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Comparing deliantra/server/server/player.C (file contents):
Revision 1.151 by root, Sat Jun 16 00:12:20 2007 UTC vs.
Revision 1.255 by root, Fri Mar 26 00:53:26 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36playervec players; 38playervec players;
37 39
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151
152/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
153static void 41static void
154set_first_map (object *op) 42set_first_map (object *op)
155{ 43{
156 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
184 72
185 if (ob->map) 73 if (ob->map)
186 maplevel = ob->map->path; 74 maplevel = ob->map->path;
187 75
188 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191 80
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 82
207 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
208 97
209 ns->update_look = 0; 98 ns->update_look = 0;
210 ns->look_position = 0; 99 ns->look_position = 0;
211 100
212 clear_los (this); 101 clear_los ();
213 102
214 ns->reset_stats (); 103 ns->reset_stats ();
215 104
216 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
219 108
220 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
221 link_player_skills (ob); 110 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 111
225 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
226 113
227 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
229 { 116 {
230 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234 118
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 122 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 124 skin = tmp;
241 125
242 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
243 } 127 }
244 128
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 130
247 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
248 138
249 ob->flag [FLAG_READY_WEAPON] = false; 139 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false; 140 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false; 141 ob->flag [FLAG_READY_BOW] = false;
252 142
253 for (object *op = ob->inv; op; op = op->below) 143 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED]) 144 if (op->flag [FLAG_APPLIED])
255 switch (op->type) 145 switch (op->type)
256 { 146 {
257 case SKILL: 147 case SKILL:
258 ob->flag [FLAG_APPLIED] = false; 148 op->flag [FLAG_APPLIED] = false;
259 break; 149 break;
260 150
261 case WAND: 151 case WAND:
262 case ROD: 152 case ROD:
263 case HORN: 153 case HORN:
268 case WEAPON: 158 case WEAPON:
269 combat_ob = op; 159 combat_ob = op;
270 break; 160 break;
271 } 161 }
272 162
163 ob->current_weapon = 0;
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 165 activate (); // change_weapon also activates, but this doesn't hurt
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285 166
286 INVOKE_PLAYER (CONNECT, this); 167 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this); 168 INVOKE_PLAYER (LOGIN, this);
288} 169}
289 170
290void 171void
291player::disconnect () 172player::disconnect ()
292{ 173{
174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
293 if (ns) 180 if (ns)
294 { 181 {
295 if (active) 182 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 184
300 ns->reset_stats (); 187 ns->reset_stats ();
301 ns->pl = 0; 188 ns->pl = 0;
302 ns = 0; 189 ns = 0;
303 } 190 }
304 191
305 if (ob) 192 // this is important for the player scheduler to get the correct refcount
306 ob->close_container (); //TODO: client-specific 193 // when ns = 0
307 194 observe = viewpoint = ob;
308 observe = ob;
309 195
310 deactivate (); 196 deactivate ();
311} 197}
198
199//-GPL
312 200
313// the need for this function can be explained 201// the need for this function can be explained
314// by load_object not returning the object 202// by load_object not returning the object
315void 203void
316player::set_object (object *op) 204player::set_object (object *op)
317{ 205{
318 ob = observe = op; 206 ob = observe = viewpoint = op;
319 ob->contr = this; /* this aren't yet in archetype */ 207 ob->contr = this; /* this aren't yet in archetype */
320 208
321 ob->speed = 1.0f; 209 ob->speed = 1.0f;
322 ob->speed_left = 0.5f; 210 ob->speed_left = 0.5f;
323 211
324 ob->direction = 5; /* So player faces south */ 212 ob->direction = 5; /* So player faces south */
325} 213}
326 214
327void 215void
328player::set_observe (object *op) 216player::set_observe (object *op)
329{ 217{
330 observe = op ? op : ob; 218 observe = viewpoint = op ? op : ob;
331 do_los = 1; 219 do_los = 1;
332} 220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
333 230
334player::player () 231player::player ()
335{ 232{
336 /* There are some elements we want initialised to non zero value - 233 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point. 234 * we deal with that below this point.
343 savebed_map = first_map_path; /* Init. respawn position */ 240 savebed_map = first_map_path; /* Init. respawn position */
344 241
345 gen_sp_armour = 10; 242 gen_sp_armour = 10;
346 bowtype = bow_normal; 243 bowtype = bow_normal;
347 petmode = pet_normal; 244 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers; 245 usekeys = containers;
350 peaceful = 1; /* default peaceful */ 246 peaceful = 1; /* default peaceful */
351 do_los = 1; 247 do_los = 1;
352 248
353 weapon_sp = 1.0f; 249 weapon_sp = 1.0f;
365 { 261 {
366 ob->destroy_inv (false); 262 ob->destroy_inv (false);
367 ob->destroy (); 263 ob->destroy ();
368 } 264 }
369 265
370 ob = observe = 0; 266 ob = observe = viewpoint = 0;
371} 267}
372 268
373player::~player () 269player::~player ()
374{ 270{
375 /* Clear item stack */ 271 /* Clear item stack */
376 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 }
377} 301}
378 302
379/* Tries to add player on the connection passed in ns. 303/* Tries to add player on the connection passed in ns.
380 * 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
381 * mode. 305 * mode.
383player * 307player *
384player::create () 308player::create ()
385{ 309{
386 player *pl = new player; 310 player *pl = new player;
387 311
388 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
389 313
390 pl->ob->roll_stats (); 314 pl->ob->roll_stats ();
391 pl->ob->stats.wc = 2; 315 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */ 316 pl->ob->run_away = 25; /* Then we panick... */
393 317
394 set_first_map (pl->ob); 318 set_first_map (pl->ob);
395 319
396 return pl; 320 return pl;
397}
398
399/*
400 * get_player_archetype() return next player archetype from archetype
401 * list. Not very efficient routine, but used only creating new players.
402 * Note: there MUST be at least one player archetype!
403 */
404archetype *
405get_player_archetype (archetype *at)
406{
407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
408
409 for (;;)
410 {
411 if (++i == archetypes.end ())
412 i = archetypes.begin ();
413 else if (*i == at)
414 cleanup ("not a single player archetype found");
415
416 if ((*i)->type == PLAYER)
417 return *i;
418 }
419} 321}
420 322
421object * 323object *
422get_nearest_player (object *mon) 324get_nearest_player (object *mon)
423{ 325{
426 unsigned lastdist; 328 unsigned lastdist;
427 rv_vector rv; 329 rv_vector rv;
428 330
429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
430 { 332 {
431 /* We should not find free objects on this friendly list, but it
432 * does periodically happen. Given that, lets deal with it.
433 * While unlikely, it is possible the next object on the friendly
434 * list is also free, so encapsulate this in a while loop.
435 */
436 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
437 {
438 object *tmp = ol->ob;
439
440 /* Can't do much more other than log the fact, because the object
441 * itself will have been cleared.
442 */
443 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
444 tmp->debug_desc ());
445 ol = ol->next;
446 remove_friendly_object (tmp);
447 if (!ol)
448 return op;
449 }
450
451 /* Remove special check for player from this. First, it looks to cause
452 * some crashes (ol->ob->contr not set properly?), but secondly, a more
453 * complicated method of state checking would be needed in any case -
454 * as it was, a clever player could type quit, and the function would
455 * skip them over while waiting for confirmation. Remove
456 * on_same_map check, as can_detect_enemy also does this
457 */
458 if (!can_detect_enemy (mon, ol->ob, &rv)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
459 continue; 334 continue;
460 335
461 if (lastdist > rv.distance) 336 if (lastdist > rv.distance)
462 { 337 {
657 532
658 return firstdir; 533 return firstdir;
659} 534}
660 535
661void 536void
662give_initial_items (object *pl, treasurelist * items) 537give_initial_items (object *pl, treasurelist *items)
663{ 538{
664 object *op, *next = NULL;
665
666 if (pl->randomitems != NULL) 539 if (pl->randomitems)
667 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
668 541
669 for (op = pl->inv; op; op = next) 542 for (object *next, *op = pl->inv; op; op = next)
670 { 543 {
671 next = op->below; 544 next = op->below;
672 545
673 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
674 * 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
679 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
680 * by this player due to race restrictions 553 * by this player due to race restrictions
681 */ 554 */
682 if (pl->type == PLAYER) 555 if (pl->type == PLAYER)
683 { 556 {
684 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
685 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
686 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
687 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
688 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))
689 { 564 {
690 op->destroy (); 565 op->destroy ();
691 continue; 566 continue;
692 } 567 }
693 } 568 }
694 569
695 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
696 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
697 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
698 * a first level treasurelist for each skill.)
699 * remove duplicate skills also
700 */ 573 */
701 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
702 { 575 {
703 object *tmp;
704
705 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
706 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
707 break;
708
709 if (tmp)
710 { 578 {
711 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
712 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
713 continue; 582 break;
714 } 583 }
715 584
716 if (op->nrof > 1) 585 if (op->nrof > 1)
717 op->nrof = 1; 586 op->nrof = 1;
718 } 587 }
719 588
720 if (op->type == SPELLBOOK && op->inv) 589 if (op->type == SPELLBOOK && op->inv)
721 {
722 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
723 }
724 591
725 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
726 * 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
727 * merged properly. 594 * merged properly.
728 */ 595 */
729 if (need_identify (op)) 596 if (need_identify (op))
730 { 597 {
731 SET_FLAG (op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
732 CLEAR_FLAG (op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
733 CLEAR_FLAG (op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
734 } 601 }
602
735 if (op->type == SPELL) 603 if (op->type == SPELL)
736 { 604 {
737 op->destroy (); 605 op->destroy ();
738 continue; 606 continue;
739 } 607 }
741 { 609 {
742 SET_FLAG (op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
743 op->stats.exp = 0; 611 op->stats.exp = 0;
744 op->level = 1; 612 op->level = 1;
745 } 613 }
746 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
747 else
748 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
749 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
750 617
751 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
752 link_player_skills (pl); 619 pl->contr->link_skills ();
753} 620}
754 621
755void 622void
756get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
757{ 624{
767 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:");
768} 635}
769 636
770/* 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. */
771static int 638static int
772roll_stat (void) 639roll_stat ()
773{ 640{
774 int a[4], i, j, k; 641 int a[4], i, j, k;
775 642
776 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
777 a[i] = (int) rndm (6) + 1; 644 a[i] = (int) rndm (6) + 1;
858static void 725static void
859start_info (object *op) 726start_info (object *op)
860{ 727{
861 char buf[MAX_BUF]; 728 char buf[MAX_BUF];
862 729
863 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 730 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
864 new_draw_info (NDI_UNIQUE, 0, op, buf); 731 new_draw_info (NDI_UNIQUE, 0, op, buf);
865 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
866 //new_draw_info (NDI_UNIQUE, 0, op, " ");
867} 732}
868 733
869/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
870 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
871 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
874 */ 739 */
875void 740void
876player::chargen_race_done () 741player::chargen_race_done ()
877{ 742{
878 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
879 esrv_new_player (ob->contr, ob->weight + ob->carrying); 744 esrv_new_player (ob->contr);
880 745
881 treasurelist *tl = treasurelist::find ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
882 if (tl) 747 if (tl)
883 create_treasure (tl, ob, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
884 749
885 INVOKE_PLAYER (BIRTH, ob->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
886 INVOKE_PLAYER (LOGIN, ob->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
887 752
888 ob->contr->ns->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
889 754
890 if (ob->msg) 755 if (ob->msg)
891 ob->msg = 0; 756 ob->msg = 0;
892
893 /* We create this now because some of the unique maps will need it
894 * to save here.
895 */
896 {
897 char buf[MAX_BUF];
898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
899 make_path_to_file (buf);
900 }
901 757
902 start_info (ob); 758 start_info (ob);
903 CLEAR_FLAG (ob, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
904 give_initial_items (ob, ob->randomitems); 760 give_initial_items (ob, ob->randomitems);
905 link_player_skills (ob);
906 esrv_send_inventory (ob, ob); 761 esrv_send_inventory (ob, ob);
907 ob->update_stats (); 762 ob->update_stats ();
908 763
909 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
910 * is one for this race 765 * is one for this race
911 */ 766 */
912 if (*first_map_ext_path) 767 if (*first_map_ext_path)
913 { 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
914 object *tmp;
915 char mapname[MAX_BUF];
916
917 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
918 tmp = object::create ();
919 EXIT_PATH (tmp) = mapname;
920 EXIT_X (tmp) = ob->x;
921 EXIT_Y (tmp) = ob->y;
922 ob->enter_exit (tmp); /* we don't really care if it succeeded;
923 * if the map isn't there, then stay on the
924 * default initial map */
925 tmp->destroy ();
926 }
927 else 769 else
928 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
929} 771}
930 772
931void 773void
962 ob->stats.hp = ob->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
963 ob->stats.sp = ob->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
964 ob->stats.grace = 0; 806 ob->stats.grace = 0;
965} 807}
966 808
967void 809static void
968flee_player (object *op) 810flee_player (object *op)
969{ 811{
970 int dir, diff; 812 int dir, diff;
971 rv_vector rv; 813 rv_vector rv;
972 814
975 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
976 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
977 return; 819 return;
978 } 820 }
979 821
980 if (op->enemy == NULL) 822 if (!op->enemy)
981 { 823 {
982 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
983 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
984 return; 826 return;
985 } 827 }
986 828
987 /* Seen some crashes here. Since we don't store an
988 * op->enemy_count, it is possible that something destroys the
989 * actual enemy, and the object is recycled.
990 */
991 if (op->enemy->map == NULL)
992 {
993 CLEAR_FLAG (op, FLAG_SCARED);
994 op->enemy = NULL;
995 return;
996 }
997
998 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))
999 { 830 {
1000 op->enemy = NULL; 831 op->enemy = NULL;
1001 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1002 return; 833 return;
1005 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1006 837
1007 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
1008 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
1009 { 840 {
1010 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
1011 842
1012 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))))
1013 return; 844 return;
1014 } 845 }
1015 846
1016 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
1017 CLEAR_FLAG (op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
1026check_pick (object *op) 857check_pick (object *op)
1027{ 858{
1028 object *tmp, *next; 859 object *tmp, *next;
1029 int stop = 0; 860 int stop = 0;
1030 int wvratio; 861 int wvratio;
1031 char putstring[128];
1032 862
1033 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1034 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1035 return 1; 865 return 1;
1036 866
1037 next = op->below; 867 next = op->below;
1038 868
869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
871
1039 /* 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
1040 * destroyed */ 873 * destroyed */
1041 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1042 { 875 {
1043 tmp = next; 876 tmp = next;
1044 next = tmp->below; 877 next = tmp->below;
1045 878
879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
1046 if (op->destroyed ()) 885 if (op->destroyed ())
1047 return 0; 886 return 0;
1048 887
1049 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1050 continue; 889 continue;
1051 890
1052 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1053 { 892 {
1054 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1055 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1056 continue; 896 continue;
1057 } 897 }
1058 898
1059 /* 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? */
1060 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1061 { 961 {
1062 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)
1063 { 1025 {
1064 case 0: 1026 CHK_PICK_PICKUP;
1065 return 1; /* don't pick up */ 1027 continue;
1066 case 1:
1067 pick_up (op, tmp);
1068 return 1;
1069 case 2:
1070 pick_up (op, tmp);
1071 return 0;
1072 case 3:
1073 return 0; /* stop before pickup */
1074 case 4:
1075 pick_up (op, tmp);
1076 break;
1077 case 5:
1078 pick_up (op, tmp);
1079 stop = 1;
1080 break;
1081 case 6:
1082 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1083 pick_up (op, tmp);
1084 break;
1085
1086 case 7:
1087 if (tmp->type == MONEY || tmp->type == GEM)
1088 pick_up (op, tmp);
1089 break;
1090
1091 default:
1092 /* use value density */
1093 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1094 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1095 pick_up (op, tmp);
1096 } 1028 }
1097 } 1029 }
1098 else 1030
1099 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1100 /* NEW pickup handling */
1101 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)
1102 { 1037 {
1103 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1104 if (tmp->name != NULL)
1105 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1106 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1107 else
1108 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1109 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1110
1111 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1112 }
1113
1114 /* philosophy:
1115 * It's easy to grab an item type from a pile, as long as it's
1116 * generic. This takes no game-time. For more detailed pickups
1117 * and selections, select-items should be used. This is a
1118 * grab-as-you-run type mode that's really useful for arrows for
1119 * example.
1120 * The drawback: right now it has no frontend, so you need to
1121 * stick the bits you want into a calculator in hex mode and then
1122 * convert to decimal and then 'pickup <#>
1123 */
1124
1125 /* the first two modes are exclusive: if NOTHING we return, if
1126 * STOP then we stop. All the rest are applied sequentially,
1127 * meaning if any test passes, the item gets picked up. */
1128
1129 /* if mode is set to pick nothing up, return */
1130
1131 if (op->contr->mode & PU_NOTHING)
1132 return 1;
1133
1134 /* if mode is set to stop when encountering objects, return */
1135 /* take STOP before INHIBIT since it doesn't actually pick
1136 * anything up */
1137
1138 if (op->contr->mode & PU_STOP)
1139 return 0;
1140
1141 /* useful for going into stores and not losing your settings... */
1142 /* and for battles wher you don't want to get loaded down while
1143 * fighting */
1144 if (op->contr->mode & PU_INHIBIT)
1145 return 1;
1146
1147 /* prevent us from turning into auto-thieves :) */
1148 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1149 continue; 1039 continue;
1040 }
1150 1041
1151 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1152 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;
1153 continue; 1047 continue;
1048 }
1154 1049
1155 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1156 /* 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
1157 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1158 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"))
1159 { 1121 {
1160 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1161 continue; 1123 continue;
1162 } 1124 }
1125 }
1163 1126
1127 /* misc stuff that's useful */
1164 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1165 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1166 { 1130 {
1167 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1168 continue; 1132 continue;
1169 } 1133 }
1170 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1171 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1172 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
1173 { 1142 */
1174 pick_up (op, tmp);
1175 continue;
1176 }
1177
1178 /* spellbooks, skillscrolls and normal books/scrolls */
1179 if (op->contr->mode & PU_SPELLBOOK)
1180 if (tmp->type == SPELLBOOK)
1181 {
1182 pick_up (op, tmp);
1183 continue;
1184 }
1185
1186 if (op->contr->mode & PU_SKILLSCROLL)
1187 if (tmp->type == SKILLSCROLL)
1188 {
1189 pick_up (op, tmp);
1190 continue;
1191 }
1192
1193 if (op->contr->mode & PU_READABLES)
1194 if (tmp->type == BOOK || tmp->type == SCROLL)
1195 {
1196 pick_up (op, tmp);
1197 continue;
1198 }
1199
1200 /* wands/staves/rods/horns */
1201 if (op->contr->mode & PU_MAGIC_DEVICE)
1202 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1203 {
1204 pick_up (op, tmp);
1205 continue;
1206 }
1207
1208 /* pick up all magical items */
1209 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1210 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)
1211 {
1212 pick_up (op, tmp);
1213 continue;
1214 }
1215
1216 if (op->contr->mode & PU_VALUABLES)
1217 { 1145 {
1218 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1219 { 1149 {
1220 pick_up (op, tmp); 1150 fprintf (stderr, "%s", tmp->name);
1221 continue;
1222 } 1151 }
1223 }
1224
1225 /* rings & amulets - talismans seems to be typed AMULET */
1226 if (op->contr->mode & PU_JEWELS)
1227 if (tmp->type == RING || tmp->type == AMULET)
1228 {
1229 pick_up (op, tmp);
1230 continue;
1231 }
1232
1233 /* we don't forget dragon food */
1234 if (op->contr->mode & PU_FLESH)
1235 if (tmp->type == FLESH)
1236 {
1237 pick_up (op, tmp);
1238 continue;
1239 }
1240
1241 /* bows and arrows. Bows are good for selling! */
1242 if (op->contr->mode & PU_BOW)
1243 if (tmp->type == BOW)
1244 {
1245 pick_up (op, tmp);
1246 continue;
1247 }
1248
1249 if (op->contr->mode & PU_ARROW)
1250 if (tmp->type == ARROW)
1251 {
1252 pick_up (op, tmp);
1253 continue;
1254 }
1255
1256 /* all kinds of armor etc. */
1257 if (op->contr->mode & PU_ARMOUR)
1258 if (tmp->type == ARMOUR)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 if (op->contr->mode & PU_HELMET)
1265 if (tmp->type == HELMET)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 if (op->contr->mode & PU_SHIELD)
1272 if (tmp->type == SHIELD)
1273 {
1274 pick_up (op, tmp);
1275 continue;
1276 }
1277
1278 if (op->contr->mode & PU_BOOTS)
1279 if (tmp->type == BOOTS)
1280 {
1281 pick_up (op, tmp);
1282 continue;
1283 }
1284
1285 if (op->contr->mode & PU_GLOVES)
1286 if (tmp->type == GLOVES)
1287 {
1288 pick_up (op, tmp);
1289 continue;
1290 }
1291
1292 if (op->contr->mode & PU_CLOAK)
1293 if (tmp->type == CLOAK)
1294 {
1295 pick_up (op, tmp);
1296 continue;
1297 }
1298
1299 /* hoping to catch throwing daggers here */
1300 if (op->contr->mode & PU_MISSILEWEAPON)
1301 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 /* careful: chairs and tables are weapons! */
1308 if (op->contr->mode & PU_ALLWEAPON)
1309 {
1310 if (tmp->type == WEAPON && tmp->name != NULL)
1311 {
1312 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1313 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1314 {
1315 pick_up (op, tmp);
1316 continue;
1317 }
1318 }
1319
1320 if (tmp->type == WEAPON && tmp->name == NULL)
1321 {
1322 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1323 {
1324 pick_up (op, tmp);
1325 continue;
1326 }
1327 }
1328 }
1329
1330 /* misc stuff that's useful */
1331 if (op->contr->mode & PU_KEY)
1332 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337
1338 /* any of the last 4 bits set means we use the ratio for value
1339 * pickups */
1340 if (op->contr->mode & PU_RATIO)
1341 {
1342 /* use value density to decide what else to grab */
1343 /* >=7 was >= op->contr->mode */
1344 /* >=7 is the old standard setting. Now we take the last 4 bits
1345 * and multiply them by 5, giving 0..15*5== 5..75 */
1346 wvratio = (op->contr->mode & PU_RATIO) * 5;
1347 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1348 {
1349 pick_up (op, tmp);
1350#if 0
1351 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1352 if (tmp->name != NULL)
1353 {
1354 fprintf (stderr, "%s", tmp->name);
1355 }
1356 else 1152 else
1357 fprintf (stderr, "%s", tmp->arch->archname); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1358 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1359 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))));
1360#endif 1156#endif
1157 CHK_PICK_PICKUP;
1361 continue; 1158 continue;
1362 }
1363 } 1159 }
1364 } /* the new pickup model */ 1160 } /* the new pickup model */
1365 } 1161 }
1366 1162
1367 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;
1368} 1199}
1369 1200
1370/* 1201/*
1371 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1372 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1373 * found object is returned. 1204 * found object is returned.
1374 */ 1205 */
1375object * 1206static object *
1376find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1377{ 1208{
1378 object *tmp = 0;
1379
1380 for (op = op->inv; op; op = op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1381 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1382 tmp = find_arrow (op, type);
1383 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);
1384 return op; 1218 return arrow;
1219 }
1385 1220
1386 return tmp; 1221 return 0;
1387} 1222}
1388 1223
1389/* 1224/*
1390 * 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
1391 * 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
1392 * 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
1393 * 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.
1394 */ 1229 */
1395object * 1230static object *
1396find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1397{ 1232{
1398 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1399 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1400 1235
1401 if (!type) 1236 if (!type)
1405 { 1240 {
1406 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))
1407 { 1242 {
1408 i = 0; 1243 i = 0;
1409 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1410 if (i > betterby) 1246 if (i > betterby)
1411 { 1247 {
1412 tmp = ntmp; 1248 tmp = ntmp;
1413 betterby = i; 1249 betterby = i;
1414 } 1250 }
1415 } 1251 }
1416 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1417 { 1253 {
1418 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1419 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1420 { 1256 {
1421 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1422 { 1258 {
1423 *better = 100; 1259 *better = 100;
1424 return arrow; 1260 return arrow;
1439 { 1275 {
1440 tmp = arrow; 1276 tmp = arrow;
1441 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1277 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1442 } 1278 }
1443 } 1279 }
1280
1444 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1445 { 1282 {
1446 tmp = arrow; 1283 tmp = arrow;
1447 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1448 } 1285 }
1286
1449 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1288 {
1451 tmp = arrow; 1289 tmp = arrow;
1452 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1453 } 1291 }
1454 } 1292 }
1455 } 1293 }
1456 } 1294 }
1295
1457 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1458 return find_arrow (op, type); 1297 return find_arrow (op, type);
1459 1298
1460 *better = betterby; 1299 *better = betterby;
1461 return tmp; 1300 return tmp;
1465 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1466 * op = the shooter 1305 * op = the shooter
1467 * type = bow->race 1306 * type = bow->race
1468 * dir = fire direction 1307 * dir = fire direction
1469 */ 1308 */
1470object * 1309static object *
1471pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1472{ 1311{
1473 object *tmp = NULL; 1312 object *tmp = NULL;
1474 maptile *m; 1313 maptile *m;
1475 int i, mflags, found, number; 1314 int i, mflags, found, number;
1476 sint16 x, y; 1315 sint16 x, y;
1491 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1492 { 1331 {
1493 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1494 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1495 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 { 1337 {
1498 tmp = NULL; 1338 tmp = 0;
1499 break; 1339 break;
1500 } 1340 }
1501 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)
1502 { 1342 {
1503 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1504 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1505 */ 1345 */
1506 tmp = NULL; 1346 tmp = 0;
1507 break; 1347 break;
1508 } 1348 }
1349
1509 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1510 {
1511 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)
1512 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1513 {
1514 found++;
1515 break;
1516 }
1517 if (found)
1518 break; 1353 break;
1519 }
1520 } 1354 }
1521 if (tmp == NULL) 1355
1356 if (!tmp)
1522 return find_arrow (op, type); 1357 return find_arrow (op, type);
1523 1358
1524 if (tmp->head) 1359 if (tmp->head)
1525 tmp = tmp->head; 1360 tmp = tmp->head;
1526 1361
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1402 return 0;
1568 } 1403 }
1569 1404
1570 // optimisation: move object to top so we will find it quickly again 1405 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below) 1406 splay (bow);
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1577 } 1407 }
1578 1408
1579 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1580 { 1410 {
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1607 } 1437 }
1608 1438
1609 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1610 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1611 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1612 arrow->destroy (); 1443 arrow->destroy ();
1613 return 0; 1444 return 0;
1614 } 1445 }
1615 1446
1616 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1617 arrow = get_split_ob (arrow, 1); 1448 arrow = arrow->split ();
1618 if (!arrow) 1449 if (!arrow)
1619 { 1450 {
1620 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);
1621 return 0; 1452 return 0;
1622 } 1453 }
1626 arrow->direction = dir; 1457 arrow->direction = dir;
1627 1458
1628 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 */
1629 arrow->stats.hp = arrow->stats.dam; 1460 arrow->stats.hp = arrow->stats.dam;
1630 arrow->stats.grace = arrow->attacktype; 1461 arrow->stats.grace = arrow->attacktype;
1631 1462 arrow->custom_name = arrow->slaying;
1632 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying);
1634 1463
1635#if 0 1464#if 0
1636 if (player *pl = op->contr) 1465 if (player *pl = op->contr)
1637 { 1466 {
1638 float speed = pl->weapon_sp; 1467 float speed = pl->weapon_sp;
1684 1513
1685 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1686 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1688 1517
1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1690 m->insert (arrow, sx, sy, op); 1519 m->insert (arrow, sx, sy, op);
1691 1520
1692 if (!arrow->destroyed ()) 1521 if (!arrow->destroyed ())
1693 move_arrow (arrow); 1522 move_arrow (arrow);
1694
1695 if (op->type == PLAYER)
1696 {
1697 if (left->destroyed ())
1698 esrv_del_item (op->contr, left->count);
1699 else
1700 esrv_send_item (op, left);
1701 }
1702 1523
1703 return 1; 1524 return 1;
1704} 1525}
1705 1526
1706/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1708 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1709 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1710 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1711 * hence the function name. 1532 * hence the function name.
1712 */ 1533 */
1713int 1534static int
1714player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1715{ 1536{
1716 int ret = 0, wcmod = 0; 1537 int ret;
1717 1538
1718 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1719 { 1540 {
1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1541 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1721 } 1542 }
1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1543 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1723 { 1544 {
1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1725 wcmod = -1;
1726
1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1728 } 1547 }
1729 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1730 { 1549 {
1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1551 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1733 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1734 } 1553 }
1735 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1736 { 1555 {
1737 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1557 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1558 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1740 } 1559 }
1741 else 1560 else
1742 { 1561 {
1748} 1567}
1749 1568
1750/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1751 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1752 */ 1571 */
1753void 1572static void
1754fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1755{ 1574{
1756 object *item = op->contr->ranged_ob; 1575 object *item = op->contr->ranged_ob;
1757 1576
1758 if (!item) 1577 if (!item)
1772 1591
1773 if (item->type == WAND) 1592 if (item->type == WAND)
1774 { 1593 {
1775 if (item->stats.food <= 0) 1594 if (item->stats.food <= 0)
1776 { 1595 {
1777 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1596 op->contr->play_sound (sound_find ("wand_poof"));
1778 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));
1779 1598
1780 return; 1599 return;
1781 } 1600 }
1782 } 1601 }
1783 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1784 { 1603 {
1785 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))
1786 { 1609 {
1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1788 1611
1789 if (item->type == ROD) 1612 if (item->type == ROD)
1790 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));
1791 else 1614 else
1792 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));
1795 } 1618 }
1796 } 1619 }
1797 1620
1798 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1799 { 1622 {
1800 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
1801 if (item->type == WAND) 1625 if (item->type == WAND)
1802 { 1626 {
1803 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
1804 { 1628 {
1805 object *tmp; 1629 object *tmp;
1809 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1810 item->face = item->arch->face; 1634 item->face = item->arch->face;
1811 item->set_speed (0); 1635 item->set_speed (0);
1812 } 1636 }
1813 1637
1814 if ((tmp = item->in_player ())) 1638 if (object *pl = item->visible_to ())
1815 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
1816 } 1640 }
1817 } 1641 }
1818 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
1819 drain_rod_charge (item); 1643 drain_rod_charge (item);
1820 } 1644 }
1825bool 1649bool
1826fire (object *op, int dir) 1650fire (object *op, int dir)
1827{ 1651{
1828 int spellcost = 0; 1652 int spellcost = 0;
1829 1653
1830 /* check for loss of invisiblity/hide */
1831 if (action_makes_visible (op))
1832 make_visible (op);
1833
1834 player *pl = op->contr; 1654 player *pl = op->contr;
1835 1655
1836 if (pl->golem) 1656 if (pl->golem)
1837 { 1657 {
1838 control_golem (op->contr->golem, dir); 1658 control_golem (op->contr->golem, dir);
1840 } 1660 }
1841 1661
1842 object *ob = pl->ranged_ob; 1662 object *ob = pl->ranged_ob;
1843 1663
1844 if (!ob) 1664 if (!ob)
1845 return false;
1846
1847 if (!op->change_weapon (ob))
1848 return false; 1665 return false;
1849 1666
1850 if (op->speed_left > 0.f) 1667 if (op->speed_left > 0.f)
1851 --op->speed_left; 1668 --op->speed_left;
1852 else 1669 else
1853 return false; 1670 return false;
1854 1671
1672 if (!op->change_weapon (ob))
1673 return false;
1674
1675 /* check for loss of invisiblity/hide */
1676 if (action_makes_visible (op))
1677 make_visible (op);
1678
1855 switch (ob->type) 1679 switch (ob->type)
1856 { 1680 {
1857 case BOW: 1681 case BOW:
1858 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1859 break; 1683 break;
1860 1684
1861 case SPELL: 1685 case SPELL:
1862 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);
1863 break; 1687 break;
1864 1688
1865 case BUILDER: 1689 case BUILDER:
1866 apply_map_builder (op, dir); 1690 apply_map_builder (op, dir);
1867 break; 1691 break;
1876 } 1700 }
1877 1701
1878 return true; 1702 return true;
1879} 1703}
1880 1704
1881/* find_key 1705static object *
1882 * We try to find a key for the door as passed. If we find a key
1883 * and successfully use it, we return the key, otherwise NULL
1884 * This function merges both normal and locked door, since the logic
1885 * for both is the same - just the specific key is different.
1886 * pl is the player,
1887 * inv is the objects inventory to searched
1888 * door is the door we are trying to match against.
1889 * This function can be called recursively to search containers.
1890 */
1891object *
1892find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1893{ 1707{
1894 object *tmp, *key; 1708 object *tmp, *key;
1895 1709
1896 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1897 if (!container->inv) 1711 if (!container->inv)
1900 /* 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 */
1901 for (tmp = container->inv; tmp; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 { 1716 {
1903 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1904 break; 1718 break;
1719
1905 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1907 */ 1722 */
1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 break; 1724 break;
1915 * a key, return 1730 * a key, return
1916 */ 1731 */
1917 if (!tmp) 1732 if (!tmp)
1918 { 1733 {
1919 for (tmp = container->inv; tmp; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1920 {
1921 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1922 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1923 {
1924 if ((key = find_key (pl, tmp, door))) 1737 if ((key = find_key_ (pl, tmp, door)))
1925 return key; 1738 return key;
1926 }
1927 }
1928 1739
1929 if (!tmp) 1740 if (!tmp)
1930 return NULL; 1741 return 0;
1931 } 1742 }
1932 1743
1933 /* 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,
1934 * see if we actually want to use it 1745 * see if we actually want to use it
1935 */ 1746 */
1936 if (pl != container) 1747 if (pl != container)
1937 { 1748 {
1938 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1939 if (!pl->contr) 1750 if (!pl->contr)
1940 return NULL; 1751 return 0;
1752
1941 /* cases where this fails: 1753 /* cases where this fails:
1942 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1943 * are not in the players inventory. 1755 * are not in the players inventory.
1944 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1945 * containers can be used. 1757 * containers can be used.
1949 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1950 * 1762 *
1951 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1952 * all the others. 1764 * all the others.
1953 */ 1765 */
1954 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1955 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1956 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1957 { 1769 {
1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1959 "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));
1960 return NULL; 1772 return NULL;
1961 } 1773 }
1962 } 1774 }
1963 1775
1964 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);
1965} 1802}
1966 1803
1967/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1981 /* If we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
1982 if (key) 1819 if (key)
1983 { 1820 {
1984 object *container = key->env; 1821 object *container = key->env;
1985 1822
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
1988 if (action_makes_visible (op)) 1823 if (action_makes_visible (op))
1989 make_visible (op); 1824 make_visible (op);
1990 1825
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1992 spring_trap (door->inv, op); 1827 spring_trap (door->inv, op);
1993 1828
1994 if (door->type == DOOR) 1829 if (door->type == DOOR)
1995 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 */
1996 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
1997 { 1832 {
1998 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);
1999 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
2000 } 1835 }
2001 1836
2002 /* Do this after we print the message */ 1837 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
2004 /* Need to update the weight the container the key was in */
2005 if (container != op)
2006 esrv_update_item (UPD_WEIGHT, op, container);
2007 1839
2008 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
2009 } 1841 }
2010 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
2011 { 1843 {
2012 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2013 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...");
2014 return 1; 1846 return 1;
2015 } 1847 }
2016 1848
2017 return 0; 1849 return 0;
2018} 1850}
2024 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2025 */ 1857 */
2026bool 1858bool
2027move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
2028{ 1860{
2029 int on_battleground; 1861 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1862 {
1863 --op->speed_left;
1864 return true;
1865 }
2030 1866
2031 sint16 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
2032 sint16 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
2033 1869
2034 on_battleground = op_on_battleground (op, 0, 0);
2035
2036 if (out_of_map (op->map, nx, ny)) 1870 if (out_of_map (op->map, nx, ny))
2037 return false; 1871 return false;
2038
2039 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2040 {
2041 --op->speed_left;
2042 return true;
2043 }
2044 1872
2045 /* 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
2046 * 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
2047 * 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
2048 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2105 1933
2106 if (op->speed_left > 0.f) 1934 if (op->speed_left > 0.f)
2107 { 1935 {
2108 --op->speed_left; 1936 --op->speed_left;
2109 1937
2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1938 op->play_sound (sound_find ("push_player"));
2111 push_ob (mon, dir, op); 1939 push_ob (mon, dir, op);
2112 1940
2113 if (op->contr->tmp_invis || op->hide) 1941 if (action_makes_visible (op))
2114 make_visible (op); 1942 make_visible (op);
2115 1943
2116 return true; 1944 return true;
2117 } 1945 }
2118 else 1946 else
2119 return false; 1947 return false;
2120 } 1948 }
1949
1950 bool on_battleground = op_on_battleground (op, 0, 0);
2121 1951
2122 /* in certain circumstances, you shouldn't attack friendly 1952 /* in certain circumstances, you shouldn't attack friendly
2123 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
2124 * 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
2125 * attack them either. 1955 * attack them either.
2134 { 1964 {
2135 --op->speed_left; 1965 --op->speed_left;
2136 1966
2137 if (!op->contr->braced) 1967 if (!op->contr->braced)
2138 { 1968 {
2139 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1969 op->play_sound (sound_find ("push_player"));
2140 push_ob (mon, dir, op); 1970 push_ob (mon, dir, op);
2141 } 1971 }
2142 else 1972 else
2143 new_draw_info (0, 0, op, "You withhold your attack"); 1973 op->statusmsg ("You withhold your attack");
2144 1974
2145 if (op->contr->tmp_invis || op->hide) 1975 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2146 make_visible (op); 1976 make_visible (op);
2147 1977
2148 return true; 1978 return true;
2149 } 1979 }
2150 } 1980 }
2190} 2020}
2191 2021
2192bool 2022bool
2193move_player (object *op, int dir) 2023move_player (object *op, int dir)
2194{ 2024{
2195 int pick;
2196
2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2198 return 0; 2026 return 0;
2199 2027
2200 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2201 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
2202 { 2030 {
2203 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2204 return 0; 2032 return 0;
2205 } 2033 }
2206 2034
2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2209 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2037 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2210 2038
2211 op->facing = dir; 2039 op->facing = dir;
2212 2040
2213 if (op->hide) 2041 if (op->flag [FLAG_HIDDEN])
2214 do_hidden_move (op); 2042 do_hidden_move (op);
2215 2043
2216 bool retval; 2044 bool retval;
2045 int pick = 0;
2217 2046
2218 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2219 retval = RESULT_INT (0); 2048 retval = RESULT_INT (0);
2220 else if (op->contr->fire_on) 2049 else if (op->contr->fire_on)
2221 retval = fire (op, dir); 2050 retval = fire (op, dir);
2278 return move_player (op, op->direction); 2107 return move_player (op, op->direction);
2279 2108
2280 return false; 2109 return false;
2281} 2110}
2282 2111
2283int 2112static int
2284save_life (object *op) 2113save_life (object *op)
2285{ 2114{
2286 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2287 return 0; 2116 return 0;
2288 2117
2289 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2118 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2290 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2119 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2291 { 2120 {
2292 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2121 op->play_sound (sound_find ("ob_evaporate"));
2293 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));
2294
2295 if (op->contr)
2296 esrv_del_item (op->contr, tmp->count);
2297 2123
2298 tmp->destroy (); 2124 tmp->destroy ();
2299 CLEAR_FLAG (op, FLAG_LIFESAVE); 2125 CLEAR_FLAG (op, FLAG_LIFESAVE);
2300 2126
2301 if (op->stats.hp < 0) 2127 if (op->stats.hp < 0)
2314 return 0; 2140 return 0;
2315} 2141}
2316 2142
2317/* 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
2318 * 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
2319 * 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
2320 * from. 2146 * from.
2321 */ 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
2322void 2164void
2323remove_unpaid_objects (object *op, object *env) 2165object::drop_unpaid_items ()
2324{ 2166{
2325 while (op) 2167 if (!flag [FLAG_REMOVED])
2326 { 2168 ::drop_unpaid_items (inv, this);
2327 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2328
2329 if (QUERY_FLAG (op, FLAG_UNPAID))
2330 {
2331 if (env->type == PLAYER)
2332 esrv_del_item (env->contr, op->count);
2333
2334 op->insert_at (env);
2335 }
2336 else if (op->inv)
2337 remove_unpaid_objects (op->inv, env);
2338
2339 op = next;
2340 }
2341}
2342
2343/*
2344 * Returns pointer a static string containing gravestone text
2345 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory.
2349 */
2350char *
2351gravestone_text (object *op)
2352{
2353 static char buf2[MAX_BUF];
2354 char buf[MAX_BUF];
2355 time_t now = time (NULL);
2356
2357 strcpy (buf2, " R.I.P.\n\n");
2358 if (op->type == PLAYER)
2359 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2360 else
2361 sprintf (buf, "%s\n", &op->name);
2362
2363 strncat (buf2, " ", 20 - strlen (buf) / 2);
2364 strcat (buf2, buf);
2365 if (op->type == PLAYER)
2366 sprintf (buf, "who was in level %d when killed\n", op->level);
2367 else
2368 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2369
2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf);
2372 if (op->type == PLAYER)
2373 {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 }
2378
2379 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2380 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf);
2382
2383 return buf2;
2384} 2169}
2385 2170
2386void 2171void
2387do_some_living (object *op) 2172do_some_living (object *op)
2388{ 2173{
2440 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2225 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2441 else 2226 else
2442 { 2227 {
2443 gen_grace = op->stats.maxgrace; 2228 gen_grace = op->stats.maxgrace;
2444 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2229 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2445 }
2446
2447 /* Regenerate Spell Points */
2448 if (!op->contr->golem && --op->last_sp < 0)
2449 {
2450 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2451 if (op->stats.sp < op->stats.maxsp)
2452 {
2453 op->stats.sp++;
2454 /* dms do not consume food */
2455 if (!QUERY_FLAG (op, FLAG_WIZ))
2456 {
2457 op->stats.food--;
2458 if (op->contr->digestion < 0)
2459 op->stats.food += op->contr->digestion;
2460 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2461 op->stats.food = last_food;
2462 }
2463 }
2464
2465 if (max_sp > 1)
2466 {
2467 over_sp = (gen_sp + 10) / rate_sp;
2468 if (over_sp > 0)
2469 {
2470 if (op->stats.sp < op->stats.maxsp)
2471 {
2472 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2473
2474 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2475 op->stats.sp--;
2476
2477 if (op->stats.sp > op->stats.maxsp)
2478 op->stats.sp = op->stats.maxsp;
2479 }
2480 op->last_sp = 0;
2481 }
2482 else
2483 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2484 }
2485 else
2486 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2487 } 2230 }
2488 2231
2489 /* Regenerate Grace */ 2232 /* Regenerate Grace */
2490 /* 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. */
2491 if (--op->last_grace < 0) 2234 if (--op->last_grace < 0)
2512 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);
2513 } 2256 }
2514 /* wearing stuff doesn't detract from grace generation. */ 2257 /* wearing stuff doesn't detract from grace generation. */
2515 } 2258 }
2516 2259
2260 if (op->stats.food > 0)
2261 {
2517 /* Regenerate Hit Points */ 2262 /* Regenerate Spell Points */
2518 if (--op->last_heal < 0) 2263 if (!op->contr->golem && --op->last_sp < 0)
2519 {
2520 if (op->stats.hp < op->stats.maxhp)
2521 { 2264 {
2522 op->stats.hp++; 2265 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2523 /* dms do not consume food */ 2266
2524 if (!QUERY_FLAG (op, FLAG_WIZ)) 2267 if (op->stats.sp < op->stats.maxsp)
2525 { 2268 {
2269 op->stats.sp++;
2270
2271 /* dms do not consume food */
2272 if (!QUERY_FLAG (op, FLAG_WIZ))
2273 {
2526 op->stats.food--; 2274 op->stats.food--;
2275
2527 if (op->contr->digestion < 0) 2276 if (op->contr->digestion < 0)
2528 op->stats.food += op->contr->digestion; 2277 op->stats.food += op->contr->digestion;
2529 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))
2530 op->stats.food = last_food; 2279 op->stats.food = last_food;
2280 }
2531 } 2281 }
2532 }
2533 2282
2534 if (max_hp > 1) 2283 if (max_sp > 1)
2535 {
2536 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2537 if (over_hp > 0)
2538 { 2284 {
2539 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
2540 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);
2541 } 2303 }
2542 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)
2543 { 2312 {
2544 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 }
2545 } 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);
2546 } 2338 }
2547 else 2339 else
2548 {
2549 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);
2550 } 2341 }
2551 } 2342 }
2552 2343
2553 /* Digestion */ 2344 /* Digestion */
2554 if (--op->last_eat < 0) 2345 if (--op->last_eat < 0)
2555 { 2346 {
2556 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2347 int bonus = max (0, op->contr->digestion),
2348 penalty = max (0, -op->contr->digestion);
2557 2349
2558 if (op->contr->gen_hp > 0)
2559 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);
2560 else
2561 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2562 2351
2563 /* dms do not consume food */ 2352 /* dms do not consume food */
2564 if (!QUERY_FLAG (op, FLAG_WIZ)) 2353 if (!QUERY_FLAG (op, FLAG_WIZ))
2565 op->stats.food--; 2354 op->stats.food--;
2566 } 2355 }
2567 2356
2568 if (op->stats.food < 0 && op->stats.hp >= 0) 2357 if (op->stats.food < 0 && op->stats.hp >= 0)
2569 { 2358 {
2570 object *tmp, *flesh = 0; 2359 object *flesh = 0;
2571 2360
2572 for (tmp = op->inv; tmp; tmp = tmp->below) 2361 for_inv_removable (op, tmp)
2573 { 2362 {
2574 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)
2575 { 2367 {
2576 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2368 op->statusmsg ("You blindly grab for a bite of food. "
2577 { 2369 "H<To prevent you from starving, you ate some random item from your backpack.>");
2578 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2579 manual_apply (op, tmp, 0); 2370 manual_apply (op, tmp, 0);
2371
2580 if (op->stats.food >= 0 || op->stats.hp < 0) 2372 if (op->stats.food >= 0 || op->stats.hp < 0)
2581 break; 2373 break;
2582 } 2374 }
2583 else if (tmp->type == FLESH) 2375 else if (tmp->type == FLESH)
2584 flesh = tmp; 2376 flesh = tmp;
2585 } /* End if paid for object */ 2377 }
2586 } /* end of for loop */
2587 2378
2588 /* 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
2589 * eat flesh instead. 2380 * eat flesh instead.
2590 */ 2381 */
2591 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2382 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2592 { 2383 {
2593 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.>");
2594 manual_apply (op, flesh, 0); 2386 manual_apply (op, flesh, 0);
2595 } 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)
2596 } 2396 {
2397 op->stats.hp += op->stats.food;
2398 op->stats.food = 0;
2597 2399
2598 while (op->stats.food < 0 && op->stats.hp >= 0) 2400 if (op->stats.hp < 0)
2599 op->stats.food++, op->stats.hp--; 2401 {
2402 op->contr->killer = archetype::get ("killer_starvation");
2403 op->contr->killer->destroy ();
2404 }
2405 }
2600 2406
2407 /* killer should be set here already */
2601 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2408 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2602 kill_player (op); 2409 kill_player (op);
2603 } 2410 }
2604} 2411}
2605 2412
2609 * file. 2416 * file.
2610 */ 2417 */
2611void 2418void
2612kill_player (object *op) 2419kill_player (object *op)
2613{ 2420{
2614 char buf[MAX_BUF];
2615 int x, y; 2421 int x, y;
2616
2617 //int i;
2618 maptile *map; /* this is for resurrection */ 2422 maptile *map; /* this is for resurrection */
2619
2620 /* int z;
2621 int num_stats_lose;
2622 int lost_a_stat;
2623 int lose_this_stat;
2624 int this_stat; */
2625 int will_kill_again; 2423 int will_kill_again;
2626 archetype *at; 2424 archetype *at;
2627 object *tmp; 2425 object *tmp;
2628 2426
2629 if (save_life (op)) 2427 if (save_life (op))
2630 return; 2428 return;
2631 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 }
2632 2467
2633 /* 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
2634 * 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.
2635 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2636 */ 2471 */
2637 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2638 { 2473 {
2639 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";
2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2641
2642 /* restore player */
2643 at = archetype::find ("poisoning");
2644 if (object *tmp = present_arch_in_ob (at, op))
2645 {
2646 tmp->destroy ();
2647 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2648 }
2649
2650 at = archetype::find ("confusion");
2651 if (object *tmp = present_arch_in_ob (at, op))
2652 {
2653 tmp->destroy ();
2654 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2655 }
2656
2657 cure_disease (op, 0); /* remove any disease */
2658 op->stats.hp = op->stats.maxhp;
2659 if (op->stats.food <= 0)
2660 op->stats.food = 999;
2661 2475
2662 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2663 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2664 { 2478
2665 sprintf (buf, "%s's finger", &op->name); 2479 tmp->name = format ("%s's finger" , &op->name);
2666 tmp->name = buf; 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2667 sprintf (buf, " This finger has been cut off %s\n" 2481 tmp->msg = format (
2668 " 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",
2669 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2483 &op->name, op->contr->title,
2670 tmp->msg = buf; 2484 (int)op->level,
2485 op->contr->killer_name ()
2486 );
2671 tmp->value = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2672 tmp->materialname = "organics"; 2488 tmp->material = name_to_material (shstr_organic);
2673 tmp->insert_at (op, tmp); 2489 tmp->insert_at (op, tmp);
2674 }
2675 2490
2676 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2677 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2678 op->contr->braced = 0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2679 return; 2496 return;
2680 } 2497 }
2681 2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2501
2682 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
2683 2503
2684 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
2685 2505
2686 if (op->stats.food < 0) 2506 op->contr->play_sound (sound_find ("player_dies"));
2687 {
2688 sprintf (buf, "%s starved to death.", &op->name);
2689 strcpy (op->contr->killer, "starvation");
2690 }
2691 else
2692 sprintf (buf, "%s died.", &op->name);
2693
2694 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2695 2507
2696 /* save the map location for corpse, gravestone */ 2508 /* save the map location for corpse, gravestone */
2697 x = op->x; 2509 x = op->x;
2698 y = op->y; 2510 y = op->y;
2699 map = op->map; 2511 map = op->map;
2727 2539
2728 lost_a_stat = 0; 2540 lost_a_stat = 0;
2729 2541
2730 for (z = 0; z < num_stats_lose; z++) 2542 for (z = 0; z < num_stats_lose; z++)
2731 { 2543 {
2732 i = RANDOM () % NUM_STATS; 2544 i = rndm (NUM_STATS);
2733 2545
2734 if (settings.stat_loss_on_death) 2546 if (settings.stat_loss_on_death)
2735 { 2547 {
2736 /* 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
2737 * what he lost. 2549 * what he lost.
2744 lost_a_stat = 1; 2556 lost_a_stat = 1;
2745 } 2557 }
2746 else 2558 else
2747 { 2559 {
2748 /* deplete a stat */ 2560 /* deplete a stat */
2749 archetype *deparch = archetype::find ("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2750 object *dep; 2562 object *dep;
2751 2563
2752 dep = present_arch_in_ob (deparch, op); 2564 dep = present_arch_in_ob (deparch, op);
2753 if (!dep) 2565 if (!dep)
2754 { 2566 {
2755 dep = arch_to_object (deparch); 2567 dep = deparch->instance ();
2756 insert_ob_in_ob (dep, op); 2568 insert_ob_in_ob (dep, op);
2757 } 2569 }
2758 lose_this_stat = 1; 2570 lose_this_stat = 1;
2759 if (settings.balanced_stat_loss) 2571 if (settings.balanced_stat_loss)
2760 { 2572 {
2788 } 2600 }
2789 } 2601 }
2790 2602
2791 if (lose_this_stat) 2603 if (lose_this_stat)
2792 { 2604 {
2793 this_stat = get_attr_value (&(dep->stats), i); 2605 this_stat = get_attr_value (&dep->stats, i);
2794 /* We could try to do something clever like find another 2606 /* We could try to do something clever like find another
2795 * stat to reduce if this fails. But chances are, if 2607 * stat to reduce if this fails. But chances are, if
2796 * stats have been depleted to -50, all are pretty low 2608 * stats have been depleted to -50, all are pretty low
2797 * 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
2798 * difference. 2610 * difference.
2806 lost_a_stat = 1; 2618 lost_a_stat = 1;
2807 } 2619 }
2808 } 2620 }
2809 } 2621 }
2810 } 2622 }
2623
2811 /* If no stat lost, tell the player. */ 2624 /* If no stat lost, tell the player. */
2812 if (!lost_a_stat) 2625 if (!lost_a_stat)
2813 { 2626 {
2814 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
2815 Should I be using something else? GD */ 2628 Should I be using something else? GD */
2816 const char *god = determine_god (op); 2629 shstr_tmp god = determine_god (op);
2817 2630
2818 if (god && (strcmp (god, "none"))) 2631 if (god != shstr_none)
2819 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";
2820 else 2633 else
2821 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";
2822 } 2635 }
2823#else 2636#else
2824 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.";
2825#endif 2638#endif
2826 2639
2827 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2828 * exp loss on the stone. 2641 * exp loss on the stone.
2829 */ 2642 */
2830 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2831 sprintf (buf, "%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2832 tmp->name = buf; 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2833 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",
2834 tmp->name_pl = buf; 2647 &op->name, op->contr->title, op->contr->killer_name ());
2835 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);
2836 tmp->msg = buf;
2837 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2838 insert_ob_in_map (tmp, op->map, NULL, 0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
2839 2650
2840 /**************************************/ 2651 /**************************************/
2841 /* */ 2652 /* */
2842 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
2843 /* if we died cause of food, give us */
2844 /* food, and reset HP's... */
2845 /* */ 2654 /* */
2846 /**************************************/ 2655 /**************************************/
2847 2656
2848 /* remove any poisoning and confusion the character may be suffering. */
2849 /* restore player */
2850 at = archetype::find ("poisoning");
2851 tmp = present_arch_in_ob (at, op);
2852
2853 if (tmp)
2854 {
2855 tmp->destroy ();
2856 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2857 }
2858
2859 at = archetype::find ("confusion");
2860 tmp = present_arch_in_ob (at, op);
2861 if (tmp)
2862 {
2863 tmp->destroy ();
2864 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2865 }
2866
2867 cure_disease (op, 0); /* remove any disease */
2868
2869 /*add_exp(op, (op->stats.exp * -0.20)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
2870 apply_death_exp_penalty (op); 2658 apply_death_exp_penalty (op);
2871 if (op->stats.food < 100)
2872 op->stats.food = 900;
2873 op->stats.hp = op->stats.maxhp;
2874 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2875 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2876 2659
2877 /* 2660 /*
2878 * 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
2879 * and put them back in the map. 2662 * and put them back in the map.
2880 */ 2663 */
2881 remove_unpaid_objects (op->inv, op); 2664 op->drop_unpaid_items ();
2882 2665
2883 /****************************************/ 2666 /****************************************/
2884 /* */ 2667 /* */
2885 /* Move player to his current respawn- */ 2668 /* Move player to his current respawn- */
2886 /* position (usually last savebed) */ 2669 /* position (usually last savebed) */
2915 if (will_kill_again & (1 << at)) 2698 if (will_kill_again & (1 << at))
2916 force->resist[at] = 100; 2699 force->resist[at] = 100;
2917 2700
2918 insert_ob_in_ob (force, op); 2701 insert_ob_in_ob (force, op);
2919 op->update_stats (); 2702 op->update_stats ();
2920
2921 } 2703 }
2922 2704
2923 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2924} 2706}
2925 2707
2926void 2708static void
2927loot_object (object *op) 2709loot_object (object *op)
2928{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
2929 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
2930 2712
2931 op->close_container (); /* close open sack first */ 2713 op->close_container (); /* close open sack first */
2945 2727
2946 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))))
2947 { 2729 {
2948 if (tmp->nrof > 1) 2730 if (tmp->nrof > 1)
2949 { 2731 {
2950 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2732 tmp->decrease (rndm (1, tmp->nrof - 1));
2951 tmp2->destroy ();
2952 insert_ob_in_map (tmp, op->map, NULL, 0); 2733 insert_ob_in_map (tmp, op->map, NULL, 0);
2953 } 2734 }
2954 else 2735 else
2955 tmp->destroy (); 2736 tmp->destroy ();
2956 } 2737 }
2963 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
2964 * 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
2965 * was changed. 2746 * was changed.
2966 */ 2747 */
2967void 2748void
2968fix_weight (void) 2749fix_weight ()
2969{ 2750{
2970 for_all_players (pl) 2751 for_all_players (pl)
2971 { 2752 {
2972 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2753 sint32 old = pl->ob->carrying;
2973 2754
2974 if (old == sum) 2755 pl->ob->update_weight ();
2975 continue; 2756
2757 if (old != pl->ob->carrying)
2758 {
2976 pl->ob->update_stats (); 2759 pl->ob->update_stats ();
2977 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 }
2978 } 2762 }
2979} 2763}
2980 2764
2981void 2765void
2982fix_luck (void) 2766fix_luck ()
2983{ 2767{
2984 for_all_players (pl) 2768 for_all_players (pl)
2985 if (!pl->ob->contr->ns->state) 2769 if (!pl->ob->contr->ns->state)
2986 pl->ob->change_luck (0); 2770 pl->ob->change_luck (0);
2987} 2771}
3024} 2808}
3025 2809
3026void 2810void
3027make_visible (object *op) 2811make_visible (object *op)
3028{ 2812{
3029 op->hide = 0; 2813 op->flag [FLAG_HIDDEN] = 0;
3030 op->invisible = 0; 2814 op->invisible = 0;
2815
3031 if (op->type == PLAYER) 2816 if (op->type == PLAYER)
3032 { 2817 {
3033 op->contr->tmp_invis = 0; 2818 op->contr->tmp_invis = 0;
3034 op->contr->invis_race = 0; 2819 op->contr->invis_race = 0;
3035 } 2820 }
3048 2833
3049/* look at the surrounding terrain to determine 2834/* look at the surrounding terrain to determine
3050 * the hideability of this object. Positive levels 2835 * the hideability of this object. Positive levels
3051 * indicate greater hideability. 2836 * indicate greater hideability.
3052 */ 2837 */
3053
3054int 2838int
3055hideability (object *ob) 2839hideability (object *ob)
3056{ 2840{
3057 int i, level = 0, mflag; 2841 int i, level = 0, mflag;
3058 sint16 x, y; 2842 sint16 x, y;
3059 2843
3060 if (!ob || !ob->map) 2844 if (!ob || !ob->map)
3061 return 0; 2845 return 0;
3062 2846
3063 /* so, on normal lighted maps, its hard to hide */ 2847 /* so, on normal lighted maps, its hard to hide */
3064 level = ob->map->darkness - 2; 2848 level = ob->map->darklevel () - 2;
3065 2849
3066 /* this also picks up whether the object is glowing. 2850 /* this also picks up whether the object is glowing.
3067 * 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
3068 * as bad as carrying a light on a pitch dark map */ 2852 * as bad as carrying a light on a pitch dark map */
3069 if (has_carried_lights (ob)) 2853 if (ob->has_carried_lights ())
3070 level = -(10 + (2 * ob->map->darkness)); 2854 level = -(10 + (2 * ob->map->darklevel ()));
3071 2855
3072 /* scan through all nearby squares for terrain to hide in */ 2856 /* scan through all nearby squares for terrain to hide in */
3073 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])
3074 { 2860 {
3075 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2861 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3076 if (mflag & P_OUT_OF_MAP) 2862 if (mflag & P_OUT_OF_MAP)
3077 {
3078 continue; 2863 continue;
3079 } 2864
3080 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2865 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3081 level += 2; 2866 level += 2;
3082 else /* open terrain! */ 2867 else /* open terrain! */
3083 level -= 1; 2868 level -= 1;
3084 } 2869 }
3095 * spot (surrounded by clear terrain in broad daylight). -b.t. 2880 * spot (surrounded by clear terrain in broad daylight). -b.t.
3096 */ 2881 */
3097void 2882void
3098do_hidden_move (object *op) 2883do_hidden_move (object *op)
3099{ 2884{
3100 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2885 int hide = 0;
3101 object *skop;
3102 2886
3103 if (!op || !op->map) 2887 if (!op || !op->map)
3104 return; 2888 return;
3105 2889
3106 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);
3107 2892
3108 /* 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! */
3109 if (op->type == PLAYER && op->contr->run_on) 2894 if (op->type == PLAYER && op->contr->run_on)
3110 if (!skop || num >= skop->level) 2895 if (!skop || num >= skop->level)
3111 { 2896 {
3121 num -= hide; 2906 num -= hide;
3122 2907
3123 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2908 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3124 { 2909 {
3125 make_visible (op); 2910 make_visible (op);
2911
3126 if (op->type == PLAYER) 2912 if (op->type == PLAYER)
3127 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!");
3128 } 2914 }
3129 else if (op->type == PLAYER && skop) 2915 else if (op->type == PLAYER && skop)
3130 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);
3183 * object op. This function works fine for monsters, 2969 * object op. This function works fine for monsters,
3184 * 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
3185 * a pile (say a coin under a table would return "viewable" 2971 * a pile (say a coin under a table would return "viewable"
3186 * by this routine). Another question, should we be 2972 * by this routine). Another question, should we be
3187 * concerned with the direction the player is looking 2973 * concerned with the direction the player is looking
3188 * in? Realistically, most of use cant see stuff behind 2974 * in? Realistically, most of us can't see stuff behind
3189 * our backs...on the other hand, does the "facing" direction 2975 * our backs...on the other hand, does the "facing" direction
3190 * imply the way your head, or body is facing? Its possible 2976 * imply the way your head, or body is facing? It's possible
3191 * 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.
3192 * -b.t. 2978 * -b.t.
3193 * This function is now map tiling safe. 2979 * This function is now map tiling safe.
3194 */ 2980 */
3195
3196int 2981int
3197player_can_view (object *pl, object *op) 2982player_can_view (object *pl, object *op)
3198{ 2983{
3199 rv_vector rv; 2984 rv_vector rv;
3200 int dx, dy; 2985 int dx, dy;
3212 2997
3213 get_rangevector (pl, op, &rv, 0x1); 2998 get_rangevector (pl, op, &rv, 0x1);
3214 2999
3215 /* starting with the 'head' part, lets loop 3000 /* starting with the 'head' part, lets loop
3216 * through the object and find if it has any 3001 * through the object and find if it has any
3217 * part that is in the los array but isnt on 3002 * part that is in the los array but isn't on
3218 * a blocked los square. 3003 * a blocked los square.
3219 * we use the archetype to figure out offsets. 3004 * we use the archetype to figure out offsets.
3220 */ 3005 */
3221 while (op) 3006 while (op)
3222 { 3007 {
3223 dx = rv.distance_x + op->arch->x; 3008 dx = rv.distance_x + op->arch->x;
3224 dy = rv.distance_y + op->arch->y; 3009 dy = rv.distance_y + op->arch->y;
3225 3010
3226 /* only the viewable area the player sees is updated by LOS 3011 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3227 * code, so we need to restrict ourselves to that range of values
3228 * for any meaningful values.
3229 */
3230 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3231 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3232 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3233 return 1; 3012 return 1;
3013
3234 op = op->more; 3014 op = op->more;
3235 } 3015 }
3236 return 0;
3237}
3238 3016
3239/* routine for both players and monsters. We call this when
3240 * there is a possibility for our action distrubing our hiding
3241 * place or invisiblity spell. Artefact invisiblity is not
3242 * effected by this. If we arent invisible to begin with, we
3243 * return 0.
3244 */
3245int
3246action_makes_visible (object *op)
3247{
3248
3249 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3250 {
3251 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3252 return 0;
3253
3254 if (op->contr && op->contr->tmp_invis == 0)
3255 return 0;
3256
3257 /* If monsters, they should become visible */
3258 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3259 {
3260 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3261 return 1;
3262 }
3263 }
3264 return 0; 3017 return 0;
3265} 3018}
3266 3019
3267/* op_on_battleground - checks if the given object op (usually 3020/* op_on_battleground - checks if the given object op (usually
3268 * a player) is standing on a valid battleground-tile, 3021 * a player) is standing on a valid battleground-tile,
3273 * 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
3274 */ 3027 */
3275int 3028int
3276op_on_battleground (object *op, int *x, int *y) 3029op_on_battleground (object *op, int *x, int *y)
3277{ 3030{
3278 object *tmp;
3279
3280 /* A battleground-tile needs the following attributes to be valid: 3031 /* A battleground-tile needs the following attributes to be valid:
3281 * 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),
3282 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3033 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3283 * and the exit-coordinates sp/hp must both be > 0. 3034 * and the exit-coordinates sp/hp must both be > 0.
3284 * => The intention here is to prevent abuse of the battleground- 3035 * => The intention here is to prevent abuse of the battleground-
3285 * feature (like pickable or hidden battleground tiles). */ 3036 * feature (like pickable or hidden battleground tiles). */
3286 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3037 for (object *tmp = op->below; tmp; tmp = tmp->below)
3287 { 3038 {
3288 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3039 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3289 { 3040 {
3290 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3041 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3291 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))
3292 { 3045 {
3293 /*before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3294 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))
3295 {
3296 object *invtmp;
3297
3298 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)
3299 { 3050 {
3300 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3301 {
3302 if (x != NULL && y != NULL) 3051 if (x && y)
3303 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3053
3304 return 1; 3054 return 1;
3305 }
3306 } 3055 }
3307 } 3056
3308 if (x != NULL && y != NULL) 3057 if (x && y)
3309 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3059
3310 return 1; 3060 return 1;
3311 } 3061 }
3312 } 3062 }
3313 } 3063 }
3064
3314 /* If we got here, did not find a battleground */ 3065 /* If we got here, did not find a battleground */
3315 return 0; 3066 return 0;
3316} 3067}
3317 3068
3318/* 3069/*
3334 char buf[MAX_BUF]; /* tmp. string buffer */ 3085 char buf[MAX_BUF]; /* tmp. string buffer */
3335 int i = 0, j = 0; 3086 int i = 0, j = 0;
3336 3087
3337 /* get the appropriate treasurelist */ 3088 /* get the appropriate treasurelist */
3338 if (atnr == ATNR_FIRE) 3089 if (atnr == ATNR_FIRE)
3339 trlist = treasurelist::find ("dragon_ability_fire"); 3090 trlist = treasurelist::find (shstr_dragon_ability_fire);
3340 else if (atnr == ATNR_COLD) 3091 else if (atnr == ATNR_COLD)
3341 trlist = treasurelist::find ("dragon_ability_cold"); 3092 trlist = treasurelist::find (shstr_dragon_ability_cold);
3342 else if (atnr == ATNR_ELECTRICITY) 3093 else if (atnr == ATNR_ELECTRICITY)
3343 trlist = treasurelist::find ("dragon_ability_elec"); 3094 trlist = treasurelist::find (shstr_dragon_ability_elec);
3344 else if (atnr == ATNR_POISON) 3095 else if (atnr == ATNR_POISON)
3345 trlist = treasurelist::find ("dragon_ability_poison"); 3096 trlist = treasurelist::find (shstr_dragon_ability_poison);
3346 3097
3347 if (trlist == NULL || who->type != PLAYER) 3098 if (trlist == NULL || who->type != PLAYER)
3348 return; 3099 return;
3349 3100
3350 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++);
3423 { 3174 {
3424 /* forces in the treasurelist can alter the player's stats */ 3175 /* forces in the treasurelist can alter the player's stats */
3425 object *skin; 3176 object *skin;
3426 3177
3427 /* first get the dragon skin force */ 3178 /* first get the dragon skin force */
3428 shstr_cmp dragon_skin_force ("dragon_skin_force");
3429 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) 3179 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3430 ; 3180 ;
3431 3181
3432 if (!skin) 3182 if (!skin)
3433 return; 3183 return;
3434 3184
3467 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3468 } 3218 }
3469 else 3219 else
3470 { 3220 {
3471 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3472 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3473 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));
3474 tmp = insert_ob_in_ob (tmp, who); 3224 who->insert (tmp);
3475 if (who->type == PLAYER)
3476 esrv_send_item (who, tmp);
3477 } 3225 }
3478} 3226}
3479 3227
3480/** 3228/**
3481 * 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
3492 3240
3493 if (pl->ranged_ob == ob) 3241 if (pl->ranged_ob == ob)
3494 pl->ranged_ob = 0; 3242 pl->ranged_ob = 0;
3495} 3243}
3496 3244
3245//-GPL
3246
3497sint8 3247sint8
3498player::visibility_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3499{ 3249{
3500 if (!ns) 3250 if (!ns)
3501 return 0; 3251 return LOS_BLOCKED;
3502 3252
3503 int dx, dy; 3253 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0; 3255 return LOS_BLOCKED;
3506 3256
3507 x += dx - ns->current_x + ns->mapx / 2; 3257 x += dx - ns->current_x;
3508 y += dy - ns->current_y + ns->mapy / 2; 3258 y += dy - ns->current_y;
3509 3259
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0;
3512
3513 return 100 - blocked_los [x][y]; 3260 return blocked_los (x, y);
3514} 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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