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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.144 by root, Sat May 26 15:44:08 2007 UTC vs.
Revision 1.233 by root, Mon Oct 12 14:00:59 2009 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
123 continue; 123 continue;
124 124
125 if (*buf == '%') 125 if (*buf == '%')
126 { /* send one news */ 126 { /* send one news */
127 if (size > 0) 127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
129 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
130 "INFORMATION: %s\n%s", (char *)"%s\n%s",
131 subject, news); /*send previously read news */
129 132
130 strcpy (subject, buf + 1); 133 strcpy (subject, buf + 1);
131 strip_endline (subject); 134 strip_endline (subject);
132 size = 0; 135 size = 0;
133 news[0] = '\0'; 136 news[0] = '\0';
184 187
185 if (ob->map) 188 if (ob->map)
186 maplevel = ob->map->path; 189 maplevel = ob->map->path;
187 190
188 ob->remove (); 191 ob->remove ();
192 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 193 ob->map = 0;
190 party = 0; 194 party = 0;
191 195
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 196 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 197
207 ob->close_container (); //TODO: client-specific 211 ob->close_container (); //TODO: client-specific
208 212
209 ns->update_look = 0; 213 ns->update_look = 0;
210 ns->look_position = 0; 214 ns->look_position = 0;
211 215
212 clear_los (ob); 216 clear_los ();
213 217
214 ns->reset_stats (); 218 ns->reset_stats ();
215 219
216 /* make sure he's a player -- needed because of class change. */ 220 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 221 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race; 222 ob->race = ob->arch->race;
219 223
220 ob->carrying = sum_weight (ob); 224 ob->update_weight ();
221 link_player_skills (ob); 225 link_skills ();
222 226
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 227 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 228
225 assign (title, ob->arch->clone.name); 229 assign (title, ob->arch->object::name);
226 230
227 /* if it's a dragon player, set the correct title here */ 231 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 232 if (is_dragon_pl (ob))
229 { 233 {
230 object *tmp, *abil = 0, *skin = 0; 234 object *tmp, *abil = 0, *skin = 0;
231 235
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 236 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 237 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force) 238 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 239 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force) 240 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 241 skin = tmp;
241 242
242 set_dragon_name (ob, abil, skin); 243 set_dragon_name (ob, abil, skin);
243 } 244 }
244 245
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 246 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 247
247 esrv_new_player (this, ob->weight + ob->carrying); 248 esrv_new_player (this);
249
250 ob->update_stats ();
251
252 ns->floorbox_update ();
253 esrv_send_inventory (ob, ob);
254 esrv_add_spells (this, 0);
255
256 activate ();
257
258 send_rules (ob);
259 send_news (ob);
260 display_motd (ob);
261
262 INVOKE_PLAYER (CONNECT, this);
263 INVOKE_PLAYER (LOGIN, this);
264}
265
266void
267player::disconnect ()
268{
269 if (ob)
270 {
271 ob->close_container (); //TODO: client-specific
272 ob->drop_unpaid_items ();
273 }
274
275 if (ns)
276 {
277 if (active)
278 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 ns->reset_stats ();
283 ns->pl = 0;
284 ns = 0;
285 }
286
287 observe = ob;
288
289 deactivate ();
290}
291
292// the need for this function can be explained
293// by load_object not returning the object
294void
295player::set_object (object *op)
296{
297 ob = observe = op;
298 ob->contr = this; /* this aren't yet in archetype */
299
300 ob->speed = 1.0f;
301 ob->speed_left = 0.5f;
302
303 ob->direction = 5; /* So player faces south */
248 304
249 ob->flag [FLAG_READY_WEAPON] = false; 305 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false; 306 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false; 307 ob->flag [FLAG_READY_BOW] = false;
252 308
269 combat_ob = op; 325 combat_ob = op;
270 break; 326 break;
271 } 327 }
272 328
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 329 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 330 ob->deactivate (); // change_weapon activates, fix this better
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288} 331}
289 332
290void 333void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
309}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op) 334player::set_observe (object *op)
315{ 335{
316 ob = op; 336 observe = op ? op : ob;
317 ob->contr = this; /* this aren't yet in archetype */ 337 do_los = 1;
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323} 338}
324 339
325player::player () 340player::player ()
326{ 341{
327 /* There are some elements we want initialised to non zero value - 342 /* There are some elements we want initialised to non zero value -
334 savebed_map = first_map_path; /* Init. respawn position */ 349 savebed_map = first_map_path; /* Init. respawn position */
335 350
336 gen_sp_armour = 10; 351 gen_sp_armour = 10;
337 bowtype = bow_normal; 352 bowtype = bow_normal;
338 petmode = pet_normal; 353 petmode = pet_normal;
339 listening = 10;
340 usekeys = containers; 354 usekeys = containers;
341 peaceful = 1; /* default peaceful */ 355 peaceful = 1; /* default peaceful */
342 do_los = 1; 356 do_los = 1;
343 357
344 weapon_sp = 1.0f; 358 weapon_sp = 1.0f;
355 if (ob) 369 if (ob)
356 { 370 {
357 ob->destroy_inv (false); 371 ob->destroy_inv (false);
358 ob->destroy (); 372 ob->destroy ();
359 } 373 }
374
375 ob = observe = 0;
360} 376}
361 377
362player::~player () 378player::~player ()
363{ 379{
364 /* Clear item stack */ 380 /* Clear item stack */
391 * Note: there MUST be at least one player archetype! 407 * Note: there MUST be at least one player archetype!
392 */ 408 */
393archetype * 409archetype *
394get_player_archetype (archetype *at) 410get_player_archetype (archetype *at)
395{ 411{
396 archetype *start = at; 412 // archetypes could have been reloaded
413 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
414
415 if (!nat)
416 return at;
417
418 archvec::iterator i = archetypes.find (nat);
397 419
398 for (;;) 420 for (;;)
399 { 421 {
400 if (at == NULL || at->next == NULL) 422 if (++i == archetypes.end ())
401 at = first_archetype; 423 i = archetypes.begin ();
402 else 424 else if (*i == at)
403 at = at->next; 425 cleanup ("not a single player archetype found");
404 426
405 if (at->clone.type == PLAYER) 427 if ((*i)->type == PLAYER)
406 return at; 428 return *i;
407
408 if (at == start)
409 {
410 LOG (llevError, "No Player archetypes\n");
411 exit (-1);
412 }
413 } 429 }
414} 430}
415 431
416object * 432object *
417get_nearest_player (object *mon) 433get_nearest_player (object *mon)
421 unsigned lastdist; 437 unsigned lastdist;
422 rv_vector rv; 438 rv_vector rv;
423 439
424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 440 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
425 { 441 {
426 /* We should not find free objects on this friendly list, but it
427 * does periodically happen. Given that, lets deal with it.
428 * While unlikely, it is possible the next object on the friendly
429 * list is also free, so encapsulate this in a while loop.
430 */
431 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
432 {
433 object *tmp = ol->ob;
434
435 /* Can't do much more other than log the fact, because the object
436 * itself will have been cleared.
437 */
438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439 tmp->debug_desc ());
440 ol = ol->next;
441 remove_friendly_object (tmp);
442 if (!ol)
443 return op;
444 }
445
446 /* Remove special check for player from this. First, it looks to cause
447 * some crashes (ol->ob->contr not set properly?), but secondly, a more
448 * complicated method of state checking would be needed in any case -
449 * as it was, a clever player could type quit, and the function would
450 * skip them over while waiting for confirmation. Remove
451 * on_same_map check, as can_detect_enemy also does this
452 */
453 if (!can_detect_enemy (mon, ol->ob, &rv)) 442 if (!can_detect_enemy (mon, ol->ob, &rv))
454 continue; 443 continue;
455 444
456 if (lastdist > rv.distance) 445 if (lastdist > rv.distance)
457 { 446 {
652 641
653 return firstdir; 642 return firstdir;
654} 643}
655 644
656void 645void
657give_initial_items (object *pl, treasurelist * items) 646give_initial_items (object *pl, treasurelist *items)
658{ 647{
659 object *op, *next = NULL;
660
661 if (pl->randomitems != NULL) 648 if (pl->randomitems)
662 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 649 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
663 650
664 for (op = pl->inv; op; op = next) 651 for (object *next, *op = pl->inv; op; op = next)
665 { 652 {
666 next = op->below; 653 next = op->below;
667 654
668 /* Forces get applied per default, unless they have the 655 /* Forces get applied per default, unless they have the
669 * flag "neutral" set. Sorry but I can't think of a better way 656 * flag "neutral" set. Sorry but I can't think of a better way
674 /* we never give weapons/armour if these cannot be used 661 /* we never give weapons/armour if these cannot be used
675 * by this player due to race restrictions 662 * by this player due to race restrictions
676 */ 663 */
677 if (pl->type == PLAYER) 664 if (pl->type == PLAYER)
678 { 665 {
679 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 666 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
667 &&
680 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS
681 op->type == CLOAK || op->type == HELMET || 669 || op->type == CLOAK || op->type == HELMET
682 op->type == SHIELD || op->type == GLOVES || 670 || op->type == SHIELD || op->type == GLOVES
671 || op->type == BRACERS || op->type == GIRDLE))
683 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 672 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
684 { 673 {
685 op->destroy (); 674 op->destroy ();
686 continue; 675 continue;
687 } 676 }
688 } 677 }
689 678
690 /* This really needs to be better - we should really give 679 /* Here we remove duplicated skills (as duplicated spell objects have
691 * a substitute spellbook. The problem is that we don't really 680 * _very_ confusing effects for players), which could for instance be
692 * have a good idea what to replace it with (need something like 681 * generated by bad treasurelists. - elmex
693 * a first level treasurelist for each skill.)
694 * remove duplicate skills also
695 */ 682 */
696 if (op->type == SPELLBOOK || op->type == SKILL) 683 if (op->type == SKILL)
697 { 684 {
698 object *tmp;
699
700 for (tmp = op->below; tmp; tmp = tmp->below) 685 for (object *tmp = op->below; tmp; tmp = tmp->below)
701 if (tmp->type == op->type && tmp->name == op->name) 686 if (tmp->type == op->type && tmp->name == op->name)
702 break;
703
704 if (tmp)
705 { 687 {
706 op->destroy (); 688 op->destroy ();
689 LOG (llevError,
707 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 690 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
708 continue; 691 break;
709 } 692 }
710 693
711 if (op->nrof > 1) 694 if (op->nrof > 1)
712 op->nrof = 1; 695 op->nrof = 1;
713 } 696 }
714 697
715 if (op->type == SPELLBOOK && op->inv) 698 if (op->type == SPELLBOOK && op->inv)
716 {
717 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 699 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
718 }
719 700
720 /* Give starting characters identified, uncursed, and undamned 701 /* Give starting characters identified, uncursed, and undamned
721 * items. Just don't identify gold or silver, or it won't be 702 * items. Just don't identify gold or silver, or it won't be
722 * merged properly. 703 * merged properly.
723 */ 704 */
724 if (need_identify (op)) 705 if (need_identify (op))
725 { 706 {
726 SET_FLAG (op, FLAG_IDENTIFIED); 707 SET_FLAG (op, FLAG_IDENTIFIED);
727 CLEAR_FLAG (op, FLAG_CURSED); 708 CLEAR_FLAG (op, FLAG_CURSED);
728 CLEAR_FLAG (op, FLAG_DAMNED); 709 CLEAR_FLAG (op, FLAG_DAMNED);
729 } 710 }
711
730 if (op->type == SPELL) 712 if (op->type == SPELL)
731 { 713 {
732 op->destroy (); 714 op->destroy ();
733 continue; 715 continue;
734 } 716 }
736 { 718 {
737 SET_FLAG (op, FLAG_CAN_USE_SKILL); 719 SET_FLAG (op, FLAG_CAN_USE_SKILL);
738 op->stats.exp = 0; 720 op->stats.exp = 0;
739 op->level = 1; 721 op->level = 1;
740 } 722 }
741 /* lock all 'normal items by default */ 723 else /* lock all 'normal items by default */
742 else
743 SET_FLAG (op, FLAG_INV_LOCKED); 724 SET_FLAG (op, FLAG_INV_LOCKED);
744 } /* for loop of objects in player inv */ 725 } /* for loop of objects in player inv */
745 726
746 /* Need to set up the skill pointers */ 727 /* Need to set up the skill pointers */
747 link_player_skills (pl); 728 pl->contr->link_skills ();
748} 729}
749 730
750void 731void
751get_party_password (object *op, partylist *party) 732get_party_password (object *op, partylist *party)
752{ 733{
853static void 834static void
854start_info (object *op) 835start_info (object *op)
855{ 836{
856 char buf[MAX_BUF]; 837 char buf[MAX_BUF];
857 838
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 839 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 840 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
862} 841}
863 842
864/* This function takes the key that is passed, and does the 843/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
869 */ 848 */
870void 849void
871player::chargen_race_done () 850player::chargen_race_done ()
872{ 851{
873 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
874 esrv_new_player (ob->contr, ob->weight + ob->carrying); 853 esrv_new_player (ob->contr);
875 854
876 treasurelist *tl = treasurelist::find ("starting_wealth"); 855 treasurelist *tl = treasurelist::find ("starting_wealth");
877 if (tl) 856 if (tl)
878 create_treasure (tl, ob, 0, 0, 0); 857 create_treasure (tl, ob, 0, 0, 0);
879 858
883 ob->contr->ns->state = ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
884 863
885 if (ob->msg) 864 if (ob->msg)
886 ob->msg = 0; 865 ob->msg = 0;
887 866
888 /* We create this now because some of the unique maps will need it
889 * to save here.
890 */
891 {
892 char buf[MAX_BUF];
893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
894 make_path_to_file (buf);
895 }
896
897 start_info (ob); 867 start_info (ob);
898 CLEAR_FLAG (ob, FLAG_WIZ); 868 CLEAR_FLAG (ob, FLAG_WIZ);
899 give_initial_items (ob, ob->randomitems); 869 give_initial_items (ob, ob->randomitems);
900 link_player_skills (ob);
901 esrv_send_inventory (ob, ob); 870 esrv_send_inventory (ob, ob);
902 ob->update_stats (); 871 ob->update_stats ();
903 872
904 /* This moves the player to a different start map, if there 873 /* This moves the player to a different start map, if there
905 * is one for this race 874 * is one for this race
906 */ 875 */
907 if (*first_map_ext_path) 876 if (*first_map_ext_path)
908 { 877 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
909 object *tmp;
910 char mapname[MAX_BUF];
911
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
913 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = ob->y;
917 ob->enter_exit (tmp); /* we don't really care if it succeeded;
918 * if the map isn't there, then stay on the
919 * default initial map */
920 tmp->destroy ();
921 }
922 else 878 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 879 LOG (llevDebug, "first_map_ext_path not set\n");
924} 880}
925 881
926void 882void
936 int x = ob->x, y = ob->y; 892 int x = ob->x, y = ob->y;
937 893
938 ob->remove_statbonus (); 894 ob->remove_statbonus ();
939 ob->remove (); 895 ob->remove ();
940 ob->arch = get_player_archetype (ob->arch); 896 ob->arch = get_player_archetype (ob->arch);
941 ob->arch->clone.copy_to (ob); 897 ob->arch->copy_to (ob);
942 ob->instantiate (); 898 ob->instantiate ();
943 ob->stats = ob->contr->orig_stats; 899 ob->stats = ob->contr->orig_stats;
944 ob->name = ob->name_pl = name; 900 ob->name = ob->name_pl = name;
945 ob->x = x; 901 ob->x = x;
946 ob->y = y; 902 ob->y = y;
947 SET_ANIMATION (ob, 2); /* So player faces south */ 903 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (ob, ob->map, ob, 0); 904 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (ob->contr->title, ob->arch->clone.name); 905 assign (ob->contr->title, ob->arch->object::name);
950 ob->add_statbonus (); 906 ob->add_statbonus ();
951 } 907 }
952 while (!allowed_class (ob)); 908 while (!allowed_class (ob));
953 909
954 update_object (ob, UP_OBJ_FACE); 910 update_object (ob, UP_OBJ_FACE);
970 LOG (llevDebug, "Fleeing player is dead.\n"); 926 LOG (llevDebug, "Fleeing player is dead.\n");
971 CLEAR_FLAG (op, FLAG_SCARED); 927 CLEAR_FLAG (op, FLAG_SCARED);
972 return; 928 return;
973 } 929 }
974 930
975 if (op->enemy == NULL) 931 if (!op->enemy)
976 { 932 {
977 LOG (llevDebug, "Fleeing player had no enemy.\n"); 933 LOG (llevDebug, "Fleeing player had no enemy.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 934 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 935 return;
980 } 936 }
981 937
982 /* Seen some crashes here. Since we don't store an
983 * op->enemy_count, it is possible that something destroys the
984 * actual enemy, and the object is recycled.
985 */
986 if (op->enemy->map == NULL)
987 {
988 CLEAR_FLAG (op, FLAG_SCARED);
989 op->enemy = NULL;
990 return;
991 }
992
993 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 938 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
994 { 939 {
995 op->enemy = NULL; 940 op->enemy = NULL;
996 CLEAR_FLAG (op, FLAG_SCARED); 941 CLEAR_FLAG (op, FLAG_SCARED);
997 return; 942 return;
1000 get_rangevector (op, op->enemy, &rv, 0); 945 get_rangevector (op, op->enemy, &rv, 0);
1001 946
1002 dir = absdir (4 + rv.direction); 947 dir = absdir (4 + rv.direction);
1003 for (diff = 0; diff < 3; diff++) 948 for (diff = 0; diff < 3; diff++)
1004 { 949 {
1005 int m = 1 - (RANDOM () & 2); 950 int m = 1 - rndm (2) * 2;
1006 951
1007 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 952 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1008 return; 953 return;
1009 } 954 }
1010 955
1021check_pick (object *op) 966check_pick (object *op)
1022{ 967{
1023 object *tmp, *next; 968 object *tmp, *next;
1024 int stop = 0; 969 int stop = 0;
1025 int wvratio; 970 int wvratio;
1026 char putstring[128];
1027 971
1028 /* if you're flying, you cna't pick up anything */ 972 /* if you're flying, you cna't pick up anything */
1029 if (op->move_type & MOVE_FLYING) 973 if (op->move_type & MOVE_FLYING)
1030 return 1; 974 return 1;
1031 975
1032 next = op->below; 976 next = op->below;
1033 977
978 int cnt = MAX_ITEM_PER_DROP;
979#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
980
1034 /* loop while there are items on the floor that are not marked as 981 /* loop while there are items on the floor that are not marked as
1035 * destroyed */ 982 * destroyed */
1036 while (next && !next->destroyed ()) 983 while (next && !next->destroyed ())
1037 { 984 {
1038 tmp = next; 985 tmp = next;
1039 next = tmp->below; 986 next = tmp->below;
1040 987
988 if (cnt <= 0)
989 {
990 op->failmsg ("Couldn't pickup all items at once.");
991 return 0;
992 }
993
1041 if (op->destroyed ()) 994 if (op->destroyed ())
1042 return 0; 995 return 0;
1043 996
1044 if (!can_pick (op, tmp)) 997 if (!can_pick (op, tmp))
1045 continue; 998 continue;
1046 999
1047 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1000 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1048 { 1001 {
1049 if (item_matched_string (op, tmp, op->contr->search_str)) 1002 if (item_matched_string (op, tmp, op->contr->search_str))
1050 pick_up (op, tmp); 1003 CHK_PICK_PICKUP;
1004
1051 continue; 1005 continue;
1052 } 1006 }
1053 1007
1054 /* high not bit set? We're using the old autopickup model */ 1008 /* pickup handling */
1009 if (op->contr->mode & PU_DEBUG)
1010 {
1011 /* some debugging code to figure out item information */
1012 const char *str = tmp->name
1013 ? format ("item name: %s item type: %d weight/value: %d",
1014 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1015 : format ("item name: %s item type: %d weight/value: %d",
1016 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1017
1018 new_draw_info (NDI_UNIQUE, 0, op, str);
1019 }
1020
1021 if (op->contr->mode & PU_INHIBIT)
1022 return 1;
1023
1024 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1025 return 1;
1026
1027 /* philosophy:
1028 * It's easy to grab an item type from a pile, as long as it's
1029 * generic. This takes no game-time. For more detailed pickups
1030 * and selections, select-items should be used. This is a
1031 * grab-as-you-run type mode that's really useful for arrows for
1032 * example.
1033 * The drawback: right now it has no frontend, so you need to
1034 * stick the bits you want into a calculator in hex mode and then
1035 * convert to decimal and then 'pickup <#>
1036 */
1037
1038 /* the first two modes are exclusive: if NOTHING we return, if
1039 * STOP then we stop. All the rest are applied sequentially,
1040 * meaning if any test passes, the item gets picked up. */
1041
1042 /* if mode is set to pick nothing up, return */
1043 if (op->contr->mode == PU_NOTHING)
1044 return 1;
1045
1046 /* if mode is set to stop when encountering objects, return */
1047 /* take STOP before INHIBIT since it doesn't actually pick
1048 * anything up */
1049 if (op->contr->mode & PU_STOP)
1050 return 0;
1051
1052 /* useful for going into stores and not losing your settings... */
1053 /* and for battles wher you don't want to get loaded down while
1054 * fighting */
1055 if (op->contr->mode & PU_INHIBIT)
1056 return 1;
1057
1058 /* prevent us from turning into auto-thieves :) */
1059 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1060 continue;
1061
1062 /* ignore known cursed objects */
1063 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1064 continue;
1065
1066 /* all food and drink if desired */
1067 /* question: don't pick up known-poisonous stuff? */
1055 if (!(op->contr->mode & PU_NEWMODE)) 1068 if (op->contr->mode & PU_FOOD)
1069 if (tmp->type == FOOD)
1056 { 1070 {
1057 switch (op->contr->mode) 1071 CHK_PICK_PICKUP;
1072 continue;
1073 }
1074
1075 if (op->contr->mode & PU_DRINK)
1076 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_POTION)
1083 if (tmp->type == POTION)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 /* spellbooks, skillscrolls and normal books/scrolls */
1090 if (op->contr->mode & PU_SPELLBOOK)
1091 if (tmp->type == SPELLBOOK)
1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1097 if (op->contr->mode & PU_SKILLSCROLL)
1098 if (tmp->type == SKILLSCROLL)
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 if (op->contr->mode & PU_READABLES)
1105 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1106 {
1107 CHK_PICK_PICKUP;
1108 continue;
1109 }
1110
1111 /* wands/staves/rods/horns */
1112 if (op->contr->mode & PU_MAGIC_DEVICE)
1113 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1114 {
1115 CHK_PICK_PICKUP;
1116 continue;
1117 }
1118
1119 /* pick up all magical items */
1120 if (op->contr->mode & PU_MAGICAL)
1121 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1122 {
1123 CHK_PICK_PICKUP;
1124 continue;
1125 }
1126
1127 if (op->contr->mode & PU_VALUABLES)
1128 {
1129 if (tmp->type == MONEY || tmp->type == GEM)
1058 { 1130 {
1059 case 0: 1131 CHK_PICK_PICKUP;
1060 return 1; /* don't pick up */ 1132 continue;
1061 case 1:
1062 pick_up (op, tmp);
1063 return 1;
1064 case 2:
1065 pick_up (op, tmp);
1066 return 0;
1067 case 3:
1068 return 0; /* stop before pickup */
1069 case 4:
1070 pick_up (op, tmp);
1071 break;
1072 case 5:
1073 pick_up (op, tmp);
1074 stop = 1;
1075 break;
1076 case 6:
1077 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1078 pick_up (op, tmp);
1079 break;
1080
1081 case 7:
1082 if (tmp->type == MONEY || tmp->type == GEM)
1083 pick_up (op, tmp);
1084 break;
1085
1086 default:
1087 /* use value density */
1088 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1089 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1090 pick_up (op, tmp);
1091 } 1133 }
1092 } 1134 }
1093 else 1135
1094 { /* old model */ 1136 /* rings & amulets - talismans seems to be typed AMULET */
1095 /* NEW pickup handling */
1096 if (op->contr->mode & PU_DEBUG) 1137 if (op->contr->mode & PU_JEWELS)
1138 if (tmp->type == RING || tmp->type == AMULET)
1097 { 1139 {
1098 /* some debugging code to figure out item information */ 1140 CHK_PICK_PICKUP;
1099 if (tmp->name != NULL)
1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1101 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1102 else
1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1104 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105
1106 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1107 }
1108
1109 /* philosophy:
1110 * It's easy to grab an item type from a pile, as long as it's
1111 * generic. This takes no game-time. For more detailed pickups
1112 * and selections, select-items should be used. This is a
1113 * grab-as-you-run type mode that's really useful for arrows for
1114 * example.
1115 * The drawback: right now it has no frontend, so you need to
1116 * stick the bits you want into a calculator in hex mode and then
1117 * convert to decimal and then 'pickup <#>
1118 */
1119
1120 /* the first two modes are exclusive: if NOTHING we return, if
1121 * STOP then we stop. All the rest are applied sequentially,
1122 * meaning if any test passes, the item gets picked up. */
1123
1124 /* if mode is set to pick nothing up, return */
1125
1126 if (op->contr->mode & PU_NOTHING)
1127 return 1;
1128
1129 /* if mode is set to stop when encountering objects, return */
1130 /* take STOP before INHIBIT since it doesn't actually pick
1131 * anything up */
1132
1133 if (op->contr->mode & PU_STOP)
1134 return 0;
1135
1136 /* useful for going into stores and not losing your settings... */
1137 /* and for battles wher you don't want to get loaded down while
1138 * fighting */
1139 if (op->contr->mode & PU_INHIBIT)
1140 return 1;
1141
1142 /* prevent us from turning into auto-thieves :) */
1143 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1144 continue; 1141 continue;
1142 }
1145 1143
1146 /* ignore known cursed objects */ 1144 /* we don't forget dragon food */
1147 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1145 if (op->contr->mode & PU_FLESH)
1146 if (tmp->type == FLESH)
1147 {
1148 CHK_PICK_PICKUP;
1148 continue; 1149 continue;
1150 }
1149 1151
1150 /* all food and drink if desired */ 1152 /* bows and arrows. Bows are good for selling! */
1151 /* question: don't pick up known-poisonous stuff? */ 1153 if (op->contr->mode & PU_BOW)
1154 if (tmp->type == BOW)
1155 {
1156 CHK_PICK_PICKUP;
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_ARROW)
1161 if (tmp->type == ARROW)
1162 {
1163 CHK_PICK_PICKUP;
1164 continue;
1165 }
1166
1167 /* all kinds of armor etc. */
1168 if (op->contr->mode & PU_ARMOUR)
1169 if (tmp->type == ARMOUR)
1170 {
1171 CHK_PICK_PICKUP;
1172 continue;
1173 }
1174
1175 if (op->contr->mode & PU_HELMET)
1176 if (tmp->type == HELMET)
1177 {
1178 CHK_PICK_PICKUP;
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_SHIELD)
1183 if (tmp->type == SHIELD)
1184 {
1185 CHK_PICK_PICKUP;
1186 continue;
1187 }
1188
1152 if (op->contr->mode & PU_FOOD) 1189 if (op->contr->mode & PU_BOOTS)
1153 if (tmp->type == FOOD) 1190 if (tmp->type == BOOTS)
1191 {
1192 CHK_PICK_PICKUP;
1193 continue;
1194 }
1195
1196 if (op->contr->mode & PU_GLOVES)
1197 if (tmp->type == GLOVES)
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_CLOAK)
1204 if (tmp->type == CLOAK)
1205 {
1206 CHK_PICK_PICKUP;
1207 continue;
1208 }
1209
1210 /* hoping to catch throwing daggers here */
1211 if (op->contr->mode & PU_MISSILEWEAPON)
1212 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1213 {
1214 CHK_PICK_PICKUP;
1215 continue;
1216 }
1217
1218 /* careful: chairs and tables are weapons! */
1219 if (op->contr->mode & PU_ALLWEAPON)
1220 {
1221 if (tmp->type == WEAPON)
1222 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1154 { 1223 {
1155 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1156 continue; 1225 continue;
1157 } 1226 }
1227 }
1158 1228
1229 /* misc stuff that's useful */
1159 if (op->contr->mode & PU_DRINK) 1230 if (op->contr->mode & PU_KEY)
1160 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1231 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1161 { 1232 {
1162 pick_up (op, tmp); 1233 CHK_PICK_PICKUP;
1163 continue; 1234 continue;
1164 } 1235 }
1165 1236
1237 /* any of the last 4 bits set means we use the ratio for value
1238 * pickups */
1166 if (op->contr->mode & PU_POTION) 1239 if (op->contr->mode & PU_RATIO)
1167 if (tmp->type == POTION) 1240 {
1241 /* use value density to decide what else to grab */
1242 /* >=7 was >= op->contr->mode */
1243 /* >=7 is the old standard setting. Now we take the last 4 bits
1168 { 1244 */
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 /* spellbooks, skillscrolls and normal books/scrolls */
1174 if (op->contr->mode & PU_SPELLBOOK)
1175 if (tmp->type == SPELLBOOK)
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SKILLSCROLL)
1182 if (tmp->type == SKILLSCROLL)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_READABLES)
1189 if (tmp->type == BOOK || tmp->type == SCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 /* wands/staves/rods/horns */
1196 if (op->contr->mode & PU_MAGIC_DEVICE)
1197 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1198 {
1199 pick_up (op, tmp);
1200 continue;
1201 }
1202
1203 /* pick up all magical items */
1204 if (op->contr->mode & PU_MAGICAL) 1245 wvratio = op->contr->mode & PU_RATIO;
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1246 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1206 {
1207 pick_up (op, tmp);
1208 continue;
1209 }
1210
1211 if (op->contr->mode & PU_VALUABLES)
1212 { 1247 {
1213 if (tmp->type == MONEY || tmp->type == GEM) 1248#if 0
1249 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1250 if (tmp->name != NULL)
1214 { 1251 {
1215 pick_up (op, tmp); 1252 fprintf (stderr, "%s", tmp->name);
1216 continue;
1217 } 1253 }
1218 }
1219
1220 /* rings & amulets - talismans seems to be typed AMULET */
1221 if (op->contr->mode & PU_JEWELS)
1222 if (tmp->type == RING || tmp->type == AMULET)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 /* we don't forget dragon food */
1229 if (op->contr->mode & PU_FLESH)
1230 if (tmp->type == FLESH)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 /* bows and arrows. Bows are good for selling! */
1237 if (op->contr->mode & PU_BOW)
1238 if (tmp->type == BOW)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_ARROW)
1245 if (tmp->type == ARROW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 /* all kinds of armor etc. */
1252 if (op->contr->mode & PU_ARMOUR)
1253 if (tmp->type == ARMOUR)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_HELMET)
1260 if (tmp->type == HELMET)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_SHIELD)
1267 if (tmp->type == SHIELD)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_BOOTS)
1274 if (tmp->type == BOOTS)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_GLOVES)
1281 if (tmp->type == GLOVES)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_CLOAK)
1288 if (tmp->type == CLOAK)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 /* hoping to catch throwing daggers here */
1295 if (op->contr->mode & PU_MISSILEWEAPON)
1296 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 /* careful: chairs and tables are weapons! */
1303 if (op->contr->mode & PU_ALLWEAPON)
1304 {
1305 if (tmp->type == WEAPON && tmp->name != NULL)
1306 {
1307 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1308 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1309 {
1310 pick_up (op, tmp);
1311 continue;
1312 }
1313 }
1314
1315 if (tmp->type == WEAPON && tmp->name == NULL)
1316 {
1317 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1318 {
1319 pick_up (op, tmp);
1320 continue;
1321 }
1322 }
1323 }
1324
1325 /* misc stuff that's useful */
1326 if (op->contr->mode & PU_KEY)
1327 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332
1333 /* any of the last 4 bits set means we use the ratio for value
1334 * pickups */
1335 if (op->contr->mode & PU_RATIO)
1336 {
1337 /* use value density to decide what else to grab */
1338 /* >=7 was >= op->contr->mode */
1339 /* >=7 is the old standard setting. Now we take the last 4 bits
1340 * and multiply them by 5, giving 0..15*5== 5..75 */
1341 wvratio = (op->contr->mode & PU_RATIO) * 5;
1342 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1343 {
1344 pick_up (op, tmp);
1345#if 0
1346 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1347 if (tmp->name != NULL)
1348 {
1349 fprintf (stderr, "%s", tmp->name);
1350 }
1351 else 1254 else
1352 fprintf (stderr, "%s", tmp->arch->name); 1255 fprintf (stderr, "%s", tmp->arch->archname);
1353 fprintf (stderr, ",%d] = ", tmp->type); 1256 fprintf (stderr, ",%d] = ", tmp->type);
1354 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1257 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355#endif 1258#endif
1259 CHK_PICK_PICKUP;
1356 continue; 1260 continue;
1357 }
1358 } 1261 }
1359 } /* the new pickup model */ 1262 } /* the new pickup model */
1360 } 1263 }
1361 1264
1362 return !stop; 1265 return !stop;
1368 * found object is returned. 1271 * found object is returned.
1369 */ 1272 */
1370object * 1273object *
1371find_arrow (object *op, const char *type) 1274find_arrow (object *op, const char *type)
1372{ 1275{
1373 object *tmp = 0;
1374
1375 for (op = op->inv; op; op = op->below) 1276 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1377 tmp = find_arrow (op, type);
1378 else if (op->type == ARROW && op->race == type) 1277 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1278 return splay (tmp);
1279
1280 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1281 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1282 if (object *arrow = find_arrow (tmp, type))
1283 {
1284 splay (tmp);
1379 return op; 1285 return arrow;
1286 }
1380 1287
1381 return tmp; 1288 return 0;
1382} 1289}
1383 1290
1384/* 1291/*
1385 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1292 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1386 * against the target. A full test is not performed, simply a basic test 1293 * against the target. A full test is not performed, simply a basic test
1387 * of resistances. The archer is making a quick guess at what he sees down 1294 * of resistances. The archer is making a quick guess at what he sees down
1388 * the hall. Failing that it does it's best to pick the highest plus arrow. 1295 * the hall. Failing that it does it's best to pick the highest plus arrow.
1389 */ 1296 */
1390object * 1297object *
1391find_better_arrow (object *op, object *target, const char *type, int *better) 1298find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1392{ 1299{
1393 object *tmp = NULL, *arrow, *ntmp; 1300 object *tmp = NULL, *arrow, *ntmp;
1394 int attacknum, attacktype, betterby = 0, i; 1301 int attacknum, attacktype, betterby = 0, i;
1395 1302
1396 if (!type) 1303 if (!type)
1400 { 1307 {
1401 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1308 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1402 { 1309 {
1403 i = 0; 1310 i = 0;
1404 ntmp = find_better_arrow (arrow, target, type, &i); 1311 ntmp = find_better_arrow (arrow, target, type, &i);
1312
1405 if (i > betterby) 1313 if (i > betterby)
1406 { 1314 {
1407 tmp = ntmp; 1315 tmp = ntmp;
1408 betterby = i; 1316 betterby = i;
1409 } 1317 }
1410 } 1318 }
1411 else if (arrow->type == ARROW && arrow->race == type) 1319 else if (arrow->type == ARROW && arrow->race == type)
1412 { 1320 {
1413 /* allways prefer assasination/slaying */ 1321 /* allways prefer assasination/slaying */
1414 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1322 if (target->race && arrow->slaying.contains (target->race))
1415 { 1323 {
1416 if (arrow->attacktype & AT_DEATH) 1324 if (arrow->attacktype & AT_DEATH)
1417 { 1325 {
1418 *better = 100; 1326 *better = 100;
1419 return arrow; 1327 return arrow;
1427 else 1335 else
1428 { 1336 {
1429 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1337 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1430 { 1338 {
1431 attacktype = 1 << attacknum; 1339 attacktype = 1 << attacknum;
1432 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1340 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1433 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1341 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1434 { 1342 {
1435 tmp = arrow; 1343 tmp = arrow;
1436 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1344 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1437 } 1345 }
1438 } 1346 }
1347
1439 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1348 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1440 { 1349 {
1441 tmp = arrow; 1350 tmp = arrow;
1442 betterby = 2 + arrow->magic + arrow->stats.dam; 1351 betterby = 2 + arrow->magic + arrow->stats.dam;
1443 } 1352 }
1353
1444 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1354 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1445 { 1355 {
1446 tmp = arrow; 1356 tmp = arrow;
1447 betterby = 1 + arrow->magic + arrow->stats.dam; 1357 betterby = 1 + arrow->magic + arrow->stats.dam;
1448 } 1358 }
1449 } 1359 }
1450 } 1360 }
1451 } 1361 }
1362
1452 if (tmp == NULL && arrow == NULL) 1363 if (tmp == NULL && arrow == NULL)
1453 return find_arrow (op, type); 1364 return find_arrow (op, type);
1454 1365
1455 *better = betterby; 1366 *better = betterby;
1456 return tmp; 1367 return tmp;
1461 * op = the shooter 1372 * op = the shooter
1462 * type = bow->race 1373 * type = bow->race
1463 * dir = fire direction 1374 * dir = fire direction
1464 */ 1375 */
1465object * 1376object *
1466pick_arrow_target (object *op, const char *type, int dir) 1377pick_arrow_target (object *op, shstr_cmp type, int dir)
1467{ 1378{
1468 object *tmp = NULL; 1379 object *tmp = NULL;
1469 maptile *m; 1380 maptile *m;
1470 int i, mflags, found, number; 1381 int i, mflags, found, number;
1471 sint16 x, y; 1382 sint16 x, y;
1486 for (i = 0, found = 0; i < 20; i++) 1397 for (i = 0, found = 0; i < 20; i++)
1487 { 1398 {
1488 x += freearr_x[dir]; 1399 x += freearr_x[dir];
1489 y += freearr_y[dir]; 1400 y += freearr_y[dir];
1490 mflags = get_map_flags (m, &m, x, y, &x, &y); 1401 mflags = get_map_flags (m, &m, x, y, &x, &y);
1402
1491 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1403 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1492 { 1404 {
1493 tmp = NULL; 1405 tmp = 0;
1494 break; 1406 break;
1495 } 1407 }
1496 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1408 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1497 { 1409 {
1498 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1410 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1499 * perhaps a bad assumption. 1411 * perhaps a bad assumption.
1500 */ 1412 */
1501 tmp = NULL; 1413 tmp = 0;
1502 break; 1414 break;
1503 } 1415 }
1416
1504 if (mflags & P_IS_ALIVE) 1417 if (mflags & P_IS_ALIVE)
1505 {
1506 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1418 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1419 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1508 {
1509 found++;
1510 break;
1511 }
1512 if (found)
1513 break; 1420 break;
1514 }
1515 } 1421 }
1516 if (tmp == NULL) 1422
1423 if (!tmp)
1517 return find_arrow (op, type); 1424 return find_arrow (op, type);
1518 1425
1519 if (tmp->head) 1426 if (tmp->head)
1520 tmp = tmp->head; 1427 tmp = tmp->head;
1521 1428
1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1468 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1562 return 0; 1469 return 0;
1563 } 1470 }
1564 1471
1565 // optimisation: move object to top so we will find it quickly again 1472 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below) 1473 splay (bow);
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1572 } 1474 }
1573 1475
1574 if (!bow->race || !bow->skill) 1476 if (!bow->race || !bow->skill)
1575 { 1477 {
1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1478 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1602 } 1504 }
1603 1505
1604 /* this should not happen, but sometimes does */ 1506 /* this should not happen, but sometimes does */
1605 if (arrow->nrof == 0) 1507 if (arrow->nrof == 0)
1606 { 1508 {
1509 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1607 arrow->destroy (); 1510 arrow->destroy ();
1608 return 0; 1511 return 0;
1609 } 1512 }
1610 1513
1611 left = arrow; /* these are arrows left to the player */ 1514 left = arrow; /* these are arrows left to the player */
1612 arrow = get_split_ob (arrow, 1); 1515 arrow = arrow->split ();
1613 if (!arrow) 1516 if (!arrow)
1614 { 1517 {
1615 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1518 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1616 return 0; 1519 return 0;
1617 } 1520 }
1621 arrow->direction = dir; 1524 arrow->direction = dir;
1622 1525
1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1526 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1624 arrow->stats.hp = arrow->stats.dam; 1527 arrow->stats.hp = arrow->stats.dam;
1625 arrow->stats.grace = arrow->attacktype; 1528 arrow->stats.grace = arrow->attacktype;
1626 1529 arrow->custom_name = arrow->slaying;
1627 if (arrow->slaying)
1628 arrow->spellarg = strdup (arrow->slaying);
1629 1530
1630#if 0 1531#if 0
1631 if (player *pl = op->contr) 1532 if (player *pl = op->contr)
1632 { 1533 {
1633 float speed = pl->weapon_sp; 1534 float speed = pl->weapon_sp;
1679 1580
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1581 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1582 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1583 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1584
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1585 op->play_sound (sound_find ("fire_arrow"));
1685 m->insert (arrow, sx, sy, op); 1586 m->insert (arrow, sx, sy, op);
1686 1587
1687 if (!arrow->destroyed ()) 1588 if (!arrow->destroyed ())
1688 move_arrow (arrow); 1589 move_arrow (arrow);
1689
1690 if (op->type == PLAYER)
1691 {
1692 if (left->destroyed ())
1693 esrv_del_item (op->contr, left->count);
1694 else
1695 esrv_send_item (op, left);
1696 }
1697 1590
1698 return 1; 1591 return 1;
1699} 1592}
1700 1593
1701/* Special fire code for players - this takes into 1594/* Special fire code for players - this takes into
1706 * hence the function name. 1599 * hence the function name.
1707 */ 1600 */
1708int 1601int
1709player_fire_bow (object *op, int dir) 1602player_fire_bow (object *op, int dir)
1710{ 1603{
1711 int ret = 0, wcmod = 0; 1604 int ret;
1712 1605
1713 if (op->contr->bowtype == bow_bestarrow) 1606 if (op->contr->bowtype == bow_bestarrow)
1714 { 1607 {
1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1608 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1716 } 1609 }
1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1610 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 { 1611 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1612 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1720 wcmod = -1;
1721
1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1613 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1723 } 1614 }
1724 else if (op->contr->bowtype == bow_threewide) 1615 else if (op->contr->bowtype == bow_threewide)
1725 { 1616 {
1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1617 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1618 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1728 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1619 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1729 } 1620 }
1730 else if (op->contr->bowtype == bow_spreadshot) 1621 else if (op->contr->bowtype == bow_spreadshot)
1731 { 1622 {
1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1623 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1624 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1625 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1735 } 1626 }
1736 else 1627 else
1737 { 1628 {
1767 1658
1768 if (item->type == WAND) 1659 if (item->type == WAND)
1769 { 1660 {
1770 if (item->stats.food <= 0) 1661 if (item->stats.food <= 0)
1771 { 1662 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1663 op->contr->play_sound (sound_find ("wand_poof"));
1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1664 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774 1665
1775 return; 1666 return;
1776 } 1667 }
1777 } 1668 }
1778 else if (item->type == ROD || item->type == HORN) 1669 else if (item->type == ROD || item->type == HORN)
1779 { 1670 {
1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1671 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1672
1673 // using the maximum of the rods charge allows at least one spell cast
1674 // for a rod or horn, this fixes some broken rods.
1675 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1781 { 1676 {
1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1677 op->contr->play_sound (sound_find ("wand_poof"));
1783 1678
1784 if (item->type == ROD) 1679 if (item->type == ROD)
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1680 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1786 else 1681 else
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1682 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1790 } 1685 }
1791 } 1686 }
1792 1687
1793 if (cast_spell (op, item, dir, item->inv, NULL)) 1688 if (cast_spell (op, item, dir, item->inv, NULL))
1794 { 1689 {
1795 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1690 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1691
1796 if (item->type == WAND) 1692 if (item->type == WAND)
1797 { 1693 {
1798 if (!(--item->stats.food)) 1694 if (!(--item->stats.food))
1799 { 1695 {
1800 object *tmp; 1696 object *tmp;
1801 1697
1802 if (item->arch) 1698 if (item->arch)
1803 { 1699 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1700 CLEAR_FLAG (item, FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1701 item->face = item->arch->face;
1806 item->set_speed (0); 1702 item->set_speed (0);
1807 } 1703 }
1808 1704
1809 if ((tmp = item->in_player ())) 1705 if (object *pl = item->visible_to ())
1810 esrv_update_item (UPD_ANIM, tmp, item); 1706 esrv_update_item (UPD_ANIM, pl, item);
1811 } 1707 }
1812 } 1708 }
1813 else if (item->type == ROD || item->type == HORN) 1709 else if (item->type == ROD || item->type == HORN)
1814 drain_rod_charge (item); 1710 drain_rod_charge (item);
1815 } 1711 }
1820bool 1716bool
1821fire (object *op, int dir) 1717fire (object *op, int dir)
1822{ 1718{
1823 int spellcost = 0; 1719 int spellcost = 0;
1824 1720
1825 /* check for loss of invisiblity/hide */
1826 if (action_makes_visible (op))
1827 make_visible (op);
1828
1829 player *pl = op->contr; 1721 player *pl = op->contr;
1830 1722
1831 if (pl->golem) 1723 if (pl->golem)
1832 { 1724 {
1833 control_golem (op->contr->golem, dir); 1725 control_golem (op->contr->golem, dir);
1835 } 1727 }
1836 1728
1837 object *ob = pl->ranged_ob; 1729 object *ob = pl->ranged_ob;
1838 1730
1839 if (!ob) 1731 if (!ob)
1840 return false;
1841
1842 if (!op->change_weapon (ob))
1843 return false; 1732 return false;
1844 1733
1845 if (op->speed_left > 0.f) 1734 if (op->speed_left > 0.f)
1846 --op->speed_left; 1735 --op->speed_left;
1847 else 1736 else
1848 return false; 1737 return false;
1849 1738
1739 if (!op->change_weapon (ob))
1740 return false;
1741
1742 /* check for loss of invisiblity/hide */
1743 if (action_makes_visible (op))
1744 make_visible (op);
1745
1850 switch (ob->type) 1746 switch (ob->type)
1851 { 1747 {
1852 case BOW: 1748 case BOW:
1853 player_fire_bow (op, dir); 1749 player_fire_bow (op, dir);
1854 break; 1750 break;
1855 1751
1856 case SPELL: 1752 case SPELL:
1857 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1753 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1858 break; 1754 break;
1859 1755
1860 case BUILDER: 1756 case BUILDER:
1861 apply_map_builder (op, dir); 1757 apply_map_builder (op, dir);
1862 break; 1758 break;
1895 /* First, lets try to find a key in the top level inventory */ 1791 /* First, lets try to find a key in the top level inventory */
1896 for (tmp = container->inv; tmp; tmp = tmp->below) 1792 for (tmp = container->inv; tmp; tmp = tmp->below)
1897 { 1793 {
1898 if (door->type == DOOR && tmp->type == KEY) 1794 if (door->type == DOOR && tmp->type == KEY)
1899 break; 1795 break;
1796
1900 /* For sanity, we should really check door type, but other stuff 1797 /* For sanity, we should really check door type, but other stuff
1901 * (like containers) can be locked with special keys 1798 * (like containers) can be locked with special keys
1902 */ 1799 */
1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1800 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1904 break; 1801 break;
1910 * a key, return 1807 * a key, return
1911 */ 1808 */
1912 if (!tmp) 1809 if (!tmp)
1913 { 1810 {
1914 for (tmp = container->inv; tmp; tmp = tmp->below) 1811 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 {
1916 /* No reason to search empty containers */ 1812 /* No reason to search empty containers */
1917 if (tmp->type == CONTAINER && tmp->inv) 1813 if (tmp->type == CONTAINER && tmp->inv)
1918 {
1919 if ((key = find_key (pl, tmp, door))) 1814 if ((key = find_key (pl, tmp, door)))
1920 return key; 1815 return key;
1921 }
1922 }
1923 1816
1924 if (!tmp) 1817 if (!tmp)
1925 return NULL; 1818 return 0;
1926 } 1819 }
1927 1820
1928 /* We get down here if we have found a key. Now if its in a container, 1821 /* We get down here if we have found a key. Now if its in a container,
1929 * see if we actually want to use it 1822 * see if we actually want to use it
1930 */ 1823 */
1931 if (pl != container) 1824 if (pl != container)
1932 { 1825 {
1933 /* Only let players use keys in containers */ 1826 /* Only let players use keys in containers */
1934 if (!pl->contr) 1827 if (!pl->contr)
1935 return NULL; 1828 return 0;
1829
1936 /* cases where this fails: 1830 /* cases where this fails:
1937 * If we only search the player inventory, return now since we 1831 * If we only search the player inventory, return now since we
1938 * are not in the players inventory. 1832 * are not in the players inventory.
1939 * If the container is not active, return now since only active 1833 * If the container is not active, return now since only active
1940 * containers can be used. 1834 * containers can be used.
1946 * Change the color so that the message doesn't disappear with 1840 * Change the color so that the message doesn't disappear with
1947 * all the others. 1841 * all the others.
1948 */ 1842 */
1949 if (pl->contr->usekeys == key_inventory || 1843 if (pl->contr->usekeys == key_inventory ||
1950 !QUERY_FLAG (container, FLAG_APPLIED) || 1844 !QUERY_FLAG (container, FLAG_APPLIED) ||
1951 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1845 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1952 { 1846 {
1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1847 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1954 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1848 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1955 return NULL; 1849 return NULL;
1956 } 1850 }
1976 /* If we found a key, do some extra work */ 1870 /* If we found a key, do some extra work */
1977 if (key) 1871 if (key)
1978 { 1872 {
1979 object *container = key->env; 1873 object *container = key->env;
1980 1874
1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
1983 if (action_makes_visible (op)) 1875 if (action_makes_visible (op))
1984 make_visible (op); 1876 make_visible (op);
1985 1877
1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1878 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1987 spring_trap (door->inv, op); 1879 spring_trap (door->inv, op);
1988 1880
1989 if (door->type == DOOR) 1881 if (door->type == DOOR)
1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1882 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1991 else if (door->type == LOCKED_DOOR) 1883 else if (door->type == LOCKED_DOOR)
1992 { 1884 {
1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1885 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1994 remove_door2 (door); /* remove door without violence ;-) */ 1886 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1887 }
1996 1888
1997 /* Do this after we print the message */ 1889 /* Do this after we print the message */
1998 decrease_ob (key); /* Use up one of the keys */ 1890 key->decrease (); /* Use up one of the keys */
1999 /* Need to update the weight the container the key was in */
2000 if (container != op)
2001 esrv_update_item (UPD_WEIGHT, op, container);
2002 1891
2003 return 1; /* Nothing more to do below */ 1892 return 1; /* Nothing more to do below */
2004 } 1893 }
2005 else if (door->type == LOCKED_DOOR) 1894 else if (door->type == LOCKED_DOOR)
2006 { 1895 {
2007 /* Might as well return now - no other way to open this */ 1896 /* Might as well return now - no other way to open this */
2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1897 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2009 return 1; 1898 return 1;
2010 } 1899 }
2011 1900
2012 return 0; 1901 return 0;
2013} 1902}
2019 * going to try and move (not fire weapons). 1908 * going to try and move (not fire weapons).
2020 */ 1909 */
2021bool 1910bool
2022move_player_attack (object *op, int dir) 1911move_player_attack (object *op, int dir)
2023{ 1912{
1913 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1914 {
1915 --op->speed_left;
1916 return true;
1917 }
1918
2024 int on_battleground; 1919 int on_battleground;
2025 1920
2026 sint16 nx = freearr_x[dir] + op->x; 1921 sint16 nx = freearr_x[dir] + op->x;
2027 sint16 ny = freearr_y[dir] + op->y; 1922 sint16 ny = freearr_y[dir] + op->y;
2028 1923
2029 on_battleground = op_on_battleground (op, 0, 0); 1924 on_battleground = op_on_battleground (op, 0, 0);
2030 1925
2031 if (out_of_map (op->map, nx, ny)) 1926 if (out_of_map (op->map, nx, ny))
2032 return false; 1927 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2039 1928
2040 /* If braced, or can't move to the square, and it is not out of the 1929 /* If braced, or can't move to the square, and it is not out of the
2041 * map, attack it. Note order of if statement is important - don't 1930 * map, attack it. Note order of if statement is important - don't
2042 * want to be calling move_ob if braced, because move_ob will move the 1931 * want to be calling move_ob if braced, because move_ob will move the
2043 * player. This is a pretty nasty hack, because if we could 1932 * player. This is a pretty nasty hack, because if we could
2100 1989
2101 if (op->speed_left > 0.f) 1990 if (op->speed_left > 0.f)
2102 { 1991 {
2103 --op->speed_left; 1992 --op->speed_left;
2104 1993
2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1994 op->play_sound (sound_find ("push_player"));
2106 push_ob (mon, dir, op); 1995 push_ob (mon, dir, op);
2107 1996
2108 if (op->contr->tmp_invis || op->hide) 1997 if (action_makes_visible (op))
2109 make_visible (op); 1998 make_visible (op);
2110 1999
2111 return true; 2000 return true;
2112 } 2001 }
2113 else 2002 else
2129 { 2018 {
2130 --op->speed_left; 2019 --op->speed_left;
2131 2020
2132 if (!op->contr->braced) 2021 if (!op->contr->braced)
2133 { 2022 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2023 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 2024 push_ob (mon, dir, op);
2136 } 2025 }
2137 else 2026 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 2027 op->statusmsg ("You withhold your attack");
2139 2028
2140 if (op->contr->tmp_invis || op->hide) 2029 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2141 make_visible (op); 2030 make_visible (op);
2142 2031
2143 return true; 2032 return true;
2144 } 2033 }
2145 } 2034 }
2187bool 2076bool
2188move_player (object *op, int dir) 2077move_player (object *op, int dir)
2189{ 2078{
2190 int pick; 2079 int pick;
2191 2080
2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2081 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2193 return 0; 2082 return 0;
2194 2083
2195 /* Sanity check: make sure dir is valid */ 2084 /* Sanity check: make sure dir is valid */
2196 if ((dir < 0) || (dir >= 9)) 2085 if ((dir < 0) || (dir >= 9))
2197 { 2086 {
2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2092 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2204 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2093 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2205 2094
2206 op->facing = dir; 2095 op->facing = dir;
2207 2096
2208 if (op->hide) 2097 if (op->flag [FLAG_HIDDEN])
2209 do_hidden_move (op); 2098 do_hidden_move (op);
2210 2099
2211 bool retval; 2100 bool retval;
2212 2101
2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2102 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2282 return 0; 2171 return 0;
2283 2172
2284 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2173 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2174 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2286 { 2175 {
2287 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2176 op->play_sound (sound_find ("ob_evaporate"));
2288 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2177 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2289
2290 if (op->contr)
2291 esrv_del_item (op->contr, tmp->count);
2292 2178
2293 tmp->destroy (); 2179 tmp->destroy ();
2294 CLEAR_FLAG (op, FLAG_LIFESAVE); 2180 CLEAR_FLAG (op, FLAG_LIFESAVE);
2295 2181
2296 if (op->stats.hp < 0) 2182 if (op->stats.hp < 0)
2309 return 0; 2195 return 0;
2310} 2196}
2311 2197
2312/* This goes throws the inventory and removes unpaid objects, and puts them 2198/* This goes throws the inventory and removes unpaid objects, and puts them
2313 * back in the map (location and map determined by values of env). This 2199 * back in the map (location and map determined by values of env). This
2314 * function will descend into containers. op is the object to start the search 2200 * function will descend into containers. op is the object to start the search
2315 * from. 2201 * from.
2316 */ 2202 */
2203static void
2204drop_unpaid_items (object *op, object *env)
2205{
2206 while (op)
2207 {
2208 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2209
2210 if (QUERY_FLAG (op, FLAG_UNPAID))
2211 op->insert_at (env);
2212 else if (op->inv)
2213 drop_unpaid_items (op->inv, env);
2214
2215 op = next;
2216 }
2217}
2218
2317void 2219void
2318remove_unpaid_objects (object *op, object *env) 2220object::drop_unpaid_items ()
2319{ 2221{
2320 while (op) 2222 if (!flag [FLAG_REMOVED])
2321 { 2223 ::drop_unpaid_items (inv, this);
2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2323
2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2325 {
2326 if (env->type == PLAYER)
2327 esrv_del_item (env->contr, op->count);
2328
2329 op->insert_at (env);
2330 }
2331 else if (op->inv)
2332 remove_unpaid_objects (op->inv, env);
2333
2334 op = next;
2335 }
2336} 2224}
2337 2225
2338/* 2226/*
2339 * Returns pointer a static string containing gravestone text 2227 * Returns pointer a static string containing gravestone text
2340 * Moved from apply.c to player.c - player.c is what 2228 * Moved from apply.c to player.c - player.c is what
2341 * actually uses this function. player.c may not be quite the 2229 * actually uses this function. player.c may not be quite the
2342 * best, a misc file for object actions is probably better, 2230 * best, a misc file for object actions is probably better,
2343 * but there isn't one in the server directory. 2231 * but there isn't one in the server directory.
2344 */ 2232 */
2345char * 2233const char *
2346gravestone_text (object *op) 2234gravestone_text (object *op)
2347{ 2235{
2348 static char buf2[MAX_BUF]; 2236 static dynbuf_text buf;
2349 char buf[MAX_BUF];
2350 time_t now = time (NULL);
2351 2237
2352 strcpy (buf2, " R.I.P.\n\n"); 2238 buf << "---- R.I.P. ----\n\n"
2239 << op->name;
2240
2353 if (op->type == PLAYER) 2241 if (op->type == PLAYER)
2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2242 buf << " the " << op->contr->title;
2355 else
2356 sprintf (buf, "%s\n", &op->name);
2357 2243
2358 strncat (buf2, " ", 20 - strlen (buf) / 2); 2244 buf << "\n\n";
2359 strcat (buf2, buf); 2245
2246 buf << "who was level ";
2247 buf << (sint32)op->level << "\n\n" // OO breakdown
2248 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2249
2360 if (op->type == PLAYER) 2250 if (op->type == PLAYER)
2361 sprintf (buf, "who was in level %d when killed\n", op->level); 2251 buf << "by " << op->contr->killer_name () << ".\n\n";
2362 else
2363 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2364 2252
2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf);
2367 if (op->type == PLAYER)
2368 { 2253 {
2369 sprintf (buf, "by %s.\n\n", op->contr->killer); 2254 static char buf2[128];
2370 strncat (buf2, " ", 21 - strlen (buf) / 2); 2255 time_t now = time (NULL);
2371 strcat (buf2, buf);
2372 }
2373
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2256 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2257 buf << buf2;
2376 strcat (buf2, buf); 2258 }
2377 2259
2378 return buf2; 2260 return buf;
2379} 2261}
2380 2262
2381void 2263void
2382do_some_living (object *op) 2264do_some_living (object *op)
2383{ 2265{
2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2317 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2436 else 2318 else
2437 { 2319 {
2438 gen_grace = op->stats.maxgrace; 2320 gen_grace = op->stats.maxgrace;
2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2321 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2440 }
2441
2442 /* Regenerate Spell Points */
2443 if (!op->contr->golem && --op->last_sp < 0)
2444 {
2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2446 if (op->stats.sp < op->stats.maxsp)
2447 {
2448 op->stats.sp++;
2449 /* dms do not consume food */
2450 if (!QUERY_FLAG (op, FLAG_WIZ))
2451 {
2452 op->stats.food--;
2453 if (op->contr->digestion < 0)
2454 op->stats.food += op->contr->digestion;
2455 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2456 op->stats.food = last_food;
2457 }
2458 }
2459
2460 if (max_sp > 1)
2461 {
2462 over_sp = (gen_sp + 10) / rate_sp;
2463 if (over_sp > 0)
2464 {
2465 if (op->stats.sp < op->stats.maxsp)
2466 {
2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2469 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2470 op->stats.sp--;
2471
2472 if (op->stats.sp > op->stats.maxsp)
2473 op->stats.sp = op->stats.maxsp;
2474 }
2475 op->last_sp = 0;
2476 }
2477 else
2478 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2479 }
2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 } 2322 }
2483 2323
2484 /* Regenerate Grace */ 2324 /* Regenerate Grace */
2485 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2325 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2486 if (--op->last_grace < 0) 2326 if (--op->last_grace < 0)
2507 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2347 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2508 } 2348 }
2509 /* wearing stuff doesn't detract from grace generation. */ 2349 /* wearing stuff doesn't detract from grace generation. */
2510 } 2350 }
2511 2351
2352 if (op->stats.food > 0)
2353 {
2512 /* Regenerate Hit Points */ 2354 /* Regenerate Spell Points */
2513 if (--op->last_heal < 0) 2355 if (!op->contr->golem && --op->last_sp < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2516 { 2356 {
2517 op->stats.hp++; 2357 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2518 /* dms do not consume food */ 2358
2519 if (!QUERY_FLAG (op, FLAG_WIZ)) 2359 if (op->stats.sp < op->stats.maxsp)
2520 { 2360 {
2361 op->stats.sp++;
2362
2363 /* dms do not consume food */
2364 if (!QUERY_FLAG (op, FLAG_WIZ))
2365 {
2521 op->stats.food--; 2366 op->stats.food--;
2367
2522 if (op->contr->digestion < 0) 2368 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion; 2369 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2370 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food; 2371 op->stats.food = last_food;
2372 }
2526 } 2373 }
2527 }
2528 2374
2529 if (max_hp > 1) 2375 if (max_sp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532 if (over_hp > 0)
2533 { 2376 {
2534 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2377 over_sp = (gen_sp + 10) / rate_sp;
2378 if (over_sp > 0)
2379 {
2380 if (op->stats.sp < op->stats.maxsp)
2381 {
2382 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2383
2384 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2385 op->stats.sp--;
2386
2387 if (op->stats.sp > op->stats.maxsp)
2388 op->stats.sp = op->stats.maxsp;
2389 }
2390
2535 op->last_heal = 0; 2391 op->last_sp = 0;
2392 }
2393 else
2394 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2536 } 2395 }
2537 else 2396 else
2397 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2398 }
2399
2400 /* Regenerate Hit Points */
2401 if (--op->last_heal < 0)
2402 {
2403 if (op->stats.hp < op->stats.maxhp)
2538 { 2404 {
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2405 op->stats.hp++;
2406
2407 /* dms do not consume food */
2408 if (!QUERY_FLAG (op, FLAG_WIZ))
2409 {
2410 op->stats.food--;
2411
2412 if (op->contr->digestion < 0)
2413 op->stats.food += op->contr->digestion;
2414 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2415 op->stats.food = last_food;
2416 }
2540 } 2417 }
2418
2419 if (max_hp > 1)
2420 {
2421 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2422
2423 if (over_hp > 0)
2424 {
2425 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2426 op->last_heal = 0;
2427 }
2428 else
2429 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2541 } 2430 }
2542 else 2431 else
2543 {
2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2432 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545 } 2433 }
2546 } 2434 }
2547 2435
2548 /* Digestion */ 2436 /* Digestion */
2549 if (--op->last_eat < 0) 2437 if (--op->last_eat < 0)
2550 { 2438 {
2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2439 int bonus = max (0, op->contr->digestion),
2440 penalty = max (0, -op->contr->digestion);
2552 2441
2553 if (op->contr->gen_hp > 0)
2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2442 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2555 else
2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557 2443
2558 /* dms do not consume food */ 2444 /* dms do not consume food */
2559 if (!QUERY_FLAG (op, FLAG_WIZ)) 2445 if (!QUERY_FLAG (op, FLAG_WIZ))
2560 op->stats.food--; 2446 op->stats.food--;
2561 } 2447 }
2562 2448
2563 if (op->stats.food < 0 && op->stats.hp >= 0) 2449 if (op->stats.food < 0 && op->stats.hp >= 0)
2564 { 2450 {
2565 object *tmp, *flesh = 0; 2451 object *flesh = 0;
2566 2452
2567 for (tmp = op->inv; tmp; tmp = tmp->below) 2453 for_inv_removable (op, tmp)
2568 { 2454 {
2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2455 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2456 continue;
2457
2458 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2570 { 2459 {
2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2460 op->statusmsg ("You blindly grab for a bite of food. "
2572 { 2461 "H<To prevent you from starving, you ate some random item from your backpack.>");
2573 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2574 manual_apply (op, tmp, 0); 2462 manual_apply (op, tmp, 0);
2463
2575 if (op->stats.food >= 0 || op->stats.hp < 0) 2464 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2465 break;
2577 } 2466 }
2578 else if (tmp->type == FLESH) 2467 else if (tmp->type == FLESH)
2579 flesh = tmp; 2468 flesh = tmp;
2580 } /* End if paid for object */ 2469 }
2581 } /* end of for loop */
2582 2470
2583 /* If player is still starving, it means they don't have any food, so 2471 /* If player is still starving, it means they don't have any food, so
2584 * eat flesh instead. 2472 * eat flesh instead.
2585 */ 2473 */
2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2474 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2587 { 2475 {
2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2476 op->statusmsg ("You blindly grab for a bite of food. "
2477 "H<To prevent you from starving, you ate some random item from your backpack.>");
2589 manual_apply (op, flesh, 0); 2478 manual_apply (op, flesh, 0);
2590 } 2479 }
2480
2481 // If player is still starving, alert him!
2482 if (op->stats.food < 0)
2483 op->failmsg ("You are starving! "
2484 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2485 }
2486
2487 if (op->stats.food < 0)
2591 } 2488 {
2489 op->stats.hp += op->stats.food;
2490 op->stats.food = 0;
2592 2491
2593 while (op->stats.food < 0 && op->stats.hp >= 0) 2492 if (op->stats.hp < 0)
2594 op->stats.food++, op->stats.hp--; 2493 {
2494 op->contr->killer = archetype::get ("killer_starvation");
2495 op->contr->killer->destroy ();
2496 }
2497 }
2595 2498
2499 /* killer should be set here already */
2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2500 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2597 kill_player (op); 2501 kill_player (op);
2598 } 2502 }
2599} 2503}
2600 2504
2604 * file. 2508 * file.
2605 */ 2509 */
2606void 2510void
2607kill_player (object *op) 2511kill_player (object *op)
2608{ 2512{
2609 char buf[MAX_BUF];
2610 int x, y; 2513 int x, y;
2611
2612 //int i;
2613 maptile *map; /* this is for resurrection */ 2514 maptile *map; /* this is for resurrection */
2614
2615 /* int z;
2616 int num_stats_lose;
2617 int lost_a_stat;
2618 int lose_this_stat;
2619 int this_stat; */
2620 int will_kill_again; 2515 int will_kill_again;
2621 archetype *at; 2516 archetype *at;
2622 object *tmp; 2517 object *tmp;
2623 2518
2624 if (save_life (op)) 2519 if (save_life (op))
2625 return; 2520 return;
2626 2521
2522 dynbuf_text deathtab;
2523
2524 /* restore player */
2525 at = archetype::find ("poisoning");
2526 if (object *tmp = present_arch_in_ob (at, op))
2527 {
2528 tmp->destroy ();
2529 deathtab << "Your body feels cleansed...\r";
2530 }
2531
2532 at = archetype::find ("confusion");
2533 if (object *tmp = present_arch_in_ob (at, op))
2534 {
2535 tmp->destroy ();
2536 deathtab << "Your mind feels clearer...\r";
2537 }
2538
2539 cure_disease (op, 0, 0); /* remove any disease */
2540
2541 max_it (op->stats.hp , op->stats.maxhp);
2542 max_it (op->stats.sp , op->stats.maxsp);
2543 max_it (op->stats.grace, op->stats.maxgrace);
2544
2545 if (op->stats.food <= 0)
2546 op->stats.food = 999;
2547
2548 // remove all spell effects that are active
2549 // to avoid long-term effects such as word-of-recall
2550 for (object *item = op->inv; item; )
2551 {
2552 object *next = item->below;
2553
2554 if (item->type == SPELL_EFFECT && item->active)
2555 item->destroy ();
2556
2557 item = next;
2558 }
2627 2559
2628 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2560 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2629 * in cities ONLY!!! It is very important that this doesn't get abused. 2561 * in cities ONLY!!! It is very important that this doesn't get abused.
2630 * Look at op_on_battleground() for more info --AndreasV 2562 * Look at op_on_battleground() for more info --AndreasV
2631 */ 2563 */
2632 if (op_on_battleground (op, &x, &y)) 2564 if (op_on_battleground (op, &x, &y))
2633 { 2565 {
2634 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2566 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2636
2637 /* restore player */
2638 at = archetype::find ("poisoning");
2639 if (object *tmp = present_arch_in_ob (at, op))
2640 {
2641 tmp->destroy ();
2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2643 }
2644
2645 at = archetype::find ("confusion");
2646 if (object *tmp = present_arch_in_ob (at, op))
2647 {
2648 tmp->destroy ();
2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2650 }
2651
2652 cure_disease (op, 0); /* remove any disease */
2653 op->stats.hp = op->stats.maxhp;
2654 if (op->stats.food <= 0)
2655 op->stats.food = 999;
2656 2567
2657 /* create a bodypart-trophy to make the winner happy */ 2568 /* create a bodypart-trophy to make the winner happy */
2658 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2569 if (object *tmp = arch_to_object (archetype::find ("finger")))
2659 { 2570 {
2660 sprintf (buf, "%s's finger", &op->name); 2571 tmp->name = format ("%s's finger" , &op->name);
2661 tmp->name = buf; 2572 tmp->name_pl = format ("%s's fingers", &op->name);
2662 sprintf (buf, " This finger has been cut off %s\n"
2663 " the %s, when he was defeated at\n level %d by %s.\n",
2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2665 tmp->msg = buf; 2573 tmp->msg = format (
2574 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2575 &op->name, op->contr->title,
2576 (int)op->level,
2577 op->contr->killer_name ()
2578 );
2666 tmp->value = 0, tmp->type = 0; 2579 tmp->value = 0, tmp->type = 0;
2667 tmp->materialname = "organics"; 2580 tmp->materialname = "organics";
2668 tmp->insert_at (op, tmp); 2581 tmp->insert_at (op, tmp);
2669 } 2582 }
2670 2583
2671 /* teleport defeated player to new destination */ 2584 /* teleport defeated player to new destination */
2672 transfer_ob (op, x, y, 0, NULL); 2585 transfer_ob (op, x, y, 0, NULL);
2673 op->contr->braced = 0; 2586 op->contr->braced = 0;
2587
2588 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2674 return; 2589 return;
2675 } 2590 }
2676 2591
2592 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2593 deathtab << "T<YOU HAVE DIED>\n\n";
2594
2677 INVOKE_PLAYER (DEATH, op->contr); 2595 INVOKE_PLAYER (DEATH, op->contr);
2678 2596
2679 command_kill_pets (op, 0); 2597 command_kill_pets (op, 0);
2680 2598
2681 if (op->stats.food < 0) 2599 op->contr->play_sound (sound_find ("player_dies"));
2682 {
2683 sprintf (buf, "%s starved to death.", &op->name);
2684 strcpy (op->contr->killer, "starvation");
2685 }
2686 else
2687 sprintf (buf, "%s died.", &op->name);
2688
2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2690 2600
2691 /* save the map location for corpse, gravestone */ 2601 /* save the map location for corpse, gravestone */
2692 x = op->x; 2602 x = op->x;
2693 y = op->y; 2603 y = op->y;
2694 map = op->map; 2604 map = op->map;
2722 2632
2723 lost_a_stat = 0; 2633 lost_a_stat = 0;
2724 2634
2725 for (z = 0; z < num_stats_lose; z++) 2635 for (z = 0; z < num_stats_lose; z++)
2726 { 2636 {
2727 i = RANDOM () % NUM_STATS; 2637 i = rndm (NUM_STATS);
2728 2638
2729 if (settings.stat_loss_on_death) 2639 if (settings.stat_loss_on_death)
2730 { 2640 {
2731 /* Pick a random stat and take a point off it. Tell the player 2641 /* Pick a random stat and take a point off it. Tell the player
2732 * what he lost. 2642 * what he lost.
2783 } 2693 }
2784 } 2694 }
2785 2695
2786 if (lose_this_stat) 2696 if (lose_this_stat)
2787 { 2697 {
2788 this_stat = get_attr_value (&(dep->stats), i); 2698 this_stat = get_attr_value (&dep->stats, i);
2789 /* We could try to do something clever like find another 2699 /* We could try to do something clever like find another
2790 * stat to reduce if this fails. But chances are, if 2700 * stat to reduce if this fails. But chances are, if
2791 * stats have been depleted to -50, all are pretty low 2701 * stats have been depleted to -50, all are pretty low
2792 * and should be roughly the same, so it shouldn't make a 2702 * and should be roughly the same, so it shouldn't make a
2793 * difference. 2703 * difference.
2801 lost_a_stat = 1; 2711 lost_a_stat = 1;
2802 } 2712 }
2803 } 2713 }
2804 } 2714 }
2805 } 2715 }
2716
2806 /* If no stat lost, tell the player. */ 2717 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2718 if (!lost_a_stat)
2808 { 2719 {
2809 /* determine_god() seems to not work sometimes... why is this? 2720 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2721 Should I be using something else? GD */
2811 const char *god = determine_god (op); 2722 shstr_tmp god = determine_god (op);
2812 2723
2813 if (god && (strcmp (god, "none"))) 2724 if (god != shstr_none)
2814 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2725 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2815 else 2726 else
2816 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2727 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2817 } 2728 }
2818#else 2729#else
2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2730 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2820#endif 2731#endif
2821 2732
2822 /* Put a gravestone up where the character 'almost' died. List the 2733 /* Put a gravestone up where the character 'almost' died. List the
2823 * exp loss on the stone. 2734 * exp loss on the stone.
2824 */ 2735 */
2825 tmp = arch_to_object (archetype::find ("gravestone")); 2736 tmp = arch_to_object (archetype::find ("gravestone"));
2826 sprintf (buf, "%s's gravestone", &op->name); 2737 tmp->name = format ("%s's gravestone", &op->name);
2827 tmp->name = buf; 2738 tmp->name_pl = format ("%s's gravestones", &op->name);
2828 sprintf (buf, "%s's gravestones", &op->name); 2739 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2829 tmp->name_pl = buf; 2740 &op->name, op->contr->title, op->contr->killer_name ());
2830 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);
2831 tmp->msg = buf;
2832 tmp->x = op->x, tmp->y = op->y; 2741 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL, 0); 2742 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2743
2835 /**************************************/ 2744 /**************************************/
2836 /* */ 2745 /* */
2837 /* Subtract the experience points, */ 2746 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */
2840 /* */ 2747 /* */
2841 /**************************************/ 2748 /**************************************/
2842 2749
2843 /* remove any poisoning and confusion the character may be suffering. */
2844 /* restore player */
2845 at = archetype::find ("poisoning");
2846 tmp = present_arch_in_ob (at, op);
2847
2848 if (tmp)
2849 {
2850 tmp->destroy ();
2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 }
2853
2854 at = archetype::find ("confusion");
2855 tmp = present_arch_in_ob (at, op);
2856 if (tmp)
2857 {
2858 tmp->destroy ();
2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 }
2861
2862 cure_disease (op, 0); /* remove any disease */
2863
2864 /*add_exp(op, (op->stats.exp * -0.20)); */ 2750 /*add_exp(op, (op->stats.exp * -0.20)); */
2865 apply_death_exp_penalty (op); 2751 apply_death_exp_penalty (op);
2866 if (op->stats.food < 100)
2867 op->stats.food = 900;
2868 op->stats.hp = op->stats.maxhp;
2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2871 2752
2872 /* 2753 /*
2873 * Check to see if the player has any unpaid items. If so, remove them 2754 * Check to see if the player has any unpaid items. If so, remove them
2874 * and put them back in the map. 2755 * and put them back in the map.
2875 */ 2756 */
2876 remove_unpaid_objects (op->inv, op); 2757 op->drop_unpaid_items ();
2877 2758
2878 /****************************************/ 2759 /****************************************/
2879 /* */ 2760 /* */
2880 /* Move player to his current respawn- */ 2761 /* Move player to his current respawn- */
2881 /* position (usually last savebed) */ 2762 /* position (usually last savebed) */
2910 if (will_kill_again & (1 << at)) 2791 if (will_kill_again & (1 << at))
2911 force->resist[at] = 100; 2792 force->resist[at] = 100;
2912 2793
2913 insert_ob_in_ob (force, op); 2794 insert_ob_in_ob (force, op);
2914 op->update_stats (); 2795 op->update_stats ();
2915
2916 } 2796 }
2917 2797
2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2798 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2919} 2799}
2920 2800
2921void 2801void
2922loot_object (object *op) 2802loot_object (object *op)
2923{ /* Grab and destroy some treasure */ 2803{ /* Grab and destroy some treasure */
2940 2820
2941 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2821 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2942 { 2822 {
2943 if (tmp->nrof > 1) 2823 if (tmp->nrof > 1)
2944 { 2824 {
2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2825 tmp->decrease (rndm (1, tmp->nrof - 1));
2946 tmp2->destroy ();
2947 insert_ob_in_map (tmp, op->map, NULL, 0); 2826 insert_ob_in_map (tmp, op->map, NULL, 0);
2948 } 2827 }
2949 else 2828 else
2950 tmp->destroy (); 2829 tmp->destroy ();
2951 } 2830 }
2962void 2841void
2963fix_weight (void) 2842fix_weight (void)
2964{ 2843{
2965 for_all_players (pl) 2844 for_all_players (pl)
2966 { 2845 {
2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2846 sint32 old = pl->ob->carrying;
2968 2847
2969 if (old == sum) 2848 pl->ob->update_weight ();
2970 continue; 2849
2850 if (old != pl->ob->carrying)
2851 {
2971 pl->ob->update_stats (); 2852 pl->ob->update_stats ();
2972 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2853 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2854 }
2973 } 2855 }
2974} 2856}
2975 2857
2976void 2858void
2977fix_luck (void) 2859fix_luck (void)
3019} 2901}
3020 2902
3021void 2903void
3022make_visible (object *op) 2904make_visible (object *op)
3023{ 2905{
3024 op->hide = 0; 2906 op->flag [FLAG_HIDDEN] = 0;
3025 op->invisible = 0; 2907 op->invisible = 0;
2908
3026 if (op->type == PLAYER) 2909 if (op->type == PLAYER)
3027 { 2910 {
3028 op->contr->tmp_invis = 0; 2911 op->contr->tmp_invis = 0;
3029 op->contr->invis_race = 0; 2912 op->contr->invis_race = 0;
3030 } 2913 }
3033} 2916}
3034 2917
3035int 2918int
3036is_true_undead (object *op) 2919is_true_undead (object *op)
3037{ 2920{
3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2921 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3039 return 1; 2922 return 1;
3040 2923
3041 return 0; 2924 return 0;
3042} 2925}
3043 2926
3044/* look at the surrounding terrain to determine 2927/* look at the surrounding terrain to determine
3045 * the hideability of this object. Positive levels 2928 * the hideability of this object. Positive levels
3046 * indicate greater hideability. 2929 * indicate greater hideability.
3047 */ 2930 */
3048
3049int 2931int
3050hideability (object *ob) 2932hideability (object *ob)
3051{ 2933{
3052 int i, level = 0, mflag; 2934 int i, level = 0, mflag;
3053 sint16 x, y; 2935 sint16 x, y;
3054 2936
3055 if (!ob || !ob->map) 2937 if (!ob || !ob->map)
3056 return 0; 2938 return 0;
3057 2939
3058 /* so, on normal lighted maps, its hard to hide */ 2940 /* so, on normal lighted maps, its hard to hide */
3059 level = ob->map->darkness - 2; 2941 level = ob->map->darklevel () - 2;
3060 2942
3061 /* this also picks up whether the object is glowing. 2943 /* this also picks up whether the object is glowing.
3062 * If you carry a light on a non-dark map, its not 2944 * If you carry a light on a non-dark map, its not
3063 * as bad as carrying a light on a pitch dark map */ 2945 * as bad as carrying a light on a pitch dark map */
3064 if (has_carried_lights (ob)) 2946 if (ob->has_carried_lights ())
3065 level = -(10 + (2 * ob->map->darkness)); 2947 level = -(10 + (2 * ob->map->darklevel ()));
3066 2948
3067 /* scan through all nearby squares for terrain to hide in */ 2949 /* scan through all nearby squares for terrain to hide in */
3068 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2950 for (i = 0, x = ob->x, y = ob->y;
2951 i <= SIZEOFFREE1;
2952 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3069 { 2953 {
3070 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2954 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3071 if (mflag & P_OUT_OF_MAP) 2955 if (mflag & P_OUT_OF_MAP)
3072 {
3073 continue; 2956 continue;
3074 } 2957
3075 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2958 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3076 level += 2; 2959 level += 2;
3077 else /* open terrain! */ 2960 else /* open terrain! */
3078 level -= 1; 2961 level -= 1;
3079 } 2962 }
3090 * spot (surrounded by clear terrain in broad daylight). -b.t. 2973 * spot (surrounded by clear terrain in broad daylight). -b.t.
3091 */ 2974 */
3092void 2975void
3093do_hidden_move (object *op) 2976do_hidden_move (object *op)
3094{ 2977{
3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2978 int hide = 0;
3096 object *skop;
3097 2979
3098 if (!op || !op->map) 2980 if (!op || !op->map)
3099 return; 2981 return;
3100 2982
3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2983 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2984 int num = random_roll (0, 19, op, PREFER_LOW);
3102 2985
3103 /* its *extremely* hard to run and sneak/hide at the same time! */ 2986 /* its *extremely* hard to run and sneak/hide at the same time! */
3104 if (op->type == PLAYER && op->contr->run_on) 2987 if (op->type == PLAYER && op->contr->run_on)
3105 if (!skop || num >= skop->level) 2988 if (!skop || num >= skop->level)
3106 { 2989 {
3116 num -= hide; 2999 num -= hide;
3117 3000
3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3001 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3119 { 3002 {
3120 make_visible (op); 3003 make_visible (op);
3004
3121 if (op->type == PLAYER) 3005 if (op->type == PLAYER)
3122 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3006 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3123 } 3007 }
3124 else if (op->type == PLAYER && skop) 3008 else if (op->type == PLAYER && skop)
3125 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3009 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3178 * object op. This function works fine for monsters, 3062 * object op. This function works fine for monsters,
3179 * but we dont worry if the object isnt the top one in 3063 * but we dont worry if the object isnt the top one in
3180 * a pile (say a coin under a table would return "viewable" 3064 * a pile (say a coin under a table would return "viewable"
3181 * by this routine). Another question, should we be 3065 * by this routine). Another question, should we be
3182 * concerned with the direction the player is looking 3066 * concerned with the direction the player is looking
3183 * in? Realistically, most of use cant see stuff behind 3067 * in? Realistically, most of us can't see stuff behind
3184 * our backs...on the other hand, does the "facing" direction 3068 * our backs...on the other hand, does the "facing" direction
3185 * imply the way your head, or body is facing? Its possible 3069 * imply the way your head, or body is facing? It's possible
3186 * for them to differ. Sigh, this fctn could get a bit more complex. 3070 * for them to differ. Sigh, this fctn could get a bit more complex.
3187 * -b.t. 3071 * -b.t.
3188 * This function is now map tiling safe. 3072 * This function is now map tiling safe.
3189 */ 3073 */
3190
3191int 3074int
3192player_can_view (object *pl, object *op) 3075player_can_view (object *pl, object *op)
3193{ 3076{
3194 rv_vector rv; 3077 rv_vector rv;
3195 int dx, dy; 3078 int dx, dy;
3207 3090
3208 get_rangevector (pl, op, &rv, 0x1); 3091 get_rangevector (pl, op, &rv, 0x1);
3209 3092
3210 /* starting with the 'head' part, lets loop 3093 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any 3094 * through the object and find if it has any
3212 * part that is in the los array but isnt on 3095 * part that is in the los array but isn't on
3213 * a blocked los square. 3096 * a blocked los square.
3214 * we use the archetype to figure out offsets. 3097 * we use the archetype to figure out offsets.
3215 */ 3098 */
3216 while (op) 3099 while (op)
3217 { 3100 {
3218 dx = rv.distance_x + op->arch->clone.x; 3101 dx = rv.distance_x + op->arch->x;
3219 dy = rv.distance_y + op->arch->clone.y; 3102 dy = rv.distance_y + op->arch->y;
3220 3103
3221 /* only the viewable area the player sees is updated by LOS 3104 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3222 * code, so we need to restrict ourselves to that range of values
3223 * for any meaningful values.
3224 */
3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3226 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3227 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3228 return 1; 3105 return 1;
3106
3229 op = op->more; 3107 op = op->more;
3230 } 3108 }
3109
3231 return 0; 3110 return 0;
3232} 3111}
3233 3112
3234/* routine for both players and monsters. We call this when 3113/* routine for both players and monsters. We call this when
3235 * there is a possibility for our action distrubing our hiding 3114 * there is a possibility for our action distrubing our hiding
3236 * place or invisiblity spell. Artefact invisiblity is not 3115 * place or invisiblity spell. Artefact invisiblity causes
3237 * effected by this. If we arent invisible to begin with, we 3116 * "noise" instead. If we arent invisible to begin with, we
3238 * return 0. 3117 * return 0.
3239 */ 3118 */
3240int 3119int
3241action_makes_visible (object *op) 3120action_makes_visible (object *op)
3242{ 3121{
3243
3244 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3122 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3245 { 3123 {
3246 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3124 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3125 {
3126 // artefact invisibility is permanent, but we still make noise
3127 // this is important for game-balance.
3128 if (op->contr)
3129 op->make_noise ();
3130
3247 return 0; 3131 return 0;
3132 }
3248 3133
3249 if (op->contr && op->contr->tmp_invis == 0) 3134 if (op->contr && op->contr->tmp_invis == 0)
3250 return 0; 3135 return 0;
3251 3136
3252 /* If monsters, they should become visible */ 3137 /* If monsters, they should become visible */
3253 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3138 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3254 { 3139 {
3255 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3140 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3256 return 1; 3141 return 1;
3257 } 3142 }
3258 } 3143 }
3144
3259 return 0; 3145 return 0;
3260} 3146}
3261 3147
3262/* op_on_battleground - checks if the given object op (usually 3148/* op_on_battleground - checks if the given object op (usually
3263 * a player) is standing on a valid battleground-tile, 3149 * a player) is standing on a valid battleground-tile,
3268 * Default is to do the same as before, so only people wanting to have different points need worry about this 3154 * Default is to do the same as before, so only people wanting to have different points need worry about this
3269 */ 3155 */
3270int 3156int
3271op_on_battleground (object *op, int *x, int *y) 3157op_on_battleground (object *op, int *x, int *y)
3272{ 3158{
3273 object *tmp;
3274
3275 /* A battleground-tile needs the following attributes to be valid: 3159 /* A battleground-tile needs the following attributes to be valid:
3276 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3160 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3277 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3161 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3278 * and the exit-coordinates sp/hp must both be > 0. 3162 * and the exit-coordinates sp/hp must both be > 0.
3279 * => The intention here is to prevent abuse of the battleground- 3163 * => The intention here is to prevent abuse of the battleground-
3280 * feature (like pickable or hidden battleground tiles). */ 3164 * feature (like pickable or hidden battleground tiles). */
3281 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3165 for (object *tmp = op->below; tmp; tmp = tmp->below)
3282 { 3166 {
3283 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3167 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3284 { 3168 {
3285 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3169 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3286 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3170 && tmp->type == BATTLEGROUND
3171 && tmp->name == shstr_battleground
3172 && EXIT_X (tmp) && EXIT_Y (tmp))
3287 { 3173 {
3288 /*before we assign the exit, check if this is a teambattle */ 3174 /* before we assign the exit, check if this is a teambattle */
3289 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3175 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3290 { 3176 {
3291 object *invtmp;
3292
3293 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3177 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3294 { 3178 {
3295 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3179 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3296 { 3180 {
3297 if (x != NULL && y != NULL) 3181 if (x && y)
3298 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3182 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3183
3299 return 1; 3184 return 1;
3300 } 3185 }
3301 } 3186 }
3302 } 3187 }
3188
3303 if (x != NULL && y != NULL) 3189 if (x && y)
3304 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3190 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3191
3305 return 1; 3192 return 1;
3306 } 3193 }
3307 } 3194 }
3308 } 3195 }
3196
3309 /* If we got here, did not find a battleground */ 3197 /* If we got here, did not find a battleground */
3310 return 0; 3198 return 0;
3311} 3199}
3312 3200
3313/* 3201/*
3329 char buf[MAX_BUF]; /* tmp. string buffer */ 3217 char buf[MAX_BUF]; /* tmp. string buffer */
3330 int i = 0, j = 0; 3218 int i = 0, j = 0;
3331 3219
3332 /* get the appropriate treasurelist */ 3220 /* get the appropriate treasurelist */
3333 if (atnr == ATNR_FIRE) 3221 if (atnr == ATNR_FIRE)
3334 trlist = treasurelist::find ("dragon_ability_fire"); 3222 trlist = treasurelist::find (shstr_dragon_ability_fire);
3335 else if (atnr == ATNR_COLD) 3223 else if (atnr == ATNR_COLD)
3336 trlist = treasurelist::find ("dragon_ability_cold"); 3224 trlist = treasurelist::find (shstr_dragon_ability_cold);
3337 else if (atnr == ATNR_ELECTRICITY) 3225 else if (atnr == ATNR_ELECTRICITY)
3338 trlist = treasurelist::find ("dragon_ability_elec"); 3226 trlist = treasurelist::find (shstr_dragon_ability_elec);
3339 else if (atnr == ATNR_POISON) 3227 else if (atnr == ATNR_POISON)
3340 trlist = treasurelist::find ("dragon_ability_poison"); 3228 trlist = treasurelist::find (shstr_dragon_ability_poison);
3341 3229
3342 if (trlist == NULL || who->type != PLAYER) 3230 if (trlist == NULL || who->type != PLAYER)
3343 return; 3231 return;
3344 3232
3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3233 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3349 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3237 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3350 return; 3238 return;
3351 } 3239 }
3352 3240
3353 /* everything seems okay - now bring on the gift: */ 3241 /* everything seems okay - now bring on the gift: */
3354 item = &(tr->item->clone); 3242 item = tr->item;
3355 3243
3356 if (item->type == SPELL) 3244 if (item->type == SPELL)
3357 { 3245 {
3358 if (check_spell_known (who, item->name)) 3246 if (check_spell_known (who, item->name))
3359 return; 3247 return;
3418 { 3306 {
3419 /* forces in the treasurelist can alter the player's stats */ 3307 /* forces in the treasurelist can alter the player's stats */
3420 object *skin; 3308 object *skin;
3421 3309
3422 /* first get the dragon skin force */ 3310 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3311 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3425 ; 3312 ;
3426 3313
3427 if (!skin) 3314 if (!skin)
3428 return; 3315 return;
3429 3316
3464 else 3351 else
3465 { 3352 {
3466 /* generate misc. treasure */ 3353 /* generate misc. treasure */
3467 tmp = arch_to_object (tr->item); 3354 tmp = arch_to_object (tr->item);
3468 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3355 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3469 tmp = insert_ob_in_ob (tmp, who); 3356 who->insert (tmp);
3470 if (who->type == PLAYER)
3471 esrv_send_item (who, tmp);
3472 } 3357 }
3473} 3358}
3474 3359
3475/** 3360/**
3476 * Unready an object for a player. This function does nothing if the object was 3361 * Unready an object for a player. This function does nothing if the object was
3488 if (pl->ranged_ob == ob) 3373 if (pl->ranged_ob == ob)
3489 pl->ranged_ob = 0; 3374 pl->ranged_ob = 0;
3490} 3375}
3491 3376
3492sint8 3377sint8
3493player::visibility_at (maptile *map, int x, int y) const 3378player::darkness_at (maptile *map, int x, int y) const
3494{ 3379{
3495 if (!ns) 3380 if (!ns)
3496 return 0; 3381 return LOS_BLOCKED;
3497 3382
3498 int dx, dy; 3383 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3384 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0; 3385 return LOS_BLOCKED;
3501 3386
3502 x += dx - ns->current_x + ns->mapx / 2; 3387 x += dx - ns->current_x;
3503 y += dy - ns->current_y + ns->mapy / 2; 3388 y += dy - ns->current_y;
3504 3389
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y]; 3390 return blocked_los (x, y);
3509} 3391}
3392
3393void
3394player::infobox (const char *title, const char *msg, int color)
3395{
3396 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3397}
3398
3399void
3400player::statusmsg (const char *msg, int color)
3401{
3402 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3403}
3404
3405void
3406player::failmsg (const char *msg, int color)
3407{
3408 play_sound (sound_find ("generic_failure"));
3409 statusmsg (msg, color);
3410}
3411

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines