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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 1.232 by root, Sat Oct 3 20:11:12 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 }
693 677
694 /* This really needs to be better - we should really give 678 /* Here we remove duplicated skills (as duplicated spell objects have
695 * a substitute spellbook. The problem is that we don't really 679 * _very_ confusing effects for players), which could for instance be
696 * have a good idea what to replace it with (need something like 680 * generated by bad treasurelists. - elmex
697 * a first level treasurelist for each skill.)
698 * remove duplicate skills also
699 */ 681 */
700 if (op->type == SPELLBOOK || op->type == SKILL) 682 if (op->type == SKILL)
701 { 683 {
702 object *tmp;
703
704 for (tmp = op->below; tmp; tmp = tmp->below) 684 for (object *tmp = op->below; tmp; tmp = tmp->below)
705 if (tmp->type == op->type && tmp->name == op->name) 685 if (tmp->type == op->type && tmp->name == op->name)
706 break;
707
708 if (tmp)
709 { 686 {
710 op->destroy (); 687 op->destroy ();
688 LOG (llevError,
711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 689 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
712 continue; 690 break;
713 } 691 }
714 692
715 if (op->nrof > 1) 693 if (op->nrof > 1)
716 op->nrof = 1; 694 op->nrof = 1;
717 } 695 }
718 696
719 if (op->type == SPELLBOOK && op->inv) 697 if (op->type == SPELLBOOK && op->inv)
720 {
721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 698 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
722 }
723 699
724 /* Give starting characters identified, uncursed, and undamned 700 /* Give starting characters identified, uncursed, and undamned
725 * items. Just don't identify gold or silver, or it won't be 701 * items. Just don't identify gold or silver, or it won't be
726 * merged properly. 702 * merged properly.
727 */ 703 */
728 if (need_identify (op)) 704 if (need_identify (op))
729 { 705 {
730 SET_FLAG (op, FLAG_IDENTIFIED); 706 SET_FLAG (op, FLAG_IDENTIFIED);
731 CLEAR_FLAG (op, FLAG_CURSED); 707 CLEAR_FLAG (op, FLAG_CURSED);
732 CLEAR_FLAG (op, FLAG_DAMNED); 708 CLEAR_FLAG (op, FLAG_DAMNED);
733 } 709 }
710
734 if (op->type == SPELL) 711 if (op->type == SPELL)
735 { 712 {
736 op->destroy (); 713 op->destroy ();
737 continue; 714 continue;
738 } 715 }
740 { 717 {
741 SET_FLAG (op, FLAG_CAN_USE_SKILL); 718 SET_FLAG (op, FLAG_CAN_USE_SKILL);
742 op->stats.exp = 0; 719 op->stats.exp = 0;
743 op->level = 1; 720 op->level = 1;
744 } 721 }
745 /* lock all 'normal items by default */ 722 else /* lock all 'normal items by default */
746 else
747 SET_FLAG (op, FLAG_INV_LOCKED); 723 SET_FLAG (op, FLAG_INV_LOCKED);
748 } /* for loop of objects in player inv */ 724 } /* for loop of objects in player inv */
749 725
750 /* Need to set up the skill pointers */ 726 /* Need to set up the skill pointers */
751 link_player_skills (pl); 727 pl->contr->link_skills ();
752} 728}
753 729
754void 730void
755get_party_password (object *op, partylist *party) 731get_party_password (object *op, partylist *party)
756{ 732{
857static void 833static void
858start_info (object *op) 834start_info (object *op)
859{ 835{
860 char buf[MAX_BUF]; 836 char buf[MAX_BUF];
861 837
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 838 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf); 839 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} 840}
867 841
868/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
869 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
873 */ 847 */
874void 848void
875player::chargen_race_done () 849player::chargen_race_done ()
876{ 850{
877 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
878 esrv_new_player (ob->contr, ob->weight + ob->carrying); 852 esrv_new_player (ob->contr);
879 853
880 treasurelist *tl = treasurelist::find ("starting_wealth"); 854 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl) 855 if (tl)
882 create_treasure (tl, ob, 0, 0, 0); 856 create_treasure (tl, ob, 0, 0, 0);
883 857
887 ob->contr->ns->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
888 862
889 if (ob->msg) 863 if (ob->msg)
890 ob->msg = 0; 864 ob->msg = 0;
891 865
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); 866 start_info (ob);
902 CLEAR_FLAG (ob, FLAG_WIZ); 867 CLEAR_FLAG (ob, FLAG_WIZ);
903 give_initial_items (ob, ob->randomitems); 868 give_initial_items (ob, ob->randomitems);
904 link_player_skills (ob);
905 esrv_send_inventory (ob, ob); 869 esrv_send_inventory (ob, ob);
906 ob->update_stats (); 870 ob->update_stats ();
907 871
908 /* This moves the player to a different start map, if there 872 /* This moves the player to a different start map, if there
909 * is one for this race 873 * is one for this race
910 */ 874 */
911 if (*first_map_ext_path) 875 if (*first_map_ext_path)
912 { 876 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 877 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 878 LOG (llevDebug, "first_map_ext_path not set\n");
928} 879}
929 880
930void 881void
974 LOG (llevDebug, "Fleeing player is dead.\n"); 925 LOG (llevDebug, "Fleeing player is dead.\n");
975 CLEAR_FLAG (op, FLAG_SCARED); 926 CLEAR_FLAG (op, FLAG_SCARED);
976 return; 927 return;
977 } 928 }
978 929
979 if (op->enemy == NULL) 930 if (!op->enemy)
980 { 931 {
981 LOG (llevDebug, "Fleeing player had no enemy.\n"); 932 LOG (llevDebug, "Fleeing player had no enemy.\n");
982 CLEAR_FLAG (op, FLAG_SCARED); 933 CLEAR_FLAG (op, FLAG_SCARED);
983 return; 934 return;
984 } 935 }
985 936
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)) 937 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
998 { 938 {
999 op->enemy = NULL; 939 op->enemy = NULL;
1000 CLEAR_FLAG (op, FLAG_SCARED); 940 CLEAR_FLAG (op, FLAG_SCARED);
1001 return; 941 return;
1004 get_rangevector (op, op->enemy, &rv, 0); 944 get_rangevector (op, op->enemy, &rv, 0);
1005 945
1006 dir = absdir (4 + rv.direction); 946 dir = absdir (4 + rv.direction);
1007 for (diff = 0; diff < 3; diff++) 947 for (diff = 0; diff < 3; diff++)
1008 { 948 {
1009 int m = 1 - (RANDOM () & 2); 949 int m = 1 - rndm (2) * 2;
1010 950
1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 951 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1012 return; 952 return;
1013 } 953 }
1014 954
1025check_pick (object *op) 965check_pick (object *op)
1026{ 966{
1027 object *tmp, *next; 967 object *tmp, *next;
1028 int stop = 0; 968 int stop = 0;
1029 int wvratio; 969 int wvratio;
1030 char putstring[128];
1031 970
1032 /* if you're flying, you cna't pick up anything */ 971 /* if you're flying, you cna't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 972 if (op->move_type & MOVE_FLYING)
1034 return 1; 973 return 1;
1035 974
1036 next = op->below; 975 next = op->below;
1037 976
977 int cnt = MAX_ITEM_PER_DROP;
978#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
979
1038 /* loop while there are items on the floor that are not marked as 980 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 981 * destroyed */
1040 while (next && !next->destroyed ()) 982 while (next && !next->destroyed ())
1041 { 983 {
1042 tmp = next; 984 tmp = next;
1043 next = tmp->below; 985 next = tmp->below;
1044 986
987 if (cnt <= 0)
988 {
989 op->failmsg ("Couldn't pickup all items at once.");
990 return 0;
991 }
992
1045 if (op->destroyed ()) 993 if (op->destroyed ())
1046 return 0; 994 return 0;
1047 995
1048 if (!can_pick (op, tmp)) 996 if (!can_pick (op, tmp))
1049 continue; 997 continue;
1050 998
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 999 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 1000 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 1001 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 1002 CHK_PICK_PICKUP;
1003
1055 continue; 1004 continue;
1056 } 1005 }
1057 1006
1058 /* high not bit set? We're using the old autopickup model */ 1007 /* pickup handling */
1008 if (op->contr->mode & PU_DEBUG)
1009 {
1010 /* some debugging code to figure out item information */
1011 const char *str = tmp->name
1012 ? format ("item name: %s item type: %d weight/value: %d",
1013 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1014 : format ("item name: %s item type: %d weight/value: %d",
1015 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1016
1017 new_draw_info (NDI_UNIQUE, 0, op, str);
1018 }
1019
1020 if (op->contr->mode & PU_INHIBIT)
1021 return 1;
1022
1023 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1024 return 1;
1025
1026 /* philosophy:
1027 * It's easy to grab an item type from a pile, as long as it's
1028 * generic. This takes no game-time. For more detailed pickups
1029 * and selections, select-items should be used. This is a
1030 * grab-as-you-run type mode that's really useful for arrows for
1031 * example.
1032 * The drawback: right now it has no frontend, so you need to
1033 * stick the bits you want into a calculator in hex mode and then
1034 * convert to decimal and then 'pickup <#>
1035 */
1036
1037 /* the first two modes are exclusive: if NOTHING we return, if
1038 * STOP then we stop. All the rest are applied sequentially,
1039 * meaning if any test passes, the item gets picked up. */
1040
1041 /* if mode is set to pick nothing up, return */
1042 if (op->contr->mode == PU_NOTHING)
1043 return 1;
1044
1045 /* if mode is set to stop when encountering objects, return */
1046 /* take STOP before INHIBIT since it doesn't actually pick
1047 * anything up */
1048 if (op->contr->mode & PU_STOP)
1049 return 0;
1050
1051 /* useful for going into stores and not losing your settings... */
1052 /* and for battles wher you don't want to get loaded down while
1053 * fighting */
1054 if (op->contr->mode & PU_INHIBIT)
1055 return 1;
1056
1057 /* prevent us from turning into auto-thieves :) */
1058 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1059 continue;
1060
1061 /* ignore known cursed objects */
1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1063 continue;
1064
1065 /* all food and drink if desired */
1066 /* question: don't pick up known-poisonous stuff? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 1067 if (op->contr->mode & PU_FOOD)
1068 if (tmp->type == FOOD)
1060 { 1069 {
1061 switch (op->contr->mode) 1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_DRINK)
1075 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_POTION)
1082 if (tmp->type == POTION)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 /* spellbooks, skillscrolls and normal books/scrolls */
1089 if (op->contr->mode & PU_SPELLBOOK)
1090 if (tmp->type == SPELLBOOK)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 if (op->contr->mode & PU_SKILLSCROLL)
1097 if (tmp->type == SKILLSCROLL)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_READABLES)
1104 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 /* wands/staves/rods/horns */
1111 if (op->contr->mode & PU_MAGIC_DEVICE)
1112 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1113 {
1114 CHK_PICK_PICKUP;
1115 continue;
1116 }
1117
1118 /* pick up all magical items */
1119 if (op->contr->mode & PU_MAGICAL)
1120 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1125
1126 if (op->contr->mode & PU_VALUABLES)
1127 {
1128 if (tmp->type == MONEY || tmp->type == GEM)
1062 { 1129 {
1063 case 0: 1130 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 1131 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 } 1132 }
1096 } 1133 }
1097 else 1134
1098 { /* old model */ 1135 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG) 1136 if (op->contr->mode & PU_JEWELS)
1137 if (tmp->type == RING || tmp->type == AMULET)
1101 { 1138 {
1102 /* some debugging code to figure out item information */ 1139 CHK_PICK_PICKUP;
1103 if (tmp->name != 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; 1140 continue;
1141 }
1149 1142
1150 /* ignore known cursed objects */ 1143 /* we don't forget dragon food */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1144 if (op->contr->mode & PU_FLESH)
1145 if (tmp->type == FLESH)
1146 {
1147 CHK_PICK_PICKUP;
1152 continue; 1148 continue;
1149 }
1153 1150
1154 /* all food and drink if desired */ 1151 /* bows and arrows. Bows are good for selling! */
1155 /* question: don't pick up known-poisonous stuff? */ 1152 if (op->contr->mode & PU_BOW)
1153 if (tmp->type == BOW)
1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_ARROW)
1160 if (tmp->type == ARROW)
1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1165
1166 /* all kinds of armor etc. */
1167 if (op->contr->mode & PU_ARMOUR)
1168 if (tmp->type == ARMOUR)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 if (op->contr->mode & PU_HELMET)
1175 if (tmp->type == HELMET)
1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SHIELD)
1182 if (tmp->type == SHIELD)
1183 {
1184 CHK_PICK_PICKUP;
1185 continue;
1186 }
1187
1156 if (op->contr->mode & PU_FOOD) 1188 if (op->contr->mode & PU_BOOTS)
1157 if (tmp->type == FOOD) 1189 if (tmp->type == BOOTS)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_GLOVES)
1196 if (tmp->type == GLOVES)
1197 {
1198 CHK_PICK_PICKUP;
1199 continue;
1200 }
1201
1202 if (op->contr->mode & PU_CLOAK)
1203 if (tmp->type == CLOAK)
1204 {
1205 CHK_PICK_PICKUP;
1206 continue;
1207 }
1208
1209 /* hoping to catch throwing daggers here */
1210 if (op->contr->mode & PU_MISSILEWEAPON)
1211 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1212 {
1213 CHK_PICK_PICKUP;
1214 continue;
1215 }
1216
1217 /* careful: chairs and tables are weapons! */
1218 if (op->contr->mode & PU_ALLWEAPON)
1219 {
1220 if (tmp->type == WEAPON)
1221 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1158 { 1222 {
1159 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1160 continue; 1224 continue;
1161 } 1225 }
1226 }
1162 1227
1228 /* misc stuff that's useful */
1163 if (op->contr->mode & PU_DRINK) 1229 if (op->contr->mode & PU_KEY)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1230 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1165 { 1231 {
1166 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1167 continue; 1233 continue;
1168 } 1234 }
1169 1235
1236 /* any of the last 4 bits set means we use the ratio for value
1237 * pickups */
1170 if (op->contr->mode & PU_POTION) 1238 if (op->contr->mode & PU_RATIO)
1171 if (tmp->type == POTION) 1239 {
1240 /* use value density to decide what else to grab */
1241 /* >=7 was >= op->contr->mode */
1242 /* >=7 is the old standard setting. Now we take the last 4 bits
1172 { 1243 */
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) 1244 wvratio = op->contr->mode & PU_RATIO;
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1245 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 { 1246 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1247#if 0
1248 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1249 if (tmp->name != NULL)
1218 { 1250 {
1219 pick_up (op, tmp); 1251 fprintf (stderr, "%s", tmp->name);
1220 continue;
1221 } 1252 }
1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
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 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 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 }
1327 }
1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
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 {
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);
1354 }
1355 else 1253 else
1356 fprintf (stderr, "%s", tmp->arch->archname); 1254 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1255 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1256 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1359#endif 1257#endif
1258 CHK_PICK_PICKUP;
1360 continue; 1259 continue;
1361 }
1362 } 1260 }
1363 } /* the new pickup model */ 1261 } /* the new pickup model */
1364 } 1262 }
1365 1263
1366 return !stop; 1264 return !stop;
1372 * found object is returned. 1270 * found object is returned.
1373 */ 1271 */
1374object * 1272object *
1375find_arrow (object *op, const char *type) 1273find_arrow (object *op, const char *type)
1376{ 1274{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1275 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) 1276 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1277 return splay (tmp);
1278
1279 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1280 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1281 if (object *arrow = find_arrow (tmp, type))
1282 {
1283 splay (tmp);
1383 return op; 1284 return arrow;
1285 }
1384 1286
1385 return tmp; 1287 return 0;
1386} 1288}
1387 1289
1388/* 1290/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1291 * 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 1292 * 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 1293 * 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. 1294 * the hall. Failing that it does it's best to pick the highest plus arrow.
1393 */ 1295 */
1394object * 1296object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1297find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1298{
1397 object *tmp = NULL, *arrow, *ntmp; 1299 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1300 int attacknum, attacktype, betterby = 0, i;
1399 1301
1400 if (!type) 1302 if (!type)
1404 { 1306 {
1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1307 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 { 1308 {
1407 i = 0; 1309 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1310 ntmp = find_better_arrow (arrow, target, type, &i);
1311
1409 if (i > betterby) 1312 if (i > betterby)
1410 { 1313 {
1411 tmp = ntmp; 1314 tmp = ntmp;
1412 betterby = i; 1315 betterby = i;
1413 } 1316 }
1414 } 1317 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1318 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1319 {
1417 /* allways prefer assasination/slaying */ 1320 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1321 if (target->race && arrow->slaying.contains (target->race))
1419 { 1322 {
1420 if (arrow->attacktype & AT_DEATH) 1323 if (arrow->attacktype & AT_DEATH)
1421 { 1324 {
1422 *better = 100; 1325 *better = 100;
1423 return arrow; 1326 return arrow;
1438 { 1341 {
1439 tmp = arrow; 1342 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1343 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1344 }
1442 } 1345 }
1346
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1347 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1348 {
1445 tmp = arrow; 1349 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1350 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1351 }
1352
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1353 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1354 {
1450 tmp = arrow; 1355 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1356 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1357 }
1453 } 1358 }
1454 } 1359 }
1455 } 1360 }
1361
1456 if (tmp == NULL && arrow == NULL) 1362 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1363 return find_arrow (op, type);
1458 1364
1459 *better = betterby; 1365 *better = betterby;
1460 return tmp; 1366 return tmp;
1465 * op = the shooter 1371 * op = the shooter
1466 * type = bow->race 1372 * type = bow->race
1467 * dir = fire direction 1373 * dir = fire direction
1468 */ 1374 */
1469object * 1375object *
1470pick_arrow_target (object *op, const char *type, int dir) 1376pick_arrow_target (object *op, shstr_cmp type, int dir)
1471{ 1377{
1472 object *tmp = NULL; 1378 object *tmp = NULL;
1473 maptile *m; 1379 maptile *m;
1474 int i, mflags, found, number; 1380 int i, mflags, found, number;
1475 sint16 x, y; 1381 sint16 x, y;
1490 for (i = 0, found = 0; i < 20; i++) 1396 for (i = 0, found = 0; i < 20; i++)
1491 { 1397 {
1492 x += freearr_x[dir]; 1398 x += freearr_x[dir];
1493 y += freearr_y[dir]; 1399 y += freearr_y[dir];
1494 mflags = get_map_flags (m, &m, x, y, &x, &y); 1400 mflags = get_map_flags (m, &m, x, y, &x, &y);
1401
1495 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1402 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1496 { 1403 {
1497 tmp = NULL; 1404 tmp = 0;
1498 break; 1405 break;
1499 } 1406 }
1500 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1407 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1501 { 1408 {
1502 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1409 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1503 * perhaps a bad assumption. 1410 * perhaps a bad assumption.
1504 */ 1411 */
1505 tmp = NULL; 1412 tmp = 0;
1506 break; 1413 break;
1507 } 1414 }
1415
1508 if (mflags & P_IS_ALIVE) 1416 if (mflags & P_IS_ALIVE)
1509 {
1510 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1417 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1511 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1418 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1512 {
1513 found++;
1514 break;
1515 }
1516 if (found)
1517 break; 1419 break;
1518 }
1519 } 1420 }
1520 if (tmp == NULL) 1421
1422 if (!tmp)
1521 return find_arrow (op, type); 1423 return find_arrow (op, type);
1522 1424
1523 if (tmp->head) 1425 if (tmp->head)
1524 tmp = tmp->head; 1426 tmp = tmp->head;
1525 1427
1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1467 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1566 return 0; 1468 return 0;
1567 } 1469 }
1568 1470
1569 // optimisation: move object to top so we will find it quickly again 1471 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below) 1472 splay (bow);
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1576 } 1473 }
1577 1474
1578 if (!bow->race || !bow->skill) 1475 if (!bow->race || !bow->skill)
1579 { 1476 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1477 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1606 } 1503 }
1607 1504
1608 /* this should not happen, but sometimes does */ 1505 /* this should not happen, but sometimes does */
1609 if (arrow->nrof == 0) 1506 if (arrow->nrof == 0)
1610 { 1507 {
1508 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1611 arrow->destroy (); 1509 arrow->destroy ();
1612 return 0; 1510 return 0;
1613 } 1511 }
1614 1512
1615 left = arrow; /* these are arrows left to the player */ 1513 left = arrow; /* these are arrows left to the player */
1616 arrow = get_split_ob (arrow, 1); 1514 arrow = arrow->split ();
1617 if (!arrow) 1515 if (!arrow)
1618 { 1516 {
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1517 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 return 0; 1518 return 0;
1621 } 1519 }
1625 arrow->direction = dir; 1523 arrow->direction = dir;
1626 1524
1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1525 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam; 1526 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype; 1527 arrow->stats.grace = arrow->attacktype;
1630 1528 arrow->custom_name = arrow->slaying;
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633 1529
1634#if 0 1530#if 0
1635 if (player *pl = op->contr) 1531 if (player *pl = op->contr)
1636 { 1532 {
1637 float speed = pl->weapon_sp; 1533 float speed = pl->weapon_sp;
1683 1579
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1580 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1685 arrow->move_type = MOVE_FLY_LOW; 1581 arrow->move_type = MOVE_FLY_LOW;
1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1582 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1687 1583
1688 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1584 op->play_sound (sound_find ("fire_arrow"));
1689 m->insert (arrow, sx, sy, op); 1585 m->insert (arrow, sx, sy, op);
1690 1586
1691 if (!arrow->destroyed ()) 1587 if (!arrow->destroyed ())
1692 move_arrow (arrow); 1588 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 1589
1702 return 1; 1590 return 1;
1703} 1591}
1704 1592
1705/* Special fire code for players - this takes into 1593/* Special fire code for players - this takes into
1710 * hence the function name. 1598 * hence the function name.
1711 */ 1599 */
1712int 1600int
1713player_fire_bow (object *op, int dir) 1601player_fire_bow (object *op, int dir)
1714{ 1602{
1715 int ret = 0, wcmod = 0; 1603 int ret;
1716 1604
1717 if (op->contr->bowtype == bow_bestarrow) 1605 if (op->contr->bowtype == bow_bestarrow)
1718 { 1606 {
1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1607 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1720 } 1608 }
1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1609 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1722 { 1610 {
1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1611 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); 1612 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1727 } 1613 }
1728 else if (op->contr->bowtype == bow_threewide) 1614 else if (op->contr->bowtype == bow_threewide)
1729 { 1615 {
1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1616 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)]); 1617 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)]); 1618 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1733 } 1619 }
1734 else if (op->contr->bowtype == bow_spreadshot) 1620 else if (op->contr->bowtype == bow_spreadshot)
1735 { 1621 {
1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1622 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); 1623 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); 1624 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1739 } 1625 }
1740 else 1626 else
1741 { 1627 {
1771 1657
1772 if (item->type == WAND) 1658 if (item->type == WAND)
1773 { 1659 {
1774 if (item->stats.food <= 0) 1660 if (item->stats.food <= 0)
1775 { 1661 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1662 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)); 1663 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778 1664
1779 return; 1665 return;
1780 } 1666 }
1781 } 1667 }
1782 else if (item->type == ROD || item->type == HORN) 1668 else if (item->type == ROD || item->type == HORN)
1783 { 1669 {
1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1670 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1671
1672 // using the maximum of the rods charge allows at least one spell cast
1673 // for a rod or horn, this fixes some broken rods.
1674 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1785 { 1675 {
1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1676 op->contr->play_sound (sound_find ("wand_poof"));
1787 1677
1788 if (item->type == ROD) 1678 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)); 1679 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1790 else 1680 else
1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1681 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794 } 1684 }
1795 } 1685 }
1796 1686
1797 if (cast_spell (op, item, dir, item->inv, NULL)) 1687 if (cast_spell (op, item, dir, item->inv, NULL))
1798 { 1688 {
1799 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1689 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1690
1800 if (item->type == WAND) 1691 if (item->type == WAND)
1801 { 1692 {
1802 if (!(--item->stats.food)) 1693 if (!(--item->stats.food))
1803 { 1694 {
1804 object *tmp; 1695 object *tmp;
1808 CLEAR_FLAG (item, FLAG_ANIMATE); 1699 CLEAR_FLAG (item, FLAG_ANIMATE);
1809 item->face = item->arch->face; 1700 item->face = item->arch->face;
1810 item->set_speed (0); 1701 item->set_speed (0);
1811 } 1702 }
1812 1703
1813 if ((tmp = item->in_player ())) 1704 if (object *pl = item->visible_to ())
1814 esrv_update_item (UPD_ANIM, tmp, item); 1705 esrv_update_item (UPD_ANIM, pl, item);
1815 } 1706 }
1816 } 1707 }
1817 else if (item->type == ROD || item->type == HORN) 1708 else if (item->type == ROD || item->type == HORN)
1818 drain_rod_charge (item); 1709 drain_rod_charge (item);
1819 } 1710 }
1824bool 1715bool
1825fire (object *op, int dir) 1716fire (object *op, int dir)
1826{ 1717{
1827 int spellcost = 0; 1718 int spellcost = 0;
1828 1719
1829 /* check for loss of invisiblity/hide */
1830 if (action_makes_visible (op))
1831 make_visible (op);
1832
1833 player *pl = op->contr; 1720 player *pl = op->contr;
1834 1721
1835 if (pl->golem) 1722 if (pl->golem)
1836 { 1723 {
1837 control_golem (op->contr->golem, dir); 1724 control_golem (op->contr->golem, dir);
1839 } 1726 }
1840 1727
1841 object *ob = pl->ranged_ob; 1728 object *ob = pl->ranged_ob;
1842 1729
1843 if (!ob) 1730 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false; 1731 return false;
1848 1732
1849 if (op->speed_left > 0.f) 1733 if (op->speed_left > 0.f)
1850 --op->speed_left; 1734 --op->speed_left;
1851 else 1735 else
1852 return false; 1736 return false;
1853 1737
1738 if (!op->change_weapon (ob))
1739 return false;
1740
1741 /* check for loss of invisiblity/hide */
1742 if (action_makes_visible (op))
1743 make_visible (op);
1744
1854 switch (ob->type) 1745 switch (ob->type)
1855 { 1746 {
1856 case BOW: 1747 case BOW:
1857 player_fire_bow (op, dir); 1748 player_fire_bow (op, dir);
1858 break; 1749 break;
1859 1750
1860 case SPELL: 1751 case SPELL:
1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1752 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1862 break; 1753 break;
1863 1754
1864 case BUILDER: 1755 case BUILDER:
1865 apply_map_builder (op, dir); 1756 apply_map_builder (op, dir);
1866 break; 1757 break;
1899 /* First, lets try to find a key in the top level inventory */ 1790 /* First, lets try to find a key in the top level inventory */
1900 for (tmp = container->inv; tmp; tmp = tmp->below) 1791 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 { 1792 {
1902 if (door->type == DOOR && tmp->type == KEY) 1793 if (door->type == DOOR && tmp->type == KEY)
1903 break; 1794 break;
1795
1904 /* For sanity, we should really check door type, but other stuff 1796 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1797 * (like containers) can be locked with special keys
1906 */ 1798 */
1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1799 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 break; 1800 break;
1914 * a key, return 1806 * a key, return
1915 */ 1807 */
1916 if (!tmp) 1808 if (!tmp)
1917 { 1809 {
1918 for (tmp = container->inv; tmp; tmp = tmp->below) 1810 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1920 /* No reason to search empty containers */ 1811 /* No reason to search empty containers */
1921 if (tmp->type == CONTAINER && tmp->inv) 1812 if (tmp->type == CONTAINER && tmp->inv)
1922 {
1923 if ((key = find_key (pl, tmp, door))) 1813 if ((key = find_key (pl, tmp, door)))
1924 return key; 1814 return key;
1925 }
1926 }
1927 1815
1928 if (!tmp) 1816 if (!tmp)
1929 return NULL; 1817 return 0;
1930 } 1818 }
1931 1819
1932 /* We get down here if we have found a key. Now if its in a container, 1820 /* We get down here if we have found a key. Now if its in a container,
1933 * see if we actually want to use it 1821 * see if we actually want to use it
1934 */ 1822 */
1935 if (pl != container) 1823 if (pl != container)
1936 { 1824 {
1937 /* Only let players use keys in containers */ 1825 /* Only let players use keys in containers */
1938 if (!pl->contr) 1826 if (!pl->contr)
1939 return NULL; 1827 return 0;
1828
1940 /* cases where this fails: 1829 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 1830 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 1831 * are not in the players inventory.
1943 * If the container is not active, return now since only active 1832 * If the container is not active, return now since only active
1944 * containers can be used. 1833 * containers can be used.
1950 * Change the color so that the message doesn't disappear with 1839 * Change the color so that the message doesn't disappear with
1951 * all the others. 1840 * all the others.
1952 */ 1841 */
1953 if (pl->contr->usekeys == key_inventory || 1842 if (pl->contr->usekeys == key_inventory ||
1954 !QUERY_FLAG (container, FLAG_APPLIED) || 1843 !QUERY_FLAG (container, FLAG_APPLIED) ||
1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1844 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1956 { 1845 {
1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1846 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1847 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1959 return NULL; 1848 return NULL;
1960 } 1849 }
1980 /* If we found a key, do some extra work */ 1869 /* If we found a key, do some extra work */
1981 if (key) 1870 if (key)
1982 { 1871 {
1983 object *container = key->env; 1872 object *container = key->env;
1984 1873
1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986
1987 if (action_makes_visible (op)) 1874 if (action_makes_visible (op))
1988 make_visible (op); 1875 make_visible (op);
1989 1876
1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1877 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1991 spring_trap (door->inv, op); 1878 spring_trap (door->inv, op);
1992 1879
1993 if (door->type == DOOR) 1880 if (door->type == DOOR)
1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1881 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1995 else if (door->type == LOCKED_DOOR) 1882 else if (door->type == LOCKED_DOOR)
1996 { 1883 {
1997 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1884 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1998 remove_door2 (door); /* remove door without violence ;-) */ 1885 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1886 }
2000 1887
2001 /* Do this after we print the message */ 1888 /* Do this after we print the message */
2002 decrease_ob (key); /* Use up one of the keys */ 1889 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 1890
2007 return 1; /* Nothing more to do below */ 1891 return 1; /* Nothing more to do below */
2008 } 1892 }
2009 else if (door->type == LOCKED_DOOR) 1893 else if (door->type == LOCKED_DOOR)
2010 { 1894 {
2011 /* Might as well return now - no other way to open this */ 1895 /* Might as well return now - no other way to open this */
2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1896 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2013 return 1; 1897 return 1;
2014 } 1898 }
2015 1899
2016 return 0; 1900 return 0;
2017} 1901}
2023 * going to try and move (not fire weapons). 1907 * going to try and move (not fire weapons).
2024 */ 1908 */
2025bool 1909bool
2026move_player_attack (object *op, int dir) 1910move_player_attack (object *op, int dir)
2027{ 1911{
1912 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1913 {
1914 --op->speed_left;
1915 return true;
1916 }
1917
2028 int on_battleground; 1918 int on_battleground;
2029 1919
2030 sint16 nx = freearr_x[dir] + op->x; 1920 sint16 nx = freearr_x[dir] + op->x;
2031 sint16 ny = freearr_y[dir] + op->y; 1921 sint16 ny = freearr_y[dir] + op->y;
2032 1922
2033 on_battleground = op_on_battleground (op, 0, 0); 1923 on_battleground = op_on_battleground (op, 0, 0);
2034 1924
2035 if (out_of_map (op->map, nx, ny)) 1925 if (out_of_map (op->map, nx, ny))
2036 return false; 1926 return false;
2037
2038 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2039 {
2040 --op->speed_left;
2041 return true;
2042 }
2043 1927
2044 /* If braced, or can't move to the square, and it is not out of the 1928 /* If braced, or can't move to the square, and it is not out of the
2045 * map, attack it. Note order of if statement is important - don't 1929 * map, attack it. Note order of if statement is important - don't
2046 * want to be calling move_ob if braced, because move_ob will move the 1930 * want to be calling move_ob if braced, because move_ob will move the
2047 * player. This is a pretty nasty hack, because if we could 1931 * player. This is a pretty nasty hack, because if we could
2104 1988
2105 if (op->speed_left > 0.f) 1989 if (op->speed_left > 0.f)
2106 { 1990 {
2107 --op->speed_left; 1991 --op->speed_left;
2108 1992
2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1993 op->play_sound (sound_find ("push_player"));
2110 push_ob (mon, dir, op); 1994 push_ob (mon, dir, op);
2111 1995
2112 if (op->contr->tmp_invis || op->hide) 1996 if (action_makes_visible (op))
2113 make_visible (op); 1997 make_visible (op);
2114 1998
2115 return true; 1999 return true;
2116 } 2000 }
2117 else 2001 else
2133 { 2017 {
2134 --op->speed_left; 2018 --op->speed_left;
2135 2019
2136 if (!op->contr->braced) 2020 if (!op->contr->braced)
2137 { 2021 {
2138 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2022 op->play_sound (sound_find ("push_player"));
2139 push_ob (mon, dir, op); 2023 push_ob (mon, dir, op);
2140 } 2024 }
2141 else 2025 else
2142 new_draw_info (0, 0, op, "You withhold your attack"); 2026 op->statusmsg ("You withhold your attack");
2143 2027
2144 if (op->contr->tmp_invis || op->hide) 2028 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2145 make_visible (op); 2029 make_visible (op);
2146 2030
2147 return true; 2031 return true;
2148 } 2032 }
2149 } 2033 }
2191bool 2075bool
2192move_player (object *op, int dir) 2076move_player (object *op, int dir)
2193{ 2077{
2194 int pick; 2078 int pick;
2195 2079
2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2080 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2197 return 0; 2081 return 0;
2198 2082
2199 /* Sanity check: make sure dir is valid */ 2083 /* Sanity check: make sure dir is valid */
2200 if ((dir < 0) || (dir >= 9)) 2084 if ((dir < 0) || (dir >= 9))
2201 { 2085 {
2207 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2091 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2208 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2092 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2209 2093
2210 op->facing = dir; 2094 op->facing = dir;
2211 2095
2212 if (op->hide) 2096 if (op->flag [FLAG_HIDDEN])
2213 do_hidden_move (op); 2097 do_hidden_move (op);
2214 2098
2215 bool retval; 2099 bool retval;
2216 2100
2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2101 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2286 return 0; 2170 return 0;
2287 2171
2288 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2172 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2173 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2290 { 2174 {
2291 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2175 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)); 2176 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 2177
2297 tmp->destroy (); 2178 tmp->destroy ();
2298 CLEAR_FLAG (op, FLAG_LIFESAVE); 2179 CLEAR_FLAG (op, FLAG_LIFESAVE);
2299 2180
2300 if (op->stats.hp < 0) 2181 if (op->stats.hp < 0)
2313 return 0; 2194 return 0;
2314} 2195}
2315 2196
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2197/* 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 2198 * 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 2199 * function will descend into containers. op is the object to start the search
2319 * from. 2200 * from.
2320 */ 2201 */
2202static void
2203drop_unpaid_items (object *op, object *env)
2204{
2205 while (op)
2206 {
2207 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2208
2209 if (QUERY_FLAG (op, FLAG_UNPAID))
2210 op->insert_at (env);
2211 else if (op->inv)
2212 drop_unpaid_items (op->inv, env);
2213
2214 op = next;
2215 }
2216}
2217
2321void 2218void
2322remove_unpaid_objects (object *op, object *env) 2219object::drop_unpaid_items ()
2323{ 2220{
2324 while (op) 2221 if (!flag [FLAG_REMOVED])
2325 { 2222 ::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} 2223}
2341 2224
2342/* 2225/*
2343 * Returns pointer a static string containing gravestone text 2226 * Returns pointer a static string containing gravestone text
2344 * Moved from apply.c to player.c - player.c is what 2227 * Moved from apply.c to player.c - player.c is what
2345 * actually uses this function. player.c may not be quite the 2228 * actually uses this function. player.c may not be quite the
2346 * best, a misc file for object actions is probably better, 2229 * best, a misc file for object actions is probably better,
2347 * but there isn't one in the server directory. 2230 * but there isn't one in the server directory.
2348 */ 2231 */
2349char * 2232const char *
2350gravestone_text (object *op) 2233gravestone_text (object *op)
2351{ 2234{
2352 static char buf2[MAX_BUF]; 2235 static dynbuf_text buf;
2353 char buf[MAX_BUF];
2354 time_t now = time (NULL);
2355 2236
2356 strcpy (buf2, " R.I.P.\n\n"); 2237 buf << "---- R.I.P. ----\n\n"
2238 << op->name;
2239
2357 if (op->type == PLAYER) 2240 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2241 buf << " the " << op->contr->title;
2359 else
2360 sprintf (buf, "%s\n", &op->name);
2361 2242
2362 strncat (buf2, " ", 20 - strlen (buf) / 2); 2243 buf << "\n\n";
2363 strcat (buf2, buf); 2244
2245 buf << "who was level ";
2246 buf << (sint32)op->level << "\n\n" // OO breakdown
2247 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2248
2364 if (op->type == PLAYER) 2249 if (op->type == PLAYER)
2365 sprintf (buf, "who was in level %d when killed\n", op->level); 2250 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 2251
2369 strncat (buf2, " ", 20 - strlen (buf) / 2);
2370 strcat (buf2, buf);
2371 if (op->type == PLAYER)
2372 { 2252 {
2373 sprintf (buf, "by %s.\n\n", op->contr->killer); 2253 static char buf2[128];
2374 strncat (buf2, " ", 21 - strlen (buf) / 2); 2254 time_t now = time (NULL);
2375 strcat (buf2, buf);
2376 }
2377
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2255 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2); 2256 buf << buf2;
2380 strcat (buf2, buf); 2257 }
2381 2258
2382 return buf2; 2259 return buf;
2383} 2260}
2384 2261
2385void 2262void
2386do_some_living (object *op) 2263do_some_living (object *op)
2387{ 2264{
2439 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2316 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2440 else 2317 else
2441 { 2318 {
2442 gen_grace = op->stats.maxgrace; 2319 gen_grace = op->stats.maxgrace;
2443 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2320 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 } 2321 }
2487 2322
2488 /* Regenerate Grace */ 2323 /* Regenerate Grace */
2489 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2324 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2490 if (--op->last_grace < 0) 2325 if (--op->last_grace < 0)
2511 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2346 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2512 } 2347 }
2513 /* wearing stuff doesn't detract from grace generation. */ 2348 /* wearing stuff doesn't detract from grace generation. */
2514 } 2349 }
2515 2350
2351 if (op->stats.food > 0)
2352 {
2516 /* Regenerate Hit Points */ 2353 /* Regenerate Spell Points */
2517 if (--op->last_heal < 0) 2354 if (!op->contr->golem && --op->last_sp < 0)
2518 {
2519 if (op->stats.hp < op->stats.maxhp)
2520 { 2355 {
2521 op->stats.hp++; 2356 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2522 /* dms do not consume food */ 2357
2523 if (!QUERY_FLAG (op, FLAG_WIZ)) 2358 if (op->stats.sp < op->stats.maxsp)
2524 { 2359 {
2360 op->stats.sp++;
2361
2362 /* dms do not consume food */
2363 if (!QUERY_FLAG (op, FLAG_WIZ))
2364 {
2525 op->stats.food--; 2365 op->stats.food--;
2366
2526 if (op->contr->digestion < 0) 2367 if (op->contr->digestion < 0)
2527 op->stats.food += op->contr->digestion; 2368 op->stats.food += op->contr->digestion;
2528 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2369 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food = last_food; 2370 op->stats.food = last_food;
2371 }
2530 } 2372 }
2531 }
2532 2373
2533 if (max_hp > 1) 2374 if (max_sp > 1)
2534 {
2535 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2536 if (over_hp > 0)
2537 { 2375 {
2538 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2376 over_sp = (gen_sp + 10) / rate_sp;
2377 if (over_sp > 0)
2378 {
2379 if (op->stats.sp < op->stats.maxsp)
2380 {
2381 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2382
2383 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2384 op->stats.sp--;
2385
2386 if (op->stats.sp > op->stats.maxsp)
2387 op->stats.sp = op->stats.maxsp;
2388 }
2389
2539 op->last_heal = 0; 2390 op->last_sp = 0;
2391 }
2392 else
2393 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2540 } 2394 }
2541 else 2395 else
2396 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2397 }
2398
2399 /* Regenerate Hit Points */
2400 if (--op->last_heal < 0)
2401 {
2402 if (op->stats.hp < op->stats.maxhp)
2542 { 2403 {
2543 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2404 op->stats.hp++;
2405
2406 /* dms do not consume food */
2407 if (!QUERY_FLAG (op, FLAG_WIZ))
2408 {
2409 op->stats.food--;
2410
2411 if (op->contr->digestion < 0)
2412 op->stats.food += op->contr->digestion;
2413 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2414 op->stats.food = last_food;
2415 }
2544 } 2416 }
2417
2418 if (max_hp > 1)
2419 {
2420 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2421
2422 if (over_hp > 0)
2423 {
2424 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2425 op->last_heal = 0;
2426 }
2427 else
2428 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545 } 2429 }
2546 else 2430 else
2547 {
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2431 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2549 } 2432 }
2550 } 2433 }
2551 2434
2552 /* Digestion */ 2435 /* Digestion */
2553 if (--op->last_eat < 0) 2436 if (--op->last_eat < 0)
2554 { 2437 {
2555 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2438 int bonus = max (0, op->contr->digestion),
2439 penalty = max (0, -op->contr->digestion);
2556 2440
2557 if (op->contr->gen_hp > 0)
2558 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2441 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 2442
2562 /* dms do not consume food */ 2443 /* dms do not consume food */
2563 if (!QUERY_FLAG (op, FLAG_WIZ)) 2444 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 op->stats.food--; 2445 op->stats.food--;
2565 } 2446 }
2566 2447
2567 if (op->stats.food < 0 && op->stats.hp >= 0) 2448 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 { 2449 {
2569 object *tmp, *flesh = 0; 2450 object *flesh = 0;
2570 2451
2571 for (tmp = op->inv; tmp; tmp = tmp->below) 2452 for_inv_removable (op, tmp)
2572 { 2453 {
2573 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2454 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2455 continue;
2456
2457 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2574 { 2458 {
2575 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2459 op->statusmsg ("You blindly grab for a bite of food. "
2576 { 2460 "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); 2461 manual_apply (op, tmp, 0);
2462
2579 if (op->stats.food >= 0 || op->stats.hp < 0) 2463 if (op->stats.food >= 0 || op->stats.hp < 0)
2580 break; 2464 break;
2581 } 2465 }
2582 else if (tmp->type == FLESH) 2466 else if (tmp->type == FLESH)
2583 flesh = tmp; 2467 flesh = tmp;
2584 } /* End if paid for object */ 2468 }
2585 } /* end of for loop */
2586 2469
2587 /* If player is still starving, it means they don't have any food, so 2470 /* If player is still starving, it means they don't have any food, so
2588 * eat flesh instead. 2471 * eat flesh instead.
2589 */ 2472 */
2590 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2473 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2591 { 2474 {
2592 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2475 op->statusmsg ("You blindly grab for a bite of food. "
2476 "H<To prevent you from starving, you ate some random item from your backpack.>");
2593 manual_apply (op, flesh, 0); 2477 manual_apply (op, flesh, 0);
2594 } 2478 }
2479
2480 // If player is still starving, alert him!
2481 if (op->stats.food < 0)
2482 op->failmsg ("You are starving! "
2483 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2484 }
2485
2486 if (op->stats.food < 0)
2595 } 2487 {
2488 op->stats.hp += op->stats.food;
2489 op->stats.food = 0;
2596 2490
2597 while (op->stats.food < 0 && op->stats.hp >= 0) 2491 if (op->stats.hp < 0)
2598 op->stats.food++, op->stats.hp--; 2492 {
2493 op->contr->killer = archetype::get ("killer_starvation");
2494 op->contr->killer->destroy ();
2495 }
2496 }
2599 2497
2498 /* killer should be set here already */
2600 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2499 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2601 kill_player (op); 2500 kill_player (op);
2602 } 2501 }
2603} 2502}
2604 2503
2608 * file. 2507 * file.
2609 */ 2508 */
2610void 2509void
2611kill_player (object *op) 2510kill_player (object *op)
2612{ 2511{
2613 char buf[MAX_BUF];
2614 int x, y; 2512 int x, y;
2615
2616 //int i;
2617 maptile *map; /* this is for resurrection */ 2513 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; 2514 int will_kill_again;
2625 archetype *at; 2515 archetype *at;
2626 object *tmp; 2516 object *tmp;
2627 2517
2628 if (save_life (op)) 2518 if (save_life (op))
2629 return; 2519 return;
2630 2520
2521 dynbuf_text deathtab;
2522
2523 /* restore player */
2524 at = archetype::find ("poisoning");
2525 if (object *tmp = present_arch_in_ob (at, op))
2526 {
2527 tmp->destroy ();
2528 deathtab << "Your body feels cleansed...\r";
2529 }
2530
2531 at = archetype::find ("confusion");
2532 if (object *tmp = present_arch_in_ob (at, op))
2533 {
2534 tmp->destroy ();
2535 deathtab << "Your mind feels clearer...\r";
2536 }
2537
2538 cure_disease (op, 0, 0); /* remove any disease */
2539
2540 max_it (op->stats.hp , op->stats.maxhp);
2541 max_it (op->stats.sp , op->stats.maxsp);
2542 max_it (op->stats.grace, op->stats.maxgrace);
2543
2544 if (op->stats.food <= 0)
2545 op->stats.food = 999;
2546
2547 // remove all spell effects that are active
2548 // to avoid long-term effects such as word-of-recall
2549 for (object *item = op->inv; item; )
2550 {
2551 object *next = item->below;
2552
2553 if (item->type == SPELL_EFFECT && item->active)
2554 item->destroy ();
2555
2556 item = next;
2557 }
2631 2558
2632 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2559 /* 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. 2560 * in cities ONLY!!! It is very important that this doesn't get abused.
2634 * Look at op_on_battleground() for more info --AndreasV 2561 * Look at op_on_battleground() for more info --AndreasV
2635 */ 2562 */
2636 if (op_on_battleground (op, &x, &y)) 2563 if (op_on_battleground (op, &x, &y))
2637 { 2564 {
2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2565 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2639 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2640
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 2566
2661 /* create a bodypart-trophy to make the winner happy */ 2567 /* create a bodypart-trophy to make the winner happy */
2662 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2568 if (object *tmp = arch_to_object (archetype::find ("finger")))
2663 { 2569 {
2664 sprintf (buf, "%s's finger", &op->name); 2570 tmp->name = format ("%s's finger" , &op->name);
2665 tmp->name = buf; 2571 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; 2572 tmp->msg = format (
2573 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2574 &op->name, op->contr->title,
2575 (int)op->level,
2576 op->contr->killer_name ()
2577 );
2670 tmp->value = 0, tmp->type = 0; 2578 tmp->value = 0, tmp->type = 0;
2671 tmp->materialname = "organics"; 2579 tmp->materialname = "organics";
2672 tmp->insert_at (op, tmp); 2580 tmp->insert_at (op, tmp);
2673 } 2581 }
2674 2582
2675 /* teleport defeated player to new destination */ 2583 /* teleport defeated player to new destination */
2676 transfer_ob (op, x, y, 0, NULL); 2584 transfer_ob (op, x, y, 0, NULL);
2677 op->contr->braced = 0; 2585 op->contr->braced = 0;
2586
2587 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2678 return; 2588 return;
2679 } 2589 }
2680 2590
2591 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2592 deathtab << "T<YOU HAVE DIED>\n\n";
2593
2681 INVOKE_PLAYER (DEATH, op->contr); 2594 INVOKE_PLAYER (DEATH, op->contr);
2682 2595
2683 command_kill_pets (op, 0); 2596 command_kill_pets (op, 0);
2684 2597
2685 if (op->stats.food < 0) 2598 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 2599
2695 /* save the map location for corpse, gravestone */ 2600 /* save the map location for corpse, gravestone */
2696 x = op->x; 2601 x = op->x;
2697 y = op->y; 2602 y = op->y;
2698 map = op->map; 2603 map = op->map;
2726 2631
2727 lost_a_stat = 0; 2632 lost_a_stat = 0;
2728 2633
2729 for (z = 0; z < num_stats_lose; z++) 2634 for (z = 0; z < num_stats_lose; z++)
2730 { 2635 {
2731 i = RANDOM () % NUM_STATS; 2636 i = rndm (NUM_STATS);
2732 2637
2733 if (settings.stat_loss_on_death) 2638 if (settings.stat_loss_on_death)
2734 { 2639 {
2735 /* Pick a random stat and take a point off it. Tell the player 2640 /* Pick a random stat and take a point off it. Tell the player
2736 * what he lost. 2641 * what he lost.
2787 } 2692 }
2788 } 2693 }
2789 2694
2790 if (lose_this_stat) 2695 if (lose_this_stat)
2791 { 2696 {
2792 this_stat = get_attr_value (&(dep->stats), i); 2697 this_stat = get_attr_value (&dep->stats, i);
2793 /* We could try to do something clever like find another 2698 /* We could try to do something clever like find another
2794 * stat to reduce if this fails. But chances are, if 2699 * stat to reduce if this fails. But chances are, if
2795 * stats have been depleted to -50, all are pretty low 2700 * stats have been depleted to -50, all are pretty low
2796 * and should be roughly the same, so it shouldn't make a 2701 * and should be roughly the same, so it shouldn't make a
2797 * difference. 2702 * difference.
2805 lost_a_stat = 1; 2710 lost_a_stat = 1;
2806 } 2711 }
2807 } 2712 }
2808 } 2713 }
2809 } 2714 }
2715
2810 /* If no stat lost, tell the player. */ 2716 /* If no stat lost, tell the player. */
2811 if (!lost_a_stat) 2717 if (!lost_a_stat)
2812 { 2718 {
2813 /* determine_god() seems to not work sometimes... why is this? 2719 /* determine_god() seems to not work sometimes... why is this?
2814 Should I be using something else? GD */ 2720 Should I be using something else? GD */
2815 const char *god = determine_god (op); 2721 shstr_tmp god = determine_god (op);
2816 2722
2817 if (god && (strcmp (god, "none"))) 2723 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); 2724 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2819 else 2725 else
2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2726 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2821 } 2727 }
2822#else 2728#else
2823 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2729 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2824#endif 2730#endif
2825 2731
2826 /* Put a gravestone up where the character 'almost' died. List the 2732 /* Put a gravestone up where the character 'almost' died. List the
2827 * exp loss on the stone. 2733 * exp loss on the stone.
2828 */ 2734 */
2829 tmp = arch_to_object (archetype::find ("gravestone")); 2735 tmp = arch_to_object (archetype::find ("gravestone"));
2830 sprintf (buf, "%s's gravestone", &op->name); 2736 tmp->name = format ("%s's gravestone", &op->name);
2831 tmp->name = buf; 2737 tmp->name_pl = format ("%s's gravestones", &op->name);
2832 sprintf (buf, "%s's gravestones", &op->name); 2738 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2833 tmp->name_pl = buf; 2739 &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; 2740 tmp->x = op->x, tmp->y = op->y;
2837 insert_ob_in_map (tmp, op->map, NULL, 0); 2741 insert_ob_in_map (tmp, op->map, NULL, 0);
2838 2742
2839 /**************************************/ 2743 /**************************************/
2840 /* */ 2744 /* */
2841 /* Subtract the experience points, */ 2745 /* Subtract the experience points, */
2842 /* if we died cause of food, give us */
2843 /* food, and reset HP's... */
2844 /* */ 2746 /* */
2845 /**************************************/ 2747 /**************************************/
2846 2748
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)); */ 2749 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty (op); 2750 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 2751
2876 /* 2752 /*
2877 * Check to see if the player has any unpaid items. If so, remove them 2753 * Check to see if the player has any unpaid items. If so, remove them
2878 * and put them back in the map. 2754 * and put them back in the map.
2879 */ 2755 */
2880 remove_unpaid_objects (op->inv, op); 2756 op->drop_unpaid_items ();
2881 2757
2882 /****************************************/ 2758 /****************************************/
2883 /* */ 2759 /* */
2884 /* Move player to his current respawn- */ 2760 /* Move player to his current respawn- */
2885 /* position (usually last savebed) */ 2761 /* position (usually last savebed) */
2914 if (will_kill_again & (1 << at)) 2790 if (will_kill_again & (1 << at))
2915 force->resist[at] = 100; 2791 force->resist[at] = 100;
2916 2792
2917 insert_ob_in_ob (force, op); 2793 insert_ob_in_ob (force, op);
2918 op->update_stats (); 2794 op->update_stats ();
2919
2920 } 2795 }
2921 2796
2922 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2797 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2923} 2798}
2924 2799
2925void 2800void
2926loot_object (object *op) 2801loot_object (object *op)
2927{ /* Grab and destroy some treasure */ 2802{ /* Grab and destroy some treasure */
2944 2819
2945 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2820 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2946 { 2821 {
2947 if (tmp->nrof > 1) 2822 if (tmp->nrof > 1)
2948 { 2823 {
2949 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2824 tmp->decrease (rndm (1, tmp->nrof - 1));
2950 tmp2->destroy ();
2951 insert_ob_in_map (tmp, op->map, NULL, 0); 2825 insert_ob_in_map (tmp, op->map, NULL, 0);
2952 } 2826 }
2953 else 2827 else
2954 tmp->destroy (); 2828 tmp->destroy ();
2955 } 2829 }
2966void 2840void
2967fix_weight (void) 2841fix_weight (void)
2968{ 2842{
2969 for_all_players (pl) 2843 for_all_players (pl)
2970 { 2844 {
2971 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2845 sint32 old = pl->ob->carrying;
2972 2846
2973 if (old == sum) 2847 pl->ob->update_weight ();
2974 continue; 2848
2849 if (old != pl->ob->carrying)
2850 {
2975 pl->ob->update_stats (); 2851 pl->ob->update_stats ();
2976 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2852 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2853 }
2977 } 2854 }
2978} 2855}
2979 2856
2980void 2857void
2981fix_luck (void) 2858fix_luck (void)
3023} 2900}
3024 2901
3025void 2902void
3026make_visible (object *op) 2903make_visible (object *op)
3027{ 2904{
3028 op->hide = 0; 2905 op->flag [FLAG_HIDDEN] = 0;
3029 op->invisible = 0; 2906 op->invisible = 0;
2907
3030 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3031 { 2909 {
3032 op->contr->tmp_invis = 0; 2910 op->contr->tmp_invis = 0;
3033 op->contr->invis_race = 0; 2911 op->contr->invis_race = 0;
3034 } 2912 }
3047 2925
3048/* look at the surrounding terrain to determine 2926/* look at the surrounding terrain to determine
3049 * the hideability of this object. Positive levels 2927 * the hideability of this object. Positive levels
3050 * indicate greater hideability. 2928 * indicate greater hideability.
3051 */ 2929 */
3052
3053int 2930int
3054hideability (object *ob) 2931hideability (object *ob)
3055{ 2932{
3056 int i, level = 0, mflag; 2933 int i, level = 0, mflag;
3057 sint16 x, y; 2934 sint16 x, y;
3058 2935
3059 if (!ob || !ob->map) 2936 if (!ob || !ob->map)
3060 return 0; 2937 return 0;
3061 2938
3062 /* so, on normal lighted maps, its hard to hide */ 2939 /* so, on normal lighted maps, its hard to hide */
3063 level = ob->map->darkness - 2; 2940 level = ob->map->darklevel () - 2;
3064 2941
3065 /* this also picks up whether the object is glowing. 2942 /* this also picks up whether the object is glowing.
3066 * If you carry a light on a non-dark map, its not 2943 * If you carry a light on a non-dark map, its not
3067 * as bad as carrying a light on a pitch dark map */ 2944 * as bad as carrying a light on a pitch dark map */
3068 if (has_carried_lights (ob)) 2945 if (ob->has_carried_lights ())
3069 level = -(10 + (2 * ob->map->darkness)); 2946 level = -(10 + (2 * ob->map->darklevel ()));
3070 2947
3071 /* scan through all nearby squares for terrain to hide in */ 2948 /* 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]) 2949 for (i = 0, x = ob->x, y = ob->y;
2950 i <= SIZEOFFREE1;
2951 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3073 { 2952 {
3074 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2953 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3075 if (mflag & P_OUT_OF_MAP) 2954 if (mflag & P_OUT_OF_MAP)
3076 {
3077 continue; 2955 continue;
3078 } 2956
3079 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2957 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3080 level += 2; 2958 level += 2;
3081 else /* open terrain! */ 2959 else /* open terrain! */
3082 level -= 1; 2960 level -= 1;
3083 } 2961 }
3094 * spot (surrounded by clear terrain in broad daylight). -b.t. 2972 * spot (surrounded by clear terrain in broad daylight). -b.t.
3095 */ 2973 */
3096void 2974void
3097do_hidden_move (object *op) 2975do_hidden_move (object *op)
3098{ 2976{
3099 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2977 int hide = 0;
3100 object *skop;
3101 2978
3102 if (!op || !op->map) 2979 if (!op || !op->map)
3103 return; 2980 return;
3104 2981
3105 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2982 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2983 int num = random_roll (0, 19, op, PREFER_LOW);
3106 2984
3107 /* its *extremely* hard to run and sneak/hide at the same time! */ 2985 /* its *extremely* hard to run and sneak/hide at the same time! */
3108 if (op->type == PLAYER && op->contr->run_on) 2986 if (op->type == PLAYER && op->contr->run_on)
3109 if (!skop || num >= skop->level) 2987 if (!skop || num >= skop->level)
3110 { 2988 {
3120 num -= hide; 2998 num -= hide;
3121 2999
3122 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3000 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3123 { 3001 {
3124 make_visible (op); 3002 make_visible (op);
3003
3125 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3126 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3005 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3127 } 3006 }
3128 else if (op->type == PLAYER && skop) 3007 else if (op->type == PLAYER && skop)
3129 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3008 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3182 * object op. This function works fine for monsters, 3061 * object op. This function works fine for monsters,
3183 * but we dont worry if the object isnt the top one in 3062 * but we dont worry if the object isnt the top one in
3184 * a pile (say a coin under a table would return "viewable" 3063 * a pile (say a coin under a table would return "viewable"
3185 * by this routine). Another question, should we be 3064 * by this routine). Another question, should we be
3186 * concerned with the direction the player is looking 3065 * concerned with the direction the player is looking
3187 * in? Realistically, most of use cant see stuff behind 3066 * in? Realistically, most of us can't see stuff behind
3188 * our backs...on the other hand, does the "facing" direction 3067 * our backs...on the other hand, does the "facing" direction
3189 * imply the way your head, or body is facing? Its possible 3068 * 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. 3069 * for them to differ. Sigh, this fctn could get a bit more complex.
3191 * -b.t. 3070 * -b.t.
3192 * This function is now map tiling safe. 3071 * This function is now map tiling safe.
3193 */ 3072 */
3194
3195int 3073int
3196player_can_view (object *pl, object *op) 3074player_can_view (object *pl, object *op)
3197{ 3075{
3198 rv_vector rv; 3076 rv_vector rv;
3199 int dx, dy; 3077 int dx, dy;
3211 3089
3212 get_rangevector (pl, op, &rv, 0x1); 3090 get_rangevector (pl, op, &rv, 0x1);
3213 3091
3214 /* starting with the 'head' part, lets loop 3092 /* starting with the 'head' part, lets loop
3215 * through the object and find if it has any 3093 * through the object and find if it has any
3216 * part that is in the los array but isnt on 3094 * part that is in the los array but isn't on
3217 * a blocked los square. 3095 * a blocked los square.
3218 * we use the archetype to figure out offsets. 3096 * we use the archetype to figure out offsets.
3219 */ 3097 */
3220 while (op) 3098 while (op)
3221 { 3099 {
3222 dx = rv.distance_x + op->arch->x; 3100 dx = rv.distance_x + op->arch->x;
3223 dy = rv.distance_y + op->arch->y; 3101 dy = rv.distance_y + op->arch->y;
3224 3102
3225 /* only the viewable area the player sees is updated by LOS 3103 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; 3104 return 1;
3105
3233 op = op->more; 3106 op = op->more;
3234 } 3107 }
3108
3235 return 0; 3109 return 0;
3236} 3110}
3237 3111
3238/* routine for both players and monsters. We call this when 3112/* routine for both players and monsters. We call this when
3239 * there is a possibility for our action distrubing our hiding 3113 * there is a possibility for our action distrubing our hiding
3240 * place or invisiblity spell. Artefact invisiblity is not 3114 * place or invisiblity spell. Artefact invisiblity causes
3241 * effected by this. If we arent invisible to begin with, we 3115 * "noise" instead. If we arent invisible to begin with, we
3242 * return 0. 3116 * return 0.
3243 */ 3117 */
3244int 3118int
3245action_makes_visible (object *op) 3119action_makes_visible (object *op)
3246{ 3120{
3247
3248 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3121 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3249 { 3122 {
3250 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3123 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3124 {
3125 // artefact invisibility is permanent, but we still make noise
3126 // this is important for game-balance.
3127 if (op->contr)
3128 op->make_noise ();
3129
3251 return 0; 3130 return 0;
3131 }
3252 3132
3253 if (op->contr && op->contr->tmp_invis == 0) 3133 if (op->contr && op->contr->tmp_invis == 0)
3254 return 0; 3134 return 0;
3255 3135
3256 /* If monsters, they should become visible */ 3136 /* If monsters, they should become visible */
3257 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3137 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3258 { 3138 {
3259 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3139 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3260 return 1; 3140 return 1;
3261 } 3141 }
3262 } 3142 }
3143
3263 return 0; 3144 return 0;
3264} 3145}
3265 3146
3266/* op_on_battleground - checks if the given object op (usually 3147/* op_on_battleground - checks if the given object op (usually
3267 * a player) is standing on a valid battleground-tile, 3148 * 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 3153 * Default is to do the same as before, so only people wanting to have different points need worry about this
3273 */ 3154 */
3274int 3155int
3275op_on_battleground (object *op, int *x, int *y) 3156op_on_battleground (object *op, int *x, int *y)
3276{ 3157{
3277 object *tmp;
3278
3279 /* A battleground-tile needs the following attributes to be valid: 3158 /* 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), 3159 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3281 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3160 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3282 * and the exit-coordinates sp/hp must both be > 0. 3161 * and the exit-coordinates sp/hp must both be > 0.
3283 * => The intention here is to prevent abuse of the battleground- 3162 * => The intention here is to prevent abuse of the battleground-
3284 * feature (like pickable or hidden battleground tiles). */ 3163 * feature (like pickable or hidden battleground tiles). */
3285 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3164 for (object *tmp = op->below; tmp; tmp = tmp->below)
3286 { 3165 {
3287 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3166 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3288 { 3167 {
3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3168 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3290 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3169 && tmp->type == BATTLEGROUND
3170 && tmp->name == shstr_battleground
3171 && EXIT_X (tmp) && EXIT_Y (tmp))
3291 { 3172 {
3292 /*before we assign the exit, check if this is a teambattle */ 3173 /* before we assign the exit, check if this is a teambattle */
3293 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3174 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3294 { 3175 {
3295 object *invtmp;
3296
3297 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3176 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3298 { 3177 {
3299 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3178 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3300 { 3179 {
3301 if (x != NULL && y != NULL) 3180 if (x && y)
3302 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3181 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3182
3303 return 1; 3183 return 1;
3304 } 3184 }
3305 } 3185 }
3306 } 3186 }
3187
3307 if (x != NULL && y != NULL) 3188 if (x && y)
3308 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3189 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3190
3309 return 1; 3191 return 1;
3310 } 3192 }
3311 } 3193 }
3312 } 3194 }
3195
3313 /* If we got here, did not find a battleground */ 3196 /* If we got here, did not find a battleground */
3314 return 0; 3197 return 0;
3315} 3198}
3316 3199
3317/* 3200/*
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3216 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i = 0, j = 0; 3217 int i = 0, j = 0;
3335 3218
3336 /* get the appropriate treasurelist */ 3219 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3220 if (atnr == ATNR_FIRE)
3338 trlist = treasurelist::find ("dragon_ability_fire"); 3221 trlist = treasurelist::find (shstr_dragon_ability_fire);
3339 else if (atnr == ATNR_COLD) 3222 else if (atnr == ATNR_COLD)
3340 trlist = treasurelist::find ("dragon_ability_cold"); 3223 trlist = treasurelist::find (shstr_dragon_ability_cold);
3341 else if (atnr == ATNR_ELECTRICITY) 3224 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = treasurelist::find ("dragon_ability_elec"); 3225 trlist = treasurelist::find (shstr_dragon_ability_elec);
3343 else if (atnr == ATNR_POISON) 3226 else if (atnr == ATNR_POISON)
3344 trlist = treasurelist::find ("dragon_ability_poison"); 3227 trlist = treasurelist::find (shstr_dragon_ability_poison);
3345 3228
3346 if (trlist == NULL || who->type != PLAYER) 3229 if (trlist == NULL || who->type != PLAYER)
3347 return; 3230 return;
3348 3231
3349 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3232 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3422 { 3305 {
3423 /* forces in the treasurelist can alter the player's stats */ 3306 /* forces in the treasurelist can alter the player's stats */
3424 object *skin; 3307 object *skin;
3425 3308
3426 /* first get the dragon skin force */ 3309 /* 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) 3310 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3429 ; 3311 ;
3430 3312
3431 if (!skin) 3313 if (!skin)
3432 return; 3314 return;
3433 3315
3468 else 3350 else
3469 { 3351 {
3470 /* generate misc. treasure */ 3352 /* generate misc. treasure */
3471 tmp = arch_to_object (tr->item); 3353 tmp = arch_to_object (tr->item);
3472 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3354 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); 3355 who->insert (tmp);
3474 if (who->type == PLAYER)
3475 esrv_send_item (who, tmp);
3476 } 3356 }
3477} 3357}
3478 3358
3479/** 3359/**
3480 * Unready an object for a player. This function does nothing if the object was 3360 * Unready an object for a player. This function does nothing if the object was
3492 if (pl->ranged_ob == ob) 3372 if (pl->ranged_ob == ob)
3493 pl->ranged_ob = 0; 3373 pl->ranged_ob = 0;
3494} 3374}
3495 3375
3496sint8 3376sint8
3497player::visibility_at (maptile *map, int x, int y) const 3377player::darkness_at (maptile *map, int x, int y) const
3498{ 3378{
3499 if (!ns) 3379 if (!ns)
3500 return 0; 3380 return LOS_BLOCKED;
3501 3381
3502 int dx, dy; 3382 int dx, dy;
3503 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3383 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3504 return 0; 3384 return LOS_BLOCKED;
3505 3385
3506 x += dx - ns->current_x + ns->mapx / 2; 3386 x += dx - ns->current_x;
3507 y += dy - ns->current_y + ns->mapy / 2; 3387 y += dy - ns->current_y;
3508 3388
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]; 3389 return blocked_los (x, y);
3513} 3390}
3391
3392void
3393player::infobox (const char *title, const char *msg, int color)
3394{
3395 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3396}
3397
3398void
3399player::statusmsg (const char *msg, int color)
3400{
3401 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3402}
3403
3404void
3405player::failmsg (const char *msg, int color)
3406{
3407 play_sound (sound_find ("generic_failure"));
3408 statusmsg (msg, color);
3409}
3410

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