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Comparing deliantra/server/server/player.C (file contents):
Revision 1.148 by root, Mon Jun 4 12:19:09 2007 UTC vs.
Revision 1.219 by root, Sun Dec 28 10:20:29 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
123 continue; 122 continue;
124 123
125 if (*buf == '%') 124 if (*buf == '%')
126 { /* send one news */ 125 { /* send one news */
127 if (size > 0) 126 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
129 131
130 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
131 strip_endline (subject); 133 strip_endline (subject);
132 size = 0; 134 size = 0;
133 news[0] = '\0'; 135 news[0] = '\0';
184 186
185 if (ob->map) 187 if (ob->map)
186 maplevel = ob->map->path; 188 maplevel = ob->map->path;
187 189
188 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 192 ob->map = 0;
190 party = 0; 193 party = 0;
191 194
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 196
207 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
208 211
209 ns->update_look = 0; 212 ns->update_look = 0;
210 ns->look_position = 0; 213 ns->look_position = 0;
211 214
212 clear_los (this); 215 clear_los ();
213 216
214 ns->reset_stats (); 217 ns->reset_stats ();
215 218
216 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
219 222
220 ob->carrying = sum_weight (ob); 223 ob->update_weight ();
221 link_player_skills (ob); 224 link_skills ();
222 225
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 227
225 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
226 229
227 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
229 { 232 {
230 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
231 234
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) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 238 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 240 skin = tmp;
241 241
242 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
243 } 243 }
244 244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 246
247 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
248 303
249 ob->flag [FLAG_READY_WEAPON] = false; 304 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false; 305 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false; 306 ob->flag [FLAG_READY_BOW] = false;
252 307
269 combat_ob = op; 324 combat_ob = op;
270 break; 325 break;
271 } 326 }
272 327
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 329 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}
289
290void
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)
315{
316 ob = observe = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323} 330}
324 331
325void 332void
326player::set_observe (object *op) 333player::set_observe (object *op)
327{ 334{
341 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
342 349
343 gen_sp_armour = 10; 350 gen_sp_armour = 10;
344 bowtype = bow_normal; 351 bowtype = bow_normal;
345 petmode = pet_normal; 352 petmode = pet_normal;
346 listening = 10;
347 usekeys = containers; 353 usekeys = containers;
348 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
349 do_los = 1; 355 do_los = 1;
350 356
351 weapon_sp = 1.0f; 357 weapon_sp = 1.0f;
362 if (ob) 368 if (ob)
363 { 369 {
364 ob->destroy_inv (false); 370 ob->destroy_inv (false);
365 ob->destroy (); 371 ob->destroy ();
366 } 372 }
373
374 ob = observe = 0;
367} 375}
368 376
369player::~player () 377player::~player ()
370{ 378{
371 /* Clear item stack */ 379 /* Clear item stack */
398 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
399 */ 407 */
400archetype * 408archetype *
401get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
402{ 410{
403 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
404 418
405 for (;;) 419 for (;;)
406 { 420 {
407 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
408 at = first_archetype; 422 i = archetypes.begin ();
409 else 423 else if (*i == at)
410 at = at->next; 424 cleanup ("not a single player archetype found");
411 425
412 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
413 return at; 427 return *i;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 } 428 }
421} 429}
422 430
423object * 431object *
424get_nearest_player (object *mon) 432get_nearest_player (object *mon)
428 unsigned lastdist; 436 unsigned lastdist;
429 rv_vector rv; 437 rv_vector rv;
430 438
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 440 {
433 /* We should not find free objects on this friendly list, but it
434 * does periodically happen. Given that, lets deal with it.
435 * While unlikely, it is possible the next object on the friendly
436 * list is also free, so encapsulate this in a while loop.
437 */
438 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439 {
440 object *tmp = ol->ob;
441
442 /* Can't do much more other than log the fact, because the object
443 * itself will have been cleared.
444 */
445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
447 ol = ol->next;
448 remove_friendly_object (tmp);
449 if (!ol)
450 return op;
451 }
452
453 /* Remove special check for player from this. First, it looks to cause
454 * some crashes (ol->ob->contr not set properly?), but secondly, a more
455 * complicated method of state checking would be needed in any case -
456 * as it was, a clever player could type quit, and the function would
457 * skip them over while waiting for confirmation. Remove
458 * on_same_map check, as can_detect_enemy also does this
459 */
460 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 442 continue;
462 443
463 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
464 { 445 {
659 640
660 return firstdir; 641 return firstdir;
661} 642}
662 643
663void 644void
664give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
665{ 646{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 647 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 649
671 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
672 { 651 {
673 next = op->below; 652 next = op->below;
674 653
675 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
681 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 661 * by this player due to race restrictions
683 */ 662 */
684 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
685 { 664 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
687 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 { 672 {
692 op->destroy (); 673 op->destroy ();
693 continue; 674 continue;
694 } 675 }
695 } 676 }
718 if (op->nrof > 1) 699 if (op->nrof > 1)
719 op->nrof = 1; 700 op->nrof = 1;
720 } 701 }
721 702
722 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 705
727 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 708 * merged properly.
730 */ 709 */
731 if (need_identify (op)) 710 if (need_identify (op))
732 { 711 {
733 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 715 }
716
737 if (op->type == SPELL) 717 if (op->type == SPELL)
738 { 718 {
739 op->destroy (); 719 op->destroy ();
740 continue; 720 continue;
741 } 721 }
743 { 723 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 725 op->stats.exp = 0;
746 op->level = 1; 726 op->level = 1;
747 } 727 }
748 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
752 731
753 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
754 link_player_skills (pl); 733 pl->contr->link_skills ();
755} 734}
756 735
757void 736void
758get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
759{ 738{
860static void 839static void
861start_info (object *op) 840start_info (object *op)
862{ 841{
863 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
864 843
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
869} 846}
870 847
871/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
876 */ 853 */
877void 854void
878player::chargen_race_done () 855player::chargen_race_done ()
879{ 856{
880 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
881 esrv_new_player (ob->contr, ob->weight + ob->carrying); 858 esrv_new_player (ob->contr);
882 859
883 treasurelist *tl = treasurelist::find ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl) 861 if (tl)
885 create_treasure (tl, ob, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
886 863
890 ob->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
891 868
892 if (ob->msg) 869 if (ob->msg)
893 ob->msg = 0; 870 ob->msg = 0;
894 871
895 /* We create this now because some of the unique maps will need it
896 * to save here.
897 */
898 {
899 char buf[MAX_BUF];
900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
901 make_path_to_file (buf);
902 }
903
904 start_info (ob); 872 start_info (ob);
905 CLEAR_FLAG (ob, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
906 give_initial_items (ob, ob->randomitems); 874 give_initial_items (ob, ob->randomitems);
907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob); 875 esrv_send_inventory (ob, ob);
909 ob->update_stats (); 876 ob->update_stats ();
910 877
911 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
912 * is one for this race 879 * is one for this race
913 */ 880 */
914 if (*first_map_ext_path) 881 if (*first_map_ext_path)
915 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
916 object *tmp;
917 char mapname[MAX_BUF];
918
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
920 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
925 * if the map isn't there, then stay on the
926 * default initial map */
927 tmp->destroy ();
928 }
929 else 883 else
930 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
931} 885}
932 886
933void 887void
943 int x = ob->x, y = ob->y; 897 int x = ob->x, y = ob->y;
944 898
945 ob->remove_statbonus (); 899 ob->remove_statbonus ();
946 ob->remove (); 900 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 901 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 902 ob->arch->copy_to (ob);
949 ob->instantiate (); 903 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 905 ob->name = ob->name_pl = name;
952 ob->x = x; 906 ob->x = x;
953 ob->y = y; 907 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 911 ob->add_statbonus ();
958 } 912 }
959 while (!allowed_class (ob)); 913 while (!allowed_class (ob));
960 914
961 update_object (ob, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
977 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 933 return;
980 } 934 }
981 935
982 if (op->enemy == NULL) 936 if (!op->enemy)
983 { 937 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
986 return; 940 return;
987 } 941 }
988 942
989 /* Seen some crashes here. Since we don't store an
990 * op->enemy_count, it is possible that something destroys the
991 * actual enemy, and the object is recycled.
992 */
993 if (op->enemy->map == NULL)
994 {
995 CLEAR_FLAG (op, FLAG_SCARED);
996 op->enemy = NULL;
997 return;
998 }
999
1000 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 { 944 {
1002 op->enemy = NULL; 945 op->enemy = NULL;
1003 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
1004 return; 947 return;
1007 get_rangevector (op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
1008 951
1009 dir = absdir (4 + rv.direction); 952 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++) 953 for (diff = 0; diff < 3; diff++)
1011 { 954 {
1012 int m = 1 - (RANDOM () & 2); 955 int m = 1 - rndm (2) * 2;
1013 956
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1015 return; 958 return;
1016 } 959 }
1017 960
1028check_pick (object *op) 971check_pick (object *op)
1029{ 972{
1030 object *tmp, *next; 973 object *tmp, *next;
1031 int stop = 0; 974 int stop = 0;
1032 int wvratio; 975 int wvratio;
1033 char putstring[128];
1034 976
1035 /* if you're flying, you cna't pick up anything */ 977 /* if you're flying, you cna't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 978 if (op->move_type & MOVE_FLYING)
1037 return 1; 979 return 1;
1038 980
1039 next = op->below; 981 next = op->below;
1040 982
983 int cnt = MAX_ITEM_PER_DROP;
984#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
985
1041 /* loop while there are items on the floor that are not marked as 986 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 987 * destroyed */
1043 while (next && !next->destroyed ()) 988 while (next && !next->destroyed ())
1044 { 989 {
1045 tmp = next; 990 tmp = next;
1046 next = tmp->below; 991 next = tmp->below;
1047 992
993 if (cnt <= 0)
994 {
995 op->failmsg ("Couldn't pickup all items at once.");
996 return 0;
997 }
998
1048 if (op->destroyed ()) 999 if (op->destroyed ())
1049 return 0; 1000 return 0;
1050 1001
1051 if (!can_pick (op, tmp)) 1002 if (!can_pick (op, tmp))
1052 continue; 1003 continue;
1053 1004
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 1006 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 1007 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 1008 CHK_PICK_PICKUP;
1009
1058 continue; 1010 continue;
1059 } 1011 }
1060 1012
1061 /* high not bit set? We're using the old autopickup model */ 1013 /* NEW pickup handling */
1014 if (op->contr->mode & PU_DEBUG)
1015 {
1016 /* some debugging code to figure out item information */
1017 const char *str = tmp->name
1018 ? format ("item name: %s item type: %d weight/value: %d",
1019 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1020 : format ("item name: %s item type: %d weight/value: %d",
1021 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1022
1023 new_draw_info (NDI_UNIQUE, 0, op, str);
1024 }
1025
1026 /* philosophy:
1027 * It's easy to grab an item type from a pile, as long as it's
1028 * generic. This takes no game-time. For more detailed pickups
1029 * and selections, select-items should be used. This is a
1030 * grab-as-you-run type mode that's really useful for arrows for
1031 * example.
1032 * The drawback: right now it has no frontend, so you need to
1033 * stick the bits you want into a calculator in hex mode and then
1034 * convert to decimal and then 'pickup <#>
1035 */
1036
1037 /* the first two modes are exclusive: if NOTHING we return, if
1038 * STOP then we stop. All the rest are applied sequentially,
1039 * meaning if any test passes, the item gets picked up. */
1040
1041 /* if mode is set to pick nothing up, return */
1042 if (op->contr->mode & PU_NOTHING)
1043 return 1;
1044
1045 /* if mode is set to stop when encountering objects, return */
1046 /* take STOP before INHIBIT since it doesn't actually pick
1047 * anything up */
1048 if (op->contr->mode & PU_STOP)
1049 return 0;
1050
1051 /* useful for going into stores and not losing your settings... */
1052 /* and for battles wher you don't want to get loaded down while
1053 * fighting */
1054 if (op->contr->mode & PU_INHIBIT)
1055 return 1;
1056
1057 /* prevent us from turning into auto-thieves :) */
1058 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1059 continue;
1060
1061 /* ignore known cursed objects */
1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1063 continue;
1064
1065 /* all food and drink if desired */
1066 /* question: don't pick up known-poisonous stuff? */
1062 if (!(op->contr->mode & PU_NEWMODE)) 1067 if (op->contr->mode & PU_FOOD)
1068 if (tmp->type == FOOD)
1063 { 1069 {
1064 switch (op->contr->mode) 1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_DRINK)
1075 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_POTION)
1082 if (tmp->type == POTION)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 /* spellbooks, skillscrolls and normal books/scrolls */
1089 if (op->contr->mode & PU_SPELLBOOK)
1090 if (tmp->type == SPELLBOOK)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 if (op->contr->mode & PU_SKILLSCROLL)
1097 if (tmp->type == SKILLSCROLL)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_READABLES)
1104 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 /* wands/staves/rods/horns */
1111 if (op->contr->mode & PU_MAGIC_DEVICE)
1112 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1113 {
1114 CHK_PICK_PICKUP;
1115 continue;
1116 }
1117
1118 /* pick up all magical items */
1119 if (op->contr->mode & PU_MAGICAL)
1120 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1125
1126 if (op->contr->mode & PU_VALUABLES)
1127 {
1128 if (tmp->type == MONEY || tmp->type == GEM)
1065 { 1129 {
1066 case 0: 1130 CHK_PICK_PICKUP;
1067 return 1; /* don't pick up */ 1131 continue;
1068 case 1:
1069 pick_up (op, tmp);
1070 return 1;
1071 case 2:
1072 pick_up (op, tmp);
1073 return 0;
1074 case 3:
1075 return 0; /* stop before pickup */
1076 case 4:
1077 pick_up (op, tmp);
1078 break;
1079 case 5:
1080 pick_up (op, tmp);
1081 stop = 1;
1082 break;
1083 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1085 pick_up (op, tmp);
1086 break;
1087
1088 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp);
1091 break;
1092
1093 default:
1094 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp);
1098 } 1132 }
1099 } 1133 }
1100 else 1134
1101 { /* old model */ 1135 /* rings & amulets - talismans seems to be typed AMULET */
1102 /* NEW pickup handling */ 1136 if (op->contr->mode & PU_JEWELS)
1137 if (tmp->type == RING || tmp->type == AMULET)
1138 {
1139 CHK_PICK_PICKUP;
1140 continue;
1141 }
1142
1143 /* we don't forget dragon food */
1144 if (op->contr->mode & PU_FLESH)
1145 if (tmp->type == FLESH)
1146 {
1147 CHK_PICK_PICKUP;
1148 continue;
1149 }
1150
1151 /* bows and arrows. Bows are good for selling! */
1103 if (op->contr->mode & PU_DEBUG) 1152 if (op->contr->mode & PU_BOW)
1153 if (tmp->type == BOW)
1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_ARROW)
1160 if (tmp->type == ARROW)
1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1165
1166 /* all kinds of armor etc. */
1167 if (op->contr->mode & PU_ARMOUR)
1168 if (tmp->type == ARMOUR)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 if (op->contr->mode & PU_HELMET)
1175 if (tmp->type == HELMET)
1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SHIELD)
1182 if (tmp->type == SHIELD)
1183 {
1184 CHK_PICK_PICKUP;
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_BOOTS)
1189 if (tmp->type == BOOTS)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_GLOVES)
1196 if (tmp->type == GLOVES)
1197 {
1198 CHK_PICK_PICKUP;
1199 continue;
1200 }
1201
1202 if (op->contr->mode & PU_CLOAK)
1203 if (tmp->type == CLOAK)
1204 {
1205 CHK_PICK_PICKUP;
1206 continue;
1207 }
1208
1209 /* hoping to catch throwing daggers here */
1210 if (op->contr->mode & PU_MISSILEWEAPON)
1211 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1212 {
1213 CHK_PICK_PICKUP;
1214 continue;
1215 }
1216
1217 /* careful: chairs and tables are weapons! */
1218 if (op->contr->mode & PU_ALLWEAPON)
1219 {
1220 if (tmp->type == WEAPON && tmp->name != NULL)
1104 { 1221 {
1105 /* some debugging code to figure out item information */ 1222 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1106 if (tmp->name != NULL) 1223 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 }
1115
1116 /* philosophy:
1117 * It's easy to grab an item type from a pile, as long as it's
1118 * generic. This takes no game-time. For more detailed pickups
1119 * and selections, select-items should be used. This is a
1120 * grab-as-you-run type mode that's really useful for arrows for
1121 * example.
1122 * The drawback: right now it has no frontend, so you need to
1123 * stick the bits you want into a calculator in hex mode and then
1124 * convert to decimal and then 'pickup <#>
1125 */
1126
1127 /* the first two modes are exclusive: if NOTHING we return, if
1128 * STOP then we stop. All the rest are applied sequentially,
1129 * meaning if any test passes, the item gets picked up. */
1130
1131 /* if mode is set to pick nothing up, return */
1132
1133 if (op->contr->mode & PU_NOTHING)
1134 return 1;
1135
1136 /* if mode is set to stop when encountering objects, return */
1137 /* take STOP before INHIBIT since it doesn't actually pick
1138 * anything up */
1139
1140 if (op->contr->mode & PU_STOP)
1141 return 0;
1142
1143 /* useful for going into stores and not losing your settings... */
1144 /* and for battles wher you don't want to get loaded down while
1145 * fighting */
1146 if (op->contr->mode & PU_INHIBIT)
1147 return 1;
1148
1149 /* prevent us from turning into auto-thieves :) */
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 continue;
1152
1153 /* ignore known cursed objects */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1155 continue;
1156
1157 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD)
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_VALUABLES)
1219 {
1220 if (tmp->type == MONEY || tmp->type == GEM)
1221 { 1224 {
1222 pick_up (op, tmp); 1225 CHK_PICK_PICKUP;
1223 continue; 1226 continue;
1224 } 1227 }
1225 } 1228 }
1226 1229
1227 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET) 1230 if (tmp->type == WEAPON && tmp->name == NULL)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON)
1311 { 1231 {
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1232 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1313 { 1233 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && 1234 CHK_PICK_PICKUP;
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 {
1317 pick_up (op, tmp);
1318 continue; 1235 continue;
1319 }
1320 }
1321
1322 if (tmp->type == WEAPON && tmp->name == NULL)
1323 {
1324 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 } 1236 }
1330 } 1237 }
1238 }
1331 1239
1332 /* misc stuff that's useful */ 1240 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY) 1241 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1242 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 { 1243 {
1336 pick_up (op, tmp); 1244 CHK_PICK_PICKUP;
1337 continue; 1245 continue;
1338 } 1246 }
1339 1247
1340 /* any of the last 4 bits set means we use the ratio for value 1248 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */ 1249 * pickups */
1342 if (op->contr->mode & PU_RATIO) 1250 if (op->contr->mode & PU_RATIO)
1251 {
1252 /* use value density to decide what else to grab */
1253 /* >=7 was >= op->contr->mode */
1254 /* >=7 is the old standard setting. Now we take the last 4 bits
1255 */
1256 wvratio = op->contr->mode & PU_RATIO;
1257 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1343 { 1258 {
1344 /* use value density to decide what else to grab */ 1259#if 0
1345 /* >=7 was >= op->contr->mode */ 1260 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1346 /* >=7 is the old standard setting. Now we take the last 4 bits 1261 if (tmp->name != NULL)
1347 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 { 1262 {
1351 pick_up (op, tmp);
1352#if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL)
1355 {
1356 fprintf (stderr, "%s", tmp->name); 1263 fprintf (stderr, "%s", tmp->name);
1357 } 1264 }
1358 else 1265 else
1359 fprintf (stderr, "%s", tmp->arch->archname); 1266 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1267 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1268 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362#endif 1269#endif
1270 CHK_PICK_PICKUP;
1363 continue; 1271 continue;
1364 }
1365 } 1272 }
1366 } /* the new pickup model */ 1273 } /* the new pickup model */
1367 } 1274 }
1368 1275
1369 return !stop; 1276 return !stop;
1375 * found object is returned. 1282 * found object is returned.
1376 */ 1283 */
1377object * 1284object *
1378find_arrow (object *op, const char *type) 1285find_arrow (object *op, const char *type)
1379{ 1286{
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below) 1287 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type) 1288 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1289 return splay (tmp);
1290
1291 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1292 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1293 if (object *arrow = find_arrow (tmp, type))
1294 {
1295 splay (tmp);
1386 return op; 1296 return arrow;
1297 }
1387 1298
1388 return tmp; 1299 return 0;
1389} 1300}
1390 1301
1391/* 1302/*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1303 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1393 * against the target. A full test is not performed, simply a basic test 1304 * against the target. A full test is not performed, simply a basic test
1416 } 1327 }
1417 } 1328 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1329 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1330 {
1420 /* allways prefer assasination/slaying */ 1331 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1332 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1422 { 1333 {
1423 if (arrow->attacktype & AT_DEATH) 1334 if (arrow->attacktype & AT_DEATH)
1424 { 1335 {
1425 *better = 100; 1336 *better = 100;
1426 return arrow; 1337 return arrow;
1434 else 1345 else
1435 { 1346 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1347 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1348 {
1438 attacktype = 1 << attacknum; 1349 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1350 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1351 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1352 {
1442 tmp = arrow; 1353 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1354 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1355 }
1445 } 1356 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1357 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1358 {
1448 tmp = arrow; 1359 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam; 1365 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 } 1366 }
1456 } 1367 }
1457 } 1368 }
1458 } 1369 }
1370
1459 if (tmp == NULL && arrow == NULL) 1371 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type); 1372 return find_arrow (op, type);
1461 1373
1462 *better = betterby; 1374 *better = betterby;
1463 return tmp; 1375 return tmp;
1493 for (i = 0, found = 0; i < 20; i++) 1405 for (i = 0, found = 0; i < 20; i++)
1494 { 1406 {
1495 x += freearr_x[dir]; 1407 x += freearr_x[dir];
1496 y += freearr_y[dir]; 1408 y += freearr_y[dir];
1497 mflags = get_map_flags (m, &m, x, y, &x, &y); 1409 mflags = get_map_flags (m, &m, x, y, &x, &y);
1410
1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1411 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 { 1412 {
1500 tmp = NULL; 1413 tmp = 0;
1501 break; 1414 break;
1502 } 1415 }
1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1416 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 { 1417 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1418 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption. 1419 * perhaps a bad assumption.
1507 */ 1420 */
1508 tmp = NULL; 1421 tmp = 0;
1509 break; 1422 break;
1510 } 1423 }
1424
1511 if (mflags & P_IS_ALIVE) 1425 if (mflags & P_IS_ALIVE)
1512 {
1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1426 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1427 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1520 break; 1428 break;
1521 }
1522 } 1429 }
1523 if (tmp == NULL) 1430
1431 if (!tmp)
1524 return find_arrow (op, type); 1432 return find_arrow (op, type);
1525 1433
1526 if (tmp->head) 1434 if (tmp->head)
1527 tmp = tmp->head; 1435 tmp = tmp->head;
1528 1436
1573 if (bow->below) 1481 if (bow->below)
1574 { 1482 {
1575 bow->remove (); 1483 bow->remove ();
1576 op->insert (bow); 1484 op->insert (bow);
1577 } 1485 }
1578
1579 } 1486 }
1580 1487
1581 if (!bow->race || !bow->skill) 1488 if (!bow->race || !bow->skill)
1582 { 1489 {
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1490 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1609 } 1516 }
1610 1517
1611 /* this should not happen, but sometimes does */ 1518 /* this should not happen, but sometimes does */
1612 if (arrow->nrof == 0) 1519 if (arrow->nrof == 0)
1613 { 1520 {
1521 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1614 arrow->destroy (); 1522 arrow->destroy ();
1615 return 0; 1523 return 0;
1616 } 1524 }
1617 1525
1618 left = arrow; /* these are arrows left to the player */ 1526 left = arrow; /* these are arrows left to the player */
1619 arrow = get_split_ob (arrow, 1); 1527 arrow = arrow->split ();
1620 if (!arrow) 1528 if (!arrow)
1621 { 1529 {
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1530 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 return 0; 1531 return 0;
1624 } 1532 }
1686 1594
1687 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1595 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1688 arrow->move_type = MOVE_FLY_LOW; 1596 arrow->move_type = MOVE_FLY_LOW;
1689 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1597 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1690 1598
1691 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1599 op->play_sound (sound_find ("fire_arrow"));
1692 m->insert (arrow, sx, sy, op); 1600 m->insert (arrow, sx, sy, op);
1693 1601
1694 if (!arrow->destroyed ()) 1602 if (!arrow->destroyed ())
1695 move_arrow (arrow); 1603 move_arrow (arrow);
1696
1697 if (op->type == PLAYER)
1698 {
1699 if (left->destroyed ())
1700 esrv_del_item (op->contr, left->count);
1701 else
1702 esrv_send_item (op, left);
1703 }
1704 1604
1705 return 1; 1605 return 1;
1706} 1606}
1707 1607
1708/* Special fire code for players - this takes into 1608/* Special fire code for players - this takes into
1713 * hence the function name. 1613 * hence the function name.
1714 */ 1614 */
1715int 1615int
1716player_fire_bow (object *op, int dir) 1616player_fire_bow (object *op, int dir)
1717{ 1617{
1718 int ret = 0, wcmod = 0; 1618 int ret;
1719 1619
1720 if (op->contr->bowtype == bow_bestarrow) 1620 if (op->contr->bowtype == bow_bestarrow)
1721 { 1621 {
1722 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1622 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1723 } 1623 }
1724 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1624 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1725 { 1625 {
1726 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1626 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1727 wcmod = -1;
1728
1729 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1627 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1730 } 1628 }
1731 else if (op->contr->bowtype == bow_threewide) 1629 else if (op->contr->bowtype == bow_threewide)
1732 { 1630 {
1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1631 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1632 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1735 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1633 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1736 } 1634 }
1737 else if (op->contr->bowtype == bow_spreadshot) 1635 else if (op->contr->bowtype == bow_spreadshot)
1738 { 1636 {
1739 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1637 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1638 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1741 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1639 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1742 } 1640 }
1743 else 1641 else
1744 { 1642 {
1774 1672
1775 if (item->type == WAND) 1673 if (item->type == WAND)
1776 { 1674 {
1777 if (item->stats.food <= 0) 1675 if (item->stats.food <= 0)
1778 { 1676 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1677 op->contr->play_sound (sound_find ("wand_poof"));
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1678 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781 1679
1782 return; 1680 return;
1783 } 1681 }
1784 } 1682 }
1785 else if (item->type == ROD || item->type == HORN) 1683 else if (item->type == ROD || item->type == HORN)
1786 { 1684 {
1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1685 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1686
1687 // using the maximum of the rods charge allows at least one spell cast
1688 // for a rod or horn, this fixes some broken rods.
1689 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1788 { 1690 {
1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1691 op->contr->play_sound (sound_find ("wand_poof"));
1790 1692
1791 if (item->type == ROD) 1693 if (item->type == ROD)
1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1694 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1793 else 1695 else
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1696 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1797 } 1699 }
1798 } 1700 }
1799 1701
1800 if (cast_spell (op, item, dir, item->inv, NULL)) 1702 if (cast_spell (op, item, dir, item->inv, NULL))
1801 { 1703 {
1802 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1704 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1705
1803 if (item->type == WAND) 1706 if (item->type == WAND)
1804 { 1707 {
1805 if (!(--item->stats.food)) 1708 if (!(--item->stats.food))
1806 { 1709 {
1807 object *tmp; 1710 object *tmp;
1808 1711
1809 if (item->arch) 1712 if (item->arch)
1810 { 1713 {
1811 CLEAR_FLAG (item, FLAG_ANIMATE); 1714 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1715 item->face = item->arch->face;
1813 item->set_speed (0); 1716 item->set_speed (0);
1814 } 1717 }
1815 1718
1816 if ((tmp = item->in_player ())) 1719 if (object *pl = item->visible_to ())
1817 esrv_update_item (UPD_ANIM, tmp, item); 1720 esrv_update_item (UPD_ANIM, pl, item);
1818 } 1721 }
1819 } 1722 }
1820 else if (item->type == ROD || item->type == HORN) 1723 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge (item); 1724 drain_rod_charge (item);
1822 } 1725 }
1827bool 1730bool
1828fire (object *op, int dir) 1731fire (object *op, int dir)
1829{ 1732{
1830 int spellcost = 0; 1733 int spellcost = 0;
1831 1734
1832 /* check for loss of invisiblity/hide */
1833 if (action_makes_visible (op))
1834 make_visible (op);
1835
1836 player *pl = op->contr; 1735 player *pl = op->contr;
1837 1736
1838 if (pl->golem) 1737 if (pl->golem)
1839 { 1738 {
1840 control_golem (op->contr->golem, dir); 1739 control_golem (op->contr->golem, dir);
1842 } 1741 }
1843 1742
1844 object *ob = pl->ranged_ob; 1743 object *ob = pl->ranged_ob;
1845 1744
1846 if (!ob) 1745 if (!ob)
1847 return false;
1848
1849 if (!op->change_weapon (ob))
1850 return false; 1746 return false;
1851 1747
1852 if (op->speed_left > 0.f) 1748 if (op->speed_left > 0.f)
1853 --op->speed_left; 1749 --op->speed_left;
1854 else 1750 else
1855 return false; 1751 return false;
1752
1753 if (!op->change_weapon (ob))
1754 return false;
1755
1756 /* check for loss of invisiblity/hide */
1757 if (action_makes_visible (op))
1758 make_visible (op);
1856 1759
1857 switch (ob->type) 1760 switch (ob->type)
1858 { 1761 {
1859 case BOW: 1762 case BOW:
1860 player_fire_bow (op, dir); 1763 player_fire_bow (op, dir);
1983 /* If we found a key, do some extra work */ 1886 /* If we found a key, do some extra work */
1984 if (key) 1887 if (key)
1985 { 1888 {
1986 object *container = key->env; 1889 object *container = key->env;
1987 1890
1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989
1990 if (action_makes_visible (op)) 1891 if (action_makes_visible (op))
1991 make_visible (op); 1892 make_visible (op);
1992 1893
1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1894 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1994 spring_trap (door->inv, op); 1895 spring_trap (door->inv, op);
1995 1896
1996 if (door->type == DOOR) 1897 if (door->type == DOOR)
1997 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1898 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1998 else if (door->type == LOCKED_DOOR) 1899 else if (door->type == LOCKED_DOOR)
1999 { 1900 {
2000 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1901 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2001 remove_door2 (door); /* remove door without violence ;-) */ 1902 remove_door2 (door); /* remove door without violence ;-) */
2002 } 1903 }
2003 1904
2004 /* Do this after we print the message */ 1905 /* Do this after we print the message */
2005 decrease_ob (key); /* Use up one of the keys */ 1906 key->decrease (); /* Use up one of the keys */
2006 /* Need to update the weight the container the key was in */
2007 if (container != op)
2008 esrv_update_item (UPD_WEIGHT, op, container);
2009 1907
2010 return 1; /* Nothing more to do below */ 1908 return 1; /* Nothing more to do below */
2011 } 1909 }
2012 else if (door->type == LOCKED_DOOR) 1910 else if (door->type == LOCKED_DOOR)
2013 { 1911 {
2014 /* Might as well return now - no other way to open this */ 1912 /* Might as well return now - no other way to open this */
2015 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1913 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2016 return 1; 1914 return 1;
2017 } 1915 }
2018 1916
2019 return 0; 1917 return 0;
2020} 1918}
2107 2005
2108 if (op->speed_left > 0.f) 2006 if (op->speed_left > 0.f)
2109 { 2007 {
2110 --op->speed_left; 2008 --op->speed_left;
2111 2009
2112 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2010 op->play_sound (sound_find ("push_player"));
2113 push_ob (mon, dir, op); 2011 push_ob (mon, dir, op);
2114 2012
2115 if (op->contr->tmp_invis || op->hide) 2013 if (action_makes_visible (op))
2116 make_visible (op); 2014 make_visible (op);
2117 2015
2118 return true; 2016 return true;
2119 } 2017 }
2120 else 2018 else
2136 { 2034 {
2137 --op->speed_left; 2035 --op->speed_left;
2138 2036
2139 if (!op->contr->braced) 2037 if (!op->contr->braced)
2140 { 2038 {
2141 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2039 op->play_sound (sound_find ("push_player"));
2142 push_ob (mon, dir, op); 2040 push_ob (mon, dir, op);
2143 } 2041 }
2144 else 2042 else
2145 new_draw_info (0, 0, op, "You withhold your attack"); 2043 op->statusmsg ("You withhold your attack");
2146 2044
2147 if (op->contr->tmp_invis || op->hide) 2045 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2148 make_visible (op); 2046 make_visible (op);
2149 2047
2150 return true; 2048 return true;
2151 } 2049 }
2152 } 2050 }
2194bool 2092bool
2195move_player (object *op, int dir) 2093move_player (object *op, int dir)
2196{ 2094{
2197 int pick; 2095 int pick;
2198 2096
2199 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2097 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2200 return 0; 2098 return 0;
2201 2099
2202 /* Sanity check: make sure dir is valid */ 2100 /* Sanity check: make sure dir is valid */
2203 if ((dir < 0) || (dir >= 9)) 2101 if ((dir < 0) || (dir >= 9))
2204 { 2102 {
2210 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2108 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2211 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2109 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2212 2110
2213 op->facing = dir; 2111 op->facing = dir;
2214 2112
2215 if (op->hide) 2113 if (op->flag [FLAG_HIDDEN])
2216 do_hidden_move (op); 2114 do_hidden_move (op);
2217 2115
2218 bool retval; 2116 bool retval;
2219 2117
2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2118 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2289 return 0; 2187 return 0;
2290 2188
2291 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2189 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2292 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2190 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2293 { 2191 {
2294 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2192 op->play_sound (sound_find ("ob_evaporate"));
2295 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2193 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2296
2297 if (op->contr)
2298 esrv_del_item (op->contr, tmp->count);
2299 2194
2300 tmp->destroy (); 2195 tmp->destroy ();
2301 CLEAR_FLAG (op, FLAG_LIFESAVE); 2196 CLEAR_FLAG (op, FLAG_LIFESAVE);
2302 2197
2303 if (op->stats.hp < 0) 2198 if (op->stats.hp < 0)
2316 return 0; 2211 return 0;
2317} 2212}
2318 2213
2319/* This goes throws the inventory and removes unpaid objects, and puts them 2214/* This goes throws the inventory and removes unpaid objects, and puts them
2320 * back in the map (location and map determined by values of env). This 2215 * back in the map (location and map determined by values of env). This
2321 * function will descend into containers. op is the object to start the search 2216 * function will descend into containers. op is the object to start the search
2322 * from. 2217 * from.
2323 */ 2218 */
2219static void
2220drop_unpaid_items (object *op, object *env)
2221{
2222 while (op)
2223 {
2224 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2225
2226 if (QUERY_FLAG (op, FLAG_UNPAID))
2227 op->insert_at (env);
2228 else if (op->inv)
2229 drop_unpaid_items (op->inv, env);
2230
2231 op = next;
2232 }
2233}
2234
2324void 2235void
2325remove_unpaid_objects (object *op, object *env) 2236object::drop_unpaid_items ()
2326{ 2237{
2327 while (op) 2238 if (!flag [FLAG_REMOVED])
2328 { 2239 ::drop_unpaid_items (inv, this);
2329 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2330
2331 if (QUERY_FLAG (op, FLAG_UNPAID))
2332 {
2333 if (env->type == PLAYER)
2334 esrv_del_item (env->contr, op->count);
2335
2336 op->insert_at (env);
2337 }
2338 else if (op->inv)
2339 remove_unpaid_objects (op->inv, env);
2340
2341 op = next;
2342 }
2343} 2240}
2344 2241
2345/* 2242/*
2346 * Returns pointer a static string containing gravestone text 2243 * Returns pointer a static string containing gravestone text
2347 * Moved from apply.c to player.c - player.c is what 2244 * Moved from apply.c to player.c - player.c is what
2348 * actually uses this function. player.c may not be quite the 2245 * actually uses this function. player.c may not be quite the
2349 * best, a misc file for object actions is probably better, 2246 * best, a misc file for object actions is probably better,
2350 * but there isn't one in the server directory. 2247 * but there isn't one in the server directory.
2351 */ 2248 */
2352char * 2249const char *
2353gravestone_text (object *op) 2250gravestone_text (object *op)
2354{ 2251{
2355 static char buf2[MAX_BUF]; 2252 static dynbuf_text buf;
2356 char buf[MAX_BUF];
2357 time_t now = time (NULL);
2358 2253
2359 strcpy (buf2, " R.I.P.\n\n"); 2254 buf << "---- R.I.P. ----\n\n"
2255 << op->name;
2256
2360 if (op->type == PLAYER) 2257 if (op->type == PLAYER)
2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2258 buf << " the " << op->contr->title;
2362 else
2363 sprintf (buf, "%s\n", &op->name);
2364 2259
2365 strncat (buf2, " ", 20 - strlen (buf) / 2); 2260 buf << "\n\n";
2366 strcat (buf2, buf); 2261
2262 buf << "who was level ";
2263 buf << (sint32)op->level << "\n\n" // OO breakdown
2264 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2265
2367 if (op->type == PLAYER) 2266 if (op->type == PLAYER)
2368 sprintf (buf, "who was in level %d when killed\n", op->level); 2267 buf << "by " << op->contr->killer_name () << ".\n\n";
2369 else
2370 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2371 2268
2372 strncat (buf2, " ", 20 - strlen (buf) / 2);
2373 strcat (buf2, buf);
2374 if (op->type == PLAYER)
2375 { 2269 {
2376 sprintf (buf, "by %s.\n\n", op->contr->killer); 2270 static char buf2[128];
2377 strncat (buf2, " ", 21 - strlen (buf) / 2); 2271 time_t now = time (NULL);
2378 strcat (buf2, buf);
2379 }
2380
2381 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2272 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2273 buf << buf2;
2383 strcat (buf2, buf); 2274 }
2384 2275
2385 return buf2; 2276 return buf;
2386} 2277}
2387 2278
2388void 2279void
2389do_some_living (object *op) 2280do_some_living (object *op)
2390{ 2281{
2442 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2333 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2443 else 2334 else
2444 { 2335 {
2445 gen_grace = op->stats.maxgrace; 2336 gen_grace = op->stats.maxgrace;
2446 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2337 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2447 }
2448
2449 /* Regenerate Spell Points */
2450 if (!op->contr->golem && --op->last_sp < 0)
2451 {
2452 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2453 if (op->stats.sp < op->stats.maxsp)
2454 {
2455 op->stats.sp++;
2456 /* dms do not consume food */
2457 if (!QUERY_FLAG (op, FLAG_WIZ))
2458 {
2459 op->stats.food--;
2460 if (op->contr->digestion < 0)
2461 op->stats.food += op->contr->digestion;
2462 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2463 op->stats.food = last_food;
2464 }
2465 }
2466
2467 if (max_sp > 1)
2468 {
2469 over_sp = (gen_sp + 10) / rate_sp;
2470 if (over_sp > 0)
2471 {
2472 if (op->stats.sp < op->stats.maxsp)
2473 {
2474 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2475
2476 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2477 op->stats.sp--;
2478
2479 if (op->stats.sp > op->stats.maxsp)
2480 op->stats.sp = op->stats.maxsp;
2481 }
2482 op->last_sp = 0;
2483 }
2484 else
2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2486 }
2487 else
2488 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2489 } 2338 }
2490 2339
2491 /* Regenerate Grace */ 2340 /* Regenerate Grace */
2492 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2341 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2493 if (--op->last_grace < 0) 2342 if (--op->last_grace < 0)
2514 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2363 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2515 } 2364 }
2516 /* wearing stuff doesn't detract from grace generation. */ 2365 /* wearing stuff doesn't detract from grace generation. */
2517 } 2366 }
2518 2367
2368 if (op->stats.food > 0)
2369 {
2519 /* Regenerate Hit Points */ 2370 /* Regenerate Spell Points */
2520 if (--op->last_heal < 0) 2371 if (!op->contr->golem && --op->last_sp < 0)
2521 {
2522 if (op->stats.hp < op->stats.maxhp)
2523 { 2372 {
2524 op->stats.hp++; 2373 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2525 /* dms do not consume food */ 2374
2526 if (!QUERY_FLAG (op, FLAG_WIZ)) 2375 if (op->stats.sp < op->stats.maxsp)
2527 { 2376 {
2377 op->stats.sp++;
2378
2379 /* dms do not consume food */
2380 if (!QUERY_FLAG (op, FLAG_WIZ))
2381 {
2528 op->stats.food--; 2382 op->stats.food--;
2383
2529 if (op->contr->digestion < 0) 2384 if (op->contr->digestion < 0)
2530 op->stats.food += op->contr->digestion; 2385 op->stats.food += op->contr->digestion;
2531 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2386 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2532 op->stats.food = last_food; 2387 op->stats.food = last_food;
2388 }
2533 } 2389 }
2534 }
2535 2390
2536 if (max_hp > 1) 2391 if (max_sp > 1)
2537 {
2538 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2539 if (over_hp > 0)
2540 { 2392 {
2541 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2393 over_sp = (gen_sp + 10) / rate_sp;
2394 if (over_sp > 0)
2395 {
2396 if (op->stats.sp < op->stats.maxsp)
2397 {
2398 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2399
2400 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2401 op->stats.sp--;
2402
2403 if (op->stats.sp > op->stats.maxsp)
2404 op->stats.sp = op->stats.maxsp;
2405 }
2406
2542 op->last_heal = 0; 2407 op->last_sp = 0;
2408 }
2409 else
2410 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2543 } 2411 }
2544 else 2412 else
2413 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2414 }
2415
2416 /* Regenerate Hit Points */
2417 if (--op->last_heal < 0)
2418 {
2419 if (op->stats.hp < op->stats.maxhp)
2545 { 2420 {
2546 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2421 op->stats.hp++;
2422
2423 /* dms do not consume food */
2424 if (!QUERY_FLAG (op, FLAG_WIZ))
2425 {
2426 op->stats.food--;
2427
2428 if (op->contr->digestion < 0)
2429 op->stats.food += op->contr->digestion;
2430 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2431 op->stats.food = last_food;
2432 }
2547 } 2433 }
2434
2435 if (max_hp > 1)
2436 {
2437 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2438
2439 if (over_hp > 0)
2440 {
2441 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2442 op->last_heal = 0;
2443 }
2444 else
2445 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2548 } 2446 }
2549 else 2447 else
2550 {
2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2448 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2552 } 2449 }
2553 } 2450 }
2554 2451
2555 /* Digestion */ 2452 /* Digestion */
2556 if (--op->last_eat < 0) 2453 if (--op->last_eat < 0)
2557 { 2454 {
2558 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2455 int bonus = max (0, op->contr->digestion),
2456 penalty = max (0, -op->contr->digestion);
2559 2457
2560 if (op->contr->gen_hp > 0)
2561 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2458 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2562 else
2563 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2564 2459
2565 /* dms do not consume food */ 2460 /* dms do not consume food */
2566 if (!QUERY_FLAG (op, FLAG_WIZ)) 2461 if (!QUERY_FLAG (op, FLAG_WIZ))
2567 op->stats.food--; 2462 op->stats.food--;
2568 } 2463 }
2569 2464
2570 if (op->stats.food < 0 && op->stats.hp >= 0) 2465 if (op->stats.food < 0 && op->stats.hp >= 0)
2571 { 2466 {
2572 object *tmp, *flesh = 0; 2467 object *flesh = 0;
2573 2468
2574 for (tmp = op->inv; tmp; tmp = tmp->below) 2469 for_inv_removable (op, tmp)
2575 { 2470 {
2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2471 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2472 continue;
2473
2474 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2577 { 2475 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2476 op->statusmsg ("You blindly grab for a bite of food. "
2579 { 2477 "H<To prevent you from starving, you ate some random item from your backpack.>");
2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2581 manual_apply (op, tmp, 0); 2478 manual_apply (op, tmp, 0);
2479
2582 if (op->stats.food >= 0 || op->stats.hp < 0) 2480 if (op->stats.food >= 0 || op->stats.hp < 0)
2583 break; 2481 break;
2584 } 2482 }
2585 else if (tmp->type == FLESH) 2483 else if (tmp->type == FLESH)
2586 flesh = tmp; 2484 flesh = tmp;
2587 } /* End if paid for object */ 2485 }
2588 } /* end of for loop */
2589 2486
2590 /* If player is still starving, it means they don't have any food, so 2487 /* If player is still starving, it means they don't have any food, so
2591 * eat flesh instead. 2488 * eat flesh instead.
2592 */ 2489 */
2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2490 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2594 { 2491 {
2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2492 op->statusmsg ("You blindly grab for a bite of food. "
2493 "H<To prevent you from starving, you ate some random item from your backpack.>");
2596 manual_apply (op, flesh, 0); 2494 manual_apply (op, flesh, 0);
2597 } 2495 }
2496
2497 // If player is still starving, alert him!
2498 if (op->stats.food < 0)
2499 op->failmsg ("You are starving! "
2500 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2501 }
2502
2503 if (op->stats.food < 0)
2598 } 2504 {
2505 op->stats.hp += op->stats.food;
2506 op->stats.food = 0;
2599 2507
2600 while (op->stats.food < 0 && op->stats.hp >= 0) 2508 if (op->stats.hp < 0)
2601 op->stats.food++, op->stats.hp--; 2509 {
2510 op->contr->killer = archetype::get ("killer_starvation");
2511 op->contr->killer->destroy ();
2512 }
2513 }
2602 2514
2515 /* killer should be set here already */
2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2516 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2604 kill_player (op); 2517 kill_player (op);
2605 } 2518 }
2606} 2519}
2607 2520
2611 * file. 2524 * file.
2612 */ 2525 */
2613void 2526void
2614kill_player (object *op) 2527kill_player (object *op)
2615{ 2528{
2529 int x, y;
2616 char buf[MAX_BUF]; 2530 char buf[MAX_BUF];
2617 int x, y;
2618
2619 //int i;
2620 maptile *map; /* this is for resurrection */ 2531 maptile *map; /* this is for resurrection */
2621
2622 /* int z;
2623 int num_stats_lose;
2624 int lost_a_stat;
2625 int lose_this_stat;
2626 int this_stat; */
2627 int will_kill_again; 2532 int will_kill_again;
2628 archetype *at; 2533 archetype *at;
2629 object *tmp; 2534 object *tmp;
2630 2535
2631 if (save_life (op)) 2536 if (save_life (op))
2632 return; 2537 return;
2633
2634 2538
2635 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2539 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2636 * in cities ONLY!!! It is very important that this doesn't get abused. 2540 * in cities ONLY!!! It is very important that this doesn't get abused.
2637 * Look at op_on_battleground() for more info --AndreasV 2541 * Look at op_on_battleground() for more info --AndreasV
2638 */ 2542 */
2654 { 2558 {
2655 tmp->destroy (); 2559 tmp->destroy ();
2656 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2560 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2657 } 2561 }
2658 2562
2659 cure_disease (op, 0); /* remove any disease */ 2563 cure_disease (op, 0, 0); /* remove any disease */
2660 op->stats.hp = op->stats.maxhp; 2564 op->stats.hp = op->stats.maxhp;
2661 if (op->stats.food <= 0) 2565 if (op->stats.food <= 0)
2662 op->stats.food = 999; 2566 op->stats.food = 999;
2663 2567
2664 /* create a bodypart-trophy to make the winner happy */ 2568 /* create a bodypart-trophy to make the winner happy */
2665 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2569 if (object *tmp = arch_to_object (archetype::find ("finger")))
2666 { 2570 {
2667 sprintf (buf, "%s's finger", &op->name); 2571 tmp->name = format ("%s's finger" , &op->name);
2668 tmp->name = buf; 2572 tmp->name_pl = format ("%s's fingers", &op->name);
2669 sprintf (buf, " This finger has been cut off %s\n"
2670 " the %s, when he was defeated at\n level %d by %s.\n",
2671 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2672 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 );
2673 tmp->value = 0, tmp->type = 0; 2579 tmp->value = 0, tmp->type = 0;
2674 tmp->materialname = "organics"; 2580 tmp->materialname = "organics";
2675 tmp->insert_at (op, tmp); 2581 tmp->insert_at (op, tmp);
2676 } 2582 }
2677 2583
2683 2589
2684 INVOKE_PLAYER (DEATH, op->contr); 2590 INVOKE_PLAYER (DEATH, op->contr);
2685 2591
2686 command_kill_pets (op, 0); 2592 command_kill_pets (op, 0);
2687 2593
2688 if (op->stats.food < 0) 2594 op->contr->play_sound (sound_find ("player_dies"));
2689 {
2690 sprintf (buf, "%s starved to death.", &op->name);
2691 strcpy (op->contr->killer, "starvation");
2692 }
2693 else
2694 sprintf (buf, "%s died.", &op->name);
2695
2696 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2697 2595
2698 /* save the map location for corpse, gravestone */ 2596 /* save the map location for corpse, gravestone */
2699 x = op->x; 2597 x = op->x;
2700 y = op->y; 2598 y = op->y;
2701 map = op->map; 2599 map = op->map;
2729 2627
2730 lost_a_stat = 0; 2628 lost_a_stat = 0;
2731 2629
2732 for (z = 0; z < num_stats_lose; z++) 2630 for (z = 0; z < num_stats_lose; z++)
2733 { 2631 {
2734 i = RANDOM () % NUM_STATS; 2632 i = rndm (NUM_STATS);
2735 2633
2736 if (settings.stat_loss_on_death) 2634 if (settings.stat_loss_on_death)
2737 { 2635 {
2738 /* Pick a random stat and take a point off it. Tell the player 2636 /* Pick a random stat and take a point off it. Tell the player
2739 * what he lost. 2637 * what he lost.
2808 lost_a_stat = 1; 2706 lost_a_stat = 1;
2809 } 2707 }
2810 } 2708 }
2811 } 2709 }
2812 } 2710 }
2711
2813 /* If no stat lost, tell the player. */ 2712 /* If no stat lost, tell the player. */
2814 if (!lost_a_stat) 2713 if (!lost_a_stat)
2815 { 2714 {
2816 /* determine_god() seems to not work sometimes... why is this? 2715 /* determine_god() seems to not work sometimes... why is this?
2817 Should I be using something else? GD */ 2716 Should I be using something else? GD */
2821 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2720 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2822 else 2721 else
2823 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2722 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2824 } 2723 }
2825#else 2724#else
2826 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2725 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2827#endif 2726#endif
2828 2727
2829 /* Put a gravestone up where the character 'almost' died. List the 2728 /* Put a gravestone up where the character 'almost' died. List the
2830 * exp loss on the stone. 2729 * exp loss on the stone.
2831 */ 2730 */
2832 tmp = arch_to_object (archetype::find ("gravestone")); 2731 tmp = arch_to_object (archetype::find ("gravestone"));
2833 sprintf (buf, "%s's gravestone", &op->name); 2732 tmp->name = format ("%s's gravestone", &op->name);
2834 tmp->name = buf; 2733 tmp->name_pl = format ("%s's gravestones", &op->name);
2835 sprintf (buf, "%s's gravestones", &op->name); 2734 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2836 tmp->name_pl = buf; 2735 &op->name, op->contr->title, op->contr->killer_name ());
2837 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);
2838 tmp->msg = buf;
2839 tmp->x = op->x, tmp->y = op->y; 2736 tmp->x = op->x, tmp->y = op->y;
2840 insert_ob_in_map (tmp, op->map, NULL, 0); 2737 insert_ob_in_map (tmp, op->map, NULL, 0);
2841 2738
2842 /**************************************/ 2739 /**************************************/
2843 /* */ 2740 /* */
2864 { 2761 {
2865 tmp->destroy (); 2762 tmp->destroy ();
2866 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2763 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2867 } 2764 }
2868 2765
2869 cure_disease (op, 0); /* remove any disease */ 2766 cure_disease (op, 0, 0); /* remove any disease */
2767
2768 // remove all spell effects that are active
2769 // to avoid long-term effects such as word-of-recall
2770 for (object *item = op->inv; item; )
2771 {
2772 object *next = item->below;
2773
2774 if (item->type == SPELL_EFFECT && item->active)
2775 item->destroy ();
2776
2777 item = next;
2778 }
2870 2779
2871 /*add_exp(op, (op->stats.exp * -0.20)); */ 2780 /*add_exp(op, (op->stats.exp * -0.20)); */
2872 apply_death_exp_penalty (op); 2781 apply_death_exp_penalty (op);
2782
2873 if (op->stats.food < 100) 2783 if (op->stats.food < 100)
2874 op->stats.food = 900; 2784 op->stats.food = 900;
2785
2875 op->stats.hp = op->stats.maxhp; 2786 op->stats.hp = op->stats.maxhp;
2876 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2787 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2877 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2788 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2878 2789
2879 /* 2790 /*
2880 * Check to see if the player has any unpaid items. If so, remove them 2791 * Check to see if the player has any unpaid items. If so, remove them
2881 * and put them back in the map. 2792 * and put them back in the map.
2882 */ 2793 */
2883 remove_unpaid_objects (op->inv, op); 2794 op->drop_unpaid_items ();
2884 2795
2885 /****************************************/ 2796 /****************************************/
2886 /* */ 2797 /* */
2887 /* Move player to his current respawn- */ 2798 /* Move player to his current respawn- */
2888 /* position (usually last savebed) */ 2799 /* position (usually last savebed) */
2917 if (will_kill_again & (1 << at)) 2828 if (will_kill_again & (1 << at))
2918 force->resist[at] = 100; 2829 force->resist[at] = 100;
2919 2830
2920 insert_ob_in_ob (force, op); 2831 insert_ob_in_ob (force, op);
2921 op->update_stats (); 2832 op->update_stats ();
2922
2923 } 2833 }
2924 2834
2925 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2835 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2926} 2836}
2927 2837
2947 2857
2948 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2858 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2949 { 2859 {
2950 if (tmp->nrof > 1) 2860 if (tmp->nrof > 1)
2951 { 2861 {
2952 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2862 tmp->decrease (rndm (1, tmp->nrof - 1));
2953 tmp2->destroy ();
2954 insert_ob_in_map (tmp, op->map, NULL, 0); 2863 insert_ob_in_map (tmp, op->map, NULL, 0);
2955 } 2864 }
2956 else 2865 else
2957 tmp->destroy (); 2866 tmp->destroy ();
2958 } 2867 }
2969void 2878void
2970fix_weight (void) 2879fix_weight (void)
2971{ 2880{
2972 for_all_players (pl) 2881 for_all_players (pl)
2973 { 2882 {
2974 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2883 sint32 old = pl->ob->carrying;
2975 2884
2976 if (old == sum) 2885 pl->ob->update_weight ();
2977 continue; 2886
2887 if (old != pl->ob->carrying)
2888 {
2978 pl->ob->update_stats (); 2889 pl->ob->update_stats ();
2979 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2890 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2891 }
2980 } 2892 }
2981} 2893}
2982 2894
2983void 2895void
2984fix_luck (void) 2896fix_luck (void)
3026} 2938}
3027 2939
3028void 2940void
3029make_visible (object *op) 2941make_visible (object *op)
3030{ 2942{
3031 op->hide = 0; 2943 op->flag [FLAG_HIDDEN] = 0;
3032 op->invisible = 0; 2944 op->invisible = 0;
2945
3033 if (op->type == PLAYER) 2946 if (op->type == PLAYER)
3034 { 2947 {
3035 op->contr->tmp_invis = 0; 2948 op->contr->tmp_invis = 0;
3036 op->contr->invis_race = 0; 2949 op->contr->invis_race = 0;
3037 } 2950 }
3040} 2953}
3041 2954
3042int 2955int
3043is_true_undead (object *op) 2956is_true_undead (object *op)
3044{ 2957{
3045 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2958 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3046 return 1; 2959 return 1;
3047 2960
3048 return 0; 2961 return 0;
3049} 2962}
3050 2963
3051/* look at the surrounding terrain to determine 2964/* look at the surrounding terrain to determine
3052 * the hideability of this object. Positive levels 2965 * the hideability of this object. Positive levels
3053 * indicate greater hideability. 2966 * indicate greater hideability.
3054 */ 2967 */
3055
3056int 2968int
3057hideability (object *ob) 2969hideability (object *ob)
3058{ 2970{
3059 int i, level = 0, mflag; 2971 int i, level = 0, mflag;
3060 sint16 x, y; 2972 sint16 x, y;
3061 2973
3062 if (!ob || !ob->map) 2974 if (!ob || !ob->map)
3063 return 0; 2975 return 0;
3064 2976
3065 /* so, on normal lighted maps, its hard to hide */ 2977 /* so, on normal lighted maps, its hard to hide */
3066 level = ob->map->darkness - 2; 2978 level = ob->map->darklevel () - 2;
3067 2979
3068 /* this also picks up whether the object is glowing. 2980 /* this also picks up whether the object is glowing.
3069 * If you carry a light on a non-dark map, its not 2981 * If you carry a light on a non-dark map, its not
3070 * as bad as carrying a light on a pitch dark map */ 2982 * as bad as carrying a light on a pitch dark map */
3071 if (has_carried_lights (ob)) 2983 if (has_carried_lights (ob))
3072 level = -(10 + (2 * ob->map->darkness)); 2984 level = -(10 + (2 * ob->map->darklevel ()));
3073 2985
3074 /* scan through all nearby squares for terrain to hide in */ 2986 /* scan through all nearby squares for terrain to hide in */
3075 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2987 for (i = 0, x = ob->x, y = ob->y;
2988 i <= SIZEOFFREE1;
2989 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3076 { 2990 {
3077 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2991 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3078 if (mflag & P_OUT_OF_MAP) 2992 if (mflag & P_OUT_OF_MAP)
3079 {
3080 continue; 2993 continue;
3081 } 2994
3082 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2995 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3083 level += 2; 2996 level += 2;
3084 else /* open terrain! */ 2997 else /* open terrain! */
3085 level -= 1; 2998 level -= 1;
3086 } 2999 }
3097 * spot (surrounded by clear terrain in broad daylight). -b.t. 3010 * spot (surrounded by clear terrain in broad daylight). -b.t.
3098 */ 3011 */
3099void 3012void
3100do_hidden_move (object *op) 3013do_hidden_move (object *op)
3101{ 3014{
3102 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3015 int hide = 0;
3103 object *skop;
3104 3016
3105 if (!op || !op->map) 3017 if (!op || !op->map)
3106 return; 3018 return;
3107 3019
3108 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3020 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3021 int num = random_roll (0, 19, op, PREFER_LOW);
3109 3022
3110 /* its *extremely* hard to run and sneak/hide at the same time! */ 3023 /* its *extremely* hard to run and sneak/hide at the same time! */
3111 if (op->type == PLAYER && op->contr->run_on) 3024 if (op->type == PLAYER && op->contr->run_on)
3112 if (!skop || num >= skop->level) 3025 if (!skop || num >= skop->level)
3113 { 3026 {
3123 num -= hide; 3036 num -= hide;
3124 3037
3125 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3038 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3126 { 3039 {
3127 make_visible (op); 3040 make_visible (op);
3041
3128 if (op->type == PLAYER) 3042 if (op->type == PLAYER)
3129 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3043 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3130 } 3044 }
3131 else if (op->type == PLAYER && skop) 3045 else if (op->type == PLAYER && skop)
3132 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3046 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3185 * object op. This function works fine for monsters, 3099 * object op. This function works fine for monsters,
3186 * but we dont worry if the object isnt the top one in 3100 * but we dont worry if the object isnt the top one in
3187 * a pile (say a coin under a table would return "viewable" 3101 * a pile (say a coin under a table would return "viewable"
3188 * by this routine). Another question, should we be 3102 * by this routine). Another question, should we be
3189 * concerned with the direction the player is looking 3103 * concerned with the direction the player is looking
3190 * in? Realistically, most of use cant see stuff behind 3104 * in? Realistically, most of us can't see stuff behind
3191 * our backs...on the other hand, does the "facing" direction 3105 * our backs...on the other hand, does the "facing" direction
3192 * imply the way your head, or body is facing? Its possible 3106 * imply the way your head, or body is facing? It's possible
3193 * for them to differ. Sigh, this fctn could get a bit more complex. 3107 * for them to differ. Sigh, this fctn could get a bit more complex.
3194 * -b.t. 3108 * -b.t.
3195 * This function is now map tiling safe. 3109 * This function is now map tiling safe.
3196 */ 3110 */
3197
3198int 3111int
3199player_can_view (object *pl, object *op) 3112player_can_view (object *pl, object *op)
3200{ 3113{
3201 rv_vector rv; 3114 rv_vector rv;
3202 int dx, dy; 3115 int dx, dy;
3214 3127
3215 get_rangevector (pl, op, &rv, 0x1); 3128 get_rangevector (pl, op, &rv, 0x1);
3216 3129
3217 /* starting with the 'head' part, lets loop 3130 /* starting with the 'head' part, lets loop
3218 * through the object and find if it has any 3131 * through the object and find if it has any
3219 * part that is in the los array but isnt on 3132 * part that is in the los array but isn't on
3220 * a blocked los square. 3133 * a blocked los square.
3221 * we use the archetype to figure out offsets. 3134 * we use the archetype to figure out offsets.
3222 */ 3135 */
3223 while (op) 3136 while (op)
3224 { 3137 {
3225 dx = rv.distance_x + op->arch->clone.x; 3138 dx = rv.distance_x + op->arch->x;
3226 dy = rv.distance_y + op->arch->clone.y; 3139 dy = rv.distance_y + op->arch->y;
3227 3140
3228 /* only the viewable area the player sees is updated by LOS 3141 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3229 * code, so we need to restrict ourselves to that range of values
3230 * for any meaningful values.
3231 */
3232 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3233 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3234 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3235 return 1; 3142 return 1;
3143
3236 op = op->more; 3144 op = op->more;
3237 } 3145 }
3146
3238 return 0; 3147 return 0;
3239} 3148}
3240 3149
3241/* routine for both players and monsters. We call this when 3150/* routine for both players and monsters. We call this when
3242 * there is a possibility for our action distrubing our hiding 3151 * there is a possibility for our action distrubing our hiding
3243 * place or invisiblity spell. Artefact invisiblity is not 3152 * place or invisiblity spell. Artefact invisiblity causes
3244 * effected by this. If we arent invisible to begin with, we 3153 * "noise" instead. If we arent invisible to begin with, we
3245 * return 0. 3154 * return 0.
3246 */ 3155 */
3247int 3156int
3248action_makes_visible (object *op) 3157action_makes_visible (object *op)
3249{ 3158{
3250
3251 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3159 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3252 { 3160 {
3253 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3161 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3162 {
3163 // artefact invisibility is permanent, but we still make noise
3164 // this is important for game-balance.
3165 if (op->contr)
3166 op->make_noise ();
3167
3254 return 0; 3168 return 0;
3169 }
3255 3170
3256 if (op->contr && op->contr->tmp_invis == 0) 3171 if (op->contr && op->contr->tmp_invis == 0)
3257 return 0; 3172 return 0;
3258 3173
3259 /* If monsters, they should become visible */ 3174 /* If monsters, they should become visible */
3260 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3175 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3261 { 3176 {
3262 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3177 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3263 return 1; 3178 return 1;
3264 } 3179 }
3265 } 3180 }
3181
3266 return 0; 3182 return 0;
3267} 3183}
3268 3184
3269/* op_on_battleground - checks if the given object op (usually 3185/* op_on_battleground - checks if the given object op (usually
3270 * a player) is standing on a valid battleground-tile, 3186 * a player) is standing on a valid battleground-tile,
3275 * Default is to do the same as before, so only people wanting to have different points need worry about this 3191 * Default is to do the same as before, so only people wanting to have different points need worry about this
3276 */ 3192 */
3277int 3193int
3278op_on_battleground (object *op, int *x, int *y) 3194op_on_battleground (object *op, int *x, int *y)
3279{ 3195{
3280 object *tmp;
3281
3282 /* A battleground-tile needs the following attributes to be valid: 3196 /* A battleground-tile needs the following attributes to be valid:
3283 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3197 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3284 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3198 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3285 * and the exit-coordinates sp/hp must both be > 0. 3199 * and the exit-coordinates sp/hp must both be > 0.
3286 * => The intention here is to prevent abuse of the battleground- 3200 * => The intention here is to prevent abuse of the battleground-
3287 * feature (like pickable or hidden battleground tiles). */ 3201 * feature (like pickable or hidden battleground tiles). */
3288 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3202 for (object *tmp = op->below; tmp; tmp = tmp->below)
3289 { 3203 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3204 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3291 { 3205 {
3292 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3206 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3293 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3207 && tmp->type == BATTLEGROUND
3208 && tmp->name == shstr_battleground
3209 && EXIT_X (tmp) && EXIT_Y (tmp))
3294 { 3210 {
3295 /*before we assign the exit, check if this is a teambattle */ 3211 /* before we assign the exit, check if this is a teambattle */
3296 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3212 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3297 { 3213 {
3298 object *invtmp;
3299
3300 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3214 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3301 { 3215 {
3302 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3216 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3303 { 3217 {
3304 if (x != NULL && y != NULL) 3218 if (x && y)
3305 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3219 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3220
3306 return 1; 3221 return 1;
3307 } 3222 }
3308 } 3223 }
3309 } 3224 }
3225
3310 if (x != NULL && y != NULL) 3226 if (x && y)
3311 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3227 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3228
3312 return 1; 3229 return 1;
3313 } 3230 }
3314 } 3231 }
3315 } 3232 }
3233
3316 /* If we got here, did not find a battleground */ 3234 /* If we got here, did not find a battleground */
3317 return 0; 3235 return 0;
3318} 3236}
3319 3237
3320/* 3238/*
3336 char buf[MAX_BUF]; /* tmp. string buffer */ 3254 char buf[MAX_BUF]; /* tmp. string buffer */
3337 int i = 0, j = 0; 3255 int i = 0, j = 0;
3338 3256
3339 /* get the appropriate treasurelist */ 3257 /* get the appropriate treasurelist */
3340 if (atnr == ATNR_FIRE) 3258 if (atnr == ATNR_FIRE)
3341 trlist = treasurelist::find ("dragon_ability_fire"); 3259 trlist = treasurelist::find (shstr_dragon_ability_fire);
3342 else if (atnr == ATNR_COLD) 3260 else if (atnr == ATNR_COLD)
3343 trlist = treasurelist::find ("dragon_ability_cold"); 3261 trlist = treasurelist::find (shstr_dragon_ability_cold);
3344 else if (atnr == ATNR_ELECTRICITY) 3262 else if (atnr == ATNR_ELECTRICITY)
3345 trlist = treasurelist::find ("dragon_ability_elec"); 3263 trlist = treasurelist::find (shstr_dragon_ability_elec);
3346 else if (atnr == ATNR_POISON) 3264 else if (atnr == ATNR_POISON)
3347 trlist = treasurelist::find ("dragon_ability_poison"); 3265 trlist = treasurelist::find (shstr_dragon_ability_poison);
3348 3266
3349 if (trlist == NULL || who->type != PLAYER) 3267 if (trlist == NULL || who->type != PLAYER)
3350 return; 3268 return;
3351 3269
3352 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3270 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3356 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3274 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3357 return; 3275 return;
3358 } 3276 }
3359 3277
3360 /* everything seems okay - now bring on the gift: */ 3278 /* everything seems okay - now bring on the gift: */
3361 item = &(tr->item->clone); 3279 item = tr->item;
3362 3280
3363 if (item->type == SPELL) 3281 if (item->type == SPELL)
3364 { 3282 {
3365 if (check_spell_known (who, item->name)) 3283 if (check_spell_known (who, item->name))
3366 return; 3284 return;
3425 { 3343 {
3426 /* forces in the treasurelist can alter the player's stats */ 3344 /* forces in the treasurelist can alter the player's stats */
3427 object *skin; 3345 object *skin;
3428 3346
3429 /* first get the dragon skin force */ 3347 /* first get the dragon skin force */
3430 shstr_cmp dragon_skin_force ("dragon_skin_force");
3431 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) 3348 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3432 ; 3349 ;
3433 3350
3434 if (!skin) 3351 if (!skin)
3435 return; 3352 return;
3436 3353
3471 else 3388 else
3472 { 3389 {
3473 /* generate misc. treasure */ 3390 /* generate misc. treasure */
3474 tmp = arch_to_object (tr->item); 3391 tmp = arch_to_object (tr->item);
3475 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3392 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3476 tmp = insert_ob_in_ob (tmp, who); 3393 who->insert (tmp);
3477 if (who->type == PLAYER)
3478 esrv_send_item (who, tmp);
3479 } 3394 }
3480} 3395}
3481 3396
3482/** 3397/**
3483 * Unready an object for a player. This function does nothing if the object was 3398 * Unready an object for a player. This function does nothing if the object was
3495 if (pl->ranged_ob == ob) 3410 if (pl->ranged_ob == ob)
3496 pl->ranged_ob = 0; 3411 pl->ranged_ob = 0;
3497} 3412}
3498 3413
3499sint8 3414sint8
3500player::visibility_at (maptile *map, int x, int y) const 3415player::darkness_at (maptile *map, int x, int y) const
3501{ 3416{
3502 if (!ns) 3417 if (!ns)
3503 return 0; 3418 return LOS_BLOCKED;
3504 3419
3505 int dx, dy; 3420 int dx, dy;
3506 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3421 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3507 return 0; 3422 return LOS_BLOCKED;
3508 3423
3509 x += dx - ns->current_x + ns->mapx / 2; 3424 x += dx - ns->current_x;
3510 y += dy - ns->current_y + ns->mapy / 2; 3425 y += dy - ns->current_y;
3511 3426
3512 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3513 return 0;
3514
3515 return 100 - blocked_los [x][y]; 3427 return blocked_los (x, y);
3516} 3428}
3429
3430void
3431player::infobox (const char *title, const char *msg, int color)
3432{
3433 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3434}
3435
3436void
3437player::statusmsg (const char *msg, int color)
3438{
3439 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3440}
3441
3442void
3443player::failmsg (const char *msg, int color)
3444{
3445 play_sound (sound_find ("generic_failure"));
3446 statusmsg (msg, color);
3447}
3448

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