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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 1.235 by root, Wed Nov 4 17:24:00 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 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>
32#include <algorithm> 33#include <algorithm>
33#include <functional> 34#include <functional>
34 35
35playervec players; 36playervec players;
36 37
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 38/* This loads the first map an puts the player on it. */
152static void 39static void
153set_first_map (object *op) 40set_first_map (object *op)
154{ 41{
155 op->contr->maplevel = first_map_path; 42 op->contr->maplevel = first_map_path;
183 70
184 if (ob->map) 71 if (ob->map)
185 maplevel = ob->map->path; 72 maplevel = ob->map->path;
186 73
187 ob->remove (); 74 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 76 ob->map = 0;
189 party = 0; 77 party = 0;
190 78
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 80
206 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
207 95
208 ns->update_look = 0; 96 ns->update_look = 0;
209 ns->look_position = 0; 97 ns->look_position = 0;
210 98
211 clear_los (this); 99 clear_los ();
212 100
213 ns->reset_stats (); 101 ns->reset_stats ();
214 102
215 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
218 106
219 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
220 link_player_skills (ob); 108 link_skills ();
221 109
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 111
224 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
225 113
238 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
239 } 127 }
240 128
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 130
243 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 activate ();
140
141 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this);
143}
144
145void
146player::disconnect ()
147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
154 if (ns)
155 {
156 if (active)
157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
158
159 INVOKE_PLAYER (DISCONNECT, this);
160
161 ns->reset_stats ();
162 ns->pl = 0;
163 ns = 0;
164 }
165
166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
169
170 deactivate ();
171}
172
173// the need for this function can be explained
174// by load_object not returning the object
175void
176player::set_object (object *op)
177{
178 ob = observe = viewpoint = op;
179 ob->contr = this; /* this aren't yet in archetype */
180
181 ob->speed = 1.0f;
182 ob->speed_left = 0.5f;
183
184 ob->direction = 5; /* So player faces south */
244 185
245 ob->flag [FLAG_READY_WEAPON] = false; 186 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 187 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false; 188 ob->flag [FLAG_READY_BOW] = false;
248 189
265 combat_ob = op; 206 combat_ob = op;
266 break; 207 break;
267 } 208 }
268 209
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 210 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats (); 211 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} 212}
322 213
323void 214void
324player::set_observe (object *op) 215player::set_observe (object *op)
325{ 216{
326 observe = op ? op : ob; 217 observe = viewpoint = op ? op : ob;
218 do_los = 1;
219}
220
221void
222player::set_viewpoint (object *op)
223{
224 viewpoint = op ? op : (object *)observe;
327 do_los = 1; 225 do_los = 1;
328} 226}
329 227
330player::player () 228player::player ()
331{ 229{
339 savebed_map = first_map_path; /* Init. respawn position */ 237 savebed_map = first_map_path; /* Init. respawn position */
340 238
341 gen_sp_armour = 10; 239 gen_sp_armour = 10;
342 bowtype = bow_normal; 240 bowtype = bow_normal;
343 petmode = pet_normal; 241 petmode = pet_normal;
344 listening = 10;
345 usekeys = containers; 242 usekeys = containers;
346 peaceful = 1; /* default peaceful */ 243 peaceful = 1; /* default peaceful */
347 do_los = 1; 244 do_los = 1;
348 245
349 weapon_sp = 1.0f; 246 weapon_sp = 1.0f;
361 { 258 {
362 ob->destroy_inv (false); 259 ob->destroy_inv (false);
363 ob->destroy (); 260 ob->destroy ();
364 } 261 }
365 262
366 ob = observe = 0; 263 ob = observe = viewpoint = 0;
367} 264}
368 265
369player::~player () 266player::~player ()
370{ 267{
371 /* Clear item stack */ 268 /* Clear item stack */
398 * Note: there MUST be at least one player archetype! 295 * Note: there MUST be at least one player archetype!
399 */ 296 */
400archetype * 297archetype *
401get_player_archetype (archetype *at) 298get_player_archetype (archetype *at)
402{ 299{
300 // archetypes could have been reloaded
301 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
302
303 if (!nat)
304 return at;
305
403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 306 archvec::iterator i = archetypes.find (nat);
404 307
405 for (;;) 308 for (;;)
406 { 309 {
407 if (++i == archetypes.end ()) 310 if (++i == archetypes.end ())
408 i = archetypes.begin (); 311 i = archetypes.begin ();
422 unsigned lastdist; 325 unsigned lastdist;
423 rv_vector rv; 326 rv_vector rv;
424 327
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 328 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 329 {
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)) 330 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 331 continue;
456 332
457 if (lastdist > rv.distance) 333 if (lastdist > rv.distance)
458 { 334 {
653 529
654 return firstdir; 530 return firstdir;
655} 531}
656 532
657void 533void
658give_initial_items (object *pl, treasurelist * items) 534give_initial_items (object *pl, treasurelist *items)
659{ 535{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 536 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 537 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 538
665 for (op = pl->inv; op; op = next) 539 for (object *next, *op = pl->inv; op; op = next)
666 { 540 {
667 next = op->below; 541 next = op->below;
668 542
669 /* Forces get applied per default, unless they have the 543 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 544 * flag "neutral" set. Sorry but I can't think of a better way
675 /* we never give weapons/armour if these cannot be used 549 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 550 * by this player due to race restrictions
677 */ 551 */
678 if (pl->type == PLAYER) 552 if (pl->type == PLAYER)
679 { 553 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
555 &&
681 (op->type == ARMOUR || op->type == BOOTS || 556 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 557 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 558 || op->type == SHIELD || op->type == GLOVES
559 || op->type == BRACERS || op->type == GIRDLE))
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 560 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 { 561 {
686 op->destroy (); 562 op->destroy ();
687 continue; 563 continue;
688 } 564 }
689 } 565 }
690 566
691 /* This really needs to be better - we should really give 567 /* Here we remove duplicated skills (as duplicated spell objects have
692 * a substitute spellbook. The problem is that we don't really 568 * _very_ confusing effects for players), which could for instance be
693 * have a good idea what to replace it with (need something like 569 * generated by bad treasurelists. - elmex
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */ 570 */
697 if (op->type == SPELLBOOK || op->type == SKILL) 571 if (op->type == SKILL)
698 { 572 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below) 573 for (object *tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name) 574 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 { 575 {
707 op->destroy (); 576 op->destroy ();
577 LOG (llevError,
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
709 continue; 579 break;
710 } 580 }
711 581
712 if (op->nrof > 1) 582 if (op->nrof > 1)
713 op->nrof = 1; 583 op->nrof = 1;
714 } 584 }
715 585
716 if (op->type == SPELLBOOK && op->inv) 586 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 588
721 /* Give starting characters identified, uncursed, and undamned 589 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 590 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 591 * merged properly.
724 */ 592 */
725 if (need_identify (op)) 593 if (need_identify (op))
726 { 594 {
727 SET_FLAG (op, FLAG_IDENTIFIED); 595 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED); 596 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED); 597 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 598 }
599
731 if (op->type == SPELL) 600 if (op->type == SPELL)
732 { 601 {
733 op->destroy (); 602 op->destroy ();
734 continue; 603 continue;
735 } 604 }
737 { 606 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 607 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 608 op->stats.exp = 0;
740 op->level = 1; 609 op->level = 1;
741 } 610 }
742 /* lock all 'normal items by default */ 611 else /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED); 612 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 613 } /* for loop of objects in player inv */
746 614
747 /* Need to set up the skill pointers */ 615 /* Need to set up the skill pointers */
748 link_player_skills (pl); 616 pl->contr->link_skills ();
749} 617}
750 618
751void 619void
752get_party_password (object *op, partylist *party) 620get_party_password (object *op, partylist *party)
753{ 621{
854static void 722static void
855start_info (object *op) 723start_info (object *op)
856{ 724{
857 char buf[MAX_BUF]; 725 char buf[MAX_BUF];
858 726
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 727 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 728 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} 729}
864 730
865/* This function takes the key that is passed, and does the 731/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 732 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 733 * The function name is for historical reasons - now we have
870 */ 736 */
871void 737void
872player::chargen_race_done () 738player::chargen_race_done ()
873{ 739{
874 /* this must before then initial items are given */ 740 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying); 741 esrv_new_player (ob->contr);
876 742
877 treasurelist *tl = treasurelist::find ("starting_wealth"); 743 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl) 744 if (tl)
879 create_treasure (tl, ob, 0, 0, 0); 745 create_treasure (tl, ob, 0, 0, 0);
880 746
884 ob->contr->ns->state = ST_PLAYING; 750 ob->contr->ns->state = ST_PLAYING;
885 751
886 if (ob->msg) 752 if (ob->msg)
887 ob->msg = 0; 753 ob->msg = 0;
888 754
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); 755 start_info (ob);
899 CLEAR_FLAG (ob, FLAG_WIZ); 756 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (ob, ob->randomitems); 757 give_initial_items (ob, ob->randomitems);
901 link_player_skills (ob);
902 esrv_send_inventory (ob, ob); 758 esrv_send_inventory (ob, ob);
903 ob->update_stats (); 759 ob->update_stats ();
904 760
905 /* This moves the player to a different start map, if there 761 /* This moves the player to a different start map, if there
906 * is one for this race 762 * is one for this race
907 */ 763 */
908 if (*first_map_ext_path) 764 if (*first_map_ext_path)
909 { 765 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 766 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 767 LOG (llevDebug, "first_map_ext_path not set\n");
925} 768}
926 769
927void 770void
971 LOG (llevDebug, "Fleeing player is dead.\n"); 814 LOG (llevDebug, "Fleeing player is dead.\n");
972 CLEAR_FLAG (op, FLAG_SCARED); 815 CLEAR_FLAG (op, FLAG_SCARED);
973 return; 816 return;
974 } 817 }
975 818
976 if (op->enemy == NULL) 819 if (!op->enemy)
977 { 820 {
978 LOG (llevDebug, "Fleeing player had no enemy.\n"); 821 LOG (llevDebug, "Fleeing player had no enemy.\n");
979 CLEAR_FLAG (op, FLAG_SCARED); 822 CLEAR_FLAG (op, FLAG_SCARED);
980 return; 823 return;
981 } 824 }
982 825
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)) 826 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995 { 827 {
996 op->enemy = NULL; 828 op->enemy = NULL;
997 CLEAR_FLAG (op, FLAG_SCARED); 829 CLEAR_FLAG (op, FLAG_SCARED);
998 return; 830 return;
1001 get_rangevector (op, op->enemy, &rv, 0); 833 get_rangevector (op, op->enemy, &rv, 0);
1002 834
1003 dir = absdir (4 + rv.direction); 835 dir = absdir (4 + rv.direction);
1004 for (diff = 0; diff < 3; diff++) 836 for (diff = 0; diff < 3; diff++)
1005 { 837 {
1006 int m = 1 - (RANDOM () & 2); 838 int m = 1 - rndm (2) * 2;
1007 839
1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 840 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1009 return; 841 return;
1010 } 842 }
1011 843
1022check_pick (object *op) 854check_pick (object *op)
1023{ 855{
1024 object *tmp, *next; 856 object *tmp, *next;
1025 int stop = 0; 857 int stop = 0;
1026 int wvratio; 858 int wvratio;
1027 char putstring[128];
1028 859
1029 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
1030 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
1031 return 1; 862 return 1;
1032 863
1033 next = op->below; 864 next = op->below;
1034 865
866 int cnt = MAX_ITEM_PER_DROP;
867#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
868
1035 /* loop while there are items on the floor that are not marked as 869 /* loop while there are items on the floor that are not marked as
1036 * destroyed */ 870 * destroyed */
1037 while (next && !next->destroyed ()) 871 while (next && !next->destroyed ())
1038 { 872 {
1039 tmp = next; 873 tmp = next;
1040 next = tmp->below; 874 next = tmp->below;
1041 875
876 if (cnt <= 0)
877 {
878 op->failmsg ("Couldn't pickup all items at once.");
879 return 0;
880 }
881
1042 if (op->destroyed ()) 882 if (op->destroyed ())
1043 return 0; 883 return 0;
1044 884
1045 if (!can_pick (op, tmp)) 885 if (!can_pick (op, tmp))
1046 continue; 886 continue;
1047 887
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 888 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 889 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 890 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 891 CHK_PICK_PICKUP;
892
1052 continue; 893 continue;
1053 } 894 }
1054 895
1055 /* high not bit set? We're using the old autopickup model */ 896 /* pickup handling */
897 if (op->contr->mode & PU_DEBUG)
898 {
899 /* some debugging code to figure out item information */
900 const char *str = tmp->name
901 ? format ("item name: %s item type: %d weight/value: %d",
902 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
903 : format ("item name: %s item type: %d weight/value: %d",
904 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
905
906 new_draw_info (NDI_UNIQUE, 0, op, str);
907 }
908
909 if (op->contr->mode & PU_INHIBIT)
910 return 1;
911
912 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
913 return 1;
914
915 /* philosophy:
916 * It's easy to grab an item type from a pile, as long as it's
917 * generic. This takes no game-time. For more detailed pickups
918 * and selections, select-items should be used. This is a
919 * grab-as-you-run type mode that's really useful for arrows for
920 * example.
921 * The drawback: right now it has no frontend, so you need to
922 * stick the bits you want into a calculator in hex mode and then
923 * convert to decimal and then 'pickup <#>
924 */
925
926 /* the first two modes are exclusive: if NOTHING we return, if
927 * STOP then we stop. All the rest are applied sequentially,
928 * meaning if any test passes, the item gets picked up. */
929
930 /* if mode is set to pick nothing up, return */
931 if (op->contr->mode == PU_NOTHING)
932 return 1;
933
934 /* if mode is set to stop when encountering objects, return */
935 /* take STOP before INHIBIT since it doesn't actually pick
936 * anything up */
937 if (op->contr->mode & PU_STOP)
938 return 0;
939
940 /* useful for going into stores and not losing your settings... */
941 /* and for battles wher you don't want to get loaded down while
942 * fighting */
943 if (op->contr->mode & PU_INHIBIT)
944 return 1;
945
946 /* prevent us from turning into auto-thieves :) */
947 if (QUERY_FLAG (tmp, FLAG_UNPAID))
948 continue;
949
950 /* ignore known cursed objects */
951 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
952 continue;
953
954 /* all food and drink if desired */
955 /* question: don't pick up known-poisonous stuff? */
1056 if (!(op->contr->mode & PU_NEWMODE)) 956 if (op->contr->mode & PU_FOOD)
957 if (tmp->type == FOOD)
1057 { 958 {
1058 switch (op->contr->mode) 959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_DRINK)
964 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 if (op->contr->mode & PU_POTION)
971 if (tmp->type == POTION)
972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
976
977 /* spellbooks, skillscrolls and normal books/scrolls */
978 if (op->contr->mode & PU_SPELLBOOK)
979 if (tmp->type == SPELLBOOK)
980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
985 if (op->contr->mode & PU_SKILLSCROLL)
986 if (tmp->type == SKILLSCROLL)
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 if (op->contr->mode & PU_READABLES)
993 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
994 {
995 CHK_PICK_PICKUP;
996 continue;
997 }
998
999 /* wands/staves/rods/horns */
1000 if (op->contr->mode & PU_MAGIC_DEVICE)
1001 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1006
1007 /* pick up all magical items */
1008 if (op->contr->mode & PU_MAGICAL)
1009 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1010 {
1011 CHK_PICK_PICKUP;
1012 continue;
1013 }
1014
1015 if (op->contr->mode & PU_VALUABLES)
1016 {
1017 if (tmp->type == MONEY || tmp->type == GEM)
1059 { 1018 {
1060 case 0: 1019 CHK_PICK_PICKUP;
1061 return 1; /* don't pick up */ 1020 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 } 1021 }
1093 } 1022 }
1094 else 1023
1095 { /* old model */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1096 /* NEW pickup handling */
1097 if (op->contr->mode & PU_DEBUG) 1025 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET)
1098 { 1027 {
1099 /* some debugging code to figure out item information */ 1028 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; 1029 continue;
1030 }
1146 1031
1147 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1148 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1033 if (op->contr->mode & PU_FLESH)
1034 if (tmp->type == FLESH)
1035 {
1036 CHK_PICK_PICKUP;
1149 continue; 1037 continue;
1038 }
1150 1039
1151 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1152 /* question: don't pick up known-poisonous stuff? */ 1041 if (op->contr->mode & PU_BOW)
1042 if (tmp->type == BOW)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_ARROW)
1049 if (tmp->type == ARROW)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 /* all kinds of armor etc. */
1056 if (op->contr->mode & PU_ARMOUR)
1057 if (tmp->type == ARMOUR)
1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1063 if (op->contr->mode & PU_HELMET)
1064 if (tmp->type == HELMET)
1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1070 if (op->contr->mode & PU_SHIELD)
1071 if (tmp->type == SHIELD)
1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1153 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1154 if (tmp->type == FOOD) 1078 if (tmp->type == BOOTS)
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES)
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 if (op->contr->mode & PU_CLOAK)
1092 if (tmp->type == CLOAK)
1093 {
1094 CHK_PICK_PICKUP;
1095 continue;
1096 }
1097
1098 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1105
1106 /* careful: chairs and tables are weapons! */
1107 if (op->contr->mode & PU_ALLWEAPON)
1108 {
1109 if (tmp->type == WEAPON)
1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1155 { 1111 {
1156 pick_up (op, tmp); 1112 CHK_PICK_PICKUP;
1157 continue; 1113 continue;
1158 } 1114 }
1115 }
1159 1116
1117 /* misc stuff that's useful */
1160 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1162 { 1120 {
1163 pick_up (op, tmp); 1121 CHK_PICK_PICKUP;
1164 continue; 1122 continue;
1165 } 1123 }
1166 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1167 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1168 if (tmp->type == POTION) 1128 {
1129 /* use value density to decide what else to grab */
1130 /* >=7 was >= op->contr->mode */
1131 /* >=7 is the old standard setting. Now we take the last 4 bits
1169 { 1132 */
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) 1133 wvratio = op->contr->mode & PU_RATIO;
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1134 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 if (op->contr->mode & PU_VALUABLES)
1213 { 1135 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1215 { 1139 {
1216 pick_up (op, tmp); 1140 fprintf (stderr, "%s", tmp->name);
1217 continue;
1218 } 1141 }
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 1142 else
1353 fprintf (stderr, "%s", tmp->arch->archname); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1356#endif 1146#endif
1147 CHK_PICK_PICKUP;
1357 continue; 1148 continue;
1358 }
1359 } 1149 }
1360 } /* the new pickup model */ 1150 } /* the new pickup model */
1361 } 1151 }
1362 1152
1363 return !stop; 1153 return !stop;
1369 * found object is returned. 1159 * found object is returned.
1370 */ 1160 */
1371object * 1161object *
1372find_arrow (object *op, const char *type) 1162find_arrow (object *op, const char *type)
1373{ 1163{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1164 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) 1165 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1166 return splay (tmp);
1167
1168 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1169 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1170 if (object *arrow = find_arrow (tmp, type))
1171 {
1172 splay (tmp);
1380 return op; 1173 return arrow;
1174 }
1381 1175
1382 return tmp; 1176 return 0;
1383} 1177}
1384 1178
1385/* 1179/*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1180 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1387 * against the target. A full test is not performed, simply a basic test 1181 * against the target. A full test is not performed, simply a basic test
1388 * of resistances. The archer is making a quick guess at what he sees down 1182 * of resistances. The archer is making a quick guess at what he sees down
1389 * the hall. Failing that it does it's best to pick the highest plus arrow. 1183 * the hall. Failing that it does it's best to pick the highest plus arrow.
1390 */ 1184 */
1391object * 1185object *
1392find_better_arrow (object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1393{ 1187{
1394 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1395 int attacknum, attacktype, betterby = 0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1396 1190
1397 if (!type) 1191 if (!type)
1401 { 1195 {
1402 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1196 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1403 { 1197 {
1404 i = 0; 1198 i = 0;
1405 ntmp = find_better_arrow (arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1406 if (i > betterby) 1201 if (i > betterby)
1407 { 1202 {
1408 tmp = ntmp; 1203 tmp = ntmp;
1409 betterby = i; 1204 betterby = i;
1410 } 1205 }
1411 } 1206 }
1412 else if (arrow->type == ARROW && arrow->race == type) 1207 else if (arrow->type == ARROW && arrow->race == type)
1413 { 1208 {
1414 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1210 if (target->race && arrow->slaying.contains (target->race))
1416 { 1211 {
1417 if (arrow->attacktype & AT_DEATH) 1212 if (arrow->attacktype & AT_DEATH)
1418 { 1213 {
1419 *better = 100; 1214 *better = 100;
1420 return arrow; 1215 return arrow;
1435 { 1230 {
1436 tmp = arrow; 1231 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1232 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 } 1233 }
1439 } 1234 }
1235
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1237 {
1442 tmp = arrow; 1238 tmp = arrow;
1443 betterby = 2 + arrow->magic + arrow->stats.dam; 1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1444 } 1240 }
1241
1445 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1243 {
1447 tmp = arrow; 1244 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam; 1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 } 1246 }
1450 } 1247 }
1451 } 1248 }
1452 } 1249 }
1250
1453 if (tmp == NULL && arrow == NULL) 1251 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type); 1252 return find_arrow (op, type);
1455 1253
1456 *better = betterby; 1254 *better = betterby;
1457 return tmp; 1255 return tmp;
1462 * op = the shooter 1260 * op = the shooter
1463 * type = bow->race 1261 * type = bow->race
1464 * dir = fire direction 1262 * dir = fire direction
1465 */ 1263 */
1466object * 1264object *
1467pick_arrow_target (object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1468{ 1266{
1469 object *tmp = NULL; 1267 object *tmp = NULL;
1470 maptile *m; 1268 maptile *m;
1471 int i, mflags, found, number; 1269 int i, mflags, found, number;
1472 sint16 x, y; 1270 sint16 x, y;
1487 for (i = 0, found = 0; i < 20; i++) 1285 for (i = 0, found = 0; i < 20; i++)
1488 { 1286 {
1489 x += freearr_x[dir]; 1287 x += freearr_x[dir];
1490 y += freearr_y[dir]; 1288 y += freearr_y[dir];
1491 mflags = get_map_flags (m, &m, x, y, &x, &y); 1289 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290
1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 { 1292 {
1494 tmp = NULL; 1293 tmp = 0;
1495 break; 1294 break;
1496 } 1295 }
1497 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1296 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498 { 1297 {
1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1298 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500 * perhaps a bad assumption. 1299 * perhaps a bad assumption.
1501 */ 1300 */
1502 tmp = NULL; 1301 tmp = 0;
1503 break; 1302 break;
1504 } 1303 }
1304
1505 if (mflags & P_IS_ALIVE) 1305 if (mflags & P_IS_ALIVE)
1506 {
1507 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1306 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1307 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1509 {
1510 found++;
1511 break;
1512 }
1513 if (found)
1514 break; 1308 break;
1515 }
1516 } 1309 }
1517 if (tmp == NULL) 1310
1311 if (!tmp)
1518 return find_arrow (op, type); 1312 return find_arrow (op, type);
1519 1313
1520 if (tmp->head) 1314 if (tmp->head)
1521 tmp = tmp->head; 1315 tmp = tmp->head;
1522 1316
1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1563 return 0; 1357 return 0;
1564 } 1358 }
1565 1359
1566 // optimisation: move object to top so we will find it quickly again 1360 // optimisation: move object to top so we will find it quickly again
1567 if (bow->below) 1361 splay (bow);
1568 {
1569 bow->remove ();
1570 op->insert (bow);
1571 }
1572
1573 } 1362 }
1574 1363
1575 if (!bow->race || !bow->skill) 1364 if (!bow->race || !bow->skill)
1576 { 1365 {
1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1366 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1603 } 1392 }
1604 1393
1605 /* this should not happen, but sometimes does */ 1394 /* this should not happen, but sometimes does */
1606 if (arrow->nrof == 0) 1395 if (arrow->nrof == 0)
1607 { 1396 {
1397 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1608 arrow->destroy (); 1398 arrow->destroy ();
1609 return 0; 1399 return 0;
1610 } 1400 }
1611 1401
1612 left = arrow; /* these are arrows left to the player */ 1402 left = arrow; /* these are arrows left to the player */
1613 arrow = get_split_ob (arrow, 1); 1403 arrow = arrow->split ();
1614 if (!arrow) 1404 if (!arrow)
1615 { 1405 {
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1406 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1617 return 0; 1407 return 0;
1618 } 1408 }
1622 arrow->direction = dir; 1412 arrow->direction = dir;
1623 1413
1624 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1414 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1625 arrow->stats.hp = arrow->stats.dam; 1415 arrow->stats.hp = arrow->stats.dam;
1626 arrow->stats.grace = arrow->attacktype; 1416 arrow->stats.grace = arrow->attacktype;
1627 1417 arrow->custom_name = arrow->slaying;
1628 if (arrow->slaying)
1629 arrow->spellarg = strdup (arrow->slaying);
1630 1418
1631#if 0 1419#if 0
1632 if (player *pl = op->contr) 1420 if (player *pl = op->contr)
1633 { 1421 {
1634 float speed = pl->weapon_sp; 1422 float speed = pl->weapon_sp;
1680 1468
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1469 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1682 arrow->move_type = MOVE_FLY_LOW; 1470 arrow->move_type = MOVE_FLY_LOW;
1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1471 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1684 1472
1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1473 op->play_sound (sound_find ("fire_arrow"));
1686 m->insert (arrow, sx, sy, op); 1474 m->insert (arrow, sx, sy, op);
1687 1475
1688 if (!arrow->destroyed ()) 1476 if (!arrow->destroyed ())
1689 move_arrow (arrow); 1477 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 1478
1699 return 1; 1479 return 1;
1700} 1480}
1701 1481
1702/* Special fire code for players - this takes into 1482/* Special fire code for players - this takes into
1707 * hence the function name. 1487 * hence the function name.
1708 */ 1488 */
1709int 1489int
1710player_fire_bow (object *op, int dir) 1490player_fire_bow (object *op, int dir)
1711{ 1491{
1712 int ret = 0, wcmod = 0; 1492 int ret;
1713 1493
1714 if (op->contr->bowtype == bow_bestarrow) 1494 if (op->contr->bowtype == bow_bestarrow)
1715 { 1495 {
1716 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1496 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1717 } 1497 }
1718 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1498 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1719 { 1499 {
1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1500 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); 1501 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1724 } 1502 }
1725 else if (op->contr->bowtype == bow_threewide) 1503 else if (op->contr->bowtype == bow_threewide)
1726 { 1504 {
1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1505 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1728 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1506 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1729 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1507 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1730 } 1508 }
1731 else if (op->contr->bowtype == bow_spreadshot) 1509 else if (op->contr->bowtype == bow_spreadshot)
1732 { 1510 {
1733 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1511 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1512 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1735 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1513 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1736 } 1514 }
1737 else 1515 else
1738 { 1516 {
1768 1546
1769 if (item->type == WAND) 1547 if (item->type == WAND)
1770 { 1548 {
1771 if (item->stats.food <= 0) 1549 if (item->stats.food <= 0)
1772 { 1550 {
1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1551 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)); 1552 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775 1553
1776 return; 1554 return;
1777 } 1555 }
1778 } 1556 }
1779 else if (item->type == ROD || item->type == HORN) 1557 else if (item->type == ROD || item->type == HORN)
1780 { 1558 {
1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1559 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1560
1561 // using the maximum of the rods charge allows at least one spell cast
1562 // for a rod or horn, this fixes some broken rods.
1563 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1782 { 1564 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1784 1566
1785 if (item->type == ROD) 1567 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)); 1568 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1787 else 1569 else
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1570 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1791 } 1573 }
1792 } 1574 }
1793 1575
1794 if (cast_spell (op, item, dir, item->inv, NULL)) 1576 if (cast_spell (op, item, dir, item->inv, NULL))
1795 { 1577 {
1796 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1578 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1579
1797 if (item->type == WAND) 1580 if (item->type == WAND)
1798 { 1581 {
1799 if (!(--item->stats.food)) 1582 if (!(--item->stats.food))
1800 { 1583 {
1801 object *tmp; 1584 object *tmp;
1805 CLEAR_FLAG (item, FLAG_ANIMATE); 1588 CLEAR_FLAG (item, FLAG_ANIMATE);
1806 item->face = item->arch->face; 1589 item->face = item->arch->face;
1807 item->set_speed (0); 1590 item->set_speed (0);
1808 } 1591 }
1809 1592
1810 if ((tmp = item->in_player ())) 1593 if (object *pl = item->visible_to ())
1811 esrv_update_item (UPD_ANIM, tmp, item); 1594 esrv_update_item (UPD_ANIM, pl, item);
1812 } 1595 }
1813 } 1596 }
1814 else if (item->type == ROD || item->type == HORN) 1597 else if (item->type == ROD || item->type == HORN)
1815 drain_rod_charge (item); 1598 drain_rod_charge (item);
1816 } 1599 }
1821bool 1604bool
1822fire (object *op, int dir) 1605fire (object *op, int dir)
1823{ 1606{
1824 int spellcost = 0; 1607 int spellcost = 0;
1825 1608
1826 /* check for loss of invisiblity/hide */
1827 if (action_makes_visible (op))
1828 make_visible (op);
1829
1830 player *pl = op->contr; 1609 player *pl = op->contr;
1831 1610
1832 if (pl->golem) 1611 if (pl->golem)
1833 { 1612 {
1834 control_golem (op->contr->golem, dir); 1613 control_golem (op->contr->golem, dir);
1836 } 1615 }
1837 1616
1838 object *ob = pl->ranged_ob; 1617 object *ob = pl->ranged_ob;
1839 1618
1840 if (!ob) 1619 if (!ob)
1841 return false;
1842
1843 if (!op->change_weapon (ob))
1844 return false; 1620 return false;
1845 1621
1846 if (op->speed_left > 0.f) 1622 if (op->speed_left > 0.f)
1847 --op->speed_left; 1623 --op->speed_left;
1848 else 1624 else
1849 return false; 1625 return false;
1850 1626
1627 if (!op->change_weapon (ob))
1628 return false;
1629
1630 /* check for loss of invisiblity/hide */
1631 if (action_makes_visible (op))
1632 make_visible (op);
1633
1851 switch (ob->type) 1634 switch (ob->type)
1852 { 1635 {
1853 case BOW: 1636 case BOW:
1854 player_fire_bow (op, dir); 1637 player_fire_bow (op, dir);
1855 break; 1638 break;
1856 1639
1857 case SPELL: 1640 case SPELL:
1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1641 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 break; 1642 break;
1860 1643
1861 case BUILDER: 1644 case BUILDER:
1862 apply_map_builder (op, dir); 1645 apply_map_builder (op, dir);
1863 break; 1646 break;
1896 /* First, lets try to find a key in the top level inventory */ 1679 /* First, lets try to find a key in the top level inventory */
1897 for (tmp = container->inv; tmp; tmp = tmp->below) 1680 for (tmp = container->inv; tmp; tmp = tmp->below)
1898 { 1681 {
1899 if (door->type == DOOR && tmp->type == KEY) 1682 if (door->type == DOOR && tmp->type == KEY)
1900 break; 1683 break;
1684
1901 /* For sanity, we should really check door type, but other stuff 1685 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 1686 * (like containers) can be locked with special keys
1903 */ 1687 */
1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1688 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 break; 1689 break;
1911 * a key, return 1695 * a key, return
1912 */ 1696 */
1913 if (!tmp) 1697 if (!tmp)
1914 { 1698 {
1915 for (tmp = container->inv; tmp; tmp = tmp->below) 1699 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 {
1917 /* No reason to search empty containers */ 1700 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1701 if (tmp->type == CONTAINER && tmp->inv)
1919 {
1920 if ((key = find_key (pl, tmp, door))) 1702 if ((key = find_key (pl, tmp, door)))
1921 return key; 1703 return key;
1922 }
1923 }
1924 1704
1925 if (!tmp) 1705 if (!tmp)
1926 return NULL; 1706 return 0;
1927 } 1707 }
1928 1708
1929 /* We get down here if we have found a key. Now if its in a container, 1709 /* 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 1710 * see if we actually want to use it
1931 */ 1711 */
1932 if (pl != container) 1712 if (pl != container)
1933 { 1713 {
1934 /* Only let players use keys in containers */ 1714 /* Only let players use keys in containers */
1935 if (!pl->contr) 1715 if (!pl->contr)
1936 return NULL; 1716 return 0;
1717
1937 /* cases where this fails: 1718 /* cases where this fails:
1938 * If we only search the player inventory, return now since we 1719 * If we only search the player inventory, return now since we
1939 * are not in the players inventory. 1720 * are not in the players inventory.
1940 * If the container is not active, return now since only active 1721 * If the container is not active, return now since only active
1941 * containers can be used. 1722 * containers can be used.
1947 * Change the color so that the message doesn't disappear with 1728 * Change the color so that the message doesn't disappear with
1948 * all the others. 1729 * all the others.
1949 */ 1730 */
1950 if (pl->contr->usekeys == key_inventory || 1731 if (pl->contr->usekeys == key_inventory ||
1951 !QUERY_FLAG (container, FLAG_APPLIED) || 1732 !QUERY_FLAG (container, FLAG_APPLIED) ||
1952 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1733 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1953 { 1734 {
1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1735 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)); 1736 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1956 return NULL; 1737 return NULL;
1957 } 1738 }
1977 /* If we found a key, do some extra work */ 1758 /* If we found a key, do some extra work */
1978 if (key) 1759 if (key)
1979 { 1760 {
1980 object *container = key->env; 1761 object *container = key->env;
1981 1762
1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
1984 if (action_makes_visible (op)) 1763 if (action_makes_visible (op))
1985 make_visible (op); 1764 make_visible (op);
1986 1765
1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1766 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988 spring_trap (door->inv, op); 1767 spring_trap (door->inv, op);
1989 1768
1990 if (door->type == DOOR) 1769 if (door->type == DOOR)
1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1770 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 else if (door->type == LOCKED_DOOR) 1771 else if (door->type == LOCKED_DOOR)
1993 { 1772 {
1994 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1773 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1995 remove_door2 (door); /* remove door without violence ;-) */ 1774 remove_door2 (door); /* remove door without violence ;-) */
1996 } 1775 }
1997 1776
1998 /* Do this after we print the message */ 1777 /* Do this after we print the message */
1999 decrease_ob (key); /* Use up one of the keys */ 1778 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 1779
2004 return 1; /* Nothing more to do below */ 1780 return 1; /* Nothing more to do below */
2005 } 1781 }
2006 else if (door->type == LOCKED_DOOR) 1782 else if (door->type == LOCKED_DOOR)
2007 { 1783 {
2008 /* Might as well return now - no other way to open this */ 1784 /* Might as well return now - no other way to open this */
2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1785 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2010 return 1; 1786 return 1;
2011 } 1787 }
2012 1788
2013 return 0; 1789 return 0;
2014} 1790}
2020 * going to try and move (not fire weapons). 1796 * going to try and move (not fire weapons).
2021 */ 1797 */
2022bool 1798bool
2023move_player_attack (object *op, int dir) 1799move_player_attack (object *op, int dir)
2024{ 1800{
1801 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1802 {
1803 --op->speed_left;
1804 return true;
1805 }
1806
2025 int on_battleground; 1807 int on_battleground;
2026 1808
2027 sint16 nx = freearr_x[dir] + op->x; 1809 sint16 nx = freearr_x[dir] + op->x;
2028 sint16 ny = freearr_y[dir] + op->y; 1810 sint16 ny = freearr_y[dir] + op->y;
2029 1811
2030 on_battleground = op_on_battleground (op, 0, 0); 1812 on_battleground = op_on_battleground (op, 0, 0);
2031 1813
2032 if (out_of_map (op->map, nx, ny)) 1814 if (out_of_map (op->map, nx, ny))
2033 return false; 1815 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 1816
2041 /* If braced, or can't move to the square, and it is not out of the 1817 /* 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 1818 * 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 1819 * 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 1820 * player. This is a pretty nasty hack, because if we could
2101 1877
2102 if (op->speed_left > 0.f) 1878 if (op->speed_left > 0.f)
2103 { 1879 {
2104 --op->speed_left; 1880 --op->speed_left;
2105 1881
2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1882 op->play_sound (sound_find ("push_player"));
2107 push_ob (mon, dir, op); 1883 push_ob (mon, dir, op);
2108 1884
2109 if (op->contr->tmp_invis || op->hide) 1885 if (action_makes_visible (op))
2110 make_visible (op); 1886 make_visible (op);
2111 1887
2112 return true; 1888 return true;
2113 } 1889 }
2114 else 1890 else
2130 { 1906 {
2131 --op->speed_left; 1907 --op->speed_left;
2132 1908
2133 if (!op->contr->braced) 1909 if (!op->contr->braced)
2134 { 1910 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1911 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 1912 push_ob (mon, dir, op);
2137 } 1913 }
2138 else 1914 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 1915 op->statusmsg ("You withhold your attack");
2140 1916
2141 if (op->contr->tmp_invis || op->hide) 1917 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2142 make_visible (op); 1918 make_visible (op);
2143 1919
2144 return true; 1920 return true;
2145 } 1921 }
2146 } 1922 }
2188bool 1964bool
2189move_player (object *op, int dir) 1965move_player (object *op, int dir)
2190{ 1966{
2191 int pick; 1967 int pick;
2192 1968
2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1969 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2194 return 0; 1970 return 0;
2195 1971
2196 /* Sanity check: make sure dir is valid */ 1972 /* Sanity check: make sure dir is valid */
2197 if ((dir < 0) || (dir >= 9)) 1973 if ((dir < 0) || (dir >= 9))
2198 { 1974 {
2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 1980 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2205 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1981 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2206 1982
2207 op->facing = dir; 1983 op->facing = dir;
2208 1984
2209 if (op->hide) 1985 if (op->flag [FLAG_HIDDEN])
2210 do_hidden_move (op); 1986 do_hidden_move (op);
2211 1987
2212 bool retval; 1988 bool retval;
2213 1989
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 1990 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2283 return 0; 2059 return 0;
2284 2060
2285 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2061 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2062 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2287 { 2063 {
2288 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2064 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)); 2065 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 2066
2294 tmp->destroy (); 2067 tmp->destroy ();
2295 CLEAR_FLAG (op, FLAG_LIFESAVE); 2068 CLEAR_FLAG (op, FLAG_LIFESAVE);
2296 2069
2297 if (op->stats.hp < 0) 2070 if (op->stats.hp < 0)
2310 return 0; 2083 return 0;
2311} 2084}
2312 2085
2313/* This goes throws the inventory and removes unpaid objects, and puts them 2086/* 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 2087 * 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 2088 * function will descend into containers. op is the object to start the search
2316 * from. 2089 * from.
2317 */ 2090 */
2091static void
2092drop_unpaid_items (object *op, object *env)
2093{
2094 while (op)
2095 {
2096 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2097
2098 if (QUERY_FLAG (op, FLAG_UNPAID))
2099 op->insert_at (env);
2100 else if (op->inv)
2101 drop_unpaid_items (op->inv, env);
2102
2103 op = next;
2104 }
2105}
2106
2318void 2107void
2319remove_unpaid_objects (object *op, object *env) 2108object::drop_unpaid_items ()
2320{ 2109{
2321 while (op) 2110 if (!flag [FLAG_REMOVED])
2322 { 2111 ::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} 2112}
2338 2113
2339/* 2114/*
2340 * Returns pointer a static string containing gravestone text 2115 * Returns pointer a static string containing gravestone text
2341 * Moved from apply.c to player.c - player.c is what 2116 * Moved from apply.c to player.c - player.c is what
2342 * actually uses this function. player.c may not be quite the 2117 * actually uses this function. player.c may not be quite the
2343 * best, a misc file for object actions is probably better, 2118 * best, a misc file for object actions is probably better,
2344 * but there isn't one in the server directory. 2119 * but there isn't one in the server directory.
2345 */ 2120 */
2346char * 2121const char *
2347gravestone_text (object *op) 2122gravestone_text (object *op)
2348{ 2123{
2349 static char buf2[MAX_BUF]; 2124 static dynbuf_text buf;
2350 char buf[MAX_BUF];
2351 time_t now = time (NULL);
2352 2125
2353 strcpy (buf2, " R.I.P.\n\n"); 2126 buf << "---- R.I.P. ----\n\n"
2127 << op->name;
2128
2354 if (op->type == PLAYER) 2129 if (op->type == PLAYER)
2355 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2130 buf << " the " << op->contr->title;
2356 else
2357 sprintf (buf, "%s\n", &op->name);
2358 2131
2359 strncat (buf2, " ", 20 - strlen (buf) / 2); 2132 buf << "\n\n";
2360 strcat (buf2, buf); 2133
2134 buf << "who was level ";
2135 buf << (sint32)op->level << "\n\n" // OO breakdown
2136 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2137
2361 if (op->type == PLAYER) 2138 if (op->type == PLAYER)
2362 sprintf (buf, "who was in level %d when killed\n", op->level); 2139 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 2140
2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2367 strcat (buf2, buf);
2368 if (op->type == PLAYER)
2369 { 2141 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2142 static char buf2[128];
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2143 time_t now = time (NULL);
2372 strcat (buf2, buf);
2373 }
2374
2375 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2144 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2145 buf << buf2;
2377 strcat (buf2, buf); 2146 }
2378 2147
2379 return buf2; 2148 return buf;
2380} 2149}
2381 2150
2382void 2151void
2383do_some_living (object *op) 2152do_some_living (object *op)
2384{ 2153{
2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2205 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2437 else 2206 else
2438 { 2207 {
2439 gen_grace = op->stats.maxgrace; 2208 gen_grace = op->stats.maxgrace;
2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2209 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 } 2210 }
2484 2211
2485 /* Regenerate Grace */ 2212 /* Regenerate Grace */
2486 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2213 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2487 if (--op->last_grace < 0) 2214 if (--op->last_grace < 0)
2508 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2235 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2509 } 2236 }
2510 /* wearing stuff doesn't detract from grace generation. */ 2237 /* wearing stuff doesn't detract from grace generation. */
2511 } 2238 }
2512 2239
2240 if (op->stats.food > 0)
2241 {
2513 /* Regenerate Hit Points */ 2242 /* Regenerate Spell Points */
2514 if (--op->last_heal < 0) 2243 if (!op->contr->golem && --op->last_sp < 0)
2515 {
2516 if (op->stats.hp < op->stats.maxhp)
2517 { 2244 {
2518 op->stats.hp++; 2245 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2519 /* dms do not consume food */ 2246
2520 if (!QUERY_FLAG (op, FLAG_WIZ)) 2247 if (op->stats.sp < op->stats.maxsp)
2521 { 2248 {
2249 op->stats.sp++;
2250
2251 /* dms do not consume food */
2252 if (!QUERY_FLAG (op, FLAG_WIZ))
2253 {
2522 op->stats.food--; 2254 op->stats.food--;
2255
2523 if (op->contr->digestion < 0) 2256 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion; 2257 op->stats.food += op->contr->digestion;
2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2258 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2526 op->stats.food = last_food; 2259 op->stats.food = last_food;
2260 }
2527 } 2261 }
2528 }
2529 2262
2530 if (max_hp > 1) 2263 if (max_sp > 1)
2531 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533 if (over_hp > 0)
2534 { 2264 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2265 over_sp = (gen_sp + 10) / rate_sp;
2266 if (over_sp > 0)
2267 {
2268 if (op->stats.sp < op->stats.maxsp)
2269 {
2270 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2271
2272 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2273 op->stats.sp--;
2274
2275 if (op->stats.sp > op->stats.maxsp)
2276 op->stats.sp = op->stats.maxsp;
2277 }
2278
2536 op->last_heal = 0; 2279 op->last_sp = 0;
2280 }
2281 else
2282 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2537 } 2283 }
2538 else 2284 else
2285 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2286 }
2287
2288 /* Regenerate Hit Points */
2289 if (--op->last_heal < 0)
2290 {
2291 if (op->stats.hp < op->stats.maxhp)
2539 { 2292 {
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2293 op->stats.hp++;
2294
2295 /* dms do not consume food */
2296 if (!QUERY_FLAG (op, FLAG_WIZ))
2297 {
2298 op->stats.food--;
2299
2300 if (op->contr->digestion < 0)
2301 op->stats.food += op->contr->digestion;
2302 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2303 op->stats.food = last_food;
2304 }
2541 } 2305 }
2306
2307 if (max_hp > 1)
2308 {
2309 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2310
2311 if (over_hp > 0)
2312 {
2313 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2314 op->last_heal = 0;
2315 }
2316 else
2317 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2542 } 2318 }
2543 else 2319 else
2544 {
2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2320 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2546 } 2321 }
2547 } 2322 }
2548 2323
2549 /* Digestion */ 2324 /* Digestion */
2550 if (--op->last_eat < 0) 2325 if (--op->last_eat < 0)
2551 { 2326 {
2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2327 int bonus = max (0, op->contr->digestion),
2328 penalty = max (0, -op->contr->digestion);
2553 2329
2554 if (op->contr->gen_hp > 0)
2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2330 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 2331
2559 /* dms do not consume food */ 2332 /* dms do not consume food */
2560 if (!QUERY_FLAG (op, FLAG_WIZ)) 2333 if (!QUERY_FLAG (op, FLAG_WIZ))
2561 op->stats.food--; 2334 op->stats.food--;
2562 } 2335 }
2563 2336
2564 if (op->stats.food < 0 && op->stats.hp >= 0) 2337 if (op->stats.food < 0 && op->stats.hp >= 0)
2565 { 2338 {
2566 object *tmp, *flesh = 0; 2339 object *flesh = 0;
2567 2340
2568 for (tmp = op->inv; tmp; tmp = tmp->below) 2341 for_inv_removable (op, tmp)
2569 { 2342 {
2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2343 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2344 continue;
2345
2346 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2571 { 2347 {
2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2348 op->statusmsg ("You blindly grab for a bite of food. "
2573 { 2349 "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); 2350 manual_apply (op, tmp, 0);
2351
2576 if (op->stats.food >= 0 || op->stats.hp < 0) 2352 if (op->stats.food >= 0 || op->stats.hp < 0)
2577 break; 2353 break;
2578 } 2354 }
2579 else if (tmp->type == FLESH) 2355 else if (tmp->type == FLESH)
2580 flesh = tmp; 2356 flesh = tmp;
2581 } /* End if paid for object */ 2357 }
2582 } /* end of for loop */
2583 2358
2584 /* If player is still starving, it means they don't have any food, so 2359 /* If player is still starving, it means they don't have any food, so
2585 * eat flesh instead. 2360 * eat flesh instead.
2586 */ 2361 */
2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2362 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2588 { 2363 {
2589 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2364 op->statusmsg ("You blindly grab for a bite of food. "
2365 "H<To prevent you from starving, you ate some random item from your backpack.>");
2590 manual_apply (op, flesh, 0); 2366 manual_apply (op, flesh, 0);
2591 } 2367 }
2368
2369 // If player is still starving, alert him!
2370 if (op->stats.food < 0)
2371 op->failmsg ("You are starving! "
2372 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2373 }
2374
2375 if (op->stats.food < 0)
2592 } 2376 {
2377 op->stats.hp += op->stats.food;
2378 op->stats.food = 0;
2593 2379
2594 while (op->stats.food < 0 && op->stats.hp >= 0) 2380 if (op->stats.hp < 0)
2595 op->stats.food++, op->stats.hp--; 2381 {
2382 op->contr->killer = archetype::get ("killer_starvation");
2383 op->contr->killer->destroy ();
2384 }
2385 }
2596 2386
2387 /* killer should be set here already */
2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2388 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2598 kill_player (op); 2389 kill_player (op);
2599 } 2390 }
2600} 2391}
2601 2392
2605 * file. 2396 * file.
2606 */ 2397 */
2607void 2398void
2608kill_player (object *op) 2399kill_player (object *op)
2609{ 2400{
2610 char buf[MAX_BUF];
2611 int x, y; 2401 int x, y;
2612
2613 //int i;
2614 maptile *map; /* this is for resurrection */ 2402 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; 2403 int will_kill_again;
2622 archetype *at; 2404 archetype *at;
2623 object *tmp; 2405 object *tmp;
2624 2406
2625 if (save_life (op)) 2407 if (save_life (op))
2626 return; 2408 return;
2627 2409
2410 dynbuf_text deathtab;
2411
2412 /* restore player */
2413 at = archetype::find ("poisoning");
2414 if (object *tmp = present_arch_in_ob (at, op))
2415 {
2416 tmp->destroy ();
2417 deathtab << "Your body feels cleansed...\r";
2418 }
2419
2420 at = archetype::find ("confusion");
2421 if (object *tmp = present_arch_in_ob (at, op))
2422 {
2423 tmp->destroy ();
2424 deathtab << "Your mind feels clearer...\r";
2425 }
2426
2427 cure_disease (op, 0, 0); /* remove any disease */
2428
2429 max_it (op->stats.hp , op->stats.maxhp);
2430 max_it (op->stats.sp , op->stats.maxsp);
2431 max_it (op->stats.grace, op->stats.maxgrace);
2432
2433 if (op->stats.food <= 0)
2434 op->stats.food = 999;
2435
2436 // remove all spell effects that are active
2437 // to avoid long-term effects such as word-of-recall
2438 for (object *item = op->inv; item; )
2439 {
2440 object *next = item->below;
2441
2442 if (item->type == SPELL_EFFECT && item->active)
2443 item->destroy ();
2444
2445 item = next;
2446 }
2628 2447
2629 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2448 /* 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. 2449 * in cities ONLY!!! It is very important that this doesn't get abused.
2631 * Look at op_on_battleground() for more info --AndreasV 2450 * Look at op_on_battleground() for more info --AndreasV
2632 */ 2451 */
2633 if (op_on_battleground (op, &x, &y)) 2452 if (op_on_battleground (op, &x, &y))
2634 { 2453 {
2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2454 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 2455
2658 /* create a bodypart-trophy to make the winner happy */ 2456 /* create a bodypart-trophy to make the winner happy */
2659 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2457 if (object *tmp = arch_to_object (archetype::find ("finger")))
2660 { 2458 {
2661 sprintf (buf, "%s's finger", &op->name); 2459 tmp->name = format ("%s's finger" , &op->name);
2662 tmp->name = buf; 2460 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; 2461 tmp->msg = format (
2462 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2463 &op->name, op->contr->title,
2464 (int)op->level,
2465 op->contr->killer_name ()
2466 );
2667 tmp->value = 0, tmp->type = 0; 2467 tmp->value = 0, tmp->type = 0;
2668 tmp->materialname = "organics"; 2468 tmp->materialname = "organics";
2669 tmp->insert_at (op, tmp); 2469 tmp->insert_at (op, tmp);
2670 } 2470 }
2671 2471
2672 /* teleport defeated player to new destination */ 2472 /* teleport defeated player to new destination */
2673 transfer_ob (op, x, y, 0, NULL); 2473 transfer_ob (op, x, y, 0, NULL);
2674 op->contr->braced = 0; 2474 op->contr->braced = 0;
2475
2476 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2675 return; 2477 return;
2676 } 2478 }
2677 2479
2480 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2481 deathtab << "T<YOU HAVE DIED>\n\n";
2482
2678 INVOKE_PLAYER (DEATH, op->contr); 2483 INVOKE_PLAYER (DEATH, op->contr);
2679 2484
2680 command_kill_pets (op, 0); 2485 command_kill_pets (op, 0);
2681 2486
2682 if (op->stats.food < 0) 2487 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 2488
2692 /* save the map location for corpse, gravestone */ 2489 /* save the map location for corpse, gravestone */
2693 x = op->x; 2490 x = op->x;
2694 y = op->y; 2491 y = op->y;
2695 map = op->map; 2492 map = op->map;
2723 2520
2724 lost_a_stat = 0; 2521 lost_a_stat = 0;
2725 2522
2726 for (z = 0; z < num_stats_lose; z++) 2523 for (z = 0; z < num_stats_lose; z++)
2727 { 2524 {
2728 i = RANDOM () % NUM_STATS; 2525 i = rndm (NUM_STATS);
2729 2526
2730 if (settings.stat_loss_on_death) 2527 if (settings.stat_loss_on_death)
2731 { 2528 {
2732 /* Pick a random stat and take a point off it. Tell the player 2529 /* Pick a random stat and take a point off it. Tell the player
2733 * what he lost. 2530 * what he lost.
2784 } 2581 }
2785 } 2582 }
2786 2583
2787 if (lose_this_stat) 2584 if (lose_this_stat)
2788 { 2585 {
2789 this_stat = get_attr_value (&(dep->stats), i); 2586 this_stat = get_attr_value (&dep->stats, i);
2790 /* We could try to do something clever like find another 2587 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2588 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2589 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2590 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2591 * difference.
2802 lost_a_stat = 1; 2599 lost_a_stat = 1;
2803 } 2600 }
2804 } 2601 }
2805 } 2602 }
2806 } 2603 }
2604
2807 /* If no stat lost, tell the player. */ 2605 /* If no stat lost, tell the player. */
2808 if (!lost_a_stat) 2606 if (!lost_a_stat)
2809 { 2607 {
2810 /* determine_god() seems to not work sometimes... why is this? 2608 /* determine_god() seems to not work sometimes... why is this?
2811 Should I be using something else? GD */ 2609 Should I be using something else? GD */
2812 const char *god = determine_god (op); 2610 shstr_tmp god = determine_god (op);
2813 2611
2814 if (god && (strcmp (god, "none"))) 2612 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); 2613 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2816 else 2614 else
2817 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2615 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2818 } 2616 }
2819#else 2617#else
2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2618 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2821#endif 2619#endif
2822 2620
2823 /* Put a gravestone up where the character 'almost' died. List the 2621 /* Put a gravestone up where the character 'almost' died. List the
2824 * exp loss on the stone. 2622 * exp loss on the stone.
2825 */ 2623 */
2826 tmp = arch_to_object (archetype::find ("gravestone")); 2624 tmp = arch_to_object (archetype::find ("gravestone"));
2827 sprintf (buf, "%s's gravestone", &op->name); 2625 tmp->name = format ("%s's gravestone", &op->name);
2828 tmp->name = buf; 2626 tmp->name_pl = format ("%s's gravestones", &op->name);
2829 sprintf (buf, "%s's gravestones", &op->name); 2627 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2830 tmp->name_pl = buf; 2628 &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; 2629 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL, 0); 2630 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2631
2836 /**************************************/ 2632 /**************************************/
2837 /* */ 2633 /* */
2838 /* Subtract the experience points, */ 2634 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */
2841 /* */ 2635 /* */
2842 /**************************************/ 2636 /**************************************/
2843 2637
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)); */ 2638 /*add_exp(op, (op->stats.exp * -0.20)); */
2866 apply_death_exp_penalty (op); 2639 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 2640
2873 /* 2641 /*
2874 * Check to see if the player has any unpaid items. If so, remove them 2642 * Check to see if the player has any unpaid items. If so, remove them
2875 * and put them back in the map. 2643 * and put them back in the map.
2876 */ 2644 */
2877 remove_unpaid_objects (op->inv, op); 2645 op->drop_unpaid_items ();
2878 2646
2879 /****************************************/ 2647 /****************************************/
2880 /* */ 2648 /* */
2881 /* Move player to his current respawn- */ 2649 /* Move player to his current respawn- */
2882 /* position (usually last savebed) */ 2650 /* position (usually last savebed) */
2911 if (will_kill_again & (1 << at)) 2679 if (will_kill_again & (1 << at))
2912 force->resist[at] = 100; 2680 force->resist[at] = 100;
2913 2681
2914 insert_ob_in_ob (force, op); 2682 insert_ob_in_ob (force, op);
2915 op->update_stats (); 2683 op->update_stats ();
2916
2917 } 2684 }
2918 2685
2919 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2686 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2920} 2687}
2921 2688
2922void 2689void
2923loot_object (object *op) 2690loot_object (object *op)
2924{ /* Grab and destroy some treasure */ 2691{ /* Grab and destroy some treasure */
2941 2708
2942 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2709 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2943 { 2710 {
2944 if (tmp->nrof > 1) 2711 if (tmp->nrof > 1)
2945 { 2712 {
2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2713 tmp->decrease (rndm (1, tmp->nrof - 1));
2947 tmp2->destroy ();
2948 insert_ob_in_map (tmp, op->map, NULL, 0); 2714 insert_ob_in_map (tmp, op->map, NULL, 0);
2949 } 2715 }
2950 else 2716 else
2951 tmp->destroy (); 2717 tmp->destroy ();
2952 } 2718 }
2963void 2729void
2964fix_weight (void) 2730fix_weight (void)
2965{ 2731{
2966 for_all_players (pl) 2732 for_all_players (pl)
2967 { 2733 {
2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2734 sint32 old = pl->ob->carrying;
2969 2735
2970 if (old == sum) 2736 pl->ob->update_weight ();
2971 continue; 2737
2738 if (old != pl->ob->carrying)
2739 {
2972 pl->ob->update_stats (); 2740 pl->ob->update_stats ();
2973 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2741 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2742 }
2974 } 2743 }
2975} 2744}
2976 2745
2977void 2746void
2978fix_luck (void) 2747fix_luck (void)
3020} 2789}
3021 2790
3022void 2791void
3023make_visible (object *op) 2792make_visible (object *op)
3024{ 2793{
3025 op->hide = 0; 2794 op->flag [FLAG_HIDDEN] = 0;
3026 op->invisible = 0; 2795 op->invisible = 0;
2796
3027 if (op->type == PLAYER) 2797 if (op->type == PLAYER)
3028 { 2798 {
3029 op->contr->tmp_invis = 0; 2799 op->contr->tmp_invis = 0;
3030 op->contr->invis_race = 0; 2800 op->contr->invis_race = 0;
3031 } 2801 }
3044 2814
3045/* look at the surrounding terrain to determine 2815/* look at the surrounding terrain to determine
3046 * the hideability of this object. Positive levels 2816 * the hideability of this object. Positive levels
3047 * indicate greater hideability. 2817 * indicate greater hideability.
3048 */ 2818 */
3049
3050int 2819int
3051hideability (object *ob) 2820hideability (object *ob)
3052{ 2821{
3053 int i, level = 0, mflag; 2822 int i, level = 0, mflag;
3054 sint16 x, y; 2823 sint16 x, y;
3055 2824
3056 if (!ob || !ob->map) 2825 if (!ob || !ob->map)
3057 return 0; 2826 return 0;
3058 2827
3059 /* so, on normal lighted maps, its hard to hide */ 2828 /* so, on normal lighted maps, its hard to hide */
3060 level = ob->map->darkness - 2; 2829 level = ob->map->darklevel () - 2;
3061 2830
3062 /* this also picks up whether the object is glowing. 2831 /* this also picks up whether the object is glowing.
3063 * If you carry a light on a non-dark map, its not 2832 * If you carry a light on a non-dark map, its not
3064 * as bad as carrying a light on a pitch dark map */ 2833 * as bad as carrying a light on a pitch dark map */
3065 if (has_carried_lights (ob)) 2834 if (ob->has_carried_lights ())
3066 level = -(10 + (2 * ob->map->darkness)); 2835 level = -(10 + (2 * ob->map->darklevel ()));
3067 2836
3068 /* scan through all nearby squares for terrain to hide in */ 2837 /* 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]) 2838 for (i = 0, x = ob->x, y = ob->y;
2839 i <= SIZEOFFREE1;
2840 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3070 { 2841 {
3071 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2842 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3072 if (mflag & P_OUT_OF_MAP) 2843 if (mflag & P_OUT_OF_MAP)
3073 {
3074 continue; 2844 continue;
3075 } 2845
3076 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2846 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3077 level += 2; 2847 level += 2;
3078 else /* open terrain! */ 2848 else /* open terrain! */
3079 level -= 1; 2849 level -= 1;
3080 } 2850 }
3091 * spot (surrounded by clear terrain in broad daylight). -b.t. 2861 * spot (surrounded by clear terrain in broad daylight). -b.t.
3092 */ 2862 */
3093void 2863void
3094do_hidden_move (object *op) 2864do_hidden_move (object *op)
3095{ 2865{
3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2866 int hide = 0;
3097 object *skop;
3098 2867
3099 if (!op || !op->map) 2868 if (!op || !op->map)
3100 return; 2869 return;
3101 2870
3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2871 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2872 int num = random_roll (0, 19, op, PREFER_LOW);
3103 2873
3104 /* its *extremely* hard to run and sneak/hide at the same time! */ 2874 /* its *extremely* hard to run and sneak/hide at the same time! */
3105 if (op->type == PLAYER && op->contr->run_on) 2875 if (op->type == PLAYER && op->contr->run_on)
3106 if (!skop || num >= skop->level) 2876 if (!skop || num >= skop->level)
3107 { 2877 {
3117 num -= hide; 2887 num -= hide;
3118 2888
3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2889 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3120 { 2890 {
3121 make_visible (op); 2891 make_visible (op);
2892
3122 if (op->type == PLAYER) 2893 if (op->type == PLAYER)
3123 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2894 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3124 } 2895 }
3125 else if (op->type == PLAYER && skop) 2896 else if (op->type == PLAYER && skop)
3126 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2897 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3179 * object op. This function works fine for monsters, 2950 * object op. This function works fine for monsters,
3180 * but we dont worry if the object isnt the top one in 2951 * but we dont worry if the object isnt the top one in
3181 * a pile (say a coin under a table would return "viewable" 2952 * a pile (say a coin under a table would return "viewable"
3182 * by this routine). Another question, should we be 2953 * by this routine). Another question, should we be
3183 * concerned with the direction the player is looking 2954 * concerned with the direction the player is looking
3184 * in? Realistically, most of use cant see stuff behind 2955 * in? Realistically, most of us can't see stuff behind
3185 * our backs...on the other hand, does the "facing" direction 2956 * our backs...on the other hand, does the "facing" direction
3186 * imply the way your head, or body is facing? Its possible 2957 * 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. 2958 * for them to differ. Sigh, this fctn could get a bit more complex.
3188 * -b.t. 2959 * -b.t.
3189 * This function is now map tiling safe. 2960 * This function is now map tiling safe.
3190 */ 2961 */
3191
3192int 2962int
3193player_can_view (object *pl, object *op) 2963player_can_view (object *pl, object *op)
3194{ 2964{
3195 rv_vector rv; 2965 rv_vector rv;
3196 int dx, dy; 2966 int dx, dy;
3208 2978
3209 get_rangevector (pl, op, &rv, 0x1); 2979 get_rangevector (pl, op, &rv, 0x1);
3210 2980
3211 /* starting with the 'head' part, lets loop 2981 /* starting with the 'head' part, lets loop
3212 * through the object and find if it has any 2982 * through the object and find if it has any
3213 * part that is in the los array but isnt on 2983 * part that is in the los array but isn't on
3214 * a blocked los square. 2984 * a blocked los square.
3215 * we use the archetype to figure out offsets. 2985 * we use the archetype to figure out offsets.
3216 */ 2986 */
3217 while (op) 2987 while (op)
3218 { 2988 {
3219 dx = rv.distance_x + op->arch->x; 2989 dx = rv.distance_x + op->arch->x;
3220 dy = rv.distance_y + op->arch->y; 2990 dy = rv.distance_y + op->arch->y;
3221 2991
3222 /* only the viewable area the player sees is updated by LOS 2992 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; 2993 return 1;
2994
3230 op = op->more; 2995 op = op->more;
3231 } 2996 }
2997
3232 return 0; 2998 return 0;
3233} 2999}
3234 3000
3235/* routine for both players and monsters. We call this when 3001/* routine for both players and monsters. We call this when
3236 * there is a possibility for our action distrubing our hiding 3002 * there is a possibility for our action distrubing our hiding
3237 * place or invisiblity spell. Artefact invisiblity is not 3003 * place or invisiblity spell. Artefact invisiblity causes
3238 * effected by this. If we arent invisible to begin with, we 3004 * "noise" instead. If we arent invisible to begin with, we
3239 * return 0. 3005 * return 0.
3240 */ 3006 */
3241int 3007int
3242action_makes_visible (object *op) 3008action_makes_visible (object *op)
3243{ 3009{
3244
3245 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3010 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3246 { 3011 {
3247 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3012 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3013 {
3014 // artefact invisibility is permanent, but we still make noise
3015 // this is important for game-balance.
3016 if (op->contr)
3017 op->make_noise ();
3018
3248 return 0; 3019 return 0;
3020 }
3249 3021
3250 if (op->contr && op->contr->tmp_invis == 0) 3022 if (op->contr && op->contr->tmp_invis == 0)
3251 return 0; 3023 return 0;
3252 3024
3253 /* If monsters, they should become visible */ 3025 /* If monsters, they should become visible */
3254 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3026 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3255 { 3027 {
3256 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3028 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3257 return 1; 3029 return 1;
3258 } 3030 }
3259 } 3031 }
3032
3260 return 0; 3033 return 0;
3261} 3034}
3262 3035
3263/* op_on_battleground - checks if the given object op (usually 3036/* op_on_battleground - checks if the given object op (usually
3264 * a player) is standing on a valid battleground-tile, 3037 * 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 3042 * Default is to do the same as before, so only people wanting to have different points need worry about this
3270 */ 3043 */
3271int 3044int
3272op_on_battleground (object *op, int *x, int *y) 3045op_on_battleground (object *op, int *x, int *y)
3273{ 3046{
3274 object *tmp;
3275
3276 /* A battleground-tile needs the following attributes to be valid: 3047 /* 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), 3048 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3278 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3049 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3279 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3280 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3281 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3282 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3283 { 3054 {
3284 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3055 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3285 { 3056 {
3286 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3057 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3287 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3058 && tmp->type == BATTLEGROUND
3059 && tmp->name == shstr_battleground
3060 && EXIT_X (tmp) && EXIT_Y (tmp))
3288 { 3061 {
3289 /*before we assign the exit, check if this is a teambattle */ 3062 /* before we assign the exit, check if this is a teambattle */
3290 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3063 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3291 { 3064 {
3292 object *invtmp;
3293
3294 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3065 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3295 { 3066 {
3296 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3067 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3297 { 3068 {
3298 if (x != NULL && y != NULL) 3069 if (x && y)
3299 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3070 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3071
3300 return 1; 3072 return 1;
3301 } 3073 }
3302 } 3074 }
3303 } 3075 }
3076
3304 if (x != NULL && y != NULL) 3077 if (x && y)
3305 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3078 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3079
3306 return 1; 3080 return 1;
3307 } 3081 }
3308 } 3082 }
3309 } 3083 }
3084
3310 /* If we got here, did not find a battleground */ 3085 /* If we got here, did not find a battleground */
3311 return 0; 3086 return 0;
3312} 3087}
3313 3088
3314/* 3089/*
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3105 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i = 0, j = 0; 3106 int i = 0, j = 0;
3332 3107
3333 /* get the appropriate treasurelist */ 3108 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3109 if (atnr == ATNR_FIRE)
3335 trlist = treasurelist::find ("dragon_ability_fire"); 3110 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3111 else if (atnr == ATNR_COLD)
3337 trlist = treasurelist::find ("dragon_ability_cold"); 3112 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3113 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = treasurelist::find ("dragon_ability_elec"); 3114 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3115 else if (atnr == ATNR_POISON)
3341 trlist = treasurelist::find ("dragon_ability_poison"); 3116 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3117
3343 if (trlist == NULL || who->type != PLAYER) 3118 if (trlist == NULL || who->type != PLAYER)
3344 return; 3119 return;
3345 3120
3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3121 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3464 else 3239 else
3465 { 3240 {
3466 /* generate misc. treasure */ 3241 /* generate misc. treasure */
3467 tmp = arch_to_object (tr->item); 3242 tmp = arch_to_object (tr->item);
3468 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3243 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); 3244 who->insert (tmp);
3470 if (who->type == PLAYER)
3471 esrv_send_item (who, tmp);
3472 } 3245 }
3473} 3246}
3474 3247
3475/** 3248/**
3476 * Unready an object for a player. This function does nothing if the object was 3249 * Unready an object for a player. This function does nothing if the object was
3488 if (pl->ranged_ob == ob) 3261 if (pl->ranged_ob == ob)
3489 pl->ranged_ob = 0; 3262 pl->ranged_ob = 0;
3490} 3263}
3491 3264
3492sint8 3265sint8
3493player::visibility_at (maptile *map, int x, int y) const 3266player::darkness_at (maptile *map, int x, int y) const
3494{ 3267{
3495 if (!ns) 3268 if (!ns)
3496 return 0; 3269 return LOS_BLOCKED;
3497 3270
3498 int dx, dy; 3271 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3272 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0; 3273 return LOS_BLOCKED;
3501 3274
3502 x += dx - ns->current_x + ns->mapx / 2; 3275 x += dx - ns->current_x;
3503 y += dy - ns->current_y + ns->mapy / 2; 3276 y += dy - ns->current_y;
3504 3277
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]; 3278 return blocked_los (x, y);
3509} 3279}
3280
3281void
3282player::infobox (const char *title, const char *msg, int color)
3283{
3284 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3285}
3286
3287void
3288player::statusmsg (const char *msg, int color)
3289{
3290 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3291}
3292
3293void
3294player::failmsg (const char *msg, int color)
3295{
3296 play_sound (sound_find ("generic_failure"));
3297 statusmsg (msg, color);
3298}
3299

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