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Comparing deliantra/server/server/player.C (file contents):
Revision 1.151 by root, Sat Jun 16 00:12:20 2007 UTC vs.
Revision 1.268 by root, Wed Apr 7 19:54:45 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36playervec players; 38playervec players;
37 39
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151
152/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
153static void 41static void
154set_first_map (object *op) 42set_first_map (object *op)
155{ 43{
156 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
184 72
185 if (ob->map) 73 if (ob->map)
186 maplevel = ob->map->path; 74 maplevel = ob->map->path;
187 75
188 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 80
194 players.erase (this); 81 players.erase (this);
195} 82}
196 83
197// connect the player with a specific client 84// connect the player with a specific client
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (this); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
219 106
220 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 109
225 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
226 111
227 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
229 { 114 {
230 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234 116
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 120 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 122 skin = tmp;
241 123
242 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
243 } 125 }
244 126
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 128
247 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
248 130
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 131 ob->update_stats ();
275 132
276 ns->floorbox_update (); 133 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
279 136
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
280 activate (); 143 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285 144
286 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
288} 147}
289 148
290void 149void
291player::disconnect () 150player::disconnect ()
292{ 151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
293 if (ns) 158 if (ns)
294 { 159 {
295 if (active) 160 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 162
300 ns->reset_stats (); 165 ns->reset_stats ();
301 ns->pl = 0; 166 ns->pl = 0;
302 ns = 0; 167 ns = 0;
303 } 168 }
304 169
305 if (ob) 170 // this is important for the player scheduler to get the correct refcount
306 ob->close_container (); //TODO: client-specific 171 // when ns = 0
307 172 observe = viewpoint = ob;
308 observe = ob;
309 173
310 deactivate (); 174 deactivate ();
311} 175}
176
177//-GPL
312 178
313// the need for this function can be explained 179// the need for this function can be explained
314// by load_object not returning the object 180// by load_object not returning the object
315void 181void
316player::set_object (object *op) 182player::set_object (object *op)
317{ 183{
318 ob = observe = op; 184 ob = observe = viewpoint = op;
319 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
320 186
321 ob->speed = 1.0f; 187 ob->speed = 1.0f;
322 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
323 189
324 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
325} 191}
326 192
327void 193void
328player::set_observe (object *op) 194player::set_observe (object *op)
329{ 195{
330 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
331 do_los = 1; 197 do_los = 1;
332} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
333 208
334player::player () 209player::player ()
335{ 210{
336 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point. 212 * we deal with that below this point.
343 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
344 219
345 gen_sp_armour = 10; 220 gen_sp_armour = 10;
346 bowtype = bow_normal; 221 bowtype = bow_normal;
347 petmode = pet_normal; 222 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers; 223 usekeys = containers;
350 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
351 do_los = 1; 225 do_los = 1;
352 226
353 weapon_sp = 1.0f; 227 weapon_sp = 1.0f;
360 disconnect (); 234 disconnect ();
361 235
362 attachable::do_destroy (); 236 attachable::do_destroy ();
363 237
364 if (ob) 238 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy (); 239 ob->destroy ();
368 }
369 240
370 ob = observe = 0; 241 ob = observe = viewpoint = 0;
371} 242}
372 243
373player::~player () 244player::~player ()
374{ 245{
375 /* Clear item stack */ 246 /* Clear item stack */
376 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 }
377} 276}
378 277
379/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
380 * All we can really get in this is some settings like host and display 279 * All we can really get in this is some settings like host and display
381 * mode. 280 * mode.
383player * 282player *
384player::create () 283player::create ()
385{ 284{
386 player *pl = new player; 285 player *pl = new player;
387 286
388 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
389 288
390 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
391 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
393 292
394 set_first_map (pl->ob); 293 set_first_map (pl->ob);
395 294
396 return pl; 295 return pl;
397}
398
399/*
400 * get_player_archetype() return next player archetype from archetype
401 * list. Not very efficient routine, but used only creating new players.
402 * Note: there MUST be at least one player archetype!
403 */
404archetype *
405get_player_archetype (archetype *at)
406{
407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
408
409 for (;;)
410 {
411 if (++i == archetypes.end ())
412 i = archetypes.begin ();
413 else if (*i == at)
414 cleanup ("not a single player archetype found");
415
416 if ((*i)->type == PLAYER)
417 return *i;
418 }
419} 296}
420 297
421object * 298object *
422get_nearest_player (object *mon) 299get_nearest_player (object *mon)
423{ 300{
426 unsigned lastdist; 303 unsigned lastdist;
427 rv_vector rv; 304 rv_vector rv;
428 305
429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
430 { 307 {
431 /* We should not find free objects on this friendly list, but it
432 * does periodically happen. Given that, lets deal with it.
433 * While unlikely, it is possible the next object on the friendly
434 * list is also free, so encapsulate this in a while loop.
435 */
436 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
437 {
438 object *tmp = ol->ob;
439
440 /* Can't do much more other than log the fact, because the object
441 * itself will have been cleared.
442 */
443 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
444 tmp->debug_desc ());
445 ol = ol->next;
446 remove_friendly_object (tmp);
447 if (!ol)
448 return op;
449 }
450
451 /* Remove special check for player from this. First, it looks to cause
452 * some crashes (ol->ob->contr not set properly?), but secondly, a more
453 * complicated method of state checking would be needed in any case -
454 * as it was, a clever player could type quit, and the function would
455 * skip them over while waiting for confirmation. Remove
456 * on_same_map check, as can_detect_enemy also does this
457 */
458 if (!can_detect_enemy (mon, ol->ob, &rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
459 continue; 309 continue;
460 310
461 if (lastdist > rv.distance) 311 if (lastdist > rv.distance)
462 { 312 {
657 507
658 return firstdir; 508 return firstdir;
659} 509}
660 510
661void 511void
662give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
663{ 513{
664 object *op, *next = NULL;
665
666 if (pl->randomitems != NULL) 514 if (pl->randomitems)
667 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
668 516
669 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
670 { 518 {
671 next = op->below; 519 next = op->below;
672 520
673 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
674 * 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
679 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
680 * by this player due to race restrictions 528 * by this player due to race restrictions
681 */ 529 */
682 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
683 { 531 {
684 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
533 &&
685 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
686 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
687 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
537 || op->type == BRACERS || op->type == GIRDLE))
688 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))
689 { 539 {
690 op->destroy (); 540 op->destroy ();
691 continue; 541 continue;
692 } 542 }
693 } 543 }
694 544
695 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
696 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
697 * have a good idea what to replace it with (need something like 547 * generated by bad treasurelists. - elmex
698 * a first level treasurelist for each skill.)
699 * remove duplicate skills also
700 */ 548 */
701 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
702 { 550 {
703 object *tmp;
704
705 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
706 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
707 break;
708
709 if (tmp)
710 { 553 {
711 op->destroy (); 554 op->destroy ();
555 LOG (llevError,
712 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
713 continue; 557 break;
714 } 558 }
715 559
716 if (op->nrof > 1) 560 if (op->nrof > 1)
717 op->nrof = 1; 561 op->nrof = 1;
718 } 562 }
719 563
720 if (op->type == SPELLBOOK && op->inv) 564 if (op->type == SPELLBOOK && op->inv)
721 {
722 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 565 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
723 }
724 566
725 /* Give starting characters identified, uncursed, and undamned 567 /* Give starting characters identified, uncursed, and undamned
726 * 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
727 * merged properly. 569 * merged properly.
728 */ 570 */
729 if (need_identify (op)) 571 if (need_identify (op))
730 { 572 {
731 SET_FLAG (op, FLAG_IDENTIFIED); 573 SET_FLAG (op, FLAG_IDENTIFIED);
732 CLEAR_FLAG (op, FLAG_CURSED); 574 CLEAR_FLAG (op, FLAG_CURSED);
733 CLEAR_FLAG (op, FLAG_DAMNED); 575 CLEAR_FLAG (op, FLAG_DAMNED);
734 } 576 }
577
735 if (op->type == SPELL) 578 if (op->type == SPELL)
736 { 579 {
737 op->destroy (); 580 op->destroy ();
738 continue; 581 continue;
739 } 582 }
741 { 584 {
742 SET_FLAG (op, FLAG_CAN_USE_SKILL); 585 SET_FLAG (op, FLAG_CAN_USE_SKILL);
743 op->stats.exp = 0; 586 op->stats.exp = 0;
744 op->level = 1; 587 op->level = 1;
745 } 588 }
746 /* lock all 'normal items by default */ 589 else /* lock all 'normal items by default */
747 else
748 SET_FLAG (op, FLAG_INV_LOCKED); 590 SET_FLAG (op, FLAG_INV_LOCKED);
749 } /* for loop of objects in player inv */ 591 } /* for loop of objects in player inv */
750 592
751 /* Need to set up the skill pointers */ 593 /* Need to set up the skill pointers */
752 link_player_skills (pl); 594 pl->contr->link_skills ();
753} 595}
754 596
755void 597void
756get_party_password (object *op, partylist *party) 598get_party_password (object *op, partylist *party)
757{ 599{
767 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:");
768} 610}
769 611
770/* 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. */
771static int 613static int
772roll_stat (void) 614roll_stat ()
773{ 615{
774 int a[4], i, j, k; 616 int a[4], i, j, k;
775 617
776 for (i = 0; i < 4; i++) 618 for (i = 0; i < 4; i++)
777 a[i] = (int) rndm (6) + 1; 619 a[i] = (int) rndm (6) + 1;
858static void 700static void
859start_info (object *op) 701start_info (object *op)
860{ 702{
861 char buf[MAX_BUF]; 703 char buf[MAX_BUF];
862 704
863 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 705 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
864 new_draw_info (NDI_UNIQUE, 0, op, buf); 706 new_draw_info (NDI_UNIQUE, 0, op, buf);
865 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
866 //new_draw_info (NDI_UNIQUE, 0, op, " ");
867} 707}
868 708
869/* This function takes the key that is passed, and does the 709/* This function takes the key that is passed, and does the
870 * appropriate action with it (change race, or other things). 710 * appropriate action with it (change race, or other things).
871 * The function name is for historical reasons - now we have 711 * The function name is for historical reasons - now we have
874 */ 714 */
875void 715void
876player::chargen_race_done () 716player::chargen_race_done ()
877{ 717{
878 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
879 esrv_new_player (ob->contr, ob->weight + ob->carrying); 719 esrv_new_player (ob->contr);
880 720
881 treasurelist *tl = treasurelist::find ("starting_wealth"); 721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
882 if (tl) 722 if (tl)
883 create_treasure (tl, ob, 0, 0, 0); 723 create_treasure (tl, ob, 0, 0, 0);
884 724
885 INVOKE_PLAYER (BIRTH, ob->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
886 INVOKE_PLAYER (LOGIN, ob->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
887 727
888 ob->contr->ns->state = ST_PLAYING; 728 ob->contr->ns->state = ST_PLAYING;
889 729
890 if (ob->msg) 730 if (ob->msg)
891 ob->msg = 0; 731 ob->msg = 0;
892
893 /* We create this now because some of the unique maps will need it
894 * to save here.
895 */
896 {
897 char buf[MAX_BUF];
898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
899 make_path_to_file (buf);
900 }
901 732
902 start_info (ob); 733 start_info (ob);
903 CLEAR_FLAG (ob, FLAG_WIZ); 734 CLEAR_FLAG (ob, FLAG_WIZ);
904 give_initial_items (ob, ob->randomitems); 735 give_initial_items (ob, ob->randomitems);
905 link_player_skills (ob);
906 esrv_send_inventory (ob, ob); 736 esrv_send_inventory (ob, ob);
907 ob->update_stats (); 737 ob->update_stats ();
908 738
909 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
910 * is one for this race 740 * is one for this race
911 */ 741 */
912 if (*first_map_ext_path) 742 if (*first_map_ext_path)
913 { 743 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
914 object *tmp;
915 char mapname[MAX_BUF];
916
917 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
918 tmp = object::create ();
919 EXIT_PATH (tmp) = mapname;
920 EXIT_X (tmp) = ob->x;
921 EXIT_Y (tmp) = ob->y;
922 ob->enter_exit (tmp); /* we don't really care if it succeeded;
923 * if the map isn't there, then stay on the
924 * default initial map */
925 tmp->destroy ();
926 }
927 else 744 else
928 LOG (llevDebug, "first_map_ext_path not set\n"); 745 LOG (llevDebug, "first_map_ext_path not set\n");
929} 746}
930 747
931void 748void
962 ob->stats.hp = ob->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
963 ob->stats.sp = ob->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
964 ob->stats.grace = 0; 781 ob->stats.grace = 0;
965} 782}
966 783
967void 784static void
968flee_player (object *op) 785flee_player (object *op)
969{ 786{
970 int dir, diff; 787 int dir, diff;
971 rv_vector rv; 788 rv_vector rv;
972 789
975 LOG (llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
976 CLEAR_FLAG (op, FLAG_SCARED); 793 CLEAR_FLAG (op, FLAG_SCARED);
977 return; 794 return;
978 } 795 }
979 796
980 if (op->enemy == NULL) 797 if (!op->enemy)
981 { 798 {
982 LOG (llevDebug, "Fleeing player had no enemy.\n"); 799 LOG (llevDebug, "Fleeing player had no enemy.\n");
983 CLEAR_FLAG (op, FLAG_SCARED); 800 CLEAR_FLAG (op, FLAG_SCARED);
984 return; 801 return;
985 } 802 }
986 803
987 /* Seen some crashes here. Since we don't store an
988 * op->enemy_count, it is possible that something destroys the
989 * actual enemy, and the object is recycled.
990 */
991 if (op->enemy->map == NULL)
992 {
993 CLEAR_FLAG (op, FLAG_SCARED);
994 op->enemy = NULL;
995 return;
996 }
997
998 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 804 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
999 { 805 {
1000 op->enemy = NULL; 806 op->enemy = NULL;
1001 CLEAR_FLAG (op, FLAG_SCARED); 807 CLEAR_FLAG (op, FLAG_SCARED);
1002 return; 808 return;
1005 get_rangevector (op, op->enemy, &rv, 0); 811 get_rangevector (op, op->enemy, &rv, 0);
1006 812
1007 dir = absdir (4 + rv.direction); 813 dir = absdir (4 + rv.direction);
1008 for (diff = 0; diff < 3; diff++) 814 for (diff = 0; diff < 3; diff++)
1009 { 815 {
1010 int m = 1 - (RANDOM () & 2); 816 int m = 1 - rndm (2) * 2;
1011 817
1012 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))))
1013 return; 819 return;
1014 } 820 }
1015 821
1016 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
1017 CLEAR_FLAG (op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
1026check_pick (object *op) 832check_pick (object *op)
1027{ 833{
1028 object *tmp, *next; 834 object *tmp, *next;
1029 int stop = 0; 835 int stop = 0;
1030 int wvratio; 836 int wvratio;
1031 char putstring[128];
1032 837
1033 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
1034 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
1035 return 1; 840 return 1;
1036 841
1037 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)
1038 846
1039 /* 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
1040 * destroyed */ 848 * destroyed */
1041 while (next && !next->destroyed ()) 849 while (next && !next->destroyed ())
1042 { 850 {
1043 tmp = next; 851 tmp = next;
1044 next = tmp->below; 852 next = tmp->below;
1045 853
854 if (cnt <= 0)
855 {
856 op->failmsg ("Couldn't pickup all items at once.");
857 return 0;
858 }
859
1046 if (op->destroyed ()) 860 if (op->destroyed ())
1047 return 0; 861 return 0;
1048 862
1049 if (!can_pick (op, tmp)) 863 if (!can_pick (op, tmp))
1050 continue; 864 continue;
1051 865
1052 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 866 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1053 { 867 {
1054 if (item_matched_string (op, tmp, op->contr->search_str)) 868 if (item_matched_string (op, tmp, op->contr->search_str))
1055 pick_up (op, tmp); 869 CHK_PICK_PICKUP;
870
1056 continue; 871 continue;
1057 } 872 }
1058 873
1059 /* 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? */
1060 if (!(op->contr->mode & PU_NEWMODE)) 934 if (op->contr->mode & PU_FOOD)
935 if (tmp->type == FOOD)
1061 { 936 {
1062 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)
1063 { 1000 {
1064 case 0: 1001 CHK_PICK_PICKUP;
1065 return 1; /* don't pick up */ 1002 continue;
1066 case 1:
1067 pick_up (op, tmp);
1068 return 1;
1069 case 2:
1070 pick_up (op, tmp);
1071 return 0;
1072 case 3:
1073 return 0; /* stop before pickup */
1074 case 4:
1075 pick_up (op, tmp);
1076 break;
1077 case 5:
1078 pick_up (op, tmp);
1079 stop = 1;
1080 break;
1081 case 6:
1082 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1083 pick_up (op, tmp);
1084 break;
1085
1086 case 7:
1087 if (tmp->type == MONEY || tmp->type == GEM)
1088 pick_up (op, tmp);
1089 break;
1090
1091 default:
1092 /* use value density */
1093 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1094 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1095 pick_up (op, tmp);
1096 } 1003 }
1097 } 1004 }
1098 else 1005
1099 { /* old model */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1100 /* NEW pickup handling */
1101 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)
1102 { 1012 {
1103 /* some debugging code to figure out item information */ 1013 CHK_PICK_PICKUP;
1104 if (tmp->name != NULL)
1105 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1106 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1107 else
1108 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1109 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1110
1111 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1112 }
1113
1114 /* philosophy:
1115 * It's easy to grab an item type from a pile, as long as it's
1116 * generic. This takes no game-time. For more detailed pickups
1117 * and selections, select-items should be used. This is a
1118 * grab-as-you-run type mode that's really useful for arrows for
1119 * example.
1120 * The drawback: right now it has no frontend, so you need to
1121 * stick the bits you want into a calculator in hex mode and then
1122 * convert to decimal and then 'pickup <#>
1123 */
1124
1125 /* the first two modes are exclusive: if NOTHING we return, if
1126 * STOP then we stop. All the rest are applied sequentially,
1127 * meaning if any test passes, the item gets picked up. */
1128
1129 /* if mode is set to pick nothing up, return */
1130
1131 if (op->contr->mode & PU_NOTHING)
1132 return 1;
1133
1134 /* if mode is set to stop when encountering objects, return */
1135 /* take STOP before INHIBIT since it doesn't actually pick
1136 * anything up */
1137
1138 if (op->contr->mode & PU_STOP)
1139 return 0;
1140
1141 /* useful for going into stores and not losing your settings... */
1142 /* and for battles wher you don't want to get loaded down while
1143 * fighting */
1144 if (op->contr->mode & PU_INHIBIT)
1145 return 1;
1146
1147 /* prevent us from turning into auto-thieves :) */
1148 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1149 continue; 1014 continue;
1015 }
1150 1016
1151 /* ignore known cursed objects */ 1017 /* we don't forget dragon food */
1152 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;
1153 continue; 1022 continue;
1023 }
1154 1024
1155 /* all food and drink if desired */ 1025 /* bows and arrows. Bows are good for selling! */
1156 /* 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
1157 if (op->contr->mode & PU_FOOD) 1062 if (op->contr->mode & PU_BOOTS)
1158 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"))
1159 { 1096 {
1160 pick_up (op, tmp); 1097 CHK_PICK_PICKUP;
1161 continue; 1098 continue;
1162 } 1099 }
1100 }
1163 1101
1102 /* misc stuff that's useful */
1164 if (op->contr->mode & PU_DRINK) 1103 if (op->contr->mode & PU_KEY)
1165 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1104 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1166 { 1105 {
1167 pick_up (op, tmp); 1106 CHK_PICK_PICKUP;
1168 continue; 1107 continue;
1169 } 1108 }
1170 1109
1110 /* any of the last 4 bits set means we use the ratio for value
1111 * pickups */
1171 if (op->contr->mode & PU_POTION) 1112 if (op->contr->mode & PU_RATIO)
1172 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
1173 { 1117 */
1174 pick_up (op, tmp);
1175 continue;
1176 }
1177
1178 /* spellbooks, skillscrolls and normal books/scrolls */
1179 if (op->contr->mode & PU_SPELLBOOK)
1180 if (tmp->type == SPELLBOOK)
1181 {
1182 pick_up (op, tmp);
1183 continue;
1184 }
1185
1186 if (op->contr->mode & PU_SKILLSCROLL)
1187 if (tmp->type == SKILLSCROLL)
1188 {
1189 pick_up (op, tmp);
1190 continue;
1191 }
1192
1193 if (op->contr->mode & PU_READABLES)
1194 if (tmp->type == BOOK || tmp->type == SCROLL)
1195 {
1196 pick_up (op, tmp);
1197 continue;
1198 }
1199
1200 /* wands/staves/rods/horns */
1201 if (op->contr->mode & PU_MAGIC_DEVICE)
1202 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1203 {
1204 pick_up (op, tmp);
1205 continue;
1206 }
1207
1208 /* pick up all magical items */
1209 if (op->contr->mode & PU_MAGICAL) 1118 wvratio = op->contr->mode & PU_RATIO;
1210 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)
1211 {
1212 pick_up (op, tmp);
1213 continue;
1214 }
1215
1216 if (op->contr->mode & PU_VALUABLES)
1217 { 1120 {
1218 if (tmp->type == MONEY || tmp->type == GEM) 1121#if 0
1122 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1123 if (tmp->name != NULL)
1219 { 1124 {
1220 pick_up (op, tmp); 1125 fprintf (stderr, "%s", tmp->name);
1221 continue;
1222 } 1126 }
1223 }
1224
1225 /* rings & amulets - talismans seems to be typed AMULET */
1226 if (op->contr->mode & PU_JEWELS)
1227 if (tmp->type == RING || tmp->type == AMULET)
1228 {
1229 pick_up (op, tmp);
1230 continue;
1231 }
1232
1233 /* we don't forget dragon food */
1234 if (op->contr->mode & PU_FLESH)
1235 if (tmp->type == FLESH)
1236 {
1237 pick_up (op, tmp);
1238 continue;
1239 }
1240
1241 /* bows and arrows. Bows are good for selling! */
1242 if (op->contr->mode & PU_BOW)
1243 if (tmp->type == BOW)
1244 {
1245 pick_up (op, tmp);
1246 continue;
1247 }
1248
1249 if (op->contr->mode & PU_ARROW)
1250 if (tmp->type == ARROW)
1251 {
1252 pick_up (op, tmp);
1253 continue;
1254 }
1255
1256 /* all kinds of armor etc. */
1257 if (op->contr->mode & PU_ARMOUR)
1258 if (tmp->type == ARMOUR)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 if (op->contr->mode & PU_HELMET)
1265 if (tmp->type == HELMET)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 if (op->contr->mode & PU_SHIELD)
1272 if (tmp->type == SHIELD)
1273 {
1274 pick_up (op, tmp);
1275 continue;
1276 }
1277
1278 if (op->contr->mode & PU_BOOTS)
1279 if (tmp->type == BOOTS)
1280 {
1281 pick_up (op, tmp);
1282 continue;
1283 }
1284
1285 if (op->contr->mode & PU_GLOVES)
1286 if (tmp->type == GLOVES)
1287 {
1288 pick_up (op, tmp);
1289 continue;
1290 }
1291
1292 if (op->contr->mode & PU_CLOAK)
1293 if (tmp->type == CLOAK)
1294 {
1295 pick_up (op, tmp);
1296 continue;
1297 }
1298
1299 /* hoping to catch throwing daggers here */
1300 if (op->contr->mode & PU_MISSILEWEAPON)
1301 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 /* careful: chairs and tables are weapons! */
1308 if (op->contr->mode & PU_ALLWEAPON)
1309 {
1310 if (tmp->type == WEAPON && tmp->name != NULL)
1311 {
1312 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1313 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1314 {
1315 pick_up (op, tmp);
1316 continue;
1317 }
1318 }
1319
1320 if (tmp->type == WEAPON && tmp->name == NULL)
1321 {
1322 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1323 {
1324 pick_up (op, tmp);
1325 continue;
1326 }
1327 }
1328 }
1329
1330 /* misc stuff that's useful */
1331 if (op->contr->mode & PU_KEY)
1332 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337
1338 /* any of the last 4 bits set means we use the ratio for value
1339 * pickups */
1340 if (op->contr->mode & PU_RATIO)
1341 {
1342 /* use value density to decide what else to grab */
1343 /* >=7 was >= op->contr->mode */
1344 /* >=7 is the old standard setting. Now we take the last 4 bits
1345 * and multiply them by 5, giving 0..15*5== 5..75 */
1346 wvratio = (op->contr->mode & PU_RATIO) * 5;
1347 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1348 {
1349 pick_up (op, tmp);
1350#if 0
1351 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1352 if (tmp->name != NULL)
1353 {
1354 fprintf (stderr, "%s", tmp->name);
1355 }
1356 else 1127 else
1357 fprintf (stderr, "%s", tmp->arch->archname); 1128 fprintf (stderr, "%s", tmp->arch->archname);
1358 fprintf (stderr, ",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1359 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))));
1360#endif 1131#endif
1132 CHK_PICK_PICKUP;
1361 continue; 1133 continue;
1362 }
1363 } 1134 }
1364 } /* the new pickup model */ 1135 } /* the new pickup model */
1365 } 1136 }
1366 1137
1367 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;
1368} 1174}
1369 1175
1370/* 1176/*
1371 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1372 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1373 * found object is returned. 1179 * found object is returned.
1374 */ 1180 */
1375object * 1181static object *
1376find_arrow (object *op, const char *type) 1182find_arrow (object *op, const char *type)
1377{ 1183{
1378 object *tmp = 0;
1379
1380 for (op = op->inv; op; op = op->below) 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1381 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1382 tmp = find_arrow (op, type);
1383 else if (op->type == ARROW && op->race == type) 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);
1384 return op; 1193 return arrow;
1194 }
1385 1195
1386 return tmp; 1196 return 0;
1387} 1197}
1388 1198
1389/* 1199/*
1390 * 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
1391 * 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
1392 * 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
1393 * 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.
1394 */ 1204 */
1395object * 1205static object *
1396find_better_arrow (object *op, object *target, const char *type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1397{ 1207{
1398 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1399 int attacknum, attacktype, betterby = 0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1400 1210
1401 if (!type) 1211 if (!type)
1405 { 1215 {
1406 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))
1407 { 1217 {
1408 i = 0; 1218 i = 0;
1409 ntmp = find_better_arrow (arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1220
1410 if (i > betterby) 1221 if (i > betterby)
1411 { 1222 {
1412 tmp = ntmp; 1223 tmp = ntmp;
1413 betterby = i; 1224 betterby = i;
1414 } 1225 }
1415 } 1226 }
1416 else if (arrow->type == ARROW && arrow->race == type) 1227 else if (arrow->type == ARROW && arrow->race == type)
1417 { 1228 {
1418 /* allways prefer assasination/slaying */ 1229 /* allways prefer assasination/slaying */
1419 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1230 if (target->race && arrow->slaying.contains (target->race))
1420 { 1231 {
1421 if (arrow->attacktype & AT_DEATH) 1232 if (arrow->attacktype & AT_DEATH)
1422 { 1233 {
1423 *better = 100; 1234 *better = 100;
1424 return arrow; 1235 return arrow;
1439 { 1250 {
1440 tmp = arrow; 1251 tmp = arrow;
1441 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1252 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1442 } 1253 }
1443 } 1254 }
1255
1444 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1256 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1445 { 1257 {
1446 tmp = arrow; 1258 tmp = arrow;
1447 betterby = 2 + arrow->magic + arrow->stats.dam; 1259 betterby = 2 + arrow->magic + arrow->stats.dam;
1448 } 1260 }
1261
1449 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1262 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1263 {
1451 tmp = arrow; 1264 tmp = arrow;
1452 betterby = 1 + arrow->magic + arrow->stats.dam; 1265 betterby = 1 + arrow->magic + arrow->stats.dam;
1453 } 1266 }
1454 } 1267 }
1455 } 1268 }
1456 } 1269 }
1270
1457 if (tmp == NULL && arrow == NULL) 1271 if (tmp == NULL && arrow == NULL)
1458 return find_arrow (op, type); 1272 return find_arrow (op, type);
1459 1273
1460 *better = betterby; 1274 *better = betterby;
1461 return tmp; 1275 return tmp;
1465 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1466 * op = the shooter 1280 * op = the shooter
1467 * type = bow->race 1281 * type = bow->race
1468 * dir = fire direction 1282 * dir = fire direction
1469 */ 1283 */
1470object * 1284static object *
1471pick_arrow_target (object *op, const char *type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1472{ 1286{
1473 object *tmp = NULL; 1287 object *tmp = NULL;
1474 maptile *m; 1288 maptile *m;
1475 int i, mflags, found, number; 1289 int i, mflags, found, number;
1476 sint16 x, y; 1290 sint16 x, y;
1491 for (i = 0, found = 0; i < 20; i++) 1305 for (i = 0, found = 0; i < 20; i++)
1492 { 1306 {
1493 x += freearr_x[dir]; 1307 x += freearr_x[dir];
1494 y += freearr_y[dir]; 1308 y += freearr_y[dir];
1495 mflags = get_map_flags (m, &m, x, y, &x, &y); 1309 mflags = get_map_flags (m, &m, x, y, &x, &y);
1310
1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1311 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 { 1312 {
1498 tmp = NULL; 1313 tmp = 0;
1499 break; 1314 break;
1500 } 1315 }
1501 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)
1502 { 1317 {
1503 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1318 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1504 * perhaps a bad assumption. 1319 * perhaps a bad assumption.
1505 */ 1320 */
1506 tmp = NULL; 1321 tmp = 0;
1507 break; 1322 break;
1508 } 1323 }
1324
1509 if (mflags & P_IS_ALIVE) 1325 if (mflags & P_IS_ALIVE)
1510 {
1511 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)
1512 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1513 {
1514 found++;
1515 break;
1516 }
1517 if (found)
1518 break; 1328 break;
1519 }
1520 } 1329 }
1521 if (tmp == NULL) 1330
1331 if (!tmp)
1522 return find_arrow (op, type); 1332 return find_arrow (op, type);
1523 1333
1524 if (tmp->head) 1334 if (tmp->head)
1525 tmp = tmp->head; 1335 tmp = tmp->head;
1526 1336
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1376 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1377 return 0;
1568 } 1378 }
1569 1379
1570 // optimisation: move object to top so we will find it quickly again 1380 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below) 1381 splay (bow);
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1577 } 1382 }
1578 1383
1579 if (!bow->race || !bow->skill) 1384 if (!bow->race || !bow->skill)
1580 { 1385 {
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1607 } 1412 }
1608 1413
1609 /* this should not happen, but sometimes does */ 1414 /* this should not happen, but sometimes does */
1610 if (arrow->nrof == 0) 1415 if (arrow->nrof == 0)
1611 { 1416 {
1417 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1612 arrow->destroy (); 1418 arrow->destroy ();
1613 return 0; 1419 return 0;
1614 } 1420 }
1615 1421
1616 left = arrow; /* these are arrows left to the player */ 1422 left = arrow; /* these are arrows left to the player */
1617 arrow = get_split_ob (arrow, 1); 1423 arrow = arrow->split ();
1618 if (!arrow) 1424 if (!arrow)
1619 { 1425 {
1620 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);
1621 return 0; 1427 return 0;
1622 } 1428 }
1626 arrow->direction = dir; 1432 arrow->direction = dir;
1627 1433
1628 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 */
1629 arrow->stats.hp = arrow->stats.dam; 1435 arrow->stats.hp = arrow->stats.dam;
1630 arrow->stats.grace = arrow->attacktype; 1436 arrow->stats.grace = arrow->attacktype;
1631 1437 arrow->custom_name = arrow->slaying;
1632 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying);
1634 1438
1635#if 0 1439#if 0
1636 if (player *pl = op->contr) 1440 if (player *pl = op->contr)
1637 { 1441 {
1638 float speed = pl->weapon_sp; 1442 float speed = pl->weapon_sp;
1684 1488
1685 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1489 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1686 arrow->move_type = MOVE_FLY_LOW; 1490 arrow->move_type = MOVE_FLY_LOW;
1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1491 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1688 1492
1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1493 op->play_sound (sound_find ("fire_arrow"));
1690 m->insert (arrow, sx, sy, op); 1494 m->insert (arrow, sx, sy, op);
1691 1495
1692 if (!arrow->destroyed ()) 1496 if (!arrow->destroyed ())
1693 move_arrow (arrow); 1497 move_arrow (arrow);
1694
1695 if (op->type == PLAYER)
1696 {
1697 if (left->destroyed ())
1698 esrv_del_item (op->contr, left->count);
1699 else
1700 esrv_send_item (op, left);
1701 }
1702 1498
1703 return 1; 1499 return 1;
1704} 1500}
1705 1501
1706/* Special fire code for players - this takes into 1502/* Special fire code for players - this takes into
1708 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1709 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1710 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1711 * hence the function name. 1507 * hence the function name.
1712 */ 1508 */
1713int 1509static int
1714player_fire_bow (object *op, int dir) 1510player_fire_bow (object *op, int dir)
1715{ 1511{
1716 int ret = 0, wcmod = 0; 1512 int ret;
1717 1513
1718 if (op->contr->bowtype == bow_bestarrow) 1514 if (op->contr->bowtype == bow_bestarrow)
1719 { 1515 {
1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1516 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1721 } 1517 }
1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1518 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1723 { 1519 {
1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1520 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1725 wcmod = -1;
1726
1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1521 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1728 } 1522 }
1729 else if (op->contr->bowtype == bow_threewide) 1523 else if (op->contr->bowtype == bow_threewide)
1730 { 1524 {
1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1526 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1733 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1527 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1734 } 1528 }
1735 else if (op->contr->bowtype == bow_spreadshot) 1529 else if (op->contr->bowtype == bow_spreadshot)
1736 { 1530 {
1737 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1531 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1532 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1533 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1740 } 1534 }
1741 else 1535 else
1742 { 1536 {
1748} 1542}
1749 1543
1750/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1751 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1752 */ 1546 */
1753void 1547static void
1754fire_misc_object (object *op, int dir) 1548fire_misc_object (object *op, int dir)
1755{ 1549{
1756 object *item = op->contr->ranged_ob; 1550 object *item = op->contr->ranged_ob;
1757 1551
1758 if (!item) 1552 if (!item)
1765 { 1559 {
1766 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1767 return; 1561 return;
1768 } 1562 }
1769 1563
1770 if (!op->change_weapon (item)) 1564 if (!op->apply (item))
1771 return; 1565 return;
1772 1566
1773 if (item->type == WAND) 1567 if (item->type == WAND)
1774 { 1568 {
1775 if (item->stats.food <= 0) 1569 if (item->stats.food <= 0)
1776 { 1570 {
1777 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1571 op->contr->play_sound (sound_find ("wand_poof"));
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1779 1573
1780 return; 1574 return;
1781 } 1575 }
1782 } 1576 }
1783 else if (item->type == ROD || item->type == HORN) 1577 else if (item->type == ROD || item->type == HORN)
1784 { 1578 {
1785 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))
1786 { 1584 {
1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1585 op->contr->play_sound (sound_find ("wand_poof"));
1788 1586
1789 if (item->type == ROD) 1587 if (item->type == ROD)
1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1791 else 1589 else
1792 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));
1795 } 1593 }
1796 } 1594 }
1797 1595
1798 if (cast_spell (op, item, dir, item->inv, NULL)) 1596 if (cast_spell (op, item, dir, item->inv, NULL))
1799 { 1597 {
1800 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
1801 if (item->type == WAND) 1600 if (item->type == WAND)
1802 { 1601 {
1803 if (!(--item->stats.food)) 1602 if (!(--item->stats.food))
1804 { 1603 {
1805 object *tmp; 1604 object *tmp;
1809 CLEAR_FLAG (item, FLAG_ANIMATE); 1608 CLEAR_FLAG (item, FLAG_ANIMATE);
1810 item->face = item->arch->face; 1609 item->face = item->arch->face;
1811 item->set_speed (0); 1610 item->set_speed (0);
1812 } 1611 }
1813 1612
1814 if ((tmp = item->in_player ())) 1613 if (object *pl = item->visible_to ())
1815 esrv_update_item (UPD_ANIM, tmp, item); 1614 esrv_update_item (UPD_ANIM, pl, item);
1816 } 1615 }
1817 } 1616 }
1818 else if (item->type == ROD || item->type == HORN) 1617 else if (item->type == ROD || item->type == HORN)
1819 drain_rod_charge (item); 1618 drain_rod_charge (item);
1820 } 1619 }
1821} 1620}
1822 1621
1823/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1824 */ 1623 */
1825bool 1624bool
1826fire (object *op, int dir) 1625fire (object *who, int dir)
1827{ 1626{
1828 int spellcost = 0; 1627 int spellcost = 0;
1829 1628
1830 /* check for loss of invisiblity/hide */
1831 if (action_makes_visible (op))
1832 make_visible (op);
1833
1834 player *pl = op->contr; 1629 player *pl = who->contr;
1835 1630
1836 if (pl->golem) 1631 if (pl->golem)
1837 { 1632 {
1838 control_golem (op->contr->golem, dir); 1633 control_golem (who->contr->golem, dir);
1839 return false; 1634 return false;
1840 } 1635 }
1841 1636
1842 object *ob = pl->ranged_ob; 1637 object *ob = pl->ranged_ob;
1843 1638
1844 if (!ob) 1639 if (!ob)
1845 return false; 1640 return false;
1846 1641
1847 if (!op->change_weapon (ob))
1848 return false;
1849
1850 if (op->speed_left > 0.f) 1642 if (who->speed_left > 0.f)
1851 --op->speed_left; 1643 --who->speed_left;
1852 else 1644 else
1853 return false; 1645 return false;
1854 1646
1647 if (!who->apply (ob))
1648 return false;
1649
1650 /* check for loss of invisiblity/hide */
1651 if (action_makes_visible (who))
1652 make_visible (who);
1653
1855 switch (ob->type) 1654 switch (ob->type)
1856 { 1655 {
1857 case BOW: 1656 case BOW:
1858 player_fire_bow (op, dir); 1657 player_fire_bow (who, dir);
1859 break; 1658 break;
1860 1659
1861 case SPELL: 1660 case SPELL:
1862 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);
1863 break; 1662 break;
1864 1663
1865 case BUILDER: 1664 case BUILDER:
1866 apply_map_builder (op, dir); 1665 apply_map_builder (who, dir);
1867 break; 1666 break;
1868 1667
1869 case SKILL: 1668 case SKILL:
1870 do_skill (op, op, ob, dir, 0); 1669 do_skill (who, who, ob, dir, 0);
1871 break; 1670 break;
1872 1671
1672 case RANGED:
1673 do_skill (who, ob, who->chosen_skill, dir, 0);
1674 break;
1675
1873 default: 1676 default:
1874 fire_misc_object (op, dir); 1677 fire_misc_object (who, dir);
1875 break; 1678 break;
1876 } 1679 }
1877 1680
1878 return true; 1681 return true;
1879} 1682}
1880 1683
1881/* find_key 1684static object *
1882 * We try to find a key for the door as passed. If we find a key
1883 * and successfully use it, we return the key, otherwise NULL
1884 * This function merges both normal and locked door, since the logic
1885 * for both is the same - just the specific key is different.
1886 * pl is the player,
1887 * inv is the objects inventory to searched
1888 * door is the door we are trying to match against.
1889 * This function can be called recursively to search containers.
1890 */
1891object *
1892find_key (object *pl, object *container, object *door) 1685find_key_ (object *pl, object *container, object *door)
1893{ 1686{
1894 object *tmp, *key; 1687 object *tmp, *key;
1895 1688
1896 /* Should not happen, but sanity checking is never bad */ 1689 /* Should not happen, but sanity checking is never bad */
1897 if (!container->inv) 1690 if (!container->inv)
1900 /* 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 */
1901 for (tmp = container->inv; tmp; tmp = tmp->below) 1694 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 { 1695 {
1903 if (door->type == DOOR && tmp->type == KEY) 1696 if (door->type == DOOR && tmp->type == KEY)
1904 break; 1697 break;
1698
1905 /* For sanity, we should really check door type, but other stuff 1699 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1700 * (like containers) can be locked with special keys
1907 */ 1701 */
1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1702 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 break; 1703 break;
1915 * a key, return 1709 * a key, return
1916 */ 1710 */
1917 if (!tmp) 1711 if (!tmp)
1918 { 1712 {
1919 for (tmp = container->inv; tmp; tmp = tmp->below) 1713 for (tmp = container->inv; tmp; tmp = tmp->below)
1920 {
1921 /* No reason to search empty containers */ 1714 /* No reason to search empty containers */
1922 if (tmp->type == CONTAINER && tmp->inv) 1715 if (tmp->type == CONTAINER && tmp->inv)
1923 {
1924 if ((key = find_key (pl, tmp, door))) 1716 if ((key = find_key_ (pl, tmp, door)))
1925 return key; 1717 return key;
1926 }
1927 }
1928 1718
1929 if (!tmp) 1719 if (!tmp)
1930 return NULL; 1720 return 0;
1931 } 1721 }
1932 1722
1933 /* 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,
1934 * see if we actually want to use it 1724 * see if we actually want to use it
1935 */ 1725 */
1936 if (pl != container) 1726 if (pl != container)
1937 { 1727 {
1938 /* Only let players use keys in containers */ 1728 /* Only let players use keys in containers */
1939 if (!pl->contr) 1729 if (!pl->contr)
1940 return NULL; 1730 return 0;
1731
1941 /* cases where this fails: 1732 /* cases where this fails:
1942 * If we only search the player inventory, return now since we 1733 * If we only search the player inventory, return now since we
1943 * are not in the players inventory. 1734 * are not in the players inventory.
1944 * If the container is not active, return now since only active 1735 * If the container is not active, return now since only active
1945 * containers can be used. 1736 * containers can be used.
1949 * inv must have been an container and must have been active. 1740 * inv must have been an container and must have been active.
1950 * 1741 *
1951 * Change the color so that the message doesn't disappear with 1742 * Change the color so that the message doesn't disappear with
1952 * all the others. 1743 * all the others.
1953 */ 1744 */
1954 if (pl->contr->usekeys == key_inventory || 1745 if (pl->contr->usekeys == key_inventory
1955 !QUERY_FLAG (container, FLAG_APPLIED) || 1746 || !QUERY_FLAG (container, FLAG_APPLIED)
1956 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1957 { 1748 {
1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1750 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1960 return NULL; 1751 return NULL;
1961 } 1752 }
1962 } 1753 }
1963 1754
1964 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);
1965} 1781}
1966 1782
1967/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
1981 /* If we found a key, do some extra work */ 1797 /* If we found a key, do some extra work */
1982 if (key) 1798 if (key)
1983 { 1799 {
1984 object *container = key->env; 1800 object *container = key->env;
1985 1801
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
1988 if (action_makes_visible (op)) 1802 if (action_makes_visible (op))
1989 make_visible (op); 1803 make_visible (op);
1990 1804
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1805 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1992 spring_trap (door->inv, op); 1806 spring_trap (door->inv, op);
1993 1807
1994 if (door->type == DOOR) 1808 if (door->type == DOOR)
1995 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 */
1996 else if (door->type == LOCKED_DOOR) 1810 else if (door->type == LOCKED_DOOR)
1997 { 1811 {
1998 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);
1999 remove_door2 (door); /* remove door without violence ;-) */ 1813 remove_door2 (door); /* remove door without violence ;-) */
2000 } 1814 }
2001 1815
2002 /* Do this after we print the message */ 1816 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */ 1817 key->decrease (); /* Use up one of the keys */
2004 /* Need to update the weight the container the key was in */
2005 if (container != op)
2006 esrv_update_item (UPD_WEIGHT, op, container);
2007 1818
2008 return 1; /* Nothing more to do below */ 1819 return 1; /* Nothing more to do below */
2009 } 1820 }
2010 else if (door->type == LOCKED_DOOR) 1821 else if (door->type == LOCKED_DOOR)
2011 { 1822 {
2012 /* Might as well return now - no other way to open this */ 1823 /* Might as well return now - no other way to open this */
2013 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...");
2014 return 1; 1825 return 1;
2015 } 1826 }
2016 1827
2017 return 0; 1828 return 0;
2018} 1829}
2024 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
2025 */ 1836 */
2026bool 1837bool
2027move_player_attack (object *op, int dir) 1838move_player_attack (object *op, int dir)
2028{ 1839{
2029 int on_battleground; 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1841 {
1842 --op->speed_left;
1843 return true;
1844 }
2030 1845
2031 sint16 nx = freearr_x[dir] + op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
2032 sint16 ny = freearr_y[dir] + op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
2033 1848
2034 on_battleground = op_on_battleground (op, 0, 0);
2035
2036 if (out_of_map (op->map, nx, ny)) 1849 if (out_of_map (op->map, nx, ny))
2037 return false; 1850 return false;
2038
2039 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2040 {
2041 --op->speed_left;
2042 return true;
2043 }
2044 1851
2045 /* 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
2046 * 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
2047 * 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
2048 * player. This is a pretty nasty hack, because if we could 1855 * player. This is a pretty nasty hack, because if we could
2105 1912
2106 if (op->speed_left > 0.f) 1913 if (op->speed_left > 0.f)
2107 { 1914 {
2108 --op->speed_left; 1915 --op->speed_left;
2109 1916
2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1917 op->play_sound (sound_find ("push_player"));
2111 push_ob (mon, dir, op); 1918 push_ob (mon, dir, op);
2112 1919
2113 if (op->contr->tmp_invis || op->hide) 1920 if (action_makes_visible (op))
2114 make_visible (op); 1921 make_visible (op);
2115 1922
2116 return true; 1923 return true;
2117 } 1924 }
2118 else 1925 else
2119 return false; 1926 return false;
2120 } 1927 }
1928
1929 bool on_battleground = op_on_battleground (op, 0, 0);
2121 1930
2122 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
2123 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
2124 * 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
2125 * attack them either. 1934 * attack them either.
2134 { 1943 {
2135 --op->speed_left; 1944 --op->speed_left;
2136 1945
2137 if (!op->contr->braced) 1946 if (!op->contr->braced)
2138 { 1947 {
2139 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1948 op->play_sound (sound_find ("push_player"));
2140 push_ob (mon, dir, op); 1949 push_ob (mon, dir, op);
2141 } 1950 }
2142 else 1951 else
2143 new_draw_info (0, 0, op, "You withhold your attack"); 1952 op->statusmsg ("You withhold your attack");
2144 1953
2145 if (op->contr->tmp_invis || op->hide) 1954 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2146 make_visible (op); 1955 make_visible (op);
2147 1956
2148 return true; 1957 return true;
2149 } 1958 }
2150 } 1959 }
2190} 1999}
2191 2000
2192bool 2001bool
2193move_player (object *op, int dir) 2002move_player (object *op, int dir)
2194{ 2003{
2195 int pick;
2196
2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2198 return 0; 2005 return 0;
2199 2006
2200 /* Sanity check: make sure dir is valid */ 2007 /* Sanity check: make sure dir is valid */
2201 if ((dir < 0) || (dir >= 9)) 2008 if (dir < 0 || dir >= 9)
2202 { 2009 {
2203 LOG (llevError, "move_player: invalid direction %d\n", dir); 2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2204 return 0; 2011 return 0;
2205 } 2012 }
2206 2013
2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2015 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2209 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2210 2017
2211 op->facing = dir; 2018 op->facing = dir;
2212 2019
2213 if (op->hide) 2020 if (op->flag [FLAG_HIDDEN])
2214 do_hidden_move (op); 2021 do_hidden_move (op);
2215 2022
2216 bool retval; 2023 bool retval;
2024 int pick = 0;
2217 2025
2218 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2026 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2219 retval = RESULT_INT (0); 2027 retval = RESULT_INT (0);
2220 else if (op->contr->fire_on) 2028 else if (op->contr->fire_on)
2221 retval = fire (op, dir); 2029 retval = fire (op, dir);
2278 return move_player (op, op->direction); 2086 return move_player (op, op->direction);
2279 2087
2280 return false; 2088 return false;
2281} 2089}
2282 2090
2283int 2091static int
2284save_life (object *op) 2092save_life (object *op)
2285{ 2093{
2286 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2287 return 0; 2095 return 0;
2288 2096
2289 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2097 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2290 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2098 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2291 { 2099 {
2292 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2100 op->play_sound (sound_find ("ob_evaporate"));
2293 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2101 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2294
2295 if (op->contr)
2296 esrv_del_item (op->contr, tmp->count);
2297 2102
2298 tmp->destroy (); 2103 tmp->destroy ();
2299 CLEAR_FLAG (op, FLAG_LIFESAVE); 2104 CLEAR_FLAG (op, FLAG_LIFESAVE);
2300 2105
2301 if (op->stats.hp < 0) 2106 if (op->stats.hp < 0)
2302 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2303 2108
2304 if (op->stats.food < 0) 2109 if (op->stats.food < 0)
2305 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2306 2111
2307 op->update_stats (); 2112 op->update_stats ();
2308 return 1; 2113 return 1;
2309 } 2114 }
2310 2115
2314 return 0; 2119 return 0;
2315} 2120}
2316 2121
2317/* 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
2318 * 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
2319 * 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
2320 * from. 2125 * from.
2321 */ 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
2322void 2143void
2323remove_unpaid_objects (object *op, object *env) 2144object::drop_unpaid_items ()
2324{ 2145{
2325 while (op) 2146 if (!flag [FLAG_REMOVED])
2326 { 2147 ::drop_unpaid_items (inv, this);
2327 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2328
2329 if (QUERY_FLAG (op, FLAG_UNPAID))
2330 {
2331 if (env->type == PLAYER)
2332 esrv_del_item (env->contr, op->count);
2333
2334 op->insert_at (env);
2335 }
2336 else if (op->inv)
2337 remove_unpaid_objects (op->inv, env);
2338
2339 op = next;
2340 }
2341}
2342
2343/*
2344 * Returns pointer a static string containing gravestone text
2345 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory.
2349 */
2350char *
2351gravestone_text (object *op)
2352{
2353 static char buf2[MAX_BUF];
2354 char buf[MAX_BUF];
2355 time_t now = time (NULL);
2356
2357 strcpy (buf2, " R.I.P.\n\n");
2358 if (op->type == PLAYER)
2359 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2360 else
2361 sprintf (buf, "%s\n", &op->name);
2362
2363 strncat (buf2, " ", 20 - strlen (buf) / 2);
2364 strcat (buf2, buf);
2365 if (op->type == PLAYER)
2366 sprintf (buf, "who was in level %d when killed\n", op->level);
2367 else
2368 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2369
2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf);
2372 if (op->type == PLAYER)
2373 {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 }
2378
2379 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2380 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf);
2382
2383 return buf2;
2384} 2148}
2385 2149
2386void 2150void
2387do_some_living (object *op) 2151do_some_living (object *op)
2388{ 2152{
2440 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2204 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2441 else 2205 else
2442 { 2206 {
2443 gen_grace = op->stats.maxgrace; 2207 gen_grace = op->stats.maxgrace;
2444 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2208 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2445 }
2446
2447 /* Regenerate Spell Points */
2448 if (!op->contr->golem && --op->last_sp < 0)
2449 {
2450 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2451 if (op->stats.sp < op->stats.maxsp)
2452 {
2453 op->stats.sp++;
2454 /* dms do not consume food */
2455 if (!QUERY_FLAG (op, FLAG_WIZ))
2456 {
2457 op->stats.food--;
2458 if (op->contr->digestion < 0)
2459 op->stats.food += op->contr->digestion;
2460 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2461 op->stats.food = last_food;
2462 }
2463 }
2464
2465 if (max_sp > 1)
2466 {
2467 over_sp = (gen_sp + 10) / rate_sp;
2468 if (over_sp > 0)
2469 {
2470 if (op->stats.sp < op->stats.maxsp)
2471 {
2472 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2473
2474 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2475 op->stats.sp--;
2476
2477 if (op->stats.sp > op->stats.maxsp)
2478 op->stats.sp = op->stats.maxsp;
2479 }
2480 op->last_sp = 0;
2481 }
2482 else
2483 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2484 }
2485 else
2486 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2487 } 2209 }
2488 2210
2489 /* Regenerate Grace */ 2211 /* Regenerate Grace */
2490 /* 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. */
2491 if (--op->last_grace < 0) 2213 if (--op->last_grace < 0)
2512 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);
2513 } 2235 }
2514 /* wearing stuff doesn't detract from grace generation. */ 2236 /* wearing stuff doesn't detract from grace generation. */
2515 } 2237 }
2516 2238
2239 if (op->stats.food > 0)
2240 {
2517 /* Regenerate Hit Points */ 2241 /* Regenerate Spell Points */
2518 if (--op->last_heal < 0) 2242 if (!op->contr->golem && --op->last_sp < 0)
2519 {
2520 if (op->stats.hp < op->stats.maxhp)
2521 { 2243 {
2522 op->stats.hp++; 2244 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2523 /* dms do not consume food */ 2245
2524 if (!QUERY_FLAG (op, FLAG_WIZ)) 2246 if (op->stats.sp < op->stats.maxsp)
2525 { 2247 {
2248 op->stats.sp++;
2249
2250 /* dms do not consume food */
2251 if (!QUERY_FLAG (op, FLAG_WIZ))
2252 {
2526 op->stats.food--; 2253 op->stats.food--;
2254
2527 if (op->contr->digestion < 0) 2255 if (op->contr->digestion < 0)
2528 op->stats.food += op->contr->digestion; 2256 op->stats.food += op->contr->digestion;
2529 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))
2530 op->stats.food = last_food; 2258 op->stats.food = last_food;
2259 }
2531 } 2260 }
2532 }
2533 2261
2534 if (max_hp > 1) 2262 if (max_sp > 1)
2535 {
2536 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2537 if (over_hp > 0)
2538 { 2263 {
2539 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
2540 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);
2541 } 2282 }
2542 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)
2543 { 2291 {
2544 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 }
2545 } 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);
2546 } 2317 }
2547 else 2318 else
2548 {
2549 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);
2550 } 2320 }
2551 } 2321 }
2552 2322
2553 /* Digestion */ 2323 /* Digestion */
2554 if (--op->last_eat < 0) 2324 if (--op->last_eat < 0)
2555 { 2325 {
2556 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);
2557 2328
2558 if (op->contr->gen_hp > 0)
2559 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);
2560 else
2561 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2562 2330
2563 /* dms do not consume food */ 2331 /* dms do not consume food */
2564 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!QUERY_FLAG (op, FLAG_WIZ))
2565 op->stats.food--; 2333 op->stats.food--;
2566 } 2334 }
2567 2335
2568 if (op->stats.food < 0 && op->stats.hp >= 0) 2336 if (op->stats.food < 0 && op->stats.hp >= 0)
2569 { 2337 {
2570 object *tmp, *flesh = 0; 2338 object *flesh = 0;
2571 2339
2572 for (tmp = op->inv; tmp; tmp = tmp->below) 2340 for_inv_removable (op, tmp)
2573 { 2341 {
2574 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)
2575 { 2346 {
2576 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2347 op->statusmsg ("You blindly grab for a bite of food. "
2577 { 2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2578 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2349 op->apply (tmp);
2579 manual_apply (op, tmp, 0); 2350
2580 if (op->stats.food >= 0 || op->stats.hp < 0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2581 break; 2352 break;
2582 } 2353 }
2583 else if (tmp->type == FLESH) 2354 else if (tmp->type == FLESH)
2584 flesh = tmp; 2355 flesh = tmp;
2585 } /* End if paid for object */ 2356 }
2586 } /* end of for loop */
2587 2357
2588 /* 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
2589 * eat flesh instead. 2359 * eat flesh instead.
2590 */ 2360 */
2591 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2592 { 2362 {
2593 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.>");
2594 manual_apply (op, flesh, 0); 2365 op->apply (flesh);
2595 } 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)
2596 } 2375 {
2376 op->stats.hp += op->stats.food;
2377 op->stats.food = 0;
2597 2378
2598 while (op->stats.food < 0 && op->stats.hp >= 0) 2379 if (op->stats.hp < 0)
2599 op->stats.food++, op->stats.hp--; 2380 {
2381 op->contr->killer = archetype::get ("killer_starvation");
2382 op->contr->killer->destroy ();
2383 }
2384 }
2600 2385
2386 /* killer should be set here already */
2601 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2387 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2602 kill_player (op); 2388 kill_player (op);
2603 } 2389 }
2604} 2390}
2605 2391
2609 * file. 2395 * file.
2610 */ 2396 */
2611void 2397void
2612kill_player (object *op) 2398kill_player (object *op)
2613{ 2399{
2614 char buf[MAX_BUF];
2615 int x, y; 2400 int x, y;
2616
2617 //int i;
2618 maptile *map; /* this is for resurrection */ 2401 maptile *map; /* this is for resurrection */
2619
2620 /* int z;
2621 int num_stats_lose;
2622 int lost_a_stat;
2623 int lose_this_stat;
2624 int this_stat; */
2625 int will_kill_again; 2402 int will_kill_again;
2626 archetype *at; 2403 archetype *at;
2627 object *tmp; 2404 object *tmp;
2628 2405
2629 if (save_life (op)) 2406 if (save_life (op))
2630 return; 2407 return;
2631 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 }
2632 2444
2633 /* 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
2634 * 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.
2635 * Look at op_on_battleground() for more info --AndreasV 2447 * Look at op_on_battleground() for more info --AndreasV
2636 */ 2448 */
2637 if (op_on_battleground (op, &x, &y)) 2449 if (op_on_battleground (op, &x, &y))
2638 { 2450 {
2639 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";
2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2641
2642 /* restore player */
2643 at = archetype::find ("poisoning");
2644 if (object *tmp = present_arch_in_ob (at, op))
2645 {
2646 tmp->destroy ();
2647 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2648 }
2649
2650 at = archetype::find ("confusion");
2651 if (object *tmp = present_arch_in_ob (at, op))
2652 {
2653 tmp->destroy ();
2654 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2655 }
2656
2657 cure_disease (op, 0); /* remove any disease */
2658 op->stats.hp = op->stats.maxhp;
2659 if (op->stats.food <= 0)
2660 op->stats.food = 999;
2661 2452
2662 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2663 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2664 { 2455
2665 sprintf (buf, "%s's finger", &op->name); 2456 tmp->name = format ("%s's finger" , &op->name);
2666 tmp->name = buf; 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2667 sprintf (buf, " This finger has been cut off %s\n" 2458 tmp->msg = format (
2668 " 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",
2669 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2460 &op->name, op->contr->title,
2670 tmp->msg = buf; 2461 (int)op->level,
2462 op->contr->killer_name ()
2463 );
2671 tmp->value = 0, tmp->type = 0; 2464 tmp->value = 0, tmp->type = 0;
2672 tmp->materialname = "organics"; 2465 tmp->material = name_to_material (shstr_organic);
2673 tmp->insert_at (op, tmp); 2466 tmp->insert_at (op, tmp);
2674 }
2675 2467
2676 /* teleport defeated player to new destination */ 2468 /* teleport defeated player to new destination */
2677 transfer_ob (op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2678 op->contr->braced = 0; 2470 op->contr->braced = 0;
2471
2472 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2679 return; 2473 return;
2680 } 2474 }
2681 2475
2476 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2477 deathtab << "T<YOU HAVE DIED>\n\n";
2478
2682 INVOKE_PLAYER (DEATH, op->contr); 2479 INVOKE_PLAYER (DEATH, op->contr);
2683 2480
2684 command_kill_pets (op, 0); 2481 command_kill_pets (op, 0);
2685 2482
2686 if (op->stats.food < 0) 2483 op->contr->play_sound (sound_find ("player_dies"));
2687 {
2688 sprintf (buf, "%s starved to death.", &op->name);
2689 strcpy (op->contr->killer, "starvation");
2690 }
2691 else
2692 sprintf (buf, "%s died.", &op->name);
2693
2694 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2695 2484
2696 /* save the map location for corpse, gravestone */ 2485 /* save the map location for corpse, gravestone */
2697 x = op->x; 2486 x = op->x;
2698 y = op->y; 2487 y = op->y;
2699 map = op->map; 2488 map = op->map;
2727 2516
2728 lost_a_stat = 0; 2517 lost_a_stat = 0;
2729 2518
2730 for (z = 0; z < num_stats_lose; z++) 2519 for (z = 0; z < num_stats_lose; z++)
2731 { 2520 {
2732 i = RANDOM () % NUM_STATS; 2521 i = rndm (NUM_STATS);
2733 2522
2734 if (settings.stat_loss_on_death) 2523 if (settings.stat_loss_on_death)
2735 { 2524 {
2736 /* 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
2737 * what he lost. 2526 * what he lost.
2744 lost_a_stat = 1; 2533 lost_a_stat = 1;
2745 } 2534 }
2746 else 2535 else
2747 { 2536 {
2748 /* deplete a stat */ 2537 /* deplete a stat */
2749 archetype *deparch = archetype::find ("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2750 object *dep; 2539 object *dep;
2751 2540
2752 dep = present_arch_in_ob (deparch, op); 2541 dep = present_arch_in_ob (deparch, op);
2753 if (!dep) 2542 if (!dep)
2754 { 2543 {
2755 dep = arch_to_object (deparch); 2544 dep = deparch->instance ();
2756 insert_ob_in_ob (dep, op); 2545 insert_ob_in_ob (dep, op);
2757 } 2546 }
2758 lose_this_stat = 1; 2547 lose_this_stat = 1;
2759 if (settings.balanced_stat_loss) 2548 if (settings.balanced_stat_loss)
2760 { 2549 {
2788 } 2577 }
2789 } 2578 }
2790 2579
2791 if (lose_this_stat) 2580 if (lose_this_stat)
2792 { 2581 {
2793 this_stat = get_attr_value (&(dep->stats), i); 2582 this_stat = get_attr_value (&dep->stats, i);
2794 /* We could try to do something clever like find another 2583 /* We could try to do something clever like find another
2795 * stat to reduce if this fails. But chances are, if 2584 * stat to reduce if this fails. But chances are, if
2796 * stats have been depleted to -50, all are pretty low 2585 * stats have been depleted to -50, all are pretty low
2797 * 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
2798 * difference. 2587 * difference.
2806 lost_a_stat = 1; 2595 lost_a_stat = 1;
2807 } 2596 }
2808 } 2597 }
2809 } 2598 }
2810 } 2599 }
2600
2811 /* If no stat lost, tell the player. */ 2601 /* If no stat lost, tell the player. */
2812 if (!lost_a_stat) 2602 if (!lost_a_stat)
2813 { 2603 {
2814 /* determine_god() seems to not work sometimes... why is this? 2604 /* determine_god() seems to not work sometimes... why is this?
2815 Should I be using something else? GD */ 2605 Should I be using something else? GD */
2816 const char *god = determine_god (op); 2606 shstr_tmp god = determine_god (op);
2817 2607
2818 if (god && (strcmp (god, "none"))) 2608 if (god != shstr_none)
2819 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2609 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2820 else 2610 else
2821 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";
2822 } 2612 }
2823#else 2613#else
2824 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.";
2825#endif 2615#endif
2826 2616
2827 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2828 * exp loss on the stone. 2618 * exp loss on the stone.
2829 */ 2619 */
2830 tmp = arch_to_object (archetype::find ("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2831 sprintf (buf, "%s's gravestone", &op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
2832 tmp->name = buf; 2622 tmp->name_pl = format ("%s's gravestones", &op->name);
2833 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",
2834 tmp->name_pl = buf; 2624 &op->name, op->contr->title, op->contr->killer_name ());
2835 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2836 tmp->msg = buf;
2837 tmp->x = op->x, tmp->y = op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2838 insert_ob_in_map (tmp, op->map, NULL, 0); 2626 insert_ob_in_map (tmp, op->map, NULL, 0);
2839 2627
2840 /**************************************/ 2628 /**************************************/
2841 /* */ 2629 /* */
2842 /* Subtract the experience points, */ 2630 /* Subtract the experience points, */
2843 /* if we died cause of food, give us */
2844 /* food, and reset HP's... */
2845 /* */ 2631 /* */
2846 /**************************************/ 2632 /**************************************/
2847 2633
2848 /* remove any poisoning and confusion the character may be suffering. */
2849 /* restore player */
2850 at = archetype::find ("poisoning");
2851 tmp = present_arch_in_ob (at, op);
2852
2853 if (tmp)
2854 {
2855 tmp->destroy ();
2856 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2857 }
2858
2859 at = archetype::find ("confusion");
2860 tmp = present_arch_in_ob (at, op);
2861 if (tmp)
2862 {
2863 tmp->destroy ();
2864 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2865 }
2866
2867 cure_disease (op, 0); /* remove any disease */
2868
2869 /*add_exp(op, (op->stats.exp * -0.20)); */ 2634 /*add_exp(op, (op->stats.exp * -0.20)); */
2870 apply_death_exp_penalty (op); 2635 apply_death_exp_penalty (op);
2871 if (op->stats.food < 100)
2872 op->stats.food = 900;
2873 op->stats.hp = op->stats.maxhp;
2874 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2875 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2876 2636
2877 /* 2637 /*
2878 * 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
2879 * and put them back in the map. 2639 * and put them back in the map.
2880 */ 2640 */
2881 remove_unpaid_objects (op->inv, op); 2641 op->drop_unpaid_items ();
2882 2642
2883 /****************************************/ 2643 /****************************************/
2884 /* */ 2644 /* */
2885 /* Move player to his current respawn- */ 2645 /* Move player to his current respawn- */
2886 /* position (usually last savebed) */ 2646 /* position (usually last savebed) */
2915 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
2916 force->resist[at] = 100; 2676 force->resist[at] = 100;
2917 2677
2918 insert_ob_in_ob (force, op); 2678 insert_ob_in_ob (force, op);
2919 op->update_stats (); 2679 op->update_stats ();
2920
2921 } 2680 }
2922 2681
2923 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2924} 2683}
2925 2684
2926void 2685static void
2927loot_object (object *op) 2686loot_object (object *op)
2928{ /* Grab and destroy some treasure */ 2687{ /* Grab and destroy some treasure */
2929 object *tmp, *tmp2, *next; 2688 object *tmp, *tmp2, *next;
2930 2689
2931 op->close_container (); /* close open sack first */ 2690 op->close_container (); /* close open sack first */
2945 2704
2946 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))))
2947 { 2706 {
2948 if (tmp->nrof > 1) 2707 if (tmp->nrof > 1)
2949 { 2708 {
2950 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2709 tmp->decrease (rndm (1, tmp->nrof - 1));
2951 tmp2->destroy ();
2952 insert_ob_in_map (tmp, op->map, NULL, 0); 2710 insert_ob_in_map (tmp, op->map, NULL, 0);
2953 } 2711 }
2954 else 2712 else
2955 tmp->destroy (); 2713 tmp->destroy ();
2956 } 2714 }
2963 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
2964 * 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
2965 * was changed. 2723 * was changed.
2966 */ 2724 */
2967void 2725void
2968fix_weight (void) 2726fix_weight ()
2969{ 2727{
2970 for_all_players (pl) 2728 for_all_players (pl)
2971 { 2729 {
2972 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2730 sint32 old = pl->ob->carrying;
2973 2731
2974 if (old == sum) 2732 pl->ob->update_weight ();
2975 continue; 2733
2734 if (old != pl->ob->carrying)
2735 {
2976 pl->ob->update_stats (); 2736 pl->ob->update_stats ();
2977 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 }
2978 } 2739 }
2979} 2740}
2980 2741
2981void 2742void
2982fix_luck (void) 2743fix_luck ()
2983{ 2744{
2984 for_all_players (pl) 2745 for_all_players (pl)
2985 if (!pl->ob->contr->ns->state) 2746 if (!pl->ob->contr->ns->state)
2986 pl->ob->change_luck (0); 2747 pl->ob->change_luck (0);
2987} 2748}
3024} 2785}
3025 2786
3026void 2787void
3027make_visible (object *op) 2788make_visible (object *op)
3028{ 2789{
3029 op->hide = 0; 2790 op->flag [FLAG_HIDDEN] = 0;
3030 op->invisible = 0; 2791 op->invisible = 0;
2792
3031 if (op->type == PLAYER) 2793 if (op->type == PLAYER)
3032 { 2794 {
3033 op->contr->tmp_invis = 0; 2795 op->contr->tmp_invis = 0;
3034 op->contr->invis_race = 0; 2796 op->contr->invis_race = 0;
3035 } 2797 }
3048 2810
3049/* look at the surrounding terrain to determine 2811/* look at the surrounding terrain to determine
3050 * the hideability of this object. Positive levels 2812 * the hideability of this object. Positive levels
3051 * indicate greater hideability. 2813 * indicate greater hideability.
3052 */ 2814 */
3053
3054int 2815int
3055hideability (object *ob) 2816hideability (object *ob)
3056{ 2817{
3057 int i, level = 0, mflag; 2818 int i, level = 0, mflag;
3058 sint16 x, y; 2819 sint16 x, y;
3059 2820
3060 if (!ob || !ob->map) 2821 if (!ob || !ob->map)
3061 return 0; 2822 return 0;
3062 2823
3063 /* so, on normal lighted maps, its hard to hide */ 2824 /* so, on normal lighted maps, its hard to hide */
3064 level = ob->map->darkness - 2; 2825 level = ob->map->darklevel () - 2;
3065 2826
3066 /* this also picks up whether the object is glowing. 2827 /* this also picks up whether the object is glowing.
3067 * 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
3068 * as bad as carrying a light on a pitch dark map */ 2829 * as bad as carrying a light on a pitch dark map */
3069 if (has_carried_lights (ob)) 2830 if (ob->has_carried_lights ())
3070 level = -(10 + (2 * ob->map->darkness)); 2831 level = -(10 + (2 * ob->map->darklevel ()));
3071 2832
3072 /* scan through all nearby squares for terrain to hide in */ 2833 /* scan through all nearby squares for terrain to hide in */
3073 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 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])
3074 { 2837 {
3075 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2838 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3076 if (mflag & P_OUT_OF_MAP) 2839 if (mflag & P_OUT_OF_MAP)
3077 {
3078 continue; 2840 continue;
3079 } 2841
3080 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2842 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3081 level += 2; 2843 level += 2;
3082 else /* open terrain! */ 2844 else /* open terrain! */
3083 level -= 1; 2845 level -= 1;
3084 } 2846 }
3095 * spot (surrounded by clear terrain in broad daylight). -b.t. 2857 * spot (surrounded by clear terrain in broad daylight). -b.t.
3096 */ 2858 */
3097void 2859void
3098do_hidden_move (object *op) 2860do_hidden_move (object *op)
3099{ 2861{
3100 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2862 int hide = 0;
3101 object *skop;
3102 2863
3103 if (!op || !op->map) 2864 if (!op || !op->map)
3104 return; 2865 return;
3105 2866
3106 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);
3107 2869
3108 /* 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! */
3109 if (op->type == PLAYER && op->contr->run_on) 2871 if (op->type == PLAYER && op->contr->run_on)
3110 if (!skop || num >= skop->level) 2872 if (!skop || num >= skop->level)
3111 { 2873 {
3121 num -= hide; 2883 num -= hide;
3122 2884
3123 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2885 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3124 { 2886 {
3125 make_visible (op); 2887 make_visible (op);
2888
3126 if (op->type == PLAYER) 2889 if (op->type == PLAYER)
3127 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!");
3128 } 2891 }
3129 else if (op->type == PLAYER && skop) 2892 else if (op->type == PLAYER && skop)
3130 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);
3183 * object op. This function works fine for monsters, 2946 * object op. This function works fine for monsters,
3184 * 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
3185 * a pile (say a coin under a table would return "viewable" 2948 * a pile (say a coin under a table would return "viewable"
3186 * by this routine). Another question, should we be 2949 * by this routine). Another question, should we be
3187 * concerned with the direction the player is looking 2950 * concerned with the direction the player is looking
3188 * in? Realistically, most of use cant see stuff behind 2951 * in? Realistically, most of us can't see stuff behind
3189 * our backs...on the other hand, does the "facing" direction 2952 * our backs...on the other hand, does the "facing" direction
3190 * imply the way your head, or body is facing? Its possible 2953 * imply the way your head, or body is facing? It's possible
3191 * for them to differ. Sigh, this fctn could get a bit more complex. 2954 * for them to differ. Sigh, this fctn could get a bit more complex.
3192 * -b.t. 2955 * -b.t.
3193 * This function is now map tiling safe. 2956 * This function is now map tiling safe.
3194 */ 2957 */
3195
3196int 2958int
3197player_can_view (object *pl, object *op) 2959player_can_view (object *pl, object *op)
3198{ 2960{
3199 rv_vector rv; 2961 rv_vector rv;
3200 int dx, dy; 2962 int dx, dy;
3212 2974
3213 get_rangevector (pl, op, &rv, 0x1); 2975 get_rangevector (pl, op, &rv, 0x1);
3214 2976
3215 /* starting with the 'head' part, lets loop 2977 /* starting with the 'head' part, lets loop
3216 * through the object and find if it has any 2978 * through the object and find if it has any
3217 * part that is in the los array but isnt on 2979 * part that is in the los array but isn't on
3218 * a blocked los square. 2980 * a blocked los square.
3219 * we use the archetype to figure out offsets. 2981 * we use the archetype to figure out offsets.
3220 */ 2982 */
3221 while (op) 2983 while (op)
3222 { 2984 {
3223 dx = rv.distance_x + op->arch->x; 2985 dx = rv.distance_x + op->arch->x;
3224 dy = rv.distance_y + op->arch->y; 2986 dy = rv.distance_y + op->arch->y;
3225 2987
3226 /* only the viewable area the player sees is updated by LOS 2988 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3227 * code, so we need to restrict ourselves to that range of values
3228 * for any meaningful values.
3229 */
3230 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3231 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3232 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3233 return 1; 2989 return 1;
2990
3234 op = op->more; 2991 op = op->more;
3235 } 2992 }
3236 return 0;
3237}
3238 2993
3239/* routine for both players and monsters. We call this when
3240 * there is a possibility for our action distrubing our hiding
3241 * place or invisiblity spell. Artefact invisiblity is not
3242 * effected by this. If we arent invisible to begin with, we
3243 * return 0.
3244 */
3245int
3246action_makes_visible (object *op)
3247{
3248
3249 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3250 {
3251 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3252 return 0;
3253
3254 if (op->contr && op->contr->tmp_invis == 0)
3255 return 0;
3256
3257 /* If monsters, they should become visible */
3258 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3259 {
3260 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3261 return 1;
3262 }
3263 }
3264 return 0; 2994 return 0;
3265} 2995}
3266 2996
3267/* op_on_battleground - checks if the given object op (usually 2997/* op_on_battleground - checks if the given object op (usually
3268 * a player) is standing on a valid battleground-tile, 2998 * a player) is standing on a valid battleground-tile,
3273 * Default is to do the same as before, so only people wanting to have different points need worry about this 3003 * Default is to do the same as before, so only people wanting to have different points need worry about this
3274 */ 3004 */
3275int 3005int
3276op_on_battleground (object *op, int *x, int *y) 3006op_on_battleground (object *op, int *x, int *y)
3277{ 3007{
3278 object *tmp;
3279
3280 /* A battleground-tile needs the following attributes to be valid: 3008 /* A battleground-tile needs the following attributes to be valid:
3281 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3009 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3282 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3010 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3283 * and the exit-coordinates sp/hp must both be > 0. 3011 * and the exit-coordinates sp/hp must both be > 0.
3284 * => The intention here is to prevent abuse of the battleground- 3012 * => The intention here is to prevent abuse of the battleground-
3285 * feature (like pickable or hidden battleground tiles). */ 3013 * feature (like pickable or hidden battleground tiles). */
3286 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3014 for (object *tmp = op->below; tmp; tmp = tmp->below)
3287 { 3015 {
3288 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3016 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3289 { 3017 {
3290 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3018 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3291 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))
3292 { 3022 {
3293 /*before we assign the exit, check if this is a teambattle */ 3023 /* before we assign the exit, check if this is a teambattle */
3294 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))
3295 {
3296 object *invtmp;
3297
3298 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)
3299 { 3027 {
3300 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3301 {
3302 if (x != NULL && y != NULL) 3028 if (x && y)
3303 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3030
3304 return 1; 3031 return 1;
3305 }
3306 } 3032 }
3307 } 3033
3308 if (x != NULL && y != NULL) 3034 if (x && y)
3309 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3036
3310 return 1; 3037 return 1;
3311 } 3038 }
3312 } 3039 }
3313 } 3040 }
3041
3314 /* If we got here, did not find a battleground */ 3042 /* If we got here, did not find a battleground */
3315 return 0; 3043 return 0;
3316} 3044}
3317 3045
3318/* 3046/*
3334 char buf[MAX_BUF]; /* tmp. string buffer */ 3062 char buf[MAX_BUF]; /* tmp. string buffer */
3335 int i = 0, j = 0; 3063 int i = 0, j = 0;
3336 3064
3337 /* get the appropriate treasurelist */ 3065 /* get the appropriate treasurelist */
3338 if (atnr == ATNR_FIRE) 3066 if (atnr == ATNR_FIRE)
3339 trlist = treasurelist::find ("dragon_ability_fire"); 3067 trlist = treasurelist::find (shstr_dragon_ability_fire);
3340 else if (atnr == ATNR_COLD) 3068 else if (atnr == ATNR_COLD)
3341 trlist = treasurelist::find ("dragon_ability_cold"); 3069 trlist = treasurelist::find (shstr_dragon_ability_cold);
3342 else if (atnr == ATNR_ELECTRICITY) 3070 else if (atnr == ATNR_ELECTRICITY)
3343 trlist = treasurelist::find ("dragon_ability_elec"); 3071 trlist = treasurelist::find (shstr_dragon_ability_elec);
3344 else if (atnr == ATNR_POISON) 3072 else if (atnr == ATNR_POISON)
3345 trlist = treasurelist::find ("dragon_ability_poison"); 3073 trlist = treasurelist::find (shstr_dragon_ability_poison);
3346 3074
3347 if (trlist == NULL || who->type != PLAYER) 3075 if (trlist == NULL || who->type != PLAYER)
3348 return; 3076 return;
3349 3077
3350 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++);
3423 { 3151 {
3424 /* forces in the treasurelist can alter the player's stats */ 3152 /* forces in the treasurelist can alter the player's stats */
3425 object *skin; 3153 object *skin;
3426 3154
3427 /* first get the dragon skin force */ 3155 /* first get the dragon skin force */
3428 shstr_cmp dragon_skin_force ("dragon_skin_force");
3429 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) 3156 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3430 ; 3157 ;
3431 3158
3432 if (!skin) 3159 if (!skin)
3433 return; 3160 return;
3434 3161
3448 else 3175 else
3449 j = 1; 3176 j = 1;
3450 strcat (buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3451 } 3178 }
3452 } 3179 }
3180
3453 strcat (buf, "."); 3181 strcat (buf, ".");
3454 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3455 } 3183 }
3456 3184
3457 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3467 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3468 } 3196 }
3469 else 3197 else
3470 { 3198 {
3471 /* generate misc. treasure */ 3199 /* generate misc. treasure */
3472 tmp = arch_to_object (tr->item); 3200 tmp = tr->item->instance ();
3473 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));
3474 tmp = insert_ob_in_ob (tmp, who); 3202 who->insert (tmp);
3475 if (who->type == PLAYER)
3476 esrv_send_item (who, tmp);
3477 } 3203 }
3478} 3204}
3479 3205
3480/** 3206//-GPL
3481 * Unready an object for a player. This function does nothing if the object was
3482 * not readied.
3483 */
3484void
3485player_unready_range_ob (player *pl, object *ob)
3486{
3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3489
3490 if (pl->combat_ob == ob)
3491 pl->combat_ob = 0;
3492
3493 if (pl->ranged_ob == ob)
3494 pl->ranged_ob = 0;
3495}
3496 3207
3497sint8 3208sint8
3498player::visibility_at (maptile *map, int x, int y) const 3209player::darkness_at (maptile *map, int x, int y) const
3499{ 3210{
3500 if (!ns) 3211 if (!ns)
3501 return 0; 3212 return LOS_BLOCKED;
3502 3213
3503 int dx, dy; 3214 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3215 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0; 3216 return LOS_BLOCKED;
3506 3217
3507 x += dx - ns->current_x + ns->mapx / 2; 3218 x += dx - ns->current_x;
3508 y += dy - ns->current_y + ns->mapy / 2; 3219 y += dy - ns->current_y;
3509 3220
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0;
3512
3513 return 100 - blocked_los [x][y]; 3221 return blocked_los (x, y);
3514} 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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