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Comparing deliantra/server/server/player.C (file contents):
Revision 1.153 by root, Tue Jul 10 05:51:38 2007 UTC vs.
Revision 1.233 by root, Mon Oct 12 14:00:59 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <sproto.h> 26#include <sproto.h>
26#include <sounds.h> 27#include <sounds.h>
122 continue; 123 continue;
123 124
124 if (*buf == '%') 125 if (*buf == '%')
125 { /* send one news */ 126 { /* send one news */
126 if (size > 0) 127 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 */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
129 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
130 "INFORMATION: %s\n%s", (char *)"%s\n%s",
131 subject, news); /*send previously read news */
128 132
129 strcpy (subject, buf + 1); 133 strcpy (subject, buf + 1);
130 strip_endline (subject); 134 strip_endline (subject);
131 size = 0; 135 size = 0;
132 news[0] = '\0'; 136 news[0] = '\0';
183 187
184 if (ob->map) 188 if (ob->map)
185 maplevel = ob->map->path; 189 maplevel = ob->map->path;
186 190
187 ob->remove (); 191 ob->remove ();
192 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 193 ob->map = 0;
189 party = 0; 194 party = 0;
190 195
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 196 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 197
206 ob->close_container (); //TODO: client-specific 211 ob->close_container (); //TODO: client-specific
207 212
208 ns->update_look = 0; 213 ns->update_look = 0;
209 ns->look_position = 0; 214 ns->look_position = 0;
210 215
211 clear_los (this); 216 clear_los ();
212 217
213 ns->reset_stats (); 218 ns->reset_stats ();
214 219
215 /* make sure he's a player -- needed because of class change. */ 220 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 221 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 222 ob->race = ob->arch->race;
218 223
219 ob->carrying = sum_weight (ob); 224 ob->update_weight ();
220 link_player_skills (ob); 225 link_skills ();
221 226
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 227 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 228
224 assign (title, ob->arch->object::name); 229 assign (title, ob->arch->object::name);
225 230
238 set_dragon_name (ob, abil, skin); 243 set_dragon_name (ob, abil, skin);
239 } 244 }
240 245
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 246 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 247
243 esrv_new_player (this, ob->weight + ob->carrying); 248 esrv_new_player (this);
249
250 ob->update_stats ();
251
252 ns->floorbox_update ();
253 esrv_send_inventory (ob, ob);
254 esrv_add_spells (this, 0);
255
256 activate ();
257
258 send_rules (ob);
259 send_news (ob);
260 display_motd (ob);
261
262 INVOKE_PLAYER (CONNECT, this);
263 INVOKE_PLAYER (LOGIN, this);
264}
265
266void
267player::disconnect ()
268{
269 if (ob)
270 {
271 ob->close_container (); //TODO: client-specific
272 ob->drop_unpaid_items ();
273 }
274
275 if (ns)
276 {
277 if (active)
278 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 ns->reset_stats ();
283 ns->pl = 0;
284 ns = 0;
285 }
286
287 observe = ob;
288
289 deactivate ();
290}
291
292// the need for this function can be explained
293// by load_object not returning the object
294void
295player::set_object (object *op)
296{
297 ob = observe = op;
298 ob->contr = this; /* this aren't yet in archetype */
299
300 ob->speed = 1.0f;
301 ob->speed_left = 0.5f;
302
303 ob->direction = 5; /* So player faces south */
244 304
245 ob->flag [FLAG_READY_WEAPON] = false; 305 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 306 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false; 307 ob->flag [FLAG_READY_BOW] = false;
248 308
265 combat_ob = op; 325 combat_ob = op;
266 break; 326 break;
267 } 327 }
268 328
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 329 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats (); 330 ob->deactivate (); // change_weapon activates, fix this better
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 ob->close_container (); //TODO: client-specific
303
304 observe = ob;
305
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed = 1.0f;
318 ob->speed_left = 0.5f;
319
320 ob->direction = 5; /* So player faces south */
321} 331}
322 332
323void 333void
324player::set_observe (object *op) 334player::set_observe (object *op)
325{ 335{
339 savebed_map = first_map_path; /* Init. respawn position */ 349 savebed_map = first_map_path; /* Init. respawn position */
340 350
341 gen_sp_armour = 10; 351 gen_sp_armour = 10;
342 bowtype = bow_normal; 352 bowtype = bow_normal;
343 petmode = pet_normal; 353 petmode = pet_normal;
344 listening = 10;
345 usekeys = containers; 354 usekeys = containers;
346 peaceful = 1; /* default peaceful */ 355 peaceful = 1; /* default peaceful */
347 do_los = 1; 356 do_los = 1;
348 357
349 weapon_sp = 1.0f; 358 weapon_sp = 1.0f;
398 * Note: there MUST be at least one player archetype! 407 * Note: there MUST be at least one player archetype!
399 */ 408 */
400archetype * 409archetype *
401get_player_archetype (archetype *at) 410get_player_archetype (archetype *at)
402{ 411{
412 // archetypes could have been reloaded
413 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
414
415 if (!nat)
416 return at;
417
403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 418 archvec::iterator i = archetypes.find (nat);
404 419
405 for (;;) 420 for (;;)
406 { 421 {
407 if (++i == archetypes.end ()) 422 if (++i == archetypes.end ())
408 i = archetypes.begin (); 423 i = archetypes.begin ();
422 unsigned lastdist; 437 unsigned lastdist;
423 rv_vector rv; 438 rv_vector rv;
424 439
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 440 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 441 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 442 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 443 continue;
456 444
457 if (lastdist > rv.distance) 445 if (lastdist > rv.distance)
458 { 446 {
653 641
654 return firstdir; 642 return firstdir;
655} 643}
656 644
657void 645void
658give_initial_items (object *pl, treasurelist * items) 646give_initial_items (object *pl, treasurelist *items)
659{ 647{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 648 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 649 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 650
665 for (op = pl->inv; op; op = next) 651 for (object *next, *op = pl->inv; op; op = next)
666 { 652 {
667 next = op->below; 653 next = op->below;
668 654
669 /* Forces get applied per default, unless they have the 655 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 656 * flag "neutral" set. Sorry but I can't think of a better way
675 /* we never give weapons/armour if these cannot be used 661 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 662 * by this player due to race restrictions
677 */ 663 */
678 if (pl->type == PLAYER) 664 if (pl->type == PLAYER)
679 { 665 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 666 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
667 &&
681 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 669 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 670 || op->type == SHIELD || op->type == GLOVES
671 || op->type == BRACERS || op->type == GIRDLE))
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 672 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 { 673 {
686 op->destroy (); 674 op->destroy ();
687 continue; 675 continue;
688 } 676 }
689 } 677 }
690 678
691 /* This really needs to be better - we should really give 679 /* Here we remove duplicated skills (as duplicated spell objects have
692 * a substitute spellbook. The problem is that we don't really 680 * _very_ confusing effects for players), which could for instance be
693 * have a good idea what to replace it with (need something like 681 * generated by bad treasurelists. - elmex
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */ 682 */
697 if (op->type == SPELLBOOK || op->type == SKILL) 683 if (op->type == SKILL)
698 { 684 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below) 685 for (object *tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name) 686 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 { 687 {
707 op->destroy (); 688 op->destroy ();
689 LOG (llevError,
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 690 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
709 continue; 691 break;
710 } 692 }
711 693
712 if (op->nrof > 1) 694 if (op->nrof > 1)
713 op->nrof = 1; 695 op->nrof = 1;
714 } 696 }
715 697
716 if (op->type == SPELLBOOK && op->inv) 698 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 699 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 700
721 /* Give starting characters identified, uncursed, and undamned 701 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 702 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 703 * merged properly.
724 */ 704 */
725 if (need_identify (op)) 705 if (need_identify (op))
726 { 706 {
727 SET_FLAG (op, FLAG_IDENTIFIED); 707 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED); 708 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED); 709 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 710 }
711
731 if (op->type == SPELL) 712 if (op->type == SPELL)
732 { 713 {
733 op->destroy (); 714 op->destroy ();
734 continue; 715 continue;
735 } 716 }
737 { 718 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 719 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 720 op->stats.exp = 0;
740 op->level = 1; 721 op->level = 1;
741 } 722 }
742 /* lock all 'normal items by default */ 723 else /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED); 724 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 725 } /* for loop of objects in player inv */
746 726
747 /* Need to set up the skill pointers */ 727 /* Need to set up the skill pointers */
748 link_player_skills (pl); 728 pl->contr->link_skills ();
749} 729}
750 730
751void 731void
752get_party_password (object *op, partylist *party) 732get_party_password (object *op, partylist *party)
753{ 733{
854static void 834static void
855start_info (object *op) 835start_info (object *op)
856{ 836{
857 char buf[MAX_BUF]; 837 char buf[MAX_BUF];
858 838
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 839 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 840 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863} 841}
864 842
865/* This function takes the key that is passed, and does the 843/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
870 */ 848 */
871void 849void
872player::chargen_race_done () 850player::chargen_race_done ()
873{ 851{
874 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying); 853 esrv_new_player (ob->contr);
876 854
877 treasurelist *tl = treasurelist::find ("starting_wealth"); 855 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl) 856 if (tl)
879 create_treasure (tl, ob, 0, 0, 0); 857 create_treasure (tl, ob, 0, 0, 0);
880 858
884 ob->contr->ns->state = ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
885 863
886 if (ob->msg) 864 if (ob->msg)
887 ob->msg = 0; 865 ob->msg = 0;
888 866
889 /* We create this now because some of the unique maps will need it
890 * to save here.
891 */
892 {
893 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf);
896 }
897
898 start_info (ob); 867 start_info (ob);
899 CLEAR_FLAG (ob, FLAG_WIZ); 868 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (ob, ob->randomitems); 869 give_initial_items (ob, ob->randomitems);
901 link_player_skills (ob);
902 esrv_send_inventory (ob, ob); 870 esrv_send_inventory (ob, ob);
903 ob->update_stats (); 871 ob->update_stats ();
904 872
905 /* This moves the player to a different start map, if there 873 /* This moves the player to a different start map, if there
906 * is one for this race 874 * is one for this race
907 */ 875 */
908 if (*first_map_ext_path) 876 if (*first_map_ext_path)
909 { 877 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
910 object *tmp;
911 char mapname[MAX_BUF];
912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the
920 * default initial map */
921 tmp->destroy ();
922 }
923 else 878 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 879 LOG (llevDebug, "first_map_ext_path not set\n");
925} 880}
926 881
927void 882void
971 LOG (llevDebug, "Fleeing player is dead.\n"); 926 LOG (llevDebug, "Fleeing player is dead.\n");
972 CLEAR_FLAG (op, FLAG_SCARED); 927 CLEAR_FLAG (op, FLAG_SCARED);
973 return; 928 return;
974 } 929 }
975 930
976 if (op->enemy == NULL) 931 if (!op->enemy)
977 { 932 {
978 LOG (llevDebug, "Fleeing player had no enemy.\n"); 933 LOG (llevDebug, "Fleeing player had no enemy.\n");
979 CLEAR_FLAG (op, FLAG_SCARED); 934 CLEAR_FLAG (op, FLAG_SCARED);
980 return; 935 return;
981 } 936 }
982 937
983 /* Seen some crashes here. Since we don't store an
984 * op->enemy_count, it is possible that something destroys the
985 * actual enemy, and the object is recycled.
986 */
987 if (op->enemy->map == NULL)
988 {
989 CLEAR_FLAG (op, FLAG_SCARED);
990 op->enemy = NULL;
991 return;
992 }
993
994 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 938 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995 { 939 {
996 op->enemy = NULL; 940 op->enemy = NULL;
997 CLEAR_FLAG (op, FLAG_SCARED); 941 CLEAR_FLAG (op, FLAG_SCARED);
998 return; 942 return;
1001 get_rangevector (op, op->enemy, &rv, 0); 945 get_rangevector (op, op->enemy, &rv, 0);
1002 946
1003 dir = absdir (4 + rv.direction); 947 dir = absdir (4 + rv.direction);
1004 for (diff = 0; diff < 3; diff++) 948 for (diff = 0; diff < 3; diff++)
1005 { 949 {
1006 int m = 1 - (RANDOM () & 2); 950 int m = 1 - rndm (2) * 2;
1007 951
1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 952 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1009 return; 953 return;
1010 } 954 }
1011 955
1022check_pick (object *op) 966check_pick (object *op)
1023{ 967{
1024 object *tmp, *next; 968 object *tmp, *next;
1025 int stop = 0; 969 int stop = 0;
1026 int wvratio; 970 int wvratio;
1027 char putstring[128];
1028 971
1029 /* if you're flying, you cna't pick up anything */ 972 /* if you're flying, you cna't pick up anything */
1030 if (op->move_type & MOVE_FLYING) 973 if (op->move_type & MOVE_FLYING)
1031 return 1; 974 return 1;
1032 975
1033 next = op->below; 976 next = op->below;
1034 977
978 int cnt = MAX_ITEM_PER_DROP;
979#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
980
1035 /* loop while there are items on the floor that are not marked as 981 /* loop while there are items on the floor that are not marked as
1036 * destroyed */ 982 * destroyed */
1037 while (next && !next->destroyed ()) 983 while (next && !next->destroyed ())
1038 { 984 {
1039 tmp = next; 985 tmp = next;
1040 next = tmp->below; 986 next = tmp->below;
1041 987
988 if (cnt <= 0)
989 {
990 op->failmsg ("Couldn't pickup all items at once.");
991 return 0;
992 }
993
1042 if (op->destroyed ()) 994 if (op->destroyed ())
1043 return 0; 995 return 0;
1044 996
1045 if (!can_pick (op, tmp)) 997 if (!can_pick (op, tmp))
1046 continue; 998 continue;
1047 999
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1000 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 1001 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 1002 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 1003 CHK_PICK_PICKUP;
1004
1052 continue; 1005 continue;
1053 } 1006 }
1054 1007
1055 /* high not bit set? We're using the old autopickup model */ 1008 /* pickup handling */
1009 if (op->contr->mode & PU_DEBUG)
1010 {
1011 /* some debugging code to figure out item information */
1012 const char *str = tmp->name
1013 ? format ("item name: %s item type: %d weight/value: %d",
1014 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1015 : format ("item name: %s item type: %d weight/value: %d",
1016 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1017
1018 new_draw_info (NDI_UNIQUE, 0, op, str);
1019 }
1020
1021 if (op->contr->mode & PU_INHIBIT)
1022 return 1;
1023
1024 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1025 return 1;
1026
1027 /* philosophy:
1028 * It's easy to grab an item type from a pile, as long as it's
1029 * generic. This takes no game-time. For more detailed pickups
1030 * and selections, select-items should be used. This is a
1031 * grab-as-you-run type mode that's really useful for arrows for
1032 * example.
1033 * The drawback: right now it has no frontend, so you need to
1034 * stick the bits you want into a calculator in hex mode and then
1035 * convert to decimal and then 'pickup <#>
1036 */
1037
1038 /* the first two modes are exclusive: if NOTHING we return, if
1039 * STOP then we stop. All the rest are applied sequentially,
1040 * meaning if any test passes, the item gets picked up. */
1041
1042 /* if mode is set to pick nothing up, return */
1043 if (op->contr->mode == PU_NOTHING)
1044 return 1;
1045
1046 /* if mode is set to stop when encountering objects, return */
1047 /* take STOP before INHIBIT since it doesn't actually pick
1048 * anything up */
1049 if (op->contr->mode & PU_STOP)
1050 return 0;
1051
1052 /* useful for going into stores and not losing your settings... */
1053 /* and for battles wher you don't want to get loaded down while
1054 * fighting */
1055 if (op->contr->mode & PU_INHIBIT)
1056 return 1;
1057
1058 /* prevent us from turning into auto-thieves :) */
1059 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1060 continue;
1061
1062 /* ignore known cursed objects */
1063 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1064 continue;
1065
1066 /* all food and drink if desired */
1067 /* question: don't pick up known-poisonous stuff? */
1056 if (!(op->contr->mode & PU_NEWMODE)) 1068 if (op->contr->mode & PU_FOOD)
1069 if (tmp->type == FOOD)
1057 { 1070 {
1058 switch (op->contr->mode) 1071 CHK_PICK_PICKUP;
1072 continue;
1073 }
1074
1075 if (op->contr->mode & PU_DRINK)
1076 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_POTION)
1083 if (tmp->type == POTION)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 /* spellbooks, skillscrolls and normal books/scrolls */
1090 if (op->contr->mode & PU_SPELLBOOK)
1091 if (tmp->type == SPELLBOOK)
1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1097 if (op->contr->mode & PU_SKILLSCROLL)
1098 if (tmp->type == SKILLSCROLL)
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 if (op->contr->mode & PU_READABLES)
1105 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1106 {
1107 CHK_PICK_PICKUP;
1108 continue;
1109 }
1110
1111 /* wands/staves/rods/horns */
1112 if (op->contr->mode & PU_MAGIC_DEVICE)
1113 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1114 {
1115 CHK_PICK_PICKUP;
1116 continue;
1117 }
1118
1119 /* pick up all magical items */
1120 if (op->contr->mode & PU_MAGICAL)
1121 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1122 {
1123 CHK_PICK_PICKUP;
1124 continue;
1125 }
1126
1127 if (op->contr->mode & PU_VALUABLES)
1128 {
1129 if (tmp->type == MONEY || tmp->type == GEM)
1059 { 1130 {
1060 case 0: 1131 CHK_PICK_PICKUP;
1061 return 1; /* don't pick up */ 1132 continue;
1062 case 1:
1063 pick_up (op, tmp);
1064 return 1;
1065 case 2:
1066 pick_up (op, tmp);
1067 return 0;
1068 case 3:
1069 return 0; /* stop before pickup */
1070 case 4:
1071 pick_up (op, tmp);
1072 break;
1073 case 5:
1074 pick_up (op, tmp);
1075 stop = 1;
1076 break;
1077 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1079 pick_up (op, tmp);
1080 break;
1081
1082 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM)
1084 pick_up (op, tmp);
1085 break;
1086
1087 default:
1088 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1091 pick_up (op, tmp);
1092 } 1133 }
1093 } 1134 }
1094 else 1135
1095 { /* old model */ 1136 /* rings & amulets - talismans seems to be typed AMULET */
1096 /* NEW pickup handling */
1097 if (op->contr->mode & PU_DEBUG) 1137 if (op->contr->mode & PU_JEWELS)
1138 if (tmp->type == RING || tmp->type == AMULET)
1098 { 1139 {
1099 /* some debugging code to figure out item information */ 1140 CHK_PICK_PICKUP;
1100 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 }
1109
1110 /* philosophy:
1111 * It's easy to grab an item type from a pile, as long as it's
1112 * generic. This takes no game-time. For more detailed pickups
1113 * and selections, select-items should be used. This is a
1114 * grab-as-you-run type mode that's really useful for arrows for
1115 * example.
1116 * The drawback: right now it has no frontend, so you need to
1117 * stick the bits you want into a calculator in hex mode and then
1118 * convert to decimal and then 'pickup <#>
1119 */
1120
1121 /* the first two modes are exclusive: if NOTHING we return, if
1122 * STOP then we stop. All the rest are applied sequentially,
1123 * meaning if any test passes, the item gets picked up. */
1124
1125 /* if mode is set to pick nothing up, return */
1126
1127 if (op->contr->mode & PU_NOTHING)
1128 return 1;
1129
1130 /* if mode is set to stop when encountering objects, return */
1131 /* take STOP before INHIBIT since it doesn't actually pick
1132 * anything up */
1133
1134 if (op->contr->mode & PU_STOP)
1135 return 0;
1136
1137 /* useful for going into stores and not losing your settings... */
1138 /* and for battles wher you don't want to get loaded down while
1139 * fighting */
1140 if (op->contr->mode & PU_INHIBIT)
1141 return 1;
1142
1143 /* prevent us from turning into auto-thieves :) */
1144 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1145 continue; 1141 continue;
1142 }
1146 1143
1147 /* ignore known cursed objects */ 1144 /* we don't forget dragon food */
1148 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1145 if (op->contr->mode & PU_FLESH)
1146 if (tmp->type == FLESH)
1147 {
1148 CHK_PICK_PICKUP;
1149 continue; 1149 continue;
1150 }
1150 1151
1151 /* all food and drink if desired */ 1152 /* bows and arrows. Bows are good for selling! */
1152 /* question: don't pick up known-poisonous stuff? */ 1153 if (op->contr->mode & PU_BOW)
1154 if (tmp->type == BOW)
1155 {
1156 CHK_PICK_PICKUP;
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_ARROW)
1161 if (tmp->type == ARROW)
1162 {
1163 CHK_PICK_PICKUP;
1164 continue;
1165 }
1166
1167 /* all kinds of armor etc. */
1168 if (op->contr->mode & PU_ARMOUR)
1169 if (tmp->type == ARMOUR)
1170 {
1171 CHK_PICK_PICKUP;
1172 continue;
1173 }
1174
1175 if (op->contr->mode & PU_HELMET)
1176 if (tmp->type == HELMET)
1177 {
1178 CHK_PICK_PICKUP;
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_SHIELD)
1183 if (tmp->type == SHIELD)
1184 {
1185 CHK_PICK_PICKUP;
1186 continue;
1187 }
1188
1153 if (op->contr->mode & PU_FOOD) 1189 if (op->contr->mode & PU_BOOTS)
1154 if (tmp->type == FOOD) 1190 if (tmp->type == BOOTS)
1191 {
1192 CHK_PICK_PICKUP;
1193 continue;
1194 }
1195
1196 if (op->contr->mode & PU_GLOVES)
1197 if (tmp->type == GLOVES)
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_CLOAK)
1204 if (tmp->type == CLOAK)
1205 {
1206 CHK_PICK_PICKUP;
1207 continue;
1208 }
1209
1210 /* hoping to catch throwing daggers here */
1211 if (op->contr->mode & PU_MISSILEWEAPON)
1212 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1213 {
1214 CHK_PICK_PICKUP;
1215 continue;
1216 }
1217
1218 /* careful: chairs and tables are weapons! */
1219 if (op->contr->mode & PU_ALLWEAPON)
1220 {
1221 if (tmp->type == WEAPON)
1222 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1155 { 1223 {
1156 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1157 continue; 1225 continue;
1158 } 1226 }
1227 }
1159 1228
1229 /* misc stuff that's useful */
1160 if (op->contr->mode & PU_DRINK) 1230 if (op->contr->mode & PU_KEY)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1231 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1162 { 1232 {
1163 pick_up (op, tmp); 1233 CHK_PICK_PICKUP;
1164 continue; 1234 continue;
1165 } 1235 }
1166 1236
1237 /* any of the last 4 bits set means we use the ratio for value
1238 * pickups */
1167 if (op->contr->mode & PU_POTION) 1239 if (op->contr->mode & PU_RATIO)
1168 if (tmp->type == POTION) 1240 {
1241 /* use value density to decide what else to grab */
1242 /* >=7 was >= op->contr->mode */
1243 /* >=7 is the old standard setting. Now we take the last 4 bits
1169 { 1244 */
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK)
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL) 1245 wvratio = op->contr->mode & PU_RATIO;
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1246 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 if (op->contr->mode & PU_VALUABLES)
1213 { 1247 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1248#if 0
1249 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1250 if (tmp->name != NULL)
1215 { 1251 {
1216 pick_up (op, tmp); 1252 fprintf (stderr, "%s", tmp->name);
1217 continue;
1218 } 1253 }
1219 }
1220
1221 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON)
1305 {
1306 if (tmp->type == WEAPON && tmp->name != NULL)
1307 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314 }
1315
1316 if (tmp->type == WEAPON && tmp->name == NULL)
1317 {
1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324 }
1325
1326 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 /* any of the last 4 bits set means we use the ratio for value
1335 * pickups */
1336 if (op->contr->mode & PU_RATIO)
1337 {
1338 /* use value density to decide what else to grab */
1339 /* >=7 was >= op->contr->mode */
1340 /* >=7 is the old standard setting. Now we take the last 4 bits
1341 * and multiply them by 5, giving 0..15*5== 5..75 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5;
1343 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1344 {
1345 pick_up (op, tmp);
1346#if 0
1347 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348 if (tmp->name != NULL)
1349 {
1350 fprintf (stderr, "%s", tmp->name);
1351 }
1352 else 1254 else
1353 fprintf (stderr, "%s", tmp->arch->archname); 1255 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1256 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1257 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1356#endif 1258#endif
1259 CHK_PICK_PICKUP;
1357 continue; 1260 continue;
1358 }
1359 } 1261 }
1360 } /* the new pickup model */ 1262 } /* the new pickup model */
1361 } 1263 }
1362 1264
1363 return !stop; 1265 return !stop;
1369 * found object is returned. 1271 * found object is returned.
1370 */ 1272 */
1371object * 1273object *
1372find_arrow (object *op, const char *type) 1274find_arrow (object *op, const char *type)
1373{ 1275{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1276 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1378 tmp = find_arrow (op, type);
1379 else if (op->type == ARROW && op->race == type) 1277 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1278 return splay (tmp);
1279
1280 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1281 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1282 if (object *arrow = find_arrow (tmp, type))
1283 {
1284 splay (tmp);
1380 return op; 1285 return arrow;
1286 }
1381 1287
1382 return tmp; 1288 return 0;
1383} 1289}
1384 1290
1385/* 1291/*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1292 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1387 * against the target. A full test is not performed, simply a basic test 1293 * against the target. A full test is not performed, simply a basic test
1388 * of resistances. The archer is making a quick guess at what he sees down 1294 * of resistances. The archer is making a quick guess at what he sees down
1389 * the hall. Failing that it does it's best to pick the highest plus arrow. 1295 * the hall. Failing that it does it's best to pick the highest plus arrow.
1390 */ 1296 */
1391object * 1297object *
1392find_better_arrow (object *op, object *target, const char *type, int *better) 1298find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1393{ 1299{
1394 object *tmp = NULL, *arrow, *ntmp; 1300 object *tmp = NULL, *arrow, *ntmp;
1395 int attacknum, attacktype, betterby = 0, i; 1301 int attacknum, attacktype, betterby = 0, i;
1396 1302
1397 if (!type) 1303 if (!type)
1401 { 1307 {
1402 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1308 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1403 { 1309 {
1404 i = 0; 1310 i = 0;
1405 ntmp = find_better_arrow (arrow, target, type, &i); 1311 ntmp = find_better_arrow (arrow, target, type, &i);
1312
1406 if (i > betterby) 1313 if (i > betterby)
1407 { 1314 {
1408 tmp = ntmp; 1315 tmp = ntmp;
1409 betterby = i; 1316 betterby = i;
1410 } 1317 }
1411 } 1318 }
1412 else if (arrow->type == ARROW && arrow->race == type) 1319 else if (arrow->type == ARROW && arrow->race == type)
1413 { 1320 {
1414 /* allways prefer assasination/slaying */ 1321 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1322 if (target->race && arrow->slaying.contains (target->race))
1416 { 1323 {
1417 if (arrow->attacktype & AT_DEATH) 1324 if (arrow->attacktype & AT_DEATH)
1418 { 1325 {
1419 *better = 100; 1326 *better = 100;
1420 return arrow; 1327 return arrow;
1435 { 1342 {
1436 tmp = arrow; 1343 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1344 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 } 1345 }
1439 } 1346 }
1347
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1348 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1349 {
1442 tmp = arrow; 1350 tmp = arrow;
1443 betterby = 2 + arrow->magic + arrow->stats.dam; 1351 betterby = 2 + arrow->magic + arrow->stats.dam;
1444 } 1352 }
1353
1445 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1354 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1355 {
1447 tmp = arrow; 1356 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam; 1357 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 } 1358 }
1450 } 1359 }
1451 } 1360 }
1452 } 1361 }
1362
1453 if (tmp == NULL && arrow == NULL) 1363 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type); 1364 return find_arrow (op, type);
1455 1365
1456 *better = betterby; 1366 *better = betterby;
1457 return tmp; 1367 return tmp;
1462 * op = the shooter 1372 * op = the shooter
1463 * type = bow->race 1373 * type = bow->race
1464 * dir = fire direction 1374 * dir = fire direction
1465 */ 1375 */
1466object * 1376object *
1467pick_arrow_target (object *op, const char *type, int dir) 1377pick_arrow_target (object *op, shstr_cmp type, int dir)
1468{ 1378{
1469 object *tmp = NULL; 1379 object *tmp = NULL;
1470 maptile *m; 1380 maptile *m;
1471 int i, mflags, found, number; 1381 int i, mflags, found, number;
1472 sint16 x, y; 1382 sint16 x, y;
1487 for (i = 0, found = 0; i < 20; i++) 1397 for (i = 0, found = 0; i < 20; i++)
1488 { 1398 {
1489 x += freearr_x[dir]; 1399 x += freearr_x[dir];
1490 y += freearr_y[dir]; 1400 y += freearr_y[dir];
1491 mflags = get_map_flags (m, &m, x, y, &x, &y); 1401 mflags = get_map_flags (m, &m, x, y, &x, &y);
1402
1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1403 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 { 1404 {
1494 tmp = NULL; 1405 tmp = 0;
1495 break; 1406 break;
1496 } 1407 }
1497 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1408 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498 { 1409 {
1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1410 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500 * perhaps a bad assumption. 1411 * perhaps a bad assumption.
1501 */ 1412 */
1502 tmp = NULL; 1413 tmp = 0;
1503 break; 1414 break;
1504 } 1415 }
1416
1505 if (mflags & P_IS_ALIVE) 1417 if (mflags & P_IS_ALIVE)
1506 {
1507 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1418 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1419 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1509 {
1510 found++;
1511 break;
1512 }
1513 if (found)
1514 break; 1420 break;
1515 }
1516 } 1421 }
1517 if (tmp == NULL) 1422
1423 if (!tmp)
1518 return find_arrow (op, type); 1424 return find_arrow (op, type);
1519 1425
1520 if (tmp->head) 1426 if (tmp->head)
1521 tmp = tmp->head; 1427 tmp = tmp->head;
1522 1428
1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1468 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1563 return 0; 1469 return 0;
1564 } 1470 }
1565 1471
1566 // optimisation: move object to top so we will find it quickly again 1472 // optimisation: move object to top so we will find it quickly again
1567 if (bow->below) 1473 splay (bow);
1568 {
1569 bow->remove ();
1570 op->insert (bow);
1571 }
1572
1573 } 1474 }
1574 1475
1575 if (!bow->race || !bow->skill) 1476 if (!bow->race || !bow->skill)
1576 { 1477 {
1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1478 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1603 } 1504 }
1604 1505
1605 /* this should not happen, but sometimes does */ 1506 /* this should not happen, but sometimes does */
1606 if (arrow->nrof == 0) 1507 if (arrow->nrof == 0)
1607 { 1508 {
1509 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1608 arrow->destroy (); 1510 arrow->destroy ();
1609 return 0; 1511 return 0;
1610 } 1512 }
1611 1513
1612 left = arrow; /* these are arrows left to the player */ 1514 left = arrow; /* these are arrows left to the player */
1613 arrow = get_split_ob (arrow, 1); 1515 arrow = arrow->split ();
1614 if (!arrow) 1516 if (!arrow)
1615 { 1517 {
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1518 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1617 return 0; 1519 return 0;
1618 } 1520 }
1622 arrow->direction = dir; 1524 arrow->direction = dir;
1623 1525
1624 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1526 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1625 arrow->stats.hp = arrow->stats.dam; 1527 arrow->stats.hp = arrow->stats.dam;
1626 arrow->stats.grace = arrow->attacktype; 1528 arrow->stats.grace = arrow->attacktype;
1627 1529 arrow->custom_name = arrow->slaying;
1628 if (arrow->slaying)
1629 arrow->spellarg = strdup (arrow->slaying);
1630 1530
1631#if 0 1531#if 0
1632 if (player *pl = op->contr) 1532 if (player *pl = op->contr)
1633 { 1533 {
1634 float speed = pl->weapon_sp; 1534 float speed = pl->weapon_sp;
1680 1580
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1581 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1682 arrow->move_type = MOVE_FLY_LOW; 1582 arrow->move_type = MOVE_FLY_LOW;
1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1583 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1684 1584
1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1585 op->play_sound (sound_find ("fire_arrow"));
1686 m->insert (arrow, sx, sy, op); 1586 m->insert (arrow, sx, sy, op);
1687 1587
1688 if (!arrow->destroyed ()) 1588 if (!arrow->destroyed ())
1689 move_arrow (arrow); 1589 move_arrow (arrow);
1690
1691 if (op->type == PLAYER)
1692 {
1693 if (left->destroyed ())
1694 esrv_del_item (op->contr, left->count);
1695 else
1696 esrv_send_item (op, left);
1697 }
1698 1590
1699 return 1; 1591 return 1;
1700} 1592}
1701 1593
1702/* Special fire code for players - this takes into 1594/* Special fire code for players - this takes into
1707 * hence the function name. 1599 * hence the function name.
1708 */ 1600 */
1709int 1601int
1710player_fire_bow (object *op, int dir) 1602player_fire_bow (object *op, int dir)
1711{ 1603{
1712 int ret = 0, wcmod = 0; 1604 int ret;
1713 1605
1714 if (op->contr->bowtype == bow_bestarrow) 1606 if (op->contr->bowtype == bow_bestarrow)
1715 { 1607 {
1716 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1608 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1717 } 1609 }
1718 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1610 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1719 { 1611 {
1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1612 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1721 wcmod = -1;
1722
1723 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1613 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1724 } 1614 }
1725 else if (op->contr->bowtype == bow_threewide) 1615 else if (op->contr->bowtype == bow_threewide)
1726 { 1616 {
1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1617 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1728 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)]);
1729 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1619 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1730 } 1620 }
1731 else if (op->contr->bowtype == bow_spreadshot) 1621 else if (op->contr->bowtype == bow_spreadshot)
1732 { 1622 {
1733 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1623 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734 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);
1735 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1625 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1736 } 1626 }
1737 else 1627 else
1738 { 1628 {
1768 1658
1769 if (item->type == WAND) 1659 if (item->type == WAND)
1770 { 1660 {
1771 if (item->stats.food <= 0) 1661 if (item->stats.food <= 0)
1772 { 1662 {
1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1663 op->contr->play_sound (sound_find ("wand_poof"));
1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1664 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775 1665
1776 return; 1666 return;
1777 } 1667 }
1778 } 1668 }
1779 else if (item->type == ROD || item->type == HORN) 1669 else if (item->type == ROD || item->type == HORN)
1780 { 1670 {
1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1671 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1672
1673 // using the maximum of the rods charge allows at least one spell cast
1674 // for a rod or horn, this fixes some broken rods.
1675 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1782 { 1676 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1677 op->contr->play_sound (sound_find ("wand_poof"));
1784 1678
1785 if (item->type == ROD) 1679 if (item->type == ROD)
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1680 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1787 else 1681 else
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1682 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1791 } 1685 }
1792 } 1686 }
1793 1687
1794 if (cast_spell (op, item, dir, item->inv, NULL)) 1688 if (cast_spell (op, item, dir, item->inv, NULL))
1795 { 1689 {
1796 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1690 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1691
1797 if (item->type == WAND) 1692 if (item->type == WAND)
1798 { 1693 {
1799 if (!(--item->stats.food)) 1694 if (!(--item->stats.food))
1800 { 1695 {
1801 object *tmp; 1696 object *tmp;
1805 CLEAR_FLAG (item, FLAG_ANIMATE); 1700 CLEAR_FLAG (item, FLAG_ANIMATE);
1806 item->face = item->arch->face; 1701 item->face = item->arch->face;
1807 item->set_speed (0); 1702 item->set_speed (0);
1808 } 1703 }
1809 1704
1810 if ((tmp = item->in_player ())) 1705 if (object *pl = item->visible_to ())
1811 esrv_update_item (UPD_ANIM, tmp, item); 1706 esrv_update_item (UPD_ANIM, pl, item);
1812 } 1707 }
1813 } 1708 }
1814 else if (item->type == ROD || item->type == HORN) 1709 else if (item->type == ROD || item->type == HORN)
1815 drain_rod_charge (item); 1710 drain_rod_charge (item);
1816 } 1711 }
1821bool 1716bool
1822fire (object *op, int dir) 1717fire (object *op, int dir)
1823{ 1718{
1824 int spellcost = 0; 1719 int spellcost = 0;
1825 1720
1826 /* check for loss of invisiblity/hide */
1827 if (action_makes_visible (op))
1828 make_visible (op);
1829
1830 player *pl = op->contr; 1721 player *pl = op->contr;
1831 1722
1832 if (pl->golem) 1723 if (pl->golem)
1833 { 1724 {
1834 control_golem (op->contr->golem, dir); 1725 control_golem (op->contr->golem, dir);
1836 } 1727 }
1837 1728
1838 object *ob = pl->ranged_ob; 1729 object *ob = pl->ranged_ob;
1839 1730
1840 if (!ob) 1731 if (!ob)
1841 return false;
1842
1843 if (!op->change_weapon (ob))
1844 return false; 1732 return false;
1845 1733
1846 if (op->speed_left > 0.f) 1734 if (op->speed_left > 0.f)
1847 --op->speed_left; 1735 --op->speed_left;
1848 else 1736 else
1849 return false; 1737 return false;
1850 1738
1739 if (!op->change_weapon (ob))
1740 return false;
1741
1742 /* check for loss of invisiblity/hide */
1743 if (action_makes_visible (op))
1744 make_visible (op);
1745
1851 switch (ob->type) 1746 switch (ob->type)
1852 { 1747 {
1853 case BOW: 1748 case BOW:
1854 player_fire_bow (op, dir); 1749 player_fire_bow (op, dir);
1855 break; 1750 break;
1856 1751
1857 case SPELL: 1752 case SPELL:
1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1753 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 break; 1754 break;
1860 1755
1861 case BUILDER: 1756 case BUILDER:
1862 apply_map_builder (op, dir); 1757 apply_map_builder (op, dir);
1863 break; 1758 break;
1896 /* First, lets try to find a key in the top level inventory */ 1791 /* First, lets try to find a key in the top level inventory */
1897 for (tmp = container->inv; tmp; tmp = tmp->below) 1792 for (tmp = container->inv; tmp; tmp = tmp->below)
1898 { 1793 {
1899 if (door->type == DOOR && tmp->type == KEY) 1794 if (door->type == DOOR && tmp->type == KEY)
1900 break; 1795 break;
1796
1901 /* For sanity, we should really check door type, but other stuff 1797 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 1798 * (like containers) can be locked with special keys
1903 */ 1799 */
1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1800 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 break; 1801 break;
1911 * a key, return 1807 * a key, return
1912 */ 1808 */
1913 if (!tmp) 1809 if (!tmp)
1914 { 1810 {
1915 for (tmp = container->inv; tmp; tmp = tmp->below) 1811 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 {
1917 /* No reason to search empty containers */ 1812 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1813 if (tmp->type == CONTAINER && tmp->inv)
1919 {
1920 if ((key = find_key (pl, tmp, door))) 1814 if ((key = find_key (pl, tmp, door)))
1921 return key; 1815 return key;
1922 }
1923 }
1924 1816
1925 if (!tmp) 1817 if (!tmp)
1926 return NULL; 1818 return 0;
1927 } 1819 }
1928 1820
1929 /* We get down here if we have found a key. Now if its in a container, 1821 /* We get down here if we have found a key. Now if its in a container,
1930 * see if we actually want to use it 1822 * see if we actually want to use it
1931 */ 1823 */
1932 if (pl != container) 1824 if (pl != container)
1933 { 1825 {
1934 /* Only let players use keys in containers */ 1826 /* Only let players use keys in containers */
1935 if (!pl->contr) 1827 if (!pl->contr)
1936 return NULL; 1828 return 0;
1829
1937 /* cases where this fails: 1830 /* cases where this fails:
1938 * If we only search the player inventory, return now since we 1831 * If we only search the player inventory, return now since we
1939 * are not in the players inventory. 1832 * are not in the players inventory.
1940 * If the container is not active, return now since only active 1833 * If the container is not active, return now since only active
1941 * containers can be used. 1834 * containers can be used.
1947 * Change the color so that the message doesn't disappear with 1840 * Change the color so that the message doesn't disappear with
1948 * all the others. 1841 * all the others.
1949 */ 1842 */
1950 if (pl->contr->usekeys == key_inventory || 1843 if (pl->contr->usekeys == key_inventory ||
1951 !QUERY_FLAG (container, FLAG_APPLIED) || 1844 !QUERY_FLAG (container, FLAG_APPLIED) ||
1952 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1845 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1953 { 1846 {
1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1847 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1955 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1848 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1956 return NULL; 1849 return NULL;
1957 } 1850 }
1977 /* If we found a key, do some extra work */ 1870 /* If we found a key, do some extra work */
1978 if (key) 1871 if (key)
1979 { 1872 {
1980 object *container = key->env; 1873 object *container = key->env;
1981 1874
1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
1984 if (action_makes_visible (op)) 1875 if (action_makes_visible (op))
1985 make_visible (op); 1876 make_visible (op);
1986 1877
1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1878 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988 spring_trap (door->inv, op); 1879 spring_trap (door->inv, op);
1989 1880
1990 if (door->type == DOOR) 1881 if (door->type == DOOR)
1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1882 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 else if (door->type == LOCKED_DOOR) 1883 else if (door->type == LOCKED_DOOR)
1993 { 1884 {
1994 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1885 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1995 remove_door2 (door); /* remove door without violence ;-) */ 1886 remove_door2 (door); /* remove door without violence ;-) */
1996 } 1887 }
1997 1888
1998 /* Do this after we print the message */ 1889 /* Do this after we print the message */
1999 decrease_ob (key); /* Use up one of the keys */ 1890 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */
2001 if (container != op)
2002 esrv_update_item (UPD_WEIGHT, op, container);
2003 1891
2004 return 1; /* Nothing more to do below */ 1892 return 1; /* Nothing more to do below */
2005 } 1893 }
2006 else if (door->type == LOCKED_DOOR) 1894 else if (door->type == LOCKED_DOOR)
2007 { 1895 {
2008 /* Might as well return now - no other way to open this */ 1896 /* Might as well return now - no other way to open this */
2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1897 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2010 return 1; 1898 return 1;
2011 } 1899 }
2012 1900
2013 return 0; 1901 return 0;
2014} 1902}
2020 * going to try and move (not fire weapons). 1908 * going to try and move (not fire weapons).
2021 */ 1909 */
2022bool 1910bool
2023move_player_attack (object *op, int dir) 1911move_player_attack (object *op, int dir)
2024{ 1912{
1913 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1914 {
1915 --op->speed_left;
1916 return true;
1917 }
1918
2025 int on_battleground; 1919 int on_battleground;
2026 1920
2027 sint16 nx = freearr_x[dir] + op->x; 1921 sint16 nx = freearr_x[dir] + op->x;
2028 sint16 ny = freearr_y[dir] + op->y; 1922 sint16 ny = freearr_y[dir] + op->y;
2029 1923
2030 on_battleground = op_on_battleground (op, 0, 0); 1924 on_battleground = op_on_battleground (op, 0, 0);
2031 1925
2032 if (out_of_map (op->map, nx, ny)) 1926 if (out_of_map (op->map, nx, ny))
2033 return false; 1927 return false;
2034
2035 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2036 {
2037 --op->speed_left;
2038 return true;
2039 }
2040 1928
2041 /* If braced, or can't move to the square, and it is not out of the 1929 /* If braced, or can't move to the square, and it is not out of the
2042 * map, attack it. Note order of if statement is important - don't 1930 * map, attack it. Note order of if statement is important - don't
2043 * want to be calling move_ob if braced, because move_ob will move the 1931 * want to be calling move_ob if braced, because move_ob will move the
2044 * player. This is a pretty nasty hack, because if we could 1932 * player. This is a pretty nasty hack, because if we could
2101 1989
2102 if (op->speed_left > 0.f) 1990 if (op->speed_left > 0.f)
2103 { 1991 {
2104 --op->speed_left; 1992 --op->speed_left;
2105 1993
2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1994 op->play_sound (sound_find ("push_player"));
2107 push_ob (mon, dir, op); 1995 push_ob (mon, dir, op);
2108 1996
2109 if (op->contr->tmp_invis || op->hide) 1997 if (action_makes_visible (op))
2110 make_visible (op); 1998 make_visible (op);
2111 1999
2112 return true; 2000 return true;
2113 } 2001 }
2114 else 2002 else
2130 { 2018 {
2131 --op->speed_left; 2019 --op->speed_left;
2132 2020
2133 if (!op->contr->braced) 2021 if (!op->contr->braced)
2134 { 2022 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2023 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 2024 push_ob (mon, dir, op);
2137 } 2025 }
2138 else 2026 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 2027 op->statusmsg ("You withhold your attack");
2140 2028
2141 if (op->contr->tmp_invis || op->hide) 2029 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2142 make_visible (op); 2030 make_visible (op);
2143 2031
2144 return true; 2032 return true;
2145 } 2033 }
2146 } 2034 }
2188bool 2076bool
2189move_player (object *op, int dir) 2077move_player (object *op, int dir)
2190{ 2078{
2191 int pick; 2079 int pick;
2192 2080
2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2081 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2194 return 0; 2082 return 0;
2195 2083
2196 /* Sanity check: make sure dir is valid */ 2084 /* Sanity check: make sure dir is valid */
2197 if ((dir < 0) || (dir >= 9)) 2085 if ((dir < 0) || (dir >= 9))
2198 { 2086 {
2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2092 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2205 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2093 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2206 2094
2207 op->facing = dir; 2095 op->facing = dir;
2208 2096
2209 if (op->hide) 2097 if (op->flag [FLAG_HIDDEN])
2210 do_hidden_move (op); 2098 do_hidden_move (op);
2211 2099
2212 bool retval; 2100 bool retval;
2213 2101
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2102 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2283 return 0; 2171 return 0;
2284 2172
2285 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2173 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2174 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2287 { 2175 {
2288 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2176 op->play_sound (sound_find ("ob_evaporate"));
2289 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2177 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2290
2291 if (op->contr)
2292 esrv_del_item (op->contr, tmp->count);
2293 2178
2294 tmp->destroy (); 2179 tmp->destroy ();
2295 CLEAR_FLAG (op, FLAG_LIFESAVE); 2180 CLEAR_FLAG (op, FLAG_LIFESAVE);
2296 2181
2297 if (op->stats.hp < 0) 2182 if (op->stats.hp < 0)
2310 return 0; 2195 return 0;
2311} 2196}
2312 2197
2313/* This goes throws the inventory and removes unpaid objects, and puts them 2198/* This goes throws the inventory and removes unpaid objects, and puts them
2314 * back in the map (location and map determined by values of env). This 2199 * back in the map (location and map determined by values of env). This
2315 * function will descend into containers. op is the object to start the search 2200 * function will descend into containers. op is the object to start the search
2316 * from. 2201 * from.
2317 */ 2202 */
2203static void
2204drop_unpaid_items (object *op, object *env)
2205{
2206 while (op)
2207 {
2208 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2209
2210 if (QUERY_FLAG (op, FLAG_UNPAID))
2211 op->insert_at (env);
2212 else if (op->inv)
2213 drop_unpaid_items (op->inv, env);
2214
2215 op = next;
2216 }
2217}
2218
2318void 2219void
2319remove_unpaid_objects (object *op, object *env) 2220object::drop_unpaid_items ()
2320{ 2221{
2321 while (op) 2222 if (!flag [FLAG_REMOVED])
2322 { 2223 ::drop_unpaid_items (inv, this);
2323 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2324
2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2326 {
2327 if (env->type == PLAYER)
2328 esrv_del_item (env->contr, op->count);
2329
2330 op->insert_at (env);
2331 }
2332 else if (op->inv)
2333 remove_unpaid_objects (op->inv, env);
2334
2335 op = next;
2336 }
2337} 2224}
2338 2225
2339/* 2226/*
2340 * Returns pointer a static string containing gravestone text 2227 * Returns pointer a static string containing gravestone text
2341 * Moved from apply.c to player.c - player.c is what 2228 * Moved from apply.c to player.c - player.c is what
2342 * actually uses this function. player.c may not be quite the 2229 * actually uses this function. player.c may not be quite the
2343 * best, a misc file for object actions is probably better, 2230 * best, a misc file for object actions is probably better,
2344 * but there isn't one in the server directory. 2231 * but there isn't one in the server directory.
2345 */ 2232 */
2346char * 2233const char *
2347gravestone_text (object *op) 2234gravestone_text (object *op)
2348{ 2235{
2349 static char buf2[MAX_BUF]; 2236 static dynbuf_text buf;
2350 char buf[MAX_BUF];
2351 time_t now = time (NULL);
2352 2237
2353 strcpy (buf2, " R.I.P.\n\n"); 2238 buf << "---- R.I.P. ----\n\n"
2239 << op->name;
2240
2354 if (op->type == PLAYER) 2241 if (op->type == PLAYER)
2355 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2242 buf << " the " << op->contr->title;
2356 else
2357 sprintf (buf, "%s\n", &op->name);
2358 2243
2359 strncat (buf2, " ", 20 - strlen (buf) / 2); 2244 buf << "\n\n";
2360 strcat (buf2, buf); 2245
2246 buf << "who was level ";
2247 buf << (sint32)op->level << "\n\n" // OO breakdown
2248 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2249
2361 if (op->type == PLAYER) 2250 if (op->type == PLAYER)
2362 sprintf (buf, "who was in level %d when killed\n", op->level); 2251 buf << "by " << op->contr->killer_name () << ".\n\n";
2363 else
2364 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2365 2252
2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2367 strcat (buf2, buf);
2368 if (op->type == PLAYER)
2369 { 2253 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2254 static char buf2[128];
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2255 time_t now = time (NULL);
2372 strcat (buf2, buf);
2373 }
2374
2375 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2256 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2257 buf << buf2;
2377 strcat (buf2, buf); 2258 }
2378 2259
2379 return buf2; 2260 return buf;
2380} 2261}
2381 2262
2382void 2263void
2383do_some_living (object *op) 2264do_some_living (object *op)
2384{ 2265{
2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2317 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2437 else 2318 else
2438 { 2319 {
2439 gen_grace = op->stats.maxgrace; 2320 gen_grace = op->stats.maxgrace;
2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2321 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2441 }
2442
2443 /* Regenerate Spell Points */
2444 if (!op->contr->golem && --op->last_sp < 0)
2445 {
2446 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2447 if (op->stats.sp < op->stats.maxsp)
2448 {
2449 op->stats.sp++;
2450 /* dms do not consume food */
2451 if (!QUERY_FLAG (op, FLAG_WIZ))
2452 {
2453 op->stats.food--;
2454 if (op->contr->digestion < 0)
2455 op->stats.food += op->contr->digestion;
2456 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2457 op->stats.food = last_food;
2458 }
2459 }
2460
2461 if (max_sp > 1)
2462 {
2463 over_sp = (gen_sp + 10) / rate_sp;
2464 if (over_sp > 0)
2465 {
2466 if (op->stats.sp < op->stats.maxsp)
2467 {
2468 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2469
2470 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2471 op->stats.sp--;
2472
2473 if (op->stats.sp > op->stats.maxsp)
2474 op->stats.sp = op->stats.maxsp;
2475 }
2476 op->last_sp = 0;
2477 }
2478 else
2479 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2480 }
2481 else
2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2483 } 2322 }
2484 2323
2485 /* Regenerate Grace */ 2324 /* Regenerate Grace */
2486 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2325 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2487 if (--op->last_grace < 0) 2326 if (--op->last_grace < 0)
2508 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2347 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2509 } 2348 }
2510 /* wearing stuff doesn't detract from grace generation. */ 2349 /* wearing stuff doesn't detract from grace generation. */
2511 } 2350 }
2512 2351
2352 if (op->stats.food > 0)
2353 {
2513 /* Regenerate Hit Points */ 2354 /* Regenerate Spell Points */
2514 if (--op->last_heal < 0) 2355 if (!op->contr->golem && --op->last_sp < 0)
2515 {
2516 if (op->stats.hp < op->stats.maxhp)
2517 { 2356 {
2518 op->stats.hp++; 2357 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2519 /* dms do not consume food */ 2358
2520 if (!QUERY_FLAG (op, FLAG_WIZ)) 2359 if (op->stats.sp < op->stats.maxsp)
2521 { 2360 {
2361 op->stats.sp++;
2362
2363 /* dms do not consume food */
2364 if (!QUERY_FLAG (op, FLAG_WIZ))
2365 {
2522 op->stats.food--; 2366 op->stats.food--;
2367
2523 if (op->contr->digestion < 0) 2368 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion; 2369 op->stats.food += op->contr->digestion;
2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2370 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2526 op->stats.food = last_food; 2371 op->stats.food = last_food;
2372 }
2527 } 2373 }
2528 }
2529 2374
2530 if (max_hp > 1) 2375 if (max_sp > 1)
2531 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533 if (over_hp > 0)
2534 { 2376 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2377 over_sp = (gen_sp + 10) / rate_sp;
2378 if (over_sp > 0)
2379 {
2380 if (op->stats.sp < op->stats.maxsp)
2381 {
2382 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2383
2384 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2385 op->stats.sp--;
2386
2387 if (op->stats.sp > op->stats.maxsp)
2388 op->stats.sp = op->stats.maxsp;
2389 }
2390
2536 op->last_heal = 0; 2391 op->last_sp = 0;
2392 }
2393 else
2394 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2537 } 2395 }
2538 else 2396 else
2397 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2398 }
2399
2400 /* Regenerate Hit Points */
2401 if (--op->last_heal < 0)
2402 {
2403 if (op->stats.hp < op->stats.maxhp)
2539 { 2404 {
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2405 op->stats.hp++;
2406
2407 /* dms do not consume food */
2408 if (!QUERY_FLAG (op, FLAG_WIZ))
2409 {
2410 op->stats.food--;
2411
2412 if (op->contr->digestion < 0)
2413 op->stats.food += op->contr->digestion;
2414 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2415 op->stats.food = last_food;
2416 }
2541 } 2417 }
2418
2419 if (max_hp > 1)
2420 {
2421 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2422
2423 if (over_hp > 0)
2424 {
2425 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2426 op->last_heal = 0;
2427 }
2428 else
2429 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2542 } 2430 }
2543 else 2431 else
2544 {
2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2432 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2546 } 2433 }
2547 } 2434 }
2548 2435
2549 /* Digestion */ 2436 /* Digestion */
2550 if (--op->last_eat < 0) 2437 if (--op->last_eat < 0)
2551 { 2438 {
2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2439 int bonus = max (0, op->contr->digestion),
2440 penalty = max (0, -op->contr->digestion);
2553 2441
2554 if (op->contr->gen_hp > 0)
2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2442 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2556 else
2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558 2443
2559 /* dms do not consume food */ 2444 /* dms do not consume food */
2560 if (!QUERY_FLAG (op, FLAG_WIZ)) 2445 if (!QUERY_FLAG (op, FLAG_WIZ))
2561 op->stats.food--; 2446 op->stats.food--;
2562 } 2447 }
2563 2448
2564 if (op->stats.food < 0 && op->stats.hp >= 0) 2449 if (op->stats.food < 0 && op->stats.hp >= 0)
2565 { 2450 {
2566 object *tmp, *flesh = 0; 2451 object *flesh = 0;
2567 2452
2568 for (tmp = op->inv; tmp; tmp = tmp->below) 2453 for_inv_removable (op, tmp)
2569 { 2454 {
2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2455 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2456 continue;
2457
2458 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2571 { 2459 {
2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2460 op->statusmsg ("You blindly grab for a bite of food. "
2573 { 2461 "H<To prevent you from starving, you ate some random item from your backpack.>");
2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2575 manual_apply (op, tmp, 0); 2462 manual_apply (op, tmp, 0);
2463
2576 if (op->stats.food >= 0 || op->stats.hp < 0) 2464 if (op->stats.food >= 0 || op->stats.hp < 0)
2577 break; 2465 break;
2578 } 2466 }
2579 else if (tmp->type == FLESH) 2467 else if (tmp->type == FLESH)
2580 flesh = tmp; 2468 flesh = tmp;
2581 } /* End if paid for object */ 2469 }
2582 } /* end of for loop */
2583 2470
2584 /* If player is still starving, it means they don't have any food, so 2471 /* If player is still starving, it means they don't have any food, so
2585 * eat flesh instead. 2472 * eat flesh instead.
2586 */ 2473 */
2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2474 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2588 { 2475 {
2589 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2476 op->statusmsg ("You blindly grab for a bite of food. "
2477 "H<To prevent you from starving, you ate some random item from your backpack.>");
2590 manual_apply (op, flesh, 0); 2478 manual_apply (op, flesh, 0);
2591 } 2479 }
2480
2481 // If player is still starving, alert him!
2482 if (op->stats.food < 0)
2483 op->failmsg ("You are starving! "
2484 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2485 }
2486
2487 if (op->stats.food < 0)
2592 } 2488 {
2489 op->stats.hp += op->stats.food;
2490 op->stats.food = 0;
2593 2491
2594 while (op->stats.food < 0 && op->stats.hp >= 0) 2492 if (op->stats.hp < 0)
2595 op->stats.food++, op->stats.hp--; 2493 {
2494 op->contr->killer = archetype::get ("killer_starvation");
2495 op->contr->killer->destroy ();
2496 }
2497 }
2596 2498
2499 /* killer should be set here already */
2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2500 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2598 kill_player (op); 2501 kill_player (op);
2599 } 2502 }
2600} 2503}
2601 2504
2605 * file. 2508 * file.
2606 */ 2509 */
2607void 2510void
2608kill_player (object *op) 2511kill_player (object *op)
2609{ 2512{
2610 char buf[MAX_BUF];
2611 int x, y; 2513 int x, y;
2612
2613 //int i;
2614 maptile *map; /* this is for resurrection */ 2514 maptile *map; /* this is for resurrection */
2615
2616 /* int z;
2617 int num_stats_lose;
2618 int lost_a_stat;
2619 int lose_this_stat;
2620 int this_stat; */
2621 int will_kill_again; 2515 int will_kill_again;
2622 archetype *at; 2516 archetype *at;
2623 object *tmp; 2517 object *tmp;
2624 2518
2625 if (save_life (op)) 2519 if (save_life (op))
2626 return; 2520 return;
2627 2521
2522 dynbuf_text deathtab;
2523
2524 /* restore player */
2525 at = archetype::find ("poisoning");
2526 if (object *tmp = present_arch_in_ob (at, op))
2527 {
2528 tmp->destroy ();
2529 deathtab << "Your body feels cleansed...\r";
2530 }
2531
2532 at = archetype::find ("confusion");
2533 if (object *tmp = present_arch_in_ob (at, op))
2534 {
2535 tmp->destroy ();
2536 deathtab << "Your mind feels clearer...\r";
2537 }
2538
2539 cure_disease (op, 0, 0); /* remove any disease */
2540
2541 max_it (op->stats.hp , op->stats.maxhp);
2542 max_it (op->stats.sp , op->stats.maxsp);
2543 max_it (op->stats.grace, op->stats.maxgrace);
2544
2545 if (op->stats.food <= 0)
2546 op->stats.food = 999;
2547
2548 // remove all spell effects that are active
2549 // to avoid long-term effects such as word-of-recall
2550 for (object *item = op->inv; item; )
2551 {
2552 object *next = item->below;
2553
2554 if (item->type == SPELL_EFFECT && item->active)
2555 item->destroy ();
2556
2557 item = next;
2558 }
2628 2559
2629 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2560 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2630 * in cities ONLY!!! It is very important that this doesn't get abused. 2561 * in cities ONLY!!! It is very important that this doesn't get abused.
2631 * Look at op_on_battleground() for more info --AndreasV 2562 * Look at op_on_battleground() for more info --AndreasV
2632 */ 2563 */
2633 if (op_on_battleground (op, &x, &y)) 2564 if (op_on_battleground (op, &x, &y))
2634 { 2565 {
2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2566 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2636 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2637
2638 /* restore player */
2639 at = archetype::find ("poisoning");
2640 if (object *tmp = present_arch_in_ob (at, op))
2641 {
2642 tmp->destroy ();
2643 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2644 }
2645
2646 at = archetype::find ("confusion");
2647 if (object *tmp = present_arch_in_ob (at, op))
2648 {
2649 tmp->destroy ();
2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2651 }
2652
2653 cure_disease (op, 0); /* remove any disease */
2654 op->stats.hp = op->stats.maxhp;
2655 if (op->stats.food <= 0)
2656 op->stats.food = 999;
2657 2567
2658 /* create a bodypart-trophy to make the winner happy */ 2568 /* create a bodypart-trophy to make the winner happy */
2659 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2569 if (object *tmp = arch_to_object (archetype::find ("finger")))
2660 { 2570 {
2661 sprintf (buf, "%s's finger", &op->name); 2571 tmp->name = format ("%s's finger" , &op->name);
2662 tmp->name = buf; 2572 tmp->name_pl = format ("%s's fingers", &op->name);
2663 sprintf (buf, " This finger has been cut off %s\n"
2664 " the %s, when he was defeated at\n level %d by %s.\n",
2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2666 tmp->msg = buf; 2573 tmp->msg = format (
2574 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2575 &op->name, op->contr->title,
2576 (int)op->level,
2577 op->contr->killer_name ()
2578 );
2667 tmp->value = 0, tmp->type = 0; 2579 tmp->value = 0, tmp->type = 0;
2668 tmp->materialname = "organics"; 2580 tmp->materialname = "organics";
2669 tmp->insert_at (op, tmp); 2581 tmp->insert_at (op, tmp);
2670 } 2582 }
2671 2583
2672 /* teleport defeated player to new destination */ 2584 /* teleport defeated player to new destination */
2673 transfer_ob (op, x, y, 0, NULL); 2585 transfer_ob (op, x, y, 0, NULL);
2674 op->contr->braced = 0; 2586 op->contr->braced = 0;
2587
2588 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2675 return; 2589 return;
2676 } 2590 }
2677 2591
2592 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2593 deathtab << "T<YOU HAVE DIED>\n\n";
2594
2678 INVOKE_PLAYER (DEATH, op->contr); 2595 INVOKE_PLAYER (DEATH, op->contr);
2679 2596
2680 command_kill_pets (op, 0); 2597 command_kill_pets (op, 0);
2681 2598
2682 if (op->stats.food < 0) 2599 op->contr->play_sound (sound_find ("player_dies"));
2683 {
2684 sprintf (buf, "%s starved to death.", &op->name);
2685 strcpy (op->contr->killer, "starvation");
2686 }
2687 else
2688 sprintf (buf, "%s died.", &op->name);
2689
2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2691 2600
2692 /* save the map location for corpse, gravestone */ 2601 /* save the map location for corpse, gravestone */
2693 x = op->x; 2602 x = op->x;
2694 y = op->y; 2603 y = op->y;
2695 map = op->map; 2604 map = op->map;
2723 2632
2724 lost_a_stat = 0; 2633 lost_a_stat = 0;
2725 2634
2726 for (z = 0; z < num_stats_lose; z++) 2635 for (z = 0; z < num_stats_lose; z++)
2727 { 2636 {
2728 i = RANDOM () % NUM_STATS; 2637 i = rndm (NUM_STATS);
2729 2638
2730 if (settings.stat_loss_on_death) 2639 if (settings.stat_loss_on_death)
2731 { 2640 {
2732 /* Pick a random stat and take a point off it. Tell the player 2641 /* Pick a random stat and take a point off it. Tell the player
2733 * what he lost. 2642 * what he lost.
2784 } 2693 }
2785 } 2694 }
2786 2695
2787 if (lose_this_stat) 2696 if (lose_this_stat)
2788 { 2697 {
2789 this_stat = get_attr_value (&(dep->stats), i); 2698 this_stat = get_attr_value (&dep->stats, i);
2790 /* We could try to do something clever like find another 2699 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2700 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2701 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2702 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2703 * difference.
2802 lost_a_stat = 1; 2711 lost_a_stat = 1;
2803 } 2712 }
2804 } 2713 }
2805 } 2714 }
2806 } 2715 }
2716
2807 /* If no stat lost, tell the player. */ 2717 /* If no stat lost, tell the player. */
2808 if (!lost_a_stat) 2718 if (!lost_a_stat)
2809 { 2719 {
2810 /* determine_god() seems to not work sometimes... why is this? 2720 /* determine_god() seems to not work sometimes... why is this?
2811 Should I be using something else? GD */ 2721 Should I be using something else? GD */
2812 const char *god = determine_god (op); 2722 shstr_tmp god = determine_god (op);
2813 2723
2814 if (god && (strcmp (god, "none"))) 2724 if (god != shstr_none)
2815 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2725 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2816 else 2726 else
2817 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2727 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2818 } 2728 }
2819#else 2729#else
2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2730 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2821#endif 2731#endif
2822 2732
2823 /* Put a gravestone up where the character 'almost' died. List the 2733 /* Put a gravestone up where the character 'almost' died. List the
2824 * exp loss on the stone. 2734 * exp loss on the stone.
2825 */ 2735 */
2826 tmp = arch_to_object (archetype::find ("gravestone")); 2736 tmp = arch_to_object (archetype::find ("gravestone"));
2827 sprintf (buf, "%s's gravestone", &op->name); 2737 tmp->name = format ("%s's gravestone", &op->name);
2828 tmp->name = buf; 2738 tmp->name_pl = format ("%s's gravestones", &op->name);
2829 sprintf (buf, "%s's gravestones", &op->name); 2739 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2830 tmp->name_pl = buf; 2740 &op->name, op->contr->title, op->contr->killer_name ());
2831 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);
2832 tmp->msg = buf;
2833 tmp->x = op->x, tmp->y = op->y; 2741 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL, 0); 2742 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2743
2836 /**************************************/ 2744 /**************************************/
2837 /* */ 2745 /* */
2838 /* Subtract the experience points, */ 2746 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */
2841 /* */ 2747 /* */
2842 /**************************************/ 2748 /**************************************/
2843 2749
2844 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */
2846 at = archetype::find ("poisoning");
2847 tmp = present_arch_in_ob (at, op);
2848
2849 if (tmp)
2850 {
2851 tmp->destroy ();
2852 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2853 }
2854
2855 at = archetype::find ("confusion");
2856 tmp = present_arch_in_ob (at, op);
2857 if (tmp)
2858 {
2859 tmp->destroy ();
2860 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2861 }
2862
2863 cure_disease (op, 0); /* remove any disease */
2864
2865 /*add_exp(op, (op->stats.exp * -0.20)); */ 2750 /*add_exp(op, (op->stats.exp * -0.20)); */
2866 apply_death_exp_penalty (op); 2751 apply_death_exp_penalty (op);
2867 if (op->stats.food < 100)
2868 op->stats.food = 900;
2869 op->stats.hp = op->stats.maxhp;
2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2872 2752
2873 /* 2753 /*
2874 * Check to see if the player has any unpaid items. If so, remove them 2754 * Check to see if the player has any unpaid items. If so, remove them
2875 * and put them back in the map. 2755 * and put them back in the map.
2876 */ 2756 */
2877 remove_unpaid_objects (op->inv, op); 2757 op->drop_unpaid_items ();
2878 2758
2879 /****************************************/ 2759 /****************************************/
2880 /* */ 2760 /* */
2881 /* Move player to his current respawn- */ 2761 /* Move player to his current respawn- */
2882 /* position (usually last savebed) */ 2762 /* position (usually last savebed) */
2911 if (will_kill_again & (1 << at)) 2791 if (will_kill_again & (1 << at))
2912 force->resist[at] = 100; 2792 force->resist[at] = 100;
2913 2793
2914 insert_ob_in_ob (force, op); 2794 insert_ob_in_ob (force, op);
2915 op->update_stats (); 2795 op->update_stats ();
2916
2917 } 2796 }
2918 2797
2919 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2798 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2920} 2799}
2921 2800
2922void 2801void
2923loot_object (object *op) 2802loot_object (object *op)
2924{ /* Grab and destroy some treasure */ 2803{ /* Grab and destroy some treasure */
2941 2820
2942 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2821 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2943 { 2822 {
2944 if (tmp->nrof > 1) 2823 if (tmp->nrof > 1)
2945 { 2824 {
2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2825 tmp->decrease (rndm (1, tmp->nrof - 1));
2947 tmp2->destroy ();
2948 insert_ob_in_map (tmp, op->map, NULL, 0); 2826 insert_ob_in_map (tmp, op->map, NULL, 0);
2949 } 2827 }
2950 else 2828 else
2951 tmp->destroy (); 2829 tmp->destroy ();
2952 } 2830 }
2963void 2841void
2964fix_weight (void) 2842fix_weight (void)
2965{ 2843{
2966 for_all_players (pl) 2844 for_all_players (pl)
2967 { 2845 {
2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2846 sint32 old = pl->ob->carrying;
2969 2847
2970 if (old == sum) 2848 pl->ob->update_weight ();
2971 continue; 2849
2850 if (old != pl->ob->carrying)
2851 {
2972 pl->ob->update_stats (); 2852 pl->ob->update_stats ();
2973 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2853 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2854 }
2974 } 2855 }
2975} 2856}
2976 2857
2977void 2858void
2978fix_luck (void) 2859fix_luck (void)
3020} 2901}
3021 2902
3022void 2903void
3023make_visible (object *op) 2904make_visible (object *op)
3024{ 2905{
3025 op->hide = 0; 2906 op->flag [FLAG_HIDDEN] = 0;
3026 op->invisible = 0; 2907 op->invisible = 0;
2908
3027 if (op->type == PLAYER) 2909 if (op->type == PLAYER)
3028 { 2910 {
3029 op->contr->tmp_invis = 0; 2911 op->contr->tmp_invis = 0;
3030 op->contr->invis_race = 0; 2912 op->contr->invis_race = 0;
3031 } 2913 }
3044 2926
3045/* look at the surrounding terrain to determine 2927/* look at the surrounding terrain to determine
3046 * the hideability of this object. Positive levels 2928 * the hideability of this object. Positive levels
3047 * indicate greater hideability. 2929 * indicate greater hideability.
3048 */ 2930 */
3049
3050int 2931int
3051hideability (object *ob) 2932hideability (object *ob)
3052{ 2933{
3053 int i, level = 0, mflag; 2934 int i, level = 0, mflag;
3054 sint16 x, y; 2935 sint16 x, y;
3055 2936
3056 if (!ob || !ob->map) 2937 if (!ob || !ob->map)
3057 return 0; 2938 return 0;
3058 2939
3059 /* so, on normal lighted maps, its hard to hide */ 2940 /* so, on normal lighted maps, its hard to hide */
3060 level = ob->map->darkness - 2; 2941 level = ob->map->darklevel () - 2;
3061 2942
3062 /* this also picks up whether the object is glowing. 2943 /* this also picks up whether the object is glowing.
3063 * If you carry a light on a non-dark map, its not 2944 * If you carry a light on a non-dark map, its not
3064 * as bad as carrying a light on a pitch dark map */ 2945 * as bad as carrying a light on a pitch dark map */
3065 if (has_carried_lights (ob)) 2946 if (ob->has_carried_lights ())
3066 level = -(10 + (2 * ob->map->darkness)); 2947 level = -(10 + (2 * ob->map->darklevel ()));
3067 2948
3068 /* scan through all nearby squares for terrain to hide in */ 2949 /* scan through all nearby squares for terrain to hide in */
3069 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2950 for (i = 0, x = ob->x, y = ob->y;
2951 i <= SIZEOFFREE1;
2952 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3070 { 2953 {
3071 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2954 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3072 if (mflag & P_OUT_OF_MAP) 2955 if (mflag & P_OUT_OF_MAP)
3073 {
3074 continue; 2956 continue;
3075 } 2957
3076 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2958 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3077 level += 2; 2959 level += 2;
3078 else /* open terrain! */ 2960 else /* open terrain! */
3079 level -= 1; 2961 level -= 1;
3080 } 2962 }
3091 * spot (surrounded by clear terrain in broad daylight). -b.t. 2973 * spot (surrounded by clear terrain in broad daylight). -b.t.
3092 */ 2974 */
3093void 2975void
3094do_hidden_move (object *op) 2976do_hidden_move (object *op)
3095{ 2977{
3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2978 int hide = 0;
3097 object *skop;
3098 2979
3099 if (!op || !op->map) 2980 if (!op || !op->map)
3100 return; 2981 return;
3101 2982
3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2983 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2984 int num = random_roll (0, 19, op, PREFER_LOW);
3103 2985
3104 /* its *extremely* hard to run and sneak/hide at the same time! */ 2986 /* its *extremely* hard to run and sneak/hide at the same time! */
3105 if (op->type == PLAYER && op->contr->run_on) 2987 if (op->type == PLAYER && op->contr->run_on)
3106 if (!skop || num >= skop->level) 2988 if (!skop || num >= skop->level)
3107 { 2989 {
3117 num -= hide; 2999 num -= hide;
3118 3000
3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3001 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3120 { 3002 {
3121 make_visible (op); 3003 make_visible (op);
3004
3122 if (op->type == PLAYER) 3005 if (op->type == PLAYER)
3123 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3006 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3124 } 3007 }
3125 else if (op->type == PLAYER && skop) 3008 else if (op->type == PLAYER && skop)
3126 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3009 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3179 * object op. This function works fine for monsters, 3062 * object op. This function works fine for monsters,
3180 * but we dont worry if the object isnt the top one in 3063 * but we dont worry if the object isnt the top one in
3181 * a pile (say a coin under a table would return "viewable" 3064 * a pile (say a coin under a table would return "viewable"
3182 * by this routine). Another question, should we be 3065 * by this routine). Another question, should we be
3183 * concerned with the direction the player is looking 3066 * concerned with the direction the player is looking
3184 * in? Realistically, most of use cant see stuff behind 3067 * in? Realistically, most of us can't see stuff behind
3185 * our backs...on the other hand, does the "facing" direction 3068 * our backs...on the other hand, does the "facing" direction
3186 * imply the way your head, or body is facing? Its possible 3069 * imply the way your head, or body is facing? It's possible
3187 * for them to differ. Sigh, this fctn could get a bit more complex. 3070 * for them to differ. Sigh, this fctn could get a bit more complex.
3188 * -b.t. 3071 * -b.t.
3189 * This function is now map tiling safe. 3072 * This function is now map tiling safe.
3190 */ 3073 */
3191
3192int 3074int
3193player_can_view (object *pl, object *op) 3075player_can_view (object *pl, object *op)
3194{ 3076{
3195 rv_vector rv; 3077 rv_vector rv;
3196 int dx, dy; 3078 int dx, dy;
3208 3090
3209 get_rangevector (pl, op, &rv, 0x1); 3091 get_rangevector (pl, op, &rv, 0x1);
3210 3092
3211 /* starting with the 'head' part, lets loop 3093 /* starting with the 'head' part, lets loop
3212 * through the object and find if it has any 3094 * through the object and find if it has any
3213 * part that is in the los array but isnt on 3095 * part that is in the los array but isn't on
3214 * a blocked los square. 3096 * a blocked los square.
3215 * we use the archetype to figure out offsets. 3097 * we use the archetype to figure out offsets.
3216 */ 3098 */
3217 while (op) 3099 while (op)
3218 { 3100 {
3219 dx = rv.distance_x + op->arch->x; 3101 dx = rv.distance_x + op->arch->x;
3220 dy = rv.distance_y + op->arch->y; 3102 dy = rv.distance_y + op->arch->y;
3221 3103
3222 /* only the viewable area the player sees is updated by LOS 3104 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3223 * code, so we need to restrict ourselves to that range of values
3224 * for any meaningful values.
3225 */
3226 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3227 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3228 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3229 return 1; 3105 return 1;
3106
3230 op = op->more; 3107 op = op->more;
3231 } 3108 }
3109
3232 return 0; 3110 return 0;
3233} 3111}
3234 3112
3235/* routine for both players and monsters. We call this when 3113/* routine for both players and monsters. We call this when
3236 * there is a possibility for our action distrubing our hiding 3114 * there is a possibility for our action distrubing our hiding
3237 * place or invisiblity spell. Artefact invisiblity is not 3115 * place or invisiblity spell. Artefact invisiblity causes
3238 * effected by this. If we arent invisible to begin with, we 3116 * "noise" instead. If we arent invisible to begin with, we
3239 * return 0. 3117 * return 0.
3240 */ 3118 */
3241int 3119int
3242action_makes_visible (object *op) 3120action_makes_visible (object *op)
3243{ 3121{
3244
3245 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3122 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3246 { 3123 {
3247 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3124 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3125 {
3126 // artefact invisibility is permanent, but we still make noise
3127 // this is important for game-balance.
3128 if (op->contr)
3129 op->make_noise ();
3130
3248 return 0; 3131 return 0;
3132 }
3249 3133
3250 if (op->contr && op->contr->tmp_invis == 0) 3134 if (op->contr && op->contr->tmp_invis == 0)
3251 return 0; 3135 return 0;
3252 3136
3253 /* If monsters, they should become visible */ 3137 /* If monsters, they should become visible */
3254 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3138 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3255 { 3139 {
3256 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3140 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3257 return 1; 3141 return 1;
3258 } 3142 }
3259 } 3143 }
3144
3260 return 0; 3145 return 0;
3261} 3146}
3262 3147
3263/* op_on_battleground - checks if the given object op (usually 3148/* op_on_battleground - checks if the given object op (usually
3264 * a player) is standing on a valid battleground-tile, 3149 * a player) is standing on a valid battleground-tile,
3269 * Default is to do the same as before, so only people wanting to have different points need worry about this 3154 * Default is to do the same as before, so only people wanting to have different points need worry about this
3270 */ 3155 */
3271int 3156int
3272op_on_battleground (object *op, int *x, int *y) 3157op_on_battleground (object *op, int *x, int *y)
3273{ 3158{
3274 object *tmp;
3275
3276 /* A battleground-tile needs the following attributes to be valid: 3159 /* A battleground-tile needs the following attributes to be valid:
3277 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3160 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3278 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3161 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3279 * and the exit-coordinates sp/hp must both be > 0. 3162 * and the exit-coordinates sp/hp must both be > 0.
3280 * => The intention here is to prevent abuse of the battleground- 3163 * => The intention here is to prevent abuse of the battleground-
3281 * feature (like pickable or hidden battleground tiles). */ 3164 * feature (like pickable or hidden battleground tiles). */
3282 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3165 for (object *tmp = op->below; tmp; tmp = tmp->below)
3283 { 3166 {
3284 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3167 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3285 { 3168 {
3286 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3169 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3287 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3170 && tmp->type == BATTLEGROUND
3171 && tmp->name == shstr_battleground
3172 && EXIT_X (tmp) && EXIT_Y (tmp))
3288 { 3173 {
3289 /*before we assign the exit, check if this is a teambattle */ 3174 /* before we assign the exit, check if this is a teambattle */
3290 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3175 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3291 { 3176 {
3292 object *invtmp;
3293
3294 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3177 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3295 { 3178 {
3296 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3179 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3297 { 3180 {
3298 if (x != NULL && y != NULL) 3181 if (x && y)
3299 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3182 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3183
3300 return 1; 3184 return 1;
3301 } 3185 }
3302 } 3186 }
3303 } 3187 }
3188
3304 if (x != NULL && y != NULL) 3189 if (x && y)
3305 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3190 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3191
3306 return 1; 3192 return 1;
3307 } 3193 }
3308 } 3194 }
3309 } 3195 }
3196
3310 /* If we got here, did not find a battleground */ 3197 /* If we got here, did not find a battleground */
3311 return 0; 3198 return 0;
3312} 3199}
3313 3200
3314/* 3201/*
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3217 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i = 0, j = 0; 3218 int i = 0, j = 0;
3332 3219
3333 /* get the appropriate treasurelist */ 3220 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3221 if (atnr == ATNR_FIRE)
3335 trlist = treasurelist::find ("dragon_ability_fire"); 3222 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3223 else if (atnr == ATNR_COLD)
3337 trlist = treasurelist::find ("dragon_ability_cold"); 3224 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3225 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = treasurelist::find ("dragon_ability_elec"); 3226 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3227 else if (atnr == ATNR_POISON)
3341 trlist = treasurelist::find ("dragon_ability_poison"); 3228 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3229
3343 if (trlist == NULL || who->type != PLAYER) 3230 if (trlist == NULL || who->type != PLAYER)
3344 return; 3231 return;
3345 3232
3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3233 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3464 else 3351 else
3465 { 3352 {
3466 /* generate misc. treasure */ 3353 /* generate misc. treasure */
3467 tmp = arch_to_object (tr->item); 3354 tmp = arch_to_object (tr->item);
3468 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3355 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3469 tmp = insert_ob_in_ob (tmp, who); 3356 who->insert (tmp);
3470 if (who->type == PLAYER)
3471 esrv_send_item (who, tmp);
3472 } 3357 }
3473} 3358}
3474 3359
3475/** 3360/**
3476 * Unready an object for a player. This function does nothing if the object was 3361 * Unready an object for a player. This function does nothing if the object was
3488 if (pl->ranged_ob == ob) 3373 if (pl->ranged_ob == ob)
3489 pl->ranged_ob = 0; 3374 pl->ranged_ob = 0;
3490} 3375}
3491 3376
3492sint8 3377sint8
3493player::visibility_at (maptile *map, int x, int y) const 3378player::darkness_at (maptile *map, int x, int y) const
3494{ 3379{
3495 if (!ns) 3380 if (!ns)
3496 return 0; 3381 return LOS_BLOCKED;
3497 3382
3498 int dx, dy; 3383 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3384 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0; 3385 return LOS_BLOCKED;
3501 3386
3502 x += dx - ns->current_x + ns->mapx / 2; 3387 x += dx - ns->current_x;
3503 y += dy - ns->current_y + ns->mapy / 2; 3388 y += dy - ns->current_y;
3504 3389
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y]; 3390 return blocked_los (x, y);
3509} 3391}
3392
3393void
3394player::infobox (const char *title, const char *msg, int color)
3395{
3396 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3397}
3398
3399void
3400player::statusmsg (const char *msg, int color)
3401{
3402 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3403}
3404
3405void
3406player::failmsg (const char *msg, int color)
3407{
3408 play_sound (sound_find ("generic_failure"));
3409 statusmsg (msg, color);
3410}
3411

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