ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.130 by root, Sat May 12 20:21:54 2007 UTC vs.
Revision 1.268 by root, Wed Apr 7 19:54:45 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36playervec players; 38playervec players;
37 39
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151
152/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
153static void 41static void
154set_first_map (object *op) 42set_first_map (object *op)
155{ 43{
156 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
157 op->x = -1; 45 op->x = -1;
158 op->y = -1; 46 op->y = -1;
159}
160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172} 47}
173 48
174void 49void
175player::activate () 50player::activate ()
176{ 51{
181 ob->remove (); 56 ob->remove ();
182 ob->map = 0; 57 ob->map = 0;
183 ob->activate_recursive (); 58 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 60 add_friendly_object (ob);
186 enter_map ();
187} 61}
188 62
189void 63void
190player::deactivate () 64player::deactivate ()
191{ 65{
198 72
199 if (ob->map) 73 if (ob->map)
200 maplevel = ob->map->path; 74 maplevel = ob->map->path;
201 75
202 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 78 ob->map = 0;
204 party = 0; 79 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207 80
208 players.erase (this); 81 players.erase (this);
209} 82}
210 83
211// connect the player with a specific client 84// connect the player with a specific client
221 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
222 95
223 ns->update_look = 0; 96 ns->update_look = 0;
224 ns->look_position = 0; 97 ns->look_position = 0;
225 98
226 clear_los (ob); 99 clear_los ();
227 100
228 ns->reset_stats (); 101 ns->reset_stats ();
229 102
230 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
233 106
234 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
235 link_player_skills (ob); 108 link_skills ();
236 109
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
240 111
241 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
243 { 114 {
244 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248 116
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 120 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 122 skin = tmp;
255 123
256 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
257 } 125 }
258 126
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 128
261 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278 130
279 ob->update_stats (); 131 ob->update_stats ();
132
280 ns->floorbox_update (); 133 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
284 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
285 activate (); 143 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290 144
291 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
293} 147}
294 148
295void 149void
296player::disconnect () 150player::disconnect ()
297{ 151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
298 if (ns) 158 if (ns)
299 { 159 {
300 if (active) 160 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302 162
305 ns->reset_stats (); 165 ns->reset_stats ();
306 ns->pl = 0; 166 ns->pl = 0;
307 ns = 0; 167 ns = 0;
308 } 168 }
309 169
310 if (ob) 170 // this is important for the player scheduler to get the correct refcount
311 ob->close_container (); //TODO: client-specific 171 // when ns = 0
172 observe = viewpoint = ob;
312 173
313 deactivate (); 174 deactivate ();
314} 175}
176
177//-GPL
315 178
316// the need for this function can be explained 179// the need for this function can be explained
317// by load_object not returning the object 180// by load_object not returning the object
318void 181void
319player::set_object (object *op) 182player::set_object (object *op)
320{ 183{
321 ob = op; 184 ob = observe = viewpoint = op;
322 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
323 186
324 ob->speed_left = 0.5;
325 ob->speed = 1.0; 187 ob->speed = 1.0f;
188 ob->speed_left = 0.5f;
189
326 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
327} 191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
328 208
329player::player () 209player::player ()
330{ 210{
331 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point. 212 * we deal with that below this point.
338 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
339 219
340 gen_sp_armour = 10; 220 gen_sp_armour = 10;
341 bowtype = bow_normal; 221 bowtype = bow_normal;
342 petmode = pet_normal; 222 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers; 223 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
346 do_los = 1; 225 do_los = 1;
226
227 weapon_sp = 1.0f;
228 weapon_sp_left = 0.5f;
347} 229}
348 230
349void 231void
350player::do_destroy () 232player::do_destroy ()
351{ 233{
352 disconnect (); 234 disconnect ();
353 235
354 attachable::do_destroy (); 236 attachable::do_destroy ();
355 237
356 if (ob) 238 if (ob)
357 {
358 ob->destroy_inv (false);
359 ob->destroy (); 239 ob->destroy ();
360 } 240
241 ob = observe = viewpoint = 0;
361} 242}
362 243
363player::~player () 244player::~player ()
364{ 245{
365 /* Clear item stack */ 246 /* Clear item stack */
366 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
367} 276}
368 277
369/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
370 * All we can really get in this is some settings like host and display 279 * All we can really get in this is some settings like host and display
371 * mode. 280 * mode.
373player * 282player *
374player::create () 283player::create ()
375{ 284{
376 player *pl = new player; 285 player *pl = new player;
377 286
378 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
379 288
380 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
381 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
383 292
384 set_first_map (pl->ob); 293 set_first_map (pl->ob);
385 294
386 return pl; 295 return pl;
387}
388
389/*
390 * get_player_archetype() return next player archetype from archetype
391 * list. Not very efficient routine, but used only creating new players.
392 * Note: there MUST be at least one player archetype!
393 */
394archetype *
395get_player_archetype (archetype *at)
396{
397 archetype *start = at;
398
399 for (;;)
400 {
401 if (at == NULL || at->next == NULL)
402 at = first_archetype;
403 else
404 at = at->next;
405
406 if (at->clone.type == PLAYER)
407 return at;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 }
415} 296}
416 297
417object * 298object *
418get_nearest_player (object *mon) 299get_nearest_player (object *mon)
419{ 300{
422 unsigned lastdist; 303 unsigned lastdist;
423 rv_vector rv; 304 rv_vector rv;
424 305
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 307 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 309 continue;
456 310
457 if (lastdist > rv.distance) 311 if (lastdist > rv.distance)
458 { 312 {
653 507
654 return firstdir; 508 return firstdir;
655} 509}
656 510
657void 511void
658give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
659{ 513{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 514 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 516
665 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
666 { 518 {
667 next = op->below; 519 next = op->below;
668 520
669 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
675 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 528 * by this player due to race restrictions
677 */ 529 */
678 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
679 { 531 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
533 &&
681 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
537 || op->type == BRACERS || op->type == GIRDLE))
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 538 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 { 539 {
686 op->destroy (); 540 op->destroy ();
687 continue; 541 continue;
688 } 542 }
689 } 543 }
690 544
691 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
692 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
693 * have a good idea what to replace it with (need something like 547 * generated by bad treasurelists. - elmex
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */ 548 */
697 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
698 { 550 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 { 553 {
707 op->destroy (); 554 op->destroy ();
555 LOG (llevError,
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
709 continue; 557 break;
710 } 558 }
711 559
712 if (op->nrof > 1) 560 if (op->nrof > 1)
713 op->nrof = 1; 561 op->nrof = 1;
714 } 562 }
715 563
716 if (op->type == SPELLBOOK && op->inv) 564 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 565 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 566
721 /* Give starting characters identified, uncursed, and undamned 567 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 568 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 569 * merged properly.
724 */ 570 */
725 if (need_identify (op)) 571 if (need_identify (op))
726 { 572 {
727 SET_FLAG (op, FLAG_IDENTIFIED); 573 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED); 574 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED); 575 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 576 }
577
731 if (op->type == SPELL) 578 if (op->type == SPELL)
732 { 579 {
733 op->destroy (); 580 op->destroy ();
734 continue; 581 continue;
735 } 582 }
737 { 584 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 585 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 586 op->stats.exp = 0;
740 op->level = 1; 587 op->level = 1;
741 } 588 }
742 /* lock all 'normal items by default */ 589 else /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED); 590 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 591 } /* for loop of objects in player inv */
746 592
747 /* Need to set up the skill pointers */ 593 /* Need to set up the skill pointers */
748 link_player_skills (pl); 594 pl->contr->link_skills ();
749} 595}
750 596
751void 597void
752get_party_password (object *op, partylist *party) 598get_party_password (object *op, partylist *party)
753{ 599{
763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 609 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
764} 610}
765 611
766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 612/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
767static int 613static int
768roll_stat (void) 614roll_stat ()
769{ 615{
770 int a[4], i, j, k; 616 int a[4], i, j, k;
771 617
772 for (i = 0; i < 4; i++) 618 for (i = 0; i < 4; i++)
773 a[i] = (int) rndm (6) + 1; 619 a[i] = (int) rndm (6) + 1;
854static void 700static void
855start_info (object *op) 701start_info (object *op)
856{ 702{
857 char buf[MAX_BUF]; 703 char buf[MAX_BUF];
858 704
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 705 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 706 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863} 707}
864 708
865/* This function takes the key that is passed, and does the 709/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 710 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 711 * The function name is for historical reasons - now we have
870 */ 714 */
871void 715void
872player::chargen_race_done () 716player::chargen_race_done ()
873{ 717{
874 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying); 719 esrv_new_player (ob->contr);
876 720
877 treasurelist *tl = treasurelist::find ("starting_wealth"); 721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
878 if (tl) 722 if (tl)
879 create_treasure (tl, ob, 0, 0, 0); 723 create_treasure (tl, ob, 0, 0, 0);
880 724
881 INVOKE_PLAYER (BIRTH, ob->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
882 INVOKE_PLAYER (LOGIN, ob->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
883 727
884 ob->contr->ns->state = ST_PLAYING; 728 ob->contr->ns->state = ST_PLAYING;
885 729
886 if (ob->msg) 730 if (ob->msg)
887 ob->msg = 0; 731 ob->msg = 0;
888
889 /* We create this now because some of the unique maps will need it
890 * to save here.
891 */
892 {
893 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf);
896 }
897 732
898 start_info (ob); 733 start_info (ob);
899 CLEAR_FLAG (ob, FLAG_WIZ); 734 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (ob, ob->randomitems); 735 give_initial_items (ob, ob->randomitems);
901 link_player_skills (ob);
902 esrv_send_inventory (ob, ob); 736 esrv_send_inventory (ob, ob);
903 ob->update_stats (); 737 ob->update_stats ();
904 738
905 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
906 * is one for this race 740 * is one for this race
907 */ 741 */
908 if (*first_map_ext_path) 742 if (*first_map_ext_path)
909 { 743 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
910 object *tmp;
911 char mapname[MAX_BUF];
912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the
920 * default initial map */
921 tmp->destroy ();
922 }
923 else 744 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 745 LOG (llevDebug, "first_map_ext_path not set\n");
925} 746}
926 747
927void 748void
937 int x = ob->x, y = ob->y; 758 int x = ob->x, y = ob->y;
938 759
939 ob->remove_statbonus (); 760 ob->remove_statbonus ();
940 ob->remove (); 761 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch); 762 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->clone.copy_to (ob); 763 ob->arch->copy_to (ob);
943 ob->instantiate (); 764 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats; 765 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name; 766 ob->name = ob->name_pl = name;
946 ob->x = x; 767 ob->x = x;
947 ob->y = y; 768 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */ 769 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0); 770 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->clone.name); 771 assign (ob->contr->title, ob->arch->object::name);
951 ob->add_statbonus (); 772 ob->add_statbonus ();
952 } 773 }
953 while (!allowed_class (ob)); 774 while (!allowed_class (ob));
954 775
955 update_object (ob, UP_OBJ_FACE); 776 update_object (ob, UP_OBJ_FACE);
958 ob->stats.hp = ob->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
959 ob->stats.sp = ob->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
960 ob->stats.grace = 0; 781 ob->stats.grace = 0;
961} 782}
962 783
963void 784static void
964flee_player (object *op) 785flee_player (object *op)
965{ 786{
966 int dir, diff; 787 int dir, diff;
967 rv_vector rv; 788 rv_vector rv;
968 789
971 LOG (llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
972 CLEAR_FLAG (op, FLAG_SCARED); 793 CLEAR_FLAG (op, FLAG_SCARED);
973 return; 794 return;
974 } 795 }
975 796
976 if (op->enemy == NULL) 797 if (!op->enemy)
977 { 798 {
978 LOG (llevDebug, "Fleeing player had no enemy.\n"); 799 LOG (llevDebug, "Fleeing player had no enemy.\n");
979 CLEAR_FLAG (op, FLAG_SCARED); 800 CLEAR_FLAG (op, FLAG_SCARED);
980 return; 801 return;
981 } 802 }
982 803
983 /* Seen some crashes here. Since we don't store an
984 * op->enemy_count, it is possible that something destroys the
985 * actual enemy, and the object is recycled.
986 */
987 if (op->enemy->map == NULL)
988 {
989 CLEAR_FLAG (op, FLAG_SCARED);
990 op->enemy = NULL;
991 return;
992 }
993
994 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 804 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995 { 805 {
996 op->enemy = NULL; 806 op->enemy = NULL;
997 CLEAR_FLAG (op, FLAG_SCARED); 807 CLEAR_FLAG (op, FLAG_SCARED);
998 return; 808 return;
1001 get_rangevector (op, op->enemy, &rv, 0); 811 get_rangevector (op, op->enemy, &rv, 0);
1002 812
1003 dir = absdir (4 + rv.direction); 813 dir = absdir (4 + rv.direction);
1004 for (diff = 0; diff < 3; diff++) 814 for (diff = 0; diff < 3; diff++)
1005 { 815 {
1006 int m = 1 - (RANDOM () & 2); 816 int m = 1 - rndm (2) * 2;
1007 817
1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 818 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1009 return; 819 return;
1010 } 820 }
1011 821
1012 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
1013 CLEAR_FLAG (op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
1022check_pick (object *op) 832check_pick (object *op)
1023{ 833{
1024 object *tmp, *next; 834 object *tmp, *next;
1025 int stop = 0; 835 int stop = 0;
1026 int wvratio; 836 int wvratio;
1027 char putstring[128];
1028 837
1029 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
1030 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
1031 return 1; 840 return 1;
1032 841
1033 next = op->below; 842 next = op->below;
843
844 int cnt = MAX_ITEM_PER_ACTION;
845#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1034 846
1035 /* loop while there are items on the floor that are not marked as 847 /* loop while there are items on the floor that are not marked as
1036 * destroyed */ 848 * destroyed */
1037 while (next && !next->destroyed ()) 849 while (next && !next->destroyed ())
1038 { 850 {
1039 tmp = next; 851 tmp = next;
1040 next = tmp->below; 852 next = tmp->below;
1041 853
854 if (cnt <= 0)
855 {
856 op->failmsg ("Couldn't pickup all items at once.");
857 return 0;
858 }
859
1042 if (op->destroyed ()) 860 if (op->destroyed ())
1043 return 0; 861 return 0;
1044 862
1045 if (!can_pick (op, tmp)) 863 if (!can_pick (op, tmp))
1046 continue; 864 continue;
1047 865
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 866 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 867 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 868 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 869 CHK_PICK_PICKUP;
870
1052 continue; 871 continue;
1053 } 872 }
1054 873
1055 /* high not bit set? We're using the old autopickup model */ 874 /* pickup handling */
875 if (op->contr->mode & PU_DEBUG)
876 {
877 /* some debugging code to figure out item information */
878 const char *str = tmp->name
879 ? format ("item name: %s item type: %d weight/value: %d",
880 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
881 : format ("item name: %s item type: %d weight/value: %d",
882 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
883
884 new_draw_info (NDI_UNIQUE, 0, op, str);
885 }
886
887 if (op->contr->mode & PU_INHIBIT)
888 return 1;
889
890 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
891 return 1;
892
893 /* philosophy:
894 * It's easy to grab an item type from a pile, as long as it's
895 * generic. This takes no game-time. For more detailed pickups
896 * and selections, select-items should be used. This is a
897 * grab-as-you-run type mode that's really useful for arrows for
898 * example.
899 * The drawback: right now it has no frontend, so you need to
900 * stick the bits you want into a calculator in hex mode and then
901 * convert to decimal and then 'pickup <#>
902 */
903
904 /* the first two modes are exclusive: if NOTHING we return, if
905 * STOP then we stop. All the rest are applied sequentially,
906 * meaning if any test passes, the item gets picked up. */
907
908 /* if mode is set to pick nothing up, return */
909 if (op->contr->mode == PU_NOTHING)
910 return 1;
911
912 /* if mode is set to stop when encountering objects, return */
913 /* take STOP before INHIBIT since it doesn't actually pick
914 * anything up */
915 if (op->contr->mode & PU_STOP)
916 return 0;
917
918 /* useful for going into stores and not losing your settings... */
919 /* and for battles wher you don't want to get loaded down while
920 * fighting */
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 /* prevent us from turning into auto-thieves :) */
925 if (QUERY_FLAG (tmp, FLAG_UNPAID))
926 continue;
927
928 /* ignore known cursed objects */
929 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
930 continue;
931
932 /* all food and drink if desired */
933 /* question: don't pick up known-poisonous stuff? */
1056 if (!(op->contr->mode & PU_NEWMODE)) 934 if (op->contr->mode & PU_FOOD)
935 if (tmp->type == FOOD)
1057 { 936 {
1058 switch (op->contr->mode) 937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_DRINK)
942 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 if (op->contr->mode & PU_POTION)
949 if (tmp->type == POTION)
950 {
951 CHK_PICK_PICKUP;
952 continue;
953 }
954
955 /* spellbooks, skillscrolls and normal books/scrolls */
956 if (op->contr->mode & PU_SPELLBOOK)
957 if (tmp->type == SPELLBOOK)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_SKILLSCROLL)
964 if (tmp->type == SKILLSCROLL)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 if (op->contr->mode & PU_READABLES)
971 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
976
977 /* wands/staves/rods/horns */
978 if (op->contr->mode & PU_MAGIC_DEVICE)
979 if (tmp->type == WAND
980 || tmp->type == ROD
981 || tmp->type == HORN
982 || tmp->type == POWER_CRYSTAL)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 /* pick up all magical items */
989 if (op->contr->mode & PU_MAGICAL)
990 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
991 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 if (op->contr->mode & PU_VALUABLES)
998 {
999 if (tmp->type == MONEY || tmp->type == GEM)
1059 { 1000 {
1060 case 0: 1001 CHK_PICK_PICKUP;
1061 return 1; /* don't pick up */ 1002 continue;
1062 case 1:
1063 pick_up (op, tmp);
1064 return 1;
1065 case 2:
1066 pick_up (op, tmp);
1067 return 0;
1068 case 3:
1069 return 0; /* stop before pickup */
1070 case 4:
1071 pick_up (op, tmp);
1072 break;
1073 case 5:
1074 pick_up (op, tmp);
1075 stop = 1;
1076 break;
1077 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1079 pick_up (op, tmp);
1080 break;
1081
1082 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM)
1084 pick_up (op, tmp);
1085 break;
1086
1087 default:
1088 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1091 pick_up (op, tmp);
1092 } 1003 }
1093 } 1004 }
1094 else 1005
1095 { /* old model */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1096 /* NEW pickup handling */
1097 if (op->contr->mode & PU_DEBUG) 1007 if (op->contr->mode & PU_JEWELS)
1008 if (tmp->type == RING
1009 || tmp->type == AMULET
1010 || tmp->type == GIRDLE
1011 || tmp->type == SKILL_TOOL)
1098 { 1012 {
1099 /* some debugging code to figure out item information */ 1013 CHK_PICK_PICKUP;
1100 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 }
1109
1110 /* philosophy:
1111 * It's easy to grab an item type from a pile, as long as it's
1112 * generic. This takes no game-time. For more detailed pickups
1113 * and selections, select-items should be used. This is a
1114 * grab-as-you-run type mode that's really useful for arrows for
1115 * example.
1116 * The drawback: right now it has no frontend, so you need to
1117 * stick the bits you want into a calculator in hex mode and then
1118 * convert to decimal and then 'pickup <#>
1119 */
1120
1121 /* the first two modes are exclusive: if NOTHING we return, if
1122 * STOP then we stop. All the rest are applied sequentially,
1123 * meaning if any test passes, the item gets picked up. */
1124
1125 /* if mode is set to pick nothing up, return */
1126
1127 if (op->contr->mode & PU_NOTHING)
1128 return 1;
1129
1130 /* if mode is set to stop when encountering objects, return */
1131 /* take STOP before INHIBIT since it doesn't actually pick
1132 * anything up */
1133
1134 if (op->contr->mode & PU_STOP)
1135 return 0;
1136
1137 /* useful for going into stores and not losing your settings... */
1138 /* and for battles wher you don't want to get loaded down while
1139 * fighting */
1140 if (op->contr->mode & PU_INHIBIT)
1141 return 1;
1142
1143 /* prevent us from turning into auto-thieves :) */
1144 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1145 continue; 1014 continue;
1015 }
1146 1016
1147 /* ignore known cursed objects */ 1017 /* we don't forget dragon food */
1148 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1018 if (op->contr->mode & PU_FLESH)
1019 if (tmp->type == FLESH)
1020 {
1021 CHK_PICK_PICKUP;
1149 continue; 1022 continue;
1023 }
1150 1024
1151 /* all food and drink if desired */ 1025 /* bows and arrows. Bows are good for selling! */
1152 /* question: don't pick up known-poisonous stuff? */ 1026 if (op->contr->mode & PU_BOW)
1027 if (tmp->type == BOW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 if (op->contr->mode & PU_ARROW)
1034 if (tmp->type == ARROW)
1035 {
1036 CHK_PICK_PICKUP;
1037 continue;
1038 }
1039
1040 /* all kinds of armor etc. */
1041 if (op->contr->mode & PU_ARMOUR)
1042 if (tmp->type == ARMOUR)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_HELMET)
1049 if (tmp->type == HELMET)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 if (op->contr->mode & PU_SHIELD)
1056 if (tmp->type == SHIELD)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1153 if (op->contr->mode & PU_FOOD) 1062 if (op->contr->mode & PU_BOOTS)
1154 if (tmp->type == FOOD) 1063 if (tmp->type == BOOTS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_GLOVES)
1070 if (tmp->type == GLOVES || tmp->type == BRACERS)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 if (op->contr->mode & PU_CLOAK)
1077 if (tmp->type == CLOAK)
1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1083 /* hoping to catch throwing daggers here */
1084 if (op->contr->mode & PU_MISSILEWEAPON)
1085 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 /* careful: chairs and tables are weapons! */
1092 if (op->contr->mode & PU_ALLWEAPON)
1093 {
1094 if (tmp->type == WEAPON)
1095 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1155 { 1096 {
1156 pick_up (op, tmp); 1097 CHK_PICK_PICKUP;
1157 continue; 1098 continue;
1158 } 1099 }
1100 }
1159 1101
1102 /* misc stuff that's useful */
1160 if (op->contr->mode & PU_DRINK) 1103 if (op->contr->mode & PU_KEY)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1104 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1162 { 1105 {
1163 pick_up (op, tmp); 1106 CHK_PICK_PICKUP;
1164 continue; 1107 continue;
1165 } 1108 }
1166 1109
1110 /* any of the last 4 bits set means we use the ratio for value
1111 * pickups */
1167 if (op->contr->mode & PU_POTION) 1112 if (op->contr->mode & PU_RATIO)
1168 if (tmp->type == POTION) 1113 {
1114 /* use value density to decide what else to grab */
1115 /* >=7 was >= op->contr->mode */
1116 /* >=7 is the old standard setting. Now we take the last 4 bits
1169 { 1117 */
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK)
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL) 1118 wvratio = op->contr->mode & PU_RATIO;
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1119 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 if (op->contr->mode & PU_VALUABLES)
1213 { 1120 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1121#if 0
1122 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1123 if (tmp->name != NULL)
1215 { 1124 {
1216 pick_up (op, tmp); 1125 fprintf (stderr, "%s", tmp->name);
1217 continue;
1218 } 1126 }
1219 }
1220
1221 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON)
1305 {
1306 if (tmp->type == WEAPON && tmp->name != NULL)
1307 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314 }
1315
1316 if (tmp->type == WEAPON && tmp->name == NULL)
1317 {
1318 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324 }
1325
1326 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 /* any of the last 4 bits set means we use the ratio for value
1335 * pickups */
1336 if (op->contr->mode & PU_RATIO)
1337 {
1338 /* use value density to decide what else to grab */
1339 /* >=7 was >= op->contr->mode */
1340 /* >=7 is the old standard setting. Now we take the last 4 bits
1341 * and multiply them by 5, giving 0..15*5== 5..75 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5;
1343 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1344 {
1345 pick_up (op, tmp);
1346#if 0
1347 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348 if (tmp->name != NULL)
1349 {
1350 fprintf (stderr, "%s", tmp->name);
1351 }
1352 else 1127 else
1353 fprintf (stderr, "%s", tmp->arch->name); 1128 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1130 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1356#endif 1131#endif
1132 CHK_PICK_PICKUP;
1357 continue; 1133 continue;
1358 }
1359 } 1134 }
1360 } /* the new pickup model */ 1135 } /* the new pickup model */
1361 } 1136 }
1362 1137
1363 return !stop; 1138 return !stop;
1139}
1140
1141/* routine for both players and monsters. We call this when
1142 * there is a possibility for our action distrubing our hiding
1143 * place or invisiblity spell. Artefact invisiblity causes
1144 * "noise" instead. If we arent invisible to begin with, we
1145 * return 0.
1146 */
1147static int
1148action_makes_visible (object *op)
1149{
1150 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1151 {
1152 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1153 {
1154 // artefact invisibility is permanent, but we still make noise
1155 // this is important for game-balance.
1156 if (op->contr)
1157 op->make_noise ();
1158
1159 return 0;
1160 }
1161
1162 if (op->contr && op->contr->tmp_invis == 0)
1163 return 0;
1164
1165 /* If monsters, they should become visible */
1166 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1167 {
1168 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1169 return 1;
1170 }
1171 }
1172
1173 return 0;
1364} 1174}
1365 1175
1366/* 1176/*
1367 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1368 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1369 * found object is returned. 1179 * found object is returned.
1370 */ 1180 */
1371object * 1181static object *
1372find_arrow (object *op, const char *type) 1182find_arrow (object *op, const char *type)
1373{ 1183{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1378 tmp = find_arrow (op, type);
1379 else if (op->type == ARROW && op->race == type) 1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1186 return splay (tmp);
1187
1188 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1189 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1190 if (object *arrow = find_arrow (tmp, type))
1191 {
1192 splay (tmp);
1380 return op; 1193 return arrow;
1194 }
1381 1195
1382 return tmp; 1196 return 0;
1383} 1197}
1384 1198
1385/* 1199/*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1200 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1387 * against the target. A full test is not performed, simply a basic test 1201 * against the target. A full test is not performed, simply a basic test
1388 * of resistances. The archer is making a quick guess at what he sees down 1202 * of resistances. The archer is making a quick guess at what he sees down
1389 * the hall. Failing that it does it's best to pick the highest plus arrow. 1203 * the hall. Failing that it does it's best to pick the highest plus arrow.
1390 */ 1204 */
1391object * 1205static object *
1392find_better_arrow (object *op, object *target, const char *type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1393{ 1207{
1394 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1395 int attacknum, attacktype, betterby = 0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1396 1210
1397 if (!type) 1211 if (!type)
1401 { 1215 {
1402 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1216 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1403 { 1217 {
1404 i = 0; 1218 i = 0;
1405 ntmp = find_better_arrow (arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1220
1406 if (i > betterby) 1221 if (i > betterby)
1407 { 1222 {
1408 tmp = ntmp; 1223 tmp = ntmp;
1409 betterby = i; 1224 betterby = i;
1410 } 1225 }
1411 } 1226 }
1412 else if (arrow->type == ARROW && arrow->race == type) 1227 else if (arrow->type == ARROW && arrow->race == type)
1413 { 1228 {
1414 /* allways prefer assasination/slaying */ 1229 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1230 if (target->race && arrow->slaying.contains (target->race))
1416 { 1231 {
1417 if (arrow->attacktype & AT_DEATH) 1232 if (arrow->attacktype & AT_DEATH)
1418 { 1233 {
1419 *better = 100; 1234 *better = 100;
1420 return arrow; 1235 return arrow;
1428 else 1243 else
1429 { 1244 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1245 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 { 1246 {
1432 attacktype = 1 << attacknum; 1247 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1248 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1249 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1435 { 1250 {
1436 tmp = arrow; 1251 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1252 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 } 1253 }
1439 } 1254 }
1255
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1256 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1257 {
1442 tmp = arrow; 1258 tmp = arrow;
1443 betterby = 2 + arrow->magic + arrow->stats.dam; 1259 betterby = 2 + arrow->magic + arrow->stats.dam;
1444 } 1260 }
1261
1445 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1262 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1263 {
1447 tmp = arrow; 1264 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam; 1265 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 } 1266 }
1450 } 1267 }
1451 } 1268 }
1452 } 1269 }
1270
1453 if (tmp == NULL && arrow == NULL) 1271 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type); 1272 return find_arrow (op, type);
1455 1273
1456 *better = betterby; 1274 *better = betterby;
1457 return tmp; 1275 return tmp;
1461 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1462 * op = the shooter 1280 * op = the shooter
1463 * type = bow->race 1281 * type = bow->race
1464 * dir = fire direction 1282 * dir = fire direction
1465 */ 1283 */
1466object * 1284static object *
1467pick_arrow_target (object *op, const char *type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1468{ 1286{
1469 object *tmp = NULL; 1287 object *tmp = NULL;
1470 maptile *m; 1288 maptile *m;
1471 int i, mflags, found, number; 1289 int i, mflags, found, number;
1472 sint16 x, y; 1290 sint16 x, y;
1487 for (i = 0, found = 0; i < 20; i++) 1305 for (i = 0, found = 0; i < 20; i++)
1488 { 1306 {
1489 x += freearr_x[dir]; 1307 x += freearr_x[dir];
1490 y += freearr_y[dir]; 1308 y += freearr_y[dir];
1491 mflags = get_map_flags (m, &m, x, y, &x, &y); 1309 mflags = get_map_flags (m, &m, x, y, &x, &y);
1310
1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1311 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 { 1312 {
1494 tmp = NULL; 1313 tmp = 0;
1495 break; 1314 break;
1496 } 1315 }
1497 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1316 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498 { 1317 {
1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1318 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500 * perhaps a bad assumption. 1319 * perhaps a bad assumption.
1501 */ 1320 */
1502 tmp = NULL; 1321 tmp = 0;
1503 break; 1322 break;
1504 } 1323 }
1324
1505 if (mflags & P_IS_ALIVE) 1325 if (mflags & P_IS_ALIVE)
1506 {
1507 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1326 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1509 {
1510 found++;
1511 break;
1512 }
1513 if (found)
1514 break; 1328 break;
1515 }
1516 } 1329 }
1517 if (tmp == NULL) 1330
1331 if (!tmp)
1518 return find_arrow (op, type); 1332 return find_arrow (op, type);
1519 1333
1520 if (tmp->head) 1334 if (tmp->head)
1521 tmp = tmp->head; 1335 tmp = tmp->head;
1522 1336
1535 */ 1349 */
1536int 1350int
1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1351fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1538{ 1352{
1539 object *left, *bow; 1353 object *left, *bow;
1540 int bowspeed, mflags; 1354 int mflags;
1541 maptile *m; 1355 maptile *m;
1542 1356
1543 if (!dir) 1357 if (!dir)
1544 { 1358 {
1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1359 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1546 return 0; 1360 return 0;
1547 } 1361 }
1548 1362
1549 if (player *pl = op->contr) 1363 if (op->contr)
1550 { 1364 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1365 else
1556 { 1366 {
1557 for (bow = op->inv; bow; bow = bow->below) 1367 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1368 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1369 * don't need to switch back and forth between bows and weapons.
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1376 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1377 return 0;
1568 } 1378 }
1569 1379
1570 // optimisation: move object to top so we will find it quickly again 1380 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below) 1381 splay (bow);
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1577 } 1382 }
1578 1383
1579 if (!bow->race || !bow->skill) 1384 if (!bow->race || !bow->skill)
1580 { 1385 {
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1582 return 0; 1387 return 0;
1583 } 1388 }
1584
1585 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1586
1587 /* penalize ROF for bestarrow */
1588 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1589 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1590
1591 if (bowspeed < 1)
1592 bowspeed = 1;
1593 1389
1594 if (arrow == NULL) 1390 if (arrow == NULL)
1595 { 1391 {
1596 if ((arrow = find_arrow (op, bow->race)) == NULL) 1392 if ((arrow = find_arrow (op, bow->race)) == NULL)
1597 { 1393 {
1616 } 1412 }
1617 1413
1618 /* this should not happen, but sometimes does */ 1414 /* this should not happen, but sometimes does */
1619 if (arrow->nrof == 0) 1415 if (arrow->nrof == 0)
1620 { 1416 {
1417 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1621 arrow->destroy (); 1418 arrow->destroy ();
1622 return 0; 1419 return 0;
1623 } 1420 }
1624 1421
1625 left = arrow; /* these are arrows left to the player */ 1422 left = arrow; /* these are arrows left to the player */
1626 arrow = get_split_ob (arrow, 1); 1423 arrow = arrow->split ();
1627 if (!arrow) 1424 if (!arrow)
1628 { 1425 {
1629 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1426 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 return 0; 1427 return 0;
1631 } 1428 }
1635 arrow->direction = dir; 1432 arrow->direction = dir;
1636 1433
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1434 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam; 1435 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype; 1436 arrow->stats.grace = arrow->attacktype;
1437 arrow->custom_name = arrow->slaying;
1640 1438
1641 if (arrow->slaying) 1439#if 0
1642 arrow->spellarg = strdup (arrow->slaying); 1440 if (player *pl = op->contr)
1643
1644 if (op->type == PLAYER)
1645 {
1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1647 op->update_stats ();
1648 } 1441 {
1442 float speed = pl->weapon_sp;
1443
1444 /* penalize ROF for bestarrow */
1445 if (pl->bowtype == bow_bestarrow)
1446 speed *= .9f;
1447 else
1448 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1449
1450 op->speed_left += speed - op->speed;
1451 }
1452#endif
1649 1453
1650 SET_ANIMATION (arrow, arrow->direction); 1454 SET_ANIMATION (arrow, arrow->direction);
1651 1455
1652 /* update the speed */ 1456 /* update the speed */
1653 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1457 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1654 + bow->stats.dam / 7.0; 1458 + bow->stats.dam / 7.f;
1655 1459
1656 arrow->set_speed (max (arrow->speed, 2.0)); 1460 arrow->set_speed (max (arrow->speed, 2.f));
1657 arrow->speed_left = 0; 1461 arrow->speed_left = 0;
1658 1462
1659 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1463 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1660 1464
1661 if (op->type == PLAYER) 1465 if (op->type == PLAYER)
1684 1488
1685 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1489 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1686 arrow->move_type = MOVE_FLY_LOW; 1490 arrow->move_type = MOVE_FLY_LOW;
1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1491 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1688 1492
1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1493 op->play_sound (sound_find ("fire_arrow"));
1690 m->insert (arrow, sx, sy, op); 1494 m->insert (arrow, sx, sy, op);
1691 1495
1692 if (!arrow->destroyed ()) 1496 if (!arrow->destroyed ())
1693 move_arrow (arrow); 1497 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 1498
1703 return 1; 1499 return 1;
1704} 1500}
1705 1501
1706/* Special fire code for players - this takes into 1502/* Special fire code for players - this takes into
1708 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1709 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1710 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1711 * hence the function name. 1507 * hence the function name.
1712 */ 1508 */
1713int 1509static int
1714player_fire_bow (object *op, int dir) 1510player_fire_bow (object *op, int dir)
1715{ 1511{
1716 int ret = 0, wcmod = 0; 1512 int ret;
1717 1513
1718 if (op->contr->bowtype == bow_bestarrow) 1514 if (op->contr->bowtype == bow_bestarrow)
1719 { 1515 {
1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1516 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1721 } 1517 }
1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1518 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1723 { 1519 {
1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1520 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); 1521 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1728 } 1522 }
1729 else if (op->contr->bowtype == bow_threewide) 1523 else if (op->contr->bowtype == bow_threewide)
1730 { 1524 {
1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 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)]); 1526 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)]); 1527 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1734 } 1528 }
1735 else if (op->contr->bowtype == bow_spreadshot) 1529 else if (op->contr->bowtype == bow_spreadshot)
1736 { 1530 {
1737 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1531 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); 1532 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); 1533 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1740 } 1534 }
1741 else 1535 else
1742 { 1536 {
1744 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1538 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1745 } 1539 }
1746 1540
1747 return ret; 1541 return ret;
1748} 1542}
1749
1750 1543
1751/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1753 */ 1546 */
1754void 1547static void
1755fire_misc_object (object *op, int dir) 1548fire_misc_object (object *op, int dir)
1756{ 1549{
1757 object *item = op->contr->ranged_ob; 1550 object *item = op->contr->ranged_ob;
1758 1551
1759 if (!item) 1552 if (!item)
1766 { 1559 {
1767 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1768 return; 1561 return;
1769 } 1562 }
1770 1563
1771 if (!op->change_weapon (item)) 1564 if (!op->apply (item))
1772 return; 1565 return;
1773 1566
1774 if (item->type == WAND) 1567 if (item->type == WAND)
1775 { 1568 {
1776 if (item->stats.food <= 0) 1569 if (item->stats.food <= 0)
1777 { 1570 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1571 op->contr->play_sound (sound_find ("wand_poof"));
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1780 1573
1781 return; 1574 return;
1782 } 1575 }
1783 } 1576 }
1784 else if (item->type == ROD || item->type == HORN) 1577 else if (item->type == ROD || item->type == HORN)
1785 { 1578 {
1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1579 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1580
1581 // using the maximum of the rods charge allows at least one spell cast
1582 // for a rod or horn, this fixes some broken rods.
1583 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1787 { 1584 {
1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1585 op->contr->play_sound (sound_find ("wand_poof"));
1789 1586
1790 if (item->type == ROD) 1587 if (item->type == ROD)
1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1792 else 1589 else
1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1796 } 1593 }
1797 } 1594 }
1798 1595
1799 if (cast_spell (op, item, dir, item->inv, NULL)) 1596 if (cast_spell (op, item, dir, item->inv, NULL))
1800 { 1597 {
1801 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1598 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1599
1802 if (item->type == WAND) 1600 if (item->type == WAND)
1803 { 1601 {
1804 if (!(--item->stats.food)) 1602 if (!(--item->stats.food))
1805 { 1603 {
1806 object *tmp; 1604 object *tmp;
1807 1605
1808 if (item->arch) 1606 if (item->arch)
1809 { 1607 {
1810 CLEAR_FLAG (item, FLAG_ANIMATE); 1608 CLEAR_FLAG (item, FLAG_ANIMATE);
1811 item->face = item->arch->clone.face; 1609 item->face = item->arch->face;
1812 item->set_speed (0); 1610 item->set_speed (0);
1813 } 1611 }
1814 1612
1815 if ((tmp = item->in_player ())) 1613 if (object *pl = item->visible_to ())
1816 esrv_update_item (UPD_ANIM, tmp, item); 1614 esrv_update_item (UPD_ANIM, pl, item);
1817 } 1615 }
1818 } 1616 }
1819 else if (item->type == ROD || item->type == HORN) 1617 else if (item->type == ROD || item->type == HORN)
1820 drain_rod_charge (item); 1618 drain_rod_charge (item);
1821 } 1619 }
1822} 1620}
1823 1621
1824/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1825 */ 1623 */
1826void 1624bool
1827fire (object *op, int dir) 1625fire (object *who, int dir)
1828{ 1626{
1829 int spellcost = 0; 1627 int spellcost = 0;
1830 1628
1629 player *pl = who->contr;
1630
1631 if (pl->golem)
1632 {
1633 control_golem (who->contr->golem, dir);
1634 return false;
1635 }
1636
1637 object *ob = pl->ranged_ob;
1638
1639 if (!ob)
1640 return false;
1641
1642 if (who->speed_left > 0.f)
1643 --who->speed_left;
1644 else
1645 return false;
1646
1647 if (!who->apply (ob))
1648 return false;
1649
1831 /* check for loss of invisiblity/hide */ 1650 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible (op)) 1651 if (action_makes_visible (who))
1833 make_visible (op); 1652 make_visible (who);
1834
1835 player *pl = op->contr;
1836
1837 if (pl->golem)
1838 {
1839 control_golem (op->contr->golem, dir);
1840 return;
1841 }
1842
1843 object *ob = pl->ranged_ob;
1844
1845 if (!ob)
1846 return;
1847 1653
1848 switch (ob->type) 1654 switch (ob->type)
1849 { 1655 {
1850 case BOW: 1656 case BOW:
1851 player_fire_bow (op, dir); 1657 player_fire_bow (who, dir);
1852 break; 1658 break;
1853 1659
1854 case SPELL: 1660 case SPELL:
1855 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1661 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1856 break; 1662 break;
1857 1663
1858 case BUILDER: 1664 case BUILDER:
1859 apply_map_builder (op, dir); 1665 apply_map_builder (who, dir);
1860 break; 1666 break;
1861 1667
1862 case SKILL: 1668 case SKILL:
1863 case SKILL_TOOL:
1864 do_skill (op, op, ob, dir, 0); 1669 do_skill (who, who, ob, dir, 0);
1865 break; 1670 break;
1866 1671
1672 case RANGED:
1673 do_skill (who, ob, who->chosen_skill, dir, 0);
1674 break;
1675
1867 default: 1676 default:
1868 fire_misc_object (op, dir); 1677 fire_misc_object (who, dir);
1869 break; 1678 break;
1870 } 1679 }
1871}
1872 1680
1873/* find_key 1681 return true;
1874 * We try to find a key for the door as passed. If we find a key 1682}
1875 * and successfully use it, we return the key, otherwise NULL 1683
1876 * This function merges both normal and locked door, since the logic 1684static object *
1877 * for both is the same - just the specific key is different.
1878 * pl is the player,
1879 * inv is the objects inventory to searched
1880 * door is the door we are trying to match against.
1881 * This function can be called recursively to search containers.
1882 */
1883object *
1884find_key (object *pl, object *container, object *door) 1685find_key_ (object *pl, object *container, object *door)
1885{ 1686{
1886 object *tmp, *key; 1687 object *tmp, *key;
1887 1688
1888 /* Should not happen, but sanity checking is never bad */ 1689 /* Should not happen, but sanity checking is never bad */
1889 if (!container->inv) 1690 if (!container->inv)
1892 /* First, lets try to find a key in the top level inventory */ 1693 /* First, lets try to find a key in the top level inventory */
1893 for (tmp = container->inv; tmp; tmp = tmp->below) 1694 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 { 1695 {
1895 if (door->type == DOOR && tmp->type == KEY) 1696 if (door->type == DOOR && tmp->type == KEY)
1896 break; 1697 break;
1698
1897 /* For sanity, we should really check door type, but other stuff 1699 /* For sanity, we should really check door type, but other stuff
1898 * (like containers) can be locked with special keys 1700 * (like containers) can be locked with special keys
1899 */ 1701 */
1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1702 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1901 break; 1703 break;
1907 * a key, return 1709 * a key, return
1908 */ 1710 */
1909 if (!tmp) 1711 if (!tmp)
1910 { 1712 {
1911 for (tmp = container->inv; tmp; tmp = tmp->below) 1713 for (tmp = container->inv; tmp; tmp = tmp->below)
1912 {
1913 /* No reason to search empty containers */ 1714 /* No reason to search empty containers */
1914 if (tmp->type == CONTAINER && tmp->inv) 1715 if (tmp->type == CONTAINER && tmp->inv)
1915 {
1916 if ((key = find_key (pl, tmp, door))) 1716 if ((key = find_key_ (pl, tmp, door)))
1917 return key; 1717 return key;
1918 }
1919 }
1920 1718
1921 if (!tmp) 1719 if (!tmp)
1922 return NULL; 1720 return 0;
1923 } 1721 }
1924 1722
1925 /* We get down here if we have found a key. Now if its in a container, 1723 /* We get down here if we have found a key. Now if its in a container,
1926 * see if we actually want to use it 1724 * see if we actually want to use it
1927 */ 1725 */
1928 if (pl != container) 1726 if (pl != container)
1929 { 1727 {
1930 /* Only let players use keys in containers */ 1728 /* Only let players use keys in containers */
1931 if (!pl->contr) 1729 if (!pl->contr)
1932 return NULL; 1730 return 0;
1731
1933 /* cases where this fails: 1732 /* cases where this fails:
1934 * If we only search the player inventory, return now since we 1733 * If we only search the player inventory, return now since we
1935 * are not in the players inventory. 1734 * are not in the players inventory.
1936 * If the container is not active, return now since only active 1735 * If the container is not active, return now since only active
1937 * containers can be used. 1736 * containers can be used.
1941 * inv must have been an container and must have been active. 1740 * inv must have been an container and must have been active.
1942 * 1741 *
1943 * Change the color so that the message doesn't disappear with 1742 * Change the color so that the message doesn't disappear with
1944 * all the others. 1743 * all the others.
1945 */ 1744 */
1946 if (pl->contr->usekeys == key_inventory || 1745 if (pl->contr->usekeys == key_inventory
1947 !QUERY_FLAG (container, FLAG_APPLIED) || 1746 || !QUERY_FLAG (container, FLAG_APPLIED)
1948 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1949 { 1748 {
1950 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1951 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1750 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1952 return NULL; 1751 return NULL;
1953 } 1752 }
1954 } 1753 }
1955 1754
1956 return tmp; 1755 return tmp;
1756}
1757
1758/* find_key
1759 * We try to find a key for the door as passed. If we find a key
1760 * and successfully use it, we return the key, otherwise NULL
1761 * This function merges both normal and locked door, since the logic
1762 * for both is the same - just the specific key is different.
1763 * pl is the player,
1764 * inv is the objects inventory to searched
1765 * door is the door we are trying to match against.
1766 * This function can be called recursively to search containers.
1767 */
1768object *
1769find_key (object *pl, object *container, object *door)
1770{
1771 if (door->slaying && is_match_expr (door->slaying))
1772 {
1773 // for match expressions, we try to find the key by applying the match
1774 // to the op itself, which is supposed to find the "key", instead
1775 // of searching through containers ourselves.
1776
1777 return match_one (door->slaying, container, door, pl, pl);
1778 }
1779 else
1780 return find_key_ (pl, container, door);
1957} 1781}
1958 1782
1959/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
1960 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
1961 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
1962 * 0 otherwise 1786 * 0 otherwise
1963 */ 1787 */
1964static int 1788static int
1965player_attack_door (object *op, object *door) 1789player_attack_door (object *op, object *door)
1966{ 1790{
1967 /* If its a door, try to find a use a key. If we do destroy the door, 1791 /* If its a door, try to find a key. If we do destroy the door,
1968 * might as well return immediately as there is nothing more to do - 1792 * might as well return immediately as there is nothing more to do -
1969 * otherwise, we fall through to the rest of the code. 1793 * otherwise, we fall through to the rest of the code.
1970 */ 1794 */
1971 object *key = find_key (op, op, door); 1795 object *key = find_key (op, op, door);
1972 1796
1973 /* IF we found a key, do some extra work */ 1797 /* If we found a key, do some extra work */
1974 if (key) 1798 if (key)
1975 { 1799 {
1976 object *container = key->env; 1800 object *container = key->env;
1977
1978 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1979 1801
1980 if (action_makes_visible (op)) 1802 if (action_makes_visible (op))
1981 make_visible (op); 1803 make_visible (op);
1982 1804
1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1805 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1985 1807
1986 if (door->type == DOOR) 1808 if (door->type == DOOR)
1987 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1809 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1988 else if (door->type == LOCKED_DOOR) 1810 else if (door->type == LOCKED_DOOR)
1989 { 1811 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1812 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1991 remove_door2 (door); /* remove door without violence ;-) */ 1813 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1814 }
1993 1815
1994 /* Do this after we print the message */ 1816 /* Do this after we print the message */
1995 decrease_ob (key); /* Use up one of the keys */ 1817 key->decrease (); /* Use up one of the keys */
1996 /* Need to update the weight the container the key was in */
1997 if (container != op)
1998 esrv_update_item (UPD_WEIGHT, op, container);
1999 1818
2000 return 1; /* Nothing more to do below */ 1819 return 1; /* Nothing more to do below */
2001 } 1820 }
2002 else if (door->type == LOCKED_DOOR) 1821 else if (door->type == LOCKED_DOOR)
2003 { 1822 {
2004 /* Might as well return now - no other way to open this */ 1823 /* Might as well return now - no other way to open this */
2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1824 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2006 return 1; 1825 return 1;
2007 } 1826 }
2008 1827
2009 return 0; 1828 return 0;
2010} 1829}
2013 * It should keep the code cleaner. 1832 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1833 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1834 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
2017 */ 1836 */
2018void 1837bool
2019move_player_attack (object *op, int dir) 1838move_player_attack (object *op, int dir)
2020{ 1839{
2021 object *tmp, *mon; 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2022 int on_battleground; 1841 {
2023 maptile *m; 1842 --op->speed_left;
1843 return true;
1844 }
2024 1845
2025 sint16 nx = freearr_x[dir] + op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
2026 sint16 ny = freearr_y[dir] + op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
2027 1848
2028 on_battleground = op_on_battleground (op, 0, 0); 1849 if (out_of_map (op->map, nx, ny))
1850 return false;
2029 1851
2030 /* If braced, or can't move to the square, and it is not out of the 1852 /* If braced, or can't move to the square, and it is not out of the
2031 * map, attack it. Note order of if statement is important - don't 1853 * map, attack it. Note order of if statement is important - don't
2032 * want to be calling move_ob if braced, because move_ob will move the 1854 * want to be calling move_ob if braced, because move_ob will move the
2033 * player. This is a pretty nasty hack, because if we could 1855 * player. This is a pretty nasty hack, because if we could
2034 * move to some space, it then means that if we are braced, we should 1856 * move to some space, it then means that if we are braced, we should
2035 * do nothing at all. As it is, if we are braced, we go through 1857 * do nothing at all. As it is, if we are braced, we go through
2036 * quite a bit of processing. However, it probably is less than what 1858 * quite a bit of processing. However, it probably is less than what
2037 * move_ob uses. 1859 * move_ob uses.
2038 */ 1860 */
2039 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1861 maptile *m = op->map->xy_find (nx, ny);
1862
1863 /* Go through all the objects, and find ones of interest. Only stop if
1864 * we find a monster - that is something we know we want to attack.
1865 * if its a door or barrel (can roll) see if there may be monsters
1866 * on the space
1867 */
1868 object *mon;
1869 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1870 {
1871 if ((mon->flag [FLAG_ALIVE]
1872 || mon->type == LOCKED_DOOR
1873 || mon->flag [FLAG_CAN_ROLL])
1874 && mon != op)
1875 break;
2040 { 1876 }
2041 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1877
1878 if (!mon) /* This happens anytime the player tries to move */
1879 return false; /* into a wall */
1880
1881 mon = mon->head_ ();
1882
1883 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1884 if (op->contr->weapon_sp_left > 0.f)
1885 if (player_attack_door (op, mon))
1886 {
1887 --op->contr->weapon_sp_left;
1888 return true;
2042 { 1889 }
2043 m = op->map->xy_find (nx, ny); 1890
2044 if (!m) 1891 /* The following deals with possibly attacking peaceful
2045 return; /* Don't think this should happen */ 1892 * or friendly creatures. Basically, all players are considered
1893 * unaggressive. If the moving player has peaceful set, then the
1894 * object should be pushed instead of attacked. It is assumed that
1895 * if you are braced, you will not attack friends accidently,
1896 * and thus will not push them.
1897 */
1898
1899 /* If the creature is a pet, push it even if the player is not
1900 * peaceful. Our assumption is the creature is a pet if the
1901 * player owns it and it is either friendly or unagressive.
1902 */
1903 if (op->type == PLAYER
1904 && ((mon->owner && mon->owner->contr
1905 && same_party (mon->owner->contr->party, op->contr->party))
1906 || mon->owner == op)
1907 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1908 {
1909 /* If we're braced, we don't want to switch places with it */
1910 if (op->contr->braced)
1911 return false;
1912
1913 if (op->speed_left > 0.f)
1914 {
1915 --op->speed_left;
1916
1917 op->play_sound (sound_find ("push_player"));
1918 push_ob (mon, dir, op);
1919
1920 if (action_makes_visible (op))
1921 make_visible (op);
1922
1923 return true;
2046 } 1924 }
2047 else 1925 else
2048 m = op->map;
2049
2050 if (!(tmp = m->at (nx, ny).bot))
2051 return; 1926 return false;
1927 }
2052 1928
2053 mon = 0; 1929 bool on_battleground = op_on_battleground (op, 0, 0);
2054 /* Go through all the objects, and find ones of interest. Only stop if
2055 * we find a monster - that is something we know we want to attack.
2056 * if its a door or barrel (can roll) see if there may be monsters
2057 * on the space
2058 */
2059 while (tmp)
2060 {
2061 if (tmp == op)
2062 {
2063 tmp = tmp->above;
2064 continue;
2065 }
2066 1930
2067 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 {
2069 mon = tmp;
2070 break;
2071 }
2072
2073 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2074 mon = tmp;
2075
2076 tmp = tmp->above;
2077 }
2078
2079 if (!mon) /* This happens anytime the player tries to move */
2080 return; /* into a wall */
2081
2082 if (mon->head)
2083 mon = mon->head;
2084
2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2086 if (player_attack_door (op, mon))
2087 return;
2088
2089 /* The following deals with possibly attacking peaceful
2090 * or frienddly creatures. Basically, all players are considered
2091 * unaggressive. If the moving player has peaceful set, then the
2092 * object should be pushed instead of attacked. It is assumed that
2093 * if you are braced, you will not attack friends accidently,
2094 * and thus will not push them.
2095 */
2096
2097 /* If the creature is a pet, push it even if the player is not
2098 * peaceful. Our assumption is the creature is a pet if the
2099 * player owns it and it is either friendly or unagressive.
2100 */
2101 if ((op->type == PLAYER)
2102#if COZY_SERVER
2103 &&
2104 ((mon->owner && mon->owner->contr
2105 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2106#else
2107 && mon->owner == op
2108#endif
2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2110 {
2111 /* If we're braced, we don't want to switch places with it */
2112 if (op->contr->braced)
2113 return;
2114
2115 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2116 push_ob (mon, dir, op);
2117 if (op->contr->tmp_invis || op->hide)
2118 make_visible (op);
2119
2120 return;
2121 }
2122
2123 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
2124 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
2125 * someone, but put it inside this loop so that you won't 1933 * someone, but put it inside this loop so that you won't
2126 * attack them either. 1934 * attack them either.
2127 */ 1935 */
2128 if ((mon->type == PLAYER || mon->enemy != op) && 1936 if ((mon->type == PLAYER || mon->enemy != op)
2129 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1937 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2130#ifdef PROHIBIT_PLAYERKILL
2131 (op->contr->peaceful 1938 && ((op->contr->peaceful
2132 || (mon->type == PLAYER 1939 || (mon->type == PLAYER && mon->contr->peaceful))
2133 && mon->contr->
2134 peaceful)) &&
2135#else
2136 op->contr->peaceful &&
2137#endif
2138 !on_battleground)) 1940 && !on_battleground))
1941 {
1942 if (op->speed_left > 0.f)
2139 { 1943 {
1944 --op->speed_left;
1945
2140 if (!op->contr->braced) 1946 if (!op->contr->braced)
2141 { 1947 {
2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1948 op->play_sound (sound_find ("push_player"));
2143 push_ob (mon, dir, op); 1949 push_ob (mon, dir, op);
2144 } 1950 }
2145 else 1951 else
2146 new_draw_info (0, 0, op, "You withhold your attack"); 1952 op->statusmsg ("You withhold your attack");
2147 1953
2148 if (op->contr->tmp_invis || op->hide) 1954 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2149 make_visible (op); 1955 make_visible (op);
2150 }
2151 1956
1957 return true;
1958 }
1959 }
2152 /* If the object is a boulder or other rollable object, then 1960 /* If the object is a boulder or other rollable object, then
2153 * roll it if not braced. You can't roll it if you are braced. 1961 * roll it if not braced. You can't roll it if you are braced.
2154 */ 1962 */
2155 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1963 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1964 {
1965 if (op->speed_left > 0.f)
2156 { 1966 {
1967 --op->speed_left;
1968
2157 recursive_roll (mon, dir, op); 1969 recursive_roll (mon, dir, op);
2158 if (action_makes_visible (op)) 1970 if (action_makes_visible (op))
2159 make_visible (op); 1971 make_visible (op);
2160 }
2161 1972
1973 return true;
1974 }
1975 }
2162 /* Any generic living creature. Including things like doors. 1976 /* Any generic living creature. Including things like doors.
2163 * Way it works is like this: First, it must have some hit points 1977 * Way it works is like this: First, it must have some hit points
2164 * and be living. Then, it must be one of the following: 1978 * and be living. Then, it must be one of the following:
2165 * 1) Not a player, 2) A player, but of a different party. Note 1979 * 1) Not a player, 2) A player, but of a different party. Note
2166 * that party_number -1 is no party, so attacks can still happen. 1980 * that party_number -1 is no party, so attacks can still happen.
2167 */ 1981 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1982 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1983 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2170 { 1984 {
2171 /* If the player hasn't hit something this tick, and does 1985 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2172 * so, give them speed boost based on weapon speed. Doing
2173 * it here is better than process_players2, which basically
2174 * incurred a 1 tick offset.
2175 */
2176 if (!op->contr->has_hit)
2177 { 1986 {
2178 op->speed_left += op->contr->weapon_sp - op->speed; 1987 --op->contr->weapon_sp_left;
2179
2180 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2181 }
2182 1988
2183 skill_attack (mon, op, 0, 0, 0); 1989 skill_attack (mon, op, 0, 0, 0);
2184
2185 /* If attacking another player, that player gets automatic
2186 * hitback, and doesn't loose luck either.
2187 * Disable hitback on the battleground or if the target is
2188 * the wiz.
2189 */
2190 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2191 {
2192 short luck = mon->stats.luck;
2193
2194 mon->contr->has_hit = 1;
2195 skill_attack (op, mon, 0, 0, 0);
2196 mon->stats.luck = luck;
2197 }
2198 1990
2199 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2200 make_visible (op); 1992 make_visible (op);
2201 }
2202 } /* if player should attack something */
2203}
2204 1993
2205int 1994 return true;
1995 }
1996 }
1997
1998 return false;
1999}
2000
2001bool
2206move_player (object *op, int dir) 2002move_player (object *op, int dir)
2207{ 2003{
2208 int pick;
2209
2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2211 return 0; 2005 return 0;
2212 2006
2213 /* Sanity check: make sure dir is valid */ 2007 /* Sanity check: make sure dir is valid */
2214 if ((dir < 0) || (dir >= 9)) 2008 if (dir < 0 || dir >= 9)
2215 { 2009 {
2216 LOG (llevError, "move_player: invalid direction %d\n", dir); 2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2217 return 0; 2011 return 0;
2218 } 2012 }
2219 2013
2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2015 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2222 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2223 2017
2224 op->facing = dir; 2018 op->facing = dir;
2225 2019
2226 if (op->hide) 2020 if (op->flag [FLAG_HIDDEN])
2227 do_hidden_move (op); 2021 do_hidden_move (op);
2228 2022
2023 bool retval;
2024 int pick = 0;
2025
2229 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2026 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2230 /*nop */ ; 2027 retval = RESULT_INT (0);
2231 else if (op->contr->fire_on) 2028 else if (op->contr->fire_on)
2232 fire (op, dir); 2029 retval = fire (op, dir);
2233 else 2030 else
2234 { 2031 {
2235 move_player_attack (op, dir); 2032 retval = move_player_attack (op, dir);
2236 pick = check_pick (op); 2033 pick = check_pick (op);
2237 } 2034 }
2238 2035
2239 /* Add special check for newcs players and fire on - this way, the 2036 /* Add special check for newcs players and fire on - this way, the
2240 * server can handle repeat firing. 2037 * server can handle repeat firing.
2247 /* Update how the player looks. Use the facing, so direction may 2044 /* Update how the player looks. Use the facing, so direction may
2248 * get reset to zero. This allows for full animation capabilities 2045 * get reset to zero. This allows for full animation capabilities
2249 * for players. 2046 * for players.
2250 */ 2047 */
2251 animate_object (op, op->facing); 2048 animate_object (op, op->facing);
2252 return 0; 2049
2050 return retval;
2253} 2051}
2254 2052
2255/* This is similar to handle_player, below, but is only used by the 2053/* This is similar to handle_player, below, but is only used by the
2256 * new client/server stuff. 2054 * new client/server stuff.
2257 * This is sort of special, in that the new client/server actually uses 2055 * This is sort of special, in that the new client/server actually uses
2258 * the new speed values for commands. 2056 * the new speed values for commands.
2259 * 2057 *
2260 * Returns true if there are more actions we can do. 2058 * Returns true if there are more actions we can do. Should not do
2059 * many actions in a row, as that would be too unfair to other
2060 * players.
2261 */ 2061 */
2262int 2062bool
2263handle_newcs_player (object *op) 2063handle_newcs_player (object *op)
2264{ 2064{
2265 if (QUERY_FLAG (op, FLAG_SCARED)) 2065 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2066 {
2267 flee_player (op); 2067 if (op->speed_left > 0.f)
2268 /* If player is still scared, that is his action for this tick */
2269 if (QUERY_FLAG (op, FLAG_SCARED))
2270 { 2068 {
2271 op->speed_left--; 2069 --op->speed_left;
2070 flee_player (op);
2071
2272 return 0; 2072 return true;
2273 } 2073 }
2074 else
2075 return false;
2274 } 2076 }
2275 2077
2276 /* call this here - we also will call this in do_ericserver, but 2078 /* call this here - we also will call this in do_ericserver, but
2277 * the players time has been increased when doericserver has been 2079 * the players time has been increased when doericserver has been
2278 * called, so we recheck it here. 2080 * called, so we recheck it here.
2279 */ 2081 */
2280 if (op->contr->ns->handle_command ()) 2082 if (op->contr->ns->handle_command ())
2281 return 1; 2083 return true;
2282 2084
2283 if (op->speed_left > 0)
2284 {
2285 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2085 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2286 {
2287 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--;
2289
2290 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff.
2293 */
2294 move_player (op, op->direction); 2086 return move_player (op, op->direction);
2295 2087
2296 return op->speed_left > 0;
2297 }
2298 }
2299
2300 return 0; 2088 return false;
2301} 2089}
2302 2090
2303int 2091static int
2304save_life (object *op) 2092save_life (object *op)
2305{ 2093{
2306 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2307 return 0; 2095 return 0;
2308 2096
2309 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2097 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2310 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2098 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2311 { 2099 {
2312 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2100 op->play_sound (sound_find ("ob_evaporate"));
2313 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2101 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2314
2315 if (op->contr)
2316 esrv_del_item (op->contr, tmp->count);
2317 2102
2318 tmp->destroy (); 2103 tmp->destroy ();
2319 CLEAR_FLAG (op, FLAG_LIFESAVE); 2104 CLEAR_FLAG (op, FLAG_LIFESAVE);
2320 2105
2321 if (op->stats.hp < 0) 2106 if (op->stats.hp < 0)
2322 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2323 2108
2324 if (op->stats.food < 0) 2109 if (op->stats.food < 0)
2325 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2326 2111
2327 op->update_stats (); 2112 op->update_stats ();
2328 return 1; 2113 return 1;
2329 } 2114 }
2330 2115
2334 return 0; 2119 return 0;
2335} 2120}
2336 2121
2337/* This goes throws the inventory and removes unpaid objects, and puts them 2122/* This goes throws the inventory and removes unpaid objects, and puts them
2338 * back in the map (location and map determined by values of env). This 2123 * back in the map (location and map determined by values of env). This
2339 * function will descend into containers. op is the object to start the search 2124 * function will descend into containers. op is the object to start the search
2340 * from. 2125 * from.
2341 */ 2126 */
2127static void
2128drop_unpaid_items (object *op, object *env)
2129{
2130 while (op)
2131 {
2132 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2133
2134 if (QUERY_FLAG (op, FLAG_UNPAID))
2135 op->insert_at (env);
2136 else if (op->inv)
2137 drop_unpaid_items (op->inv, env);
2138
2139 op = next;
2140 }
2141}
2142
2342void 2143void
2343remove_unpaid_objects (object *op, object *env) 2144object::drop_unpaid_items ()
2344{ 2145{
2345 while (op) 2146 if (!flag [FLAG_REMOVED])
2346 { 2147 ::drop_unpaid_items (inv, this);
2347 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2348
2349 if (QUERY_FLAG (op, FLAG_UNPAID))
2350 {
2351 if (env->type == PLAYER)
2352 esrv_del_item (env->contr, op->count);
2353
2354 op->insert_at (env);
2355 }
2356 else if (op->inv)
2357 remove_unpaid_objects (op->inv, env);
2358
2359 op = next;
2360 }
2361}
2362
2363/*
2364 * Returns pointer a static string containing gravestone text
2365 * Moved from apply.c to player.c - player.c is what
2366 * actually uses this function. player.c may not be quite the
2367 * best, a misc file for object actions is probably better,
2368 * but there isn't one in the server directory.
2369 */
2370char *
2371gravestone_text (object *op)
2372{
2373 static char buf2[MAX_BUF];
2374 char buf[MAX_BUF];
2375 time_t now = time (NULL);
2376
2377 strcpy (buf2, " R.I.P.\n\n");
2378 if (op->type == PLAYER)
2379 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2380 else
2381 sprintf (buf, "%s\n", &op->name);
2382
2383 strncat (buf2, " ", 20 - strlen (buf) / 2);
2384 strcat (buf2, buf);
2385 if (op->type == PLAYER)
2386 sprintf (buf, "who was in level %d when killed\n", op->level);
2387 else
2388 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2389
2390 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf);
2392 if (op->type == PLAYER)
2393 {
2394 sprintf (buf, "by %s.\n\n", op->contr->killer);
2395 strncat (buf2, " ", 21 - strlen (buf) / 2);
2396 strcat (buf2, buf);
2397 }
2398
2399 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2400 strncat (buf2, " ", 20 - strlen (buf) / 2);
2401 strcat (buf2, buf);
2402
2403 return buf2;
2404} 2148}
2405 2149
2406void 2150void
2407do_some_living (object *op) 2151do_some_living (object *op)
2408{ 2152{
2460 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2204 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2461 else 2205 else
2462 { 2206 {
2463 gen_grace = op->stats.maxgrace; 2207 gen_grace = op->stats.maxgrace;
2464 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2208 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2465 }
2466
2467 /* Regenerate Spell Points */
2468 if (!op->contr->golem && --op->last_sp < 0)
2469 {
2470 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2471 if (op->stats.sp < op->stats.maxsp)
2472 {
2473 op->stats.sp++;
2474 /* dms do not consume food */
2475 if (!QUERY_FLAG (op, FLAG_WIZ))
2476 {
2477 op->stats.food--;
2478 if (op->contr->digestion < 0)
2479 op->stats.food += op->contr->digestion;
2480 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2481 op->stats.food = last_food;
2482 }
2483 }
2484
2485 if (max_sp > 1)
2486 {
2487 over_sp = (gen_sp + 10) / rate_sp;
2488 if (over_sp > 0)
2489 {
2490 if (op->stats.sp < op->stats.maxsp)
2491 {
2492 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2493
2494 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2495 op->stats.sp--;
2496
2497 if (op->stats.sp > op->stats.maxsp)
2498 op->stats.sp = op->stats.maxsp;
2499 }
2500 op->last_sp = 0;
2501 }
2502 else
2503 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2504 }
2505 else
2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2507 } 2209 }
2508 2210
2509 /* Regenerate Grace */ 2211 /* Regenerate Grace */
2510 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2212 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2511 if (--op->last_grace < 0) 2213 if (--op->last_grace < 0)
2532 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2234 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2533 } 2235 }
2534 /* wearing stuff doesn't detract from grace generation. */ 2236 /* wearing stuff doesn't detract from grace generation. */
2535 } 2237 }
2536 2238
2239 if (op->stats.food > 0)
2240 {
2537 /* Regenerate Hit Points */ 2241 /* Regenerate Spell Points */
2538 if (--op->last_heal < 0) 2242 if (!op->contr->golem && --op->last_sp < 0)
2539 {
2540 if (op->stats.hp < op->stats.maxhp)
2541 { 2243 {
2542 op->stats.hp++; 2244 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2543 /* dms do not consume food */ 2245
2544 if (!QUERY_FLAG (op, FLAG_WIZ)) 2246 if (op->stats.sp < op->stats.maxsp)
2545 { 2247 {
2248 op->stats.sp++;
2249
2250 /* dms do not consume food */
2251 if (!QUERY_FLAG (op, FLAG_WIZ))
2252 {
2546 op->stats.food--; 2253 op->stats.food--;
2254
2547 if (op->contr->digestion < 0) 2255 if (op->contr->digestion < 0)
2548 op->stats.food += op->contr->digestion; 2256 op->stats.food += op->contr->digestion;
2549 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2257 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2550 op->stats.food = last_food; 2258 op->stats.food = last_food;
2259 }
2551 } 2260 }
2552 }
2553 2261
2554 if (max_hp > 1) 2262 if (max_sp > 1)
2555 {
2556 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2557 if (over_hp > 0)
2558 { 2263 {
2559 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2264 over_sp = (gen_sp + 10) / rate_sp;
2265 if (over_sp > 0)
2266 {
2267 if (op->stats.sp < op->stats.maxsp)
2268 {
2269 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2270
2271 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2272 op->stats.sp--;
2273
2274 if (op->stats.sp > op->stats.maxsp)
2275 op->stats.sp = op->stats.maxsp;
2276 }
2277
2560 op->last_heal = 0; 2278 op->last_sp = 0;
2279 }
2280 else
2281 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2561 } 2282 }
2562 else 2283 else
2284 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2285 }
2286
2287 /* Regenerate Hit Points */
2288 if (--op->last_heal < 0)
2289 {
2290 if (op->stats.hp < op->stats.maxhp)
2563 { 2291 {
2564 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2292 op->stats.hp++;
2293
2294 /* dms do not consume food */
2295 if (!QUERY_FLAG (op, FLAG_WIZ))
2296 {
2297 op->stats.food--;
2298
2299 if (op->contr->digestion < 0)
2300 op->stats.food += op->contr->digestion;
2301 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2302 op->stats.food = last_food;
2303 }
2565 } 2304 }
2305
2306 if (max_hp > 1)
2307 {
2308 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2309
2310 if (over_hp > 0)
2311 {
2312 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2313 op->last_heal = 0;
2314 }
2315 else
2316 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2566 } 2317 }
2567 else 2318 else
2568 {
2569 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2319 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2570 } 2320 }
2571 } 2321 }
2572 2322
2573 /* Digestion */ 2323 /* Digestion */
2574 if (--op->last_eat < 0) 2324 if (--op->last_eat < 0)
2575 { 2325 {
2576#ifdef COZY_SERVER 2326 int bonus = max (0, op->contr->digestion),
2577 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2327 penalty = max (0, -op->contr->digestion);
2578 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2579#else
2580 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2581#endif
2582 2328
2583 if (op->contr->gen_hp > 0)
2584 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2329 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2585 else
2586 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2587 2330
2588 /* dms do not consume food */ 2331 /* dms do not consume food */
2589 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!QUERY_FLAG (op, FLAG_WIZ))
2590 op->stats.food--; 2333 op->stats.food--;
2591 } 2334 }
2592 2335
2593 if (op->stats.food < 0 && op->stats.hp >= 0) 2336 if (op->stats.food < 0 && op->stats.hp >= 0)
2594 { 2337 {
2595 object *tmp, *flesh = 0; 2338 object *flesh = 0;
2596 2339
2597 for (tmp = op->inv; tmp; tmp = tmp->below) 2340 for_inv_removable (op, tmp)
2598 { 2341 {
2599 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2342 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2343 continue;
2344
2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2600 { 2346 {
2601 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2347 op->statusmsg ("You blindly grab for a bite of food. "
2602 { 2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2603 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2349 op->apply (tmp);
2604 manual_apply (op, tmp, 0); 2350
2605 if (op->stats.food >= 0 || op->stats.hp < 0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2606 break; 2352 break;
2607 } 2353 }
2608 else if (tmp->type == FLESH) 2354 else if (tmp->type == FLESH)
2609 flesh = tmp; 2355 flesh = tmp;
2610 } /* End if paid for object */ 2356 }
2611 } /* end of for loop */
2612 2357
2613 /* If player is still starving, it means they don't have any food, so 2358 /* If player is still starving, it means they don't have any food, so
2614 * eat flesh instead. 2359 * eat flesh instead.
2615 */ 2360 */
2616 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2617 { 2362 {
2618 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2363 op->statusmsg ("You blindly grab for a bite of food. "
2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2619 manual_apply (op, flesh, 0); 2365 op->apply (flesh);
2620 } 2366 }
2367
2368 // If player is still starving, alert him!
2369 if (op->stats.food < 0)
2370 op->failmsg ("You are starving! "
2371 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2372 }
2373
2374 if (op->stats.food < 0)
2621 } 2375 {
2376 op->stats.hp += op->stats.food;
2377 op->stats.food = 0;
2622 2378
2623 while (op->stats.food < 0 && op->stats.hp >= 0) 2379 if (op->stats.hp < 0)
2624 op->stats.food++, op->stats.hp--; 2380 {
2381 op->contr->killer = archetype::get ("killer_starvation");
2382 op->contr->killer->destroy ();
2383 }
2384 }
2625 2385
2386 /* killer should be set here already */
2626 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2387 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2627 kill_player (op); 2388 kill_player (op);
2628 } 2389 }
2629} 2390}
2630 2391
2634 * file. 2395 * file.
2635 */ 2396 */
2636void 2397void
2637kill_player (object *op) 2398kill_player (object *op)
2638{ 2399{
2639 char buf[MAX_BUF];
2640 int x, y; 2400 int x, y;
2641
2642 //int i;
2643 maptile *map; /* this is for resurrection */ 2401 maptile *map; /* this is for resurrection */
2644
2645 /* int z;
2646 int num_stats_lose;
2647 int lost_a_stat;
2648 int lose_this_stat;
2649 int this_stat; */
2650 int will_kill_again; 2402 int will_kill_again;
2651 archetype *at; 2403 archetype *at;
2652 object *tmp; 2404 object *tmp;
2653 2405
2654 if (save_life (op)) 2406 if (save_life (op))
2655 return; 2407 return;
2656 2408
2409 dynbuf_text deathtab;
2410
2411 /* restore player */
2412 at = archetype::find (shstr_poisoning);
2413 if (object *tmp = present_arch_in_ob (at, op))
2414 {
2415 tmp->destroy ();
2416 deathtab << "Your body feels cleansed...\r";
2417 }
2418
2419 at = archetype::find (shstr_confusion);
2420 if (object *tmp = present_arch_in_ob (at, op))
2421 {
2422 tmp->destroy ();
2423 deathtab << "Your mind feels clearer...\r";
2424 }
2425
2426 cure_disease (op, 0, 0); /* remove any disease */
2427
2428 max_it (op->stats.hp , op->stats.maxhp);
2429 max_it (op->stats.sp , op->stats.maxsp);
2430 max_it (op->stats.grace, op->stats.maxgrace);
2431 max_it (op->stats.food , 200);
2432
2433 // remove all spell effects that are active
2434 // to avoid long-term effects such as word-of-recall
2435 for (object *item = op->inv; item; )
2436 {
2437 object *next = item->below;
2438
2439 if (item->type == SPELL_EFFECT && item->active)
2440 item->destroy ();
2441
2442 item = next;
2443 }
2657 2444
2658 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2445 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2659 * in cities ONLY!!! It is very important that this doesn't get abused. 2446 * in cities ONLY!!! It is very important that this doesn't get abused.
2660 * Look at op_on_battleground() for more info --AndreasV 2447 * Look at op_on_battleground() for more info --AndreasV
2661 */ 2448 */
2662 if (op_on_battleground (op, &x, &y)) 2449 if (op_on_battleground (op, &x, &y))
2663 { 2450 {
2664 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2451 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2665 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2666
2667 /* restore player */
2668 at = archetype::find ("poisoning");
2669 if (object *tmp = present_arch_in_ob (at, op))
2670 {
2671 tmp->destroy ();
2672 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2673 }
2674
2675 at = archetype::find ("confusion");
2676 if (object *tmp = present_arch_in_ob (at, op))
2677 {
2678 tmp->destroy ();
2679 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2680 }
2681
2682 cure_disease (op, 0); /* remove any disease */
2683 op->stats.hp = op->stats.maxhp;
2684 if (op->stats.food <= 0)
2685 op->stats.food = 999;
2686 2452
2687 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2688 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2689 { 2455
2690 sprintf (buf, "%s's finger", &op->name); 2456 tmp->name = format ("%s's finger" , &op->name);
2691 tmp->name = buf; 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2692 sprintf (buf, " This finger has been cut off %s\n" 2458 tmp->msg = format (
2693 " the %s, when he was defeated at\n level %d by %s.\n", 2459 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2694 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2460 &op->name, op->contr->title,
2695 tmp->msg = buf; 2461 (int)op->level,
2462 op->contr->killer_name ()
2463 );
2696 tmp->value = 0, tmp->type = 0; 2464 tmp->value = 0, tmp->type = 0;
2697 tmp->materialname = "organics"; 2465 tmp->material = name_to_material (shstr_organic);
2698 tmp->insert_at (op, tmp); 2466 tmp->insert_at (op, tmp);
2699 }
2700 2467
2701 /* teleport defeated player to new destination */ 2468 /* teleport defeated player to new destination */
2702 transfer_ob (op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2703 op->contr->braced = 0; 2470 op->contr->braced = 0;
2471
2472 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2704 return; 2473 return;
2705 } 2474 }
2706 2475
2476 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2477 deathtab << "T<YOU HAVE DIED>\n\n";
2478
2707 INVOKE_PLAYER (DEATH, op->contr); 2479 INVOKE_PLAYER (DEATH, op->contr);
2708 2480
2709 command_kill_pets (op, 0); 2481 command_kill_pets (op, 0);
2710 2482
2711 if (op->stats.food < 0) 2483 op->contr->play_sound (sound_find ("player_dies"));
2712 {
2713 sprintf (buf, "%s starved to death.", &op->name);
2714 strcpy (op->contr->killer, "starvation");
2715 }
2716 else
2717 sprintf (buf, "%s died.", &op->name);
2718
2719 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2720 2484
2721 /* save the map location for corpse, gravestone */ 2485 /* save the map location for corpse, gravestone */
2722 x = op->x; 2486 x = op->x;
2723 y = op->y; 2487 y = op->y;
2724 map = op->map; 2488 map = op->map;
2752 2516
2753 lost_a_stat = 0; 2517 lost_a_stat = 0;
2754 2518
2755 for (z = 0; z < num_stats_lose; z++) 2519 for (z = 0; z < num_stats_lose; z++)
2756 { 2520 {
2757 i = RANDOM () % NUM_STATS; 2521 i = rndm (NUM_STATS);
2758 2522
2759 if (settings.stat_loss_on_death) 2523 if (settings.stat_loss_on_death)
2760 { 2524 {
2761 /* Pick a random stat and take a point off it. Tell the player 2525 /* Pick a random stat and take a point off it. Tell the player
2762 * what he lost. 2526 * what he lost.
2769 lost_a_stat = 1; 2533 lost_a_stat = 1;
2770 } 2534 }
2771 else 2535 else
2772 { 2536 {
2773 /* deplete a stat */ 2537 /* deplete a stat */
2774 archetype *deparch = archetype::find ("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2775 object *dep; 2539 object *dep;
2776 2540
2777 dep = present_arch_in_ob (deparch, op); 2541 dep = present_arch_in_ob (deparch, op);
2778 if (!dep) 2542 if (!dep)
2779 { 2543 {
2780 dep = arch_to_object (deparch); 2544 dep = deparch->instance ();
2781 insert_ob_in_ob (dep, op); 2545 insert_ob_in_ob (dep, op);
2782 } 2546 }
2783 lose_this_stat = 1; 2547 lose_this_stat = 1;
2784 if (settings.balanced_stat_loss) 2548 if (settings.balanced_stat_loss)
2785 { 2549 {
2813 } 2577 }
2814 } 2578 }
2815 2579
2816 if (lose_this_stat) 2580 if (lose_this_stat)
2817 { 2581 {
2818 this_stat = get_attr_value (&(dep->stats), i); 2582 this_stat = get_attr_value (&dep->stats, i);
2819 /* We could try to do something clever like find another 2583 /* We could try to do something clever like find another
2820 * stat to reduce if this fails. But chances are, if 2584 * stat to reduce if this fails. But chances are, if
2821 * stats have been depleted to -50, all are pretty low 2585 * stats have been depleted to -50, all are pretty low
2822 * and should be roughly the same, so it shouldn't make a 2586 * and should be roughly the same, so it shouldn't make a
2823 * difference. 2587 * difference.
2831 lost_a_stat = 1; 2595 lost_a_stat = 1;
2832 } 2596 }
2833 } 2597 }
2834 } 2598 }
2835 } 2599 }
2600
2836 /* If no stat lost, tell the player. */ 2601 /* If no stat lost, tell the player. */
2837 if (!lost_a_stat) 2602 if (!lost_a_stat)
2838 { 2603 {
2839 /* determine_god() seems to not work sometimes... why is this? 2604 /* determine_god() seems to not work sometimes... why is this?
2840 Should I be using something else? GD */ 2605 Should I be using something else? GD */
2841 const char *god = determine_god (op); 2606 shstr_tmp god = determine_god (op);
2842 2607
2843 if (god && (strcmp (god, "none"))) 2608 if (god != shstr_none)
2844 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2609 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2845 else 2610 else
2846 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2611 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2847 } 2612 }
2848#else 2613#else
2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2614 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2850#endif 2615#endif
2851 2616
2852 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2853 * exp loss on the stone. 2618 * exp loss on the stone.
2854 */ 2619 */
2855 tmp = arch_to_object (archetype::find ("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2856 sprintf (buf, "%s's gravestone", &op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
2857 tmp->name = buf; 2622 tmp->name_pl = format ("%s's gravestones", &op->name);
2858 sprintf (buf, "%s's gravestones", &op->name); 2623 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2859 tmp->name_pl = buf; 2624 &op->name, op->contr->title, op->contr->killer_name ());
2860 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2861 tmp->msg = buf;
2862 tmp->x = op->x, tmp->y = op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2863 insert_ob_in_map (tmp, op->map, NULL, 0); 2626 insert_ob_in_map (tmp, op->map, NULL, 0);
2864 2627
2865 /**************************************/ 2628 /**************************************/
2866 /* */ 2629 /* */
2867 /* Subtract the experience points, */ 2630 /* Subtract the experience points, */
2868 /* if we died cause of food, give us */
2869 /* food, and reset HP's... */
2870 /* */ 2631 /* */
2871 /**************************************/ 2632 /**************************************/
2872 2633
2873 /* remove any poisoning and confusion the character may be suffering. */
2874 /* restore player */
2875 at = archetype::find ("poisoning");
2876 tmp = present_arch_in_ob (at, op);
2877
2878 if (tmp)
2879 {
2880 tmp->destroy ();
2881 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2882 }
2883
2884 at = archetype::find ("confusion");
2885 tmp = present_arch_in_ob (at, op);
2886 if (tmp)
2887 {
2888 tmp->destroy ();
2889 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2890 }
2891
2892 cure_disease (op, 0); /* remove any disease */
2893
2894 /*add_exp(op, (op->stats.exp * -0.20)); */ 2634 /*add_exp(op, (op->stats.exp * -0.20)); */
2895 apply_death_exp_penalty (op); 2635 apply_death_exp_penalty (op);
2896 if (op->stats.food < 100)
2897 op->stats.food = 900;
2898 op->stats.hp = op->stats.maxhp;
2899 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2900 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2901 2636
2902 /* 2637 /*
2903 * Check to see if the player has any unpaid items. If so, remove them 2638 * Check to see if the player has any unpaid items. If so, remove them
2904 * and put them back in the map. 2639 * and put them back in the map.
2905 */ 2640 */
2906 remove_unpaid_objects (op->inv, op); 2641 op->drop_unpaid_items ();
2907 2642
2908 /****************************************/ 2643 /****************************************/
2909 /* */ 2644 /* */
2910 /* Move player to his current respawn- */ 2645 /* Move player to his current respawn- */
2911 /* position (usually last savebed) */ 2646 /* position (usually last savebed) */
2931 object *force; 2666 object *force;
2932 int at; 2667 int at;
2933 2668
2934 force = get_archetype (FORCE_NAME); 2669 force = get_archetype (FORCE_NAME);
2935 /* 50 ticks should be enough time for the spell to abate */ 2670 /* 50 ticks should be enough time for the spell to abate */
2936 force->speed = 0.1; 2671 force->speed = 0.1f;
2937 force->speed_left = -5.0; 2672 force->speed_left = -5.f;
2938 SET_FLAG (force, FLAG_APPLIED); 2673 SET_FLAG (force, FLAG_APPLIED);
2939 for (at = 0; at < NROFATTACKS; at++) 2674 for (at = 0; at < NROFATTACKS; at++)
2940 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
2941 force->resist[at] = 100; 2676 force->resist[at] = 100;
2942 2677
2943 insert_ob_in_ob (force, op); 2678 insert_ob_in_ob (force, op);
2944 op->update_stats (); 2679 op->update_stats ();
2945
2946 } 2680 }
2947 2681
2948 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2949} 2683}
2950 2684
2951void 2685static void
2952loot_object (object *op) 2686loot_object (object *op)
2953{ /* Grab and destroy some treasure */ 2687{ /* Grab and destroy some treasure */
2954 object *tmp, *tmp2, *next; 2688 object *tmp, *tmp2, *next;
2955 2689
2956 op->close_container (); /* close open sack first */ 2690 op->close_container (); /* close open sack first */
2970 2704
2971 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2705 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2972 { 2706 {
2973 if (tmp->nrof > 1) 2707 if (tmp->nrof > 1)
2974 { 2708 {
2975 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2709 tmp->decrease (rndm (1, tmp->nrof - 1));
2976 tmp2->destroy ();
2977 insert_ob_in_map (tmp, op->map, NULL, 0); 2710 insert_ob_in_map (tmp, op->map, NULL, 0);
2978 } 2711 }
2979 else 2712 else
2980 tmp->destroy (); 2713 tmp->destroy ();
2981 } 2714 }
2988 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
2989 * what needs to be fixed. Refresh windows and fix speed if anything 2722 * what needs to be fixed. Refresh windows and fix speed if anything
2990 * was changed. 2723 * was changed.
2991 */ 2724 */
2992void 2725void
2993fix_weight (void) 2726fix_weight ()
2994{ 2727{
2995 for_all_players (pl) 2728 for_all_players (pl)
2996 { 2729 {
2997 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2730 sint32 old = pl->ob->carrying;
2998 2731
2999 if (old == sum) 2732 pl->ob->update_weight ();
3000 continue; 2733
2734 if (old != pl->ob->carrying)
2735 {
3001 pl->ob->update_stats (); 2736 pl->ob->update_stats ();
3002 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2737 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2738 }
3003 } 2739 }
3004} 2740}
3005 2741
3006void 2742void
3007fix_luck (void) 2743fix_luck ()
3008{ 2744{
3009 for_all_players (pl) 2745 for_all_players (pl)
3010 if (!pl->ob->contr->ns->state) 2746 if (!pl->ob->contr->ns->state)
3011 pl->ob->change_luck (0); 2747 pl->ob->change_luck (0);
3012} 2748}
3049} 2785}
3050 2786
3051void 2787void
3052make_visible (object *op) 2788make_visible (object *op)
3053{ 2789{
3054 op->hide = 0; 2790 op->flag [FLAG_HIDDEN] = 0;
3055 op->invisible = 0; 2791 op->invisible = 0;
2792
3056 if (op->type == PLAYER) 2793 if (op->type == PLAYER)
3057 { 2794 {
3058 op->contr->tmp_invis = 0; 2795 op->contr->tmp_invis = 0;
3059 op->contr->invis_race = 0; 2796 op->contr->invis_race = 0;
3060 } 2797 }
3063} 2800}
3064 2801
3065int 2802int
3066is_true_undead (object *op) 2803is_true_undead (object *op)
3067{ 2804{
3068 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2805 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3069 return 1; 2806 return 1;
3070 2807
3071 return 0; 2808 return 0;
3072} 2809}
3073 2810
3074/* look at the surrounding terrain to determine 2811/* look at the surrounding terrain to determine
3075 * the hideability of this object. Positive levels 2812 * the hideability of this object. Positive levels
3076 * indicate greater hideability. 2813 * indicate greater hideability.
3077 */ 2814 */
3078
3079int 2815int
3080hideability (object *ob) 2816hideability (object *ob)
3081{ 2817{
3082 int i, level = 0, mflag; 2818 int i, level = 0, mflag;
3083 sint16 x, y; 2819 sint16 x, y;
3084 2820
3085 if (!ob || !ob->map) 2821 if (!ob || !ob->map)
3086 return 0; 2822 return 0;
3087 2823
3088 /* so, on normal lighted maps, its hard to hide */ 2824 /* so, on normal lighted maps, its hard to hide */
3089 level = ob->map->darkness - 2; 2825 level = ob->map->darklevel () - 2;
3090 2826
3091 /* this also picks up whether the object is glowing. 2827 /* this also picks up whether the object is glowing.
3092 * If you carry a light on a non-dark map, its not 2828 * If you carry a light on a non-dark map, its not
3093 * as bad as carrying a light on a pitch dark map */ 2829 * as bad as carrying a light on a pitch dark map */
3094 if (has_carried_lights (ob)) 2830 if (ob->has_carried_lights ())
3095 level = -(10 + (2 * ob->map->darkness)); 2831 level = -(10 + (2 * ob->map->darklevel ()));
3096 2832
3097 /* scan through all nearby squares for terrain to hide in */ 2833 /* scan through all nearby squares for terrain to hide in */
3098 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2834 for (i = 0, x = ob->x, y = ob->y;
2835 i <= SIZEOFFREE1;
2836 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3099 { 2837 {
3100 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2838 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3101 if (mflag & P_OUT_OF_MAP) 2839 if (mflag & P_OUT_OF_MAP)
3102 {
3103 continue; 2840 continue;
3104 } 2841
3105 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2842 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3106 level += 2; 2843 level += 2;
3107 else /* open terrain! */ 2844 else /* open terrain! */
3108 level -= 1; 2845 level -= 1;
3109 } 2846 }
3117/* For Hidden creatures - a chance of becoming 'unhidden' 2854/* For Hidden creatures - a chance of becoming 'unhidden'
3118 * every time they move - as we subtract off 'invisibility' 2855 * every time they move - as we subtract off 'invisibility'
3119 * AND, for players, if they move into a ridiculously unhideable 2856 * AND, for players, if they move into a ridiculously unhideable
3120 * spot (surrounded by clear terrain in broad daylight). -b.t. 2857 * spot (surrounded by clear terrain in broad daylight). -b.t.
3121 */ 2858 */
3122
3123void 2859void
3124do_hidden_move (object *op) 2860do_hidden_move (object *op)
3125{ 2861{
3126 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2862 int hide = 0;
3127 object *skop;
3128 2863
3129 if (!op || !op->map) 2864 if (!op || !op->map)
3130 return; 2865 return;
3131 2866
3132 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2867 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2868 int num = random_roll (0, 19, op, PREFER_LOW);
3133 2869
3134 /* its *extremely* hard to run and sneak/hide at the same time! */ 2870 /* its *extremely* hard to run and sneak/hide at the same time! */
3135 if (op->type == PLAYER && op->contr->run_on) 2871 if (op->type == PLAYER && op->contr->run_on)
3136 if (!skop || num >= skop->level) 2872 if (!skop || num >= skop->level)
3137 { 2873 {
3147 num -= hide; 2883 num -= hide;
3148 2884
3149 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2885 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3150 { 2886 {
3151 make_visible (op); 2887 make_visible (op);
2888
3152 if (op->type == PLAYER) 2889 if (op->type == PLAYER)
3153 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2890 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3154 } 2891 }
3155 else if (op->type == PLAYER && skop) 2892 else if (op->type == PLAYER && skop)
3156 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2893 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3209 * object op. This function works fine for monsters, 2946 * object op. This function works fine for monsters,
3210 * but we dont worry if the object isnt the top one in 2947 * but we dont worry if the object isnt the top one in
3211 * a pile (say a coin under a table would return "viewable" 2948 * a pile (say a coin under a table would return "viewable"
3212 * by this routine). Another question, should we be 2949 * by this routine). Another question, should we be
3213 * concerned with the direction the player is looking 2950 * concerned with the direction the player is looking
3214 * in? Realistically, most of use cant see stuff behind 2951 * in? Realistically, most of us can't see stuff behind
3215 * our backs...on the other hand, does the "facing" direction 2952 * our backs...on the other hand, does the "facing" direction
3216 * imply the way your head, or body is facing? Its possible 2953 * imply the way your head, or body is facing? It's possible
3217 * for them to differ. Sigh, this fctn could get a bit more complex. 2954 * for them to differ. Sigh, this fctn could get a bit more complex.
3218 * -b.t. 2955 * -b.t.
3219 * This function is now map tiling safe. 2956 * This function is now map tiling safe.
3220 */ 2957 */
3221
3222int 2958int
3223player_can_view (object *pl, object *op) 2959player_can_view (object *pl, object *op)
3224{ 2960{
3225 rv_vector rv; 2961 rv_vector rv;
3226 int dx, dy; 2962 int dx, dy;
3238 2974
3239 get_rangevector (pl, op, &rv, 0x1); 2975 get_rangevector (pl, op, &rv, 0x1);
3240 2976
3241 /* starting with the 'head' part, lets loop 2977 /* starting with the 'head' part, lets loop
3242 * through the object and find if it has any 2978 * through the object and find if it has any
3243 * part that is in the los array but isnt on 2979 * part that is in the los array but isn't on
3244 * a blocked los square. 2980 * a blocked los square.
3245 * we use the archetype to figure out offsets. 2981 * we use the archetype to figure out offsets.
3246 */ 2982 */
3247 while (op) 2983 while (op)
3248 { 2984 {
3249 dx = rv.distance_x + op->arch->clone.x; 2985 dx = rv.distance_x + op->arch->x;
3250 dy = rv.distance_y + op->arch->clone.y; 2986 dy = rv.distance_y + op->arch->y;
3251 2987
3252 /* only the viewable area the player sees is updated by LOS 2988 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3253 * code, so we need to restrict ourselves to that range of values
3254 * for any meaningful values.
3255 */
3256 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3257 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3258 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3259 return 1; 2989 return 1;
2990
3260 op = op->more; 2991 op = op->more;
3261 } 2992 }
3262 return 0;
3263}
3264 2993
3265/* routine for both players and monsters. We call this when
3266 * there is a possibility for our action distrubing our hiding
3267 * place or invisiblity spell. Artefact invisiblity is not
3268 * effected by this. If we arent invisible to begin with, we
3269 * return 0.
3270 */
3271int
3272action_makes_visible (object *op)
3273{
3274
3275 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3276 {
3277 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3278 return 0;
3279
3280 if (op->contr && op->contr->tmp_invis == 0)
3281 return 0;
3282
3283 /* If monsters, they should become visible */
3284 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3285 {
3286 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3287 return 1;
3288 }
3289 }
3290 return 0; 2994 return 0;
3291} 2995}
3292 2996
3293/* op_on_battleground - checks if the given object op (usually 2997/* op_on_battleground - checks if the given object op (usually
3294 * a player) is standing on a valid battleground-tile, 2998 * a player) is standing on a valid battleground-tile,
3299 * Default is to do the same as before, so only people wanting to have different points need worry about this 3003 * Default is to do the same as before, so only people wanting to have different points need worry about this
3300 */ 3004 */
3301int 3005int
3302op_on_battleground (object *op, int *x, int *y) 3006op_on_battleground (object *op, int *x, int *y)
3303{ 3007{
3304 object *tmp;
3305
3306 /* A battleground-tile needs the following attributes to be valid: 3008 /* A battleground-tile needs the following attributes to be valid:
3307 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3009 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3308 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3010 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3309 * and the exit-coordinates sp/hp must both be > 0. 3011 * and the exit-coordinates sp/hp must both be > 0.
3310 * => The intention here is to prevent abuse of the battleground- 3012 * => The intention here is to prevent abuse of the battleground-
3311 * feature (like pickable or hidden battleground tiles). */ 3013 * feature (like pickable or hidden battleground tiles). */
3312 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3014 for (object *tmp = op->below; tmp; tmp = tmp->below)
3313 { 3015 {
3314 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3016 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3315 { 3017 {
3316 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3018 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3317 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3019 && tmp->type == BATTLEGROUND
3020 && tmp->name == shstr_battleground
3021 && EXIT_X (tmp) && EXIT_Y (tmp))
3318 { 3022 {
3319 /*before we assign the exit, check if this is a teambattle */ 3023 /* before we assign the exit, check if this is a teambattle */
3320 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3024 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3321 {
3322 object *invtmp;
3323
3324 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3025 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3026 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3325 { 3027 {
3326 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3327 {
3328 if (x != NULL && y != NULL) 3028 if (x && y)
3329 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3030
3330 return 1; 3031 return 1;
3331 }
3332 } 3032 }
3333 } 3033
3334 if (x != NULL && y != NULL) 3034 if (x && y)
3335 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3036
3336 return 1; 3037 return 1;
3337 } 3038 }
3338 } 3039 }
3339 } 3040 }
3041
3340 /* If we got here, did not find a battleground */ 3042 /* If we got here, did not find a battleground */
3341 return 0; 3043 return 0;
3342} 3044}
3343 3045
3344/* 3046/*
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3062 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i = 0, j = 0; 3063 int i = 0, j = 0;
3362 3064
3363 /* get the appropriate treasurelist */ 3065 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3066 if (atnr == ATNR_FIRE)
3365 trlist = treasurelist::find ("dragon_ability_fire"); 3067 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3068 else if (atnr == ATNR_COLD)
3367 trlist = treasurelist::find ("dragon_ability_cold"); 3069 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3070 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = treasurelist::find ("dragon_ability_elec"); 3071 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3072 else if (atnr == ATNR_POISON)
3371 trlist = treasurelist::find ("dragon_ability_poison"); 3073 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3074
3373 if (trlist == NULL || who->type != PLAYER) 3075 if (trlist == NULL || who->type != PLAYER)
3374 return; 3076 return;
3375 3077
3376 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3078 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3082 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3083 return;
3382 } 3084 }
3383 3085
3384 /* everything seems okay - now bring on the gift: */ 3086 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3087 item = tr->item;
3386 3088
3387 if (item->type == SPELL) 3089 if (item->type == SPELL)
3388 { 3090 {
3389 if (check_spell_known (who, item->name)) 3091 if (check_spell_known (who, item->name))
3390 return; 3092 return;
3449 { 3151 {
3450 /* forces in the treasurelist can alter the player's stats */ 3152 /* forces in the treasurelist can alter the player's stats */
3451 object *skin; 3153 object *skin;
3452 3154
3453 /* first get the dragon skin force */ 3155 /* first get the dragon skin force */
3454 shstr_cmp dragon_skin_force ("dragon_skin_force");
3455 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3156 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3456 ; 3157 ;
3457 3158
3458 if (!skin) 3159 if (!skin)
3459 return; 3160 return;
3460 3161
3474 else 3175 else
3475 j = 1; 3176 j = 1;
3476 strcat (buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3477 } 3178 }
3478 } 3179 }
3180
3479 strcat (buf, "."); 3181 strcat (buf, ".");
3480 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3481 } 3183 }
3482 3184
3483 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3493 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3494 } 3196 }
3495 else 3197 else
3496 { 3198 {
3497 /* generate misc. treasure */ 3199 /* generate misc. treasure */
3498 tmp = arch_to_object (tr->item); 3200 tmp = tr->item->instance ();
3499 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3201 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3500 tmp = insert_ob_in_ob (tmp, who); 3202 who->insert (tmp);
3501 if (who->type == PLAYER)
3502 esrv_send_item (who, tmp);
3503 } 3203 }
3504} 3204}
3505 3205
3506/** 3206//-GPL
3507 * Unready an object for a player. This function does nothing if the object was
3508 * not readied.
3509 */
3510void
3511player_unready_range_ob (player *pl, object *ob)
3512{
3513 if (pl->ob->current_weapon == ob)
3514 pl->ob->current_weapon = 0;
3515
3516 if (pl->combat_ob == ob)
3517 pl->combat_ob = 0;
3518
3519 if (pl->ranged_ob == ob)
3520 pl->ranged_ob = 0;
3521}
3522 3207
3523sint8 3208sint8
3524player::visibility_at (maptile *map, int x, int y) const 3209player::darkness_at (maptile *map, int x, int y) const
3525{ 3210{
3526 if (!ns) 3211 if (!ns)
3527 return 0; 3212 return LOS_BLOCKED;
3528 3213
3529 int dx, dy; 3214 int dx, dy;
3530 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3215 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3531 return 0; 3216 return LOS_BLOCKED;
3532 3217
3533 x += dx - ns->current_x + ns->mapx / 2; 3218 x += dx - ns->current_x;
3534 y += dy - ns->current_y + ns->mapy / 2; 3219 y += dy - ns->current_y;
3535 3220
3536 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3537 return 0;
3538
3539 return 100 - blocked_los [x][y]; 3221 return blocked_los (x, y);
3540} 3222}
3223
3224void
3225player::infobox (const char *title, const char *msg, int color)
3226{
3227 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3228}
3229
3230void
3231player::statusmsg (const char *msg, int color)
3232{
3233 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3234}
3235
3236void
3237player::failmsg (const char *msg, int color)
3238{
3239 play_sound (sound_find ("generic_failure"));
3240 statusmsg (msg, color);
3241}
3242

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines