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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 1.238 by root, Thu Nov 5 16:09:51 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 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
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. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
183 72
184 if (ob->map) 73 if (ob->map)
185 maplevel = ob->map->path; 74 maplevel = ob->map->path;
186 75
187 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 78 ob->map = 0;
189 party = 0; 79 party = 0;
190 80
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 82
206 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
207 97
208 ns->update_look = 0; 98 ns->update_look = 0;
209 ns->look_position = 0; 99 ns->look_position = 0;
210 100
211 clear_los (this); 101 clear_los ();
212 102
213 ns->reset_stats (); 103 ns->reset_stats ();
214 104
215 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
218 108
219 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
220 link_player_skills (ob); 110 link_skills ();
221 111
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 113
224 assign (title, ob->arch->object::name); 114 assign (title, ob->arch->object::name);
225 115
238 set_dragon_name (ob, abil, skin); 128 set_dragon_name (ob, abil, skin);
239 } 129 }
240 130
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 131 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 132
243 esrv_new_player (this, ob->weight + ob->carrying); 133 esrv_new_player (this);
134
135 ob->update_stats ();
136
137 ns->floorbox_update ();
138 esrv_send_inventory (ob, ob);
139 esrv_add_spells (this, 0);
140
141 activate ();
142
143 INVOKE_PLAYER (CONNECT, this);
144 INVOKE_PLAYER (LOGIN, this);
145}
146
147void
148player::disconnect ()
149{
150 if (ob)
151 {
152 ob->close_container (); //TODO: client-specific
153 ob->drop_unpaid_items ();
154 }
155
156 if (ns)
157 {
158 if (active)
159 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
160
161 INVOKE_PLAYER (DISCONNECT, this);
162
163 ns->reset_stats ();
164 ns->pl = 0;
165 ns = 0;
166 }
167
168 // this is important for the player scheduler to get the correct refcount
169 // when ns = 0
170 observe = viewpoint = ob;
171
172 deactivate ();
173}
174
175//-GPL
176
177// the need for this function can be explained
178// by load_object not returning the object
179void
180player::set_object (object *op)
181{
182 ob = observe = viewpoint = op;
183 ob->contr = this; /* this aren't yet in archetype */
184
185 ob->speed = 1.0f;
186 ob->speed_left = 0.5f;
187
188 ob->direction = 5; /* So player faces south */
244 189
245 ob->flag [FLAG_READY_WEAPON] = false; 190 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 191 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false; 192 ob->flag [FLAG_READY_BOW] = false;
248 193
265 combat_ob = op; 210 combat_ob = op;
266 break; 211 break;
267 } 212 }
268 213
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats (); 215 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} 216}
322 217
323void 218void
324player::set_observe (object *op) 219player::set_observe (object *op)
325{ 220{
326 observe = op ? op : ob; 221 observe = viewpoint = op ? op : ob;
327 do_los = 1; 222 do_los = 1;
328} 223}
224
225void
226player::set_viewpoint (object *op)
227{
228 viewpoint = op ? op : (object *)observe;
229 do_los = 1;
230}
231
232//+GPL
329 233
330player::player () 234player::player ()
331{ 235{
332 /* There are some elements we want initialised to non zero value - 236 /* There are some elements we want initialised to non zero value -
333 * we deal with that below this point. 237 * we deal with that below this point.
339 savebed_map = first_map_path; /* Init. respawn position */ 243 savebed_map = first_map_path; /* Init. respawn position */
340 244
341 gen_sp_armour = 10; 245 gen_sp_armour = 10;
342 bowtype = bow_normal; 246 bowtype = bow_normal;
343 petmode = pet_normal; 247 petmode = pet_normal;
344 listening = 10;
345 usekeys = containers; 248 usekeys = containers;
346 peaceful = 1; /* default peaceful */ 249 peaceful = 1; /* default peaceful */
347 do_los = 1; 250 do_los = 1;
348 251
349 weapon_sp = 1.0f; 252 weapon_sp = 1.0f;
361 { 264 {
362 ob->destroy_inv (false); 265 ob->destroy_inv (false);
363 ob->destroy (); 266 ob->destroy ();
364 } 267 }
365 268
366 ob = observe = 0; 269 ob = observe = viewpoint = 0;
367} 270}
368 271
369player::~player () 272player::~player ()
370{ 273{
371 /* Clear item stack */ 274 /* Clear item stack */
398 * Note: there MUST be at least one player archetype! 301 * Note: there MUST be at least one player archetype!
399 */ 302 */
400archetype * 303archetype *
401get_player_archetype (archetype *at) 304get_player_archetype (archetype *at)
402{ 305{
306 // archetypes could have been reloaded
307 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
308
309 if (!nat)
310 return at;
311
403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 312 archvec::iterator i = archetypes.find (nat);
404 313
405 for (;;) 314 for (;;)
406 { 315 {
407 if (++i == archetypes.end ()) 316 if (++i == archetypes.end ())
408 i = archetypes.begin (); 317 i = archetypes.begin ();
422 unsigned lastdist; 331 unsigned lastdist;
423 rv_vector rv; 332 rv_vector rv;
424 333
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 334 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 335 {
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)) 336 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 337 continue;
456 338
457 if (lastdist > rv.distance) 339 if (lastdist > rv.distance)
458 { 340 {
653 535
654 return firstdir; 536 return firstdir;
655} 537}
656 538
657void 539void
658give_initial_items (object *pl, treasurelist * items) 540give_initial_items (object *pl, treasurelist *items)
659{ 541{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 542 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 543 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 544
665 for (op = pl->inv; op; op = next) 545 for (object *next, *op = pl->inv; op; op = next)
666 { 546 {
667 next = op->below; 547 next = op->below;
668 548
669 /* Forces get applied per default, unless they have the 549 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 550 * flag "neutral" set. Sorry but I can't think of a better way
675 /* we never give weapons/armour if these cannot be used 555 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 556 * by this player due to race restrictions
677 */ 557 */
678 if (pl->type == PLAYER) 558 if (pl->type == PLAYER)
679 { 559 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
561 &&
681 (op->type == ARMOUR || op->type == BOOTS || 562 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 563 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 564 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE))
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 { 567 {
686 op->destroy (); 568 op->destroy ();
687 continue; 569 continue;
688 } 570 }
689 } 571 }
690 572
691 /* This really needs to be better - we should really give 573 /* Here we remove duplicated skills (as duplicated spell objects have
692 * a substitute spellbook. The problem is that we don't really 574 * _very_ confusing effects for players), which could for instance be
693 * have a good idea what to replace it with (need something like 575 * generated by bad treasurelists. - elmex
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */ 576 */
697 if (op->type == SPELLBOOK || op->type == SKILL) 577 if (op->type == SKILL)
698 { 578 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below) 579 for (object *tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name) 580 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 { 581 {
707 op->destroy (); 582 op->destroy ();
583 LOG (llevError,
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
709 continue; 585 break;
710 } 586 }
711 587
712 if (op->nrof > 1) 588 if (op->nrof > 1)
713 op->nrof = 1; 589 op->nrof = 1;
714 } 590 }
715 591
716 if (op->type == SPELLBOOK && op->inv) 592 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 594
721 /* Give starting characters identified, uncursed, and undamned 595 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 596 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 597 * merged properly.
724 */ 598 */
725 if (need_identify (op)) 599 if (need_identify (op))
726 { 600 {
727 SET_FLAG (op, FLAG_IDENTIFIED); 601 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED); 602 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED); 603 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 604 }
605
731 if (op->type == SPELL) 606 if (op->type == SPELL)
732 { 607 {
733 op->destroy (); 608 op->destroy ();
734 continue; 609 continue;
735 } 610 }
737 { 612 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 613 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 614 op->stats.exp = 0;
740 op->level = 1; 615 op->level = 1;
741 } 616 }
742 /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
746 620
747 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
748 link_player_skills (pl); 622 pl->contr->link_skills ();
749} 623}
750 624
751void 625void
752get_party_password (object *op, partylist *party) 626get_party_password (object *op, partylist *party)
753{ 627{
854static void 728static void
855start_info (object *op) 729start_info (object *op)
856{ 730{
857 char buf[MAX_BUF]; 731 char buf[MAX_BUF];
858 732
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 733 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 734 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} 735}
864 736
865/* This function takes the key that is passed, and does the 737/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 738 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 739 * The function name is for historical reasons - now we have
870 */ 742 */
871void 743void
872player::chargen_race_done () 744player::chargen_race_done ()
873{ 745{
874 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying); 747 esrv_new_player (ob->contr);
876 748
877 treasurelist *tl = treasurelist::find ("starting_wealth"); 749 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl) 750 if (tl)
879 create_treasure (tl, ob, 0, 0, 0); 751 create_treasure (tl, ob, 0, 0, 0);
880 752
884 ob->contr->ns->state = ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
885 757
886 if (ob->msg) 758 if (ob->msg)
887 ob->msg = 0; 759 ob->msg = 0;
888 760
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); 761 start_info (ob);
899 CLEAR_FLAG (ob, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (ob, ob->randomitems); 763 give_initial_items (ob, ob->randomitems);
901 link_player_skills (ob);
902 esrv_send_inventory (ob, ob); 764 esrv_send_inventory (ob, ob);
903 ob->update_stats (); 765 ob->update_stats ();
904 766
905 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
906 * is one for this race 768 * is one for this race
907 */ 769 */
908 if (*first_map_ext_path) 770 if (*first_map_ext_path)
909 { 771 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 772 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
925} 774}
926 775
927void 776void
971 LOG (llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
972 CLEAR_FLAG (op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
973 return; 822 return;
974 } 823 }
975 824
976 if (op->enemy == NULL) 825 if (!op->enemy)
977 { 826 {
978 LOG (llevDebug, "Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
979 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
980 return; 829 return;
981 } 830 }
982 831
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)) 832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995 { 833 {
996 op->enemy = NULL; 834 op->enemy = NULL;
997 CLEAR_FLAG (op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
998 return; 836 return;
1001 get_rangevector (op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
1002 840
1003 dir = absdir (4 + rv.direction); 841 dir = absdir (4 + rv.direction);
1004 for (diff = 0; diff < 3; diff++) 842 for (diff = 0; diff < 3; diff++)
1005 { 843 {
1006 int m = 1 - (RANDOM () & 2); 844 int m = 1 - rndm (2) * 2;
1007 845
1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1009 return; 847 return;
1010 } 848 }
1011 849
1022check_pick (object *op) 860check_pick (object *op)
1023{ 861{
1024 object *tmp, *next; 862 object *tmp, *next;
1025 int stop = 0; 863 int stop = 0;
1026 int wvratio; 864 int wvratio;
1027 char putstring[128];
1028 865
1029 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1030 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1031 return 1; 868 return 1;
1032 869
1033 next = op->below; 870 next = op->below;
1034 871
872 int cnt = MAX_ITEM_PER_DROP;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874
1035 /* loop while there are items on the floor that are not marked as 875 /* loop while there are items on the floor that are not marked as
1036 * destroyed */ 876 * destroyed */
1037 while (next && !next->destroyed ()) 877 while (next && !next->destroyed ())
1038 { 878 {
1039 tmp = next; 879 tmp = next;
1040 next = tmp->below; 880 next = tmp->below;
1041 881
882 if (cnt <= 0)
883 {
884 op->failmsg ("Couldn't pickup all items at once.");
885 return 0;
886 }
887
1042 if (op->destroyed ()) 888 if (op->destroyed ())
1043 return 0; 889 return 0;
1044 890
1045 if (!can_pick (op, tmp)) 891 if (!can_pick (op, tmp))
1046 continue; 892 continue;
1047 893
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 895 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 897 CHK_PICK_PICKUP;
898
1052 continue; 899 continue;
1053 } 900 }
1054 901
1055 /* high not bit set? We're using the old autopickup model */ 902 /* pickup handling */
903 if (op->contr->mode & PU_DEBUG)
904 {
905 /* some debugging code to figure out item information */
906 const char *str = tmp->name
907 ? format ("item name: %s item type: %d weight/value: %d",
908 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
909 : format ("item name: %s item type: %d weight/value: %d",
910 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
911
912 new_draw_info (NDI_UNIQUE, 0, op, str);
913 }
914
915 if (op->contr->mode & PU_INHIBIT)
916 return 1;
917
918 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
919 return 1;
920
921 /* philosophy:
922 * It's easy to grab an item type from a pile, as long as it's
923 * generic. This takes no game-time. For more detailed pickups
924 * and selections, select-items should be used. This is a
925 * grab-as-you-run type mode that's really useful for arrows for
926 * example.
927 * The drawback: right now it has no frontend, so you need to
928 * stick the bits you want into a calculator in hex mode and then
929 * convert to decimal and then 'pickup <#>
930 */
931
932 /* the first two modes are exclusive: if NOTHING we return, if
933 * STOP then we stop. All the rest are applied sequentially,
934 * meaning if any test passes, the item gets picked up. */
935
936 /* if mode is set to pick nothing up, return */
937 if (op->contr->mode == PU_NOTHING)
938 return 1;
939
940 /* if mode is set to stop when encountering objects, return */
941 /* take STOP before INHIBIT since it doesn't actually pick
942 * anything up */
943 if (op->contr->mode & PU_STOP)
944 return 0;
945
946 /* useful for going into stores and not losing your settings... */
947 /* and for battles wher you don't want to get loaded down while
948 * fighting */
949 if (op->contr->mode & PU_INHIBIT)
950 return 1;
951
952 /* prevent us from turning into auto-thieves :) */
953 if (QUERY_FLAG (tmp, FLAG_UNPAID))
954 continue;
955
956 /* ignore known cursed objects */
957 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
958 continue;
959
960 /* all food and drink if desired */
961 /* question: don't pick up known-poisonous stuff? */
1056 if (!(op->contr->mode & PU_NEWMODE)) 962 if (op->contr->mode & PU_FOOD)
963 if (tmp->type == FOOD)
1057 { 964 {
1058 switch (op->contr->mode) 965 CHK_PICK_PICKUP;
966 continue;
967 }
968
969 if (op->contr->mode & PU_DRINK)
970 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
976 if (op->contr->mode & PU_POTION)
977 if (tmp->type == POTION)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 /* spellbooks, skillscrolls and normal books/scrolls */
984 if (op->contr->mode & PU_SPELLBOOK)
985 if (tmp->type == SPELLBOOK)
986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
991 if (op->contr->mode & PU_SKILLSCROLL)
992 if (tmp->type == SKILLSCROLL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 if (op->contr->mode & PU_READABLES)
999 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1000 {
1001 CHK_PICK_PICKUP;
1002 continue;
1003 }
1004
1005 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1020
1021 if (op->contr->mode & PU_VALUABLES)
1022 {
1023 if (tmp->type == MONEY || tmp->type == GEM)
1059 { 1024 {
1060 case 0: 1025 CHK_PICK_PICKUP;
1061 return 1; /* don't pick up */ 1026 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 } 1027 }
1093 } 1028 }
1094 else 1029
1095 { /* old model */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1096 /* NEW pickup handling */
1097 if (op->contr->mode & PU_DEBUG) 1031 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET)
1098 { 1033 {
1099 /* some debugging code to figure out item information */ 1034 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; 1035 continue;
1036 }
1146 1037
1147 /* ignore known cursed objects */ 1038 /* we don't forget dragon food */
1148 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1039 if (op->contr->mode & PU_FLESH)
1040 if (tmp->type == FLESH)
1041 {
1042 CHK_PICK_PICKUP;
1149 continue; 1043 continue;
1044 }
1150 1045
1151 /* all food and drink if desired */ 1046 /* bows and arrows. Bows are good for selling! */
1152 /* question: don't pick up known-poisonous stuff? */ 1047 if (op->contr->mode & PU_BOW)
1048 if (tmp->type == BOW)
1049 {
1050 CHK_PICK_PICKUP;
1051 continue;
1052 }
1053
1054 if (op->contr->mode & PU_ARROW)
1055 if (tmp->type == ARROW)
1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1061 /* all kinds of armor etc. */
1062 if (op->contr->mode & PU_ARMOUR)
1063 if (tmp->type == ARMOUR)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_HELMET)
1070 if (tmp->type == HELMET)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 if (op->contr->mode & PU_SHIELD)
1077 if (tmp->type == SHIELD)
1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1153 if (op->contr->mode & PU_FOOD) 1083 if (op->contr->mode & PU_BOOTS)
1154 if (tmp->type == FOOD) 1084 if (tmp->type == BOOTS)
1085 {
1086 CHK_PICK_PICKUP;
1087 continue;
1088 }
1089
1090 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES)
1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1097 if (op->contr->mode & PU_CLOAK)
1098 if (tmp->type == CLOAK)
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 /* hoping to catch throwing daggers here */
1105 if (op->contr->mode & PU_MISSILEWEAPON)
1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1107 {
1108 CHK_PICK_PICKUP;
1109 continue;
1110 }
1111
1112 /* careful: chairs and tables are weapons! */
1113 if (op->contr->mode & PU_ALLWEAPON)
1114 {
1115 if (tmp->type == WEAPON)
1116 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1155 { 1117 {
1156 pick_up (op, tmp); 1118 CHK_PICK_PICKUP;
1157 continue; 1119 continue;
1158 } 1120 }
1121 }
1159 1122
1123 /* misc stuff that's useful */
1160 if (op->contr->mode & PU_DRINK) 1124 if (op->contr->mode & PU_KEY)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1162 { 1126 {
1163 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1164 continue; 1128 continue;
1165 } 1129 }
1166 1130
1131 /* any of the last 4 bits set means we use the ratio for value
1132 * pickups */
1167 if (op->contr->mode & PU_POTION) 1133 if (op->contr->mode & PU_RATIO)
1168 if (tmp->type == POTION) 1134 {
1135 /* use value density to decide what else to grab */
1136 /* >=7 was >= op->contr->mode */
1137 /* >=7 is the old standard setting. Now we take the last 4 bits
1169 { 1138 */
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) 1139 wvratio = op->contr->mode & PU_RATIO;
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1140 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 { 1141 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1142#if 0
1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1144 if (tmp->name != NULL)
1215 { 1145 {
1216 pick_up (op, tmp); 1146 fprintf (stderr, "%s", tmp->name);
1217 continue;
1218 } 1147 }
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 1148 else
1353 fprintf (stderr, "%s", tmp->arch->archname); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1151 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1356#endif 1152#endif
1153 CHK_PICK_PICKUP;
1357 continue; 1154 continue;
1358 }
1359 } 1155 }
1360 } /* the new pickup model */ 1156 } /* the new pickup model */
1361 } 1157 }
1362 1158
1363 return !stop; 1159 return !stop;
1369 * found object is returned. 1165 * found object is returned.
1370 */ 1166 */
1371object * 1167object *
1372find_arrow (object *op, const char *type) 1168find_arrow (object *op, const char *type)
1373{ 1169{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1170 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) 1171 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1172 return splay (tmp);
1173
1174 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1175 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1176 if (object *arrow = find_arrow (tmp, type))
1177 {
1178 splay (tmp);
1380 return op; 1179 return arrow;
1180 }
1381 1181
1382 return tmp; 1182 return 0;
1383} 1183}
1384 1184
1385/* 1185/*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1186 * 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 1187 * 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 1188 * 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. 1189 * the hall. Failing that it does it's best to pick the highest plus arrow.
1390 */ 1190 */
1391object * 1191object *
1392find_better_arrow (object *op, object *target, const char *type, int *better) 1192find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1393{ 1193{
1394 object *tmp = NULL, *arrow, *ntmp; 1194 object *tmp = NULL, *arrow, *ntmp;
1395 int attacknum, attacktype, betterby = 0, i; 1195 int attacknum, attacktype, betterby = 0, i;
1396 1196
1397 if (!type) 1197 if (!type)
1401 { 1201 {
1402 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1202 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1403 { 1203 {
1404 i = 0; 1204 i = 0;
1405 ntmp = find_better_arrow (arrow, target, type, &i); 1205 ntmp = find_better_arrow (arrow, target, type, &i);
1206
1406 if (i > betterby) 1207 if (i > betterby)
1407 { 1208 {
1408 tmp = ntmp; 1209 tmp = ntmp;
1409 betterby = i; 1210 betterby = i;
1410 } 1211 }
1411 } 1212 }
1412 else if (arrow->type == ARROW && arrow->race == type) 1213 else if (arrow->type == ARROW && arrow->race == type)
1413 { 1214 {
1414 /* allways prefer assasination/slaying */ 1215 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1216 if (target->race && arrow->slaying.contains (target->race))
1416 { 1217 {
1417 if (arrow->attacktype & AT_DEATH) 1218 if (arrow->attacktype & AT_DEATH)
1418 { 1219 {
1419 *better = 100; 1220 *better = 100;
1420 return arrow; 1221 return arrow;
1435 { 1236 {
1436 tmp = arrow; 1237 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1238 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 } 1239 }
1439 } 1240 }
1241
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1242 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1243 {
1442 tmp = arrow; 1244 tmp = arrow;
1443 betterby = 2 + arrow->magic + arrow->stats.dam; 1245 betterby = 2 + arrow->magic + arrow->stats.dam;
1444 } 1246 }
1247
1445 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1248 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1249 {
1447 tmp = arrow; 1250 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam; 1251 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 } 1252 }
1450 } 1253 }
1451 } 1254 }
1452 } 1255 }
1256
1453 if (tmp == NULL && arrow == NULL) 1257 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type); 1258 return find_arrow (op, type);
1455 1259
1456 *better = betterby; 1260 *better = betterby;
1457 return tmp; 1261 return tmp;
1462 * op = the shooter 1266 * op = the shooter
1463 * type = bow->race 1267 * type = bow->race
1464 * dir = fire direction 1268 * dir = fire direction
1465 */ 1269 */
1466object * 1270object *
1467pick_arrow_target (object *op, const char *type, int dir) 1271pick_arrow_target (object *op, shstr_cmp type, int dir)
1468{ 1272{
1469 object *tmp = NULL; 1273 object *tmp = NULL;
1470 maptile *m; 1274 maptile *m;
1471 int i, mflags, found, number; 1275 int i, mflags, found, number;
1472 sint16 x, y; 1276 sint16 x, y;
1487 for (i = 0, found = 0; i < 20; i++) 1291 for (i = 0, found = 0; i < 20; i++)
1488 { 1292 {
1489 x += freearr_x[dir]; 1293 x += freearr_x[dir];
1490 y += freearr_y[dir]; 1294 y += freearr_y[dir];
1491 mflags = get_map_flags (m, &m, x, y, &x, &y); 1295 mflags = get_map_flags (m, &m, x, y, &x, &y);
1296
1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1297 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 { 1298 {
1494 tmp = NULL; 1299 tmp = 0;
1495 break; 1300 break;
1496 } 1301 }
1497 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1302 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498 { 1303 {
1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1304 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500 * perhaps a bad assumption. 1305 * perhaps a bad assumption.
1501 */ 1306 */
1502 tmp = NULL; 1307 tmp = 0;
1503 break; 1308 break;
1504 } 1309 }
1310
1505 if (mflags & P_IS_ALIVE) 1311 if (mflags & P_IS_ALIVE)
1506 {
1507 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1312 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1313 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1509 {
1510 found++;
1511 break;
1512 }
1513 if (found)
1514 break; 1314 break;
1515 }
1516 } 1315 }
1517 if (tmp == NULL) 1316
1317 if (!tmp)
1518 return find_arrow (op, type); 1318 return find_arrow (op, type);
1519 1319
1520 if (tmp->head) 1320 if (tmp->head)
1521 tmp = tmp->head; 1321 tmp = tmp->head;
1522 1322
1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1362 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1563 return 0; 1363 return 0;
1564 } 1364 }
1565 1365
1566 // optimisation: move object to top so we will find it quickly again 1366 // optimisation: move object to top so we will find it quickly again
1567 if (bow->below) 1367 splay (bow);
1568 {
1569 bow->remove ();
1570 op->insert (bow);
1571 }
1572
1573 } 1368 }
1574 1369
1575 if (!bow->race || !bow->skill) 1370 if (!bow->race || !bow->skill)
1576 { 1371 {
1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1372 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1603 } 1398 }
1604 1399
1605 /* this should not happen, but sometimes does */ 1400 /* this should not happen, but sometimes does */
1606 if (arrow->nrof == 0) 1401 if (arrow->nrof == 0)
1607 { 1402 {
1403 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1608 arrow->destroy (); 1404 arrow->destroy ();
1609 return 0; 1405 return 0;
1610 } 1406 }
1611 1407
1612 left = arrow; /* these are arrows left to the player */ 1408 left = arrow; /* these are arrows left to the player */
1613 arrow = get_split_ob (arrow, 1); 1409 arrow = arrow->split ();
1614 if (!arrow) 1410 if (!arrow)
1615 { 1411 {
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1412 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1617 return 0; 1413 return 0;
1618 } 1414 }
1622 arrow->direction = dir; 1418 arrow->direction = dir;
1623 1419
1624 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1420 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1625 arrow->stats.hp = arrow->stats.dam; 1421 arrow->stats.hp = arrow->stats.dam;
1626 arrow->stats.grace = arrow->attacktype; 1422 arrow->stats.grace = arrow->attacktype;
1627 1423 arrow->custom_name = arrow->slaying;
1628 if (arrow->slaying)
1629 arrow->spellarg = strdup (arrow->slaying);
1630 1424
1631#if 0 1425#if 0
1632 if (player *pl = op->contr) 1426 if (player *pl = op->contr)
1633 { 1427 {
1634 float speed = pl->weapon_sp; 1428 float speed = pl->weapon_sp;
1680 1474
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1475 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1682 arrow->move_type = MOVE_FLY_LOW; 1476 arrow->move_type = MOVE_FLY_LOW;
1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1477 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1684 1478
1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1479 op->play_sound (sound_find ("fire_arrow"));
1686 m->insert (arrow, sx, sy, op); 1480 m->insert (arrow, sx, sy, op);
1687 1481
1688 if (!arrow->destroyed ()) 1482 if (!arrow->destroyed ())
1689 move_arrow (arrow); 1483 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 1484
1699 return 1; 1485 return 1;
1700} 1486}
1701 1487
1702/* Special fire code for players - this takes into 1488/* Special fire code for players - this takes into
1707 * hence the function name. 1493 * hence the function name.
1708 */ 1494 */
1709int 1495int
1710player_fire_bow (object *op, int dir) 1496player_fire_bow (object *op, int dir)
1711{ 1497{
1712 int ret = 0, wcmod = 0; 1498 int ret;
1713 1499
1714 if (op->contr->bowtype == bow_bestarrow) 1500 if (op->contr->bowtype == bow_bestarrow)
1715 { 1501 {
1716 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1502 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1717 } 1503 }
1718 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1504 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1719 { 1505 {
1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1506 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); 1507 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1724 } 1508 }
1725 else if (op->contr->bowtype == bow_threewide) 1509 else if (op->contr->bowtype == bow_threewide)
1726 { 1510 {
1727 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);
1728 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1512 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)]); 1513 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1730 } 1514 }
1731 else if (op->contr->bowtype == bow_spreadshot) 1515 else if (op->contr->bowtype == bow_spreadshot)
1732 { 1516 {
1733 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1517 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); 1518 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); 1519 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1736 } 1520 }
1737 else 1521 else
1738 { 1522 {
1768 1552
1769 if (item->type == WAND) 1553 if (item->type == WAND)
1770 { 1554 {
1771 if (item->stats.food <= 0) 1555 if (item->stats.food <= 0)
1772 { 1556 {
1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1557 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)); 1558 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775 1559
1776 return; 1560 return;
1777 } 1561 }
1778 } 1562 }
1779 else if (item->type == ROD || item->type == HORN) 1563 else if (item->type == ROD || item->type == HORN)
1780 { 1564 {
1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1565 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1566
1567 // using the maximum of the rods charge allows at least one spell cast
1568 // for a rod or horn, this fixes some broken rods.
1569 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1782 { 1570 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1571 op->contr->play_sound (sound_find ("wand_poof"));
1784 1572
1785 if (item->type == ROD) 1573 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)); 1574 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1787 else 1575 else
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1791 } 1579 }
1792 } 1580 }
1793 1581
1794 if (cast_spell (op, item, dir, item->inv, NULL)) 1582 if (cast_spell (op, item, dir, item->inv, NULL))
1795 { 1583 {
1796 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1584 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1585
1797 if (item->type == WAND) 1586 if (item->type == WAND)
1798 { 1587 {
1799 if (!(--item->stats.food)) 1588 if (!(--item->stats.food))
1800 { 1589 {
1801 object *tmp; 1590 object *tmp;
1805 CLEAR_FLAG (item, FLAG_ANIMATE); 1594 CLEAR_FLAG (item, FLAG_ANIMATE);
1806 item->face = item->arch->face; 1595 item->face = item->arch->face;
1807 item->set_speed (0); 1596 item->set_speed (0);
1808 } 1597 }
1809 1598
1810 if ((tmp = item->in_player ())) 1599 if (object *pl = item->visible_to ())
1811 esrv_update_item (UPD_ANIM, tmp, item); 1600 esrv_update_item (UPD_ANIM, pl, item);
1812 } 1601 }
1813 } 1602 }
1814 else if (item->type == ROD || item->type == HORN) 1603 else if (item->type == ROD || item->type == HORN)
1815 drain_rod_charge (item); 1604 drain_rod_charge (item);
1816 } 1605 }
1821bool 1610bool
1822fire (object *op, int dir) 1611fire (object *op, int dir)
1823{ 1612{
1824 int spellcost = 0; 1613 int spellcost = 0;
1825 1614
1826 /* check for loss of invisiblity/hide */
1827 if (action_makes_visible (op))
1828 make_visible (op);
1829
1830 player *pl = op->contr; 1615 player *pl = op->contr;
1831 1616
1832 if (pl->golem) 1617 if (pl->golem)
1833 { 1618 {
1834 control_golem (op->contr->golem, dir); 1619 control_golem (op->contr->golem, dir);
1836 } 1621 }
1837 1622
1838 object *ob = pl->ranged_ob; 1623 object *ob = pl->ranged_ob;
1839 1624
1840 if (!ob) 1625 if (!ob)
1841 return false;
1842
1843 if (!op->change_weapon (ob))
1844 return false; 1626 return false;
1845 1627
1846 if (op->speed_left > 0.f) 1628 if (op->speed_left > 0.f)
1847 --op->speed_left; 1629 --op->speed_left;
1848 else 1630 else
1849 return false; 1631 return false;
1850 1632
1633 if (!op->change_weapon (ob))
1634 return false;
1635
1636 /* check for loss of invisiblity/hide */
1637 if (action_makes_visible (op))
1638 make_visible (op);
1639
1851 switch (ob->type) 1640 switch (ob->type)
1852 { 1641 {
1853 case BOW: 1642 case BOW:
1854 player_fire_bow (op, dir); 1643 player_fire_bow (op, dir);
1855 break; 1644 break;
1856 1645
1857 case SPELL: 1646 case SPELL:
1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1647 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 break; 1648 break;
1860 1649
1861 case BUILDER: 1650 case BUILDER:
1862 apply_map_builder (op, dir); 1651 apply_map_builder (op, dir);
1863 break; 1652 break;
1872 } 1661 }
1873 1662
1874 return true; 1663 return true;
1875} 1664}
1876 1665
1877/* find_key 1666static object *
1878 * We try to find a key for the door as passed. If we find a key
1879 * and successfully use it, we return the key, otherwise NULL
1880 * This function merges both normal and locked door, since the logic
1881 * for both is the same - just the specific key is different.
1882 * pl is the player,
1883 * inv is the objects inventory to searched
1884 * door is the door we are trying to match against.
1885 * This function can be called recursively to search containers.
1886 */
1887object *
1888find_key (object *pl, object *container, object *door) 1667find_key_ (object *pl, object *container, object *door)
1889{ 1668{
1890 object *tmp, *key; 1669 object *tmp, *key;
1891 1670
1892 /* Should not happen, but sanity checking is never bad */ 1671 /* Should not happen, but sanity checking is never bad */
1893 if (!container->inv) 1672 if (!container->inv)
1896 /* First, lets try to find a key in the top level inventory */ 1675 /* First, lets try to find a key in the top level inventory */
1897 for (tmp = container->inv; tmp; tmp = tmp->below) 1676 for (tmp = container->inv; tmp; tmp = tmp->below)
1898 { 1677 {
1899 if (door->type == DOOR && tmp->type == KEY) 1678 if (door->type == DOOR && tmp->type == KEY)
1900 break; 1679 break;
1680
1901 /* For sanity, we should really check door type, but other stuff 1681 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 1682 * (like containers) can be locked with special keys
1903 */ 1683 */
1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1684 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 break; 1685 break;
1911 * a key, return 1691 * a key, return
1912 */ 1692 */
1913 if (!tmp) 1693 if (!tmp)
1914 { 1694 {
1915 for (tmp = container->inv; tmp; tmp = tmp->below) 1695 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 {
1917 /* No reason to search empty containers */ 1696 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1697 if (tmp->type == CONTAINER && tmp->inv)
1919 {
1920 if ((key = find_key (pl, tmp, door))) 1698 if ((key = find_key_ (pl, tmp, door)))
1921 return key; 1699 return key;
1922 }
1923 }
1924 1700
1925 if (!tmp) 1701 if (!tmp)
1926 return NULL; 1702 return 0;
1927 } 1703 }
1928 1704
1929 /* We get down here if we have found a key. Now if its in a container, 1705 /* 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 1706 * see if we actually want to use it
1931 */ 1707 */
1932 if (pl != container) 1708 if (pl != container)
1933 { 1709 {
1934 /* Only let players use keys in containers */ 1710 /* Only let players use keys in containers */
1935 if (!pl->contr) 1711 if (!pl->contr)
1936 return NULL; 1712 return 0;
1713
1937 /* cases where this fails: 1714 /* cases where this fails:
1938 * If we only search the player inventory, return now since we 1715 * If we only search the player inventory, return now since we
1939 * are not in the players inventory. 1716 * are not in the players inventory.
1940 * If the container is not active, return now since only active 1717 * If the container is not active, return now since only active
1941 * containers can be used. 1718 * containers can be used.
1945 * inv must have been an container and must have been active. 1722 * inv must have been an container and must have been active.
1946 * 1723 *
1947 * Change the color so that the message doesn't disappear with 1724 * Change the color so that the message doesn't disappear with
1948 * all the others. 1725 * all the others.
1949 */ 1726 */
1950 if (pl->contr->usekeys == key_inventory || 1727 if (pl->contr->usekeys == key_inventory
1951 !QUERY_FLAG (container, FLAG_APPLIED) || 1728 || !QUERY_FLAG (container, FLAG_APPLIED)
1952 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1729 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1953 { 1730 {
1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1731 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)); 1732 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1956 return NULL; 1733 return NULL;
1957 } 1734 }
1958 } 1735 }
1959 1736
1960 return tmp; 1737 return tmp;
1738}
1739
1740/* find_key
1741 * We try to find a key for the door as passed. If we find a key
1742 * and successfully use it, we return the key, otherwise NULL
1743 * This function merges both normal and locked door, since the logic
1744 * for both is the same - just the specific key is different.
1745 * pl is the player,
1746 * inv is the objects inventory to searched
1747 * door is the door we are trying to match against.
1748 * This function can be called recursively to search containers.
1749 */
1750object *
1751find_key (object *pl, object *container, object *door)
1752{
1753 if (door->slaying && is_match_expr (door->slaying))
1754 {
1755 // for match expressions, we try to find the key by applying the match
1756 // to the op itself, which is supposed to find the "key", instead
1757 // of searching through containers ourselves.
1758
1759 return match_one (door->slaying, container, door, pl, pl);
1760 }
1761 else
1762 return find_key_ (pl, container, door);
1961} 1763}
1962 1764
1963/* moved door processing out of move_player_attack. 1765/* moved door processing out of move_player_attack.
1964 * returns 1 if player has opened the door with a key 1766 * returns 1 if player has opened the door with a key
1965 * such that the caller should not do anything more, 1767 * such that the caller should not do anything more,
1977 /* If we found a key, do some extra work */ 1779 /* If we found a key, do some extra work */
1978 if (key) 1780 if (key)
1979 { 1781 {
1980 object *container = key->env; 1782 object *container = key->env;
1981 1783
1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
1984 if (action_makes_visible (op)) 1784 if (action_makes_visible (op))
1985 make_visible (op); 1785 make_visible (op);
1986 1786
1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1787 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988 spring_trap (door->inv, op); 1788 spring_trap (door->inv, op);
1989 1789
1990 if (door->type == DOOR) 1790 if (door->type == DOOR)
1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1791 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 else if (door->type == LOCKED_DOOR) 1792 else if (door->type == LOCKED_DOOR)
1993 { 1793 {
1994 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1794 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1995 remove_door2 (door); /* remove door without violence ;-) */ 1795 remove_door2 (door); /* remove door without violence ;-) */
1996 } 1796 }
1997 1797
1998 /* Do this after we print the message */ 1798 /* Do this after we print the message */
1999 decrease_ob (key); /* Use up one of the keys */ 1799 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 1800
2004 return 1; /* Nothing more to do below */ 1801 return 1; /* Nothing more to do below */
2005 } 1802 }
2006 else if (door->type == LOCKED_DOOR) 1803 else if (door->type == LOCKED_DOOR)
2007 { 1804 {
2008 /* Might as well return now - no other way to open this */ 1805 /* Might as well return now - no other way to open this */
2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1806 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2010 return 1; 1807 return 1;
2011 } 1808 }
2012 1809
2013 return 0; 1810 return 0;
2014} 1811}
2020 * going to try and move (not fire weapons). 1817 * going to try and move (not fire weapons).
2021 */ 1818 */
2022bool 1819bool
2023move_player_attack (object *op, int dir) 1820move_player_attack (object *op, int dir)
2024{ 1821{
1822 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1823 {
1824 --op->speed_left;
1825 return true;
1826 }
1827
2025 int on_battleground; 1828 int on_battleground;
2026 1829
2027 sint16 nx = freearr_x[dir] + op->x; 1830 sint16 nx = freearr_x[dir] + op->x;
2028 sint16 ny = freearr_y[dir] + op->y; 1831 sint16 ny = freearr_y[dir] + op->y;
2029 1832
2030 on_battleground = op_on_battleground (op, 0, 0); 1833 on_battleground = op_on_battleground (op, 0, 0);
2031 1834
2032 if (out_of_map (op->map, nx, ny)) 1835 if (out_of_map (op->map, nx, ny))
2033 return false; 1836 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 1837
2041 /* If braced, or can't move to the square, and it is not out of the 1838 /* 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 1839 * 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 1840 * 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 1841 * player. This is a pretty nasty hack, because if we could
2101 1898
2102 if (op->speed_left > 0.f) 1899 if (op->speed_left > 0.f)
2103 { 1900 {
2104 --op->speed_left; 1901 --op->speed_left;
2105 1902
2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1903 op->play_sound (sound_find ("push_player"));
2107 push_ob (mon, dir, op); 1904 push_ob (mon, dir, op);
2108 1905
2109 if (op->contr->tmp_invis || op->hide) 1906 if (action_makes_visible (op))
2110 make_visible (op); 1907 make_visible (op);
2111 1908
2112 return true; 1909 return true;
2113 } 1910 }
2114 else 1911 else
2130 { 1927 {
2131 --op->speed_left; 1928 --op->speed_left;
2132 1929
2133 if (!op->contr->braced) 1930 if (!op->contr->braced)
2134 { 1931 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1932 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 1933 push_ob (mon, dir, op);
2137 } 1934 }
2138 else 1935 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 1936 op->statusmsg ("You withhold your attack");
2140 1937
2141 if (op->contr->tmp_invis || op->hide) 1938 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2142 make_visible (op); 1939 make_visible (op);
2143 1940
2144 return true; 1941 return true;
2145 } 1942 }
2146 } 1943 }
2188bool 1985bool
2189move_player (object *op, int dir) 1986move_player (object *op, int dir)
2190{ 1987{
2191 int pick; 1988 int pick;
2192 1989
2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1990 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2194 return 0; 1991 return 0;
2195 1992
2196 /* Sanity check: make sure dir is valid */ 1993 /* Sanity check: make sure dir is valid */
2197 if ((dir < 0) || (dir >= 9)) 1994 if ((dir < 0) || (dir >= 9))
2198 { 1995 {
2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2001 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2205 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2002 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2206 2003
2207 op->facing = dir; 2004 op->facing = dir;
2208 2005
2209 if (op->hide) 2006 if (op->flag [FLAG_HIDDEN])
2210 do_hidden_move (op); 2007 do_hidden_move (op);
2211 2008
2212 bool retval; 2009 bool retval;
2213 2010
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2011 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2283 return 0; 2080 return 0;
2284 2081
2285 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2082 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2083 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2287 { 2084 {
2288 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2085 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)); 2086 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 2087
2294 tmp->destroy (); 2088 tmp->destroy ();
2295 CLEAR_FLAG (op, FLAG_LIFESAVE); 2089 CLEAR_FLAG (op, FLAG_LIFESAVE);
2296 2090
2297 if (op->stats.hp < 0) 2091 if (op->stats.hp < 0)
2310 return 0; 2104 return 0;
2311} 2105}
2312 2106
2313/* This goes throws the inventory and removes unpaid objects, and puts them 2107/* 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 2108 * 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 2109 * function will descend into containers. op is the object to start the search
2316 * from. 2110 * from.
2317 */ 2111 */
2112static void
2113drop_unpaid_items (object *op, object *env)
2114{
2115 while (op)
2116 {
2117 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2118
2119 if (QUERY_FLAG (op, FLAG_UNPAID))
2120 op->insert_at (env);
2121 else if (op->inv)
2122 drop_unpaid_items (op->inv, env);
2123
2124 op = next;
2125 }
2126}
2127
2318void 2128void
2319remove_unpaid_objects (object *op, object *env) 2129object::drop_unpaid_items ()
2320{ 2130{
2321 while (op) 2131 if (!flag [FLAG_REMOVED])
2322 { 2132 ::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} 2133}
2338 2134
2339/* 2135/*
2340 * Returns pointer a static string containing gravestone text 2136 * Returns pointer a static string containing gravestone text
2341 * Moved from apply.c to player.c - player.c is what 2137 * Moved from apply.c to player.c - player.c is what
2342 * actually uses this function. player.c may not be quite the 2138 * actually uses this function. player.c may not be quite the
2343 * best, a misc file for object actions is probably better, 2139 * best, a misc file for object actions is probably better,
2344 * but there isn't one in the server directory. 2140 * but there isn't one in the server directory.
2345 */ 2141 */
2346char * 2142const char *
2347gravestone_text (object *op) 2143gravestone_text (object *op)
2348{ 2144{
2349 static char buf2[MAX_BUF]; 2145 static dynbuf_text buf;
2350 char buf[MAX_BUF];
2351 time_t now = time (NULL);
2352 2146
2353 strcpy (buf2, " R.I.P.\n\n"); 2147 buf << "---- R.I.P. ----\n\n"
2148 << op->name;
2149
2354 if (op->type == PLAYER) 2150 if (op->type == PLAYER)
2355 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2151 buf << " the " << op->contr->title;
2356 else
2357 sprintf (buf, "%s\n", &op->name);
2358 2152
2359 strncat (buf2, " ", 20 - strlen (buf) / 2); 2153 buf << "\n\n";
2360 strcat (buf2, buf); 2154
2155 buf << "who was level ";
2156 buf << (sint32)op->level << "\n\n" // OO breakdown
2157 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2158
2361 if (op->type == PLAYER) 2159 if (op->type == PLAYER)
2362 sprintf (buf, "who was in level %d when killed\n", op->level); 2160 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 2161
2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2367 strcat (buf2, buf);
2368 if (op->type == PLAYER)
2369 { 2162 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2163 static char buf2[128];
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2164 time_t now = time (NULL);
2372 strcat (buf2, buf);
2373 }
2374
2375 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2165 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2166 buf << buf2;
2377 strcat (buf2, buf); 2167 }
2378 2168
2379 return buf2; 2169 return buf;
2380} 2170}
2381 2171
2382void 2172void
2383do_some_living (object *op) 2173do_some_living (object *op)
2384{ 2174{
2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2226 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2437 else 2227 else
2438 { 2228 {
2439 gen_grace = op->stats.maxgrace; 2229 gen_grace = op->stats.maxgrace;
2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2230 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 } 2231 }
2484 2232
2485 /* Regenerate Grace */ 2233 /* Regenerate Grace */
2486 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2234 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2487 if (--op->last_grace < 0) 2235 if (--op->last_grace < 0)
2508 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2256 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2509 } 2257 }
2510 /* wearing stuff doesn't detract from grace generation. */ 2258 /* wearing stuff doesn't detract from grace generation. */
2511 } 2259 }
2512 2260
2261 if (op->stats.food > 0)
2262 {
2513 /* Regenerate Hit Points */ 2263 /* Regenerate Spell Points */
2514 if (--op->last_heal < 0) 2264 if (!op->contr->golem && --op->last_sp < 0)
2515 {
2516 if (op->stats.hp < op->stats.maxhp)
2517 { 2265 {
2518 op->stats.hp++; 2266 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2519 /* dms do not consume food */ 2267
2520 if (!QUERY_FLAG (op, FLAG_WIZ)) 2268 if (op->stats.sp < op->stats.maxsp)
2521 { 2269 {
2270 op->stats.sp++;
2271
2272 /* dms do not consume food */
2273 if (!QUERY_FLAG (op, FLAG_WIZ))
2274 {
2522 op->stats.food--; 2275 op->stats.food--;
2276
2523 if (op->contr->digestion < 0) 2277 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion; 2278 op->stats.food += op->contr->digestion;
2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2279 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2526 op->stats.food = last_food; 2280 op->stats.food = last_food;
2281 }
2527 } 2282 }
2528 }
2529 2283
2530 if (max_hp > 1) 2284 if (max_sp > 1)
2531 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533 if (over_hp > 0)
2534 { 2285 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2286 over_sp = (gen_sp + 10) / rate_sp;
2287 if (over_sp > 0)
2288 {
2289 if (op->stats.sp < op->stats.maxsp)
2290 {
2291 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2292
2293 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2294 op->stats.sp--;
2295
2296 if (op->stats.sp > op->stats.maxsp)
2297 op->stats.sp = op->stats.maxsp;
2298 }
2299
2536 op->last_heal = 0; 2300 op->last_sp = 0;
2301 }
2302 else
2303 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2537 } 2304 }
2538 else 2305 else
2306 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2307 }
2308
2309 /* Regenerate Hit Points */
2310 if (--op->last_heal < 0)
2311 {
2312 if (op->stats.hp < op->stats.maxhp)
2539 { 2313 {
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2314 op->stats.hp++;
2315
2316 /* dms do not consume food */
2317 if (!QUERY_FLAG (op, FLAG_WIZ))
2318 {
2319 op->stats.food--;
2320
2321 if (op->contr->digestion < 0)
2322 op->stats.food += op->contr->digestion;
2323 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2324 op->stats.food = last_food;
2325 }
2541 } 2326 }
2327
2328 if (max_hp > 1)
2329 {
2330 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2331
2332 if (over_hp > 0)
2333 {
2334 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2335 op->last_heal = 0;
2336 }
2337 else
2338 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2542 } 2339 }
2543 else 2340 else
2544 {
2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2341 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2546 } 2342 }
2547 } 2343 }
2548 2344
2549 /* Digestion */ 2345 /* Digestion */
2550 if (--op->last_eat < 0) 2346 if (--op->last_eat < 0)
2551 { 2347 {
2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2348 int bonus = max (0, op->contr->digestion),
2349 penalty = max (0, -op->contr->digestion);
2553 2350
2554 if (op->contr->gen_hp > 0)
2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2351 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 2352
2559 /* dms do not consume food */ 2353 /* dms do not consume food */
2560 if (!QUERY_FLAG (op, FLAG_WIZ)) 2354 if (!QUERY_FLAG (op, FLAG_WIZ))
2561 op->stats.food--; 2355 op->stats.food--;
2562 } 2356 }
2563 2357
2564 if (op->stats.food < 0 && op->stats.hp >= 0) 2358 if (op->stats.food < 0 && op->stats.hp >= 0)
2565 { 2359 {
2566 object *tmp, *flesh = 0; 2360 object *flesh = 0;
2567 2361
2568 for (tmp = op->inv; tmp; tmp = tmp->below) 2362 for_inv_removable (op, tmp)
2569 { 2363 {
2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2364 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2365 continue;
2366
2367 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2571 { 2368 {
2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2369 op->statusmsg ("You blindly grab for a bite of food. "
2573 { 2370 "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); 2371 manual_apply (op, tmp, 0);
2372
2576 if (op->stats.food >= 0 || op->stats.hp < 0) 2373 if (op->stats.food >= 0 || op->stats.hp < 0)
2577 break; 2374 break;
2578 } 2375 }
2579 else if (tmp->type == FLESH) 2376 else if (tmp->type == FLESH)
2580 flesh = tmp; 2377 flesh = tmp;
2581 } /* End if paid for object */ 2378 }
2582 } /* end of for loop */
2583 2379
2584 /* If player is still starving, it means they don't have any food, so 2380 /* If player is still starving, it means they don't have any food, so
2585 * eat flesh instead. 2381 * eat flesh instead.
2586 */ 2382 */
2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2383 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2588 { 2384 {
2589 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2385 op->statusmsg ("You blindly grab for a bite of food. "
2386 "H<To prevent you from starving, you ate some random item from your backpack.>");
2590 manual_apply (op, flesh, 0); 2387 manual_apply (op, flesh, 0);
2591 } 2388 }
2389
2390 // If player is still starving, alert him!
2391 if (op->stats.food < 0)
2392 op->failmsg ("You are starving! "
2393 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2394 }
2395
2396 if (op->stats.food < 0)
2592 } 2397 {
2398 op->stats.hp += op->stats.food;
2399 op->stats.food = 0;
2593 2400
2594 while (op->stats.food < 0 && op->stats.hp >= 0) 2401 if (op->stats.hp < 0)
2595 op->stats.food++, op->stats.hp--; 2402 {
2403 op->contr->killer = archetype::get ("killer_starvation");
2404 op->contr->killer->destroy ();
2405 }
2406 }
2596 2407
2408 /* killer should be set here already */
2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2409 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2598 kill_player (op); 2410 kill_player (op);
2599 } 2411 }
2600} 2412}
2601 2413
2605 * file. 2417 * file.
2606 */ 2418 */
2607void 2419void
2608kill_player (object *op) 2420kill_player (object *op)
2609{ 2421{
2610 char buf[MAX_BUF];
2611 int x, y; 2422 int x, y;
2612
2613 //int i;
2614 maptile *map; /* this is for resurrection */ 2423 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; 2424 int will_kill_again;
2622 archetype *at; 2425 archetype *at;
2623 object *tmp; 2426 object *tmp;
2624 2427
2625 if (save_life (op)) 2428 if (save_life (op))
2626 return; 2429 return;
2627 2430
2431 dynbuf_text deathtab;
2432
2433 /* restore player */
2434 at = archetype::find ("poisoning");
2435 if (object *tmp = present_arch_in_ob (at, op))
2436 {
2437 tmp->destroy ();
2438 deathtab << "Your body feels cleansed...\r";
2439 }
2440
2441 at = archetype::find ("confusion");
2442 if (object *tmp = present_arch_in_ob (at, op))
2443 {
2444 tmp->destroy ();
2445 deathtab << "Your mind feels clearer...\r";
2446 }
2447
2448 cure_disease (op, 0, 0); /* remove any disease */
2449
2450 max_it (op->stats.hp , op->stats.maxhp);
2451 max_it (op->stats.sp , op->stats.maxsp);
2452 max_it (op->stats.grace, op->stats.maxgrace);
2453
2454 if (op->stats.food <= 0)
2455 op->stats.food = 999;
2456
2457 // remove all spell effects that are active
2458 // to avoid long-term effects such as word-of-recall
2459 for (object *item = op->inv; item; )
2460 {
2461 object *next = item->below;
2462
2463 if (item->type == SPELL_EFFECT && item->active)
2464 item->destroy ();
2465
2466 item = next;
2467 }
2628 2468
2629 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2469 /* 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. 2470 * in cities ONLY!!! It is very important that this doesn't get abused.
2631 * Look at op_on_battleground() for more info --AndreasV 2471 * Look at op_on_battleground() for more info --AndreasV
2632 */ 2472 */
2633 if (op_on_battleground (op, &x, &y)) 2473 if (op_on_battleground (op, &x, &y))
2634 { 2474 {
2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2475 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 2476
2658 /* create a bodypart-trophy to make the winner happy */ 2477 /* create a bodypart-trophy to make the winner happy */
2659 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2478 if (object *tmp = arch_to_object (archetype::find ("finger")))
2660 { 2479 {
2661 sprintf (buf, "%s's finger", &op->name); 2480 tmp->name = format ("%s's finger" , &op->name);
2662 tmp->name = buf; 2481 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; 2482 tmp->msg = format (
2483 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2484 &op->name, op->contr->title,
2485 (int)op->level,
2486 op->contr->killer_name ()
2487 );
2667 tmp->value = 0, tmp->type = 0; 2488 tmp->value = 0, tmp->type = 0;
2668 tmp->materialname = "organics"; 2489 tmp->materialname = "organics";
2669 tmp->insert_at (op, tmp); 2490 tmp->insert_at (op, tmp);
2670 } 2491 }
2671 2492
2672 /* teleport defeated player to new destination */ 2493 /* teleport defeated player to new destination */
2673 transfer_ob (op, x, y, 0, NULL); 2494 transfer_ob (op, x, y, 0, NULL);
2674 op->contr->braced = 0; 2495 op->contr->braced = 0;
2496
2497 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2675 return; 2498 return;
2676 } 2499 }
2677 2500
2501 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2502 deathtab << "T<YOU HAVE DIED>\n\n";
2503
2678 INVOKE_PLAYER (DEATH, op->contr); 2504 INVOKE_PLAYER (DEATH, op->contr);
2679 2505
2680 command_kill_pets (op, 0); 2506 command_kill_pets (op, 0);
2681 2507
2682 if (op->stats.food < 0) 2508 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 2509
2692 /* save the map location for corpse, gravestone */ 2510 /* save the map location for corpse, gravestone */
2693 x = op->x; 2511 x = op->x;
2694 y = op->y; 2512 y = op->y;
2695 map = op->map; 2513 map = op->map;
2723 2541
2724 lost_a_stat = 0; 2542 lost_a_stat = 0;
2725 2543
2726 for (z = 0; z < num_stats_lose; z++) 2544 for (z = 0; z < num_stats_lose; z++)
2727 { 2545 {
2728 i = RANDOM () % NUM_STATS; 2546 i = rndm (NUM_STATS);
2729 2547
2730 if (settings.stat_loss_on_death) 2548 if (settings.stat_loss_on_death)
2731 { 2549 {
2732 /* Pick a random stat and take a point off it. Tell the player 2550 /* Pick a random stat and take a point off it. Tell the player
2733 * what he lost. 2551 * what he lost.
2784 } 2602 }
2785 } 2603 }
2786 2604
2787 if (lose_this_stat) 2605 if (lose_this_stat)
2788 { 2606 {
2789 this_stat = get_attr_value (&(dep->stats), i); 2607 this_stat = get_attr_value (&dep->stats, i);
2790 /* We could try to do something clever like find another 2608 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2609 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2610 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2611 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2612 * difference.
2802 lost_a_stat = 1; 2620 lost_a_stat = 1;
2803 } 2621 }
2804 } 2622 }
2805 } 2623 }
2806 } 2624 }
2625
2807 /* If no stat lost, tell the player. */ 2626 /* If no stat lost, tell the player. */
2808 if (!lost_a_stat) 2627 if (!lost_a_stat)
2809 { 2628 {
2810 /* determine_god() seems to not work sometimes... why is this? 2629 /* determine_god() seems to not work sometimes... why is this?
2811 Should I be using something else? GD */ 2630 Should I be using something else? GD */
2812 const char *god = determine_god (op); 2631 shstr_tmp god = determine_god (op);
2813 2632
2814 if (god && (strcmp (god, "none"))) 2633 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); 2634 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2816 else 2635 else
2817 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2636 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2818 } 2637 }
2819#else 2638#else
2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2639 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2821#endif 2640#endif
2822 2641
2823 /* Put a gravestone up where the character 'almost' died. List the 2642 /* Put a gravestone up where the character 'almost' died. List the
2824 * exp loss on the stone. 2643 * exp loss on the stone.
2825 */ 2644 */
2826 tmp = arch_to_object (archetype::find ("gravestone")); 2645 tmp = arch_to_object (archetype::find ("gravestone"));
2827 sprintf (buf, "%s's gravestone", &op->name); 2646 tmp->name = format ("%s's gravestone", &op->name);
2828 tmp->name = buf; 2647 tmp->name_pl = format ("%s's gravestones", &op->name);
2829 sprintf (buf, "%s's gravestones", &op->name); 2648 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2830 tmp->name_pl = buf; 2649 &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; 2650 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL, 0); 2651 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2652
2836 /**************************************/ 2653 /**************************************/
2837 /* */ 2654 /* */
2838 /* Subtract the experience points, */ 2655 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */
2841 /* */ 2656 /* */
2842 /**************************************/ 2657 /**************************************/
2843 2658
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)); */ 2659 /*add_exp(op, (op->stats.exp * -0.20)); */
2866 apply_death_exp_penalty (op); 2660 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 2661
2873 /* 2662 /*
2874 * Check to see if the player has any unpaid items. If so, remove them 2663 * Check to see if the player has any unpaid items. If so, remove them
2875 * and put them back in the map. 2664 * and put them back in the map.
2876 */ 2665 */
2877 remove_unpaid_objects (op->inv, op); 2666 op->drop_unpaid_items ();
2878 2667
2879 /****************************************/ 2668 /****************************************/
2880 /* */ 2669 /* */
2881 /* Move player to his current respawn- */ 2670 /* Move player to his current respawn- */
2882 /* position (usually last savebed) */ 2671 /* position (usually last savebed) */
2911 if (will_kill_again & (1 << at)) 2700 if (will_kill_again & (1 << at))
2912 force->resist[at] = 100; 2701 force->resist[at] = 100;
2913 2702
2914 insert_ob_in_ob (force, op); 2703 insert_ob_in_ob (force, op);
2915 op->update_stats (); 2704 op->update_stats ();
2916
2917 } 2705 }
2918 2706
2919 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2707 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2920} 2708}
2921 2709
2922void 2710void
2923loot_object (object *op) 2711loot_object (object *op)
2924{ /* Grab and destroy some treasure */ 2712{ /* Grab and destroy some treasure */
2941 2729
2942 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2730 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2943 { 2731 {
2944 if (tmp->nrof > 1) 2732 if (tmp->nrof > 1)
2945 { 2733 {
2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2734 tmp->decrease (rndm (1, tmp->nrof - 1));
2947 tmp2->destroy ();
2948 insert_ob_in_map (tmp, op->map, NULL, 0); 2735 insert_ob_in_map (tmp, op->map, NULL, 0);
2949 } 2736 }
2950 else 2737 else
2951 tmp->destroy (); 2738 tmp->destroy ();
2952 } 2739 }
2963void 2750void
2964fix_weight (void) 2751fix_weight (void)
2965{ 2752{
2966 for_all_players (pl) 2753 for_all_players (pl)
2967 { 2754 {
2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2755 sint32 old = pl->ob->carrying;
2969 2756
2970 if (old == sum) 2757 pl->ob->update_weight ();
2971 continue; 2758
2759 if (old != pl->ob->carrying)
2760 {
2972 pl->ob->update_stats (); 2761 pl->ob->update_stats ();
2973 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2762 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2763 }
2974 } 2764 }
2975} 2765}
2976 2766
2977void 2767void
2978fix_luck (void) 2768fix_luck (void)
3020} 2810}
3021 2811
3022void 2812void
3023make_visible (object *op) 2813make_visible (object *op)
3024{ 2814{
3025 op->hide = 0; 2815 op->flag [FLAG_HIDDEN] = 0;
3026 op->invisible = 0; 2816 op->invisible = 0;
2817
3027 if (op->type == PLAYER) 2818 if (op->type == PLAYER)
3028 { 2819 {
3029 op->contr->tmp_invis = 0; 2820 op->contr->tmp_invis = 0;
3030 op->contr->invis_race = 0; 2821 op->contr->invis_race = 0;
3031 } 2822 }
3044 2835
3045/* look at the surrounding terrain to determine 2836/* look at the surrounding terrain to determine
3046 * the hideability of this object. Positive levels 2837 * the hideability of this object. Positive levels
3047 * indicate greater hideability. 2838 * indicate greater hideability.
3048 */ 2839 */
3049
3050int 2840int
3051hideability (object *ob) 2841hideability (object *ob)
3052{ 2842{
3053 int i, level = 0, mflag; 2843 int i, level = 0, mflag;
3054 sint16 x, y; 2844 sint16 x, y;
3055 2845
3056 if (!ob || !ob->map) 2846 if (!ob || !ob->map)
3057 return 0; 2847 return 0;
3058 2848
3059 /* so, on normal lighted maps, its hard to hide */ 2849 /* so, on normal lighted maps, its hard to hide */
3060 level = ob->map->darkness - 2; 2850 level = ob->map->darklevel () - 2;
3061 2851
3062 /* this also picks up whether the object is glowing. 2852 /* this also picks up whether the object is glowing.
3063 * If you carry a light on a non-dark map, its not 2853 * If you carry a light on a non-dark map, its not
3064 * as bad as carrying a light on a pitch dark map */ 2854 * as bad as carrying a light on a pitch dark map */
3065 if (has_carried_lights (ob)) 2855 if (ob->has_carried_lights ())
3066 level = -(10 + (2 * ob->map->darkness)); 2856 level = -(10 + (2 * ob->map->darklevel ()));
3067 2857
3068 /* scan through all nearby squares for terrain to hide in */ 2858 /* 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]) 2859 for (i = 0, x = ob->x, y = ob->y;
2860 i <= SIZEOFFREE1;
2861 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3070 { 2862 {
3071 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2863 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3072 if (mflag & P_OUT_OF_MAP) 2864 if (mflag & P_OUT_OF_MAP)
3073 {
3074 continue; 2865 continue;
3075 } 2866
3076 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2867 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3077 level += 2; 2868 level += 2;
3078 else /* open terrain! */ 2869 else /* open terrain! */
3079 level -= 1; 2870 level -= 1;
3080 } 2871 }
3091 * spot (surrounded by clear terrain in broad daylight). -b.t. 2882 * spot (surrounded by clear terrain in broad daylight). -b.t.
3092 */ 2883 */
3093void 2884void
3094do_hidden_move (object *op) 2885do_hidden_move (object *op)
3095{ 2886{
3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2887 int hide = 0;
3097 object *skop;
3098 2888
3099 if (!op || !op->map) 2889 if (!op || !op->map)
3100 return; 2890 return;
3101 2891
3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2892 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2893 int num = random_roll (0, 19, op, PREFER_LOW);
3103 2894
3104 /* its *extremely* hard to run and sneak/hide at the same time! */ 2895 /* its *extremely* hard to run and sneak/hide at the same time! */
3105 if (op->type == PLAYER && op->contr->run_on) 2896 if (op->type == PLAYER && op->contr->run_on)
3106 if (!skop || num >= skop->level) 2897 if (!skop || num >= skop->level)
3107 { 2898 {
3117 num -= hide; 2908 num -= hide;
3118 2909
3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2910 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3120 { 2911 {
3121 make_visible (op); 2912 make_visible (op);
2913
3122 if (op->type == PLAYER) 2914 if (op->type == PLAYER)
3123 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2915 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3124 } 2916 }
3125 else if (op->type == PLAYER && skop) 2917 else if (op->type == PLAYER && skop)
3126 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2918 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3179 * object op. This function works fine for monsters, 2971 * object op. This function works fine for monsters,
3180 * but we dont worry if the object isnt the top one in 2972 * but we dont worry if the object isnt the top one in
3181 * a pile (say a coin under a table would return "viewable" 2973 * a pile (say a coin under a table would return "viewable"
3182 * by this routine). Another question, should we be 2974 * by this routine). Another question, should we be
3183 * concerned with the direction the player is looking 2975 * concerned with the direction the player is looking
3184 * in? Realistically, most of use cant see stuff behind 2976 * in? Realistically, most of us can't see stuff behind
3185 * our backs...on the other hand, does the "facing" direction 2977 * our backs...on the other hand, does the "facing" direction
3186 * imply the way your head, or body is facing? Its possible 2978 * 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. 2979 * for them to differ. Sigh, this fctn could get a bit more complex.
3188 * -b.t. 2980 * -b.t.
3189 * This function is now map tiling safe. 2981 * This function is now map tiling safe.
3190 */ 2982 */
3191
3192int 2983int
3193player_can_view (object *pl, object *op) 2984player_can_view (object *pl, object *op)
3194{ 2985{
3195 rv_vector rv; 2986 rv_vector rv;
3196 int dx, dy; 2987 int dx, dy;
3208 2999
3209 get_rangevector (pl, op, &rv, 0x1); 3000 get_rangevector (pl, op, &rv, 0x1);
3210 3001
3211 /* starting with the 'head' part, lets loop 3002 /* starting with the 'head' part, lets loop
3212 * through the object and find if it has any 3003 * through the object and find if it has any
3213 * part that is in the los array but isnt on 3004 * part that is in the los array but isn't on
3214 * a blocked los square. 3005 * a blocked los square.
3215 * we use the archetype to figure out offsets. 3006 * we use the archetype to figure out offsets.
3216 */ 3007 */
3217 while (op) 3008 while (op)
3218 { 3009 {
3219 dx = rv.distance_x + op->arch->x; 3010 dx = rv.distance_x + op->arch->x;
3220 dy = rv.distance_y + op->arch->y; 3011 dy = rv.distance_y + op->arch->y;
3221 3012
3222 /* only the viewable area the player sees is updated by LOS 3013 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; 3014 return 1;
3015
3230 op = op->more; 3016 op = op->more;
3231 } 3017 }
3018
3232 return 0; 3019 return 0;
3233} 3020}
3234 3021
3235/* routine for both players and monsters. We call this when 3022/* routine for both players and monsters. We call this when
3236 * there is a possibility for our action distrubing our hiding 3023 * there is a possibility for our action distrubing our hiding
3237 * place or invisiblity spell. Artefact invisiblity is not 3024 * place or invisiblity spell. Artefact invisiblity causes
3238 * effected by this. If we arent invisible to begin with, we 3025 * "noise" instead. If we arent invisible to begin with, we
3239 * return 0. 3026 * return 0.
3240 */ 3027 */
3241int 3028int
3242action_makes_visible (object *op) 3029action_makes_visible (object *op)
3243{ 3030{
3244
3245 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3031 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3246 { 3032 {
3247 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3033 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3034 {
3035 // artefact invisibility is permanent, but we still make noise
3036 // this is important for game-balance.
3037 if (op->contr)
3038 op->make_noise ();
3039
3248 return 0; 3040 return 0;
3041 }
3249 3042
3250 if (op->contr && op->contr->tmp_invis == 0) 3043 if (op->contr && op->contr->tmp_invis == 0)
3251 return 0; 3044 return 0;
3252 3045
3253 /* If monsters, they should become visible */ 3046 /* If monsters, they should become visible */
3254 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3047 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3255 { 3048 {
3256 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3049 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3257 return 1; 3050 return 1;
3258 } 3051 }
3259 } 3052 }
3053
3260 return 0; 3054 return 0;
3261} 3055}
3262 3056
3263/* op_on_battleground - checks if the given object op (usually 3057/* op_on_battleground - checks if the given object op (usually
3264 * a player) is standing on a valid battleground-tile, 3058 * 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 3063 * Default is to do the same as before, so only people wanting to have different points need worry about this
3270 */ 3064 */
3271int 3065int
3272op_on_battleground (object *op, int *x, int *y) 3066op_on_battleground (object *op, int *x, int *y)
3273{ 3067{
3274 object *tmp;
3275
3276 /* A battleground-tile needs the following attributes to be valid: 3068 /* 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), 3069 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3278 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3070 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3279 * and the exit-coordinates sp/hp must both be > 0. 3071 * and the exit-coordinates sp/hp must both be > 0.
3280 * => The intention here is to prevent abuse of the battleground- 3072 * => The intention here is to prevent abuse of the battleground-
3281 * feature (like pickable or hidden battleground tiles). */ 3073 * feature (like pickable or hidden battleground tiles). */
3282 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3074 for (object *tmp = op->below; tmp; tmp = tmp->below)
3283 { 3075 {
3284 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3076 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3285 { 3077 {
3286 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3078 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3287 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3079 && tmp->type == BATTLEGROUND
3080 && tmp->name == shstr_battleground
3081 && EXIT_X (tmp) && EXIT_Y (tmp))
3288 { 3082 {
3289 /*before we assign the exit, check if this is a teambattle */ 3083 /* before we assign the exit, check if this is a teambattle */
3290 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3084 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3291 { 3085 {
3292 object *invtmp;
3293
3294 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3086 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3295 { 3087 {
3296 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3088 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3297 { 3089 {
3298 if (x != NULL && y != NULL) 3090 if (x && y)
3299 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3091 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3092
3300 return 1; 3093 return 1;
3301 } 3094 }
3302 } 3095 }
3303 } 3096 }
3097
3304 if (x != NULL && y != NULL) 3098 if (x && y)
3305 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3099 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3100
3306 return 1; 3101 return 1;
3307 } 3102 }
3308 } 3103 }
3309 } 3104 }
3105
3310 /* If we got here, did not find a battleground */ 3106 /* If we got here, did not find a battleground */
3311 return 0; 3107 return 0;
3312} 3108}
3313 3109
3314/* 3110/*
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3126 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i = 0, j = 0; 3127 int i = 0, j = 0;
3332 3128
3333 /* get the appropriate treasurelist */ 3129 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3130 if (atnr == ATNR_FIRE)
3335 trlist = treasurelist::find ("dragon_ability_fire"); 3131 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3132 else if (atnr == ATNR_COLD)
3337 trlist = treasurelist::find ("dragon_ability_cold"); 3133 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3134 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = treasurelist::find ("dragon_ability_elec"); 3135 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3136 else if (atnr == ATNR_POISON)
3341 trlist = treasurelist::find ("dragon_ability_poison"); 3137 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3138
3343 if (trlist == NULL || who->type != PLAYER) 3139 if (trlist == NULL || who->type != PLAYER)
3344 return; 3140 return;
3345 3141
3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3142 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3464 else 3260 else
3465 { 3261 {
3466 /* generate misc. treasure */ 3262 /* generate misc. treasure */
3467 tmp = arch_to_object (tr->item); 3263 tmp = arch_to_object (tr->item);
3468 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3264 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); 3265 who->insert (tmp);
3470 if (who->type == PLAYER)
3471 esrv_send_item (who, tmp);
3472 } 3266 }
3473} 3267}
3474 3268
3475/** 3269/**
3476 * Unready an object for a player. This function does nothing if the object was 3270 * Unready an object for a player. This function does nothing if the object was
3487 3281
3488 if (pl->ranged_ob == ob) 3282 if (pl->ranged_ob == ob)
3489 pl->ranged_ob = 0; 3283 pl->ranged_ob = 0;
3490} 3284}
3491 3285
3286//-GPL
3287
3492sint8 3288sint8
3493player::visibility_at (maptile *map, int x, int y) const 3289player::darkness_at (maptile *map, int x, int y) const
3494{ 3290{
3495 if (!ns) 3291 if (!ns)
3496 return 0; 3292 return LOS_BLOCKED;
3497 3293
3498 int dx, dy; 3294 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3295 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0; 3296 return LOS_BLOCKED;
3501 3297
3502 x += dx - ns->current_x + ns->mapx / 2; 3298 x += dx - ns->current_x;
3503 y += dy - ns->current_y + ns->mapy / 2; 3299 y += dy - ns->current_y;
3504 3300
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]; 3301 return blocked_los (x, y);
3509} 3302}
3303
3304void
3305player::infobox (const char *title, const char *msg, int color)
3306{
3307 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3308}
3309
3310void
3311player::statusmsg (const char *msg, int color)
3312{
3313 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3314}
3315
3316void
3317player::failmsg (const char *msg, int color)
3318{
3319 play_sound (sound_find ("generic_failure"));
3320 statusmsg (msg, color);
3321}
3322

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