 /* If we got here, did not find a battleground */
3346 return 0; 3066 return 0;
3347} 3067}
3348 3068
3349/* 3069/*
3365 char buf[MAX_BUF]; /* tmp. string buffer */ 3085 char buf[MAX_BUF]; /* tmp. string buffer */
3366 int i = 0, j = 0; 3086 int i = 0, j = 0;
3367 3087
3368 /* get the appropriate treasurelist */ 3088 /* get the appropriate treasurelist */
3369 if (atnr == ATNR_FIRE) 3089 if (atnr == ATNR_FIRE)
3370 trlist = treasurelist::find ("dragon_ability_fire"); 3090 trlist = treasurelist::find (shstr_dragon_ability_fire);
3371 else if (atnr == ATNR_COLD) 3091 else if (atnr == ATNR_COLD)
3372 trlist = treasurelist::find ("dragon_ability_cold"); 3092 trlist = treasurelist::find (shstr_dragon_ability_cold);
3373 else if (atnr == ATNR_ELECTRICITY) 3093 else if (atnr == ATNR_ELECTRICITY)
3374 trlist = treasurelist::find ("dragon_ability_elec"); 3094 trlist = treasurelist::find (shstr_dragon_ability_elec);
3375 else if (atnr == ATNR_POISON) 3095 else if (atnr == ATNR_POISON)
3376 trlist = treasurelist::find ("dragon_ability_poison"); 3096 trlist = treasurelist::find (shstr_dragon_ability_poison);
3377 3097
3378 if (trlist == NULL || who->type != PLAYER) 3098 if (trlist == NULL || who->type != PLAYER)
3379 return; 3099 return;
3380 3100
3381 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++);
3385 /* 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]); */
3386 return; 3106 return;
3387 } 3107 }
3388 3108
3389 /* everything seems okay - now bring on the gift: */ 3109 /* everything seems okay - now bring on the gift: */
3390 item = &(tr->item->clone); 3110 item = tr->item;
3391 3111
3392 if (item->type == SPELL) 3112 if (item->type == SPELL)
3393 { 3113 {
3394 if (check_spell_known (who, item->name)) 3114 if (check_spell_known (who, item->name))
3395 return; 3115 return;
3454 { 3174 {
3455 /* forces in the treasurelist can alter the player's stats */ 3175 /* forces in the treasurelist can alter the player's stats */
3456 object *skin; 3176 object *skin;
3457 3177
3458 /* first get the dragon skin force */ 3178 /* first get the dragon skin force */
3459 shstr_cmp dragon_skin_force ("dragon_skin_force");
3460 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)
3461 ; 3180 ;
3462 3181
3463 if (!skin) 3182 if (!skin)
3464 return; 3183 return;
3465 3184
3498 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3499 } 3218 }
3500 else 3219 else
3501 { 3220 {
3502 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3503 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3504 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));
3505 tmp = insert_ob_in_ob (tmp, who); 3224 who->insert (tmp);
3506 if (who->type == PLAYER)
3507 esrv_send_item (who, tmp);
3508 } 3225 }
3509} 3226}
3510 3227
3511/** 3228/**
3512 * 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
3523 3240
3524 if (pl->ranged_ob == ob) 3241 if (pl->ranged_ob == ob)
3525 pl->ranged_ob = 0; 3242 pl->ranged_ob = 0;
3526} 3243}
3527 3244
3245//-GPL
3246
3528sint8 3247sint8
3529player::visibility_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3530{ 3249{
3531 if (!ns) 3250 if (!ns)
3532 return 0; 3251 return LOS_BLOCKED;
3533 3252
3534 int dx, dy; 3253 int dx, dy;
3535 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3536 return 0; 3255 return LOS_BLOCKED;
3537 3256
3538 x += dx - ns->current_x + ns->mapx / 2; 3257 x += dx - ns->current_x;
3539 y += dy - ns->current_y + ns->mapy / 2; 3258 y += dy - ns->current_y;
3540 3259
3541 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3542 return 0;
3543
3544 return 100 - blocked_los [x][y]; 3260 return blocked_los (x, y);
3545} 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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