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Comparing deliantra/server/server/player.C (file contents):
Revision 1.152 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.222 by root, Thu Jan 1 11:41:17 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 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 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <sproto.h> 25#include <sproto.h>
26#include <sounds.h> 26#include <sounds.h>
122 continue; 122 continue;
123 123
124 if (*buf == '%') 124 if (*buf == '%')
125 { /* send one news */ 125 { /* send one news */
126 if (size > 0) 126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
128 131
129 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
130 strip_endline (subject); 133 strip_endline (subject);
131 size = 0; 134 size = 0;
132 news[0] = '\0'; 135 news[0] = '\0';
183 186
184 if (ob->map) 187 if (ob->map)
185 maplevel = ob->map->path; 188 maplevel = ob->map->path;
186 189
187 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 192 ob->map = 0;
189 party = 0; 193 party = 0;
190 194
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 196
206 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
207 211
208 ns->update_look = 0; 212 ns->update_look = 0;
209 ns->look_position = 0; 213 ns->look_position = 0;
210 214
211 clear_los (this); 215 clear_los ();
212 216
213 ns->reset_stats (); 217 ns->reset_stats ();
214 218
215 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 221 ob->race = ob->arch->race;
218 222
219 ob->carrying = sum_weight (ob); 223 ob->update_weight ();
220 link_player_skills (ob); 224 link_skills ();
221 225
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 227
224 assign (title, ob->arch->object::name); 228 assign (title, ob->arch->object::name);
225 229
226 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
228 { 232 {
229 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
230 234
231 shstr_cmp dragon_ability_force ("dragon_ability_force");
232 shstr_cmp dragon_skin_force ("dragon_skin_force");
233
234 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
235 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
236 if (tmp->arch->archname == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
237 abil = tmp; 238 abil = tmp;
238 else if (tmp->arch->archname == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
239 skin = tmp; 240 skin = tmp;
240 241
241 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
242 } 243 }
243 244
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 246
246 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
247 303
248 ob->flag [FLAG_READY_WEAPON] = false; 304 ob->flag [FLAG_READY_WEAPON] = false;
249 ob->flag [FLAG_READY_SKILL] = false; 305 ob->flag [FLAG_READY_SKILL] = false;
250 ob->flag [FLAG_READY_BOW] = false; 306 ob->flag [FLAG_READY_BOW] = false;
251 307
268 combat_ob = op; 324 combat_ob = op;
269 break; 325 break;
270 } 326 }
271 327
272 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
273 ob->update_stats (); 329 ob->deactivate (); // change_weapon activates, fix this better
274
275 ns->floorbox_update ();
276 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0);
278
279 activate ();
280
281 send_rules (ob);
282 send_news (ob);
283 display_motd (ob);
284
285 INVOKE_PLAYER (CONNECT, this);
286 INVOKE_PLAYER (LOGIN, this);
287}
288
289void
290player::disconnect ()
291{
292 if (ns)
293 {
294 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296
297 INVOKE_PLAYER (DISCONNECT, this);
298
299 ns->reset_stats ();
300 ns->pl = 0;
301 ns = 0;
302 }
303
304 if (ob)
305 ob->close_container (); //TODO: client-specific
306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324} 330}
325 331
326void 332void
327player::set_observe (object *op) 333player::set_observe (object *op)
328{ 334{
342 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
343 349
344 gen_sp_armour = 10; 350 gen_sp_armour = 10;
345 bowtype = bow_normal; 351 bowtype = bow_normal;
346 petmode = pet_normal; 352 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers; 353 usekeys = containers;
349 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
350 do_los = 1; 355 do_los = 1;
351 356
352 weapon_sp = 1.0f; 357 weapon_sp = 1.0f;
401 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
402 */ 407 */
403archetype * 408archetype *
404get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
405{ 410{
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 417 archvec::iterator i = archetypes.find (nat);
407 418
408 for (;;) 419 for (;;)
409 { 420 {
410 if (++i == archetypes.end ()) 421 if (++i == archetypes.end ())
411 i = archetypes.begin (); 422 i = archetypes.begin ();
425 unsigned lastdist; 436 unsigned lastdist;
426 rv_vector rv; 437 rv_vector rv;
427 438
428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 { 440 {
430 /* We should not find free objects on this friendly list, but it
431 * does periodically happen. Given that, lets deal with it.
432 * While unlikely, it is possible the next object on the friendly
433 * list is also free, so encapsulate this in a while loop.
434 */
435 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
436 {
437 object *tmp = ol->ob;
438
439 /* Can't do much more other than log the fact, because the object
440 * itself will have been cleared.
441 */
442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
444 ol = ol->next;
445 remove_friendly_object (tmp);
446 if (!ol)
447 return op;
448 }
449
450 /* Remove special check for player from this. First, it looks to cause
451 * some crashes (ol->ob->contr not set properly?), but secondly, a more
452 * complicated method of state checking would be needed in any case -
453 * as it was, a clever player could type quit, and the function would
454 * skip them over while waiting for confirmation. Remove
455 * on_same_map check, as can_detect_enemy also does this
456 */
457 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
458 continue; 442 continue;
459 443
460 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
461 { 445 {
656 640
657 return firstdir; 641 return firstdir;
658} 642}
659 643
660void 644void
661give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
662{ 646{
663 object *op, *next = NULL;
664
665 if (pl->randomitems != NULL) 647 if (pl->randomitems)
666 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
667 649
668 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
669 { 651 {
670 next = op->below; 652 next = op->below;
671 653
672 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
673 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
678 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
679 * by this player due to race restrictions 661 * by this player due to race restrictions
680 */ 662 */
681 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
682 { 664 {
683 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
684 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
685 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
686 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
688 { 672 {
689 op->destroy (); 673 op->destroy ();
690 continue; 674 continue;
691 } 675 }
692 } 676 }
715 if (op->nrof > 1) 699 if (op->nrof > 1)
716 op->nrof = 1; 700 op->nrof = 1;
717 } 701 }
718 702
719 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
720 {
721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
722 }
723 705
724 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
725 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
726 * merged properly. 708 * merged properly.
727 */ 709 */
728 if (need_identify (op)) 710 if (need_identify (op))
729 { 711 {
730 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
731 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
732 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
733 } 715 }
716
734 if (op->type == SPELL) 717 if (op->type == SPELL)
735 { 718 {
736 op->destroy (); 719 op->destroy ();
737 continue; 720 continue;
738 } 721 }
740 { 723 {
741 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
742 op->stats.exp = 0; 725 op->stats.exp = 0;
743 op->level = 1; 726 op->level = 1;
744 } 727 }
745 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
746 else
747 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
748 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
749 731
750 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
751 link_player_skills (pl); 733 pl->contr->link_skills ();
752} 734}
753 735
754void 736void
755get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
756{ 738{
857static void 839static void
858start_info (object *op) 840start_info (object *op)
859{ 841{
860 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
861 843
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
866} 846}
867 847
868/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
869 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
873 */ 853 */
874void 854void
875player::chargen_race_done () 855player::chargen_race_done ()
876{ 856{
877 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
878 esrv_new_player (ob->contr, ob->weight + ob->carrying); 858 esrv_new_player (ob->contr);
879 859
880 treasurelist *tl = treasurelist::find ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl) 861 if (tl)
882 create_treasure (tl, ob, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
883 863
887 ob->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
888 868
889 if (ob->msg) 869 if (ob->msg)
890 ob->msg = 0; 870 ob->msg = 0;
891 871
892 /* We create this now because some of the unique maps will need it
893 * to save here.
894 */
895 {
896 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf);
899 }
900
901 start_info (ob); 872 start_info (ob);
902 CLEAR_FLAG (ob, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
903 give_initial_items (ob, ob->randomitems); 874 give_initial_items (ob, ob->randomitems);
904 link_player_skills (ob);
905 esrv_send_inventory (ob, ob); 875 esrv_send_inventory (ob, ob);
906 ob->update_stats (); 876 ob->update_stats ();
907 877
908 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
909 * is one for this race 879 * is one for this race
910 */ 880 */
911 if (*first_map_ext_path) 881 if (*first_map_ext_path)
912 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
913 object *tmp;
914 char mapname[MAX_BUF];
915
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
917 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = ob->x;
920 EXIT_Y (tmp) = ob->y;
921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the
923 * default initial map */
924 tmp->destroy ();
925 }
926 else 883 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
928} 885}
929 886
930void 887void
974 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
975 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
976 return; 933 return;
977 } 934 }
978 935
979 if (op->enemy == NULL) 936 if (!op->enemy)
980 { 937 {
981 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
982 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
983 return; 940 return;
984 } 941 }
985 942
986 /* Seen some crashes here. Since we don't store an
987 * op->enemy_count, it is possible that something destroys the
988 * actual enemy, and the object is recycled.
989 */
990 if (op->enemy->map == NULL)
991 {
992 CLEAR_FLAG (op, FLAG_SCARED);
993 op->enemy = NULL;
994 return;
995 }
996
997 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
998 { 944 {
999 op->enemy = NULL; 945 op->enemy = NULL;
1000 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
1001 return; 947 return;
1004 get_rangevector (op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
1005 951
1006 dir = absdir (4 + rv.direction); 952 dir = absdir (4 + rv.direction);
1007 for (diff = 0; diff < 3; diff++) 953 for (diff = 0; diff < 3; diff++)
1008 { 954 {
1009 int m = 1 - (RANDOM () & 2); 955 int m = 1 - rndm (2) * 2;
1010 956
1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1012 return; 958 return;
1013 } 959 }
1014 960
1025check_pick (object *op) 971check_pick (object *op)
1026{ 972{
1027 object *tmp, *next; 973 object *tmp, *next;
1028 int stop = 0; 974 int stop = 0;
1029 int wvratio; 975 int wvratio;
1030 char putstring[128];
1031 976
1032 /* if you're flying, you cna't pick up anything */ 977 /* if you're flying, you cna't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 978 if (op->move_type & MOVE_FLYING)
1034 return 1; 979 return 1;
1035 980
1036 next = op->below; 981 next = op->below;
1037 982
983 int cnt = MAX_ITEM_PER_DROP;
984#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
985
1038 /* loop while there are items on the floor that are not marked as 986 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 987 * destroyed */
1040 while (next && !next->destroyed ()) 988 while (next && !next->destroyed ())
1041 { 989 {
1042 tmp = next; 990 tmp = next;
1043 next = tmp->below; 991 next = tmp->below;
1044 992
993 if (cnt <= 0)
994 {
995 op->failmsg ("Couldn't pickup all items at once.");
996 return 0;
997 }
998
1045 if (op->destroyed ()) 999 if (op->destroyed ())
1046 return 0; 1000 return 0;
1047 1001
1048 if (!can_pick (op, tmp)) 1002 if (!can_pick (op, tmp))
1049 continue; 1003 continue;
1050 1004
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 1006 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 1007 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 1008 CHK_PICK_PICKUP;
1009
1055 continue; 1010 continue;
1056 } 1011 }
1057 1012
1058 /* high not bit set? We're using the old autopickup model */ 1013 /* pickup handling */
1014 if (op->contr->mode & PU_DEBUG)
1015 {
1016 /* some debugging code to figure out item information */
1017 const char *str = tmp->name
1018 ? format ("item name: %s item type: %d weight/value: %d",
1019 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1020 : format ("item name: %s item type: %d weight/value: %d",
1021 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1022
1023 new_draw_info (NDI_UNIQUE, 0, op, str);
1024 }
1025
1026 if (op->contr->mode & PU_INHIBIT)
1027 return 1;
1028
1029 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1030 return 1;
1031
1032 /* philosophy:
1033 * It's easy to grab an item type from a pile, as long as it's
1034 * generic. This takes no game-time. For more detailed pickups
1035 * and selections, select-items should be used. This is a
1036 * grab-as-you-run type mode that's really useful for arrows for
1037 * example.
1038 * The drawback: right now it has no frontend, so you need to
1039 * stick the bits you want into a calculator in hex mode and then
1040 * convert to decimal and then 'pickup <#>
1041 */
1042
1043 /* the first two modes are exclusive: if NOTHING we return, if
1044 * STOP then we stop. All the rest are applied sequentially,
1045 * meaning if any test passes, the item gets picked up. */
1046
1047 /* if mode is set to pick nothing up, return */
1048 if (op->contr->mode == PU_NOTHING)
1049 return 1;
1050
1051 /* if mode is set to stop when encountering objects, return */
1052 /* take STOP before INHIBIT since it doesn't actually pick
1053 * anything up */
1054 if (op->contr->mode & PU_STOP)
1055 return 0;
1056
1057 /* useful for going into stores and not losing your settings... */
1058 /* and for battles wher you don't want to get loaded down while
1059 * fighting */
1060 if (op->contr->mode & PU_INHIBIT)
1061 return 1;
1062
1063 /* prevent us from turning into auto-thieves :) */
1064 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1065 continue;
1066
1067 /* ignore known cursed objects */
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1069 continue;
1070
1071 /* all food and drink if desired */
1072 /* question: don't pick up known-poisonous stuff? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 1073 if (op->contr->mode & PU_FOOD)
1074 if (tmp->type == FOOD)
1060 { 1075 {
1061 switch (op->contr->mode) 1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_DRINK)
1081 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1087 if (op->contr->mode & PU_POTION)
1088 if (tmp->type == POTION)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 /* spellbooks, skillscrolls and normal books/scrolls */
1095 if (op->contr->mode & PU_SPELLBOOK)
1096 if (tmp->type == SPELLBOOK)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_SKILLSCROLL)
1103 if (tmp->type == SKILLSCROLL)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 if (op->contr->mode & PU_READABLES)
1110 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* wands/staves/rods/horns */
1117 if (op->contr->mode & PU_MAGIC_DEVICE)
1118 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1119 {
1120 CHK_PICK_PICKUP;
1121 continue;
1122 }
1123
1124 /* pick up all magical items */
1125 if (op->contr->mode & PU_MAGICAL)
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1127 {
1128 CHK_PICK_PICKUP;
1129 continue;
1130 }
1131
1132 if (op->contr->mode & PU_VALUABLES)
1133 {
1134 if (tmp->type == MONEY || tmp->type == GEM)
1062 { 1135 {
1063 case 0: 1136 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 1137 continue;
1065 case 1:
1066 pick_up (op, tmp);
1067 return 1;
1068 case 2:
1069 pick_up (op, tmp);
1070 return 0;
1071 case 3:
1072 return 0; /* stop before pickup */
1073 case 4:
1074 pick_up (op, tmp);
1075 break;
1076 case 5:
1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1082 pick_up (op, tmp);
1083 break;
1084
1085 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp);
1088 break;
1089
1090 default:
1091 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp);
1095 } 1138 }
1096 } 1139 }
1097 else 1140
1098 { /* old model */ 1141 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */ 1142 if (op->contr->mode & PU_JEWELS)
1143 if (tmp->type == RING || tmp->type == AMULET)
1144 {
1145 CHK_PICK_PICKUP;
1146 continue;
1147 }
1148
1149 /* we don't forget dragon food */
1150 if (op->contr->mode & PU_FLESH)
1151 if (tmp->type == FLESH)
1152 {
1153 CHK_PICK_PICKUP;
1154 continue;
1155 }
1156
1157 /* bows and arrows. Bows are good for selling! */
1100 if (op->contr->mode & PU_DEBUG) 1158 if (op->contr->mode & PU_BOW)
1159 if (tmp->type == BOW)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_ARROW)
1166 if (tmp->type == ARROW)
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 /* all kinds of armor etc. */
1173 if (op->contr->mode & PU_ARMOUR)
1174 if (tmp->type == ARMOUR)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_HELMET)
1181 if (tmp->type == HELMET)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SHIELD)
1188 if (tmp->type == SHIELD)
1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_BOOTS)
1195 if (tmp->type == BOOTS)
1196 {
1197 CHK_PICK_PICKUP;
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_GLOVES)
1202 if (tmp->type == GLOVES)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1208 if (op->contr->mode & PU_CLOAK)
1209 if (tmp->type == CLOAK)
1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1214
1215 /* hoping to catch throwing daggers here */
1216 if (op->contr->mode & PU_MISSILEWEAPON)
1217 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1222
1223 /* careful: chairs and tables are weapons! */
1224 if (op->contr->mode & PU_ALLWEAPON)
1225 {
1226 if (tmp->type == WEAPON && !tmp->name)
1101 { 1227 {
1102 /* some debugging code to figure out item information */ 1228 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1103 if (tmp->name != NULL) 1229 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue;
1149
1150 /* ignore known cursed objects */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1152 continue;
1153
1154 /* all food and drink if desired */
1155 /* question: don't pick up known-poisonous stuff? */
1156 if (op->contr->mode & PU_FOOD)
1157 if (tmp->type == FOOD)
1158 {
1159 pick_up (op, tmp);
1160 continue;
1161 }
1162
1163 if (op->contr->mode & PU_DRINK)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1165 {
1166 pick_up (op, tmp);
1167 continue;
1168 }
1169
1170 if (op->contr->mode & PU_POTION)
1171 if (tmp->type == POTION)
1172 {
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL)
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 {
1217 if (tmp->type == MONEY || tmp->type == GEM)
1218 { 1230 {
1219 pick_up (op, tmp); 1231 CHK_PICK_PICKUP;
1220 continue; 1232 continue;
1221 } 1233 }
1222 } 1234 }
1223 1235
1224 /* rings & amulets - talismans seems to be typed AMULET */ 1236 if (tmp->type == WEAPON && !tmp->name)
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 { 1237 {
1309 if (tmp->type == WEAPON && tmp->name != NULL) 1238 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1310 { 1239 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && 1240 CHK_PICK_PICKUP;
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue; 1241 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 } 1242 }
1327 } 1243 }
1244 }
1328 1245
1329 /* misc stuff that's useful */ 1246 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY) 1247 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1248 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 { 1249 {
1333 pick_up (op, tmp); 1250 CHK_PICK_PICKUP;
1334 continue; 1251 continue;
1335 } 1252 }
1336 1253
1337 /* any of the last 4 bits set means we use the ratio for value 1254 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */ 1255 * pickups */
1339 if (op->contr->mode & PU_RATIO) 1256 if (op->contr->mode & PU_RATIO)
1257 {
1258 /* use value density to decide what else to grab */
1259 /* >=7 was >= op->contr->mode */
1260 /* >=7 is the old standard setting. Now we take the last 4 bits
1261 */
1262 wvratio = op->contr->mode & PU_RATIO;
1263 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1340 { 1264 {
1341 /* use value density to decide what else to grab */ 1265#if 0
1342 /* >=7 was >= op->contr->mode */ 1266 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1343 /* >=7 is the old standard setting. Now we take the last 4 bits 1267 if (tmp->name != NULL)
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 { 1268 {
1348 pick_up (op, tmp);
1349#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL)
1352 {
1353 fprintf (stderr, "%s", tmp->name); 1269 fprintf (stderr, "%s", tmp->name);
1354 } 1270 }
1355 else 1271 else
1356 fprintf (stderr, "%s", tmp->arch->archname); 1272 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1273 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1274 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1359#endif 1275#endif
1276 CHK_PICK_PICKUP;
1360 continue; 1277 continue;
1361 }
1362 } 1278 }
1363 } /* the new pickup model */ 1279 } /* the new pickup model */
1364 } 1280 }
1365 1281
1366 return !stop; 1282 return !stop;
1372 * found object is returned. 1288 * found object is returned.
1373 */ 1289 */
1374object * 1290object *
1375find_arrow (object *op, const char *type) 1291find_arrow (object *op, const char *type)
1376{ 1292{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1293 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type);
1382 else if (op->type == ARROW && op->race == type) 1294 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1295 return splay (tmp);
1296
1297 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1298 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1299 if (object *arrow = find_arrow (tmp, type))
1300 {
1301 splay (tmp);
1383 return op; 1302 return arrow;
1303 }
1384 1304
1385 return tmp; 1305 return 0;
1386} 1306}
1387 1307
1388/* 1308/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1309 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390 * against the target. A full test is not performed, simply a basic test 1310 * against the target. A full test is not performed, simply a basic test
1391 * of resistances. The archer is making a quick guess at what he sees down 1311 * of resistances. The archer is making a quick guess at what he sees down
1392 * the hall. Failing that it does it's best to pick the highest plus arrow. 1312 * the hall. Failing that it does it's best to pick the highest plus arrow.
1393 */ 1313 */
1394object * 1314object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1315find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1316{
1397 object *tmp = NULL, *arrow, *ntmp; 1317 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1318 int attacknum, attacktype, betterby = 0, i;
1399 1319
1400 if (!type) 1320 if (!type)
1404 { 1324 {
1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1325 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 { 1326 {
1407 i = 0; 1327 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1328 ntmp = find_better_arrow (arrow, target, type, &i);
1329
1409 if (i > betterby) 1330 if (i > betterby)
1410 { 1331 {
1411 tmp = ntmp; 1332 tmp = ntmp;
1412 betterby = i; 1333 betterby = i;
1413 } 1334 }
1414 } 1335 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1336 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1337 {
1417 /* allways prefer assasination/slaying */ 1338 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1339 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1419 { 1340 {
1420 if (arrow->attacktype & AT_DEATH) 1341 if (arrow->attacktype & AT_DEATH)
1421 { 1342 {
1422 *better = 100; 1343 *better = 100;
1423 return arrow; 1344 return arrow;
1438 { 1359 {
1439 tmp = arrow; 1360 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1361 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1362 }
1442 } 1363 }
1364
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1365 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1366 {
1445 tmp = arrow; 1367 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1368 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1369 }
1370
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1371 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1372 {
1450 tmp = arrow; 1373 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1374 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1375 }
1453 } 1376 }
1454 } 1377 }
1455 } 1378 }
1379
1456 if (tmp == NULL && arrow == NULL) 1380 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1381 return find_arrow (op, type);
1458 1382
1459 *better = betterby; 1383 *better = betterby;
1460 return tmp; 1384 return tmp;
1465 * op = the shooter 1389 * op = the shooter
1466 * type = bow->race 1390 * type = bow->race
1467 * dir = fire direction 1391 * dir = fire direction
1468 */ 1392 */
1469object * 1393object *
1470pick_arrow_target (object *op, const char *type, int dir) 1394pick_arrow_target (object *op, shstr_cmp type, int dir)
1471{ 1395{
1472 object *tmp = NULL; 1396 object *tmp = NULL;
1473 maptile *m; 1397 maptile *m;
1474 int i, mflags, found, number; 1398 int i, mflags, found, number;
1475 sint16 x, y; 1399 sint16 x, y;
1490 for (i = 0, found = 0; i < 20; i++) 1414 for (i = 0, found = 0; i < 20; i++)
1491 { 1415 {
1492 x += freearr_x[dir]; 1416 x += freearr_x[dir];
1493 y += freearr_y[dir]; 1417 y += freearr_y[dir];
1494 mflags = get_map_flags (m, &m, x, y, &x, &y); 1418 mflags = get_map_flags (m, &m, x, y, &x, &y);
1419
1495 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1420 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1496 { 1421 {
1497 tmp = NULL; 1422 tmp = 0;
1498 break; 1423 break;
1499 } 1424 }
1500 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1425 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1501 { 1426 {
1502 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1427 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1503 * perhaps a bad assumption. 1428 * perhaps a bad assumption.
1504 */ 1429 */
1505 tmp = NULL; 1430 tmp = 0;
1506 break; 1431 break;
1507 } 1432 }
1433
1508 if (mflags & P_IS_ALIVE) 1434 if (mflags & P_IS_ALIVE)
1509 {
1510 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1435 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1511 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1436 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1512 {
1513 found++;
1514 break;
1515 }
1516 if (found)
1517 break; 1437 break;
1518 }
1519 } 1438 }
1520 if (tmp == NULL) 1439
1440 if (!tmp)
1521 return find_arrow (op, type); 1441 return find_arrow (op, type);
1522 1442
1523 if (tmp->head) 1443 if (tmp->head)
1524 tmp = tmp->head; 1444 tmp = tmp->head;
1525 1445
1570 if (bow->below) 1490 if (bow->below)
1571 { 1491 {
1572 bow->remove (); 1492 bow->remove ();
1573 op->insert (bow); 1493 op->insert (bow);
1574 } 1494 }
1575
1576 } 1495 }
1577 1496
1578 if (!bow->race || !bow->skill) 1497 if (!bow->race || !bow->skill)
1579 { 1498 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1499 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1606 } 1525 }
1607 1526
1608 /* this should not happen, but sometimes does */ 1527 /* this should not happen, but sometimes does */
1609 if (arrow->nrof == 0) 1528 if (arrow->nrof == 0)
1610 { 1529 {
1530 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1611 arrow->destroy (); 1531 arrow->destroy ();
1612 return 0; 1532 return 0;
1613 } 1533 }
1614 1534
1615 left = arrow; /* these are arrows left to the player */ 1535 left = arrow; /* these are arrows left to the player */
1616 arrow = get_split_ob (arrow, 1); 1536 arrow = arrow->split ();
1617 if (!arrow) 1537 if (!arrow)
1618 { 1538 {
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1539 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 return 0; 1540 return 0;
1621 } 1541 }
1683 1603
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1604 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1685 arrow->move_type = MOVE_FLY_LOW; 1605 arrow->move_type = MOVE_FLY_LOW;
1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1606 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1687 1607
1688 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1608 op->play_sound (sound_find ("fire_arrow"));
1689 m->insert (arrow, sx, sy, op); 1609 m->insert (arrow, sx, sy, op);
1690 1610
1691 if (!arrow->destroyed ()) 1611 if (!arrow->destroyed ())
1692 move_arrow (arrow); 1612 move_arrow (arrow);
1693
1694 if (op->type == PLAYER)
1695 {
1696 if (left->destroyed ())
1697 esrv_del_item (op->contr, left->count);
1698 else
1699 esrv_send_item (op, left);
1700 }
1701 1613
1702 return 1; 1614 return 1;
1703} 1615}
1704 1616
1705/* Special fire code for players - this takes into 1617/* Special fire code for players - this takes into
1710 * hence the function name. 1622 * hence the function name.
1711 */ 1623 */
1712int 1624int
1713player_fire_bow (object *op, int dir) 1625player_fire_bow (object *op, int dir)
1714{ 1626{
1715 int ret = 0, wcmod = 0; 1627 int ret;
1716 1628
1717 if (op->contr->bowtype == bow_bestarrow) 1629 if (op->contr->bowtype == bow_bestarrow)
1718 { 1630 {
1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1631 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1720 } 1632 }
1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1633 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1722 { 1634 {
1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1635 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1724 wcmod = -1;
1725
1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1636 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1727 } 1637 }
1728 else if (op->contr->bowtype == bow_threewide) 1638 else if (op->contr->bowtype == bow_threewide)
1729 { 1639 {
1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1640 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1731 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1641 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1642 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1733 } 1643 }
1734 else if (op->contr->bowtype == bow_spreadshot) 1644 else if (op->contr->bowtype == bow_spreadshot)
1735 { 1645 {
1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1646 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1647 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1648 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1739 } 1649 }
1740 else 1650 else
1741 { 1651 {
1771 1681
1772 if (item->type == WAND) 1682 if (item->type == WAND)
1773 { 1683 {
1774 if (item->stats.food <= 0) 1684 if (item->stats.food <= 0)
1775 { 1685 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1686 op->contr->play_sound (sound_find ("wand_poof"));
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1687 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778 1688
1779 return; 1689 return;
1780 } 1690 }
1781 } 1691 }
1782 else if (item->type == ROD || item->type == HORN) 1692 else if (item->type == ROD || item->type == HORN)
1783 { 1693 {
1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1694 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1695
1696 // using the maximum of the rods charge allows at least one spell cast
1697 // for a rod or horn, this fixes some broken rods.
1698 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1785 { 1699 {
1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1700 op->contr->play_sound (sound_find ("wand_poof"));
1787 1701
1788 if (item->type == ROD) 1702 if (item->type == ROD)
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1703 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1790 else 1704 else
1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1705 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794 } 1708 }
1795 } 1709 }
1796 1710
1797 if (cast_spell (op, item, dir, item->inv, NULL)) 1711 if (cast_spell (op, item, dir, item->inv, NULL))
1798 { 1712 {
1799 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1713 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1714
1800 if (item->type == WAND) 1715 if (item->type == WAND)
1801 { 1716 {
1802 if (!(--item->stats.food)) 1717 if (!(--item->stats.food))
1803 { 1718 {
1804 object *tmp; 1719 object *tmp;
1808 CLEAR_FLAG (item, FLAG_ANIMATE); 1723 CLEAR_FLAG (item, FLAG_ANIMATE);
1809 item->face = item->arch->face; 1724 item->face = item->arch->face;
1810 item->set_speed (0); 1725 item->set_speed (0);
1811 } 1726 }
1812 1727
1813 if ((tmp = item->in_player ())) 1728 if (object *pl = item->visible_to ())
1814 esrv_update_item (UPD_ANIM, tmp, item); 1729 esrv_update_item (UPD_ANIM, pl, item);
1815 } 1730 }
1816 } 1731 }
1817 else if (item->type == ROD || item->type == HORN) 1732 else if (item->type == ROD || item->type == HORN)
1818 drain_rod_charge (item); 1733 drain_rod_charge (item);
1819 } 1734 }
1824bool 1739bool
1825fire (object *op, int dir) 1740fire (object *op, int dir)
1826{ 1741{
1827 int spellcost = 0; 1742 int spellcost = 0;
1828 1743
1829 /* check for loss of invisiblity/hide */
1830 if (action_makes_visible (op))
1831 make_visible (op);
1832
1833 player *pl = op->contr; 1744 player *pl = op->contr;
1834 1745
1835 if (pl->golem) 1746 if (pl->golem)
1836 { 1747 {
1837 control_golem (op->contr->golem, dir); 1748 control_golem (op->contr->golem, dir);
1839 } 1750 }
1840 1751
1841 object *ob = pl->ranged_ob; 1752 object *ob = pl->ranged_ob;
1842 1753
1843 if (!ob) 1754 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false; 1755 return false;
1848 1756
1849 if (op->speed_left > 0.f) 1757 if (op->speed_left > 0.f)
1850 --op->speed_left; 1758 --op->speed_left;
1851 else 1759 else
1852 return false; 1760 return false;
1761
1762 if (!op->change_weapon (ob))
1763 return false;
1764
1765 /* check for loss of invisiblity/hide */
1766 if (action_makes_visible (op))
1767 make_visible (op);
1853 1768
1854 switch (ob->type) 1769 switch (ob->type)
1855 { 1770 {
1856 case BOW: 1771 case BOW:
1857 player_fire_bow (op, dir); 1772 player_fire_bow (op, dir);
1980 /* If we found a key, do some extra work */ 1895 /* If we found a key, do some extra work */
1981 if (key) 1896 if (key)
1982 { 1897 {
1983 object *container = key->env; 1898 object *container = key->env;
1984 1899
1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986
1987 if (action_makes_visible (op)) 1900 if (action_makes_visible (op))
1988 make_visible (op); 1901 make_visible (op);
1989 1902
1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1903 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1991 spring_trap (door->inv, op); 1904 spring_trap (door->inv, op);
1992 1905
1993 if (door->type == DOOR) 1906 if (door->type == DOOR)
1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1907 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1995 else if (door->type == LOCKED_DOOR) 1908 else if (door->type == LOCKED_DOOR)
1996 { 1909 {
1997 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1910 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1998 remove_door2 (door); /* remove door without violence ;-) */ 1911 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1912 }
2000 1913
2001 /* Do this after we print the message */ 1914 /* Do this after we print the message */
2002 decrease_ob (key); /* Use up one of the keys */ 1915 key->decrease (); /* Use up one of the keys */
2003 /* Need to update the weight the container the key was in */
2004 if (container != op)
2005 esrv_update_item (UPD_WEIGHT, op, container);
2006 1916
2007 return 1; /* Nothing more to do below */ 1917 return 1; /* Nothing more to do below */
2008 } 1918 }
2009 else if (door->type == LOCKED_DOOR) 1919 else if (door->type == LOCKED_DOOR)
2010 { 1920 {
2011 /* Might as well return now - no other way to open this */ 1921 /* Might as well return now - no other way to open this */
2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1922 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2013 return 1; 1923 return 1;
2014 } 1924 }
2015 1925
2016 return 0; 1926 return 0;
2017} 1927}
2104 2014
2105 if (op->speed_left > 0.f) 2015 if (op->speed_left > 0.f)
2106 { 2016 {
2107 --op->speed_left; 2017 --op->speed_left;
2108 2018
2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2019 op->play_sound (sound_find ("push_player"));
2110 push_ob (mon, dir, op); 2020 push_ob (mon, dir, op);
2111 2021
2112 if (op->contr->tmp_invis || op->hide) 2022 if (action_makes_visible (op))
2113 make_visible (op); 2023 make_visible (op);
2114 2024
2115 return true; 2025 return true;
2116 } 2026 }
2117 else 2027 else
2133 { 2043 {
2134 --op->speed_left; 2044 --op->speed_left;
2135 2045
2136 if (!op->contr->braced) 2046 if (!op->contr->braced)
2137 { 2047 {
2138 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2048 op->play_sound (sound_find ("push_player"));
2139 push_ob (mon, dir, op); 2049 push_ob (mon, dir, op);
2140 } 2050 }
2141 else 2051 else
2142 new_draw_info (0, 0, op, "You withhold your attack"); 2052 op->statusmsg ("You withhold your attack");
2143 2053
2144 if (op->contr->tmp_invis || op->hide) 2054 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2145 make_visible (op); 2055 make_visible (op);
2146 2056
2147 return true; 2057 return true;
2148 } 2058 }
2149 } 2059 }
2191bool 2101bool
2192move_player (object *op, int dir) 2102move_player (object *op, int dir)
2193{ 2103{
2194 int pick; 2104 int pick;
2195 2105
2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2106 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2197 return 0; 2107 return 0;
2198 2108
2199 /* Sanity check: make sure dir is valid */ 2109 /* Sanity check: make sure dir is valid */
2200 if ((dir < 0) || (dir >= 9)) 2110 if ((dir < 0) || (dir >= 9))
2201 { 2111 {
2207 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2117 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2208 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2118 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2209 2119
2210 op->facing = dir; 2120 op->facing = dir;
2211 2121
2212 if (op->hide) 2122 if (op->flag [FLAG_HIDDEN])
2213 do_hidden_move (op); 2123 do_hidden_move (op);
2214 2124
2215 bool retval; 2125 bool retval;
2216 2126
2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2127 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2286 return 0; 2196 return 0;
2287 2197
2288 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2290 { 2200 {
2291 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2201 op->play_sound (sound_find ("ob_evaporate"));
2292 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2202 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2293
2294 if (op->contr)
2295 esrv_del_item (op->contr, tmp->count);
2296 2203
2297 tmp->destroy (); 2204 tmp->destroy ();
2298 CLEAR_FLAG (op, FLAG_LIFESAVE); 2205 CLEAR_FLAG (op, FLAG_LIFESAVE);
2299 2206
2300 if (op->stats.hp < 0) 2207 if (op->stats.hp < 0)
2313 return 0; 2220 return 0;
2314} 2221}
2315 2222
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2223/* This goes throws the inventory and removes unpaid objects, and puts them
2317 * back in the map (location and map determined by values of env). This 2224 * back in the map (location and map determined by values of env). This
2318 * function will descend into containers. op is the object to start the search 2225 * function will descend into containers. op is the object to start the search
2319 * from. 2226 * from.
2320 */ 2227 */
2228static void
2229drop_unpaid_items (object *op, object *env)
2230{
2231 while (op)
2232 {
2233 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2234
2235 if (QUERY_FLAG (op, FLAG_UNPAID))
2236 op->insert_at (env);
2237 else if (op->inv)
2238 drop_unpaid_items (op->inv, env);
2239
2240 op = next;
2241 }
2242}
2243
2321void 2244void
2322remove_unpaid_objects (object *op, object *env) 2245object::drop_unpaid_items ()
2323{ 2246{
2324 while (op) 2247 if (!flag [FLAG_REMOVED])
2325 { 2248 ::drop_unpaid_items (inv, this);
2326 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2327
2328 if (QUERY_FLAG (op, FLAG_UNPAID))
2329 {
2330 if (env->type == PLAYER)
2331 esrv_del_item (env->contr, op->count);
2332
2333 op->insert_at (env);
2334 }
2335 else if (op->inv)
2336 remove_unpaid_objects (op->inv, env);
2337
2338 op = next;
2339 }
2340} 2249}
2341 2250
2342/* 2251/*
2343 * Returns pointer a static string containing gravestone text 2252 * Returns pointer a static string containing gravestone text
2344 * Moved from apply.c to player.c - player.c is what 2253 * Moved from apply.c to player.c - player.c is what
2345 * actually uses this function. player.c may not be quite the 2254 * actually uses this function. player.c may not be quite the
2346 * best, a misc file for object actions is probably better, 2255 * best, a misc file for object actions is probably better,
2347 * but there isn't one in the server directory. 2256 * but there isn't one in the server directory.
2348 */ 2257 */
2349char * 2258const char *
2350gravestone_text (object *op) 2259gravestone_text (object *op)
2351{ 2260{
2352 static char buf2[MAX_BUF]; 2261 static dynbuf_text buf;
2353 char buf[MAX_BUF];
2354 time_t now = time (NULL);
2355 2262
2356 strcpy (buf2, " R.I.P.\n\n"); 2263 buf << "---- R.I.P. ----\n\n"
2264 << op->name;
2265
2357 if (op->type == PLAYER) 2266 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2267 buf << " the " << op->contr->title;
2359 else
2360 sprintf (buf, "%s\n", &op->name);
2361 2268
2362 strncat (buf2, " ", 20 - strlen (buf) / 2); 2269 buf << "\n\n";
2363 strcat (buf2, buf); 2270
2271 buf << "who was level ";
2272 buf << (sint32)op->level << "\n\n" // OO breakdown
2273 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2274
2364 if (op->type == PLAYER) 2275 if (op->type == PLAYER)
2365 sprintf (buf, "who was in level %d when killed\n", op->level); 2276 buf << "by " << op->contr->killer_name () << ".\n\n";
2366 else
2367 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2368 2277
2369 strncat (buf2, " ", 20 - strlen (buf) / 2);
2370 strcat (buf2, buf);
2371 if (op->type == PLAYER)
2372 { 2278 {
2373 sprintf (buf, "by %s.\n\n", op->contr->killer); 2279 static char buf2[128];
2374 strncat (buf2, " ", 21 - strlen (buf) / 2); 2280 time_t now = time (NULL);
2375 strcat (buf2, buf);
2376 }
2377
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2281 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2); 2282 buf << buf2;
2380 strcat (buf2, buf); 2283 }
2381 2284
2382 return buf2; 2285 return buf;
2383} 2286}
2384 2287
2385void 2288void
2386do_some_living (object *op) 2289do_some_living (object *op)
2387{ 2290{
2439 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2342 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2440 else 2343 else
2441 { 2344 {
2442 gen_grace = op->stats.maxgrace; 2345 gen_grace = op->stats.maxgrace;
2443 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2346 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2444 }
2445
2446 /* Regenerate Spell Points */
2447 if (!op->contr->golem && --op->last_sp < 0)
2448 {
2449 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2450 if (op->stats.sp < op->stats.maxsp)
2451 {
2452 op->stats.sp++;
2453 /* dms do not consume food */
2454 if (!QUERY_FLAG (op, FLAG_WIZ))
2455 {
2456 op->stats.food--;
2457 if (op->contr->digestion < 0)
2458 op->stats.food += op->contr->digestion;
2459 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2460 op->stats.food = last_food;
2461 }
2462 }
2463
2464 if (max_sp > 1)
2465 {
2466 over_sp = (gen_sp + 10) / rate_sp;
2467 if (over_sp > 0)
2468 {
2469 if (op->stats.sp < op->stats.maxsp)
2470 {
2471 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2472
2473 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2474 op->stats.sp--;
2475
2476 if (op->stats.sp > op->stats.maxsp)
2477 op->stats.sp = op->stats.maxsp;
2478 }
2479 op->last_sp = 0;
2480 }
2481 else
2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2483 }
2484 else
2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2486 } 2347 }
2487 2348
2488 /* Regenerate Grace */ 2349 /* Regenerate Grace */
2489 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2350 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2490 if (--op->last_grace < 0) 2351 if (--op->last_grace < 0)
2511 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2372 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2512 } 2373 }
2513 /* wearing stuff doesn't detract from grace generation. */ 2374 /* wearing stuff doesn't detract from grace generation. */
2514 } 2375 }
2515 2376
2377 if (op->stats.food > 0)
2378 {
2516 /* Regenerate Hit Points */ 2379 /* Regenerate Spell Points */
2517 if (--op->last_heal < 0) 2380 if (!op->contr->golem && --op->last_sp < 0)
2518 {
2519 if (op->stats.hp < op->stats.maxhp)
2520 { 2381 {
2521 op->stats.hp++; 2382 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2522 /* dms do not consume food */ 2383
2523 if (!QUERY_FLAG (op, FLAG_WIZ)) 2384 if (op->stats.sp < op->stats.maxsp)
2524 { 2385 {
2386 op->stats.sp++;
2387
2388 /* dms do not consume food */
2389 if (!QUERY_FLAG (op, FLAG_WIZ))
2390 {
2525 op->stats.food--; 2391 op->stats.food--;
2392
2526 if (op->contr->digestion < 0) 2393 if (op->contr->digestion < 0)
2527 op->stats.food += op->contr->digestion; 2394 op->stats.food += op->contr->digestion;
2528 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2395 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food = last_food; 2396 op->stats.food = last_food;
2397 }
2530 } 2398 }
2531 }
2532 2399
2533 if (max_hp > 1) 2400 if (max_sp > 1)
2534 {
2535 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2536 if (over_hp > 0)
2537 { 2401 {
2538 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2402 over_sp = (gen_sp + 10) / rate_sp;
2403 if (over_sp > 0)
2404 {
2405 if (op->stats.sp < op->stats.maxsp)
2406 {
2407 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2408
2409 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2410 op->stats.sp--;
2411
2412 if (op->stats.sp > op->stats.maxsp)
2413 op->stats.sp = op->stats.maxsp;
2414 }
2415
2539 op->last_heal = 0; 2416 op->last_sp = 0;
2417 }
2418 else
2419 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2540 } 2420 }
2541 else 2421 else
2422 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2423 }
2424
2425 /* Regenerate Hit Points */
2426 if (--op->last_heal < 0)
2427 {
2428 if (op->stats.hp < op->stats.maxhp)
2542 { 2429 {
2543 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2430 op->stats.hp++;
2431
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG (op, FLAG_WIZ))
2434 {
2435 op->stats.food--;
2436
2437 if (op->contr->digestion < 0)
2438 op->stats.food += op->contr->digestion;
2439 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2440 op->stats.food = last_food;
2441 }
2544 } 2442 }
2443
2444 if (max_hp > 1)
2445 {
2446 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2447
2448 if (over_hp > 0)
2449 {
2450 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2451 op->last_heal = 0;
2452 }
2453 else
2454 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545 } 2455 }
2546 else 2456 else
2547 {
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2457 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2549 } 2458 }
2550 } 2459 }
2551 2460
2552 /* Digestion */ 2461 /* Digestion */
2553 if (--op->last_eat < 0) 2462 if (--op->last_eat < 0)
2554 { 2463 {
2555 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2464 int bonus = max (0, op->contr->digestion),
2465 penalty = max (0, -op->contr->digestion);
2556 2466
2557 if (op->contr->gen_hp > 0)
2558 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2467 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2559 else
2560 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561 2468
2562 /* dms do not consume food */ 2469 /* dms do not consume food */
2563 if (!QUERY_FLAG (op, FLAG_WIZ)) 2470 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 op->stats.food--; 2471 op->stats.food--;
2565 } 2472 }
2566 2473
2567 if (op->stats.food < 0 && op->stats.hp >= 0) 2474 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 { 2475 {
2569 object *tmp, *flesh = 0; 2476 object *flesh = 0;
2570 2477
2571 for (tmp = op->inv; tmp; tmp = tmp->below) 2478 for_inv_removable (op, tmp)
2572 { 2479 {
2573 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2480 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2481 continue;
2482
2483 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2574 { 2484 {
2575 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2485 op->statusmsg ("You blindly grab for a bite of food. "
2576 { 2486 "H<To prevent you from starving, you ate some random item from your backpack.>");
2577 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2578 manual_apply (op, tmp, 0); 2487 manual_apply (op, tmp, 0);
2488
2579 if (op->stats.food >= 0 || op->stats.hp < 0) 2489 if (op->stats.food >= 0 || op->stats.hp < 0)
2580 break; 2490 break;
2581 } 2491 }
2582 else if (tmp->type == FLESH) 2492 else if (tmp->type == FLESH)
2583 flesh = tmp; 2493 flesh = tmp;
2584 } /* End if paid for object */ 2494 }
2585 } /* end of for loop */
2586 2495
2587 /* If player is still starving, it means they don't have any food, so 2496 /* If player is still starving, it means they don't have any food, so
2588 * eat flesh instead. 2497 * eat flesh instead.
2589 */ 2498 */
2590 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2499 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2591 { 2500 {
2592 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2501 op->statusmsg ("You blindly grab for a bite of food. "
2502 "H<To prevent you from starving, you ate some random item from your backpack.>");
2593 manual_apply (op, flesh, 0); 2503 manual_apply (op, flesh, 0);
2594 } 2504 }
2505
2506 // If player is still starving, alert him!
2507 if (op->stats.food < 0)
2508 op->failmsg ("You are starving! "
2509 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2510 }
2511
2512 if (op->stats.food < 0)
2595 } 2513 {
2514 op->stats.hp += op->stats.food;
2515 op->stats.food = 0;
2596 2516
2597 while (op->stats.food < 0 && op->stats.hp >= 0) 2517 if (op->stats.hp < 0)
2598 op->stats.food++, op->stats.hp--; 2518 {
2519 op->contr->killer = archetype::get ("killer_starvation");
2520 op->contr->killer->destroy ();
2521 }
2522 }
2599 2523
2524 /* killer should be set here already */
2600 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2525 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2601 kill_player (op); 2526 kill_player (op);
2602 } 2527 }
2603} 2528}
2604 2529
2608 * file. 2533 * file.
2609 */ 2534 */
2610void 2535void
2611kill_player (object *op) 2536kill_player (object *op)
2612{ 2537{
2538 int x, y;
2613 char buf[MAX_BUF]; 2539 char buf[MAX_BUF];
2614 int x, y;
2615
2616 //int i;
2617 maptile *map; /* this is for resurrection */ 2540 maptile *map; /* this is for resurrection */
2618
2619 /* int z;
2620 int num_stats_lose;
2621 int lost_a_stat;
2622 int lose_this_stat;
2623 int this_stat; */
2624 int will_kill_again; 2541 int will_kill_again;
2625 archetype *at; 2542 archetype *at;
2626 object *tmp; 2543 object *tmp;
2627 2544
2628 if (save_life (op)) 2545 if (save_life (op))
2629 return; 2546 return;
2630 2547
2548 /* restore player */
2549 at = archetype::find ("poisoning");
2550 if (object *tmp = present_arch_in_ob (at, op))
2551 {
2552 tmp->destroy ();
2553 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2554 }
2555
2556 at = archetype::find ("confusion");
2557 if (object *tmp = present_arch_in_ob (at, op))
2558 {
2559 tmp->destroy ();
2560 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2561 }
2562
2563 cure_disease (op, 0, 0); /* remove any disease */
2564
2565 max_it (op->stats.hp , op->stats.maxhp);
2566 max_it (op->stats.sp , op->stats.maxsp);
2567 max_it (op->stats.grace, op->stats.maxgrace);
2568
2569 if (op->stats.food <= 0)
2570 op->stats.food = 999;
2571
2572 // remove all spell effects that are active
2573 // to avoid long-term effects such as word-of-recall
2574 for (object *item = op->inv; item; )
2575 {
2576 object *next = item->below;
2577
2578 if (item->type == SPELL_EFFECT && item->active)
2579 item->destroy ();
2580
2581 item = next;
2582 }
2631 2583
2632 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2584 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2633 * in cities ONLY!!! It is very important that this doesn't get abused. 2585 * in cities ONLY!!! It is very important that this doesn't get abused.
2634 * Look at op_on_battleground() for more info --AndreasV 2586 * Look at op_on_battleground() for more info --AndreasV
2635 */ 2587 */
2636 if (op_on_battleground (op, &x, &y)) 2588 if (op_on_battleground (op, &x, &y))
2637 { 2589 {
2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2590 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2639 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2591 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2640 2592
2641 /* restore player */
2642 at = archetype::find ("poisoning");
2643 if (object *tmp = present_arch_in_ob (at, op))
2644 {
2645 tmp->destroy ();
2646 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2647 }
2648
2649 at = archetype::find ("confusion");
2650 if (object *tmp = present_arch_in_ob (at, op))
2651 {
2652 tmp->destroy ();
2653 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2654 }
2655
2656 cure_disease (op, 0); /* remove any disease */
2657 op->stats.hp = op->stats.maxhp;
2658 if (op->stats.food <= 0)
2659 op->stats.food = 999;
2660
2661 /* create a bodypart-trophy to make the winner happy */ 2593 /* create a bodypart-trophy to make the winner happy */
2662 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2594 if (object *tmp = arch_to_object (archetype::find ("finger")))
2663 { 2595 {
2664 sprintf (buf, "%s's finger", &op->name); 2596 tmp->name = format ("%s's finger" , &op->name);
2665 tmp->name = buf; 2597 tmp->name_pl = format ("%s's fingers", &op->name);
2666 sprintf (buf, " This finger has been cut off %s\n"
2667 " the %s, when he was defeated at\n level %d by %s.\n",
2668 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2669 tmp->msg = buf; 2598 tmp->msg = format (
2599 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2600 &op->name, op->contr->title,
2601 (int)op->level,
2602 op->contr->killer_name ()
2603 );
2670 tmp->value = 0, tmp->type = 0; 2604 tmp->value = 0, tmp->type = 0;
2671 tmp->materialname = "organics"; 2605 tmp->materialname = "organics";
2672 tmp->insert_at (op, tmp); 2606 tmp->insert_at (op, tmp);
2673 } 2607 }
2674 2608
2680 2614
2681 INVOKE_PLAYER (DEATH, op->contr); 2615 INVOKE_PLAYER (DEATH, op->contr);
2682 2616
2683 command_kill_pets (op, 0); 2617 command_kill_pets (op, 0);
2684 2618
2685 if (op->stats.food < 0) 2619 op->contr->play_sound (sound_find ("player_dies"));
2686 {
2687 sprintf (buf, "%s starved to death.", &op->name);
2688 strcpy (op->contr->killer, "starvation");
2689 }
2690 else
2691 sprintf (buf, "%s died.", &op->name);
2692
2693 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2694 2620
2695 /* save the map location for corpse, gravestone */ 2621 /* save the map location for corpse, gravestone */
2696 x = op->x; 2622 x = op->x;
2697 y = op->y; 2623 y = op->y;
2698 map = op->map; 2624 map = op->map;
2726 2652
2727 lost_a_stat = 0; 2653 lost_a_stat = 0;
2728 2654
2729 for (z = 0; z < num_stats_lose; z++) 2655 for (z = 0; z < num_stats_lose; z++)
2730 { 2656 {
2731 i = RANDOM () % NUM_STATS; 2657 i = rndm (NUM_STATS);
2732 2658
2733 if (settings.stat_loss_on_death) 2659 if (settings.stat_loss_on_death)
2734 { 2660 {
2735 /* Pick a random stat and take a point off it. Tell the player 2661 /* Pick a random stat and take a point off it. Tell the player
2736 * what he lost. 2662 * what he lost.
2787 } 2713 }
2788 } 2714 }
2789 2715
2790 if (lose_this_stat) 2716 if (lose_this_stat)
2791 { 2717 {
2792 this_stat = get_attr_value (&(dep->stats), i); 2718 this_stat = get_attr_value (&dep->stats, i);
2793 /* We could try to do something clever like find another 2719 /* We could try to do something clever like find another
2794 * stat to reduce if this fails. But chances are, if 2720 * stat to reduce if this fails. But chances are, if
2795 * stats have been depleted to -50, all are pretty low 2721 * stats have been depleted to -50, all are pretty low
2796 * and should be roughly the same, so it shouldn't make a 2722 * and should be roughly the same, so it shouldn't make a
2797 * difference. 2723 * difference.
2805 lost_a_stat = 1; 2731 lost_a_stat = 1;
2806 } 2732 }
2807 } 2733 }
2808 } 2734 }
2809 } 2735 }
2736
2810 /* If no stat lost, tell the player. */ 2737 /* If no stat lost, tell the player. */
2811 if (!lost_a_stat) 2738 if (!lost_a_stat)
2812 { 2739 {
2813 /* determine_god() seems to not work sometimes... why is this? 2740 /* determine_god() seems to not work sometimes... why is this?
2814 Should I be using something else? GD */ 2741 Should I be using something else? GD */
2815 const char *god = determine_god (op); 2742 shstr_tmp god = determine_god (op);
2816 2743
2817 if (god && (strcmp (god, "none"))) 2744 if (god != shstr_none)
2818 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2745 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", &god);
2819 else 2746 else
2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2747 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2821 } 2748 }
2822#else 2749#else
2823 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2750 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2824#endif 2751#endif
2825 2752
2826 /* Put a gravestone up where the character 'almost' died. List the 2753 /* Put a gravestone up where the character 'almost' died. List the
2827 * exp loss on the stone. 2754 * exp loss on the stone.
2828 */ 2755 */
2829 tmp = arch_to_object (archetype::find ("gravestone")); 2756 tmp = arch_to_object (archetype::find ("gravestone"));
2830 sprintf (buf, "%s's gravestone", &op->name); 2757 tmp->name = format ("%s's gravestone", &op->name);
2831 tmp->name = buf; 2758 tmp->name_pl = format ("%s's gravestones", &op->name);
2832 sprintf (buf, "%s's gravestones", &op->name); 2759 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2833 tmp->name_pl = buf; 2760 &op->name, op->contr->title, op->contr->killer_name ());
2834 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);
2835 tmp->msg = buf;
2836 tmp->x = op->x, tmp->y = op->y; 2761 tmp->x = op->x, tmp->y = op->y;
2837 insert_ob_in_map (tmp, op->map, NULL, 0); 2762 insert_ob_in_map (tmp, op->map, NULL, 0);
2838 2763
2839 /**************************************/ 2764 /**************************************/
2840 /* */ 2765 /* */
2841 /* Subtract the experience points, */ 2766 /* Subtract the experience points, */
2842 /* if we died cause of food, give us */
2843 /* food, and reset HP's... */
2844 /* */ 2767 /* */
2845 /**************************************/ 2768 /**************************************/
2846 2769
2847 /* remove any poisoning and confusion the character may be suffering. */
2848 /* restore player */
2849 at = archetype::find ("poisoning");
2850 tmp = present_arch_in_ob (at, op);
2851
2852 if (tmp)
2853 {
2854 tmp->destroy ();
2855 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2856 }
2857
2858 at = archetype::find ("confusion");
2859 tmp = present_arch_in_ob (at, op);
2860 if (tmp)
2861 {
2862 tmp->destroy ();
2863 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2864 }
2865
2866 cure_disease (op, 0); /* remove any disease */
2867
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 2770 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty (op); 2771 apply_death_exp_penalty (op);
2870 if (op->stats.food < 100)
2871 op->stats.food = 900;
2872 op->stats.hp = op->stats.maxhp;
2873 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2874 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2875 2772
2876 /* 2773 /*
2877 * Check to see if the player has any unpaid items. If so, remove them 2774 * Check to see if the player has any unpaid items. If so, remove them
2878 * and put them back in the map. 2775 * and put them back in the map.
2879 */ 2776 */
2880 remove_unpaid_objects (op->inv, op); 2777 op->drop_unpaid_items ();
2881 2778
2882 /****************************************/ 2779 /****************************************/
2883 /* */ 2780 /* */
2884 /* Move player to his current respawn- */ 2781 /* Move player to his current respawn- */
2885 /* position (usually last savebed) */ 2782 /* position (usually last savebed) */
2914 if (will_kill_again & (1 << at)) 2811 if (will_kill_again & (1 << at))
2915 force->resist[at] = 100; 2812 force->resist[at] = 100;
2916 2813
2917 insert_ob_in_ob (force, op); 2814 insert_ob_in_ob (force, op);
2918 op->update_stats (); 2815 op->update_stats ();
2919
2920 } 2816 }
2921 2817
2922 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2818 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2923} 2819}
2924 2820
2944 2840
2945 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2841 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2946 { 2842 {
2947 if (tmp->nrof > 1) 2843 if (tmp->nrof > 1)
2948 { 2844 {
2949 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2845 tmp->decrease (rndm (1, tmp->nrof - 1));
2950 tmp2->destroy ();
2951 insert_ob_in_map (tmp, op->map, NULL, 0); 2846 insert_ob_in_map (tmp, op->map, NULL, 0);
2952 } 2847 }
2953 else 2848 else
2954 tmp->destroy (); 2849 tmp->destroy ();
2955 } 2850 }
2966void 2861void
2967fix_weight (void) 2862fix_weight (void)
2968{ 2863{
2969 for_all_players (pl) 2864 for_all_players (pl)
2970 { 2865 {
2971 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2866 sint32 old = pl->ob->carrying;
2972 2867
2973 if (old == sum) 2868 pl->ob->update_weight ();
2974 continue; 2869
2870 if (old != pl->ob->carrying)
2871 {
2975 pl->ob->update_stats (); 2872 pl->ob->update_stats ();
2976 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2873 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2874 }
2977 } 2875 }
2978} 2876}
2979 2877
2980void 2878void
2981fix_luck (void) 2879fix_luck (void)
3023} 2921}
3024 2922
3025void 2923void
3026make_visible (object *op) 2924make_visible (object *op)
3027{ 2925{
3028 op->hide = 0; 2926 op->flag [FLAG_HIDDEN] = 0;
3029 op->invisible = 0; 2927 op->invisible = 0;
2928
3030 if (op->type == PLAYER) 2929 if (op->type == PLAYER)
3031 { 2930 {
3032 op->contr->tmp_invis = 0; 2931 op->contr->tmp_invis = 0;
3033 op->contr->invis_race = 0; 2932 op->contr->invis_race = 0;
3034 } 2933 }
3047 2946
3048/* look at the surrounding terrain to determine 2947/* look at the surrounding terrain to determine
3049 * the hideability of this object. Positive levels 2948 * the hideability of this object. Positive levels
3050 * indicate greater hideability. 2949 * indicate greater hideability.
3051 */ 2950 */
3052
3053int 2951int
3054hideability (object *ob) 2952hideability (object *ob)
3055{ 2953{
3056 int i, level = 0, mflag; 2954 int i, level = 0, mflag;
3057 sint16 x, y; 2955 sint16 x, y;
3058 2956
3059 if (!ob || !ob->map) 2957 if (!ob || !ob->map)
3060 return 0; 2958 return 0;
3061 2959
3062 /* so, on normal lighted maps, its hard to hide */ 2960 /* so, on normal lighted maps, its hard to hide */
3063 level = ob->map->darkness - 2; 2961 level = ob->map->darklevel () - 2;
3064 2962
3065 /* this also picks up whether the object is glowing. 2963 /* this also picks up whether the object is glowing.
3066 * If you carry a light on a non-dark map, its not 2964 * If you carry a light on a non-dark map, its not
3067 * as bad as carrying a light on a pitch dark map */ 2965 * as bad as carrying a light on a pitch dark map */
3068 if (has_carried_lights (ob)) 2966 if (has_carried_lights (ob))
3069 level = -(10 + (2 * ob->map->darkness)); 2967 level = -(10 + (2 * ob->map->darklevel ()));
3070 2968
3071 /* scan through all nearby squares for terrain to hide in */ 2969 /* scan through all nearby squares for terrain to hide in */
3072 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2970 for (i = 0, x = ob->x, y = ob->y;
2971 i <= SIZEOFFREE1;
2972 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3073 { 2973 {
3074 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2974 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3075 if (mflag & P_OUT_OF_MAP) 2975 if (mflag & P_OUT_OF_MAP)
3076 {
3077 continue; 2976 continue;
3078 } 2977
3079 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2978 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3080 level += 2; 2979 level += 2;
3081 else /* open terrain! */ 2980 else /* open terrain! */
3082 level -= 1; 2981 level -= 1;
3083 } 2982 }
3094 * spot (surrounded by clear terrain in broad daylight). -b.t. 2993 * spot (surrounded by clear terrain in broad daylight). -b.t.
3095 */ 2994 */
3096void 2995void
3097do_hidden_move (object *op) 2996do_hidden_move (object *op)
3098{ 2997{
3099 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2998 int hide = 0;
3100 object *skop;
3101 2999
3102 if (!op || !op->map) 3000 if (!op || !op->map)
3103 return; 3001 return;
3104 3002
3105 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3003 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3004 int num = random_roll (0, 19, op, PREFER_LOW);
3106 3005
3107 /* its *extremely* hard to run and sneak/hide at the same time! */ 3006 /* its *extremely* hard to run and sneak/hide at the same time! */
3108 if (op->type == PLAYER && op->contr->run_on) 3007 if (op->type == PLAYER && op->contr->run_on)
3109 if (!skop || num >= skop->level) 3008 if (!skop || num >= skop->level)
3110 { 3009 {
3120 num -= hide; 3019 num -= hide;
3121 3020
3122 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3021 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3123 { 3022 {
3124 make_visible (op); 3023 make_visible (op);
3024
3125 if (op->type == PLAYER) 3025 if (op->type == PLAYER)
3126 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3026 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3127 } 3027 }
3128 else if (op->type == PLAYER && skop) 3028 else if (op->type == PLAYER && skop)
3129 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3029 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3182 * object op. This function works fine for monsters, 3082 * object op. This function works fine for monsters,
3183 * but we dont worry if the object isnt the top one in 3083 * but we dont worry if the object isnt the top one in
3184 * a pile (say a coin under a table would return "viewable" 3084 * a pile (say a coin under a table would return "viewable"
3185 * by this routine). Another question, should we be 3085 * by this routine). Another question, should we be
3186 * concerned with the direction the player is looking 3086 * concerned with the direction the player is looking
3187 * in? Realistically, most of use cant see stuff behind 3087 * in? Realistically, most of us can't see stuff behind
3188 * our backs...on the other hand, does the "facing" direction 3088 * our backs...on the other hand, does the "facing" direction
3189 * imply the way your head, or body is facing? Its possible 3089 * imply the way your head, or body is facing? It's possible
3190 * for them to differ. Sigh, this fctn could get a bit more complex. 3090 * for them to differ. Sigh, this fctn could get a bit more complex.
3191 * -b.t. 3091 * -b.t.
3192 * This function is now map tiling safe. 3092 * This function is now map tiling safe.
3193 */ 3093 */
3194
3195int 3094int
3196player_can_view (object *pl, object *op) 3095player_can_view (object *pl, object *op)
3197{ 3096{
3198 rv_vector rv; 3097 rv_vector rv;
3199 int dx, dy; 3098 int dx, dy;
3211 3110
3212 get_rangevector (pl, op, &rv, 0x1); 3111 get_rangevector (pl, op, &rv, 0x1);
3213 3112
3214 /* starting with the 'head' part, lets loop 3113 /* starting with the 'head' part, lets loop
3215 * through the object and find if it has any 3114 * through the object and find if it has any
3216 * part that is in the los array but isnt on 3115 * part that is in the los array but isn't on
3217 * a blocked los square. 3116 * a blocked los square.
3218 * we use the archetype to figure out offsets. 3117 * we use the archetype to figure out offsets.
3219 */ 3118 */
3220 while (op) 3119 while (op)
3221 { 3120 {
3222 dx = rv.distance_x + op->arch->x; 3121 dx = rv.distance_x + op->arch->x;
3223 dy = rv.distance_y + op->arch->y; 3122 dy = rv.distance_y + op->arch->y;
3224 3123
3225 /* only the viewable area the player sees is updated by LOS 3124 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3226 * code, so we need to restrict ourselves to that range of values
3227 * for any meaningful values.
3228 */
3229 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3230 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3231 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3232 return 1; 3125 return 1;
3126
3233 op = op->more; 3127 op = op->more;
3234 } 3128 }
3129
3235 return 0; 3130 return 0;
3236} 3131}
3237 3132
3238/* routine for both players and monsters. We call this when 3133/* routine for both players and monsters. We call this when
3239 * there is a possibility for our action distrubing our hiding 3134 * there is a possibility for our action distrubing our hiding
3240 * place or invisiblity spell. Artefact invisiblity is not 3135 * place or invisiblity spell. Artefact invisiblity causes
3241 * effected by this. If we arent invisible to begin with, we 3136 * "noise" instead. If we arent invisible to begin with, we
3242 * return 0. 3137 * return 0.
3243 */ 3138 */
3244int 3139int
3245action_makes_visible (object *op) 3140action_makes_visible (object *op)
3246{ 3141{
3247
3248 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3142 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3249 { 3143 {
3250 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3144 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3145 {
3146 // artefact invisibility is permanent, but we still make noise
3147 // this is important for game-balance.
3148 if (op->contr)
3149 op->make_noise ();
3150
3251 return 0; 3151 return 0;
3152 }
3252 3153
3253 if (op->contr && op->contr->tmp_invis == 0) 3154 if (op->contr && op->contr->tmp_invis == 0)
3254 return 0; 3155 return 0;
3255 3156
3256 /* If monsters, they should become visible */ 3157 /* If monsters, they should become visible */
3257 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3158 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3258 { 3159 {
3259 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3160 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3260 return 1; 3161 return 1;
3261 } 3162 }
3262 } 3163 }
3164
3263 return 0; 3165 return 0;
3264} 3166}
3265 3167
3266/* op_on_battleground - checks if the given object op (usually 3168/* op_on_battleground - checks if the given object op (usually
3267 * a player) is standing on a valid battleground-tile, 3169 * a player) is standing on a valid battleground-tile,
3272 * Default is to do the same as before, so only people wanting to have different points need worry about this 3174 * Default is to do the same as before, so only people wanting to have different points need worry about this
3273 */ 3175 */
3274int 3176int
3275op_on_battleground (object *op, int *x, int *y) 3177op_on_battleground (object *op, int *x, int *y)
3276{ 3178{
3277 object *tmp;
3278
3279 /* A battleground-tile needs the following attributes to be valid: 3179 /* A battleground-tile needs the following attributes to be valid:
3280 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3180 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3281 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3181 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3282 * and the exit-coordinates sp/hp must both be > 0. 3182 * and the exit-coordinates sp/hp must both be > 0.
3283 * => The intention here is to prevent abuse of the battleground- 3183 * => The intention here is to prevent abuse of the battleground-
3284 * feature (like pickable or hidden battleground tiles). */ 3184 * feature (like pickable or hidden battleground tiles). */
3285 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3185 for (object *tmp = op->below; tmp; tmp = tmp->below)
3286 { 3186 {
3287 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3187 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3288 { 3188 {
3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3189 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3290 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3190 && tmp->type == BATTLEGROUND
3191 && tmp->name == shstr_battleground
3192 && EXIT_X (tmp) && EXIT_Y (tmp))
3291 { 3193 {
3292 /*before we assign the exit, check if this is a teambattle */ 3194 /* before we assign the exit, check if this is a teambattle */
3293 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3195 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3294 { 3196 {
3295 object *invtmp;
3296
3297 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3197 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3298 { 3198 {
3299 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3199 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3300 { 3200 {
3301 if (x != NULL && y != NULL) 3201 if (x && y)
3302 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3202 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3203
3303 return 1; 3204 return 1;
3304 } 3205 }
3305 } 3206 }
3306 } 3207 }
3208
3307 if (x != NULL && y != NULL) 3209 if (x && y)
3308 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3210 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3211
3309 return 1; 3212 return 1;
3310 } 3213 }
3311 } 3214 }
3312 } 3215 }
3216
3313 /* If we got here, did not find a battleground */ 3217 /* If we got here, did not find a battleground */
3314 return 0; 3218 return 0;
3315} 3219}
3316 3220
3317/* 3221/*
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3237 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i = 0, j = 0; 3238 int i = 0, j = 0;
3335 3239
3336 /* get the appropriate treasurelist */ 3240 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3241 if (atnr == ATNR_FIRE)
3338 trlist = treasurelist::find ("dragon_ability_fire"); 3242 trlist = treasurelist::find (shstr_dragon_ability_fire);
3339 else if (atnr == ATNR_COLD) 3243 else if (atnr == ATNR_COLD)
3340 trlist = treasurelist::find ("dragon_ability_cold"); 3244 trlist = treasurelist::find (shstr_dragon_ability_cold);
3341 else if (atnr == ATNR_ELECTRICITY) 3245 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = treasurelist::find ("dragon_ability_elec"); 3246 trlist = treasurelist::find (shstr_dragon_ability_elec);
3343 else if (atnr == ATNR_POISON) 3247 else if (atnr == ATNR_POISON)
3344 trlist = treasurelist::find ("dragon_ability_poison"); 3248 trlist = treasurelist::find (shstr_dragon_ability_poison);
3345 3249
3346 if (trlist == NULL || who->type != PLAYER) 3250 if (trlist == NULL || who->type != PLAYER)
3347 return; 3251 return;
3348 3252
3349 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3253 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3422 { 3326 {
3423 /* forces in the treasurelist can alter the player's stats */ 3327 /* forces in the treasurelist can alter the player's stats */
3424 object *skin; 3328 object *skin;
3425 3329
3426 /* first get the dragon skin force */ 3330 /* first get the dragon skin force */
3427 shstr_cmp dragon_skin_force ("dragon_skin_force");
3428 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) 3331 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3429 ; 3332 ;
3430 3333
3431 if (!skin) 3334 if (!skin)
3432 return; 3335 return;
3433 3336
3468 else 3371 else
3469 { 3372 {
3470 /* generate misc. treasure */ 3373 /* generate misc. treasure */
3471 tmp = arch_to_object (tr->item); 3374 tmp = arch_to_object (tr->item);
3472 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3375 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3473 tmp = insert_ob_in_ob (tmp, who); 3376 who->insert (tmp);
3474 if (who->type == PLAYER)
3475 esrv_send_item (who, tmp);
3476 } 3377 }
3477} 3378}
3478 3379
3479/** 3380/**
3480 * Unready an object for a player. This function does nothing if the object was 3381 * Unready an object for a player. This function does nothing if the object was
3492 if (pl->ranged_ob == ob) 3393 if (pl->ranged_ob == ob)
3493 pl->ranged_ob = 0; 3394 pl->ranged_ob = 0;
3494} 3395}
3495 3396
3496sint8 3397sint8
3497player::visibility_at (maptile *map, int x, int y) const 3398player::darkness_at (maptile *map, int x, int y) const
3498{ 3399{
3499 if (!ns) 3400 if (!ns)
3500 return 0; 3401 return LOS_BLOCKED;
3501 3402
3502 int dx, dy; 3403 int dx, dy;
3503 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3404 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3504 return 0; 3405 return LOS_BLOCKED;
3505 3406
3506 x += dx - ns->current_x + ns->mapx / 2; 3407 x += dx - ns->current_x;
3507 y += dy - ns->current_y + ns->mapy / 2; 3408 y += dy - ns->current_y;
3508 3409
3509 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3510 return 0;
3511
3512 return 100 - blocked_los [x][y]; 3410 return blocked_los (x, y);
3513} 3411}
3412
3413void
3414player::infobox (const char *title, const char *msg, int color)
3415{
3416 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3417}
3418
3419void
3420player::statusmsg (const char *msg, int color)
3421{
3422 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3423}
3424
3425void
3426player::failmsg (const char *msg, int color)
3427{
3428 play_sound (sound_find ("generic_failure"));
3429 statusmsg (msg, color);
3430}
3431

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