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Comparing deliantra/server/server/player.C (file contents):
Revision 1.143 by root, Fri May 18 21:12:40 2007 UTC vs.
Revision 1.213 by root, Fri Dec 26 13:33:22 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
123 continue; 122 continue;
124 123
125 if (*buf == '%') 124 if (*buf == '%')
126 { /* send one news */ 125 { /* send one news */
127 if (size > 0) 126 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 */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
129 131
130 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
131 strip_endline (subject); 133 strip_endline (subject);
132 size = 0; 134 size = 0;
133 news[0] = '\0'; 135 news[0] = '\0';
157 op->x = -1; 159 op->x = -1;
158 op->y = -1; 160 op->y = -1;
159} 161}
160 162
161void 163void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate () 164player::activate ()
176{ 165{
177 if (active) 166 if (active)
178 return; 167 return;
179 168
181 ob->remove (); 170 ob->remove ();
182 ob->map = 0; 171 ob->map = 0;
183 ob->activate_recursive (); 172 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 174 add_friendly_object (ob);
186 enter_map ();
187} 175}
188 176
189void 177void
190player::deactivate () 178player::deactivate ()
191{ 179{
198 186
199 if (ob->map) 187 if (ob->map)
200 maplevel = ob->map->path; 188 maplevel = ob->map->path;
201 189
202 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 192 ob->map = 0;
204 party = 0; 193 party = 0;
205 194
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207 196
221 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
222 211
223 ns->update_look = 0; 212 ns->update_look = 0;
224 ns->look_position = 0; 213 ns->look_position = 0;
225 214
226 clear_los (ob); 215 clear_los ();
227 216
228 ns->reset_stats (); 217 ns->reset_stats ();
229 218
230 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
233 222
234 ob->carrying = sum_weight (ob); 223 ob->update_weight ();
235 link_player_skills (ob); 224 link_skills ();
236 225
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 227
239 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
240 229
241 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
243 { 232 {
244 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
245 234
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 238 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 240 skin = tmp;
255 241
256 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
257 } 243 }
258 244
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 246
261 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
262 303
263 ob->flag [FLAG_READY_WEAPON] = false; 304 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false; 305 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false; 306 ob->flag [FLAG_READY_BOW] = false;
266 307
283 combat_ob = op; 324 combat_ob = op;
284 break; 325 break;
285 } 326 }
286 327
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
288 ob->update_stats (); 329 ob->deactivate (); // change_weapon activates, fix this better
289
290 ns->floorbox_update ();
291 esrv_send_inventory (ob, ob);
292 esrv_add_spells (this, 0);
293
294 activate ();
295
296 send_rules (ob);
297 send_news (ob);
298 display_motd (ob);
299
300 INVOKE_PLAYER (CONNECT, this);
301 INVOKE_PLAYER (LOGIN, this);
302} 330}
303 331
304void 332void
305player::disconnect ()
306{
307 if (ns)
308 {
309 if (active)
310 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
311
312 INVOKE_PLAYER (DISCONNECT, this);
313
314 ns->reset_stats ();
315 ns->pl = 0;
316 ns = 0;
317 }
318
319 if (ob)
320 ob->close_container (); //TODO: client-specific
321
322 deactivate ();
323}
324
325// the need for this function can be explained
326// by load_object not returning the object
327void
328player::set_object (object *op) 333player::set_observe (object *op)
329{ 334{
330 ob = op; 335 observe = op ? op : ob;
331 ob->contr = this; /* this aren't yet in archetype */ 336 do_los = 1;
332
333 ob->speed = 1.0f;
334 ob->speed_left = 0.5f;
335
336 ob->direction = 5; /* So player faces south */
337} 337}
338 338
339player::player () 339player::player ()
340{ 340{
341 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
348 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
349 349
350 gen_sp_armour = 10; 350 gen_sp_armour = 10;
351 bowtype = bow_normal; 351 bowtype = bow_normal;
352 petmode = pet_normal; 352 petmode = pet_normal;
353 listening = 10;
354 usekeys = containers; 353 usekeys = containers;
355 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
356 do_los = 1; 355 do_los = 1;
357 356
358 weapon_sp = 1.0f; 357 weapon_sp = 1.0f;
369 if (ob) 368 if (ob)
370 { 369 {
371 ob->destroy_inv (false); 370 ob->destroy_inv (false);
372 ob->destroy (); 371 ob->destroy ();
373 } 372 }
373
374 ob = observe = 0;
374} 375}
375 376
376player::~player () 377player::~player ()
377{ 378{
378 /* Clear item stack */ 379 /* Clear item stack */
405 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
406 */ 407 */
407archetype * 408archetype *
408get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
409{ 410{
410 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
411 418
412 for (;;) 419 for (;;)
413 { 420 {
414 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
415 at = first_archetype; 422 i = archetypes.begin ();
416 else 423 else if (*i == at)
417 at = at->next; 424 cleanup ("not a single player archetype found");
418 425
419 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
420 return at; 427 return *i;
421
422 if (at == start)
423 {
424 LOG (llevError, "No Player archetypes\n");
425 exit (-1);
426 }
427 } 428 }
428} 429}
429 430
430object * 431object *
431get_nearest_player (object *mon) 432get_nearest_player (object *mon)
435 unsigned lastdist; 436 unsigned lastdist;
436 rv_vector rv; 437 rv_vector rv;
437 438
438 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
439 { 440 {
440 /* We should not find free objects on this friendly list, but it
441 * does periodically happen. Given that, lets deal with it.
442 * While unlikely, it is possible the next object on the friendly
443 * list is also free, so encapsulate this in a while loop.
444 */
445 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
446 {
447 object *tmp = ol->ob;
448
449 /* Can't do much more other than log the fact, because the object
450 * itself will have been cleared.
451 */
452 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
453 tmp->debug_desc ());
454 ol = ol->next;
455 remove_friendly_object (tmp);
456 if (!ol)
457 return op;
458 }
459
460 /* Remove special check for player from this. First, it looks to cause
461 * some crashes (ol->ob->contr not set properly?), but secondly, a more
462 * complicated method of state checking would be needed in any case -
463 * as it was, a clever player could type quit, and the function would
464 * skip them over while waiting for confirmation. Remove
465 * on_same_map check, as can_detect_enemy also does this
466 */
467 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
468 continue; 442 continue;
469 443
470 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
471 { 445 {
666 640
667 return firstdir; 641 return firstdir;
668} 642}
669 643
670void 644void
671give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
672{ 646{
673 object *op, *next = NULL;
674
675 if (pl->randomitems != NULL) 647 if (pl->randomitems)
676 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
677 649
678 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
679 { 651 {
680 next = op->below; 652 next = op->below;
681 653
682 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
683 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
688 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
689 * by this player due to race restrictions 661 * by this player due to race restrictions
690 */ 662 */
691 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
692 { 664 {
693 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
694 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
695 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
696 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
697 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
698 { 672 {
699 op->destroy (); 673 op->destroy ();
700 continue; 674 continue;
701 } 675 }
702 } 676 }
725 if (op->nrof > 1) 699 if (op->nrof > 1)
726 op->nrof = 1; 700 op->nrof = 1;
727 } 701 }
728 702
729 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
730 {
731 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
732 }
733 705
734 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
735 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
736 * merged properly. 708 * merged properly.
737 */ 709 */
738 if (need_identify (op)) 710 if (need_identify (op))
739 { 711 {
740 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
741 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
742 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
743 } 715 }
716
744 if (op->type == SPELL) 717 if (op->type == SPELL)
745 { 718 {
746 op->destroy (); 719 op->destroy ();
747 continue; 720 continue;
748 } 721 }
750 { 723 {
751 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
752 op->stats.exp = 0; 725 op->stats.exp = 0;
753 op->level = 1; 726 op->level = 1;
754 } 727 }
755 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
756 else
757 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
758 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
759 731
760 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
761 link_player_skills (pl); 733 pl->contr->link_skills ();
762} 734}
763 735
764void 736void
765get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
766{ 738{
867static void 839static void
868start_info (object *op) 840start_info (object *op)
869{ 841{
870 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
871 843
872 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
873 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
874 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
875 //new_draw_info (NDI_UNIQUE, 0, op, " ");
876} 846}
877 847
878/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
879 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
880 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
883 */ 853 */
884void 854void
885player::chargen_race_done () 855player::chargen_race_done ()
886{ 856{
887 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
888 esrv_new_player (ob->contr, ob->weight + ob->carrying); 858 esrv_new_player (ob->contr);
889 859
890 treasurelist *tl = treasurelist::find ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
891 if (tl) 861 if (tl)
892 create_treasure (tl, ob, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
893 863
897 ob->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
898 868
899 if (ob->msg) 869 if (ob->msg)
900 ob->msg = 0; 870 ob->msg = 0;
901 871
902 /* We create this now because some of the unique maps will need it
903 * to save here.
904 */
905 {
906 char buf[MAX_BUF];
907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
908 make_path_to_file (buf);
909 }
910
911 start_info (ob); 872 start_info (ob);
912 CLEAR_FLAG (ob, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
913 give_initial_items (ob, ob->randomitems); 874 give_initial_items (ob, ob->randomitems);
914 link_player_skills (ob);
915 esrv_send_inventory (ob, ob); 875 esrv_send_inventory (ob, ob);
916 ob->update_stats (); 876 ob->update_stats ();
917 877
918 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
919 * is one for this race 879 * is one for this race
920 */ 880 */
921 if (*first_map_ext_path) 881 if (*first_map_ext_path)
922 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
923 object *tmp;
924 char mapname[MAX_BUF];
925
926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
927 tmp = object::create ();
928 EXIT_PATH (tmp) = mapname;
929 EXIT_X (tmp) = ob->x;
930 EXIT_Y (tmp) = ob->y;
931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
932 * if the map isn't there, then stay on the
933 * default initial map */
934 tmp->destroy ();
935 }
936 else 883 else
937 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
938} 885}
939 886
940void 887void
950 int x = ob->x, y = ob->y; 897 int x = ob->x, y = ob->y;
951 898
952 ob->remove_statbonus (); 899 ob->remove_statbonus ();
953 ob->remove (); 900 ob->remove ();
954 ob->arch = get_player_archetype (ob->arch); 901 ob->arch = get_player_archetype (ob->arch);
955 ob->arch->clone.copy_to (ob); 902 ob->arch->copy_to (ob);
956 ob->instantiate (); 903 ob->instantiate ();
957 ob->stats = ob->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
958 ob->name = ob->name_pl = name; 905 ob->name = ob->name_pl = name;
959 ob->x = x; 906 ob->x = x;
960 ob->y = y; 907 ob->y = y;
961 SET_ANIMATION (ob, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
962 insert_ob_in_map (ob, ob->map, ob, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
963 assign (ob->contr->title, ob->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
964 ob->add_statbonus (); 911 ob->add_statbonus ();
965 } 912 }
966 while (!allowed_class (ob)); 913 while (!allowed_class (ob));
967 914
968 update_object (ob, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
984 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
985 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
986 return; 933 return;
987 } 934 }
988 935
989 if (op->enemy == NULL) 936 if (!op->enemy)
990 { 937 {
991 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
992 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
993 return;
994 }
995
996 /* Seen some crashes here. Since we don't store an
997 * op->enemy_count, it is possible that something destroys the
998 * actual enemy, and the object is recycled.
999 */
1000 if (op->enemy->map == NULL)
1001 {
1002 CLEAR_FLAG (op, FLAG_SCARED);
1003 op->enemy = NULL;
1004 return; 940 return;
1005 } 941 }
1006 942
1007 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1008 { 944 {
1043 if (op->move_type & MOVE_FLYING) 979 if (op->move_type & MOVE_FLYING)
1044 return 1; 980 return 1;
1045 981
1046 next = op->below; 982 next = op->below;
1047 983
984 int cnt = MAX_ITEM_PER_DROP;
985#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
986
1048 /* loop while there are items on the floor that are not marked as 987 /* loop while there are items on the floor that are not marked as
1049 * destroyed */ 988 * destroyed */
1050 while (next && !next->destroyed ()) 989 while (next && !next->destroyed ())
1051 { 990 {
1052 tmp = next; 991 tmp = next;
1053 next = tmp->below; 992 next = tmp->below;
1054 993
994 if (cnt <= 0)
995 {
996 op->failmsg ("Couldn't pickup all items at once.");
997 return 0;
998 }
999
1055 if (op->destroyed ()) 1000 if (op->destroyed ())
1056 return 0; 1001 return 0;
1057 1002
1058 if (!can_pick (op, tmp)) 1003 if (!can_pick (op, tmp))
1059 continue; 1004 continue;
1060 1005
1061 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1006 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1062 { 1007 {
1063 if (item_matched_string (op, tmp, op->contr->search_str)) 1008 if (item_matched_string (op, tmp, op->contr->search_str))
1064 pick_up (op, tmp); 1009 CHK_PICK_PICKUP;
1010
1065 continue; 1011 continue;
1066 } 1012 }
1067 1013
1068 /* high not bit set? We're using the old autopickup model */ 1014 /* high not bit set? We're using the old autopickup model */
1069 if (!(op->contr->mode & PU_NEWMODE)) 1015 if (!(op->contr->mode & PU_NEWMODE))
1071 switch (op->contr->mode) 1017 switch (op->contr->mode)
1072 { 1018 {
1073 case 0: 1019 case 0:
1074 return 1; /* don't pick up */ 1020 return 1; /* don't pick up */
1075 case 1: 1021 case 1:
1076 pick_up (op, tmp); 1022 CHK_PICK_PICKUP;
1077 return 1; 1023 return 1;
1078 case 2: 1024 case 2:
1079 pick_up (op, tmp); 1025 CHK_PICK_PICKUP;
1080 return 0; 1026 return 0;
1081 case 3: 1027 case 3:
1082 return 0; /* stop before pickup */ 1028 return 0; /* stop before pickup */
1083 case 4: 1029 case 4:
1084 pick_up (op, tmp); 1030 CHK_PICK_PICKUP;
1085 break; 1031 break;
1086 case 5: 1032 case 5:
1087 pick_up (op, tmp); 1033 CHK_PICK_PICKUP;
1088 stop = 1; 1034 stop = 1;
1089 break; 1035 break;
1090 case 6: 1036 case 6:
1091 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1037 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1092 pick_up (op, tmp); 1038 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1039 CHK_PICK_PICKUP;
1093 break; 1040 break;
1094 1041
1095 case 7: 1042 case 7:
1096 if (tmp->type == MONEY || tmp->type == GEM) 1043 if (tmp->type == MONEY || tmp->type == GEM)
1097 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1098 break; 1045 break;
1099 1046
1100 default: 1047 default:
1101 /* use value density */ 1048 /* use value density */
1102 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1049 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1103 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1050 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1104 pick_up (op, tmp); 1051 CHK_PICK_PICKUP;
1105 } 1052 }
1106 } 1053 }
1107 else 1054 else
1108 { /* old model */ 1055 { /* old model */
1109 /* NEW pickup handling */ 1056 /* NEW pickup handling */
1113 if (tmp->name != NULL) 1060 if (tmp->name != NULL)
1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1061 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1115 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1062 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116 else 1063 else
1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1064 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1118 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1065 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119 1066
1120 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1067 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1121 } 1068 }
1122 1069
1123 /* philosophy: 1070 /* philosophy:
1164 /* all food and drink if desired */ 1111 /* all food and drink if desired */
1165 /* question: don't pick up known-poisonous stuff? */ 1112 /* question: don't pick up known-poisonous stuff? */
1166 if (op->contr->mode & PU_FOOD) 1113 if (op->contr->mode & PU_FOOD)
1167 if (tmp->type == FOOD) 1114 if (tmp->type == FOOD)
1168 { 1115 {
1169 pick_up (op, tmp); 1116 CHK_PICK_PICKUP;
1170 continue; 1117 continue;
1171 } 1118 }
1172 1119
1173 if (op->contr->mode & PU_DRINK) 1120 if (op->contr->mode & PU_DRINK)
1174 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1121 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1175 { 1122 {
1176 pick_up (op, tmp); 1123 CHK_PICK_PICKUP;
1177 continue; 1124 continue;
1178 } 1125 }
1179 1126
1180 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_POTION)
1181 if (tmp->type == POTION) 1128 if (tmp->type == POTION)
1182 { 1129 {
1183 pick_up (op, tmp); 1130 CHK_PICK_PICKUP;
1184 continue; 1131 continue;
1185 } 1132 }
1186 1133
1187 /* spellbooks, skillscrolls and normal books/scrolls */ 1134 /* spellbooks, skillscrolls and normal books/scrolls */
1188 if (op->contr->mode & PU_SPELLBOOK) 1135 if (op->contr->mode & PU_SPELLBOOK)
1189 if (tmp->type == SPELLBOOK) 1136 if (tmp->type == SPELLBOOK)
1190 { 1137 {
1191 pick_up (op, tmp); 1138 CHK_PICK_PICKUP;
1192 continue; 1139 continue;
1193 } 1140 }
1194 1141
1195 if (op->contr->mode & PU_SKILLSCROLL) 1142 if (op->contr->mode & PU_SKILLSCROLL)
1196 if (tmp->type == SKILLSCROLL) 1143 if (tmp->type == SKILLSCROLL)
1197 { 1144 {
1198 pick_up (op, tmp); 1145 CHK_PICK_PICKUP;
1199 continue; 1146 continue;
1200 } 1147 }
1201 1148
1202 if (op->contr->mode & PU_READABLES) 1149 if (op->contr->mode & PU_READABLES)
1203 if (tmp->type == BOOK || tmp->type == SCROLL) 1150 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1204 { 1151 {
1205 pick_up (op, tmp); 1152 CHK_PICK_PICKUP;
1206 continue; 1153 continue;
1207 } 1154 }
1208 1155
1209 /* wands/staves/rods/horns */ 1156 /* wands/staves/rods/horns */
1210 if (op->contr->mode & PU_MAGIC_DEVICE) 1157 if (op->contr->mode & PU_MAGIC_DEVICE)
1211 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1158 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1212 { 1159 {
1213 pick_up (op, tmp); 1160 CHK_PICK_PICKUP;
1214 continue; 1161 continue;
1215 } 1162 }
1216 1163
1217 /* pick up all magical items */ 1164 /* pick up all magical items */
1218 if (op->contr->mode & PU_MAGICAL) 1165 if (op->contr->mode & PU_MAGICAL)
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1166 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1220 { 1167 {
1221 pick_up (op, tmp); 1168 CHK_PICK_PICKUP;
1222 continue; 1169 continue;
1223 } 1170 }
1224 1171
1225 if (op->contr->mode & PU_VALUABLES) 1172 if (op->contr->mode & PU_VALUABLES)
1226 { 1173 {
1227 if (tmp->type == MONEY || tmp->type == GEM) 1174 if (tmp->type == MONEY || tmp->type == GEM)
1228 { 1175 {
1229 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1230 continue; 1177 continue;
1231 } 1178 }
1232 } 1179 }
1233 1180
1234 /* rings & amulets - talismans seems to be typed AMULET */ 1181 /* rings & amulets - talismans seems to be typed AMULET */
1235 if (op->contr->mode & PU_JEWELS) 1182 if (op->contr->mode & PU_JEWELS)
1236 if (tmp->type == RING || tmp->type == AMULET) 1183 if (tmp->type == RING || tmp->type == AMULET)
1237 { 1184 {
1238 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1239 continue; 1186 continue;
1240 } 1187 }
1241 1188
1242 /* we don't forget dragon food */ 1189 /* we don't forget dragon food */
1243 if (op->contr->mode & PU_FLESH) 1190 if (op->contr->mode & PU_FLESH)
1244 if (tmp->type == FLESH) 1191 if (tmp->type == FLESH)
1245 { 1192 {
1246 pick_up (op, tmp); 1193 CHK_PICK_PICKUP;
1247 continue; 1194 continue;
1248 } 1195 }
1249 1196
1250 /* bows and arrows. Bows are good for selling! */ 1197 /* bows and arrows. Bows are good for selling! */
1251 if (op->contr->mode & PU_BOW) 1198 if (op->contr->mode & PU_BOW)
1252 if (tmp->type == BOW) 1199 if (tmp->type == BOW)
1253 { 1200 {
1254 pick_up (op, tmp); 1201 CHK_PICK_PICKUP;
1255 continue; 1202 continue;
1256 } 1203 }
1257 1204
1258 if (op->contr->mode & PU_ARROW) 1205 if (op->contr->mode & PU_ARROW)
1259 if (tmp->type == ARROW) 1206 if (tmp->type == ARROW)
1260 { 1207 {
1261 pick_up (op, tmp); 1208 CHK_PICK_PICKUP;
1262 continue; 1209 continue;
1263 } 1210 }
1264 1211
1265 /* all kinds of armor etc. */ 1212 /* all kinds of armor etc. */
1266 if (op->contr->mode & PU_ARMOUR) 1213 if (op->contr->mode & PU_ARMOUR)
1267 if (tmp->type == ARMOUR) 1214 if (tmp->type == ARMOUR)
1268 { 1215 {
1269 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1270 continue; 1217 continue;
1271 } 1218 }
1272 1219
1273 if (op->contr->mode & PU_HELMET) 1220 if (op->contr->mode & PU_HELMET)
1274 if (tmp->type == HELMET) 1221 if (tmp->type == HELMET)
1275 { 1222 {
1276 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1277 continue; 1224 continue;
1278 } 1225 }
1279 1226
1280 if (op->contr->mode & PU_SHIELD) 1227 if (op->contr->mode & PU_SHIELD)
1281 if (tmp->type == SHIELD) 1228 if (tmp->type == SHIELD)
1282 { 1229 {
1283 pick_up (op, tmp); 1230 CHK_PICK_PICKUP;
1284 continue; 1231 continue;
1285 } 1232 }
1286 1233
1287 if (op->contr->mode & PU_BOOTS) 1234 if (op->contr->mode & PU_BOOTS)
1288 if (tmp->type == BOOTS) 1235 if (tmp->type == BOOTS)
1289 { 1236 {
1290 pick_up (op, tmp); 1237 CHK_PICK_PICKUP;
1291 continue; 1238 continue;
1292 } 1239 }
1293 1240
1294 if (op->contr->mode & PU_GLOVES) 1241 if (op->contr->mode & PU_GLOVES)
1295 if (tmp->type == GLOVES) 1242 if (tmp->type == GLOVES)
1296 { 1243 {
1297 pick_up (op, tmp); 1244 CHK_PICK_PICKUP;
1298 continue; 1245 continue;
1299 } 1246 }
1300 1247
1301 if (op->contr->mode & PU_CLOAK) 1248 if (op->contr->mode & PU_CLOAK)
1302 if (tmp->type == CLOAK) 1249 if (tmp->type == CLOAK)
1303 { 1250 {
1304 pick_up (op, tmp); 1251 CHK_PICK_PICKUP;
1305 continue; 1252 continue;
1306 } 1253 }
1307 1254
1308 /* hoping to catch throwing daggers here */ 1255 /* hoping to catch throwing daggers here */
1309 if (op->contr->mode & PU_MISSILEWEAPON) 1256 if (op->contr->mode & PU_MISSILEWEAPON)
1310 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1257 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1311 { 1258 {
1312 pick_up (op, tmp); 1259 CHK_PICK_PICKUP;
1313 continue; 1260 continue;
1314 } 1261 }
1315 1262
1316 /* careful: chairs and tables are weapons! */ 1263 /* careful: chairs and tables are weapons! */
1317 if (op->contr->mode & PU_ALLWEAPON) 1264 if (op->contr->mode & PU_ALLWEAPON)
1318 { 1265 {
1319 if (tmp->type == WEAPON && tmp->name != NULL) 1266 if (tmp->type == WEAPON && tmp->name != NULL)
1320 { 1267 {
1321 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1268 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1322 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1269 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1323 { 1270 {
1324 pick_up (op, tmp); 1271 CHK_PICK_PICKUP;
1325 continue; 1272 continue;
1326 } 1273 }
1327 } 1274 }
1328 1275
1329 if (tmp->type == WEAPON && tmp->name == NULL) 1276 if (tmp->type == WEAPON && tmp->name == NULL)
1330 { 1277 {
1331 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1278 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1332 { 1279 {
1333 pick_up (op, tmp); 1280 CHK_PICK_PICKUP;
1334 continue; 1281 continue;
1335 } 1282 }
1336 } 1283 }
1337 } 1284 }
1338 1285
1339 /* misc stuff that's useful */ 1286 /* misc stuff that's useful */
1340 if (op->contr->mode & PU_KEY) 1287 if (op->contr->mode & PU_KEY)
1341 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1288 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1342 { 1289 {
1343 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1344 continue; 1291 continue;
1345 } 1292 }
1346 1293
1347 /* any of the last 4 bits set means we use the ratio for value 1294 /* any of the last 4 bits set means we use the ratio for value
1348 * pickups */ 1295 * pickups */
1349 if (op->contr->mode & PU_RATIO) 1296 if (op->contr->mode & PU_RATIO)
1350 { 1297 {
1351 /* use value density to decide what else to grab */ 1298 /* use value density to decide what else to grab */
1352 /* >=7 was >= op->contr->mode */ 1299 /* >=7 was >= op->contr->mode */
1353 /* >=7 is the old standard setting. Now we take the last 4 bits 1300 /* >=7 is the old standard setting. Now we take the last 4 bits
1354 * and multiply them by 5, giving 0..15*5== 5..75 */ 1301 */
1355 wvratio = (op->contr->mode & PU_RATIO) * 5; 1302 wvratio = op->contr->mode & PU_RATIO;
1356 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1303 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1357 { 1304 {
1358 pick_up (op, tmp); 1305 CHK_PICK_PICKUP;
1359#if 0 1306#if 0
1360 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1307 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1361 if (tmp->name != NULL) 1308 if (tmp->name != NULL)
1362 { 1309 {
1363 fprintf (stderr, "%s", tmp->name); 1310 fprintf (stderr, "%s", tmp->name);
1364 } 1311 }
1365 else 1312 else
1366 fprintf (stderr, "%s", tmp->arch->name); 1313 fprintf (stderr, "%s", tmp->arch->archname);
1367 fprintf (stderr, ",%d] = ", tmp->type); 1314 fprintf (stderr, ",%d] = ", tmp->type);
1368 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1315 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1369#endif 1316#endif
1370 continue; 1317 continue;
1371 } 1318 }
1382 * found object is returned. 1329 * found object is returned.
1383 */ 1330 */
1384object * 1331object *
1385find_arrow (object *op, const char *type) 1332find_arrow (object *op, const char *type)
1386{ 1333{
1387 object *tmp = 0;
1388
1389 for (op = op->inv; op; op = op->below) 1334 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1390 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1391 tmp = find_arrow (op, type);
1392 else if (op->type == ARROW && op->race == type) 1335 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1336 return splay (tmp);
1337
1338 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1339 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1340 if (object *arrow = find_arrow (tmp, type))
1341 {
1342 splay (tmp);
1393 return op; 1343 return arrow;
1344 }
1394 1345
1395 return tmp; 1346 return 0;
1396} 1347}
1397 1348
1398/* 1349/*
1399 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1350 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1400 * against the target. A full test is not performed, simply a basic test 1351 * against the target. A full test is not performed, simply a basic test
1423 } 1374 }
1424 } 1375 }
1425 else if (arrow->type == ARROW && arrow->race == type) 1376 else if (arrow->type == ARROW && arrow->race == type)
1426 { 1377 {
1427 /* allways prefer assasination/slaying */ 1378 /* allways prefer assasination/slaying */
1428 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1379 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1429 { 1380 {
1430 if (arrow->attacktype & AT_DEATH) 1381 if (arrow->attacktype & AT_DEATH)
1431 { 1382 {
1432 *better = 100; 1383 *better = 100;
1433 return arrow; 1384 return arrow;
1441 else 1392 else
1442 { 1393 {
1443 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1394 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1444 { 1395 {
1445 attacktype = 1 << attacknum; 1396 attacktype = 1 << attacknum;
1446 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1397 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1447 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1398 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1448 { 1399 {
1449 tmp = arrow; 1400 tmp = arrow;
1450 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1401 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1451 } 1402 }
1452 } 1403 }
1453 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1404 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1454 { 1405 {
1455 tmp = arrow; 1406 tmp = arrow;
1461 betterby = 1 + arrow->magic + arrow->stats.dam; 1412 betterby = 1 + arrow->magic + arrow->stats.dam;
1462 } 1413 }
1463 } 1414 }
1464 } 1415 }
1465 } 1416 }
1417
1466 if (tmp == NULL && arrow == NULL) 1418 if (tmp == NULL && arrow == NULL)
1467 return find_arrow (op, type); 1419 return find_arrow (op, type);
1468 1420
1469 *better = betterby; 1421 *better = betterby;
1470 return tmp; 1422 return tmp;
1500 for (i = 0, found = 0; i < 20; i++) 1452 for (i = 0, found = 0; i < 20; i++)
1501 { 1453 {
1502 x += freearr_x[dir]; 1454 x += freearr_x[dir];
1503 y += freearr_y[dir]; 1455 y += freearr_y[dir];
1504 mflags = get_map_flags (m, &m, x, y, &x, &y); 1456 mflags = get_map_flags (m, &m, x, y, &x, &y);
1457
1505 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1458 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1506 { 1459 {
1507 tmp = NULL; 1460 tmp = 0;
1508 break; 1461 break;
1509 } 1462 }
1510 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1463 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1511 { 1464 {
1512 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1465 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1513 * perhaps a bad assumption. 1466 * perhaps a bad assumption.
1514 */ 1467 */
1515 tmp = NULL; 1468 tmp = 0;
1516 break; 1469 break;
1517 } 1470 }
1471
1518 if (mflags & P_IS_ALIVE) 1472 if (mflags & P_IS_ALIVE)
1519 {
1520 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1473 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1521 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1474 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1522 {
1523 found++;
1524 break;
1525 }
1526 if (found)
1527 break; 1475 break;
1528 }
1529 } 1476 }
1530 if (tmp == NULL) 1477
1478 if (!tmp)
1531 return find_arrow (op, type); 1479 return find_arrow (op, type);
1532 1480
1533 if (tmp->head) 1481 if (tmp->head)
1534 tmp = tmp->head; 1482 tmp = tmp->head;
1535 1483
1580 if (bow->below) 1528 if (bow->below)
1581 { 1529 {
1582 bow->remove (); 1530 bow->remove ();
1583 op->insert (bow); 1531 op->insert (bow);
1584 } 1532 }
1585
1586 } 1533 }
1587 1534
1588 if (!bow->race || !bow->skill) 1535 if (!bow->race || !bow->skill)
1589 { 1536 {
1590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1537 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1616 } 1563 }
1617 1564
1618 /* this should not happen, but sometimes does */ 1565 /* this should not happen, but sometimes does */
1619 if (arrow->nrof == 0) 1566 if (arrow->nrof == 0)
1620 { 1567 {
1568 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1621 arrow->destroy (); 1569 arrow->destroy ();
1622 return 0; 1570 return 0;
1623 } 1571 }
1624 1572
1625 left = arrow; /* these are arrows left to the player */ 1573 left = arrow; /* these are arrows left to the player */
1626 arrow = get_split_ob (arrow, 1); 1574 arrow = arrow->split ();
1627 if (!arrow) 1575 if (!arrow)
1628 { 1576 {
1629 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 return 0; 1578 return 0;
1631 } 1579 }
1693 1641
1694 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1642 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1695 arrow->move_type = MOVE_FLY_LOW; 1643 arrow->move_type = MOVE_FLY_LOW;
1696 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1644 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1697 1645
1698 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1646 op->play_sound (sound_find ("fire_arrow"));
1699 m->insert (arrow, sx, sy, op); 1647 m->insert (arrow, sx, sy, op);
1700 1648
1701 if (!arrow->destroyed ()) 1649 if (!arrow->destroyed ())
1702 move_arrow (arrow); 1650 move_arrow (arrow);
1703
1704 if (op->type == PLAYER)
1705 {
1706 if (left->destroyed ())
1707 esrv_del_item (op->contr, left->count);
1708 else
1709 esrv_send_item (op, left);
1710 }
1711 1651
1712 return 1; 1652 return 1;
1713} 1653}
1714 1654
1715/* Special fire code for players - this takes into 1655/* Special fire code for players - this takes into
1720 * hence the function name. 1660 * hence the function name.
1721 */ 1661 */
1722int 1662int
1723player_fire_bow (object *op, int dir) 1663player_fire_bow (object *op, int dir)
1724{ 1664{
1725 int ret = 0, wcmod = 0; 1665 int ret;
1726 1666
1727 if (op->contr->bowtype == bow_bestarrow) 1667 if (op->contr->bowtype == bow_bestarrow)
1728 { 1668 {
1729 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1669 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1730 } 1670 }
1731 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1671 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1732 { 1672 {
1733 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1673 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1734 wcmod = -1;
1735
1736 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1674 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1737 } 1675 }
1738 else if (op->contr->bowtype == bow_threewide) 1676 else if (op->contr->bowtype == bow_threewide)
1739 { 1677 {
1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1678 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1741 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1679 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1742 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1680 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1743 } 1681 }
1744 else if (op->contr->bowtype == bow_spreadshot) 1682 else if (op->contr->bowtype == bow_spreadshot)
1745 { 1683 {
1746 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1684 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1747 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1685 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1748 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1686 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1749 } 1687 }
1750 else 1688 else
1751 { 1689 {
1781 1719
1782 if (item->type == WAND) 1720 if (item->type == WAND)
1783 { 1721 {
1784 if (item->stats.food <= 0) 1722 if (item->stats.food <= 0)
1785 { 1723 {
1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1724 op->contr->play_sound (sound_find ("wand_poof"));
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1725 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1788 1726
1789 return; 1727 return;
1790 } 1728 }
1791 } 1729 }
1792 else if (item->type == ROD || item->type == HORN) 1730 else if (item->type == ROD || item->type == HORN)
1793 { 1731 {
1794 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1732 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1733
1734 // using the maximum of the rods charge allows at least one spell cast
1735 // for a rod or horn, this fixes some broken rods.
1736 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1795 { 1737 {
1796 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1738 op->contr->play_sound (sound_find ("wand_poof"));
1797 1739
1798 if (item->type == ROD) 1740 if (item->type == ROD)
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1741 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1800 else 1742 else
1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1804 } 1746 }
1805 } 1747 }
1806 1748
1807 if (cast_spell (op, item, dir, item->inv, NULL)) 1749 if (cast_spell (op, item, dir, item->inv, NULL))
1808 { 1750 {
1809 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1751 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1752
1810 if (item->type == WAND) 1753 if (item->type == WAND)
1811 { 1754 {
1812 if (!(--item->stats.food)) 1755 if (!(--item->stats.food))
1813 { 1756 {
1814 object *tmp; 1757 object *tmp;
1815 1758
1816 if (item->arch) 1759 if (item->arch)
1817 { 1760 {
1818 CLEAR_FLAG (item, FLAG_ANIMATE); 1761 CLEAR_FLAG (item, FLAG_ANIMATE);
1819 item->face = item->arch->clone.face; 1762 item->face = item->arch->face;
1820 item->set_speed (0); 1763 item->set_speed (0);
1821 } 1764 }
1822 1765
1823 if ((tmp = item->in_player ())) 1766 if (object *pl = item->visible_to ())
1824 esrv_update_item (UPD_ANIM, tmp, item); 1767 esrv_update_item (UPD_ANIM, pl, item);
1825 } 1768 }
1826 } 1769 }
1827 else if (item->type == ROD || item->type == HORN) 1770 else if (item->type == ROD || item->type == HORN)
1828 drain_rod_charge (item); 1771 drain_rod_charge (item);
1829 } 1772 }
1834bool 1777bool
1835fire (object *op, int dir) 1778fire (object *op, int dir)
1836{ 1779{
1837 int spellcost = 0; 1780 int spellcost = 0;
1838 1781
1839 /* check for loss of invisiblity/hide */
1840 if (action_makes_visible (op))
1841 make_visible (op);
1842
1843 player *pl = op->contr; 1782 player *pl = op->contr;
1844 1783
1845 if (pl->golem) 1784 if (pl->golem)
1846 { 1785 {
1847 control_golem (op->contr->golem, dir); 1786 control_golem (op->contr->golem, dir);
1849 } 1788 }
1850 1789
1851 object *ob = pl->ranged_ob; 1790 object *ob = pl->ranged_ob;
1852 1791
1853 if (!ob) 1792 if (!ob)
1854 return false;
1855
1856 if (!op->change_weapon (ob))
1857 return false; 1793 return false;
1858 1794
1859 if (op->speed_left > 0.f) 1795 if (op->speed_left > 0.f)
1860 --op->speed_left; 1796 --op->speed_left;
1861 else 1797 else
1862 return false; 1798 return false;
1799
1800 if (!op->change_weapon (ob))
1801 return false;
1802
1803 /* check for loss of invisiblity/hide */
1804 if (action_makes_visible (op))
1805 make_visible (op);
1863 1806
1864 switch (ob->type) 1807 switch (ob->type)
1865 { 1808 {
1866 case BOW: 1809 case BOW:
1867 player_fire_bow (op, dir); 1810 player_fire_bow (op, dir);
1990 /* If we found a key, do some extra work */ 1933 /* If we found a key, do some extra work */
1991 if (key) 1934 if (key)
1992 { 1935 {
1993 object *container = key->env; 1936 object *container = key->env;
1994 1937
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
1997 if (action_makes_visible (op)) 1938 if (action_makes_visible (op))
1998 make_visible (op); 1939 make_visible (op);
1999 1940
2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1941 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001 spring_trap (door->inv, op); 1942 spring_trap (door->inv, op);
2002 1943
2003 if (door->type == DOOR) 1944 if (door->type == DOOR)
2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1945 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2005 else if (door->type == LOCKED_DOOR) 1946 else if (door->type == LOCKED_DOOR)
2006 { 1947 {
2007 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1948 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2008 remove_door2 (door); /* remove door without violence ;-) */ 1949 remove_door2 (door); /* remove door without violence ;-) */
2009 } 1950 }
2010 1951
2011 /* Do this after we print the message */ 1952 /* Do this after we print the message */
2012 decrease_ob (key); /* Use up one of the keys */ 1953 key->decrease (); /* Use up one of the keys */
2013 /* Need to update the weight the container the key was in */
2014 if (container != op)
2015 esrv_update_item (UPD_WEIGHT, op, container);
2016 1954
2017 return 1; /* Nothing more to do below */ 1955 return 1; /* Nothing more to do below */
2018 } 1956 }
2019 else if (door->type == LOCKED_DOOR) 1957 else if (door->type == LOCKED_DOOR)
2020 { 1958 {
2021 /* Might as well return now - no other way to open this */ 1959 /* Might as well return now - no other way to open this */
2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1960 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2023 return 1; 1961 return 1;
2024 } 1962 }
2025 1963
2026 return 0; 1964 return 0;
2027} 1965}
2114 2052
2115 if (op->speed_left > 0.f) 2053 if (op->speed_left > 0.f)
2116 { 2054 {
2117 --op->speed_left; 2055 --op->speed_left;
2118 2056
2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2057 op->play_sound (sound_find ("push_player"));
2120 push_ob (mon, dir, op); 2058 push_ob (mon, dir, op);
2121 2059
2122 if (op->contr->tmp_invis || op->hide) 2060 if (action_makes_visible (op))
2123 make_visible (op); 2061 make_visible (op);
2124 2062
2125 return true; 2063 return true;
2126 } 2064 }
2127 else 2065 else
2143 { 2081 {
2144 --op->speed_left; 2082 --op->speed_left;
2145 2083
2146 if (!op->contr->braced) 2084 if (!op->contr->braced)
2147 { 2085 {
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2086 op->play_sound (sound_find ("push_player"));
2149 push_ob (mon, dir, op); 2087 push_ob (mon, dir, op);
2150 } 2088 }
2151 else 2089 else
2152 new_draw_info (0, 0, op, "You withhold your attack"); 2090 op->statusmsg ("You withhold your attack");
2153 2091
2154 if (op->contr->tmp_invis || op->hide) 2092 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2155 make_visible (op); 2093 make_visible (op);
2156 2094
2157 return true; 2095 return true;
2158 } 2096 }
2159 } 2097 }
2201bool 2139bool
2202move_player (object *op, int dir) 2140move_player (object *op, int dir)
2203{ 2141{
2204 int pick; 2142 int pick;
2205 2143
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2144 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2207 return 0; 2145 return 0;
2208 2146
2209 /* Sanity check: make sure dir is valid */ 2147 /* Sanity check: make sure dir is valid */
2210 if ((dir < 0) || (dir >= 9)) 2148 if ((dir < 0) || (dir >= 9))
2211 { 2149 {
2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2155 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2218 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2156 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2219 2157
2220 op->facing = dir; 2158 op->facing = dir;
2221 2159
2222 if (op->hide) 2160 if (op->flag [FLAG_HIDDEN])
2223 do_hidden_move (op); 2161 do_hidden_move (op);
2224 2162
2225 bool retval; 2163 bool retval;
2226 2164
2227 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2165 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2296 return 0; 2234 return 0;
2297 2235
2298 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2236 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2299 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2237 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2300 { 2238 {
2301 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2239 op->play_sound (sound_find ("ob_evaporate"));
2302 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2240 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303
2304 if (op->contr)
2305 esrv_del_item (op->contr, tmp->count);
2306 2241
2307 tmp->destroy (); 2242 tmp->destroy ();
2308 CLEAR_FLAG (op, FLAG_LIFESAVE); 2243 CLEAR_FLAG (op, FLAG_LIFESAVE);
2309 2244
2310 if (op->stats.hp < 0) 2245 if (op->stats.hp < 0)
2323 return 0; 2258 return 0;
2324} 2259}
2325 2260
2326/* This goes throws the inventory and removes unpaid objects, and puts them 2261/* This goes throws the inventory and removes unpaid objects, and puts them
2327 * back in the map (location and map determined by values of env). This 2262 * back in the map (location and map determined by values of env). This
2328 * function will descend into containers. op is the object to start the search 2263 * function will descend into containers. op is the object to start the search
2329 * from. 2264 * from.
2330 */ 2265 */
2266static void
2267drop_unpaid_items (object *op, object *env)
2268{
2269 while (op)
2270 {
2271 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2272
2273 if (QUERY_FLAG (op, FLAG_UNPAID))
2274 op->insert_at (env);
2275 else if (op->inv)
2276 drop_unpaid_items (op->inv, env);
2277
2278 op = next;
2279 }
2280}
2281
2331void 2282void
2332remove_unpaid_objects (object *op, object *env) 2283object::drop_unpaid_items ()
2333{ 2284{
2334 while (op) 2285 if (!flag [FLAG_REMOVED])
2335 { 2286 ::drop_unpaid_items (inv, this);
2336 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2337
2338 if (QUERY_FLAG (op, FLAG_UNPAID))
2339 {
2340 if (env->type == PLAYER)
2341 esrv_del_item (env->contr, op->count);
2342
2343 op->insert_at (env);
2344 }
2345 else if (op->inv)
2346 remove_unpaid_objects (op->inv, env);
2347
2348 op = next;
2349 }
2350} 2287}
2351 2288
2352/* 2289/*
2353 * Returns pointer a static string containing gravestone text 2290 * Returns pointer a static string containing gravestone text
2354 * Moved from apply.c to player.c - player.c is what 2291 * Moved from apply.c to player.c - player.c is what
2355 * actually uses this function. player.c may not be quite the 2292 * actually uses this function. player.c may not be quite the
2356 * best, a misc file for object actions is probably better, 2293 * best, a misc file for object actions is probably better,
2357 * but there isn't one in the server directory. 2294 * but there isn't one in the server directory.
2358 */ 2295 */
2359char * 2296const char *
2360gravestone_text (object *op) 2297gravestone_text (object *op)
2361{ 2298{
2362 static char buf2[MAX_BUF]; 2299 static dynbuf_text buf;
2363 char buf[MAX_BUF];
2364 time_t now = time (NULL);
2365 2300
2366 strcpy (buf2, " R.I.P.\n\n"); 2301 buf << "---- R.I.P. ----\n\n"
2302 << op->name;
2303
2367 if (op->type == PLAYER) 2304 if (op->type == PLAYER)
2368 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2305 buf << " the " << op->contr->title;
2369 else
2370 sprintf (buf, "%s\n", &op->name);
2371 2306
2372 strncat (buf2, " ", 20 - strlen (buf) / 2); 2307 buf << "\n\n";
2373 strcat (buf2, buf); 2308
2309 buf << "who was level ";
2310 buf << (sint32)op->level << "\n\n" // OO breakdown
2311 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2312
2374 if (op->type == PLAYER) 2313 if (op->type == PLAYER)
2375 sprintf (buf, "who was in level %d when killed\n", op->level); 2314 buf << "by " << op->contr->killer_name () << ".\n\n";
2376 else
2377 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2378 2315
2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf);
2381 if (op->type == PLAYER)
2382 { 2316 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2317 static char buf2[128];
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2318 time_t now = time (NULL);
2385 strcat (buf2, buf);
2386 }
2387
2388 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2319 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2389 strncat (buf2, " ", 20 - strlen (buf) / 2); 2320 buf << buf2;
2390 strcat (buf2, buf); 2321 }
2391 2322
2392 return buf2; 2323 return buf;
2393} 2324}
2394 2325
2395void 2326void
2396do_some_living (object *op) 2327do_some_living (object *op)
2397{ 2328{
2449 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2380 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2450 else 2381 else
2451 { 2382 {
2452 gen_grace = op->stats.maxgrace; 2383 gen_grace = op->stats.maxgrace;
2453 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2384 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2454 }
2455
2456 /* Regenerate Spell Points */
2457 if (!op->contr->golem && --op->last_sp < 0)
2458 {
2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2460 if (op->stats.sp < op->stats.maxsp)
2461 {
2462 op->stats.sp++;
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2466 op->stats.food--;
2467 if (op->contr->digestion < 0)
2468 op->stats.food += op->contr->digestion;
2469 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2470 op->stats.food = last_food;
2471 }
2472 }
2473
2474 if (max_sp > 1)
2475 {
2476 over_sp = (gen_sp + 10) / rate_sp;
2477 if (over_sp > 0)
2478 {
2479 if (op->stats.sp < op->stats.maxsp)
2480 {
2481 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2482
2483 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2484 op->stats.sp--;
2485
2486 if (op->stats.sp > op->stats.maxsp)
2487 op->stats.sp = op->stats.maxsp;
2488 }
2489 op->last_sp = 0;
2490 }
2491 else
2492 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 } 2385 }
2497 2386
2498 /* Regenerate Grace */ 2387 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2388 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if (--op->last_grace < 0) 2389 if (--op->last_grace < 0)
2521 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2410 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2522 } 2411 }
2523 /* wearing stuff doesn't detract from grace generation. */ 2412 /* wearing stuff doesn't detract from grace generation. */
2524 } 2413 }
2525 2414
2415 if (op->stats.food > 0)
2416 {
2526 /* Regenerate Hit Points */ 2417 /* Regenerate Spell Points */
2527 if (--op->last_heal < 0) 2418 if (!op->contr->golem && --op->last_sp < 0)
2528 {
2529 if (op->stats.hp < op->stats.maxhp)
2530 { 2419 {
2531 op->stats.hp++; 2420 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2532 /* dms do not consume food */ 2421
2533 if (!QUERY_FLAG (op, FLAG_WIZ)) 2422 if (op->stats.sp < op->stats.maxsp)
2534 { 2423 {
2424 op->stats.sp++;
2425
2426 /* dms do not consume food */
2427 if (!QUERY_FLAG (op, FLAG_WIZ))
2428 {
2535 op->stats.food--; 2429 op->stats.food--;
2430
2536 if (op->contr->digestion < 0) 2431 if (op->contr->digestion < 0)
2537 op->stats.food += op->contr->digestion; 2432 op->stats.food += op->contr->digestion;
2538 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2433 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2539 op->stats.food = last_food; 2434 op->stats.food = last_food;
2435 }
2540 } 2436 }
2541 }
2542 2437
2543 if (max_hp > 1) 2438 if (max_sp > 1)
2544 {
2545 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2546 if (over_hp > 0)
2547 { 2439 {
2548 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2440 over_sp = (gen_sp + 10) / rate_sp;
2441 if (over_sp > 0)
2442 {
2443 if (op->stats.sp < op->stats.maxsp)
2444 {
2445 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2446
2447 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2448 op->stats.sp--;
2449
2450 if (op->stats.sp > op->stats.maxsp)
2451 op->stats.sp = op->stats.maxsp;
2452 }
2453
2549 op->last_heal = 0; 2454 op->last_sp = 0;
2455 }
2456 else
2457 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2550 } 2458 }
2551 else 2459 else
2460 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2461 }
2462
2463 /* Regenerate Hit Points */
2464 if (--op->last_heal < 0)
2465 {
2466 if (op->stats.hp < op->stats.maxhp)
2552 { 2467 {
2553 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2468 op->stats.hp++;
2469
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 {
2473 op->stats.food--;
2474
2475 if (op->contr->digestion < 0)
2476 op->stats.food += op->contr->digestion;
2477 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2478 op->stats.food = last_food;
2479 }
2554 } 2480 }
2481
2482 if (max_hp > 1)
2483 {
2484 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2485
2486 if (over_hp > 0)
2487 {
2488 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2489 op->last_heal = 0;
2490 }
2491 else
2492 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2555 } 2493 }
2556 else 2494 else
2557 {
2558 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2495 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2559 } 2496 }
2560 } 2497 }
2561 2498
2562 /* Digestion */ 2499 /* Digestion */
2563 if (--op->last_eat < 0) 2500 if (--op->last_eat < 0)
2564 { 2501 {
2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2502 int bonus = max (0, op->contr->digestion),
2503 penalty = max (0, -op->contr->digestion);
2566 2504
2567 if (op->contr->gen_hp > 0)
2568 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2505 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2569 else
2570 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2571 2506
2572 /* dms do not consume food */ 2507 /* dms do not consume food */
2573 if (!QUERY_FLAG (op, FLAG_WIZ)) 2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2574 op->stats.food--; 2509 op->stats.food--;
2575 } 2510 }
2576 2511
2577 if (op->stats.food < 0 && op->stats.hp >= 0) 2512 if (op->stats.food < 0 && op->stats.hp >= 0)
2578 { 2513 {
2579 object *tmp, *flesh = 0; 2514 object *flesh = 0;
2580 2515
2581 for (tmp = op->inv; tmp; tmp = tmp->below) 2516 for_inv_removable (op, tmp)
2582 { 2517 {
2583 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2518 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2519 continue;
2520
2521 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2584 { 2522 {
2585 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2523 op->statusmsg ("You blindly grab for a bite of food. "
2586 { 2524 "H<To prevent you from starving, you ate some random item from your backpack.>");
2587 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2588 manual_apply (op, tmp, 0); 2525 manual_apply (op, tmp, 0);
2526
2589 if (op->stats.food >= 0 || op->stats.hp < 0) 2527 if (op->stats.food >= 0 || op->stats.hp < 0)
2590 break; 2528 break;
2591 } 2529 }
2592 else if (tmp->type == FLESH) 2530 else if (tmp->type == FLESH)
2593 flesh = tmp; 2531 flesh = tmp;
2594 } /* End if paid for object */ 2532 }
2595 } /* end of for loop */
2596 2533
2597 /* If player is still starving, it means they don't have any food, so 2534 /* If player is still starving, it means they don't have any food, so
2598 * eat flesh instead. 2535 * eat flesh instead.
2599 */ 2536 */
2600 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2537 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2601 { 2538 {
2602 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2539 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2603 manual_apply (op, flesh, 0); 2541 manual_apply (op, flesh, 0);
2604 } 2542 }
2543
2544 // If player is still starving, alert him!
2545 if (op->stats.food < 0)
2546 op->failmsg ("You are starving! "
2547 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2548 }
2549
2550 if (op->stats.food < 0)
2605 } 2551 {
2552 op->stats.hp += op->stats.food;
2553 op->stats.food = 0;
2606 2554
2607 while (op->stats.food < 0 && op->stats.hp >= 0) 2555 if (op->stats.hp < 0)
2608 op->stats.food++, op->stats.hp--; 2556 {
2557 op->contr->killer = archetype::get ("killer_starvation");
2558 op->contr->killer->destroy ();
2559 }
2560 }
2609 2561
2562 /* killer should be set here already */
2610 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2563 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2611 kill_player (op); 2564 kill_player (op);
2612 } 2565 }
2613} 2566}
2614 2567
2618 * file. 2571 * file.
2619 */ 2572 */
2620void 2573void
2621kill_player (object *op) 2574kill_player (object *op)
2622{ 2575{
2576 int x, y;
2623 char buf[MAX_BUF]; 2577 char buf[MAX_BUF];
2624 int x, y;
2625
2626 //int i;
2627 maptile *map; /* this is for resurrection */ 2578 maptile *map; /* this is for resurrection */
2628
2629 /* int z;
2630 int num_stats_lose;
2631 int lost_a_stat;
2632 int lose_this_stat;
2633 int this_stat; */
2634 int will_kill_again; 2579 int will_kill_again;
2635 archetype *at; 2580 archetype *at;
2636 object *tmp; 2581 object *tmp;
2637 2582
2638 if (save_life (op)) 2583 if (save_life (op))
2639 return; 2584 return;
2640
2641 2585
2642 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2586 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2643 * in cities ONLY!!! It is very important that this doesn't get abused. 2587 * in cities ONLY!!! It is very important that this doesn't get abused.
2644 * Look at op_on_battleground() for more info --AndreasV 2588 * Look at op_on_battleground() for more info --AndreasV
2645 */ 2589 */
2661 { 2605 {
2662 tmp->destroy (); 2606 tmp->destroy ();
2663 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2607 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2664 } 2608 }
2665 2609
2666 cure_disease (op, 0); /* remove any disease */ 2610 cure_disease (op, 0, 0); /* remove any disease */
2667 op->stats.hp = op->stats.maxhp; 2611 op->stats.hp = op->stats.maxhp;
2668 if (op->stats.food <= 0) 2612 if (op->stats.food <= 0)
2669 op->stats.food = 999; 2613 op->stats.food = 999;
2670 2614
2671 /* create a bodypart-trophy to make the winner happy */ 2615 /* create a bodypart-trophy to make the winner happy */
2672 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2616 if (object *tmp = arch_to_object (archetype::find ("finger")))
2673 { 2617 {
2674 sprintf (buf, "%s's finger", &op->name); 2618 tmp->name = format ("%s's finger" , &op->name);
2675 tmp->name = buf; 2619 tmp->name_pl = format ("%s's fingers", &op->name);
2676 sprintf (buf, " This finger has been cut off %s\n"
2677 " the %s, when he was defeated at\n level %d by %s.\n",
2678 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2679 tmp->msg = buf; 2620 tmp->msg = format (
2621 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2622 &op->name, op->contr->title,
2623 (int)op->level,
2624 op->contr->killer_name ()
2625 );
2680 tmp->value = 0, tmp->type = 0; 2626 tmp->value = 0, tmp->type = 0;
2681 tmp->materialname = "organics"; 2627 tmp->materialname = "organics";
2682 tmp->insert_at (op, tmp); 2628 tmp->insert_at (op, tmp);
2683 } 2629 }
2684 2630
2690 2636
2691 INVOKE_PLAYER (DEATH, op->contr); 2637 INVOKE_PLAYER (DEATH, op->contr);
2692 2638
2693 command_kill_pets (op, 0); 2639 command_kill_pets (op, 0);
2694 2640
2695 if (op->stats.food < 0) 2641 op->contr->play_sound (sound_find ("player_dies"));
2696 {
2697 sprintf (buf, "%s starved to death.", &op->name);
2698 strcpy (op->contr->killer, "starvation");
2699 }
2700 else
2701 sprintf (buf, "%s died.", &op->name);
2702
2703 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2704 2642
2705 /* save the map location for corpse, gravestone */ 2643 /* save the map location for corpse, gravestone */
2706 x = op->x; 2644 x = op->x;
2707 y = op->y; 2645 y = op->y;
2708 map = op->map; 2646 map = op->map;
2815 lost_a_stat = 1; 2753 lost_a_stat = 1;
2816 } 2754 }
2817 } 2755 }
2818 } 2756 }
2819 } 2757 }
2758
2820 /* If no stat lost, tell the player. */ 2759 /* If no stat lost, tell the player. */
2821 if (!lost_a_stat) 2760 if (!lost_a_stat)
2822 { 2761 {
2823 /* determine_god() seems to not work sometimes... why is this? 2762 /* determine_god() seems to not work sometimes... why is this?
2824 Should I be using something else? GD */ 2763 Should I be using something else? GD */
2828 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2767 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2829 else 2768 else
2830 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2769 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2831 } 2770 }
2832#else 2771#else
2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2772 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2834#endif 2773#endif
2835 2774
2836 /* Put a gravestone up where the character 'almost' died. List the 2775 /* Put a gravestone up where the character 'almost' died. List the
2837 * exp loss on the stone. 2776 * exp loss on the stone.
2838 */ 2777 */
2839 tmp = arch_to_object (archetype::find ("gravestone")); 2778 tmp = arch_to_object (archetype::find ("gravestone"));
2840 sprintf (buf, "%s's gravestone", &op->name); 2779 tmp->name = format ("%s's gravestone", &op->name);
2841 tmp->name = buf; 2780 tmp->name_pl = format ("%s's gravestones", &op->name);
2842 sprintf (buf, "%s's gravestones", &op->name); 2781 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2843 tmp->name_pl = buf; 2782 &op->name, op->contr->title, op->contr->killer_name ());
2844 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);
2845 tmp->msg = buf;
2846 tmp->x = op->x, tmp->y = op->y; 2783 tmp->x = op->x, tmp->y = op->y;
2847 insert_ob_in_map (tmp, op->map, NULL, 0); 2784 insert_ob_in_map (tmp, op->map, NULL, 0);
2848 2785
2849 /**************************************/ 2786 /**************************************/
2850 /* */ 2787 /* */
2871 { 2808 {
2872 tmp->destroy (); 2809 tmp->destroy ();
2873 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2810 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2874 } 2811 }
2875 2812
2876 cure_disease (op, 0); /* remove any disease */ 2813 cure_disease (op, 0, 0); /* remove any disease */
2814
2815 // remove all spell effects that are active
2816 // to avoid long-term effects such as word-of-recall
2817 for (object *item = op->inv; item; )
2818 {
2819 object *next = item->below;
2820
2821 if (item->type == SPELL_EFFECT && item->active)
2822 item->destroy ();
2823
2824 item = next;
2825 }
2877 2826
2878 /*add_exp(op, (op->stats.exp * -0.20)); */ 2827 /*add_exp(op, (op->stats.exp * -0.20)); */
2879 apply_death_exp_penalty (op); 2828 apply_death_exp_penalty (op);
2829
2880 if (op->stats.food < 100) 2830 if (op->stats.food < 100)
2881 op->stats.food = 900; 2831 op->stats.food = 900;
2832
2882 op->stats.hp = op->stats.maxhp; 2833 op->stats.hp = op->stats.maxhp;
2883 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2834 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2884 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2835 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2885 2836
2886 /* 2837 /*
2887 * Check to see if the player has any unpaid items. If so, remove them 2838 * Check to see if the player has any unpaid items. If so, remove them
2888 * and put them back in the map. 2839 * and put them back in the map.
2889 */ 2840 */
2890 remove_unpaid_objects (op->inv, op); 2841 op->drop_unpaid_items ();
2891 2842
2892 /****************************************/ 2843 /****************************************/
2893 /* */ 2844 /* */
2894 /* Move player to his current respawn- */ 2845 /* Move player to his current respawn- */
2895 /* position (usually last savebed) */ 2846 /* position (usually last savebed) */
2924 if (will_kill_again & (1 << at)) 2875 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 2876 force->resist[at] = 100;
2926 2877
2927 insert_ob_in_ob (force, op); 2878 insert_ob_in_ob (force, op);
2928 op->update_stats (); 2879 op->update_stats ();
2929
2930 } 2880 }
2931 2881
2932 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2882 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2933} 2883}
2934 2884
2954 2904
2955 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2905 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2956 { 2906 {
2957 if (tmp->nrof > 1) 2907 if (tmp->nrof > 1)
2958 { 2908 {
2959 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2909 tmp->decrease (rndm (1, tmp->nrof - 1));
2960 tmp2->destroy ();
2961 insert_ob_in_map (tmp, op->map, NULL, 0); 2910 insert_ob_in_map (tmp, op->map, NULL, 0);
2962 } 2911 }
2963 else 2912 else
2964 tmp->destroy (); 2913 tmp->destroy ();
2965 } 2914 }
2976void 2925void
2977fix_weight (void) 2926fix_weight (void)
2978{ 2927{
2979 for_all_players (pl) 2928 for_all_players (pl)
2980 { 2929 {
2981 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2930 sint32 old = pl->ob->carrying;
2982 2931
2983 if (old == sum) 2932 pl->ob->update_weight ();
2984 continue; 2933
2934 if (old != pl->ob->carrying)
2935 {
2985 pl->ob->update_stats (); 2936 pl->ob->update_stats ();
2986 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2937 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2938 }
2987 } 2939 }
2988} 2940}
2989 2941
2990void 2942void
2991fix_luck (void) 2943fix_luck (void)
3033} 2985}
3034 2986
3035void 2987void
3036make_visible (object *op) 2988make_visible (object *op)
3037{ 2989{
3038 op->hide = 0; 2990 op->flag [FLAG_HIDDEN] = 0;
3039 op->invisible = 0; 2991 op->invisible = 0;
2992
3040 if (op->type == PLAYER) 2993 if (op->type == PLAYER)
3041 { 2994 {
3042 op->contr->tmp_invis = 0; 2995 op->contr->tmp_invis = 0;
3043 op->contr->invis_race = 0; 2996 op->contr->invis_race = 0;
3044 } 2997 }
3047} 3000}
3048 3001
3049int 3002int
3050is_true_undead (object *op) 3003is_true_undead (object *op)
3051{ 3004{
3052 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3005 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3053 return 1; 3006 return 1;
3054 3007
3055 return 0; 3008 return 0;
3056} 3009}
3057 3010
3058/* look at the surrounding terrain to determine 3011/* look at the surrounding terrain to determine
3059 * the hideability of this object. Positive levels 3012 * the hideability of this object. Positive levels
3060 * indicate greater hideability. 3013 * indicate greater hideability.
3061 */ 3014 */
3062
3063int 3015int
3064hideability (object *ob) 3016hideability (object *ob)
3065{ 3017{
3066 int i, level = 0, mflag; 3018 int i, level = 0, mflag;
3067 sint16 x, y; 3019 sint16 x, y;
3068 3020
3069 if (!ob || !ob->map) 3021 if (!ob || !ob->map)
3070 return 0; 3022 return 0;
3071 3023
3072 /* so, on normal lighted maps, its hard to hide */ 3024 /* so, on normal lighted maps, its hard to hide */
3073 level = ob->map->darkness - 2; 3025 level = ob->map->darklevel () - 2;
3074 3026
3075 /* this also picks up whether the object is glowing. 3027 /* this also picks up whether the object is glowing.
3076 * If you carry a light on a non-dark map, its not 3028 * If you carry a light on a non-dark map, its not
3077 * as bad as carrying a light on a pitch dark map */ 3029 * as bad as carrying a light on a pitch dark map */
3078 if (has_carried_lights (ob)) 3030 if (has_carried_lights (ob))
3079 level = -(10 + (2 * ob->map->darkness)); 3031 level = -(10 + (2 * ob->map->darklevel ()));
3080 3032
3081 /* scan through all nearby squares for terrain to hide in */ 3033 /* scan through all nearby squares for terrain to hide in */
3082 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3034 for (i = 0, x = ob->x, y = ob->y;
3035 i <= SIZEOFFREE1;
3036 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3083 { 3037 {
3084 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3038 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3085 if (mflag & P_OUT_OF_MAP) 3039 if (mflag & P_OUT_OF_MAP)
3086 {
3087 continue; 3040 continue;
3088 } 3041
3089 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3042 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3090 level += 2; 3043 level += 2;
3091 else /* open terrain! */ 3044 else /* open terrain! */
3092 level -= 1; 3045 level -= 1;
3093 } 3046 }
3104 * spot (surrounded by clear terrain in broad daylight). -b.t. 3057 * spot (surrounded by clear terrain in broad daylight). -b.t.
3105 */ 3058 */
3106void 3059void
3107do_hidden_move (object *op) 3060do_hidden_move (object *op)
3108{ 3061{
3109 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3062 int hide = 0;
3110 object *skop;
3111 3063
3112 if (!op || !op->map) 3064 if (!op || !op->map)
3113 return; 3065 return;
3114 3066
3115 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3067 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3068 int num = random_roll (0, 19, op, PREFER_LOW);
3116 3069
3117 /* its *extremely* hard to run and sneak/hide at the same time! */ 3070 /* its *extremely* hard to run and sneak/hide at the same time! */
3118 if (op->type == PLAYER && op->contr->run_on) 3071 if (op->type == PLAYER && op->contr->run_on)
3119 if (!skop || num >= skop->level) 3072 if (!skop || num >= skop->level)
3120 { 3073 {
3130 num -= hide; 3083 num -= hide;
3131 3084
3132 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3085 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3133 { 3086 {
3134 make_visible (op); 3087 make_visible (op);
3088
3135 if (op->type == PLAYER) 3089 if (op->type == PLAYER)
3136 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3090 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3137 } 3091 }
3138 else if (op->type == PLAYER && skop) 3092 else if (op->type == PLAYER && skop)
3139 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3093 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3192 * object op. This function works fine for monsters, 3146 * object op. This function works fine for monsters,
3193 * but we dont worry if the object isnt the top one in 3147 * but we dont worry if the object isnt the top one in
3194 * a pile (say a coin under a table would return "viewable" 3148 * a pile (say a coin under a table would return "viewable"
3195 * by this routine). Another question, should we be 3149 * by this routine). Another question, should we be
3196 * concerned with the direction the player is looking 3150 * concerned with the direction the player is looking
3197 * in? Realistically, most of use cant see stuff behind 3151 * in? Realistically, most of us can't see stuff behind
3198 * our backs...on the other hand, does the "facing" direction 3152 * our backs...on the other hand, does the "facing" direction
3199 * imply the way your head, or body is facing? Its possible 3153 * imply the way your head, or body is facing? It's possible
3200 * for them to differ. Sigh, this fctn could get a bit more complex. 3154 * for them to differ. Sigh, this fctn could get a bit more complex.
3201 * -b.t. 3155 * -b.t.
3202 * This function is now map tiling safe. 3156 * This function is now map tiling safe.
3203 */ 3157 */
3204
3205int 3158int
3206player_can_view (object *pl, object *op) 3159player_can_view (object *pl, object *op)
3207{ 3160{
3208 rv_vector rv; 3161 rv_vector rv;
3209 int dx, dy; 3162 int dx, dy;
3221 3174
3222 get_rangevector (pl, op, &rv, 0x1); 3175 get_rangevector (pl, op, &rv, 0x1);
3223 3176
3224 /* starting with the 'head' part, lets loop 3177 /* starting with the 'head' part, lets loop
3225 * through the object and find if it has any 3178 * through the object and find if it has any
3226 * part that is in the los array but isnt on 3179 * part that is in the los array but isn't on
3227 * a blocked los square. 3180 * a blocked los square.
3228 * we use the archetype to figure out offsets. 3181 * we use the archetype to figure out offsets.
3229 */ 3182 */
3230 while (op) 3183 while (op)
3231 { 3184 {
3232 dx = rv.distance_x + op->arch->clone.x; 3185 dx = rv.distance_x + op->arch->x;
3233 dy = rv.distance_y + op->arch->clone.y; 3186 dy = rv.distance_y + op->arch->y;
3234 3187
3235 /* only the viewable area the player sees is updated by LOS 3188 /* only the viewable area the player sees is updated by LOS
3236 * code, so we need to restrict ourselves to that range of values 3189 * code, so we need to restrict ourselves to that range of values
3237 * for any meaningful values. 3190 * for any meaningful values.
3238 */ 3191 */
3239 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3192 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3240 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3241 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3242 return 1; 3193 return 1;
3194
3243 op = op->more; 3195 op = op->more;
3244 } 3196 }
3197
3245 return 0; 3198 return 0;
3246} 3199}
3247 3200
3248/* routine for both players and monsters. We call this when 3201/* routine for both players and monsters. We call this when
3249 * there is a possibility for our action distrubing our hiding 3202 * there is a possibility for our action distrubing our hiding
3250 * place or invisiblity spell. Artefact invisiblity is not 3203 * place or invisiblity spell. Artefact invisiblity causes
3251 * effected by this. If we arent invisible to begin with, we 3204 * "noise" instead. If we arent invisible to begin with, we
3252 * return 0. 3205 * return 0.
3253 */ 3206 */
3254int 3207int
3255action_makes_visible (object *op) 3208action_makes_visible (object *op)
3256{ 3209{
3257
3258 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3210 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3259 { 3211 {
3260 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3212 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3213 {
3214 // artefact invisibility is permanent, but we still make noise
3215 // this is important for game-balance.
3216 if (op->contr)
3217 op->make_noise ();
3218
3261 return 0; 3219 return 0;
3220 }
3262 3221
3263 if (op->contr && op->contr->tmp_invis == 0) 3222 if (op->contr && op->contr->tmp_invis == 0)
3264 return 0; 3223 return 0;
3265 3224
3266 /* If monsters, they should become visible */ 3225 /* If monsters, they should become visible */
3267 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3226 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3268 { 3227 {
3269 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3228 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3270 return 1; 3229 return 1;
3271 } 3230 }
3272 } 3231 }
3232
3273 return 0; 3233 return 0;
3274} 3234}
3275 3235
3276/* op_on_battleground - checks if the given object op (usually 3236/* op_on_battleground - checks if the given object op (usually
3277 * a player) is standing on a valid battleground-tile, 3237 * a player) is standing on a valid battleground-tile,
3282 * Default is to do the same as before, so only people wanting to have different points need worry about this 3242 * Default is to do the same as before, so only people wanting to have different points need worry about this
3283 */ 3243 */
3284int 3244int
3285op_on_battleground (object *op, int *x, int *y) 3245op_on_battleground (object *op, int *x, int *y)
3286{ 3246{
3287 object *tmp;
3288
3289 /* A battleground-tile needs the following attributes to be valid: 3247 /* A battleground-tile needs the following attributes to be valid:
3290 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3248 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3291 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3249 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3292 * and the exit-coordinates sp/hp must both be > 0. 3250 * and the exit-coordinates sp/hp must both be > 0.
3293 * => The intention here is to prevent abuse of the battleground- 3251 * => The intention here is to prevent abuse of the battleground-
3294 * feature (like pickable or hidden battleground tiles). */ 3252 * feature (like pickable or hidden battleground tiles). */
3295 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3253 for (object *tmp = op->below; tmp; tmp = tmp->below)
3296 { 3254 {
3297 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3255 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3298 { 3256 {
3299 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3257 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3300 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3258 && tmp->type == BATTLEGROUND
3259 && tmp->name == shstr_battleground
3260 && EXIT_X (tmp) && EXIT_Y (tmp))
3301 { 3261 {
3302 /*before we assign the exit, check if this is a teambattle */ 3262 /* before we assign the exit, check if this is a teambattle */
3303 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3263 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3304 { 3264 {
3305 object *invtmp;
3306
3307 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3265 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3308 { 3266 {
3309 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3267 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3310 { 3268 {
3311 if (x != NULL && y != NULL) 3269 if (x && y)
3312 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3270 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3271
3313 return 1; 3272 return 1;
3314 } 3273 }
3315 } 3274 }
3316 } 3275 }
3276
3317 if (x != NULL && y != NULL) 3277 if (x && y)
3318 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3278 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3279
3319 return 1; 3280 return 1;
3320 } 3281 }
3321 } 3282 }
3322 } 3283 }
3284
3323 /* If we got here, did not find a battleground */ 3285 /* If we got here, did not find a battleground */
3324 return 0; 3286 return 0;
3325} 3287}
3326 3288
3327/* 3289/*
3343 char buf[MAX_BUF]; /* tmp. string buffer */ 3305 char buf[MAX_BUF]; /* tmp. string buffer */
3344 int i = 0, j = 0; 3306 int i = 0, j = 0;
3345 3307
3346 /* get the appropriate treasurelist */ 3308 /* get the appropriate treasurelist */
3347 if (atnr == ATNR_FIRE) 3309 if (atnr == ATNR_FIRE)
3348 trlist = treasurelist::find ("dragon_ability_fire"); 3310 trlist = treasurelist::find (shstr_dragon_ability_fire);
3349 else if (atnr == ATNR_COLD) 3311 else if (atnr == ATNR_COLD)
3350 trlist = treasurelist::find ("dragon_ability_cold"); 3312 trlist = treasurelist::find (shstr_dragon_ability_cold);
3351 else if (atnr == ATNR_ELECTRICITY) 3313 else if (atnr == ATNR_ELECTRICITY)
3352 trlist = treasurelist::find ("dragon_ability_elec"); 3314 trlist = treasurelist::find (shstr_dragon_ability_elec);
3353 else if (atnr == ATNR_POISON) 3315 else if (atnr == ATNR_POISON)
3354 trlist = treasurelist::find ("dragon_ability_poison"); 3316 trlist = treasurelist::find (shstr_dragon_ability_poison);
3355 3317
3356 if (trlist == NULL || who->type != PLAYER) 3318 if (trlist == NULL || who->type != PLAYER)
3357 return; 3319 return;
3358 3320
3359 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3321 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3363 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3325 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3364 return; 3326 return;
3365 } 3327 }
3366 3328
3367 /* everything seems okay - now bring on the gift: */ 3329 /* everything seems okay - now bring on the gift: */
3368 item = &(tr->item->clone); 3330 item = tr->item;
3369 3331
3370 if (item->type == SPELL) 3332 if (item->type == SPELL)
3371 { 3333 {
3372 if (check_spell_known (who, item->name)) 3334 if (check_spell_known (who, item->name))
3373 return; 3335 return;
3432 { 3394 {
3433 /* forces in the treasurelist can alter the player's stats */ 3395 /* forces in the treasurelist can alter the player's stats */
3434 object *skin; 3396 object *skin;
3435 3397
3436 /* first get the dragon skin force */ 3398 /* first get the dragon skin force */
3437 shstr_cmp dragon_skin_force ("dragon_skin_force");
3438 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3399 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3439 ; 3400 ;
3440 3401
3441 if (!skin) 3402 if (!skin)
3442 return; 3403 return;
3443 3404
3478 else 3439 else
3479 { 3440 {
3480 /* generate misc. treasure */ 3441 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item); 3442 tmp = arch_to_object (tr->item);
3482 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3443 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3483 tmp = insert_ob_in_ob (tmp, who); 3444 who->insert (tmp);
3484 if (who->type == PLAYER)
3485 esrv_send_item (who, tmp);
3486 } 3445 }
3487} 3446}
3488 3447
3489/** 3448/**
3490 * Unready an object for a player. This function does nothing if the object was 3449 * Unready an object for a player. This function does nothing if the object was
3511 3470
3512 int dx, dy; 3471 int dx, dy;
3513 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3472 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3514 return 0; 3473 return 0;
3515 3474
3516 x += dx - ns->current_x + ns->mapx / 2; 3475 x += dx - ns->current_x;
3517 y += dy - ns->current_y + ns->mapy / 2; 3476 y += dy - ns->current_y;
3518 3477
3519 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3520 return 0;
3521
3522 return 100 - blocked_los [x][y]; 3478 return 100 - blocked_los (x, y);
3523} 3479}
3480
3481void
3482player::infobox (const char *title, const char *msg, int color)
3483{
3484 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3485}
3486
3487void
3488player::statusmsg (const char *msg, int color)
3489{
3490 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3491}
3492
3493void
3494player::failmsg (const char *msg, int color)
3495{
3496 play_sound (sound_find ("generic_failure"));
3497 statusmsg (msg, color);
3498}
3499

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