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Comparing deliantra/server/server/player.C (file contents):
Revision 1.139 by root, Fri May 18 01:01:02 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
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
158/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
159static void 41static void
160set_first_map (object *op) 42set_first_map (object *op)
161{ 43{
162 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
163 op->x = -1; 45 op->x = -1;
164 op->y = -1; 46 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178} 47}
179 48
180void 49void
181player::activate () 50player::activate ()
182{ 51{
187 ob->remove (); 56 ob->remove ();
188 ob->map = 0; 57 ob->map = 0;
189 ob->activate_recursive (); 58 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 60 add_friendly_object (ob);
192 enter_map ();
193} 61}
194 62
195void 63void
196player::deactivate () 64player::deactivate ()
197{ 65{
204 72
205 if (ob->map) 73 if (ob->map)
206 maplevel = ob->map->path; 74 maplevel = ob->map->path;
207 75
208 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
209 ob->map = 0; 78 ob->map = 0;
210 party = 0; 79 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213 80
214 players.erase (this); 81 players.erase (this);
215} 82}
216 83
217// connect the player with a specific client 84// connect the player with a specific client
227 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
228 95
229 ns->update_look = 0; 96 ns->update_look = 0;
230 ns->look_position = 0; 97 ns->look_position = 0;
231 98
232 clear_los (ob); 99 clear_los ();
233 100
234 ns->reset_stats (); 101 ns->reset_stats ();
235 102
236 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
239 106
240 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
241 link_player_skills (ob); 108 link_skills ();
242 109
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
246 111
247 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
249 { 114 {
250 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254 116
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 120 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 122 skin = tmp;
261 123
262 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
263 } 125 }
264 126
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 128
267 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
268 130
269 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
276 {
277 case WAND:
278 case ROD:
279 case HORN:
280 case BOW:
281 case SKILL_TOOL:
282 case WEAPON:
283 op->flag [FLAG_APPLIED] = false;
284 apply_special (ob, op, AP_APPLY);
285 break;
286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break;
290 }
291
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
293 ob->update_stats (); 131 ob->update_stats ();
294 132
295 ns->floorbox_update (); 133 ns->floorbox_update ();
296 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
297 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
298 136
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
299 activate (); 143 activate ();
300
301 send_rules (ob);
302 send_news (ob);
303 display_motd (ob);
304 144
305 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
306 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
307} 147}
308 148
309void 149void
310player::disconnect () 150player::disconnect ()
311{ 151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
312 if (ns) 158 if (ns)
313 { 159 {
314 if (active) 160 if (active)
315 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
316 162
319 ns->reset_stats (); 165 ns->reset_stats ();
320 ns->pl = 0; 166 ns->pl = 0;
321 ns = 0; 167 ns = 0;
322 } 168 }
323 169
324 if (ob) 170 // this is important for the player scheduler to get the correct refcount
325 ob->close_container (); //TODO: client-specific 171 // when ns = 0
172 observe = viewpoint = ob;
326 173
327 deactivate (); 174 deactivate ();
328} 175}
176
177//-GPL
329 178
330// the need for this function can be explained 179// the need for this function can be explained
331// by load_object not returning the object 180// by load_object not returning the object
332void 181void
333player::set_object (object *op) 182player::set_object (object *op)
334{ 183{
335 ob = op; 184 ob = observe = viewpoint = op;
336 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
337 186
187 ob->speed = 1.0f;
338 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
339 ob->speed = 1.0f; 189
340 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
341} 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
342 208
343player::player () 209player::player ()
344{ 210{
345 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
346 * we deal with that below this point. 212 * we deal with that below this point.
352 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
353 219
354 gen_sp_armour = 10; 220 gen_sp_armour = 10;
355 bowtype = bow_normal; 221 bowtype = bow_normal;
356 petmode = pet_normal; 222 petmode = pet_normal;
357 listening = 10;
358 usekeys = containers; 223 usekeys = containers;
359 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
360 do_los = 1; 225 do_los = 1;
226
227 weapon_sp = 1.0f;
228 weapon_sp_left = 0.5f;
361} 229}
362 230
363void 231void
364player::do_destroy () 232player::do_destroy ()
365{ 233{
366 disconnect (); 234 disconnect ();
367 235
368 attachable::do_destroy (); 236 attachable::do_destroy ();
369 237
370 if (ob) 238 if (ob)
371 {
372 ob->destroy_inv (false);
373 ob->destroy (); 239 ob->destroy ();
374 } 240
241 ob = observe = viewpoint = 0;
375} 242}
376 243
377player::~player () 244player::~player ()
378{ 245{
379 /* Clear item stack */ 246 /* Clear item stack */
380 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 }
381} 276}
382 277
383/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
384 * 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
385 * mode. 280 * mode.
387player * 282player *
388player::create () 283player::create ()
389{ 284{
390 player *pl = new player; 285 player *pl = new player;
391 286
392 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
393 288
394 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
397 292
398 set_first_map (pl->ob); 293 set_first_map (pl->ob);
399 294
400 return pl; 295 return pl;
401}
402
403/*
404 * get_player_archetype() return next player archetype from archetype
405 * list. Not very efficient routine, but used only creating new players.
406 * Note: there MUST be at least one player archetype!
407 */
408archetype *
409get_player_archetype (archetype *at)
410{
411 archetype *start = at;
412
413 for (;;)
414 {
415 if (at == NULL || at->next == NULL)
416 at = first_archetype;
417 else
418 at = at->next;
419
420 if (at->clone.type == PLAYER)
421 return at;
422
423 if (at == start)
424 {
425 LOG (llevError, "No Player archetypes\n");
426 exit (-1);
427 }
428 }
429} 296}
430 297
431object * 298object *
432get_nearest_player (object *mon) 299get_nearest_player (object *mon)
433{ 300{
436 unsigned lastdist; 303 unsigned lastdist;
437 rv_vector rv; 304 rv_vector rv;
438 305
439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
440 { 307 {
441 /* We should not find free objects on this friendly list, but it
442 * does periodically happen. Given that, lets deal with it.
443 * While unlikely, it is possible the next object on the friendly
444 * list is also free, so encapsulate this in a while loop.
445 */
446 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
447 {
448 object *tmp = ol->ob;
449
450 /* Can't do much more other than log the fact, because the object
451 * itself will have been cleared.
452 */
453 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
454 tmp->debug_desc ());
455 ol = ol->next;
456 remove_friendly_object (tmp);
457 if (!ol)
458 return op;
459 }
460
461 /* Remove special check for player from this. First, it looks to cause
462 * some crashes (ol->ob->contr not set properly?), but secondly, a more
463 * complicated method of state checking would be needed in any case -
464 * as it was, a clever player could type quit, and the function would
465 * skip them over while waiting for confirmation. Remove
466 * on_same_map check, as can_detect_enemy also does this
467 */
468 if (!can_detect_enemy (mon, ol->ob, &rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
469 continue; 309 continue;
470 310
471 if (lastdist > rv.distance) 311 if (lastdist > rv.distance)
472 { 312 {
667 507
668 return firstdir; 508 return firstdir;
669} 509}
670 510
671void 511void
672give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
673{ 513{
674 object *op, *next = NULL;
675
676 if (pl->randomitems != NULL) 514 if (pl->randomitems)
677 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
678 516
679 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
680 { 518 {
681 next = op->below; 519 next = op->below;
682 520
683 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
684 * 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
689 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
690 * by this player due to race restrictions 528 * by this player due to race restrictions
691 */ 529 */
692 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
693 { 531 {
694 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
533 &&
695 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
696 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
697 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
537 || op->type == BRACERS || op->type == GIRDLE))
698 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))
699 { 539 {
700 op->destroy (); 540 op->destroy ();
701 continue; 541 continue;
702 } 542 }
703 } 543 }
704 544
705 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
706 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
707 * have a good idea what to replace it with (need something like 547 * generated by bad treasurelists. - elmex
708 * a first level treasurelist for each skill.)
709 * remove duplicate skills also
710 */ 548 */
711 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
712 { 550 {
713 object *tmp;
714
715 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
716 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
717 break;
718
719 if (tmp)
720 { 553 {
721 op->destroy (); 554 op->destroy ();
555 LOG (llevError,
722 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
723 continue; 557 break;
724 } 558 }
725 559
726 if (op->nrof > 1) 560 if (op->nrof > 1)
727 op->nrof = 1; 561 op->nrof = 1;
728 } 562 }
729 563
730 if (op->type == SPELLBOOK && op->inv) 564 if (op->type == SPELLBOOK && op->inv)
731 {
732 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 565 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
733 }
734 566
735 /* Give starting characters identified, uncursed, and undamned 567 /* Give starting characters identified, uncursed, and undamned
736 * 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
737 * merged properly. 569 * merged properly.
738 */ 570 */
739 if (need_identify (op)) 571 if (need_identify (op))
740 { 572 {
741 SET_FLAG (op, FLAG_IDENTIFIED); 573 SET_FLAG (op, FLAG_IDENTIFIED);
742 CLEAR_FLAG (op, FLAG_CURSED); 574 CLEAR_FLAG (op, FLAG_CURSED);
743 CLEAR_FLAG (op, FLAG_DAMNED); 575 CLEAR_FLAG (op, FLAG_DAMNED);
744 } 576 }
577
745 if (op->type == SPELL) 578 if (op->type == SPELL)
746 { 579 {
747 op->destroy (); 580 op->destroy ();
748 continue; 581 continue;
749 } 582 }
751 { 584 {
752 SET_FLAG (op, FLAG_CAN_USE_SKILL); 585 SET_FLAG (op, FLAG_CAN_USE_SKILL);
753 op->stats.exp = 0; 586 op->stats.exp = 0;
754 op->level = 1; 587 op->level = 1;
755 } 588 }
756 /* lock all 'normal items by default */ 589 else /* lock all 'normal items by default */
757 else
758 SET_FLAG (op, FLAG_INV_LOCKED); 590 SET_FLAG (op, FLAG_INV_LOCKED);
759 } /* for loop of objects in player inv */ 591 } /* for loop of objects in player inv */
760 592
761 /* Need to set up the skill pointers */ 593 /* Need to set up the skill pointers */
762 link_player_skills (pl); 594 pl->contr->link_skills ();
763} 595}
764 596
765void 597void
766get_party_password (object *op, partylist *party) 598get_party_password (object *op, partylist *party)
767{ 599{
777 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:");
778} 610}
779 611
780/* 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. */
781static int 613static int
782roll_stat (void) 614roll_stat ()
783{ 615{
784 int a[4], i, j, k; 616 int a[4], i, j, k;
785 617
786 for (i = 0; i < 4; i++) 618 for (i = 0; i < 4; i++)
787 a[i] = (int) rndm (6) + 1; 619 a[i] = (int) rndm (6) + 1;
868static void 700static void
869start_info (object *op) 701start_info (object *op)
870{ 702{
871 char buf[MAX_BUF]; 703 char buf[MAX_BUF];
872 704
873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 705 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
874 new_draw_info (NDI_UNIQUE, 0, op, buf); 706 new_draw_info (NDI_UNIQUE, 0, op, buf);
875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
877} 707}
878 708
879/* This function takes the key that is passed, and does the 709/* This function takes the key that is passed, and does the
880 * appropriate action with it (change race, or other things). 710 * appropriate action with it (change race, or other things).
881 * The function name is for historical reasons - now we have 711 * The function name is for historical reasons - now we have
884 */ 714 */
885void 715void
886player::chargen_race_done () 716player::chargen_race_done ()
887{ 717{
888 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
889 esrv_new_player (ob->contr, ob->weight + ob->carrying); 719 esrv_new_player (ob->contr);
890 720
891 treasurelist *tl = treasurelist::find ("starting_wealth"); 721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
892 if (tl) 722 if (tl)
893 create_treasure (tl, ob, 0, 0, 0); 723 create_treasure (tl, ob, 0, 0, 0);
894 724
895 INVOKE_PLAYER (BIRTH, ob->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
896 INVOKE_PLAYER (LOGIN, ob->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
897 727
898 ob->contr->ns->state = ST_PLAYING; 728 ob->contr->ns->state = ST_PLAYING;
899 729
900 if (ob->msg) 730 if (ob->msg)
901 ob->msg = 0; 731 ob->msg = 0;
902
903 /* We create this now because some of the unique maps will need it
904 * to save here.
905 */
906 {
907 char buf[MAX_BUF];
908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
909 make_path_to_file (buf);
910 }
911 732
912 start_info (ob); 733 start_info (ob);
913 CLEAR_FLAG (ob, FLAG_WIZ); 734 CLEAR_FLAG (ob, FLAG_WIZ);
914 give_initial_items (ob, ob->randomitems); 735 give_initial_items (ob, ob->randomitems);
915 link_player_skills (ob);
916 esrv_send_inventory (ob, ob); 736 esrv_send_inventory (ob, ob);
917 ob->update_stats (); 737 ob->update_stats ();
918 738
919 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
920 * is one for this race 740 * is one for this race
921 */ 741 */
922 if (*first_map_ext_path) 742 if (*first_map_ext_path)
923 { 743 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
924 object *tmp;
925 char mapname[MAX_BUF];
926
927 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
928 tmp = object::create ();
929 EXIT_PATH (tmp) = mapname;
930 EXIT_X (tmp) = ob->x;
931 EXIT_Y (tmp) = ob->y;
932 ob->enter_exit (tmp); /* we don't really care if it succeeded;
933 * if the map isn't there, then stay on the
934 * default initial map */
935 tmp->destroy ();
936 }
937 else 744 else
938 LOG (llevDebug, "first_map_ext_path not set\n"); 745 LOG (llevDebug, "first_map_ext_path not set\n");
939} 746}
940 747
941void 748void
951 int x = ob->x, y = ob->y; 758 int x = ob->x, y = ob->y;
952 759
953 ob->remove_statbonus (); 760 ob->remove_statbonus ();
954 ob->remove (); 761 ob->remove ();
955 ob->arch = get_player_archetype (ob->arch); 762 ob->arch = get_player_archetype (ob->arch);
956 ob->arch->clone.copy_to (ob); 763 ob->arch->copy_to (ob);
957 ob->instantiate (); 764 ob->instantiate ();
958 ob->stats = ob->contr->orig_stats; 765 ob->stats = ob->contr->orig_stats;
959 ob->name = ob->name_pl = name; 766 ob->name = ob->name_pl = name;
960 ob->x = x; 767 ob->x = x;
961 ob->y = y; 768 ob->y = y;
962 SET_ANIMATION (ob, 2); /* So player faces south */ 769 SET_ANIMATION (ob, 2); /* So player faces south */
963 insert_ob_in_map (ob, ob->map, ob, 0); 770 insert_ob_in_map (ob, ob->map, ob, 0);
964 assign (ob->contr->title, ob->arch->clone.name); 771 assign (ob->contr->title, ob->arch->object::name);
965 ob->add_statbonus (); 772 ob->add_statbonus ();
966 } 773 }
967 while (!allowed_class (ob)); 774 while (!allowed_class (ob));
968 775
969 update_object (ob, UP_OBJ_FACE); 776 update_object (ob, UP_OBJ_FACE);
972 ob->stats.hp = ob->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
973 ob->stats.sp = ob->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
974 ob->stats.grace = 0; 781 ob->stats.grace = 0;
975} 782}
976 783
977void 784static void
978flee_player (object *op) 785flee_player (object *op)
979{ 786{
980 int dir, diff; 787 int dir, diff;
981 rv_vector rv; 788 rv_vector rv;
982 789
985 LOG (llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
986 CLEAR_FLAG (op, FLAG_SCARED); 793 CLEAR_FLAG (op, FLAG_SCARED);
987 return; 794 return;
988 } 795 }
989 796
990 if (op->enemy == NULL) 797 if (!op->enemy)
991 { 798 {
992 LOG (llevDebug, "Fleeing player had no enemy.\n"); 799 LOG (llevDebug, "Fleeing player had no enemy.\n");
993 CLEAR_FLAG (op, FLAG_SCARED); 800 CLEAR_FLAG (op, FLAG_SCARED);
994 return; 801 return;
995 } 802 }
996 803
997 /* Seen some crashes here. Since we don't store an
998 * op->enemy_count, it is possible that something destroys the
999 * actual enemy, and the object is recycled.
1000 */
1001 if (op->enemy->map == NULL)
1002 {
1003 CLEAR_FLAG (op, FLAG_SCARED);
1004 op->enemy = NULL;
1005 return;
1006 }
1007
1008 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))
1009 { 805 {
1010 op->enemy = NULL; 806 op->enemy = NULL;
1011 CLEAR_FLAG (op, FLAG_SCARED); 807 CLEAR_FLAG (op, FLAG_SCARED);
1012 return; 808 return;
1015 get_rangevector (op, op->enemy, &rv, 0); 811 get_rangevector (op, op->enemy, &rv, 0);
1016 812
1017 dir = absdir (4 + rv.direction); 813 dir = absdir (4 + rv.direction);
1018 for (diff = 0; diff < 3; diff++) 814 for (diff = 0; diff < 3; diff++)
1019 { 815 {
1020 int m = 1 - (RANDOM () & 2); 816 int m = 1 - rndm (2) * 2;
1021 817
1022 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))))
1023 return; 819 return;
1024 } 820 }
1025 821
1026 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
1027 CLEAR_FLAG (op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
1036check_pick (object *op) 832check_pick (object *op)
1037{ 833{
1038 object *tmp, *next; 834 object *tmp, *next;
1039 int stop = 0; 835 int stop = 0;
1040 int wvratio; 836 int wvratio;
1041 char putstring[128];
1042 837
1043 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
1044 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
1045 return 1; 840 return 1;
1046 841
1047 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)
1048 846
1049 /* 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
1050 * destroyed */ 848 * destroyed */
1051 while (next && !next->destroyed ()) 849 while (next && !next->destroyed ())
1052 { 850 {
1053 tmp = next; 851 tmp = next;
1054 next = tmp->below; 852 next = tmp->below;
1055 853
854 if (cnt <= 0)
855 {
856 op->failmsg ("Couldn't pickup all items at once.");
857 return 0;
858 }
859
1056 if (op->destroyed ()) 860 if (op->destroyed ())
1057 return 0; 861 return 0;
1058 862
1059 if (!can_pick (op, tmp)) 863 if (!can_pick (op, tmp))
1060 continue; 864 continue;
1061 865
1062 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 866 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1063 { 867 {
1064 if (item_matched_string (op, tmp, op->contr->search_str)) 868 if (item_matched_string (op, tmp, op->contr->search_str))
1065 pick_up (op, tmp); 869 CHK_PICK_PICKUP;
870
1066 continue; 871 continue;
1067 } 872 }
1068 873
1069 /* 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? */
1070 if (!(op->contr->mode & PU_NEWMODE)) 934 if (op->contr->mode & PU_FOOD)
935 if (tmp->type == FOOD)
1071 { 936 {
1072 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)
1073 { 1000 {
1074 case 0: 1001 CHK_PICK_PICKUP;
1075 return 1; /* don't pick up */ 1002 continue;
1076 case 1:
1077 pick_up (op, tmp);
1078 return 1;
1079 case 2:
1080 pick_up (op, tmp);
1081 return 0;
1082 case 3:
1083 return 0; /* stop before pickup */
1084 case 4:
1085 pick_up (op, tmp);
1086 break;
1087 case 5:
1088 pick_up (op, tmp);
1089 stop = 1;
1090 break;
1091 case 6:
1092 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1093 pick_up (op, tmp);
1094 break;
1095
1096 case 7:
1097 if (tmp->type == MONEY || tmp->type == GEM)
1098 pick_up (op, tmp);
1099 break;
1100
1101 default:
1102 /* use value density */
1103 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1104 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1105 pick_up (op, tmp);
1106 } 1003 }
1107 } 1004 }
1108 else 1005
1109 { /* old model */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1110 /* NEW pickup handling */
1111 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)
1112 { 1012 {
1113 /* some debugging code to figure out item information */ 1013 CHK_PICK_PICKUP;
1114 if (tmp->name != NULL)
1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1116 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1117 else
1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1119 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120
1121 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1122 }
1123
1124 /* philosophy:
1125 * It's easy to grab an item type from a pile, as long as it's
1126 * generic. This takes no game-time. For more detailed pickups
1127 * and selections, select-items should be used. This is a
1128 * grab-as-you-run type mode that's really useful for arrows for
1129 * example.
1130 * The drawback: right now it has no frontend, so you need to
1131 * stick the bits you want into a calculator in hex mode and then
1132 * convert to decimal and then 'pickup <#>
1133 */
1134
1135 /* the first two modes are exclusive: if NOTHING we return, if
1136 * STOP then we stop. All the rest are applied sequentially,
1137 * meaning if any test passes, the item gets picked up. */
1138
1139 /* if mode is set to pick nothing up, return */
1140
1141 if (op->contr->mode & PU_NOTHING)
1142 return 1;
1143
1144 /* if mode is set to stop when encountering objects, return */
1145 /* take STOP before INHIBIT since it doesn't actually pick
1146 * anything up */
1147
1148 if (op->contr->mode & PU_STOP)
1149 return 0;
1150
1151 /* useful for going into stores and not losing your settings... */
1152 /* and for battles wher you don't want to get loaded down while
1153 * fighting */
1154 if (op->contr->mode & PU_INHIBIT)
1155 return 1;
1156
1157 /* prevent us from turning into auto-thieves :) */
1158 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1159 continue; 1014 continue;
1015 }
1160 1016
1161 /* ignore known cursed objects */ 1017 /* we don't forget dragon food */
1162 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;
1163 continue; 1022 continue;
1023 }
1164 1024
1165 /* all food and drink if desired */ 1025 /* bows and arrows. Bows are good for selling! */
1166 /* 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
1167 if (op->contr->mode & PU_FOOD) 1062 if (op->contr->mode & PU_BOOTS)
1168 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"))
1169 { 1096 {
1170 pick_up (op, tmp); 1097 CHK_PICK_PICKUP;
1171 continue; 1098 continue;
1172 } 1099 }
1100 }
1173 1101
1102 /* misc stuff that's useful */
1174 if (op->contr->mode & PU_DRINK) 1103 if (op->contr->mode & PU_KEY)
1175 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1104 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1176 { 1105 {
1177 pick_up (op, tmp); 1106 CHK_PICK_PICKUP;
1178 continue; 1107 continue;
1179 } 1108 }
1180 1109
1110 /* any of the last 4 bits set means we use the ratio for value
1111 * pickups */
1181 if (op->contr->mode & PU_POTION) 1112 if (op->contr->mode & PU_RATIO)
1182 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
1183 { 1117 */
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 /* spellbooks, skillscrolls and normal books/scrolls */
1189 if (op->contr->mode & PU_SPELLBOOK)
1190 if (tmp->type == SPELLBOOK)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 if (op->contr->mode & PU_SKILLSCROLL)
1197 if (tmp->type == SKILLSCROLL)
1198 {
1199 pick_up (op, tmp);
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_READABLES)
1204 if (tmp->type == BOOK || tmp->type == SCROLL)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* wands/staves/rods/horns */
1211 if (op->contr->mode & PU_MAGIC_DEVICE)
1212 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 /* pick up all magical items */
1219 if (op->contr->mode & PU_MAGICAL) 1118 wvratio = op->contr->mode & PU_RATIO;
1220 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)
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225
1226 if (op->contr->mode & PU_VALUABLES)
1227 { 1120 {
1228 if (tmp->type == MONEY || tmp->type == GEM) 1121#if 0
1122 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1123 if (tmp->name != NULL)
1229 { 1124 {
1230 pick_up (op, tmp); 1125 fprintf (stderr, "%s", tmp->name);
1231 continue;
1232 } 1126 }
1233 }
1234
1235 /* rings & amulets - talismans seems to be typed AMULET */
1236 if (op->contr->mode & PU_JEWELS)
1237 if (tmp->type == RING || tmp->type == AMULET)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* we don't forget dragon food */
1244 if (op->contr->mode & PU_FLESH)
1245 if (tmp->type == FLESH)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 /* bows and arrows. Bows are good for selling! */
1252 if (op->contr->mode & PU_BOW)
1253 if (tmp->type == BOW)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_ARROW)
1260 if (tmp->type == ARROW)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 /* all kinds of armor etc. */
1267 if (op->contr->mode & PU_ARMOUR)
1268 if (tmp->type == ARMOUR)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_HELMET)
1275 if (tmp->type == HELMET)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_SHIELD)
1282 if (tmp->type == SHIELD)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_BOOTS)
1289 if (tmp->type == BOOTS)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 if (op->contr->mode & PU_GLOVES)
1296 if (tmp->type == GLOVES)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 if (op->contr->mode & PU_CLOAK)
1303 if (tmp->type == CLOAK)
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* hoping to catch throwing daggers here */
1310 if (op->contr->mode & PU_MISSILEWEAPON)
1311 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316
1317 /* careful: chairs and tables are weapons! */
1318 if (op->contr->mode & PU_ALLWEAPON)
1319 {
1320 if (tmp->type == WEAPON && tmp->name != NULL)
1321 {
1322 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1323 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328 }
1329
1330 if (tmp->type == WEAPON && tmp->name == NULL)
1331 {
1332 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337 }
1338 }
1339
1340 /* misc stuff that's useful */
1341 if (op->contr->mode & PU_KEY)
1342 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1343 {
1344 pick_up (op, tmp);
1345 continue;
1346 }
1347
1348 /* any of the last 4 bits set means we use the ratio for value
1349 * pickups */
1350 if (op->contr->mode & PU_RATIO)
1351 {
1352 /* use value density to decide what else to grab */
1353 /* >=7 was >= op->contr->mode */
1354 /* >=7 is the old standard setting. Now we take the last 4 bits
1355 * and multiply them by 5, giving 0..15*5== 5..75 */
1356 wvratio = (op->contr->mode & PU_RATIO) * 5;
1357 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1358 {
1359 pick_up (op, tmp);
1360#if 0
1361 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1362 if (tmp->name != NULL)
1363 {
1364 fprintf (stderr, "%s", tmp->name);
1365 }
1366 else 1127 else
1367 fprintf (stderr, "%s", tmp->arch->name); 1128 fprintf (stderr, "%s", tmp->arch->archname);
1368 fprintf (stderr, ",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1369 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))));
1370#endif 1131#endif
1132 CHK_PICK_PICKUP;
1371 continue; 1133 continue;
1372 }
1373 } 1134 }
1374 } /* the new pickup model */ 1135 } /* the new pickup model */
1375 } 1136 }
1376 1137
1377 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;
1378} 1174}
1379 1175
1380/* 1176/*
1381 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1382 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1383 * found object is returned. 1179 * found object is returned.
1384 */ 1180 */
1385object * 1181static object *
1386find_arrow (object *op, const char *type) 1182find_arrow (object *op, const char *type)
1387{ 1183{
1388 object *tmp = 0;
1389
1390 for (op = op->inv; op; op = op->below) 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1391 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1392 tmp = find_arrow (op, type);
1393 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);
1394 return op; 1193 return arrow;
1194 }
1395 1195
1396 return tmp; 1196 return 0;
1397} 1197}
1398 1198
1399/* 1199/*
1400 * 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
1401 * 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
1402 * 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
1403 * 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.
1404 */ 1204 */
1405object * 1205static object *
1406find_better_arrow (object *op, object *target, const char *type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1407{ 1207{
1408 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1409 int attacknum, attacktype, betterby = 0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1410 1210
1411 if (!type) 1211 if (!type)
1415 { 1215 {
1416 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))
1417 { 1217 {
1418 i = 0; 1218 i = 0;
1419 ntmp = find_better_arrow (arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1220
1420 if (i > betterby) 1221 if (i > betterby)
1421 { 1222 {
1422 tmp = ntmp; 1223 tmp = ntmp;
1423 betterby = i; 1224 betterby = i;
1424 } 1225 }
1425 } 1226 }
1426 else if (arrow->type == ARROW && arrow->race == type) 1227 else if (arrow->type == ARROW && arrow->race == type)
1427 { 1228 {
1428 /* allways prefer assasination/slaying */ 1229 /* allways prefer assasination/slaying */
1429 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1230 if (target->race && arrow->slaying.contains (target->race))
1430 { 1231 {
1431 if (arrow->attacktype & AT_DEATH) 1232 if (arrow->attacktype & AT_DEATH)
1432 { 1233 {
1433 *better = 100; 1234 *better = 100;
1434 return arrow; 1235 return arrow;
1442 else 1243 else
1443 { 1244 {
1444 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1245 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1445 { 1246 {
1446 attacktype = 1 << attacknum; 1247 attacktype = 1 << attacknum;
1447 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1248 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1448 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)
1449 { 1250 {
1450 tmp = arrow; 1251 tmp = arrow;
1451 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;
1452 } 1253 }
1453 } 1254 }
1255
1454 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1256 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1257 {
1456 tmp = arrow; 1258 tmp = arrow;
1457 betterby = 2 + arrow->magic + arrow->stats.dam; 1259 betterby = 2 + arrow->magic + arrow->stats.dam;
1458 } 1260 }
1261
1459 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1262 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1460 { 1263 {
1461 tmp = arrow; 1264 tmp = arrow;
1462 betterby = 1 + arrow->magic + arrow->stats.dam; 1265 betterby = 1 + arrow->magic + arrow->stats.dam;
1463 } 1266 }
1464 } 1267 }
1465 } 1268 }
1466 } 1269 }
1270
1467 if (tmp == NULL && arrow == NULL) 1271 if (tmp == NULL && arrow == NULL)
1468 return find_arrow (op, type); 1272 return find_arrow (op, type);
1469 1273
1470 *better = betterby; 1274 *better = betterby;
1471 return tmp; 1275 return tmp;
1475 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1476 * op = the shooter 1280 * op = the shooter
1477 * type = bow->race 1281 * type = bow->race
1478 * dir = fire direction 1282 * dir = fire direction
1479 */ 1283 */
1480object * 1284static object *
1481pick_arrow_target (object *op, const char *type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1482{ 1286{
1483 object *tmp = NULL; 1287 object *tmp = NULL;
1484 maptile *m; 1288 maptile *m;
1485 int i, mflags, found, number; 1289 int i, mflags, found, number;
1486 sint16 x, y; 1290 sint16 x, y;
1501 for (i = 0, found = 0; i < 20; i++) 1305 for (i = 0, found = 0; i < 20; i++)
1502 { 1306 {
1503 x += freearr_x[dir]; 1307 x += freearr_x[dir];
1504 y += freearr_y[dir]; 1308 y += freearr_y[dir];
1505 mflags = get_map_flags (m, &m, x, y, &x, &y); 1309 mflags = get_map_flags (m, &m, x, y, &x, &y);
1310
1506 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1311 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1507 { 1312 {
1508 tmp = NULL; 1313 tmp = 0;
1509 break; 1314 break;
1510 } 1315 }
1511 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)
1512 { 1317 {
1513 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1318 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1514 * perhaps a bad assumption. 1319 * perhaps a bad assumption.
1515 */ 1320 */
1516 tmp = NULL; 1321 tmp = 0;
1517 break; 1322 break;
1518 } 1323 }
1324
1519 if (mflags & P_IS_ALIVE) 1325 if (mflags & P_IS_ALIVE)
1520 {
1521 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)
1522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1523 {
1524 found++;
1525 break;
1526 }
1527 if (found)
1528 break; 1328 break;
1529 }
1530 } 1329 }
1531 if (tmp == NULL) 1330
1331 if (!tmp)
1532 return find_arrow (op, type); 1332 return find_arrow (op, type);
1533 1333
1534 if (tmp->head) 1334 if (tmp->head)
1535 tmp = tmp->head; 1335 tmp = tmp->head;
1536 1336
1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1376 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1577 return 0; 1377 return 0;
1578 } 1378 }
1579 1379
1580 // 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
1581 if (bow->below) 1381 splay (bow);
1582 {
1583 bow->remove ();
1584 op->insert (bow);
1585 }
1586
1587 } 1382 }
1588 1383
1589 if (!bow->race || !bow->skill) 1384 if (!bow->race || !bow->skill)
1590 { 1385 {
1591 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);
1617 } 1412 }
1618 1413
1619 /* this should not happen, but sometimes does */ 1414 /* this should not happen, but sometimes does */
1620 if (arrow->nrof == 0) 1415 if (arrow->nrof == 0)
1621 { 1416 {
1417 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1622 arrow->destroy (); 1418 arrow->destroy ();
1623 return 0; 1419 return 0;
1624 } 1420 }
1625 1421
1626 left = arrow; /* these are arrows left to the player */ 1422 left = arrow; /* these are arrows left to the player */
1627 arrow = get_split_ob (arrow, 1); 1423 arrow = arrow->split ();
1628 if (!arrow) 1424 if (!arrow)
1629 { 1425 {
1630 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);
1631 return 0; 1427 return 0;
1632 } 1428 }
1636 arrow->direction = dir; 1432 arrow->direction = dir;
1637 1433
1638 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 */
1639 arrow->stats.hp = arrow->stats.dam; 1435 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype; 1436 arrow->stats.grace = arrow->attacktype;
1437 arrow->custom_name = arrow->slaying;
1641 1438
1642 if (arrow->slaying) 1439#if 0
1643 arrow->spellarg = strdup (arrow->slaying);
1644
1645 if (player *pl = op->contr) 1440 if (player *pl = op->contr)
1646 { 1441 {
1647 if (!pl->has_hit)
1648 {
1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp; 1442 float speed = pl->weapon_sp;
1654 1443
1655 /* penalize ROF for bestarrow */ 1444 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow) 1445 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f; 1446 speed *= .9f;
1658 else 1447 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1448 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660 1449
1661 op->speed_left += speed - op->speed; 1450 op->speed_left += speed - op->speed;
1451 }
1662#endif 1452#endif
1663 }
1664 1453
1665 SET_ANIMATION (arrow, arrow->direction); 1454 SET_ANIMATION (arrow, arrow->direction);
1666 1455
1667 /* update the speed */ 1456 /* update the speed */
1668 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
1669 + bow->stats.dam / 7.0; 1458 + bow->stats.dam / 7.f;
1670 1459
1671 arrow->set_speed (max (arrow->speed, 2.0)); 1460 arrow->set_speed (max (arrow->speed, 2.f));
1672 arrow->speed_left = 0; 1461 arrow->speed_left = 0;
1673 1462
1674 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;
1675 1464
1676 if (op->type == PLAYER) 1465 if (op->type == PLAYER)
1699 1488
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1489 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1701 arrow->move_type = MOVE_FLY_LOW; 1490 arrow->move_type = MOVE_FLY_LOW;
1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1491 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1703 1492
1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1493 op->play_sound (sound_find ("fire_arrow"));
1705 m->insert (arrow, sx, sy, op); 1494 m->insert (arrow, sx, sy, op);
1706 1495
1707 if (!arrow->destroyed ()) 1496 if (!arrow->destroyed ())
1708 move_arrow (arrow); 1497 move_arrow (arrow);
1709
1710 if (op->type == PLAYER)
1711 {
1712 if (left->destroyed ())
1713 esrv_del_item (op->contr, left->count);
1714 else
1715 esrv_send_item (op, left);
1716 }
1717 1498
1718 return 1; 1499 return 1;
1719} 1500}
1720 1501
1721/* Special fire code for players - this takes into 1502/* Special fire code for players - this takes into
1723 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1724 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1725 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1726 * hence the function name. 1507 * hence the function name.
1727 */ 1508 */
1728int 1509static int
1729player_fire_bow (object *op, int dir) 1510player_fire_bow (object *op, int dir)
1730{ 1511{
1731 int ret = 0, wcmod = 0; 1512 int ret;
1732 1513
1733 if (op->contr->bowtype == bow_bestarrow) 1514 if (op->contr->bowtype == bow_bestarrow)
1734 { 1515 {
1735 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);
1736 } 1517 }
1737 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)
1738 { 1519 {
1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1520 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1740 wcmod = -1;
1741
1742 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);
1743 } 1522 }
1744 else if (op->contr->bowtype == bow_threewide) 1523 else if (op->contr->bowtype == bow_threewide)
1745 { 1524 {
1746 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);
1747 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)]);
1748 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)]);
1749 } 1528 }
1750 else if (op->contr->bowtype == bow_spreadshot) 1529 else if (op->contr->bowtype == bow_spreadshot)
1751 { 1530 {
1752 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);
1753 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);
1754 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);
1755 } 1534 }
1756 else 1535 else
1757 { 1536 {
1763} 1542}
1764 1543
1765/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1766 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1767 */ 1546 */
1768void 1547static void
1769fire_misc_object (object *op, int dir) 1548fire_misc_object (object *op, int dir)
1770{ 1549{
1771 object *item = op->contr->ranged_ob; 1550 object *item = op->contr->ranged_ob;
1772 1551
1773 if (!item) 1552 if (!item)
1780 { 1559 {
1781 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1782 return; 1561 return;
1783 } 1562 }
1784 1563
1785 if (!op->change_weapon (item)) 1564 if (!op->apply (item))
1786 return; 1565 return;
1787 1566
1788 if (item->type == WAND) 1567 if (item->type == WAND)
1789 { 1568 {
1790 if (item->stats.food <= 0) 1569 if (item->stats.food <= 0)
1791 { 1570 {
1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1571 op->contr->play_sound (sound_find ("wand_poof"));
1793 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));
1794 1573
1795 return; 1574 return;
1796 } 1575 }
1797 } 1576 }
1798 else if (item->type == ROD || item->type == HORN) 1577 else if (item->type == ROD || item->type == HORN)
1799 { 1578 {
1800 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))
1801 { 1584 {
1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1585 op->contr->play_sound (sound_find ("wand_poof"));
1803 1586
1804 if (item->type == ROD) 1587 if (item->type == ROD)
1805 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));
1806 else 1589 else
1807 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));
1810 } 1593 }
1811 } 1594 }
1812 1595
1813 if (cast_spell (op, item, dir, item->inv, NULL)) 1596 if (cast_spell (op, item, dir, item->inv, NULL))
1814 { 1597 {
1815 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
1816 if (item->type == WAND) 1600 if (item->type == WAND)
1817 { 1601 {
1818 if (!(--item->stats.food)) 1602 if (!(--item->stats.food))
1819 { 1603 {
1820 object *tmp; 1604 object *tmp;
1821 1605
1822 if (item->arch) 1606 if (item->arch)
1823 { 1607 {
1824 CLEAR_FLAG (item, FLAG_ANIMATE); 1608 CLEAR_FLAG (item, FLAG_ANIMATE);
1825 item->face = item->arch->clone.face; 1609 item->face = item->arch->face;
1826 item->set_speed (0); 1610 item->set_speed (0);
1827 } 1611 }
1828 1612
1829 if ((tmp = item->in_player ())) 1613 if (object *pl = item->visible_to ())
1830 esrv_update_item (UPD_ANIM, tmp, item); 1614 esrv_update_item (UPD_ANIM, pl, item);
1831 } 1615 }
1832 } 1616 }
1833 else if (item->type == ROD || item->type == HORN) 1617 else if (item->type == ROD || item->type == HORN)
1834 drain_rod_charge (item); 1618 drain_rod_charge (item);
1835 } 1619 }
1836} 1620}
1837 1621
1838/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1839 */ 1623 */
1840void 1624bool
1841fire (object *op, int dir) 1625fire (object *who, int dir)
1842{ 1626{
1843 int spellcost = 0; 1627 int spellcost = 0;
1844 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
1845 /* check for loss of invisiblity/hide */ 1650 /* check for loss of invisiblity/hide */
1846 if (action_makes_visible (op)) 1651 if (action_makes_visible (who))
1847 make_visible (op); 1652 make_visible (who);
1848
1849 player *pl = op->contr;
1850
1851 if (pl->golem)
1852 {
1853 control_golem (op->contr->golem, dir);
1854 return;
1855 }
1856
1857 object *ob = pl->ranged_ob;
1858
1859 if (!ob)
1860 return;
1861
1862 if (!op->change_weapon (ob))
1863 return;
1864 1653
1865 switch (ob->type) 1654 switch (ob->type)
1866 { 1655 {
1867 case BOW: 1656 case BOW:
1868 player_fire_bow (op, dir); 1657 player_fire_bow (who, dir);
1869 break; 1658 break;
1870 1659
1871 case SPELL: 1660 case SPELL:
1872 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);
1873 break; 1662 break;
1874 1663
1875 case BUILDER: 1664 case BUILDER:
1876 apply_map_builder (op, dir); 1665 apply_map_builder (who, dir);
1877 break; 1666 break;
1878 1667
1879 case SKILL: 1668 case SKILL:
1880 do_skill (op, op, ob, dir, 0); 1669 do_skill (who, who, ob, dir, 0);
1881 break; 1670 break;
1882 1671
1672 case RANGED:
1673 do_skill (who, ob, who->chosen_skill, dir, 0);
1674 break;
1675
1883 default: 1676 default:
1884 fire_misc_object (op, dir); 1677 fire_misc_object (who, dir);
1885 break; 1678 break;
1886 } 1679 }
1887}
1888 1680
1889/* find_key 1681 return true;
1890 * We try to find a key for the door as passed. If we find a key 1682}
1891 * and successfully use it, we return the key, otherwise NULL 1683
1892 * This function merges both normal and locked door, since the logic 1684static object *
1893 * for both is the same - just the specific key is different.
1894 * pl is the player,
1895 * inv is the objects inventory to searched
1896 * door is the door we are trying to match against.
1897 * This function can be called recursively to search containers.
1898 */
1899object *
1900find_key (object *pl, object *container, object *door) 1685find_key_ (object *pl, object *container, object *door)
1901{ 1686{
1902 object *tmp, *key; 1687 object *tmp, *key;
1903 1688
1904 /* Should not happen, but sanity checking is never bad */ 1689 /* Should not happen, but sanity checking is never bad */
1905 if (!container->inv) 1690 if (!container->inv)
1908 /* 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 */
1909 for (tmp = container->inv; tmp; tmp = tmp->below) 1694 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 { 1695 {
1911 if (door->type == DOOR && tmp->type == KEY) 1696 if (door->type == DOOR && tmp->type == KEY)
1912 break; 1697 break;
1698
1913 /* For sanity, we should really check door type, but other stuff 1699 /* For sanity, we should really check door type, but other stuff
1914 * (like containers) can be locked with special keys 1700 * (like containers) can be locked with special keys
1915 */ 1701 */
1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1702 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1917 break; 1703 break;
1923 * a key, return 1709 * a key, return
1924 */ 1710 */
1925 if (!tmp) 1711 if (!tmp)
1926 { 1712 {
1927 for (tmp = container->inv; tmp; tmp = tmp->below) 1713 for (tmp = container->inv; tmp; tmp = tmp->below)
1928 {
1929 /* No reason to search empty containers */ 1714 /* No reason to search empty containers */
1930 if (tmp->type == CONTAINER && tmp->inv) 1715 if (tmp->type == CONTAINER && tmp->inv)
1931 {
1932 if ((key = find_key (pl, tmp, door))) 1716 if ((key = find_key_ (pl, tmp, door)))
1933 return key; 1717 return key;
1934 }
1935 }
1936 1718
1937 if (!tmp) 1719 if (!tmp)
1938 return NULL; 1720 return 0;
1939 } 1721 }
1940 1722
1941 /* 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,
1942 * see if we actually want to use it 1724 * see if we actually want to use it
1943 */ 1725 */
1944 if (pl != container) 1726 if (pl != container)
1945 { 1727 {
1946 /* Only let players use keys in containers */ 1728 /* Only let players use keys in containers */
1947 if (!pl->contr) 1729 if (!pl->contr)
1948 return NULL; 1730 return 0;
1731
1949 /* cases where this fails: 1732 /* cases where this fails:
1950 * If we only search the player inventory, return now since we 1733 * If we only search the player inventory, return now since we
1951 * are not in the players inventory. 1734 * are not in the players inventory.
1952 * If the container is not active, return now since only active 1735 * If the container is not active, return now since only active
1953 * containers can be used. 1736 * containers can be used.
1957 * inv must have been an container and must have been active. 1740 * inv must have been an container and must have been active.
1958 * 1741 *
1959 * Change the color so that the message doesn't disappear with 1742 * Change the color so that the message doesn't disappear with
1960 * all the others. 1743 * all the others.
1961 */ 1744 */
1962 if (pl->contr->usekeys == key_inventory || 1745 if (pl->contr->usekeys == key_inventory
1963 !QUERY_FLAG (container, FLAG_APPLIED) || 1746 || !QUERY_FLAG (container, FLAG_APPLIED)
1964 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1965 { 1748 {
1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1967 "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));
1968 return NULL; 1751 return NULL;
1969 } 1752 }
1970 } 1753 }
1971 1754
1972 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);
1973} 1781}
1974 1782
1975/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
1976 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
1977 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
1978 * 0 otherwise 1786 * 0 otherwise
1979 */ 1787 */
1980static int 1788static int
1981player_attack_door (object *op, object *door) 1789player_attack_door (object *op, object *door)
1982{ 1790{
1983 /* 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,
1984 * 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 -
1985 * otherwise, we fall through to the rest of the code. 1793 * otherwise, we fall through to the rest of the code.
1986 */ 1794 */
1987 object *key = find_key (op, op, door); 1795 object *key = find_key (op, op, door);
1988 1796
1989 /* IF we found a key, do some extra work */ 1797 /* If we found a key, do some extra work */
1990 if (key) 1798 if (key)
1991 { 1799 {
1992 object *container = key->env; 1800 object *container = key->env;
1993
1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995 1801
1996 if (action_makes_visible (op)) 1802 if (action_makes_visible (op))
1997 make_visible (op); 1803 make_visible (op);
1998 1804
1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1805 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001 1807
2002 if (door->type == DOOR) 1808 if (door->type == DOOR)
2003 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 */
2004 else if (door->type == LOCKED_DOOR) 1810 else if (door->type == LOCKED_DOOR)
2005 { 1811 {
2006 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);
2007 remove_door2 (door); /* remove door without violence ;-) */ 1813 remove_door2 (door); /* remove door without violence ;-) */
2008 } 1814 }
2009 1815
2010 /* Do this after we print the message */ 1816 /* Do this after we print the message */
2011 decrease_ob (key); /* Use up one of the keys */ 1817 key->decrease (); /* Use up one of the keys */
2012 /* Need to update the weight the container the key was in */
2013 if (container != op)
2014 esrv_update_item (UPD_WEIGHT, op, container);
2015 1818
2016 return 1; /* Nothing more to do below */ 1819 return 1; /* Nothing more to do below */
2017 } 1820 }
2018 else if (door->type == LOCKED_DOOR) 1821 else if (door->type == LOCKED_DOOR)
2019 { 1822 {
2020 /* Might as well return now - no other way to open this */ 1823 /* Might as well return now - no other way to open this */
2021 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...");
2022 return 1; 1825 return 1;
2023 } 1826 }
2024 1827
2025 return 0; 1828 return 0;
2026} 1829}
2029 * It should keep the code cleaner. 1832 * It should keep the code cleaner.
2030 * When this is called, the players direction has been updated 1833 * When this is called, the players direction has been updated
2031 * (taking into account confusion.) The player is also actually 1834 * (taking into account confusion.) The player is also actually
2032 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
2033 */ 1836 */
2034void 1837bool
2035move_player_attack (object *op, int dir) 1838move_player_attack (object *op, int dir)
2036{ 1839{
2037 object *tmp, *mon; 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2038 int on_battleground; 1841 {
2039 maptile *m; 1842 --op->speed_left;
1843 return true;
1844 }
2040 1845
2041 sint16 nx = freearr_x[dir] + op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
2042 sint16 ny = freearr_y[dir] + op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
2043 1848
2044 on_battleground = op_on_battleground (op, 0, 0); 1849 if (out_of_map (op->map, nx, ny))
1850 return false;
2045 1851
2046 /* 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
2047 * 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
2048 * 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
2049 * player. This is a pretty nasty hack, because if we could 1855 * player. This is a pretty nasty hack, because if we could
2050 * 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
2051 * 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
2052 * 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
2053 * move_ob uses. 1859 * move_ob uses.
2054 */ 1860 */
2055 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;
2056 { 1876 }
2057 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;
2058 { 1889 }
2059 m = op->map->xy_find (nx, ny); 1890
2060 if (!m) 1891 /* The following deals with possibly attacking peaceful
2061 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;
2062 } 1924 }
2063 else 1925 else
2064 m = op->map;
2065
2066 if (!(tmp = m->at (nx, ny).bot))
2067 return; 1926 return false;
1927 }
2068 1928
2069 mon = 0; 1929 bool on_battleground = op_on_battleground (op, 0, 0);
2070 /* Go through all the objects, and find ones of interest. Only stop if
2071 * we find a monster - that is something we know we want to attack.
2072 * if its a door or barrel (can roll) see if there may be monsters
2073 * on the space
2074 */
2075 while (tmp)
2076 {
2077 if (tmp == op)
2078 {
2079 tmp = tmp->above;
2080 continue;
2081 }
2082 1930
2083 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2084 {
2085 mon = tmp;
2086 break;
2087 }
2088
2089 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2090 mon = tmp;
2091
2092 tmp = tmp->above;
2093 }
2094
2095 if (!mon) /* This happens anytime the player tries to move */
2096 return; /* into a wall */
2097
2098 if (mon->head)
2099 mon = mon->head;
2100
2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2102 if (player_attack_door (op, mon))
2103 return;
2104
2105 /* The following deals with possibly attacking peaceful
2106 * or frienddly creatures. Basically, all players are considered
2107 * unaggressive. If the moving player has peaceful set, then the
2108 * object should be pushed instead of attacked. It is assumed that
2109 * if you are braced, you will not attack friends accidently,
2110 * and thus will not push them.
2111 */
2112
2113 /* If the creature is a pet, push it even if the player is not
2114 * peaceful. Our assumption is the creature is a pet if the
2115 * player owns it and it is either friendly or unagressive.
2116 */
2117 if (op->type == PLAYER
2118 && ((mon->owner && mon->owner->contr
2119 && same_party (mon->owner->contr->party, op->contr->party))
2120 || mon->owner == op)
2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2122 {
2123 /* If we're braced, we don't want to switch places with it */
2124 if (op->contr->braced)
2125 return;
2126
2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2128 push_ob (mon, dir, op);
2129 if (op->contr->tmp_invis || op->hide)
2130 make_visible (op);
2131
2132 return;
2133 }
2134
2135 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
2136 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
2137 * 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
2138 * attack them either. 1934 * attack them either.
2139 */ 1935 */
2140 if ((mon->type == PLAYER || mon->enemy != op) 1936 if ((mon->type == PLAYER || mon->enemy != op)
2141 && (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))
2142 && ((op->contr->peaceful 1938 && ((op->contr->peaceful
2143 || (mon->type == PLAYER && mon->contr->peaceful)) 1939 || (mon->type == PLAYER && mon->contr->peaceful))
2144 && !on_battleground)) 1940 && !on_battleground))
1941 {
1942 if (op->speed_left > 0.f)
2145 { 1943 {
1944 --op->speed_left;
1945
2146 if (!op->contr->braced) 1946 if (!op->contr->braced)
2147 { 1947 {
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1948 op->play_sound (sound_find ("push_player"));
2149 push_ob (mon, dir, op); 1949 push_ob (mon, dir, op);
2150 } 1950 }
2151 else 1951 else
2152 new_draw_info (0, 0, op, "You withhold your attack"); 1952 op->statusmsg ("You withhold your attack");
2153 1953
2154 if (op->contr->tmp_invis || op->hide) 1954 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2155 make_visible (op); 1955 make_visible (op);
2156 }
2157 1956
1957 return true;
1958 }
1959 }
2158 /* If the object is a boulder or other rollable object, then 1960 /* If the object is a boulder or other rollable object, then
2159 * 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.
2160 */ 1962 */
2161 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)
2162 { 1966 {
1967 --op->speed_left;
1968
2163 recursive_roll (mon, dir, op); 1969 recursive_roll (mon, dir, op);
2164 if (action_makes_visible (op)) 1970 if (action_makes_visible (op))
2165 make_visible (op); 1971 make_visible (op);
2166 }
2167 1972
1973 return true;
1974 }
1975 }
2168 /* Any generic living creature. Including things like doors. 1976 /* Any generic living creature. Including things like doors.
2169 * 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
2170 * and be living. Then, it must be one of the following: 1978 * and be living. Then, it must be one of the following:
2171 * 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
2172 * 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.
2173 */ 1981 */
2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1982 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2175 ((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)))
2176 { 1984 {
2177 if (!op->contr->has_hit) 1985 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2178 { 1986 {
2179 op->contr->has_hit = 1; 1987 --op->contr->weapon_sp_left;
2180 op->speed_left += op->contr->weapon_speed () - op->speed;
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
2269 /* If player is still scared, that is his action for this tick */
2270 if (op->flag [FLAG_SCARED])
2271 { 2068 {
2272 --op->speed_left; 2069 --op->speed_left;
2070 flee_player (op);
2071
2273 return 0; 2072 return true;
2274 } 2073 }
2074 else
2075 return false;
2275 } 2076 }
2276 2077
2277 /* 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
2278 * the players time has been increased when doericserver has been 2079 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2080 * called, so we recheck it here.
2280 */ 2081 */
2281 if (op->contr->ns->handle_command ()) 2082 if (op->contr->ns->handle_command ())
2282 return 1; 2083 return true;
2283 2084
2284 if (op->speed_left > 0.f)
2285 {
2286 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2085 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 {
2288 /* All move commands take 1 tick, at least for now */
2289 --op->speed_left;
2290
2291 /* Instead of all the stuff below, let move_player take care
2292 * of it. Also, some of the skill stuff is only put in
2293 * there, as well as the confusion stuff.
2294 */
2295 move_player (op, op->direction); 2086 return move_player (op, op->direction);
2296 2087
2297 return op->speed_left > 0.f;
2298 }
2299 }
2300
2301 return 0; 2088 return false;
2302} 2089}
2303 2090
2304int 2091static int
2305save_life (object *op) 2092save_life (object *op)
2306{ 2093{
2307 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2308 return 0; 2095 return 0;
2309 2096
2310 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2097 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2098 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2312 { 2099 {
2313 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2100 op->play_sound (sound_find ("ob_evaporate"));
2314 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));
2315
2316 if (op->contr)
2317 esrv_del_item (op->contr, tmp->count);
2318 2102
2319 tmp->destroy (); 2103 tmp->destroy ();
2320 CLEAR_FLAG (op, FLAG_LIFESAVE); 2104 CLEAR_FLAG (op, FLAG_LIFESAVE);
2321 2105
2322 if (op->stats.hp < 0) 2106 if (op->stats.hp < 0)
2323 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2324 2108
2325 if (op->stats.food < 0) 2109 if (op->stats.food < 0)
2326 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2327 2111
2328 op->update_stats (); 2112 op->update_stats ();
2329 return 1; 2113 return 1;
2330 } 2114 }
2331 2115
2335 return 0; 2119 return 0;
2336} 2120}
2337 2121
2338/* 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
2339 * 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
2340 * 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
2341 * from. 2125 * from.
2342 */ 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
2343void 2143void
2344remove_unpaid_objects (object *op, object *env) 2144object::drop_unpaid_items ()
2345{ 2145{
2346 while (op) 2146 if (!flag [FLAG_REMOVED])
2347 { 2147 ::drop_unpaid_items (inv, this);
2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2349
2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2351 {
2352 if (env->type == PLAYER)
2353 esrv_del_item (env->contr, op->count);
2354
2355 op->insert_at (env);
2356 }
2357 else if (op->inv)
2358 remove_unpaid_objects (op->inv, env);
2359
2360 op = next;
2361 }
2362}
2363
2364/*
2365 * Returns pointer a static string containing gravestone text
2366 * Moved from apply.c to player.c - player.c is what
2367 * actually uses this function. player.c may not be quite the
2368 * best, a misc file for object actions is probably better,
2369 * but there isn't one in the server directory.
2370 */
2371char *
2372gravestone_text (object *op)
2373{
2374 static char buf2[MAX_BUF];
2375 char buf[MAX_BUF];
2376 time_t now = time (NULL);
2377
2378 strcpy (buf2, " R.I.P.\n\n");
2379 if (op->type == PLAYER)
2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2381 else
2382 sprintf (buf, "%s\n", &op->name);
2383
2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2385 strcat (buf2, buf);
2386 if (op->type == PLAYER)
2387 sprintf (buf, "who was in level %d when killed\n", op->level);
2388 else
2389 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2390
2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2392 strcat (buf2, buf);
2393 if (op->type == PLAYER)
2394 {
2395 sprintf (buf, "by %s.\n\n", op->contr->killer);
2396 strncat (buf2, " ", 21 - strlen (buf) / 2);
2397 strcat (buf2, buf);
2398 }
2399
2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf);
2403
2404 return buf2;
2405} 2148}
2406 2149
2407void 2150void
2408do_some_living (object *op) 2151do_some_living (object *op)
2409{ 2152{
2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2204 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2462 else 2205 else
2463 { 2206 {
2464 gen_grace = op->stats.maxgrace; 2207 gen_grace = op->stats.maxgrace;
2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2208 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2466 }
2467
2468 /* Regenerate Spell Points */
2469 if (!op->contr->golem && --op->last_sp < 0)
2470 {
2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2472 if (op->stats.sp < op->stats.maxsp)
2473 {
2474 op->stats.sp++;
2475 /* dms do not consume food */
2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2478 op->stats.food--;
2479 if (op->contr->digestion < 0)
2480 op->stats.food += op->contr->digestion;
2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2482 op->stats.food = last_food;
2483 }
2484 }
2485
2486 if (max_sp > 1)
2487 {
2488 over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0)
2490 {
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496 op->stats.sp--;
2497
2498 if (op->stats.sp > op->stats.maxsp)
2499 op->stats.sp = op->stats.maxsp;
2500 }
2501 op->last_sp = 0;
2502 }
2503 else
2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2505 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 } 2209 }
2509 2210
2510 /* Regenerate Grace */ 2211 /* Regenerate Grace */
2511 /* 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. */
2512 if (--op->last_grace < 0) 2213 if (--op->last_grace < 0)
2533 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);
2534 } 2235 }
2535 /* wearing stuff doesn't detract from grace generation. */ 2236 /* wearing stuff doesn't detract from grace generation. */
2536 } 2237 }
2537 2238
2239 if (op->stats.food > 0)
2240 {
2538 /* Regenerate Hit Points */ 2241 /* Regenerate Spell Points */
2539 if (--op->last_heal < 0) 2242 if (!op->contr->golem && --op->last_sp < 0)
2540 {
2541 if (op->stats.hp < op->stats.maxhp)
2542 { 2243 {
2543 op->stats.hp++; 2244 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2544 /* dms do not consume food */ 2245
2545 if (!QUERY_FLAG (op, FLAG_WIZ)) 2246 if (op->stats.sp < op->stats.maxsp)
2546 { 2247 {
2248 op->stats.sp++;
2249
2250 /* dms do not consume food */
2251 if (!QUERY_FLAG (op, FLAG_WIZ))
2252 {
2547 op->stats.food--; 2253 op->stats.food--;
2254
2548 if (op->contr->digestion < 0) 2255 if (op->contr->digestion < 0)
2549 op->stats.food += op->contr->digestion; 2256 op->stats.food += op->contr->digestion;
2550 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))
2551 op->stats.food = last_food; 2258 op->stats.food = last_food;
2259 }
2552 } 2260 }
2553 }
2554 2261
2555 if (max_hp > 1) 2262 if (max_sp > 1)
2556 {
2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2558 if (over_hp > 0)
2559 { 2263 {
2560 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
2561 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);
2562 } 2282 }
2563 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)
2564 { 2291 {
2565 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 }
2566 } 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);
2567 } 2317 }
2568 else 2318 else
2569 {
2570 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);
2571 } 2320 }
2572 } 2321 }
2573 2322
2574 /* Digestion */ 2323 /* Digestion */
2575 if (--op->last_eat < 0) 2324 if (--op->last_eat < 0)
2576 { 2325 {
2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2326 int bonus = max (0, op->contr->digestion),
2327 penalty = max (0, -op->contr->digestion);
2578 2328
2579 if (op->contr->gen_hp > 0)
2580 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);
2581 else
2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583 2330
2584 /* dms do not consume food */ 2331 /* dms do not consume food */
2585 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!QUERY_FLAG (op, FLAG_WIZ))
2586 op->stats.food--; 2333 op->stats.food--;
2587 } 2334 }
2588 2335
2589 if (op->stats.food < 0 && op->stats.hp >= 0) 2336 if (op->stats.food < 0 && op->stats.hp >= 0)
2590 { 2337 {
2591 object *tmp, *flesh = 0; 2338 object *flesh = 0;
2592 2339
2593 for (tmp = op->inv; tmp; tmp = tmp->below) 2340 for_inv_removable (op, tmp)
2594 { 2341 {
2595 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)
2596 { 2346 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2347 op->statusmsg ("You blindly grab for a bite of food. "
2598 { 2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2599 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2349 op->apply (tmp);
2600 manual_apply (op, tmp, 0); 2350
2601 if (op->stats.food >= 0 || op->stats.hp < 0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2602 break; 2352 break;
2603 } 2353 }
2604 else if (tmp->type == FLESH) 2354 else if (tmp->type == FLESH)
2605 flesh = tmp; 2355 flesh = tmp;
2606 } /* End if paid for object */ 2356 }
2607 } /* end of for loop */
2608 2357
2609 /* 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
2610 * eat flesh instead. 2359 * eat flesh instead.
2611 */ 2360 */
2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2613 { 2362 {
2614 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.>");
2615 manual_apply (op, flesh, 0); 2365 op->apply (flesh);
2616 } 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)
2617 } 2375 {
2376 op->stats.hp += op->stats.food;
2377 op->stats.food = 0;
2618 2378
2619 while (op->stats.food < 0 && op->stats.hp >= 0) 2379 if (op->stats.hp < 0)
2620 op->stats.food++, op->stats.hp--; 2380 {
2381 op->contr->killer = archetype::get ("killer_starvation");
2382 op->contr->killer->destroy ();
2383 }
2384 }
2621 2385
2386 /* killer should be set here already */
2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2387 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2623 kill_player (op); 2388 kill_player (op);
2624 } 2389 }
2625} 2390}
2626 2391
2630 * file. 2395 * file.
2631 */ 2396 */
2632void 2397void
2633kill_player (object *op) 2398kill_player (object *op)
2634{ 2399{
2635 char buf[MAX_BUF];
2636 int x, y; 2400 int x, y;
2637
2638 //int i;
2639 maptile *map; /* this is for resurrection */ 2401 maptile *map; /* this is for resurrection */
2640
2641 /* int z;
2642 int num_stats_lose;
2643 int lost_a_stat;
2644 int lose_this_stat;
2645 int this_stat; */
2646 int will_kill_again; 2402 int will_kill_again;
2647 archetype *at; 2403 archetype *at;
2648 object *tmp; 2404 object *tmp;
2649 2405
2650 if (save_life (op)) 2406 if (save_life (op))
2651 return; 2407 return;
2652 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 }
2653 2444
2654 /* 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
2655 * 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.
2656 * Look at op_on_battleground() for more info --AndreasV 2447 * Look at op_on_battleground() for more info --AndreasV
2657 */ 2448 */
2658 if (op_on_battleground (op, &x, &y)) 2449 if (op_on_battleground (op, &x, &y))
2659 { 2450 {
2660 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";
2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2662
2663 /* restore player */
2664 at = archetype::find ("poisoning");
2665 if (object *tmp = present_arch_in_ob (at, op))
2666 {
2667 tmp->destroy ();
2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2669 }
2670
2671 at = archetype::find ("confusion");
2672 if (object *tmp = present_arch_in_ob (at, op))
2673 {
2674 tmp->destroy ();
2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2676 }
2677
2678 cure_disease (op, 0); /* remove any disease */
2679 op->stats.hp = op->stats.maxhp;
2680 if (op->stats.food <= 0)
2681 op->stats.food = 999;
2682 2452
2683 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2684 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2685 { 2455
2686 sprintf (buf, "%s's finger", &op->name); 2456 tmp->name = format ("%s's finger" , &op->name);
2687 tmp->name = buf; 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2688 sprintf (buf, " This finger has been cut off %s\n" 2458 tmp->msg = format (
2689 " 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",
2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2460 &op->name, op->contr->title,
2691 tmp->msg = buf; 2461 (int)op->level,
2462 op->contr->killer_name ()
2463 );
2692 tmp->value = 0, tmp->type = 0; 2464 tmp->value = 0, tmp->type = 0;
2693 tmp->materialname = "organics"; 2465 tmp->material = name_to_material (shstr_organic);
2694 tmp->insert_at (op, tmp); 2466 tmp->insert_at (op, tmp);
2695 }
2696 2467
2697 /* teleport defeated player to new destination */ 2468 /* teleport defeated player to new destination */
2698 transfer_ob (op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2699 op->contr->braced = 0; 2470 op->contr->braced = 0;
2471
2472 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2700 return; 2473 return;
2701 } 2474 }
2702 2475
2476 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2477 deathtab << "T<YOU HAVE DIED>\n\n";
2478
2703 INVOKE_PLAYER (DEATH, op->contr); 2479 INVOKE_PLAYER (DEATH, op->contr);
2704 2480
2705 command_kill_pets (op, 0); 2481 command_kill_pets (op, 0);
2706 2482
2707 if (op->stats.food < 0) 2483 op->contr->play_sound (sound_find ("player_dies"));
2708 {
2709 sprintf (buf, "%s starved to death.", &op->name);
2710 strcpy (op->contr->killer, "starvation");
2711 }
2712 else
2713 sprintf (buf, "%s died.", &op->name);
2714
2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2716 2484
2717 /* save the map location for corpse, gravestone */ 2485 /* save the map location for corpse, gravestone */
2718 x = op->x; 2486 x = op->x;
2719 y = op->y; 2487 y = op->y;
2720 map = op->map; 2488 map = op->map;
2748 2516
2749 lost_a_stat = 0; 2517 lost_a_stat = 0;
2750 2518
2751 for (z = 0; z < num_stats_lose; z++) 2519 for (z = 0; z < num_stats_lose; z++)
2752 { 2520 {
2753 i = RANDOM () % NUM_STATS; 2521 i = rndm (NUM_STATS);
2754 2522
2755 if (settings.stat_loss_on_death) 2523 if (settings.stat_loss_on_death)
2756 { 2524 {
2757 /* 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
2758 * what he lost. 2526 * what he lost.
2765 lost_a_stat = 1; 2533 lost_a_stat = 1;
2766 } 2534 }
2767 else 2535 else
2768 { 2536 {
2769 /* deplete a stat */ 2537 /* deplete a stat */
2770 archetype *deparch = archetype::find ("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2771 object *dep; 2539 object *dep;
2772 2540
2773 dep = present_arch_in_ob (deparch, op); 2541 dep = present_arch_in_ob (deparch, op);
2774 if (!dep) 2542 if (!dep)
2775 { 2543 {
2776 dep = arch_to_object (deparch); 2544 dep = deparch->instance ();
2777 insert_ob_in_ob (dep, op); 2545 insert_ob_in_ob (dep, op);
2778 } 2546 }
2779 lose_this_stat = 1; 2547 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss) 2548 if (settings.balanced_stat_loss)
2781 { 2549 {
2809 } 2577 }
2810 } 2578 }
2811 2579
2812 if (lose_this_stat) 2580 if (lose_this_stat)
2813 { 2581 {
2814 this_stat = get_attr_value (&(dep->stats), i); 2582 this_stat = get_attr_value (&dep->stats, i);
2815 /* We could try to do something clever like find another 2583 /* We could try to do something clever like find another
2816 * stat to reduce if this fails. But chances are, if 2584 * stat to reduce if this fails. But chances are, if
2817 * stats have been depleted to -50, all are pretty low 2585 * stats have been depleted to -50, all are pretty low
2818 * 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
2819 * difference. 2587 * difference.
2827 lost_a_stat = 1; 2595 lost_a_stat = 1;
2828 } 2596 }
2829 } 2597 }
2830 } 2598 }
2831 } 2599 }
2600
2832 /* If no stat lost, tell the player. */ 2601 /* If no stat lost, tell the player. */
2833 if (!lost_a_stat) 2602 if (!lost_a_stat)
2834 { 2603 {
2835 /* determine_god() seems to not work sometimes... why is this? 2604 /* determine_god() seems to not work sometimes... why is this?
2836 Should I be using something else? GD */ 2605 Should I be using something else? GD */
2837 const char *god = determine_god (op); 2606 shstr_tmp god = determine_god (op);
2838 2607
2839 if (god && (strcmp (god, "none"))) 2608 if (god != shstr_none)
2840 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";
2841 else 2610 else
2842 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";
2843 } 2612 }
2844#else 2613#else
2845 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.";
2846#endif 2615#endif
2847 2616
2848 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2849 * exp loss on the stone. 2618 * exp loss on the stone.
2850 */ 2619 */
2851 tmp = arch_to_object (archetype::find ("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2852 sprintf (buf, "%s's gravestone", &op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
2853 tmp->name = buf; 2622 tmp->name_pl = format ("%s's gravestones", &op->name);
2854 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",
2855 tmp->name_pl = buf; 2624 &op->name, op->contr->title, op->contr->killer_name ());
2856 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);
2857 tmp->msg = buf;
2858 tmp->x = op->x, tmp->y = op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2859 insert_ob_in_map (tmp, op->map, NULL, 0); 2626 insert_ob_in_map (tmp, op->map, NULL, 0);
2860 2627
2861 /**************************************/ 2628 /**************************************/
2862 /* */ 2629 /* */
2863 /* Subtract the experience points, */ 2630 /* Subtract the experience points, */
2864 /* if we died cause of food, give us */
2865 /* food, and reset HP's... */
2866 /* */ 2631 /* */
2867 /**************************************/ 2632 /**************************************/
2868 2633
2869 /* remove any poisoning and confusion the character may be suffering. */
2870 /* restore player */
2871 at = archetype::find ("poisoning");
2872 tmp = present_arch_in_ob (at, op);
2873
2874 if (tmp)
2875 {
2876 tmp->destroy ();
2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2878 }
2879
2880 at = archetype::find ("confusion");
2881 tmp = present_arch_in_ob (at, op);
2882 if (tmp)
2883 {
2884 tmp->destroy ();
2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2886 }
2887
2888 cure_disease (op, 0); /* remove any disease */
2889
2890 /*add_exp(op, (op->stats.exp * -0.20)); */ 2634 /*add_exp(op, (op->stats.exp * -0.20)); */
2891 apply_death_exp_penalty (op); 2635 apply_death_exp_penalty (op);
2892 if (op->stats.food < 100)
2893 op->stats.food = 900;
2894 op->stats.hp = op->stats.maxhp;
2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2897 2636
2898 /* 2637 /*
2899 * 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
2900 * and put them back in the map. 2639 * and put them back in the map.
2901 */ 2640 */
2902 remove_unpaid_objects (op->inv, op); 2641 op->drop_unpaid_items ();
2903 2642
2904 /****************************************/ 2643 /****************************************/
2905 /* */ 2644 /* */
2906 /* Move player to his current respawn- */ 2645 /* Move player to his current respawn- */
2907 /* position (usually last savebed) */ 2646 /* position (usually last savebed) */
2936 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
2937 force->resist[at] = 100; 2676 force->resist[at] = 100;
2938 2677
2939 insert_ob_in_ob (force, op); 2678 insert_ob_in_ob (force, op);
2940 op->update_stats (); 2679 op->update_stats ();
2941
2942 } 2680 }
2943 2681
2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2945} 2683}
2946 2684
2947void 2685static void
2948loot_object (object *op) 2686loot_object (object *op)
2949{ /* Grab and destroy some treasure */ 2687{ /* Grab and destroy some treasure */
2950 object *tmp, *tmp2, *next; 2688 object *tmp, *tmp2, *next;
2951 2689
2952 op->close_container (); /* close open sack first */ 2690 op->close_container (); /* close open sack first */
2966 2704
2967 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))))
2968 { 2706 {
2969 if (tmp->nrof > 1) 2707 if (tmp->nrof > 1)
2970 { 2708 {
2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2709 tmp->decrease (rndm (1, tmp->nrof - 1));
2972 tmp2->destroy ();
2973 insert_ob_in_map (tmp, op->map, NULL, 0); 2710 insert_ob_in_map (tmp, op->map, NULL, 0);
2974 } 2711 }
2975 else 2712 else
2976 tmp->destroy (); 2713 tmp->destroy ();
2977 } 2714 }
2984 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
2985 * 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
2986 * was changed. 2723 * was changed.
2987 */ 2724 */
2988void 2725void
2989fix_weight (void) 2726fix_weight ()
2990{ 2727{
2991 for_all_players (pl) 2728 for_all_players (pl)
2992 { 2729 {
2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2730 sint32 old = pl->ob->carrying;
2994 2731
2995 if (old == sum) 2732 pl->ob->update_weight ();
2996 continue; 2733
2734 if (old != pl->ob->carrying)
2735 {
2997 pl->ob->update_stats (); 2736 pl->ob->update_stats ();
2998 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 }
2999 } 2739 }
3000} 2740}
3001 2741
3002void 2742void
3003fix_luck (void) 2743fix_luck ()
3004{ 2744{
3005 for_all_players (pl) 2745 for_all_players (pl)
3006 if (!pl->ob->contr->ns->state) 2746 if (!pl->ob->contr->ns->state)
3007 pl->ob->change_luck (0); 2747 pl->ob->change_luck (0);
3008} 2748}
3045} 2785}
3046 2786
3047void 2787void
3048make_visible (object *op) 2788make_visible (object *op)
3049{ 2789{
3050 op->hide = 0; 2790 op->flag [FLAG_HIDDEN] = 0;
3051 op->invisible = 0; 2791 op->invisible = 0;
2792
3052 if (op->type == PLAYER) 2793 if (op->type == PLAYER)
3053 { 2794 {
3054 op->contr->tmp_invis = 0; 2795 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 2796 op->contr->invis_race = 0;
3056 } 2797 }
3059} 2800}
3060 2801
3061int 2802int
3062is_true_undead (object *op) 2803is_true_undead (object *op)
3063{ 2804{
3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2805 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3065 return 1; 2806 return 1;
3066 2807
3067 return 0; 2808 return 0;
3068} 2809}
3069 2810
3070/* look at the surrounding terrain to determine 2811/* look at the surrounding terrain to determine
3071 * the hideability of this object. Positive levels 2812 * the hideability of this object. Positive levels
3072 * indicate greater hideability. 2813 * indicate greater hideability.
3073 */ 2814 */
3074
3075int 2815int
3076hideability (object *ob) 2816hideability (object *ob)
3077{ 2817{
3078 int i, level = 0, mflag; 2818 int i, level = 0, mflag;
3079 sint16 x, y; 2819 sint16 x, y;
3080 2820
3081 if (!ob || !ob->map) 2821 if (!ob || !ob->map)
3082 return 0; 2822 return 0;
3083 2823
3084 /* so, on normal lighted maps, its hard to hide */ 2824 /* so, on normal lighted maps, its hard to hide */
3085 level = ob->map->darkness - 2; 2825 level = ob->map->darklevel () - 2;
3086 2826
3087 /* this also picks up whether the object is glowing. 2827 /* this also picks up whether the object is glowing.
3088 * 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
3089 * as bad as carrying a light on a pitch dark map */ 2829 * as bad as carrying a light on a pitch dark map */
3090 if (has_carried_lights (ob)) 2830 if (ob->has_carried_lights ())
3091 level = -(10 + (2 * ob->map->darkness)); 2831 level = -(10 + (2 * ob->map->darklevel ()));
3092 2832
3093 /* scan through all nearby squares for terrain to hide in */ 2833 /* scan through all nearby squares for terrain to hide in */
3094 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])
3095 { 2837 {
3096 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2838 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3097 if (mflag & P_OUT_OF_MAP) 2839 if (mflag & P_OUT_OF_MAP)
3098 {
3099 continue; 2840 continue;
3100 } 2841
3101 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2842 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3102 level += 2; 2843 level += 2;
3103 else /* open terrain! */ 2844 else /* open terrain! */
3104 level -= 1; 2845 level -= 1;
3105 } 2846 }
3113/* For Hidden creatures - a chance of becoming 'unhidden' 2854/* For Hidden creatures - a chance of becoming 'unhidden'
3114 * every time they move - as we subtract off 'invisibility' 2855 * every time they move - as we subtract off 'invisibility'
3115 * AND, for players, if they move into a ridiculously unhideable 2856 * AND, for players, if they move into a ridiculously unhideable
3116 * spot (surrounded by clear terrain in broad daylight). -b.t. 2857 * spot (surrounded by clear terrain in broad daylight). -b.t.
3117 */ 2858 */
3118
3119void 2859void
3120do_hidden_move (object *op) 2860do_hidden_move (object *op)
3121{ 2861{
3122 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2862 int hide = 0;
3123 object *skop;
3124 2863
3125 if (!op || !op->map) 2864 if (!op || !op->map)
3126 return; 2865 return;
3127 2866
3128 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);
3129 2869
3130 /* 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! */
3131 if (op->type == PLAYER && op->contr->run_on) 2871 if (op->type == PLAYER && op->contr->run_on)
3132 if (!skop || num >= skop->level) 2872 if (!skop || num >= skop->level)
3133 { 2873 {
3143 num -= hide; 2883 num -= hide;
3144 2884
3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2885 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3146 { 2886 {
3147 make_visible (op); 2887 make_visible (op);
2888
3148 if (op->type == PLAYER) 2889 if (op->type == PLAYER)
3149 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!");
3150 } 2891 }
3151 else if (op->type == PLAYER && skop) 2892 else if (op->type == PLAYER && skop)
3152 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);
3205 * object op. This function works fine for monsters, 2946 * object op. This function works fine for monsters,
3206 * 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
3207 * a pile (say a coin under a table would return "viewable" 2948 * a pile (say a coin under a table would return "viewable"
3208 * by this routine). Another question, should we be 2949 * by this routine). Another question, should we be
3209 * concerned with the direction the player is looking 2950 * concerned with the direction the player is looking
3210 * in? Realistically, most of use cant see stuff behind 2951 * in? Realistically, most of us can't see stuff behind
3211 * our backs...on the other hand, does the "facing" direction 2952 * our backs...on the other hand, does the "facing" direction
3212 * imply the way your head, or body is facing? Its possible 2953 * imply the way your head, or body is facing? It's possible
3213 * 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.
3214 * -b.t. 2955 * -b.t.
3215 * This function is now map tiling safe. 2956 * This function is now map tiling safe.
3216 */ 2957 */
3217
3218int 2958int
3219player_can_view (object *pl, object *op) 2959player_can_view (object *pl, object *op)
3220{ 2960{
3221 rv_vector rv; 2961 rv_vector rv;
3222 int dx, dy; 2962 int dx, dy;
3234 2974
3235 get_rangevector (pl, op, &rv, 0x1); 2975 get_rangevector (pl, op, &rv, 0x1);
3236 2976
3237 /* starting with the 'head' part, lets loop 2977 /* starting with the 'head' part, lets loop
3238 * through the object and find if it has any 2978 * through the object and find if it has any
3239 * part that is in the los array but isnt on 2979 * part that is in the los array but isn't on
3240 * a blocked los square. 2980 * a blocked los square.
3241 * we use the archetype to figure out offsets. 2981 * we use the archetype to figure out offsets.
3242 */ 2982 */
3243 while (op) 2983 while (op)
3244 { 2984 {
3245 dx = rv.distance_x + op->arch->clone.x; 2985 dx = rv.distance_x + op->arch->x;
3246 dy = rv.distance_y + op->arch->clone.y; 2986 dy = rv.distance_y + op->arch->y;
3247 2987
3248 /* only the viewable area the player sees is updated by LOS 2988 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3249 * code, so we need to restrict ourselves to that range of values
3250 * for any meaningful values.
3251 */
3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3255 return 1; 2989 return 1;
2990
3256 op = op->more; 2991 op = op->more;
3257 } 2992 }
3258 return 0;
3259}
3260 2993
3261/* routine for both players and monsters. We call this when
3262 * there is a possibility for our action distrubing our hiding
3263 * place or invisiblity spell. Artefact invisiblity is not
3264 * effected by this. If we arent invisible to begin with, we
3265 * return 0.
3266 */
3267int
3268action_makes_visible (object *op)
3269{
3270
3271 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3272 {
3273 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3274 return 0;
3275
3276 if (op->contr && op->contr->tmp_invis == 0)
3277 return 0;
3278
3279 /* If monsters, they should become visible */
3280 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3281 {
3282 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3283 return 1;
3284 }
3285 }
3286 return 0; 2994 return 0;
3287} 2995}
3288 2996
3289/* op_on_battleground - checks if the given object op (usually 2997/* op_on_battleground - checks if the given object op (usually
3290 * a player) is standing on a valid battleground-tile, 2998 * a player) is standing on a valid battleground-tile,
3295 * 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
3296 */ 3004 */
3297int 3005int
3298op_on_battleground (object *op, int *x, int *y) 3006op_on_battleground (object *op, int *x, int *y)
3299{ 3007{
3300 object *tmp;
3301
3302 /* A battleground-tile needs the following attributes to be valid: 3008 /* A battleground-tile needs the following attributes to be valid:
3303 * 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),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3010 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0. 3011 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground- 3012 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3013 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3014 for (object *tmp = op->below; tmp; tmp = tmp->below)
3309 { 3015 {
3310 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3016 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3311 { 3017 {
3312 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3018 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3313 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))
3314 { 3022 {
3315 /*before we assign the exit, check if this is a teambattle */ 3023 /* before we assign the exit, check if this is a teambattle */
3316 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))
3317 {
3318 object *invtmp;
3319
3320 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)
3321 { 3027 {
3322 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3323 {
3324 if (x != NULL && y != NULL) 3028 if (x && y)
3325 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3030
3326 return 1; 3031 return 1;
3327 }
3328 } 3032 }
3329 } 3033
3330 if (x != NULL && y != NULL) 3034 if (x && y)
3331 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3036
3332 return 1; 3037 return 1;
3333 } 3038 }
3334 } 3039 }
3335 } 3040 }
3041
3336 /* If we got here, did not find a battleground */ 3042 /* If we got here, did not find a battleground */
3337 return 0; 3043 return 0;
3338} 3044}
3339 3045
3340/* 3046/*
3356 char buf[MAX_BUF]; /* tmp. string buffer */ 3062 char buf[MAX_BUF]; /* tmp. string buffer */
3357 int i = 0, j = 0; 3063 int i = 0, j = 0;
3358 3064
3359 /* get the appropriate treasurelist */ 3065 /* get the appropriate treasurelist */
3360 if (atnr == ATNR_FIRE) 3066 if (atnr == ATNR_FIRE)
3361 trlist = treasurelist::find ("dragon_ability_fire"); 3067 trlist = treasurelist::find (shstr_dragon_ability_fire);
3362 else if (atnr == ATNR_COLD) 3068 else if (atnr == ATNR_COLD)
3363 trlist = treasurelist::find ("dragon_ability_cold"); 3069 trlist = treasurelist::find (shstr_dragon_ability_cold);
3364 else if (atnr == ATNR_ELECTRICITY) 3070 else if (atnr == ATNR_ELECTRICITY)
3365 trlist = treasurelist::find ("dragon_ability_elec"); 3071 trlist = treasurelist::find (shstr_dragon_ability_elec);
3366 else if (atnr == ATNR_POISON) 3072 else if (atnr == ATNR_POISON)
3367 trlist = treasurelist::find ("dragon_ability_poison"); 3073 trlist = treasurelist::find (shstr_dragon_ability_poison);
3368 3074
3369 if (trlist == NULL || who->type != PLAYER) 3075 if (trlist == NULL || who->type != PLAYER)
3370 return; 3076 return;
3371 3077
3372 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++);
3376 /* 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]); */
3377 return; 3083 return;
3378 } 3084 }
3379 3085
3380 /* everything seems okay - now bring on the gift: */ 3086 /* everything seems okay - now bring on the gift: */
3381 item = &(tr->item->clone); 3087 item = tr->item;
3382 3088
3383 if (item->type == SPELL) 3089 if (item->type == SPELL)
3384 { 3090 {
3385 if (check_spell_known (who, item->name)) 3091 if (check_spell_known (who, item->name))
3386 return; 3092 return;
3445 { 3151 {
3446 /* forces in the treasurelist can alter the player's stats */ 3152 /* forces in the treasurelist can alter the player's stats */
3447 object *skin; 3153 object *skin;
3448 3154
3449 /* first get the dragon skin force */ 3155 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3451 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)
3452 ; 3157 ;
3453 3158
3454 if (!skin) 3159 if (!skin)
3455 return; 3160 return;
3456 3161
3470 else 3175 else
3471 j = 1; 3176 j = 1;
3472 strcat (buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3473 } 3178 }
3474 } 3179 }
3180
3475 strcat (buf, "."); 3181 strcat (buf, ".");
3476 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3477 } 3183 }
3478 3184
3479 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3489 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3490 } 3196 }
3491 else 3197 else
3492 { 3198 {
3493 /* generate misc. treasure */ 3199 /* generate misc. treasure */
3494 tmp = arch_to_object (tr->item); 3200 tmp = tr->item->instance ();
3495 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));
3496 tmp = insert_ob_in_ob (tmp, who); 3202 who->insert (tmp);
3497 if (who->type == PLAYER)
3498 esrv_send_item (who, tmp);
3499 } 3203 }
3500} 3204}
3501 3205
3502/** 3206//-GPL
3503 * Unready an object for a player. This function does nothing if the object was
3504 * not readied.
3505 */
3506void
3507player_unready_range_ob (player *pl, object *ob)
3508{
3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3511
3512 if (pl->combat_ob == ob)
3513 pl->combat_ob = 0;
3514
3515 if (pl->ranged_ob == ob)
3516 pl->ranged_ob = 0;
3517}
3518 3207
3519sint8 3208sint8
3520player::visibility_at (maptile *map, int x, int y) const 3209player::darkness_at (maptile *map, int x, int y) const
3521{ 3210{
3522 if (!ns) 3211 if (!ns)
3523 return 0; 3212 return LOS_BLOCKED;
3524 3213
3525 int dx, dy; 3214 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3215 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0; 3216 return LOS_BLOCKED;
3528 3217
3529 x += dx - ns->current_x + ns->mapx / 2; 3218 x += dx - ns->current_x;
3530 y += dy - ns->current_y + ns->mapy / 2; 3219 y += dy - ns->current_y;
3531 3220
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y]; 3221 return blocked_los (x, y);
3536} 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

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