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Comparing deliantra/server/server/player.C (file contents):
Revision 1.150 by root, Sun Jun 10 03:11:17 2007 UTC vs.
Revision 1.237 by root, Thu Nov 5 15:18:26 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 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 it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
33#include <algorithm> 33#include <algorithm>
34#include <functional> 34#include <functional>
35 35
36playervec players; 36playervec players;
37 37
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151
152/* This loads the first map an puts the player on it. */ 38/* This loads the first map an puts the player on it. */
153static void 39static void
154set_first_map (object *op) 40set_first_map (object *op)
155{ 41{
156 op->contr->maplevel = first_map_path; 42 op->contr->maplevel = first_map_path;
184 70
185 if (ob->map) 71 if (ob->map)
186 maplevel = ob->map->path; 72 maplevel = ob->map->path;
187 73
188 ob->remove (); 74 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 76 ob->map = 0;
190 party = 0; 77 party = 0;
191 78
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 80
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (this); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
219 106
220 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222 109
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 111
225 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
226 113
227 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 115 if (is_dragon_pl (ob))
229 { 116 {
230 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
231 118
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) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 122 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 124 skin = tmp;
241 125
242 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
243 } 127 }
244 128
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 130
247 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 activate ();
140
141 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this);
143}
144
145void
146player::disconnect ()
147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
154 if (ns)
155 {
156 if (active)
157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
158
159 INVOKE_PLAYER (DISCONNECT, this);
160
161 ns->reset_stats ();
162 ns->pl = 0;
163 ns = 0;
164 }
165
166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
169
170 deactivate ();
171}
172
173// the need for this function can be explained
174// by load_object not returning the object
175void
176player::set_object (object *op)
177{
178 ob = observe = viewpoint = op;
179 ob->contr = this; /* this aren't yet in archetype */
180
181 ob->speed = 1.0f;
182 ob->speed_left = 0.5f;
183
184 ob->direction = 5; /* So player faces south */
248 185
249 ob->flag [FLAG_READY_WEAPON] = false; 186 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false; 187 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false; 188 ob->flag [FLAG_READY_BOW] = false;
252 189
269 combat_ob = op; 206 combat_ob = op;
270 break; 207 break;
271 } 208 }
272 209
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 210 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 211 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 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325} 212}
326 213
327void 214void
328player::set_observe (object *op) 215player::set_observe (object *op)
329{ 216{
330 observe = op ? op : ob; 217 observe = viewpoint = op ? op : ob;
218 do_los = 1;
219}
220
221void
222player::set_viewpoint (object *op)
223{
224 viewpoint = op ? op : (object *)observe;
331 do_los = 1; 225 do_los = 1;
332} 226}
333 227
334player::player () 228player::player ()
335{ 229{
343 savebed_map = first_map_path; /* Init. respawn position */ 237 savebed_map = first_map_path; /* Init. respawn position */
344 238
345 gen_sp_armour = 10; 239 gen_sp_armour = 10;
346 bowtype = bow_normal; 240 bowtype = bow_normal;
347 petmode = pet_normal; 241 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers; 242 usekeys = containers;
350 peaceful = 1; /* default peaceful */ 243 peaceful = 1; /* default peaceful */
351 do_los = 1; 244 do_los = 1;
352 245
353 weapon_sp = 1.0f; 246 weapon_sp = 1.0f;
364 if (ob) 257 if (ob)
365 { 258 {
366 ob->destroy_inv (false); 259 ob->destroy_inv (false);
367 ob->destroy (); 260 ob->destroy ();
368 } 261 }
262
263 ob = observe = viewpoint = 0;
369} 264}
370 265
371player::~player () 266player::~player ()
372{ 267{
373 /* Clear item stack */ 268 /* Clear item stack */
400 * Note: there MUST be at least one player archetype! 295 * Note: there MUST be at least one player archetype!
401 */ 296 */
402archetype * 297archetype *
403get_player_archetype (archetype *at) 298get_player_archetype (archetype *at)
404{ 299{
300 // archetypes could have been reloaded
301 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
302
303 if (!nat)
304 return at;
305
405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 306 archvec::iterator i = archetypes.find (nat);
406 307
407 for (;;) 308 for (;;)
408 { 309 {
409 if (++i == archetypes.end ()) 310 if (++i == archetypes.end ())
410 i = archetypes.begin (); 311 i = archetypes.begin ();
424 unsigned lastdist; 325 unsigned lastdist;
425 rv_vector rv; 326 rv_vector rv;
426 327
427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 328 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
428 { 329 {
429 /* We should not find free objects on this friendly list, but it
430 * does periodically happen. Given that, lets deal with it.
431 * While unlikely, it is possible the next object on the friendly
432 * list is also free, so encapsulate this in a while loop.
433 */
434 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
435 {
436 object *tmp = ol->ob;
437
438 /* Can't do much more other than log the fact, because the object
439 * itself will have been cleared.
440 */
441 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
442 tmp->debug_desc ());
443 ol = ol->next;
444 remove_friendly_object (tmp);
445 if (!ol)
446 return op;
447 }
448
449 /* Remove special check for player from this. First, it looks to cause
450 * some crashes (ol->ob->contr not set properly?), but secondly, a more
451 * complicated method of state checking would be needed in any case -
452 * as it was, a clever player could type quit, and the function would
453 * skip them over while waiting for confirmation. Remove
454 * on_same_map check, as can_detect_enemy also does this
455 */
456 if (!can_detect_enemy (mon, ol->ob, &rv)) 330 if (!can_detect_enemy (mon, ol->ob, &rv))
457 continue; 331 continue;
458 332
459 if (lastdist > rv.distance) 333 if (lastdist > rv.distance)
460 { 334 {
655 529
656 return firstdir; 530 return firstdir;
657} 531}
658 532
659void 533void
660give_initial_items (object *pl, treasurelist * items) 534give_initial_items (object *pl, treasurelist *items)
661{ 535{
662 object *op, *next = NULL;
663
664 if (pl->randomitems != NULL) 536 if (pl->randomitems)
665 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 537 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
666 538
667 for (op = pl->inv; op; op = next) 539 for (object *next, *op = pl->inv; op; op = next)
668 { 540 {
669 next = op->below; 541 next = op->below;
670 542
671 /* Forces get applied per default, unless they have the 543 /* Forces get applied per default, unless they have the
672 * flag "neutral" set. Sorry but I can't think of a better way 544 * flag "neutral" set. Sorry but I can't think of a better way
677 /* we never give weapons/armour if these cannot be used 549 /* we never give weapons/armour if these cannot be used
678 * by this player due to race restrictions 550 * by this player due to race restrictions
679 */ 551 */
680 if (pl->type == PLAYER) 552 if (pl->type == PLAYER)
681 { 553 {
682 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
555 &&
683 (op->type == ARMOUR || op->type == BOOTS || 556 (op->type == ARMOUR || op->type == BOOTS
684 op->type == CLOAK || op->type == HELMET || 557 || op->type == CLOAK || op->type == HELMET
685 op->type == SHIELD || op->type == GLOVES || 558 || op->type == SHIELD || op->type == GLOVES
559 || op->type == BRACERS || op->type == GIRDLE))
686 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 560 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
687 { 561 {
688 op->destroy (); 562 op->destroy ();
689 continue; 563 continue;
690 } 564 }
691 } 565 }
692 566
693 /* This really needs to be better - we should really give 567 /* Here we remove duplicated skills (as duplicated spell objects have
694 * a substitute spellbook. The problem is that we don't really 568 * _very_ confusing effects for players), which could for instance be
695 * have a good idea what to replace it with (need something like 569 * generated by bad treasurelists. - elmex
696 * a first level treasurelist for each skill.)
697 * remove duplicate skills also
698 */ 570 */
699 if (op->type == SPELLBOOK || op->type == SKILL) 571 if (op->type == SKILL)
700 { 572 {
701 object *tmp;
702
703 for (tmp = op->below; tmp; tmp = tmp->below) 573 for (object *tmp = op->below; tmp; tmp = tmp->below)
704 if (tmp->type == op->type && tmp->name == op->name) 574 if (tmp->type == op->type && tmp->name == op->name)
705 break;
706
707 if (tmp)
708 { 575 {
709 op->destroy (); 576 op->destroy ();
577 LOG (llevError,
710 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
711 continue; 579 break;
712 } 580 }
713 581
714 if (op->nrof > 1) 582 if (op->nrof > 1)
715 op->nrof = 1; 583 op->nrof = 1;
716 } 584 }
717 585
718 if (op->type == SPELLBOOK && op->inv) 586 if (op->type == SPELLBOOK && op->inv)
719 {
720 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
721 }
722 588
723 /* Give starting characters identified, uncursed, and undamned 589 /* Give starting characters identified, uncursed, and undamned
724 * items. Just don't identify gold or silver, or it won't be 590 * items. Just don't identify gold or silver, or it won't be
725 * merged properly. 591 * merged properly.
726 */ 592 */
727 if (need_identify (op)) 593 if (need_identify (op))
728 { 594 {
729 SET_FLAG (op, FLAG_IDENTIFIED); 595 SET_FLAG (op, FLAG_IDENTIFIED);
730 CLEAR_FLAG (op, FLAG_CURSED); 596 CLEAR_FLAG (op, FLAG_CURSED);
731 CLEAR_FLAG (op, FLAG_DAMNED); 597 CLEAR_FLAG (op, FLAG_DAMNED);
732 } 598 }
599
733 if (op->type == SPELL) 600 if (op->type == SPELL)
734 { 601 {
735 op->destroy (); 602 op->destroy ();
736 continue; 603 continue;
737 } 604 }
739 { 606 {
740 SET_FLAG (op, FLAG_CAN_USE_SKILL); 607 SET_FLAG (op, FLAG_CAN_USE_SKILL);
741 op->stats.exp = 0; 608 op->stats.exp = 0;
742 op->level = 1; 609 op->level = 1;
743 } 610 }
744 /* lock all 'normal items by default */ 611 else /* lock all 'normal items by default */
745 else
746 SET_FLAG (op, FLAG_INV_LOCKED); 612 SET_FLAG (op, FLAG_INV_LOCKED);
747 } /* for loop of objects in player inv */ 613 } /* for loop of objects in player inv */
748 614
749 /* Need to set up the skill pointers */ 615 /* Need to set up the skill pointers */
750 link_player_skills (pl); 616 pl->contr->link_skills ();
751} 617}
752 618
753void 619void
754get_party_password (object *op, partylist *party) 620get_party_password (object *op, partylist *party)
755{ 621{
856static void 722static void
857start_info (object *op) 723start_info (object *op)
858{ 724{
859 char buf[MAX_BUF]; 725 char buf[MAX_BUF];
860 726
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 727 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 728 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
865} 729}
866 730
867/* This function takes the key that is passed, and does the 731/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 732 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 733 * The function name is for historical reasons - now we have
872 */ 736 */
873void 737void
874player::chargen_race_done () 738player::chargen_race_done ()
875{ 739{
876 /* this must before then initial items are given */ 740 /* this must before then initial items are given */
877 esrv_new_player (ob->contr, ob->weight + ob->carrying); 741 esrv_new_player (ob->contr);
878 742
879 treasurelist *tl = treasurelist::find ("starting_wealth"); 743 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl) 744 if (tl)
881 create_treasure (tl, ob, 0, 0, 0); 745 create_treasure (tl, ob, 0, 0, 0);
882 746
886 ob->contr->ns->state = ST_PLAYING; 750 ob->contr->ns->state = ST_PLAYING;
887 751
888 if (ob->msg) 752 if (ob->msg)
889 ob->msg = 0; 753 ob->msg = 0;
890 754
891 /* We create this now because some of the unique maps will need it
892 * to save here.
893 */
894 {
895 char buf[MAX_BUF];
896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
897 make_path_to_file (buf);
898 }
899
900 start_info (ob); 755 start_info (ob);
901 CLEAR_FLAG (ob, FLAG_WIZ); 756 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (ob, ob->randomitems); 757 give_initial_items (ob, ob->randomitems);
903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob); 758 esrv_send_inventory (ob, ob);
905 ob->update_stats (); 759 ob->update_stats ();
906 760
907 /* This moves the player to a different start map, if there 761 /* This moves the player to a different start map, if there
908 * is one for this race 762 * is one for this race
909 */ 763 */
910 if (*first_map_ext_path) 764 if (*first_map_ext_path)
911 { 765 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
912 object *tmp;
913 char mapname[MAX_BUF];
914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else 766 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 767 LOG (llevDebug, "first_map_ext_path not set\n");
927} 768}
928 769
929void 770void
973 LOG (llevDebug, "Fleeing player is dead.\n"); 814 LOG (llevDebug, "Fleeing player is dead.\n");
974 CLEAR_FLAG (op, FLAG_SCARED); 815 CLEAR_FLAG (op, FLAG_SCARED);
975 return; 816 return;
976 } 817 }
977 818
978 if (op->enemy == NULL) 819 if (!op->enemy)
979 { 820 {
980 LOG (llevDebug, "Fleeing player had no enemy.\n"); 821 LOG (llevDebug, "Fleeing player had no enemy.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 822 CLEAR_FLAG (op, FLAG_SCARED);
982 return; 823 return;
983 } 824 }
984 825
985 /* Seen some crashes here. Since we don't store an
986 * op->enemy_count, it is possible that something destroys the
987 * actual enemy, and the object is recycled.
988 */
989 if (op->enemy->map == NULL)
990 {
991 CLEAR_FLAG (op, FLAG_SCARED);
992 op->enemy = NULL;
993 return;
994 }
995
996 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 826 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 { 827 {
998 op->enemy = NULL; 828 op->enemy = NULL;
999 CLEAR_FLAG (op, FLAG_SCARED); 829 CLEAR_FLAG (op, FLAG_SCARED);
1000 return; 830 return;
1003 get_rangevector (op, op->enemy, &rv, 0); 833 get_rangevector (op, op->enemy, &rv, 0);
1004 834
1005 dir = absdir (4 + rv.direction); 835 dir = absdir (4 + rv.direction);
1006 for (diff = 0; diff < 3; diff++) 836 for (diff = 0; diff < 3; diff++)
1007 { 837 {
1008 int m = 1 - (RANDOM () & 2); 838 int m = 1 - rndm (2) * 2;
1009 839
1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 840 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1011 return; 841 return;
1012 } 842 }
1013 843
1024check_pick (object *op) 854check_pick (object *op)
1025{ 855{
1026 object *tmp, *next; 856 object *tmp, *next;
1027 int stop = 0; 857 int stop = 0;
1028 int wvratio; 858 int wvratio;
1029 char putstring[128];
1030 859
1031 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
1032 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
1033 return 1; 862 return 1;
1034 863
1035 next = op->below; 864 next = op->below;
1036 865
866 int cnt = MAX_ITEM_PER_DROP;
867#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
868
1037 /* loop while there are items on the floor that are not marked as 869 /* loop while there are items on the floor that are not marked as
1038 * destroyed */ 870 * destroyed */
1039 while (next && !next->destroyed ()) 871 while (next && !next->destroyed ())
1040 { 872 {
1041 tmp = next; 873 tmp = next;
1042 next = tmp->below; 874 next = tmp->below;
1043 875
876 if (cnt <= 0)
877 {
878 op->failmsg ("Couldn't pickup all items at once.");
879 return 0;
880 }
881
1044 if (op->destroyed ()) 882 if (op->destroyed ())
1045 return 0; 883 return 0;
1046 884
1047 if (!can_pick (op, tmp)) 885 if (!can_pick (op, tmp))
1048 continue; 886 continue;
1049 887
1050 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 888 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1051 { 889 {
1052 if (item_matched_string (op, tmp, op->contr->search_str)) 890 if (item_matched_string (op, tmp, op->contr->search_str))
1053 pick_up (op, tmp); 891 CHK_PICK_PICKUP;
892
1054 continue; 893 continue;
1055 } 894 }
1056 895
1057 /* high not bit set? We're using the old autopickup model */ 896 /* pickup handling */
897 if (op->contr->mode & PU_DEBUG)
898 {
899 /* some debugging code to figure out item information */
900 const char *str = tmp->name
901 ? format ("item name: %s item type: %d weight/value: %d",
902 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
903 : format ("item name: %s item type: %d weight/value: %d",
904 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
905
906 new_draw_info (NDI_UNIQUE, 0, op, str);
907 }
908
909 if (op->contr->mode & PU_INHIBIT)
910 return 1;
911
912 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
913 return 1;
914
915 /* philosophy:
916 * It's easy to grab an item type from a pile, as long as it's
917 * generic. This takes no game-time. For more detailed pickups
918 * and selections, select-items should be used. This is a
919 * grab-as-you-run type mode that's really useful for arrows for
920 * example.
921 * The drawback: right now it has no frontend, so you need to
922 * stick the bits you want into a calculator in hex mode and then
923 * convert to decimal and then 'pickup <#>
924 */
925
926 /* the first two modes are exclusive: if NOTHING we return, if
927 * STOP then we stop. All the rest are applied sequentially,
928 * meaning if any test passes, the item gets picked up. */
929
930 /* if mode is set to pick nothing up, return */
931 if (op->contr->mode == PU_NOTHING)
932 return 1;
933
934 /* if mode is set to stop when encountering objects, return */
935 /* take STOP before INHIBIT since it doesn't actually pick
936 * anything up */
937 if (op->contr->mode & PU_STOP)
938 return 0;
939
940 /* useful for going into stores and not losing your settings... */
941 /* and for battles wher you don't want to get loaded down while
942 * fighting */
943 if (op->contr->mode & PU_INHIBIT)
944 return 1;
945
946 /* prevent us from turning into auto-thieves :) */
947 if (QUERY_FLAG (tmp, FLAG_UNPAID))
948 continue;
949
950 /* ignore known cursed objects */
951 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
952 continue;
953
954 /* all food and drink if desired */
955 /* question: don't pick up known-poisonous stuff? */
1058 if (!(op->contr->mode & PU_NEWMODE)) 956 if (op->contr->mode & PU_FOOD)
957 if (tmp->type == FOOD)
1059 { 958 {
1060 switch (op->contr->mode) 959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_DRINK)
964 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 if (op->contr->mode & PU_POTION)
971 if (tmp->type == POTION)
972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
976
977 /* spellbooks, skillscrolls and normal books/scrolls */
978 if (op->contr->mode & PU_SPELLBOOK)
979 if (tmp->type == SPELLBOOK)
980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
985 if (op->contr->mode & PU_SKILLSCROLL)
986 if (tmp->type == SKILLSCROLL)
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 if (op->contr->mode & PU_READABLES)
993 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
994 {
995 CHK_PICK_PICKUP;
996 continue;
997 }
998
999 /* wands/staves/rods/horns */
1000 if (op->contr->mode & PU_MAGIC_DEVICE)
1001 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1006
1007 /* pick up all magical items */
1008 if (op->contr->mode & PU_MAGICAL)
1009 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1010 {
1011 CHK_PICK_PICKUP;
1012 continue;
1013 }
1014
1015 if (op->contr->mode & PU_VALUABLES)
1016 {
1017 if (tmp->type == MONEY || tmp->type == GEM)
1061 { 1018 {
1062 case 0: 1019 CHK_PICK_PICKUP;
1063 return 1; /* don't pick up */ 1020 continue;
1064 case 1:
1065 pick_up (op, tmp);
1066 return 1;
1067 case 2:
1068 pick_up (op, tmp);
1069 return 0;
1070 case 3:
1071 return 0; /* stop before pickup */
1072 case 4:
1073 pick_up (op, tmp);
1074 break;
1075 case 5:
1076 pick_up (op, tmp);
1077 stop = 1;
1078 break;
1079 case 6:
1080 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1081 pick_up (op, tmp);
1082 break;
1083
1084 case 7:
1085 if (tmp->type == MONEY || tmp->type == GEM)
1086 pick_up (op, tmp);
1087 break;
1088
1089 default:
1090 /* use value density */
1091 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1092 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1093 pick_up (op, tmp);
1094 } 1021 }
1095 } 1022 }
1096 else 1023
1097 { /* old model */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1098 /* NEW pickup handling */
1099 if (op->contr->mode & PU_DEBUG) 1025 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET)
1100 { 1027 {
1101 /* some debugging code to figure out item information */ 1028 CHK_PICK_PICKUP;
1102 if (tmp->name != NULL)
1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1104 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105 else
1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108
1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1110 }
1111
1112 /* philosophy:
1113 * It's easy to grab an item type from a pile, as long as it's
1114 * generic. This takes no game-time. For more detailed pickups
1115 * and selections, select-items should be used. This is a
1116 * grab-as-you-run type mode that's really useful for arrows for
1117 * example.
1118 * The drawback: right now it has no frontend, so you need to
1119 * stick the bits you want into a calculator in hex mode and then
1120 * convert to decimal and then 'pickup <#>
1121 */
1122
1123 /* the first two modes are exclusive: if NOTHING we return, if
1124 * STOP then we stop. All the rest are applied sequentially,
1125 * meaning if any test passes, the item gets picked up. */
1126
1127 /* if mode is set to pick nothing up, return */
1128
1129 if (op->contr->mode & PU_NOTHING)
1130 return 1;
1131
1132 /* if mode is set to stop when encountering objects, return */
1133 /* take STOP before INHIBIT since it doesn't actually pick
1134 * anything up */
1135
1136 if (op->contr->mode & PU_STOP)
1137 return 0;
1138
1139 /* useful for going into stores and not losing your settings... */
1140 /* and for battles wher you don't want to get loaded down while
1141 * fighting */
1142 if (op->contr->mode & PU_INHIBIT)
1143 return 1;
1144
1145 /* prevent us from turning into auto-thieves :) */
1146 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1147 continue; 1029 continue;
1030 }
1148 1031
1149 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1150 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1033 if (op->contr->mode & PU_FLESH)
1034 if (tmp->type == FLESH)
1035 {
1036 CHK_PICK_PICKUP;
1151 continue; 1037 continue;
1038 }
1152 1039
1153 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1154 /* question: don't pick up known-poisonous stuff? */ 1041 if (op->contr->mode & PU_BOW)
1042 if (tmp->type == BOW)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_ARROW)
1049 if (tmp->type == ARROW)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 /* all kinds of armor etc. */
1056 if (op->contr->mode & PU_ARMOUR)
1057 if (tmp->type == ARMOUR)
1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1063 if (op->contr->mode & PU_HELMET)
1064 if (tmp->type == HELMET)
1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1070 if (op->contr->mode & PU_SHIELD)
1071 if (tmp->type == SHIELD)
1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1155 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1156 if (tmp->type == FOOD) 1078 if (tmp->type == BOOTS)
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES)
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 if (op->contr->mode & PU_CLOAK)
1092 if (tmp->type == CLOAK)
1093 {
1094 CHK_PICK_PICKUP;
1095 continue;
1096 }
1097
1098 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1105
1106 /* careful: chairs and tables are weapons! */
1107 if (op->contr->mode & PU_ALLWEAPON)
1108 {
1109 if (tmp->type == WEAPON)
1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1157 { 1111 {
1158 pick_up (op, tmp); 1112 CHK_PICK_PICKUP;
1159 continue; 1113 continue;
1160 } 1114 }
1115 }
1161 1116
1117 /* misc stuff that's useful */
1162 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1163 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1164 { 1120 {
1165 pick_up (op, tmp); 1121 CHK_PICK_PICKUP;
1166 continue; 1122 continue;
1167 } 1123 }
1168 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1169 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1170 if (tmp->type == POTION) 1128 {
1129 /* use value density to decide what else to grab */
1130 /* >=7 was >= op->contr->mode */
1131 /* >=7 is the old standard setting. Now we take the last 4 bits
1171 { 1132 */
1172 pick_up (op, tmp);
1173 continue;
1174 }
1175
1176 /* spellbooks, skillscrolls and normal books/scrolls */
1177 if (op->contr->mode & PU_SPELLBOOK)
1178 if (tmp->type == SPELLBOOK)
1179 {
1180 pick_up (op, tmp);
1181 continue;
1182 }
1183
1184 if (op->contr->mode & PU_SKILLSCROLL)
1185 if (tmp->type == SKILLSCROLL)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_READABLES)
1192 if (tmp->type == BOOK || tmp->type == SCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 /* wands/staves/rods/horns */
1199 if (op->contr->mode & PU_MAGIC_DEVICE)
1200 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1201 {
1202 pick_up (op, tmp);
1203 continue;
1204 }
1205
1206 /* pick up all magical items */
1207 if (op->contr->mode & PU_MAGICAL) 1133 wvratio = op->contr->mode & PU_RATIO;
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1134 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 if (op->contr->mode & PU_VALUABLES)
1215 { 1135 {
1216 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1217 { 1139 {
1218 pick_up (op, tmp); 1140 fprintf (stderr, "%s", tmp->name);
1219 continue;
1220 } 1141 }
1221 }
1222
1223 /* rings & amulets - talismans seems to be typed AMULET */
1224 if (op->contr->mode & PU_JEWELS)
1225 if (tmp->type == RING || tmp->type == AMULET)
1226 {
1227 pick_up (op, tmp);
1228 continue;
1229 }
1230
1231 /* we don't forget dragon food */
1232 if (op->contr->mode & PU_FLESH)
1233 if (tmp->type == FLESH)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 /* bows and arrows. Bows are good for selling! */
1240 if (op->contr->mode & PU_BOW)
1241 if (tmp->type == BOW)
1242 {
1243 pick_up (op, tmp);
1244 continue;
1245 }
1246
1247 if (op->contr->mode & PU_ARROW)
1248 if (tmp->type == ARROW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 /* all kinds of armor etc. */
1255 if (op->contr->mode & PU_ARMOUR)
1256 if (tmp->type == ARMOUR)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 if (op->contr->mode & PU_HELMET)
1263 if (tmp->type == HELMET)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_SHIELD)
1270 if (tmp->type == SHIELD)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_BOOTS)
1277 if (tmp->type == BOOTS)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_GLOVES)
1284 if (tmp->type == GLOVES)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_CLOAK)
1291 if (tmp->type == CLOAK)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 /* hoping to catch throwing daggers here */
1298 if (op->contr->mode & PU_MISSILEWEAPON)
1299 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1300 {
1301 pick_up (op, tmp);
1302 continue;
1303 }
1304
1305 /* careful: chairs and tables are weapons! */
1306 if (op->contr->mode & PU_ALLWEAPON)
1307 {
1308 if (tmp->type == WEAPON && tmp->name != NULL)
1309 {
1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316 }
1317
1318 if (tmp->type == WEAPON && tmp->name == NULL)
1319 {
1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1321 {
1322 pick_up (op, tmp);
1323 continue;
1324 }
1325 }
1326 }
1327
1328 /* misc stuff that's useful */
1329 if (op->contr->mode & PU_KEY)
1330 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1331 {
1332 pick_up (op, tmp);
1333 continue;
1334 }
1335
1336 /* any of the last 4 bits set means we use the ratio for value
1337 * pickups */
1338 if (op->contr->mode & PU_RATIO)
1339 {
1340 /* use value density to decide what else to grab */
1341 /* >=7 was >= op->contr->mode */
1342 /* >=7 is the old standard setting. Now we take the last 4 bits
1343 * and multiply them by 5, giving 0..15*5== 5..75 */
1344 wvratio = (op->contr->mode & PU_RATIO) * 5;
1345 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1346 {
1347 pick_up (op, tmp);
1348#if 0
1349 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1350 if (tmp->name != NULL)
1351 {
1352 fprintf (stderr, "%s", tmp->name);
1353 }
1354 else 1142 else
1355 fprintf (stderr, "%s", tmp->arch->archname); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1356 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1358#endif 1146#endif
1147 CHK_PICK_PICKUP;
1359 continue; 1148 continue;
1360 }
1361 } 1149 }
1362 } /* the new pickup model */ 1150 } /* the new pickup model */
1363 } 1151 }
1364 1152
1365 return !stop; 1153 return !stop;
1371 * found object is returned. 1159 * found object is returned.
1372 */ 1160 */
1373object * 1161object *
1374find_arrow (object *op, const char *type) 1162find_arrow (object *op, const char *type)
1375{ 1163{
1376 object *tmp = 0;
1377
1378 for (op = op->inv; op; op = op->below) 1164 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1379 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1380 tmp = find_arrow (op, type);
1381 else if (op->type == ARROW && op->race == type) 1165 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1166 return splay (tmp);
1167
1168 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1169 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1170 if (object *arrow = find_arrow (tmp, type))
1171 {
1172 splay (tmp);
1382 return op; 1173 return arrow;
1174 }
1383 1175
1384 return tmp; 1176 return 0;
1385} 1177}
1386 1178
1387/* 1179/*
1388 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1180 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1389 * against the target. A full test is not performed, simply a basic test 1181 * against the target. A full test is not performed, simply a basic test
1390 * of resistances. The archer is making a quick guess at what he sees down 1182 * of resistances. The archer is making a quick guess at what he sees down
1391 * the hall. Failing that it does it's best to pick the highest plus arrow. 1183 * the hall. Failing that it does it's best to pick the highest plus arrow.
1392 */ 1184 */
1393object * 1185object *
1394find_better_arrow (object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1395{ 1187{
1396 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1397 int attacknum, attacktype, betterby = 0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1398 1190
1399 if (!type) 1191 if (!type)
1403 { 1195 {
1404 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1196 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1405 { 1197 {
1406 i = 0; 1198 i = 0;
1407 ntmp = find_better_arrow (arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1408 if (i > betterby) 1201 if (i > betterby)
1409 { 1202 {
1410 tmp = ntmp; 1203 tmp = ntmp;
1411 betterby = i; 1204 betterby = i;
1412 } 1205 }
1413 } 1206 }
1414 else if (arrow->type == ARROW && arrow->race == type) 1207 else if (arrow->type == ARROW && arrow->race == type)
1415 { 1208 {
1416 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1417 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1210 if (target->race && arrow->slaying.contains (target->race))
1418 { 1211 {
1419 if (arrow->attacktype & AT_DEATH) 1212 if (arrow->attacktype & AT_DEATH)
1420 { 1213 {
1421 *better = 100; 1214 *better = 100;
1422 return arrow; 1215 return arrow;
1437 { 1230 {
1438 tmp = arrow; 1231 tmp = arrow;
1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1232 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1440 } 1233 }
1441 } 1234 }
1235
1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1443 { 1237 {
1444 tmp = arrow; 1238 tmp = arrow;
1445 betterby = 2 + arrow->magic + arrow->stats.dam; 1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1446 } 1240 }
1241
1447 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1448 { 1243 {
1449 tmp = arrow; 1244 tmp = arrow;
1450 betterby = 1 + arrow->magic + arrow->stats.dam; 1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1451 } 1246 }
1452 } 1247 }
1453 } 1248 }
1454 } 1249 }
1250
1455 if (tmp == NULL && arrow == NULL) 1251 if (tmp == NULL && arrow == NULL)
1456 return find_arrow (op, type); 1252 return find_arrow (op, type);
1457 1253
1458 *better = betterby; 1254 *better = betterby;
1459 return tmp; 1255 return tmp;
1464 * op = the shooter 1260 * op = the shooter
1465 * type = bow->race 1261 * type = bow->race
1466 * dir = fire direction 1262 * dir = fire direction
1467 */ 1263 */
1468object * 1264object *
1469pick_arrow_target (object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1470{ 1266{
1471 object *tmp = NULL; 1267 object *tmp = NULL;
1472 maptile *m; 1268 maptile *m;
1473 int i, mflags, found, number; 1269 int i, mflags, found, number;
1474 sint16 x, y; 1270 sint16 x, y;
1489 for (i = 0, found = 0; i < 20; i++) 1285 for (i = 0, found = 0; i < 20; i++)
1490 { 1286 {
1491 x += freearr_x[dir]; 1287 x += freearr_x[dir];
1492 y += freearr_y[dir]; 1288 y += freearr_y[dir];
1493 mflags = get_map_flags (m, &m, x, y, &x, &y); 1289 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290
1494 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1495 { 1292 {
1496 tmp = NULL; 1293 tmp = 0;
1497 break; 1294 break;
1498 } 1295 }
1499 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1296 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1500 { 1297 {
1501 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1298 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1502 * perhaps a bad assumption. 1299 * perhaps a bad assumption.
1503 */ 1300 */
1504 tmp = NULL; 1301 tmp = 0;
1505 break; 1302 break;
1506 } 1303 }
1304
1507 if (mflags & P_IS_ALIVE) 1305 if (mflags & P_IS_ALIVE)
1508 {
1509 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1306 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1510 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1307 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1511 {
1512 found++;
1513 break;
1514 }
1515 if (found)
1516 break; 1308 break;
1517 }
1518 } 1309 }
1519 if (tmp == NULL) 1310
1311 if (!tmp)
1520 return find_arrow (op, type); 1312 return find_arrow (op, type);
1521 1313
1522 if (tmp->head) 1314 if (tmp->head)
1523 tmp = tmp->head; 1315 tmp = tmp->head;
1524 1316
1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1565 return 0; 1357 return 0;
1566 } 1358 }
1567 1359
1568 // optimisation: move object to top so we will find it quickly again 1360 // optimisation: move object to top so we will find it quickly again
1569 if (bow->below) 1361 splay (bow);
1570 {
1571 bow->remove ();
1572 op->insert (bow);
1573 }
1574
1575 } 1362 }
1576 1363
1577 if (!bow->race || !bow->skill) 1364 if (!bow->race || !bow->skill)
1578 { 1365 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1366 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1605 } 1392 }
1606 1393
1607 /* this should not happen, but sometimes does */ 1394 /* this should not happen, but sometimes does */
1608 if (arrow->nrof == 0) 1395 if (arrow->nrof == 0)
1609 { 1396 {
1397 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1610 arrow->destroy (); 1398 arrow->destroy ();
1611 return 0; 1399 return 0;
1612 } 1400 }
1613 1401
1614 left = arrow; /* these are arrows left to the player */ 1402 left = arrow; /* these are arrows left to the player */
1615 arrow = get_split_ob (arrow, 1); 1403 arrow = arrow->split ();
1616 if (!arrow) 1404 if (!arrow)
1617 { 1405 {
1618 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1406 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1619 return 0; 1407 return 0;
1620 } 1408 }
1624 arrow->direction = dir; 1412 arrow->direction = dir;
1625 1413
1626 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1414 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1627 arrow->stats.hp = arrow->stats.dam; 1415 arrow->stats.hp = arrow->stats.dam;
1628 arrow->stats.grace = arrow->attacktype; 1416 arrow->stats.grace = arrow->attacktype;
1629 1417 arrow->custom_name = arrow->slaying;
1630 if (arrow->slaying)
1631 arrow->spellarg = strdup (arrow->slaying);
1632 1418
1633#if 0 1419#if 0
1634 if (player *pl = op->contr) 1420 if (player *pl = op->contr)
1635 { 1421 {
1636 float speed = pl->weapon_sp; 1422 float speed = pl->weapon_sp;
1682 1468
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1469 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1684 arrow->move_type = MOVE_FLY_LOW; 1470 arrow->move_type = MOVE_FLY_LOW;
1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1471 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1686 1472
1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1473 op->play_sound (sound_find ("fire_arrow"));
1688 m->insert (arrow, sx, sy, op); 1474 m->insert (arrow, sx, sy, op);
1689 1475
1690 if (!arrow->destroyed ()) 1476 if (!arrow->destroyed ())
1691 move_arrow (arrow); 1477 move_arrow (arrow);
1692
1693 if (op->type == PLAYER)
1694 {
1695 if (left->destroyed ())
1696 esrv_del_item (op->contr, left->count);
1697 else
1698 esrv_send_item (op, left);
1699 }
1700 1478
1701 return 1; 1479 return 1;
1702} 1480}
1703 1481
1704/* Special fire code for players - this takes into 1482/* Special fire code for players - this takes into
1709 * hence the function name. 1487 * hence the function name.
1710 */ 1488 */
1711int 1489int
1712player_fire_bow (object *op, int dir) 1490player_fire_bow (object *op, int dir)
1713{ 1491{
1714 int ret = 0, wcmod = 0; 1492 int ret;
1715 1493
1716 if (op->contr->bowtype == bow_bestarrow) 1494 if (op->contr->bowtype == bow_bestarrow)
1717 { 1495 {
1718 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1496 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1719 } 1497 }
1720 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1498 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1721 { 1499 {
1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1500 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1723 wcmod = -1;
1724
1725 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1501 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1726 } 1502 }
1727 else if (op->contr->bowtype == bow_threewide) 1503 else if (op->contr->bowtype == bow_threewide)
1728 { 1504 {
1729 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1505 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1730 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1506 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1731 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1507 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1732 } 1508 }
1733 else if (op->contr->bowtype == bow_spreadshot) 1509 else if (op->contr->bowtype == bow_spreadshot)
1734 { 1510 {
1735 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1511 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1736 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1512 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1737 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1513 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1738 } 1514 }
1739 else 1515 else
1740 { 1516 {
1770 1546
1771 if (item->type == WAND) 1547 if (item->type == WAND)
1772 { 1548 {
1773 if (item->stats.food <= 0) 1549 if (item->stats.food <= 0)
1774 { 1550 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1551 op->contr->play_sound (sound_find ("wand_poof"));
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1552 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777 1553
1778 return; 1554 return;
1779 } 1555 }
1780 } 1556 }
1781 else if (item->type == ROD || item->type == HORN) 1557 else if (item->type == ROD || item->type == HORN)
1782 { 1558 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1559 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1560
1561 // using the maximum of the rods charge allows at least one spell cast
1562 // for a rod or horn, this fixes some broken rods.
1563 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1784 { 1564 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1786 1566
1787 if (item->type == ROD) 1567 if (item->type == ROD)
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1568 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1789 else 1569 else
1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1570 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1793 } 1573 }
1794 } 1574 }
1795 1575
1796 if (cast_spell (op, item, dir, item->inv, NULL)) 1576 if (cast_spell (op, item, dir, item->inv, NULL))
1797 { 1577 {
1798 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1578 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1579
1799 if (item->type == WAND) 1580 if (item->type == WAND)
1800 { 1581 {
1801 if (!(--item->stats.food)) 1582 if (!(--item->stats.food))
1802 { 1583 {
1803 object *tmp; 1584 object *tmp;
1807 CLEAR_FLAG (item, FLAG_ANIMATE); 1588 CLEAR_FLAG (item, FLAG_ANIMATE);
1808 item->face = item->arch->face; 1589 item->face = item->arch->face;
1809 item->set_speed (0); 1590 item->set_speed (0);
1810 } 1591 }
1811 1592
1812 if ((tmp = item->in_player ())) 1593 if (object *pl = item->visible_to ())
1813 esrv_update_item (UPD_ANIM, tmp, item); 1594 esrv_update_item (UPD_ANIM, pl, item);
1814 } 1595 }
1815 } 1596 }
1816 else if (item->type == ROD || item->type == HORN) 1597 else if (item->type == ROD || item->type == HORN)
1817 drain_rod_charge (item); 1598 drain_rod_charge (item);
1818 } 1599 }
1823bool 1604bool
1824fire (object *op, int dir) 1605fire (object *op, int dir)
1825{ 1606{
1826 int spellcost = 0; 1607 int spellcost = 0;
1827 1608
1828 /* check for loss of invisiblity/hide */
1829 if (action_makes_visible (op))
1830 make_visible (op);
1831
1832 player *pl = op->contr; 1609 player *pl = op->contr;
1833 1610
1834 if (pl->golem) 1611 if (pl->golem)
1835 { 1612 {
1836 control_golem (op->contr->golem, dir); 1613 control_golem (op->contr->golem, dir);
1838 } 1615 }
1839 1616
1840 object *ob = pl->ranged_ob; 1617 object *ob = pl->ranged_ob;
1841 1618
1842 if (!ob) 1619 if (!ob)
1843 return false;
1844
1845 if (!op->change_weapon (ob))
1846 return false; 1620 return false;
1847 1621
1848 if (op->speed_left > 0.f) 1622 if (op->speed_left > 0.f)
1849 --op->speed_left; 1623 --op->speed_left;
1850 else 1624 else
1851 return false; 1625 return false;
1852 1626
1627 if (!op->change_weapon (ob))
1628 return false;
1629
1630 /* check for loss of invisiblity/hide */
1631 if (action_makes_visible (op))
1632 make_visible (op);
1633
1853 switch (ob->type) 1634 switch (ob->type)
1854 { 1635 {
1855 case BOW: 1636 case BOW:
1856 player_fire_bow (op, dir); 1637 player_fire_bow (op, dir);
1857 break; 1638 break;
1858 1639
1859 case SPELL: 1640 case SPELL:
1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1641 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1861 break; 1642 break;
1862 1643
1863 case BUILDER: 1644 case BUILDER:
1864 apply_map_builder (op, dir); 1645 apply_map_builder (op, dir);
1865 break; 1646 break;
1874 } 1655 }
1875 1656
1876 return true; 1657 return true;
1877} 1658}
1878 1659
1879/* find_key 1660static object *
1880 * We try to find a key for the door as passed. If we find a key
1881 * and successfully use it, we return the key, otherwise NULL
1882 * This function merges both normal and locked door, since the logic
1883 * for both is the same - just the specific key is different.
1884 * pl is the player,
1885 * inv is the objects inventory to searched
1886 * door is the door we are trying to match against.
1887 * This function can be called recursively to search containers.
1888 */
1889object *
1890find_key (object *pl, object *container, object *door) 1661find_key_ (object *pl, object *container, object *door)
1891{ 1662{
1892 object *tmp, *key; 1663 object *tmp, *key;
1893 1664
1894 /* Should not happen, but sanity checking is never bad */ 1665 /* Should not happen, but sanity checking is never bad */
1895 if (!container->inv) 1666 if (!container->inv)
1898 /* First, lets try to find a key in the top level inventory */ 1669 /* First, lets try to find a key in the top level inventory */
1899 for (tmp = container->inv; tmp; tmp = tmp->below) 1670 for (tmp = container->inv; tmp; tmp = tmp->below)
1900 { 1671 {
1901 if (door->type == DOOR && tmp->type == KEY) 1672 if (door->type == DOOR && tmp->type == KEY)
1902 break; 1673 break;
1674
1903 /* For sanity, we should really check door type, but other stuff 1675 /* For sanity, we should really check door type, but other stuff
1904 * (like containers) can be locked with special keys 1676 * (like containers) can be locked with special keys
1905 */ 1677 */
1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1678 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1907 break; 1679 break;
1913 * a key, return 1685 * a key, return
1914 */ 1686 */
1915 if (!tmp) 1687 if (!tmp)
1916 { 1688 {
1917 for (tmp = container->inv; tmp; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 {
1919 /* No reason to search empty containers */ 1690 /* No reason to search empty containers */
1920 if (tmp->type == CONTAINER && tmp->inv) 1691 if (tmp->type == CONTAINER && tmp->inv)
1921 {
1922 if ((key = find_key (pl, tmp, door))) 1692 if ((key = find_key_ (pl, tmp, door)))
1923 return key; 1693 return key;
1924 }
1925 }
1926 1694
1927 if (!tmp) 1695 if (!tmp)
1928 return NULL; 1696 return 0;
1929 } 1697 }
1930 1698
1931 /* We get down here if we have found a key. Now if its in a container, 1699 /* We get down here if we have found a key. Now if its in a container,
1932 * see if we actually want to use it 1700 * see if we actually want to use it
1933 */ 1701 */
1934 if (pl != container) 1702 if (pl != container)
1935 { 1703 {
1936 /* Only let players use keys in containers */ 1704 /* Only let players use keys in containers */
1937 if (!pl->contr) 1705 if (!pl->contr)
1938 return NULL; 1706 return 0;
1707
1939 /* cases where this fails: 1708 /* cases where this fails:
1940 * If we only search the player inventory, return now since we 1709 * If we only search the player inventory, return now since we
1941 * are not in the players inventory. 1710 * are not in the players inventory.
1942 * If the container is not active, return now since only active 1711 * If the container is not active, return now since only active
1943 * containers can be used. 1712 * containers can be used.
1947 * inv must have been an container and must have been active. 1716 * inv must have been an container and must have been active.
1948 * 1717 *
1949 * Change the color so that the message doesn't disappear with 1718 * Change the color so that the message doesn't disappear with
1950 * all the others. 1719 * all the others.
1951 */ 1720 */
1952 if (pl->contr->usekeys == key_inventory || 1721 if (pl->contr->usekeys == key_inventory
1953 !QUERY_FLAG (container, FLAG_APPLIED) || 1722 || !QUERY_FLAG (container, FLAG_APPLIED)
1954 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1723 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1955 { 1724 {
1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1725 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1957 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1726 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1958 return NULL; 1727 return NULL;
1959 } 1728 }
1960 } 1729 }
1961 1730
1962 return tmp; 1731 return tmp;
1732}
1733
1734/* find_key
1735 * We try to find a key for the door as passed. If we find a key
1736 * and successfully use it, we return the key, otherwise NULL
1737 * This function merges both normal and locked door, since the logic
1738 * for both is the same - just the specific key is different.
1739 * pl is the player,
1740 * inv is the objects inventory to searched
1741 * door is the door we are trying to match against.
1742 * This function can be called recursively to search containers.
1743 */
1744object *
1745find_key (object *pl, object *container, object *door)
1746{
1747 if (door->slaying && is_match_expr (door->slaying))
1748 {
1749 // for match expressions, we try to find the key by applying the match
1750 // to the op itself, which is supposed to find the "key", instead
1751 // of searching through containers ourselves.
1752
1753 return match_one (door->slaying, container, door, pl, pl);
1754 }
1755 else
1756 return find_key_ (pl, container, door);
1963} 1757}
1964 1758
1965/* moved door processing out of move_player_attack. 1759/* moved door processing out of move_player_attack.
1966 * returns 1 if player has opened the door with a key 1760 * returns 1 if player has opened the door with a key
1967 * such that the caller should not do anything more, 1761 * such that the caller should not do anything more,
1979 /* If we found a key, do some extra work */ 1773 /* If we found a key, do some extra work */
1980 if (key) 1774 if (key)
1981 { 1775 {
1982 object *container = key->env; 1776 object *container = key->env;
1983 1777
1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
1986 if (action_makes_visible (op)) 1778 if (action_makes_visible (op))
1987 make_visible (op); 1779 make_visible (op);
1988 1780
1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1781 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 spring_trap (door->inv, op); 1782 spring_trap (door->inv, op);
1991 1783
1992 if (door->type == DOOR) 1784 if (door->type == DOOR)
1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1785 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 else if (door->type == LOCKED_DOOR) 1786 else if (door->type == LOCKED_DOOR)
1995 { 1787 {
1996 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1788 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2 (door); /* remove door without violence ;-) */ 1789 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1790 }
1999 1791
2000 /* Do this after we print the message */ 1792 /* Do this after we print the message */
2001 decrease_ob (key); /* Use up one of the keys */ 1793 key->decrease (); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */
2003 if (container != op)
2004 esrv_update_item (UPD_WEIGHT, op, container);
2005 1794
2006 return 1; /* Nothing more to do below */ 1795 return 1; /* Nothing more to do below */
2007 } 1796 }
2008 else if (door->type == LOCKED_DOOR) 1797 else if (door->type == LOCKED_DOOR)
2009 { 1798 {
2010 /* Might as well return now - no other way to open this */ 1799 /* Might as well return now - no other way to open this */
2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1800 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2012 return 1; 1801 return 1;
2013 } 1802 }
2014 1803
2015 return 0; 1804 return 0;
2016} 1805}
2022 * going to try and move (not fire weapons). 1811 * going to try and move (not fire weapons).
2023 */ 1812 */
2024bool 1813bool
2025move_player_attack (object *op, int dir) 1814move_player_attack (object *op, int dir)
2026{ 1815{
1816 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1817 {
1818 --op->speed_left;
1819 return true;
1820 }
1821
2027 int on_battleground; 1822 int on_battleground;
2028 1823
2029 sint16 nx = freearr_x[dir] + op->x; 1824 sint16 nx = freearr_x[dir] + op->x;
2030 sint16 ny = freearr_y[dir] + op->y; 1825 sint16 ny = freearr_y[dir] + op->y;
2031 1826
2032 on_battleground = op_on_battleground (op, 0, 0); 1827 on_battleground = op_on_battleground (op, 0, 0);
2033 1828
2034 if (out_of_map (op->map, nx, ny)) 1829 if (out_of_map (op->map, nx, ny))
2035 return false; 1830 return false;
2036
2037 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2038 {
2039 --op->speed_left;
2040 return true;
2041 }
2042 1831
2043 /* If braced, or can't move to the square, and it is not out of the 1832 /* If braced, or can't move to the square, and it is not out of the
2044 * map, attack it. Note order of if statement is important - don't 1833 * map, attack it. Note order of if statement is important - don't
2045 * want to be calling move_ob if braced, because move_ob will move the 1834 * want to be calling move_ob if braced, because move_ob will move the
2046 * player. This is a pretty nasty hack, because if we could 1835 * player. This is a pretty nasty hack, because if we could
2103 1892
2104 if (op->speed_left > 0.f) 1893 if (op->speed_left > 0.f)
2105 { 1894 {
2106 --op->speed_left; 1895 --op->speed_left;
2107 1896
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1897 op->play_sound (sound_find ("push_player"));
2109 push_ob (mon, dir, op); 1898 push_ob (mon, dir, op);
2110 1899
2111 if (op->contr->tmp_invis || op->hide) 1900 if (action_makes_visible (op))
2112 make_visible (op); 1901 make_visible (op);
2113 1902
2114 return true; 1903 return true;
2115 } 1904 }
2116 else 1905 else
2132 { 1921 {
2133 --op->speed_left; 1922 --op->speed_left;
2134 1923
2135 if (!op->contr->braced) 1924 if (!op->contr->braced)
2136 { 1925 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1926 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 1927 push_ob (mon, dir, op);
2139 } 1928 }
2140 else 1929 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 1930 op->statusmsg ("You withhold your attack");
2142 1931
2143 if (op->contr->tmp_invis || op->hide) 1932 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2144 make_visible (op); 1933 make_visible (op);
2145 1934
2146 return true; 1935 return true;
2147 } 1936 }
2148 } 1937 }
2190bool 1979bool
2191move_player (object *op, int dir) 1980move_player (object *op, int dir)
2192{ 1981{
2193 int pick; 1982 int pick;
2194 1983
2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1984 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2196 return 0; 1985 return 0;
2197 1986
2198 /* Sanity check: make sure dir is valid */ 1987 /* Sanity check: make sure dir is valid */
2199 if ((dir < 0) || (dir >= 9)) 1988 if ((dir < 0) || (dir >= 9))
2200 { 1989 {
2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 1995 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2207 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1996 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2208 1997
2209 op->facing = dir; 1998 op->facing = dir;
2210 1999
2211 if (op->hide) 2000 if (op->flag [FLAG_HIDDEN])
2212 do_hidden_move (op); 2001 do_hidden_move (op);
2213 2002
2214 bool retval; 2003 bool retval;
2215 2004
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2005 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2285 return 0; 2074 return 0;
2286 2075
2287 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2077 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2289 { 2078 {
2290 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2079 op->play_sound (sound_find ("ob_evaporate"));
2291 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2080 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2292
2293 if (op->contr)
2294 esrv_del_item (op->contr, tmp->count);
2295 2081
2296 tmp->destroy (); 2082 tmp->destroy ();
2297 CLEAR_FLAG (op, FLAG_LIFESAVE); 2083 CLEAR_FLAG (op, FLAG_LIFESAVE);
2298 2084
2299 if (op->stats.hp < 0) 2085 if (op->stats.hp < 0)
2312 return 0; 2098 return 0;
2313} 2099}
2314 2100
2315/* This goes throws the inventory and removes unpaid objects, and puts them 2101/* This goes throws the inventory and removes unpaid objects, and puts them
2316 * back in the map (location and map determined by values of env). This 2102 * back in the map (location and map determined by values of env). This
2317 * function will descend into containers. op is the object to start the search 2103 * function will descend into containers. op is the object to start the search
2318 * from. 2104 * from.
2319 */ 2105 */
2106static void
2107drop_unpaid_items (object *op, object *env)
2108{
2109 while (op)
2110 {
2111 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2112
2113 if (QUERY_FLAG (op, FLAG_UNPAID))
2114 op->insert_at (env);
2115 else if (op->inv)
2116 drop_unpaid_items (op->inv, env);
2117
2118 op = next;
2119 }
2120}
2121
2320void 2122void
2321remove_unpaid_objects (object *op, object *env) 2123object::drop_unpaid_items ()
2322{ 2124{
2323 while (op) 2125 if (!flag [FLAG_REMOVED])
2324 { 2126 ::drop_unpaid_items (inv, this);
2325 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2326
2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2328 {
2329 if (env->type == PLAYER)
2330 esrv_del_item (env->contr, op->count);
2331
2332 op->insert_at (env);
2333 }
2334 else if (op->inv)
2335 remove_unpaid_objects (op->inv, env);
2336
2337 op = next;
2338 }
2339} 2127}
2340 2128
2341/* 2129/*
2342 * Returns pointer a static string containing gravestone text 2130 * Returns pointer a static string containing gravestone text
2343 * Moved from apply.c to player.c - player.c is what 2131 * Moved from apply.c to player.c - player.c is what
2344 * actually uses this function. player.c may not be quite the 2132 * actually uses this function. player.c may not be quite the
2345 * best, a misc file for object actions is probably better, 2133 * best, a misc file for object actions is probably better,
2346 * but there isn't one in the server directory. 2134 * but there isn't one in the server directory.
2347 */ 2135 */
2348char * 2136const char *
2349gravestone_text (object *op) 2137gravestone_text (object *op)
2350{ 2138{
2351 static char buf2[MAX_BUF]; 2139 static dynbuf_text buf;
2352 char buf[MAX_BUF];
2353 time_t now = time (NULL);
2354 2140
2355 strcpy (buf2, " R.I.P.\n\n"); 2141 buf << "---- R.I.P. ----\n\n"
2142 << op->name;
2143
2356 if (op->type == PLAYER) 2144 if (op->type == PLAYER)
2357 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2145 buf << " the " << op->contr->title;
2358 else
2359 sprintf (buf, "%s\n", &op->name);
2360 2146
2361 strncat (buf2, " ", 20 - strlen (buf) / 2); 2147 buf << "\n\n";
2362 strcat (buf2, buf); 2148
2149 buf << "who was level ";
2150 buf << (sint32)op->level << "\n\n" // OO breakdown
2151 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2152
2363 if (op->type == PLAYER) 2153 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level); 2154 buf << "by " << op->contr->killer_name () << ".\n\n";
2365 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2367 2155
2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2369 strcat (buf2, buf);
2370 if (op->type == PLAYER)
2371 { 2156 {
2372 sprintf (buf, "by %s.\n\n", op->contr->killer); 2157 static char buf2[128];
2373 strncat (buf2, " ", 21 - strlen (buf) / 2); 2158 time_t now = time (NULL);
2374 strcat (buf2, buf);
2375 }
2376
2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2159 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2378 strncat (buf2, " ", 20 - strlen (buf) / 2); 2160 buf << buf2;
2379 strcat (buf2, buf); 2161 }
2380 2162
2381 return buf2; 2163 return buf;
2382} 2164}
2383 2165
2384void 2166void
2385do_some_living (object *op) 2167do_some_living (object *op)
2386{ 2168{
2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2220 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2439 else 2221 else
2440 { 2222 {
2441 gen_grace = op->stats.maxgrace; 2223 gen_grace = op->stats.maxgrace;
2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2224 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2443 }
2444
2445 /* Regenerate Spell Points */
2446 if (!op->contr->golem && --op->last_sp < 0)
2447 {
2448 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2449 if (op->stats.sp < op->stats.maxsp)
2450 {
2451 op->stats.sp++;
2452 /* dms do not consume food */
2453 if (!QUERY_FLAG (op, FLAG_WIZ))
2454 {
2455 op->stats.food--;
2456 if (op->contr->digestion < 0)
2457 op->stats.food += op->contr->digestion;
2458 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2459 op->stats.food = last_food;
2460 }
2461 }
2462
2463 if (max_sp > 1)
2464 {
2465 over_sp = (gen_sp + 10) / rate_sp;
2466 if (over_sp > 0)
2467 {
2468 if (op->stats.sp < op->stats.maxsp)
2469 {
2470 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471
2472 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2473 op->stats.sp--;
2474
2475 if (op->stats.sp > op->stats.maxsp)
2476 op->stats.sp = op->stats.maxsp;
2477 }
2478 op->last_sp = 0;
2479 }
2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 }
2483 else
2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2485 } 2225 }
2486 2226
2487 /* Regenerate Grace */ 2227 /* Regenerate Grace */
2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2228 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2489 if (--op->last_grace < 0) 2229 if (--op->last_grace < 0)
2510 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2250 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2251 }
2512 /* wearing stuff doesn't detract from grace generation. */ 2252 /* wearing stuff doesn't detract from grace generation. */
2513 } 2253 }
2514 2254
2255 if (op->stats.food > 0)
2256 {
2515 /* Regenerate Hit Points */ 2257 /* Regenerate Spell Points */
2516 if (--op->last_heal < 0) 2258 if (!op->contr->golem && --op->last_sp < 0)
2517 {
2518 if (op->stats.hp < op->stats.maxhp)
2519 { 2259 {
2520 op->stats.hp++; 2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2521 /* dms do not consume food */ 2261
2522 if (!QUERY_FLAG (op, FLAG_WIZ)) 2262 if (op->stats.sp < op->stats.maxsp)
2523 { 2263 {
2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!QUERY_FLAG (op, FLAG_WIZ))
2268 {
2524 op->stats.food--; 2269 op->stats.food--;
2270
2525 if (op->contr->digestion < 0) 2271 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion; 2272 op->stats.food += op->contr->digestion;
2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2273 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food = last_food; 2274 op->stats.food = last_food;
2275 }
2529 } 2276 }
2530 }
2531 2277
2532 if (max_hp > 1) 2278 if (max_sp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535 if (over_hp > 0)
2536 { 2279 {
2537 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2280 over_sp = (gen_sp + 10) / rate_sp;
2281 if (over_sp > 0)
2282 {
2283 if (op->stats.sp < op->stats.maxsp)
2284 {
2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2286
2287 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2288 op->stats.sp--;
2289
2290 if (op->stats.sp > op->stats.maxsp)
2291 op->stats.sp = op->stats.maxsp;
2292 }
2293
2538 op->last_heal = 0; 2294 op->last_sp = 0;
2295 }
2296 else
2297 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2539 } 2298 }
2540 else 2299 else
2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2301 }
2302
2303 /* Regenerate Hit Points */
2304 if (--op->last_heal < 0)
2305 {
2306 if (op->stats.hp < op->stats.maxhp)
2541 { 2307 {
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2308 op->stats.hp++;
2309
2310 /* dms do not consume food */
2311 if (!QUERY_FLAG (op, FLAG_WIZ))
2312 {
2313 op->stats.food--;
2314
2315 if (op->contr->digestion < 0)
2316 op->stats.food += op->contr->digestion;
2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2318 op->stats.food = last_food;
2319 }
2543 } 2320 }
2321
2322 if (max_hp > 1)
2323 {
2324 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2325
2326 if (over_hp > 0)
2327 {
2328 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2329 op->last_heal = 0;
2330 }
2331 else
2332 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2544 } 2333 }
2545 else 2334 else
2546 {
2547 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2335 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2548 } 2336 }
2549 } 2337 }
2550 2338
2551 /* Digestion */ 2339 /* Digestion */
2552 if (--op->last_eat < 0) 2340 if (--op->last_eat < 0)
2553 { 2341 {
2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2342 int bonus = max (0, op->contr->digestion),
2343 penalty = max (0, -op->contr->digestion);
2555 2344
2556 if (op->contr->gen_hp > 0)
2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2345 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2558 else
2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560 2346
2561 /* dms do not consume food */ 2347 /* dms do not consume food */
2562 if (!QUERY_FLAG (op, FLAG_WIZ)) 2348 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 op->stats.food--; 2349 op->stats.food--;
2564 } 2350 }
2565 2351
2566 if (op->stats.food < 0 && op->stats.hp >= 0) 2352 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 { 2353 {
2568 object *tmp, *flesh = 0; 2354 object *flesh = 0;
2569 2355
2570 for (tmp = op->inv; tmp; tmp = tmp->below) 2356 for_inv_removable (op, tmp)
2571 { 2357 {
2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2358 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2359 continue;
2360
2361 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 { 2362 {
2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2363 op->statusmsg ("You blindly grab for a bite of food. "
2575 { 2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2577 manual_apply (op, tmp, 0); 2365 manual_apply (op, tmp, 0);
2366
2578 if (op->stats.food >= 0 || op->stats.hp < 0) 2367 if (op->stats.food >= 0 || op->stats.hp < 0)
2579 break; 2368 break;
2580 } 2369 }
2581 else if (tmp->type == FLESH) 2370 else if (tmp->type == FLESH)
2582 flesh = tmp; 2371 flesh = tmp;
2583 } /* End if paid for object */ 2372 }
2584 } /* end of for loop */
2585 2373
2586 /* If player is still starving, it means they don't have any food, so 2374 /* If player is still starving, it means they don't have any food, so
2587 * eat flesh instead. 2375 * eat flesh instead.
2588 */ 2376 */
2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2377 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2590 { 2378 {
2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2379 op->statusmsg ("You blindly grab for a bite of food. "
2380 "H<To prevent you from starving, you ate some random item from your backpack.>");
2592 manual_apply (op, flesh, 0); 2381 manual_apply (op, flesh, 0);
2593 } 2382 }
2383
2384 // If player is still starving, alert him!
2385 if (op->stats.food < 0)
2386 op->failmsg ("You are starving! "
2387 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2388 }
2389
2390 if (op->stats.food < 0)
2594 } 2391 {
2392 op->stats.hp += op->stats.food;
2393 op->stats.food = 0;
2595 2394
2596 while (op->stats.food < 0 && op->stats.hp >= 0) 2395 if (op->stats.hp < 0)
2597 op->stats.food++, op->stats.hp--; 2396 {
2397 op->contr->killer = archetype::get ("killer_starvation");
2398 op->contr->killer->destroy ();
2399 }
2400 }
2598 2401
2402 /* killer should be set here already */
2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2403 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2600 kill_player (op); 2404 kill_player (op);
2601 } 2405 }
2602} 2406}
2603 2407
2607 * file. 2411 * file.
2608 */ 2412 */
2609void 2413void
2610kill_player (object *op) 2414kill_player (object *op)
2611{ 2415{
2612 char buf[MAX_BUF];
2613 int x, y; 2416 int x, y;
2614
2615 //int i;
2616 maptile *map; /* this is for resurrection */ 2417 maptile *map; /* this is for resurrection */
2617
2618 /* int z;
2619 int num_stats_lose;
2620 int lost_a_stat;
2621 int lose_this_stat;
2622 int this_stat; */
2623 int will_kill_again; 2418 int will_kill_again;
2624 archetype *at; 2419 archetype *at;
2625 object *tmp; 2420 object *tmp;
2626 2421
2627 if (save_life (op)) 2422 if (save_life (op))
2628 return; 2423 return;
2629 2424
2425 dynbuf_text deathtab;
2426
2427 /* restore player */
2428 at = archetype::find ("poisoning");
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your body feels cleansed...\r";
2433 }
2434
2435 at = archetype::find ("confusion");
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your mind feels clearer...\r";
2440 }
2441
2442 cure_disease (op, 0, 0); /* remove any disease */
2443
2444 max_it (op->stats.hp , op->stats.maxhp);
2445 max_it (op->stats.sp , op->stats.maxsp);
2446 max_it (op->stats.grace, op->stats.maxgrace);
2447
2448 if (op->stats.food <= 0)
2449 op->stats.food = 999;
2450
2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; )
2454 {
2455 object *next = item->below;
2456
2457 if (item->type == SPELL_EFFECT && item->active)
2458 item->destroy ();
2459
2460 item = next;
2461 }
2630 2462
2631 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2463 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2632 * in cities ONLY!!! It is very important that this doesn't get abused. 2464 * in cities ONLY!!! It is very important that this doesn't get abused.
2633 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2634 */ 2466 */
2635 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2636 { 2468 {
2637 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2639
2640 /* restore player */
2641 at = archetype::find ("poisoning");
2642 if (object *tmp = present_arch_in_ob (at, op))
2643 {
2644 tmp->destroy ();
2645 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2646 }
2647
2648 at = archetype::find ("confusion");
2649 if (object *tmp = present_arch_in_ob (at, op))
2650 {
2651 tmp->destroy ();
2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2653 }
2654
2655 cure_disease (op, 0); /* remove any disease */
2656 op->stats.hp = op->stats.maxhp;
2657 if (op->stats.food <= 0)
2658 op->stats.food = 999;
2659 2470
2660 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2661 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2472 if (object *tmp = arch_to_object (archetype::find ("finger")))
2662 { 2473 {
2663 sprintf (buf, "%s's finger", &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2664 tmp->name = buf; 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2665 sprintf (buf, " This finger has been cut off %s\n"
2666 " the %s, when he was defeated at\n level %d by %s.\n",
2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2668 tmp->msg = buf; 2476 tmp->msg = format (
2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2478 &op->name, op->contr->title,
2479 (int)op->level,
2480 op->contr->killer_name ()
2481 );
2669 tmp->value = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2670 tmp->materialname = "organics"; 2483 tmp->materialname = "organics";
2671 tmp->insert_at (op, tmp); 2484 tmp->insert_at (op, tmp);
2672 } 2485 }
2673 2486
2674 /* teleport defeated player to new destination */ 2487 /* teleport defeated player to new destination */
2675 transfer_ob (op, x, y, 0, NULL); 2488 transfer_ob (op, x, y, 0, NULL);
2676 op->contr->braced = 0; 2489 op->contr->braced = 0;
2490
2491 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2677 return; 2492 return;
2678 } 2493 }
2679 2494
2495 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2496 deathtab << "T<YOU HAVE DIED>\n\n";
2497
2680 INVOKE_PLAYER (DEATH, op->contr); 2498 INVOKE_PLAYER (DEATH, op->contr);
2681 2499
2682 command_kill_pets (op, 0); 2500 command_kill_pets (op, 0);
2683 2501
2684 if (op->stats.food < 0) 2502 op->contr->play_sound (sound_find ("player_dies"));
2685 {
2686 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy (op->contr->killer, "starvation");
2688 }
2689 else
2690 sprintf (buf, "%s died.", &op->name);
2691
2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2693 2503
2694 /* save the map location for corpse, gravestone */ 2504 /* save the map location for corpse, gravestone */
2695 x = op->x; 2505 x = op->x;
2696 y = op->y; 2506 y = op->y;
2697 map = op->map; 2507 map = op->map;
2725 2535
2726 lost_a_stat = 0; 2536 lost_a_stat = 0;
2727 2537
2728 for (z = 0; z < num_stats_lose; z++) 2538 for (z = 0; z < num_stats_lose; z++)
2729 { 2539 {
2730 i = RANDOM () % NUM_STATS; 2540 i = rndm (NUM_STATS);
2731 2541
2732 if (settings.stat_loss_on_death) 2542 if (settings.stat_loss_on_death)
2733 { 2543 {
2734 /* Pick a random stat and take a point off it. Tell the player 2544 /* Pick a random stat and take a point off it. Tell the player
2735 * what he lost. 2545 * what he lost.
2786 } 2596 }
2787 } 2597 }
2788 2598
2789 if (lose_this_stat) 2599 if (lose_this_stat)
2790 { 2600 {
2791 this_stat = get_attr_value (&(dep->stats), i); 2601 this_stat = get_attr_value (&dep->stats, i);
2792 /* We could try to do something clever like find another 2602 /* We could try to do something clever like find another
2793 * stat to reduce if this fails. But chances are, if 2603 * stat to reduce if this fails. But chances are, if
2794 * stats have been depleted to -50, all are pretty low 2604 * stats have been depleted to -50, all are pretty low
2795 * and should be roughly the same, so it shouldn't make a 2605 * and should be roughly the same, so it shouldn't make a
2796 * difference. 2606 * difference.
2804 lost_a_stat = 1; 2614 lost_a_stat = 1;
2805 } 2615 }
2806 } 2616 }
2807 } 2617 }
2808 } 2618 }
2619
2809 /* If no stat lost, tell the player. */ 2620 /* If no stat lost, tell the player. */
2810 if (!lost_a_stat) 2621 if (!lost_a_stat)
2811 { 2622 {
2812 /* determine_god() seems to not work sometimes... why is this? 2623 /* determine_god() seems to not work sometimes... why is this?
2813 Should I be using something else? GD */ 2624 Should I be using something else? GD */
2814 const char *god = determine_god (op); 2625 shstr_tmp god = determine_god (op);
2815 2626
2816 if (god && (strcmp (god, "none"))) 2627 if (god != shstr_none)
2817 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2628 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2818 else 2629 else
2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2630 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2820 } 2631 }
2821#else 2632#else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2633 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2823#endif 2634#endif
2824 2635
2825 /* Put a gravestone up where the character 'almost' died. List the 2636 /* Put a gravestone up where the character 'almost' died. List the
2826 * exp loss on the stone. 2637 * exp loss on the stone.
2827 */ 2638 */
2828 tmp = arch_to_object (archetype::find ("gravestone")); 2639 tmp = arch_to_object (archetype::find ("gravestone"));
2829 sprintf (buf, "%s's gravestone", &op->name); 2640 tmp->name = format ("%s's gravestone", &op->name);
2830 tmp->name = buf; 2641 tmp->name_pl = format ("%s's gravestones", &op->name);
2831 sprintf (buf, "%s's gravestones", &op->name); 2642 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2832 tmp->name_pl = buf; 2643 &op->name, op->contr->title, op->contr->killer_name ());
2833 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);
2834 tmp->msg = buf;
2835 tmp->x = op->x, tmp->y = op->y; 2644 tmp->x = op->x, tmp->y = op->y;
2836 insert_ob_in_map (tmp, op->map, NULL, 0); 2645 insert_ob_in_map (tmp, op->map, NULL, 0);
2837 2646
2838 /**************************************/ 2647 /**************************************/
2839 /* */ 2648 /* */
2840 /* Subtract the experience points, */ 2649 /* Subtract the experience points, */
2841 /* if we died cause of food, give us */
2842 /* food, and reset HP's... */
2843 /* */ 2650 /* */
2844 /**************************************/ 2651 /**************************************/
2845 2652
2846 /* remove any poisoning and confusion the character may be suffering. */
2847 /* restore player */
2848 at = archetype::find ("poisoning");
2849 tmp = present_arch_in_ob (at, op);
2850
2851 if (tmp)
2852 {
2853 tmp->destroy ();
2854 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2855 }
2856
2857 at = archetype::find ("confusion");
2858 tmp = present_arch_in_ob (at, op);
2859 if (tmp)
2860 {
2861 tmp->destroy ();
2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2863 }
2864
2865 cure_disease (op, 0); /* remove any disease */
2866
2867 /*add_exp(op, (op->stats.exp * -0.20)); */ 2653 /*add_exp(op, (op->stats.exp * -0.20)); */
2868 apply_death_exp_penalty (op); 2654 apply_death_exp_penalty (op);
2869 if (op->stats.food < 100)
2870 op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874 2655
2875 /* 2656 /*
2876 * Check to see if the player has any unpaid items. If so, remove them 2657 * Check to see if the player has any unpaid items. If so, remove them
2877 * and put them back in the map. 2658 * and put them back in the map.
2878 */ 2659 */
2879 remove_unpaid_objects (op->inv, op); 2660 op->drop_unpaid_items ();
2880 2661
2881 /****************************************/ 2662 /****************************************/
2882 /* */ 2663 /* */
2883 /* Move player to his current respawn- */ 2664 /* Move player to his current respawn- */
2884 /* position (usually last savebed) */ 2665 /* position (usually last savebed) */
2913 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2914 force->resist[at] = 100; 2695 force->resist[at] = 100;
2915 2696
2916 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
2917 op->update_stats (); 2698 op->update_stats ();
2918
2919 } 2699 }
2920 2700
2921 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2922} 2702}
2923 2703
2924void 2704void
2925loot_object (object *op) 2705loot_object (object *op)
2926{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
2943 2723
2944 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2724 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2945 { 2725 {
2946 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
2947 { 2727 {
2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
2949 tmp2->destroy ();
2950 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
2951 } 2730 }
2952 else 2731 else
2953 tmp->destroy (); 2732 tmp->destroy ();
2954 } 2733 }
2965void 2744void
2966fix_weight (void) 2745fix_weight (void)
2967{ 2746{
2968 for_all_players (pl) 2747 for_all_players (pl)
2969 { 2748 {
2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
2971 2750
2972 if (old == sum) 2751 pl->ob->update_weight ();
2973 continue; 2752
2753 if (old != pl->ob->carrying)
2754 {
2974 pl->ob->update_stats (); 2755 pl->ob->update_stats ();
2975 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2756 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2757 }
2976 } 2758 }
2977} 2759}
2978 2760
2979void 2761void
2980fix_luck (void) 2762fix_luck (void)
3022} 2804}
3023 2805
3024void 2806void
3025make_visible (object *op) 2807make_visible (object *op)
3026{ 2808{
3027 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3028 op->invisible = 0; 2810 op->invisible = 0;
2811
3029 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3030 { 2813 {
3031 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3032 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3033 } 2816 }
3046 2829
3047/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3048 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3049 * indicate greater hideability. 2832 * indicate greater hideability.
3050 */ 2833 */
3051
3052int 2834int
3053hideability (object *ob) 2835hideability (object *ob)
3054{ 2836{
3055 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3056 sint16 x, y; 2838 sint16 x, y;
3057 2839
3058 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3059 return 0; 2841 return 0;
3060 2842
3061 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3062 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3063 2845
3064 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3065 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
3066 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3067 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3068 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3069 2851
3070 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3071 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2853 for (i = 0, x = ob->x, y = ob->y;
2854 i <= SIZEOFFREE1;
2855 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3072 { 2856 {
3073 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3074 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3075 {
3076 continue; 2859 continue;
3077 } 2860
3078 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3079 level += 2; 2862 level += 2;
3080 else /* open terrain! */ 2863 else /* open terrain! */
3081 level -= 1; 2864 level -= 1;
3082 } 2865 }
3093 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3094 */ 2877 */
3095void 2878void
3096do_hidden_move (object *op) 2879do_hidden_move (object *op)
3097{ 2880{
3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3099 object *skop;
3100 2882
3101 if (!op || !op->map) 2883 if (!op || !op->map)
3102 return; 2884 return;
3103 2885
3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2886 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2887 int num = random_roll (0, 19, op, PREFER_LOW);
3105 2888
3106 /* its *extremely* hard to run and sneak/hide at the same time! */ 2889 /* its *extremely* hard to run and sneak/hide at the same time! */
3107 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3108 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3109 { 2892 {
3119 num -= hide; 2902 num -= hide;
3120 2903
3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3122 { 2905 {
3123 make_visible (op); 2906 make_visible (op);
2907
3124 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2909 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3126 } 2910 }
3127 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3128 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2912 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3181 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3182 * but we dont worry if the object isnt the top one in 2966 * but we dont worry if the object isnt the top one in
3183 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3184 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3185 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3186 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3187 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3188 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3189 * for them to differ. Sigh, this fctn could get a bit more complex. 2973 * for them to differ. Sigh, this fctn could get a bit more complex.
3190 * -b.t. 2974 * -b.t.
3191 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3192 */ 2976 */
3193
3194int 2977int
3195player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3196{ 2979{
3197 rv_vector rv; 2980 rv_vector rv;
3198 int dx, dy; 2981 int dx, dy;
3210 2993
3211 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3212 2995
3213 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3214 * through the object and find if it has any 2997 * through the object and find if it has any
3215 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3216 * a blocked los square. 2999 * a blocked los square.
3217 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3218 */ 3001 */
3219 while (op) 3002 while (op)
3220 { 3003 {
3221 dx = rv.distance_x + op->arch->x; 3004 dx = rv.distance_x + op->arch->x;
3222 dy = rv.distance_y + op->arch->y; 3005 dy = rv.distance_y + op->arch->y;
3223 3006
3224 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3225 * code, so we need to restrict ourselves to that range of values
3226 * for any meaningful values.
3227 */
3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3229 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3230 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3231 return 1; 3008 return 1;
3009
3232 op = op->more; 3010 op = op->more;
3233 } 3011 }
3012
3234 return 0; 3013 return 0;
3235} 3014}
3236 3015
3237/* routine for both players and monsters. We call this when 3016/* routine for both players and monsters. We call this when
3238 * there is a possibility for our action distrubing our hiding 3017 * there is a possibility for our action distrubing our hiding
3239 * place or invisiblity spell. Artefact invisiblity is not 3018 * place or invisiblity spell. Artefact invisiblity causes
3240 * effected by this. If we arent invisible to begin with, we 3019 * "noise" instead. If we arent invisible to begin with, we
3241 * return 0. 3020 * return 0.
3242 */ 3021 */
3243int 3022int
3244action_makes_visible (object *op) 3023action_makes_visible (object *op)
3245{ 3024{
3246
3247 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3025 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3248 { 3026 {
3249 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3027 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3028 {
3029 // artefact invisibility is permanent, but we still make noise
3030 // this is important for game-balance.
3031 if (op->contr)
3032 op->make_noise ();
3033
3250 return 0; 3034 return 0;
3035 }
3251 3036
3252 if (op->contr && op->contr->tmp_invis == 0) 3037 if (op->contr && op->contr->tmp_invis == 0)
3253 return 0; 3038 return 0;
3254 3039
3255 /* If monsters, they should become visible */ 3040 /* If monsters, they should become visible */
3256 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3041 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3257 { 3042 {
3258 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3043 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3259 return 1; 3044 return 1;
3260 } 3045 }
3261 } 3046 }
3047
3262 return 0; 3048 return 0;
3263} 3049}
3264 3050
3265/* op_on_battleground - checks if the given object op (usually 3051/* op_on_battleground - checks if the given object op (usually
3266 * a player) is standing on a valid battleground-tile, 3052 * a player) is standing on a valid battleground-tile,
3271 * Default is to do the same as before, so only people wanting to have different points need worry about this 3057 * Default is to do the same as before, so only people wanting to have different points need worry about this
3272 */ 3058 */
3273int 3059int
3274op_on_battleground (object *op, int *x, int *y) 3060op_on_battleground (object *op, int *x, int *y)
3275{ 3061{
3276 object *tmp;
3277
3278 /* A battleground-tile needs the following attributes to be valid: 3062 /* A battleground-tile needs the following attributes to be valid:
3279 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3063 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3280 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3064 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3281 * and the exit-coordinates sp/hp must both be > 0. 3065 * and the exit-coordinates sp/hp must both be > 0.
3282 * => The intention here is to prevent abuse of the battleground- 3066 * => The intention here is to prevent abuse of the battleground-
3283 * feature (like pickable or hidden battleground tiles). */ 3067 * feature (like pickable or hidden battleground tiles). */
3284 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3068 for (object *tmp = op->below; tmp; tmp = tmp->below)
3285 { 3069 {
3286 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3070 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3287 { 3071 {
3288 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3072 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3289 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3073 && tmp->type == BATTLEGROUND
3074 && tmp->name == shstr_battleground
3075 && EXIT_X (tmp) && EXIT_Y (tmp))
3290 { 3076 {
3291 /*before we assign the exit, check if this is a teambattle */ 3077 /* before we assign the exit, check if this is a teambattle */
3292 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3078 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3293 { 3079 {
3294 object *invtmp;
3295
3296 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3080 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3297 { 3081 {
3298 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3082 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 { 3083 {
3300 if (x != NULL && y != NULL) 3084 if (x && y)
3301 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3085 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3086
3302 return 1; 3087 return 1;
3303 } 3088 }
3304 } 3089 }
3305 } 3090 }
3091
3306 if (x != NULL && y != NULL) 3092 if (x && y)
3307 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3093 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3094
3308 return 1; 3095 return 1;
3309 } 3096 }
3310 } 3097 }
3311 } 3098 }
3099
3312 /* If we got here, did not find a battleground */ 3100 /* If we got here, did not find a battleground */
3313 return 0; 3101 return 0;
3314} 3102}
3315 3103
3316/* 3104/*
3332 char buf[MAX_BUF]; /* tmp. string buffer */ 3120 char buf[MAX_BUF]; /* tmp. string buffer */
3333 int i = 0, j = 0; 3121 int i = 0, j = 0;
3334 3122
3335 /* get the appropriate treasurelist */ 3123 /* get the appropriate treasurelist */
3336 if (atnr == ATNR_FIRE) 3124 if (atnr == ATNR_FIRE)
3337 trlist = treasurelist::find ("dragon_ability_fire"); 3125 trlist = treasurelist::find (shstr_dragon_ability_fire);
3338 else if (atnr == ATNR_COLD) 3126 else if (atnr == ATNR_COLD)
3339 trlist = treasurelist::find ("dragon_ability_cold"); 3127 trlist = treasurelist::find (shstr_dragon_ability_cold);
3340 else if (atnr == ATNR_ELECTRICITY) 3128 else if (atnr == ATNR_ELECTRICITY)
3341 trlist = treasurelist::find ("dragon_ability_elec"); 3129 trlist = treasurelist::find (shstr_dragon_ability_elec);
3342 else if (atnr == ATNR_POISON) 3130 else if (atnr == ATNR_POISON)
3343 trlist = treasurelist::find ("dragon_ability_poison"); 3131 trlist = treasurelist::find (shstr_dragon_ability_poison);
3344 3132
3345 if (trlist == NULL || who->type != PLAYER) 3133 if (trlist == NULL || who->type != PLAYER)
3346 return; 3134 return;
3347 3135
3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3136 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3421 { 3209 {
3422 /* forces in the treasurelist can alter the player's stats */ 3210 /* forces in the treasurelist can alter the player's stats */
3423 object *skin; 3211 object *skin;
3424 3212
3425 /* first get the dragon skin force */ 3213 /* first get the dragon skin force */
3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) 3214 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3428 ; 3215 ;
3429 3216
3430 if (!skin) 3217 if (!skin)
3431 return; 3218 return;
3432 3219
3467 else 3254 else
3468 { 3255 {
3469 /* generate misc. treasure */ 3256 /* generate misc. treasure */
3470 tmp = arch_to_object (tr->item); 3257 tmp = arch_to_object (tr->item);
3471 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3258 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3472 tmp = insert_ob_in_ob (tmp, who); 3259 who->insert (tmp);
3473 if (who->type == PLAYER)
3474 esrv_send_item (who, tmp);
3475 } 3260 }
3476} 3261}
3477 3262
3478/** 3263/**
3479 * Unready an object for a player. This function does nothing if the object was 3264 * Unready an object for a player. This function does nothing if the object was
3491 if (pl->ranged_ob == ob) 3276 if (pl->ranged_ob == ob)
3492 pl->ranged_ob = 0; 3277 pl->ranged_ob = 0;
3493} 3278}
3494 3279
3495sint8 3280sint8
3496player::visibility_at (maptile *map, int x, int y) const 3281player::darkness_at (maptile *map, int x, int y) const
3497{ 3282{
3498 if (!ns) 3283 if (!ns)
3499 return 0; 3284 return LOS_BLOCKED;
3500 3285
3501 int dx, dy; 3286 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3287 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0; 3288 return LOS_BLOCKED;
3504 3289
3505 x += dx - ns->current_x + ns->mapx / 2; 3290 x += dx - ns->current_x;
3506 y += dy - ns->current_y + ns->mapy / 2; 3291 y += dy - ns->current_y;
3507 3292
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0;
3510
3511 return 100 - blocked_los [x][y]; 3293 return blocked_los (x, y);
3512} 3294}
3295
3296void
3297player::infobox (const char *title, const char *msg, int color)
3298{
3299 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3300}
3301
3302void
3303player::statusmsg (const char *msg, int color)
3304{
3305 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3306}
3307
3308void
3309player::failmsg (const char *msg, int color)
3310{
3311 play_sound (sound_find ("generic_failure"));
3312 statusmsg (msg, color);
3313}
3314

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