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Comparing deliantra/server/server/player.C (file contents):
Revision 1.158 by root, Mon Aug 13 15:46:45 2007 UTC vs.
Revision 1.224 by root, Thu Jan 1 16:05:13 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <sproto.h> 25#include <sproto.h>
26#include <sounds.h> 26#include <sounds.h>
122 continue; 122 continue;
123 123
124 if (*buf == '%') 124 if (*buf == '%')
125 { /* send one news */ 125 { /* send one news */
126 if (size > 0) 126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
128 131
129 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
130 strip_endline (subject); 133 strip_endline (subject);
131 size = 0; 134 size = 0;
132 news[0] = '\0'; 135 news[0] = '\0';
183 186
184 if (ob->map) 187 if (ob->map)
185 maplevel = ob->map->path; 188 maplevel = ob->map->path;
186 189
187 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 192 ob->map = 0;
189 party = 0; 193 party = 0;
190 194
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 196
206 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
207 211
208 ns->update_look = 0; 212 ns->update_look = 0;
209 ns->look_position = 0; 213 ns->look_position = 0;
210 214
211 clear_los (this); 215 clear_los ();
212 216
213 ns->reset_stats (); 217 ns->reset_stats ();
214 218
215 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 221 ob->race = ob->arch->race;
218 222
219 ob->carrying = sum_weight (ob); 223 ob->update_weight ();
220 link_player_skills (ob); 224 link_skills ();
221 225
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 227
224 assign (title, ob->arch->object::name); 228 assign (title, ob->arch->object::name);
225 229
238 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
239 } 243 }
240 244
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 246
243 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
244 303
245 ob->flag [FLAG_READY_WEAPON] = false; 304 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 305 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false; 306 ob->flag [FLAG_READY_BOW] = false;
248 307
265 combat_ob = op; 324 combat_ob = op;
266 break; 325 break;
267 } 326 }
268 327
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats (); 329 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 {
303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324} 330}
325 331
326void 332void
327player::set_observe (object *op) 333player::set_observe (object *op)
328{ 334{
342 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
343 349
344 gen_sp_armour = 10; 350 gen_sp_armour = 10;
345 bowtype = bow_normal; 351 bowtype = bow_normal;
346 petmode = pet_normal; 352 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers; 353 usekeys = containers;
349 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
350 do_los = 1; 355 do_los = 1;
351 356
352 weapon_sp = 1.0f; 357 weapon_sp = 1.0f;
401 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
402 */ 407 */
403archetype * 408archetype *
404get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
405{ 410{
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 417 archvec::iterator i = archetypes.find (nat);
407 418
408 for (;;) 419 for (;;)
409 { 420 {
410 if (++i == archetypes.end ()) 421 if (++i == archetypes.end ())
411 i = archetypes.begin (); 422 i = archetypes.begin ();
425 unsigned lastdist; 436 unsigned lastdist;
426 rv_vector rv; 437 rv_vector rv;
427 438
428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 { 440 {
430 /* We should not find free objects on this friendly list, but it
431 * does periodically happen. Given that, lets deal with it.
432 * While unlikely, it is possible the next object on the friendly
433 * list is also free, so encapsulate this in a while loop.
434 */
435 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
436 {
437 object *tmp = ol->ob;
438
439 /* Can't do much more other than log the fact, because the object
440 * itself will have been cleared.
441 */
442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
444 ol = ol->next;
445 remove_friendly_object (tmp);
446 if (!ol)
447 return op;
448 }
449
450 /* Remove special check for player from this. First, it looks to cause
451 * some crashes (ol->ob->contr not set properly?), but secondly, a more
452 * complicated method of state checking would be needed in any case -
453 * as it was, a clever player could type quit, and the function would
454 * skip them over while waiting for confirmation. Remove
455 * on_same_map check, as can_detect_enemy also does this
456 */
457 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
458 continue; 442 continue;
459 443
460 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
461 { 445 {
656 640
657 return firstdir; 641 return firstdir;
658} 642}
659 643
660void 644void
661give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
662{ 646{
663 object *op, *next = NULL;
664
665 if (pl->randomitems != NULL) 647 if (pl->randomitems)
666 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
667 649
668 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
669 { 651 {
670 next = op->below; 652 next = op->below;
671 653
672 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
673 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
678 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
679 * by this player due to race restrictions 661 * by this player due to race restrictions
680 */ 662 */
681 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
682 { 664 {
683 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
684 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
685 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
686 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
688 { 672 {
689 op->destroy (); 673 op->destroy ();
690 continue; 674 continue;
691 } 675 }
692 } 676 }
715 if (op->nrof > 1) 699 if (op->nrof > 1)
716 op->nrof = 1; 700 op->nrof = 1;
717 } 701 }
718 702
719 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
720 {
721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
722 }
723 705
724 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
725 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
726 * merged properly. 708 * merged properly.
727 */ 709 */
728 if (need_identify (op)) 710 if (need_identify (op))
729 { 711 {
730 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
731 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
732 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
733 } 715 }
716
734 if (op->type == SPELL) 717 if (op->type == SPELL)
735 { 718 {
736 op->destroy (); 719 op->destroy ();
737 continue; 720 continue;
738 } 721 }
740 { 723 {
741 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
742 op->stats.exp = 0; 725 op->stats.exp = 0;
743 op->level = 1; 726 op->level = 1;
744 } 727 }
745 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
746 else
747 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
748 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
749 731
750 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
751 link_player_skills (pl); 733 pl->contr->link_skills ();
752} 734}
753 735
754void 736void
755get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
756{ 738{
857static void 839static void
858start_info (object *op) 840start_info (object *op)
859{ 841{
860 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
861 843
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
866} 846}
867 847
868/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
869 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
873 */ 853 */
874void 854void
875player::chargen_race_done () 855player::chargen_race_done ()
876{ 856{
877 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
878 esrv_new_player (ob->contr, ob->weight + ob->carrying); 858 esrv_new_player (ob->contr);
879 859
880 treasurelist *tl = treasurelist::find ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl) 861 if (tl)
882 create_treasure (tl, ob, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
883 863
887 ob->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
888 868
889 if (ob->msg) 869 if (ob->msg)
890 ob->msg = 0; 870 ob->msg = 0;
891 871
892 /* We create this now because some of the unique maps will need it
893 * to save here.
894 */
895 {
896 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf);
899 }
900
901 start_info (ob); 872 start_info (ob);
902 CLEAR_FLAG (ob, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
903 give_initial_items (ob, ob->randomitems); 874 give_initial_items (ob, ob->randomitems);
904 link_player_skills (ob);
905 esrv_send_inventory (ob, ob); 875 esrv_send_inventory (ob, ob);
906 ob->update_stats (); 876 ob->update_stats ();
907 877
908 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
909 * is one for this race 879 * is one for this race
910 */ 880 */
911 if (*first_map_ext_path) 881 if (*first_map_ext_path)
912 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
913 object *tmp;
914 char mapname[MAX_BUF];
915
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
917 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = ob->x;
920 EXIT_Y (tmp) = ob->y;
921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the
923 * default initial map */
924 tmp->destroy ();
925 }
926 else 883 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
928} 885}
929 886
930void 887void
974 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
975 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
976 return; 933 return;
977 } 934 }
978 935
979 if (op->enemy == NULL) 936 if (!op->enemy)
980 { 937 {
981 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
982 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
983 return; 940 return;
984 } 941 }
985 942
986 /* Seen some crashes here. Since we don't store an
987 * op->enemy_count, it is possible that something destroys the
988 * actual enemy, and the object is recycled.
989 */
990 if (op->enemy->map == NULL)
991 {
992 CLEAR_FLAG (op, FLAG_SCARED);
993 op->enemy = NULL;
994 return;
995 }
996
997 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
998 { 944 {
999 op->enemy = NULL; 945 op->enemy = NULL;
1000 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
1001 return; 947 return;
1004 get_rangevector (op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
1005 951
1006 dir = absdir (4 + rv.direction); 952 dir = absdir (4 + rv.direction);
1007 for (diff = 0; diff < 3; diff++) 953 for (diff = 0; diff < 3; diff++)
1008 { 954 {
1009 int m = 1 - (RANDOM () & 2); 955 int m = 1 - rndm (2) * 2;
1010 956
1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1012 return; 958 return;
1013 } 959 }
1014 960
1025check_pick (object *op) 971check_pick (object *op)
1026{ 972{
1027 object *tmp, *next; 973 object *tmp, *next;
1028 int stop = 0; 974 int stop = 0;
1029 int wvratio; 975 int wvratio;
1030 char putstring[128];
1031 976
1032 /* if you're flying, you cna't pick up anything */ 977 /* if you're flying, you cna't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 978 if (op->move_type & MOVE_FLYING)
1034 return 1; 979 return 1;
1035 980
1036 next = op->below; 981 next = op->below;
1037 982
983 int cnt = MAX_ITEM_PER_DROP;
984#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
985
1038 /* loop while there are items on the floor that are not marked as 986 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 987 * destroyed */
1040 while (next && !next->destroyed ()) 988 while (next && !next->destroyed ())
1041 { 989 {
1042 tmp = next; 990 tmp = next;
1043 next = tmp->below; 991 next = tmp->below;
1044 992
993 if (cnt <= 0)
994 {
995 op->failmsg ("Couldn't pickup all items at once.");
996 return 0;
997 }
998
1045 if (op->destroyed ()) 999 if (op->destroyed ())
1046 return 0; 1000 return 0;
1047 1001
1048 if (!can_pick (op, tmp)) 1002 if (!can_pick (op, tmp))
1049 continue; 1003 continue;
1050 1004
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 1006 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 1007 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 1008 CHK_PICK_PICKUP;
1009
1055 continue; 1010 continue;
1056 } 1011 }
1057 1012
1058 /* high not bit set? We're using the old autopickup model */ 1013 /* pickup handling */
1014 if (op->contr->mode & PU_DEBUG)
1015 {
1016 /* some debugging code to figure out item information */
1017 const char *str = tmp->name
1018 ? format ("item name: %s item type: %d weight/value: %d",
1019 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1020 : format ("item name: %s item type: %d weight/value: %d",
1021 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1022
1023 new_draw_info (NDI_UNIQUE, 0, op, str);
1024 }
1025
1026 if (op->contr->mode & PU_INHIBIT)
1027 return 1;
1028
1029 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1030 return 1;
1031
1032 /* philosophy:
1033 * It's easy to grab an item type from a pile, as long as it's
1034 * generic. This takes no game-time. For more detailed pickups
1035 * and selections, select-items should be used. This is a
1036 * grab-as-you-run type mode that's really useful for arrows for
1037 * example.
1038 * The drawback: right now it has no frontend, so you need to
1039 * stick the bits you want into a calculator in hex mode and then
1040 * convert to decimal and then 'pickup <#>
1041 */
1042
1043 /* the first two modes are exclusive: if NOTHING we return, if
1044 * STOP then we stop. All the rest are applied sequentially,
1045 * meaning if any test passes, the item gets picked up. */
1046
1047 /* if mode is set to pick nothing up, return */
1048 if (op->contr->mode == PU_NOTHING)
1049 return 1;
1050
1051 /* if mode is set to stop when encountering objects, return */
1052 /* take STOP before INHIBIT since it doesn't actually pick
1053 * anything up */
1054 if (op->contr->mode & PU_STOP)
1055 return 0;
1056
1057 /* useful for going into stores and not losing your settings... */
1058 /* and for battles wher you don't want to get loaded down while
1059 * fighting */
1060 if (op->contr->mode & PU_INHIBIT)
1061 return 1;
1062
1063 /* prevent us from turning into auto-thieves :) */
1064 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1065 continue;
1066
1067 /* ignore known cursed objects */
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1069 continue;
1070
1071 /* all food and drink if desired */
1072 /* question: don't pick up known-poisonous stuff? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 1073 if (op->contr->mode & PU_FOOD)
1074 if (tmp->type == FOOD)
1060 { 1075 {
1061 switch (op->contr->mode) 1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_DRINK)
1081 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1087 if (op->contr->mode & PU_POTION)
1088 if (tmp->type == POTION)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 /* spellbooks, skillscrolls and normal books/scrolls */
1095 if (op->contr->mode & PU_SPELLBOOK)
1096 if (tmp->type == SPELLBOOK)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_SKILLSCROLL)
1103 if (tmp->type == SKILLSCROLL)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 if (op->contr->mode & PU_READABLES)
1110 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* wands/staves/rods/horns */
1117 if (op->contr->mode & PU_MAGIC_DEVICE)
1118 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1119 {
1120 CHK_PICK_PICKUP;
1121 continue;
1122 }
1123
1124 /* pick up all magical items */
1125 if (op->contr->mode & PU_MAGICAL)
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1127 {
1128 CHK_PICK_PICKUP;
1129 continue;
1130 }
1131
1132 if (op->contr->mode & PU_VALUABLES)
1133 {
1134 if (tmp->type == MONEY || tmp->type == GEM)
1062 { 1135 {
1063 case 0: 1136 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 1137 continue;
1065 case 1:
1066 pick_up (op, tmp);
1067 return 1;
1068 case 2:
1069 pick_up (op, tmp);
1070 return 0;
1071 case 3:
1072 return 0; /* stop before pickup */
1073 case 4:
1074 pick_up (op, tmp);
1075 break;
1076 case 5:
1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1082 pick_up (op, tmp);
1083 break;
1084
1085 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp);
1088 break;
1089
1090 default:
1091 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp);
1095 } 1138 }
1096 } 1139 }
1097 else 1140
1098 { /* old model */ 1141 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG) 1142 if (op->contr->mode & PU_JEWELS)
1143 if (tmp->type == RING || tmp->type == AMULET)
1101 { 1144 {
1102 /* some debugging code to figure out item information */ 1145 CHK_PICK_PICKUP;
1103 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue; 1146 continue;
1147 }
1149 1148
1150 /* ignore known cursed objects */ 1149 /* we don't forget dragon food */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1150 if (op->contr->mode & PU_FLESH)
1151 if (tmp->type == FLESH)
1152 {
1153 CHK_PICK_PICKUP;
1152 continue; 1154 continue;
1155 }
1153 1156
1154 /* all food and drink if desired */ 1157 /* bows and arrows. Bows are good for selling! */
1155 /* question: don't pick up known-poisonous stuff? */ 1158 if (op->contr->mode & PU_BOW)
1159 if (tmp->type == BOW)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_ARROW)
1166 if (tmp->type == ARROW)
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 /* all kinds of armor etc. */
1173 if (op->contr->mode & PU_ARMOUR)
1174 if (tmp->type == ARMOUR)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_HELMET)
1181 if (tmp->type == HELMET)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SHIELD)
1188 if (tmp->type == SHIELD)
1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1156 if (op->contr->mode & PU_FOOD) 1194 if (op->contr->mode & PU_BOOTS)
1157 if (tmp->type == FOOD) 1195 if (tmp->type == BOOTS)
1196 {
1197 CHK_PICK_PICKUP;
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_GLOVES)
1202 if (tmp->type == GLOVES)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1208 if (op->contr->mode & PU_CLOAK)
1209 if (tmp->type == CLOAK)
1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1214
1215 /* hoping to catch throwing daggers here */
1216 if (op->contr->mode & PU_MISSILEWEAPON)
1217 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1222
1223 /* careful: chairs and tables are weapons! */
1224 if (op->contr->mode & PU_ALLWEAPON)
1225 {
1226 if (tmp->type == WEAPON)
1227 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1158 { 1228 {
1159 pick_up (op, tmp); 1229 CHK_PICK_PICKUP;
1160 continue; 1230 continue;
1161 } 1231 }
1232 }
1162 1233
1234 /* misc stuff that's useful */
1163 if (op->contr->mode & PU_DRINK) 1235 if (op->contr->mode & PU_KEY)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1236 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1165 { 1237 {
1166 pick_up (op, tmp); 1238 CHK_PICK_PICKUP;
1167 continue; 1239 continue;
1168 } 1240 }
1169 1241
1242 /* any of the last 4 bits set means we use the ratio for value
1243 * pickups */
1170 if (op->contr->mode & PU_POTION) 1244 if (op->contr->mode & PU_RATIO)
1171 if (tmp->type == POTION) 1245 {
1246 /* use value density to decide what else to grab */
1247 /* >=7 was >= op->contr->mode */
1248 /* >=7 is the old standard setting. Now we take the last 4 bits
1172 { 1249 */
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1250 wvratio = op->contr->mode & PU_RATIO;
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1251 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 { 1252 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1253#if 0
1254 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1255 if (tmp->name != NULL)
1218 { 1256 {
1219 pick_up (op, tmp); 1257 fprintf (stderr, "%s", tmp->name);
1220 continue;
1221 } 1258 }
1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327 }
1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1349#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL)
1352 {
1353 fprintf (stderr, "%s", tmp->name);
1354 }
1355 else 1259 else
1356 fprintf (stderr, "%s", tmp->arch->archname); 1260 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1261 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1262 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1359#endif 1263#endif
1264 CHK_PICK_PICKUP;
1360 continue; 1265 continue;
1361 }
1362 } 1266 }
1363 } /* the new pickup model */ 1267 } /* the new pickup model */
1364 } 1268 }
1365 1269
1366 return !stop; 1270 return !stop;
1372 * found object is returned. 1276 * found object is returned.
1373 */ 1277 */
1374object * 1278object *
1375find_arrow (object *op, const char *type) 1279find_arrow (object *op, const char *type)
1376{ 1280{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1281 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type);
1382 else if (op->type == ARROW && op->race == type) 1282 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1283 return splay (tmp);
1284
1285 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1286 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1287 if (object *arrow = find_arrow (tmp, type))
1288 {
1289 splay (tmp);
1383 return op; 1290 return arrow;
1291 }
1384 1292
1385 return tmp; 1293 return 0;
1386} 1294}
1387 1295
1388/* 1296/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1297 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390 * against the target. A full test is not performed, simply a basic test 1298 * against the target. A full test is not performed, simply a basic test
1391 * of resistances. The archer is making a quick guess at what he sees down 1299 * of resistances. The archer is making a quick guess at what he sees down
1392 * the hall. Failing that it does it's best to pick the highest plus arrow. 1300 * the hall. Failing that it does it's best to pick the highest plus arrow.
1393 */ 1301 */
1394object * 1302object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1303find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1304{
1397 object *tmp = NULL, *arrow, *ntmp; 1305 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1306 int attacknum, attacktype, betterby = 0, i;
1399 1307
1400 if (!type) 1308 if (!type)
1404 { 1312 {
1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1313 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 { 1314 {
1407 i = 0; 1315 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1316 ntmp = find_better_arrow (arrow, target, type, &i);
1317
1409 if (i > betterby) 1318 if (i > betterby)
1410 { 1319 {
1411 tmp = ntmp; 1320 tmp = ntmp;
1412 betterby = i; 1321 betterby = i;
1413 } 1322 }
1414 } 1323 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1324 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1325 {
1417 /* allways prefer assasination/slaying */ 1326 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1327 if (target->race && arrow->slaying && arrow->slaying.contains (target->race))
1419 { 1328 {
1420 if (arrow->attacktype & AT_DEATH) 1329 if (arrow->attacktype & AT_DEATH)
1421 { 1330 {
1422 *better = 100; 1331 *better = 100;
1423 return arrow; 1332 return arrow;
1438 { 1347 {
1439 tmp = arrow; 1348 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1349 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1350 }
1442 } 1351 }
1352
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1353 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1354 {
1445 tmp = arrow; 1355 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1356 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1357 }
1358
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1359 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1360 {
1450 tmp = arrow; 1361 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1362 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1363 }
1453 } 1364 }
1454 } 1365 }
1455 } 1366 }
1367
1456 if (tmp == NULL && arrow == NULL) 1368 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1369 return find_arrow (op, type);
1458 1370
1459 *better = betterby; 1371 *better = betterby;
1460 return tmp; 1372 return tmp;
1465 * op = the shooter 1377 * op = the shooter
1466 * type = bow->race 1378 * type = bow->race
1467 * dir = fire direction 1379 * dir = fire direction
1468 */ 1380 */
1469object * 1381object *
1470pick_arrow_target (object *op, const char *type, int dir) 1382pick_arrow_target (object *op, shstr_cmp type, int dir)
1471{ 1383{
1472 object *tmp = NULL; 1384 object *tmp = NULL;
1473 maptile *m; 1385 maptile *m;
1474 int i, mflags, found, number; 1386 int i, mflags, found, number;
1475 sint16 x, y; 1387 sint16 x, y;
1490 for (i = 0, found = 0; i < 20; i++) 1402 for (i = 0, found = 0; i < 20; i++)
1491 { 1403 {
1492 x += freearr_x[dir]; 1404 x += freearr_x[dir];
1493 y += freearr_y[dir]; 1405 y += freearr_y[dir];
1494 mflags = get_map_flags (m, &m, x, y, &x, &y); 1406 mflags = get_map_flags (m, &m, x, y, &x, &y);
1407
1495 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1408 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1496 { 1409 {
1497 tmp = NULL; 1410 tmp = 0;
1498 break; 1411 break;
1499 } 1412 }
1500 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1413 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1501 { 1414 {
1502 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1415 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1503 * perhaps a bad assumption. 1416 * perhaps a bad assumption.
1504 */ 1417 */
1505 tmp = NULL; 1418 tmp = 0;
1506 break; 1419 break;
1507 } 1420 }
1421
1508 if (mflags & P_IS_ALIVE) 1422 if (mflags & P_IS_ALIVE)
1509 {
1510 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1423 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1511 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1424 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1512 {
1513 found++;
1514 break;
1515 }
1516 if (found)
1517 break; 1425 break;
1518 }
1519 } 1426 }
1520 if (tmp == NULL) 1427
1428 if (!tmp)
1521 return find_arrow (op, type); 1429 return find_arrow (op, type);
1522 1430
1523 if (tmp->head) 1431 if (tmp->head)
1524 tmp = tmp->head; 1432 tmp = tmp->head;
1525 1433
1570 if (bow->below) 1478 if (bow->below)
1571 { 1479 {
1572 bow->remove (); 1480 bow->remove ();
1573 op->insert (bow); 1481 op->insert (bow);
1574 } 1482 }
1575
1576 } 1483 }
1577 1484
1578 if (!bow->race || !bow->skill) 1485 if (!bow->race || !bow->skill)
1579 { 1486 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1487 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1606 } 1513 }
1607 1514
1608 /* this should not happen, but sometimes does */ 1515 /* this should not happen, but sometimes does */
1609 if (arrow->nrof == 0) 1516 if (arrow->nrof == 0)
1610 { 1517 {
1518 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1611 arrow->destroy (); 1519 arrow->destroy ();
1612 return 0; 1520 return 0;
1613 } 1521 }
1614 1522
1615 left = arrow; /* these are arrows left to the player */ 1523 left = arrow; /* these are arrows left to the player */
1616 arrow = get_split_ob (arrow, 1); 1524 arrow = arrow->split ();
1617 if (!arrow) 1525 if (!arrow)
1618 { 1526 {
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1527 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 return 0; 1528 return 0;
1621 } 1529 }
1688 op->play_sound (sound_find ("fire_arrow")); 1596 op->play_sound (sound_find ("fire_arrow"));
1689 m->insert (arrow, sx, sy, op); 1597 m->insert (arrow, sx, sy, op);
1690 1598
1691 if (!arrow->destroyed ()) 1599 if (!arrow->destroyed ())
1692 move_arrow (arrow); 1600 move_arrow (arrow);
1693
1694 if (op->type == PLAYER)
1695 {
1696 if (left->destroyed ())
1697 esrv_del_item (op->contr, left->count);
1698 else
1699 esrv_send_item (op, left);
1700 }
1701 1601
1702 return 1; 1602 return 1;
1703} 1603}
1704 1604
1705/* Special fire code for players - this takes into 1605/* Special fire code for players - this takes into
1710 * hence the function name. 1610 * hence the function name.
1711 */ 1611 */
1712int 1612int
1713player_fire_bow (object *op, int dir) 1613player_fire_bow (object *op, int dir)
1714{ 1614{
1715 int ret = 0, wcmod = 0; 1615 int ret;
1716 1616
1717 if (op->contr->bowtype == bow_bestarrow) 1617 if (op->contr->bowtype == bow_bestarrow)
1718 { 1618 {
1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1619 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1720 } 1620 }
1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1621 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1722 { 1622 {
1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1623 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1724 wcmod = -1;
1725
1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1624 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1727 } 1625 }
1728 else if (op->contr->bowtype == bow_threewide) 1626 else if (op->contr->bowtype == bow_threewide)
1729 { 1627 {
1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1628 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1731 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1629 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1630 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1733 } 1631 }
1734 else if (op->contr->bowtype == bow_spreadshot) 1632 else if (op->contr->bowtype == bow_spreadshot)
1735 { 1633 {
1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1634 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1635 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1636 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1739 } 1637 }
1740 else 1638 else
1741 { 1639 {
1779 return; 1677 return;
1780 } 1678 }
1781 } 1679 }
1782 else if (item->type == ROD || item->type == HORN) 1680 else if (item->type == ROD || item->type == HORN)
1783 { 1681 {
1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1682 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1683
1684 // using the maximum of the rods charge allows at least one spell cast
1685 // for a rod or horn, this fixes some broken rods.
1686 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1785 { 1687 {
1786 op->contr->play_sound (sound_find ("wand_poof")); 1688 op->contr->play_sound (sound_find ("wand_poof"));
1787 1689
1788 if (item->type == ROD) 1690 if (item->type == ROD)
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1691 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1794 } 1696 }
1795 } 1697 }
1796 1698
1797 if (cast_spell (op, item, dir, item->inv, NULL)) 1699 if (cast_spell (op, item, dir, item->inv, NULL))
1798 { 1700 {
1799 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1701 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1702
1800 if (item->type == WAND) 1703 if (item->type == WAND)
1801 { 1704 {
1802 if (!(--item->stats.food)) 1705 if (!(--item->stats.food))
1803 { 1706 {
1804 object *tmp; 1707 object *tmp;
1808 CLEAR_FLAG (item, FLAG_ANIMATE); 1711 CLEAR_FLAG (item, FLAG_ANIMATE);
1809 item->face = item->arch->face; 1712 item->face = item->arch->face;
1810 item->set_speed (0); 1713 item->set_speed (0);
1811 } 1714 }
1812 1715
1813 if ((tmp = item->in_player ())) 1716 if (object *pl = item->visible_to ())
1814 esrv_update_item (UPD_ANIM, tmp, item); 1717 esrv_update_item (UPD_ANIM, pl, item);
1815 } 1718 }
1816 } 1719 }
1817 else if (item->type == ROD || item->type == HORN) 1720 else if (item->type == ROD || item->type == HORN)
1818 drain_rod_charge (item); 1721 drain_rod_charge (item);
1819 } 1722 }
1824bool 1727bool
1825fire (object *op, int dir) 1728fire (object *op, int dir)
1826{ 1729{
1827 int spellcost = 0; 1730 int spellcost = 0;
1828 1731
1829 /* check for loss of invisiblity/hide */
1830 if (action_makes_visible (op))
1831 make_visible (op);
1832
1833 player *pl = op->contr; 1732 player *pl = op->contr;
1834 1733
1835 if (pl->golem) 1734 if (pl->golem)
1836 { 1735 {
1837 control_golem (op->contr->golem, dir); 1736 control_golem (op->contr->golem, dir);
1839 } 1738 }
1840 1739
1841 object *ob = pl->ranged_ob; 1740 object *ob = pl->ranged_ob;
1842 1741
1843 if (!ob) 1742 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false; 1743 return false;
1848 1744
1849 if (op->speed_left > 0.f) 1745 if (op->speed_left > 0.f)
1850 --op->speed_left; 1746 --op->speed_left;
1851 else 1747 else
1852 return false; 1748 return false;
1749
1750 if (!op->change_weapon (ob))
1751 return false;
1752
1753 /* check for loss of invisiblity/hide */
1754 if (action_makes_visible (op))
1755 make_visible (op);
1853 1756
1854 switch (ob->type) 1757 switch (ob->type)
1855 { 1758 {
1856 case BOW: 1759 case BOW:
1857 player_fire_bow (op, dir); 1760 player_fire_bow (op, dir);
1950 * Change the color so that the message doesn't disappear with 1853 * Change the color so that the message doesn't disappear with
1951 * all the others. 1854 * all the others.
1952 */ 1855 */
1953 if (pl->contr->usekeys == key_inventory || 1856 if (pl->contr->usekeys == key_inventory ||
1954 !QUERY_FLAG (container, FLAG_APPLIED) || 1857 !QUERY_FLAG (container, FLAG_APPLIED) ||
1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1858 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1956 { 1859 {
1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1860 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1861 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1959 return NULL; 1862 return NULL;
1960 } 1863 }
1990 1893
1991 if (door->type == DOOR) 1894 if (door->type == DOOR)
1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1895 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 else if (door->type == LOCKED_DOOR) 1896 else if (door->type == LOCKED_DOOR)
1994 { 1897 {
1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1898 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2 (door); /* remove door without violence ;-) */ 1899 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1900 }
1998 1901
1999 /* Do this after we print the message */ 1902 /* Do this after we print the message */
2000 decrease_ob (key); /* Use up one of the keys */ 1903 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */
2002 if (container != op)
2003 esrv_update_item (UPD_WEIGHT, op, container);
2004 1904
2005 return 1; /* Nothing more to do below */ 1905 return 1; /* Nothing more to do below */
2006 } 1906 }
2007 else if (door->type == LOCKED_DOOR) 1907 else if (door->type == LOCKED_DOOR)
2008 { 1908 {
2009 /* Might as well return now - no other way to open this */ 1909 /* Might as well return now - no other way to open this */
2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1910 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2011 return 1; 1911 return 1;
2012 } 1912 }
2013 1913
2014 return 0; 1914 return 0;
2015} 1915}
2105 --op->speed_left; 2005 --op->speed_left;
2106 2006
2107 op->play_sound (sound_find ("push_player")); 2007 op->play_sound (sound_find ("push_player"));
2108 push_ob (mon, dir, op); 2008 push_ob (mon, dir, op);
2109 2009
2110 if (op->contr->tmp_invis || op->hide) 2010 if (action_makes_visible (op))
2111 make_visible (op); 2011 make_visible (op);
2112 2012
2113 return true; 2013 return true;
2114 } 2014 }
2115 else 2015 else
2135 { 2035 {
2136 op->play_sound (sound_find ("push_player")); 2036 op->play_sound (sound_find ("push_player"));
2137 push_ob (mon, dir, op); 2037 push_ob (mon, dir, op);
2138 } 2038 }
2139 else 2039 else
2140 new_draw_info (0, 0, op, "You withhold your attack"); 2040 op->statusmsg ("You withhold your attack");
2141 2041
2142 if (op->contr->tmp_invis || op->hide) 2042 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2143 make_visible (op); 2043 make_visible (op);
2144 2044
2145 return true; 2045 return true;
2146 } 2046 }
2147 } 2047 }
2189bool 2089bool
2190move_player (object *op, int dir) 2090move_player (object *op, int dir)
2191{ 2091{
2192 int pick; 2092 int pick;
2193 2093
2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2094 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2195 return 0; 2095 return 0;
2196 2096
2197 /* Sanity check: make sure dir is valid */ 2097 /* Sanity check: make sure dir is valid */
2198 if ((dir < 0) || (dir >= 9)) 2098 if ((dir < 0) || (dir >= 9))
2199 { 2099 {
2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2105 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2206 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2106 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2207 2107
2208 op->facing = dir; 2108 op->facing = dir;
2209 2109
2210 if (op->hide) 2110 if (op->flag [FLAG_HIDDEN])
2211 do_hidden_move (op); 2111 do_hidden_move (op);
2212 2112
2213 bool retval; 2113 bool retval;
2214 2114
2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2115 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2187 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2288 { 2188 {
2289 op->play_sound (sound_find ("ob_evaporate")); 2189 op->play_sound (sound_find ("ob_evaporate"));
2290 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2190 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2291 2191
2292 if (op->contr)
2293 esrv_del_item (op->contr, tmp->count);
2294
2295 tmp->destroy (); 2192 tmp->destroy ();
2296 CLEAR_FLAG (op, FLAG_LIFESAVE); 2193 CLEAR_FLAG (op, FLAG_LIFESAVE);
2297 2194
2298 if (op->stats.hp < 0) 2195 if (op->stats.hp < 0)
2299 op->stats.hp = op->stats.maxhp; 2196 op->stats.hp = op->stats.maxhp;
2311 return 0; 2208 return 0;
2312} 2209}
2313 2210
2314/* This goes throws the inventory and removes unpaid objects, and puts them 2211/* This goes throws the inventory and removes unpaid objects, and puts them
2315 * back in the map (location and map determined by values of env). This 2212 * back in the map (location and map determined by values of env). This
2316 * function will descend into containers. op is the object to start the search 2213 * function will descend into containers. op is the object to start the search
2317 * from. 2214 * from.
2318 */ 2215 */
2319static void 2216static void
2320drop_unpaid_items (object *op, object *env) 2217drop_unpaid_items (object *op, object *env)
2321{ 2218{
2322 while (op) 2219 while (op)
2323 { 2220 {
2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2221 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2325 2222
2326 if (QUERY_FLAG (op, FLAG_UNPAID)) 2223 if (QUERY_FLAG (op, FLAG_UNPAID))
2327 {
2328 if (env->type == PLAYER)
2329 esrv_del_item (env->contr, op->count);
2330
2331 op->insert_at (env); 2224 op->insert_at (env);
2332 }
2333 else if (op->inv) 2225 else if (op->inv)
2334 drop_unpaid_items (op->inv, env); 2226 drop_unpaid_items (op->inv, env);
2335 2227
2336 op = next; 2228 op = next;
2337 } 2229 }
2349 * Moved from apply.c to player.c - player.c is what 2241 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the 2242 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better, 2243 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory. 2244 * but there isn't one in the server directory.
2353 */ 2245 */
2354char * 2246const char *
2355gravestone_text (object *op) 2247gravestone_text (object *op)
2356{ 2248{
2357 static char buf2[MAX_BUF]; 2249 static dynbuf_text buf;
2358 char buf[MAX_BUF];
2359 time_t now = time (NULL);
2360 2250
2361 strcpy (buf2, " R.I.P.\n\n"); 2251 buf << "---- R.I.P. ----\n\n"
2252 << op->name;
2253
2362 if (op->type == PLAYER) 2254 if (op->type == PLAYER)
2363 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2255 buf << " the " << op->contr->title;
2364 else
2365 sprintf (buf, "%s\n", &op->name);
2366 2256
2367 strncat (buf2, " ", 20 - strlen (buf) / 2); 2257 buf << "\n\n";
2368 strcat (buf2, buf); 2258
2259 buf << "who was level ";
2260 buf << (sint32)op->level << "\n\n" // OO breakdown
2261 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2262
2369 if (op->type == PLAYER) 2263 if (op->type == PLAYER)
2370 sprintf (buf, "who was in level %d when killed\n", op->level); 2264 buf << "by " << op->contr->killer_name () << ".\n\n";
2371 else
2372 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2373 2265
2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf);
2376 if (op->type == PLAYER)
2377 { 2266 {
2378 sprintf (buf, "by %s.\n\n", op->contr->killer); 2267 static char buf2[128];
2379 strncat (buf2, " ", 21 - strlen (buf) / 2); 2268 time_t now = time (NULL);
2380 strcat (buf2, buf);
2381 }
2382
2383 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2269 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2384 strncat (buf2, " ", 20 - strlen (buf) / 2); 2270 buf << buf2;
2385 strcat (buf2, buf); 2271 }
2386 2272
2387 return buf2; 2273 return buf;
2388} 2274}
2389 2275
2390void 2276void
2391do_some_living (object *op) 2277do_some_living (object *op)
2392{ 2278{
2444 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2330 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2445 else 2331 else
2446 { 2332 {
2447 gen_grace = op->stats.maxgrace; 2333 gen_grace = op->stats.maxgrace;
2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2334 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2449 }
2450
2451 /* Regenerate Spell Points */
2452 if (!op->contr->golem && --op->last_sp < 0)
2453 {
2454 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2455 if (op->stats.sp < op->stats.maxsp)
2456 {
2457 op->stats.sp++;
2458 /* dms do not consume food */
2459 if (!QUERY_FLAG (op, FLAG_WIZ))
2460 {
2461 op->stats.food--;
2462 if (op->contr->digestion < 0)
2463 op->stats.food += op->contr->digestion;
2464 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2465 op->stats.food = last_food;
2466 }
2467 }
2468
2469 if (max_sp > 1)
2470 {
2471 over_sp = (gen_sp + 10) / rate_sp;
2472 if (over_sp > 0)
2473 {
2474 if (op->stats.sp < op->stats.maxsp)
2475 {
2476 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2477
2478 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2479 op->stats.sp--;
2480
2481 if (op->stats.sp > op->stats.maxsp)
2482 op->stats.sp = op->stats.maxsp;
2483 }
2484 op->last_sp = 0;
2485 }
2486 else
2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2488 }
2489 else
2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2491 } 2335 }
2492 2336
2493 /* Regenerate Grace */ 2337 /* Regenerate Grace */
2494 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2338 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2495 if (--op->last_grace < 0) 2339 if (--op->last_grace < 0)
2516 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2360 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2517 } 2361 }
2518 /* wearing stuff doesn't detract from grace generation. */ 2362 /* wearing stuff doesn't detract from grace generation. */
2519 } 2363 }
2520 2364
2365 if (op->stats.food > 0)
2366 {
2521 /* Regenerate Hit Points */ 2367 /* Regenerate Spell Points */
2522 if (--op->last_heal < 0) 2368 if (!op->contr->golem && --op->last_sp < 0)
2523 {
2524 if (op->stats.hp < op->stats.maxhp)
2525 { 2369 {
2526 op->stats.hp++; 2370 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2527 /* dms do not consume food */ 2371
2528 if (!QUERY_FLAG (op, FLAG_WIZ)) 2372 if (op->stats.sp < op->stats.maxsp)
2529 { 2373 {
2374 op->stats.sp++;
2375
2376 /* dms do not consume food */
2377 if (!QUERY_FLAG (op, FLAG_WIZ))
2378 {
2530 op->stats.food--; 2379 op->stats.food--;
2380
2531 if (op->contr->digestion < 0) 2381 if (op->contr->digestion < 0)
2532 op->stats.food += op->contr->digestion; 2382 op->stats.food += op->contr->digestion;
2533 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2383 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2534 op->stats.food = last_food; 2384 op->stats.food = last_food;
2385 }
2535 } 2386 }
2536 }
2537 2387
2538 if (max_hp > 1) 2388 if (max_sp > 1)
2539 {
2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2541 if (over_hp > 0)
2542 { 2389 {
2543 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2390 over_sp = (gen_sp + 10) / rate_sp;
2391 if (over_sp > 0)
2392 {
2393 if (op->stats.sp < op->stats.maxsp)
2394 {
2395 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2396
2397 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2398 op->stats.sp--;
2399
2400 if (op->stats.sp > op->stats.maxsp)
2401 op->stats.sp = op->stats.maxsp;
2402 }
2403
2544 op->last_heal = 0; 2404 op->last_sp = 0;
2405 }
2406 else
2407 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2545 } 2408 }
2546 else 2409 else
2410 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2411 }
2412
2413 /* Regenerate Hit Points */
2414 if (--op->last_heal < 0)
2415 {
2416 if (op->stats.hp < op->stats.maxhp)
2547 { 2417 {
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2418 op->stats.hp++;
2419
2420 /* dms do not consume food */
2421 if (!QUERY_FLAG (op, FLAG_WIZ))
2422 {
2423 op->stats.food--;
2424
2425 if (op->contr->digestion < 0)
2426 op->stats.food += op->contr->digestion;
2427 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2428 op->stats.food = last_food;
2429 }
2549 } 2430 }
2431
2432 if (max_hp > 1)
2433 {
2434 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2435
2436 if (over_hp > 0)
2437 {
2438 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2439 op->last_heal = 0;
2440 }
2441 else
2442 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2550 } 2443 }
2551 else 2444 else
2552 {
2553 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2445 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2554 } 2446 }
2555 } 2447 }
2556 2448
2557 /* Digestion */ 2449 /* Digestion */
2558 if (--op->last_eat < 0) 2450 if (--op->last_eat < 0)
2567 op->stats.food--; 2459 op->stats.food--;
2568 } 2460 }
2569 2461
2570 if (op->stats.food < 0 && op->stats.hp >= 0) 2462 if (op->stats.food < 0 && op->stats.hp >= 0)
2571 { 2463 {
2572 object *tmp, *flesh = 0; 2464 object *flesh = 0;
2573 2465
2574 for (tmp = op->inv; tmp; tmp = tmp->below) 2466 for_inv_removable (op, tmp)
2575 { 2467 {
2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2468 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2469 continue;
2470
2471 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2577 { 2472 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2473 op->statusmsg ("You blindly grab for a bite of food. "
2579 { 2474 "H<To prevent you from starving, you ate some random item from your backpack.>");
2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2581 manual_apply (op, tmp, 0); 2475 manual_apply (op, tmp, 0);
2476
2582 if (op->stats.food >= 0 || op->stats.hp < 0) 2477 if (op->stats.food >= 0 || op->stats.hp < 0)
2583 break; 2478 break;
2584 } 2479 }
2585 else if (tmp->type == FLESH) 2480 else if (tmp->type == FLESH)
2586 flesh = tmp; 2481 flesh = tmp;
2587 } /* End if paid for object */ 2482 }
2588 } /* end of for loop */
2589 2483
2590 /* If player is still starving, it means they don't have any food, so 2484 /* If player is still starving, it means they don't have any food, so
2591 * eat flesh instead. 2485 * eat flesh instead.
2592 */ 2486 */
2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2487 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2594 { 2488 {
2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2489 op->statusmsg ("You blindly grab for a bite of food. "
2490 "H<To prevent you from starving, you ate some random item from your backpack.>");
2596 manual_apply (op, flesh, 0); 2491 manual_apply (op, flesh, 0);
2597 } 2492 }
2493
2494 // If player is still starving, alert him!
2495 if (op->stats.food < 0)
2496 op->failmsg ("You are starving! "
2497 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2498 }
2499
2500 if (op->stats.food < 0)
2598 } 2501 {
2502 op->stats.hp += op->stats.food;
2503 op->stats.food = 0;
2599 2504
2600 while (op->stats.food < 0 && op->stats.hp >= 0) 2505 if (op->stats.hp < 0)
2601 op->stats.food++, op->stats.hp--; 2506 {
2507 op->contr->killer = archetype::get ("killer_starvation");
2508 op->contr->killer->destroy ();
2509 }
2510 }
2602 2511
2512 /* killer should be set here already */
2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2513 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2604 kill_player (op); 2514 kill_player (op);
2605 } 2515 }
2606} 2516}
2607 2517
2611 * file. 2521 * file.
2612 */ 2522 */
2613void 2523void
2614kill_player (object *op) 2524kill_player (object *op)
2615{ 2525{
2526 int x, y;
2616 char buf[MAX_BUF]; 2527 char buf[MAX_BUF];
2617 int x, y;
2618
2619 //int i;
2620 maptile *map; /* this is for resurrection */ 2528 maptile *map; /* this is for resurrection */
2621
2622 /* int z;
2623 int num_stats_lose;
2624 int lost_a_stat;
2625 int lose_this_stat;
2626 int this_stat; */
2627 int will_kill_again; 2529 int will_kill_again;
2628 archetype *at; 2530 archetype *at;
2629 object *tmp; 2531 object *tmp;
2630 2532
2631 if (save_life (op)) 2533 if (save_life (op))
2632 return; 2534 return;
2535
2536 /* restore player */
2537 at = archetype::find ("poisoning");
2538 if (object *tmp = present_arch_in_ob (at, op))
2539 {
2540 tmp->destroy ();
2541 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2542 }
2543
2544 at = archetype::find ("confusion");
2545 if (object *tmp = present_arch_in_ob (at, op))
2546 {
2547 tmp->destroy ();
2548 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2549 }
2550
2551 cure_disease (op, 0, 0); /* remove any disease */
2552
2553 max_it (op->stats.hp , op->stats.maxhp);
2554 max_it (op->stats.sp , op->stats.maxsp);
2555 max_it (op->stats.grace, op->stats.maxgrace);
2556
2557 if (op->stats.food <= 0)
2558 op->stats.food = 999;
2559
2560 // remove all spell effects that are active
2561 // to avoid long-term effects such as word-of-recall
2562 for (object *item = op->inv; item; )
2563 {
2564 object *next = item->below;
2565
2566 if (item->type == SPELL_EFFECT && item->active)
2567 item->destroy ();
2568
2569 item = next;
2570 }
2633 2571
2634 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2572 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2635 * in cities ONLY!!! It is very important that this doesn't get abused. 2573 * in cities ONLY!!! It is very important that this doesn't get abused.
2636 * Look at op_on_battleground() for more info --AndreasV 2574 * Look at op_on_battleground() for more info --AndreasV
2637 */ 2575 */
2638 if (op_on_battleground (op, &x, &y)) 2576 if (op_on_battleground (op, &x, &y))
2639 { 2577 {
2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2578 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2579 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2642 2580
2643 /* restore player */
2644 at = archetype::find ("poisoning");
2645 if (object *tmp = present_arch_in_ob (at, op))
2646 {
2647 tmp->destroy ();
2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2649 }
2650
2651 at = archetype::find ("confusion");
2652 if (object *tmp = present_arch_in_ob (at, op))
2653 {
2654 tmp->destroy ();
2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2656 }
2657
2658 cure_disease (op, 0); /* remove any disease */
2659 op->stats.hp = op->stats.maxhp;
2660 if (op->stats.food <= 0)
2661 op->stats.food = 999;
2662
2663 /* create a bodypart-trophy to make the winner happy */ 2581 /* create a bodypart-trophy to make the winner happy */
2664 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2582 if (object *tmp = arch_to_object (archetype::find ("finger")))
2665 { 2583 {
2666 sprintf (buf, "%s's finger", &op->name); 2584 tmp->name = format ("%s's finger" , &op->name);
2667 tmp->name = buf; 2585 tmp->name_pl = format ("%s's fingers", &op->name);
2668 sprintf (buf, " This finger has been cut off %s\n"
2669 " the %s, when he was defeated at\n level %d by %s.\n",
2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2671 tmp->msg = buf; 2586 tmp->msg = format (
2587 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2588 &op->name, op->contr->title,
2589 (int)op->level,
2590 op->contr->killer_name ()
2591 );
2672 tmp->value = 0, tmp->type = 0; 2592 tmp->value = 0, tmp->type = 0;
2673 tmp->materialname = "organics"; 2593 tmp->materialname = "organics";
2674 tmp->insert_at (op, tmp); 2594 tmp->insert_at (op, tmp);
2675 } 2595 }
2676 2596
2681 } 2601 }
2682 2602
2683 INVOKE_PLAYER (DEATH, op->contr); 2603 INVOKE_PLAYER (DEATH, op->contr);
2684 2604
2685 command_kill_pets (op, 0); 2605 command_kill_pets (op, 0);
2686
2687 if (op->stats.food < 0)
2688 {
2689 sprintf (buf, "%s starved to death.", &op->name);
2690 strcpy (op->contr->killer, "starvation");
2691 }
2692 else
2693 sprintf (buf, "%s died.", &op->name);
2694 2606
2695 op->contr->play_sound (sound_find ("player_dies")); 2607 op->contr->play_sound (sound_find ("player_dies"));
2696 2608
2697 /* save the map location for corpse, gravestone */ 2609 /* save the map location for corpse, gravestone */
2698 x = op->x; 2610 x = op->x;
2728 2640
2729 lost_a_stat = 0; 2641 lost_a_stat = 0;
2730 2642
2731 for (z = 0; z < num_stats_lose; z++) 2643 for (z = 0; z < num_stats_lose; z++)
2732 { 2644 {
2733 i = RANDOM () % NUM_STATS; 2645 i = rndm (NUM_STATS);
2734 2646
2735 if (settings.stat_loss_on_death) 2647 if (settings.stat_loss_on_death)
2736 { 2648 {
2737 /* Pick a random stat and take a point off it. Tell the player 2649 /* Pick a random stat and take a point off it. Tell the player
2738 * what he lost. 2650 * what he lost.
2789 } 2701 }
2790 } 2702 }
2791 2703
2792 if (lose_this_stat) 2704 if (lose_this_stat)
2793 { 2705 {
2794 this_stat = get_attr_value (&(dep->stats), i); 2706 this_stat = get_attr_value (&dep->stats, i);
2795 /* We could try to do something clever like find another 2707 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if 2708 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low 2709 * stats have been depleted to -50, all are pretty low
2798 * and should be roughly the same, so it shouldn't make a 2710 * and should be roughly the same, so it shouldn't make a
2799 * difference. 2711 * difference.
2807 lost_a_stat = 1; 2719 lost_a_stat = 1;
2808 } 2720 }
2809 } 2721 }
2810 } 2722 }
2811 } 2723 }
2724
2812 /* If no stat lost, tell the player. */ 2725 /* If no stat lost, tell the player. */
2813 if (!lost_a_stat) 2726 if (!lost_a_stat)
2814 { 2727 {
2815 /* determine_god() seems to not work sometimes... why is this? 2728 /* determine_god() seems to not work sometimes... why is this?
2816 Should I be using something else? GD */ 2729 Should I be using something else? GD */
2817 const char *god = determine_god (op); 2730 shstr_tmp god = determine_god (op);
2818 2731
2819 if (god && (strcmp (god, "none"))) 2732 if (god != shstr_none)
2820 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2733 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", &god);
2821 else 2734 else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2735 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2823 } 2736 }
2824#else 2737#else
2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2738 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2826#endif 2739#endif
2827 2740
2828 /* Put a gravestone up where the character 'almost' died. List the 2741 /* Put a gravestone up where the character 'almost' died. List the
2829 * exp loss on the stone. 2742 * exp loss on the stone.
2830 */ 2743 */
2831 tmp = arch_to_object (archetype::find ("gravestone")); 2744 tmp = arch_to_object (archetype::find ("gravestone"));
2832 sprintf (buf, "%s's gravestone", &op->name); 2745 tmp->name = format ("%s's gravestone", &op->name);
2833 tmp->name = buf; 2746 tmp->name_pl = format ("%s's gravestones", &op->name);
2834 sprintf (buf, "%s's gravestones", &op->name); 2747 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2835 tmp->name_pl = buf; 2748 &op->name, op->contr->title, op->contr->killer_name ());
2836 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);
2837 tmp->msg = buf;
2838 tmp->x = op->x, tmp->y = op->y; 2749 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL, 0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2751
2841 /**************************************/ 2752 /**************************************/
2842 /* */ 2753 /* */
2843 /* Subtract the experience points, */ 2754 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */
2846 /* */ 2755 /* */
2847 /**************************************/ 2756 /**************************************/
2848 2757
2849 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */
2851 at = archetype::find ("poisoning");
2852 tmp = present_arch_in_ob (at, op);
2853
2854 if (tmp)
2855 {
2856 tmp->destroy ();
2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2858 }
2859
2860 at = archetype::find ("confusion");
2861 tmp = present_arch_in_ob (at, op);
2862 if (tmp)
2863 {
2864 tmp->destroy ();
2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2866 }
2867
2868 cure_disease (op, 0); /* remove any disease */
2869
2870 /*add_exp(op, (op->stats.exp * -0.20)); */ 2758 /*add_exp(op, (op->stats.exp * -0.20)); */
2871 apply_death_exp_penalty (op); 2759 apply_death_exp_penalty (op);
2872 if (op->stats.food < 100)
2873 op->stats.food = 900;
2874 op->stats.hp = op->stats.maxhp;
2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2877 2760
2878 /* 2761 /*
2879 * Check to see if the player has any unpaid items. If so, remove them 2762 * Check to see if the player has any unpaid items. If so, remove them
2880 * and put them back in the map. 2763 * and put them back in the map.
2881 */ 2764 */
2916 if (will_kill_again & (1 << at)) 2799 if (will_kill_again & (1 << at))
2917 force->resist[at] = 100; 2800 force->resist[at] = 100;
2918 2801
2919 insert_ob_in_ob (force, op); 2802 insert_ob_in_ob (force, op);
2920 op->update_stats (); 2803 op->update_stats ();
2921
2922 } 2804 }
2923 2805
2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2806 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2925} 2807}
2926 2808
2946 2828
2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2829 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2948 { 2830 {
2949 if (tmp->nrof > 1) 2831 if (tmp->nrof > 1)
2950 { 2832 {
2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2833 tmp->decrease (rndm (1, tmp->nrof - 1));
2952 tmp2->destroy ();
2953 insert_ob_in_map (tmp, op->map, NULL, 0); 2834 insert_ob_in_map (tmp, op->map, NULL, 0);
2954 } 2835 }
2955 else 2836 else
2956 tmp->destroy (); 2837 tmp->destroy ();
2957 } 2838 }
2968void 2849void
2969fix_weight (void) 2850fix_weight (void)
2970{ 2851{
2971 for_all_players (pl) 2852 for_all_players (pl)
2972 { 2853 {
2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2854 sint32 old = pl->ob->carrying;
2974 2855
2975 if (old == sum) 2856 pl->ob->update_weight ();
2976 continue; 2857
2858 if (old != pl->ob->carrying)
2859 {
2977 pl->ob->update_stats (); 2860 pl->ob->update_stats ();
2978 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2861 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2862 }
2979 } 2863 }
2980} 2864}
2981 2865
2982void 2866void
2983fix_luck (void) 2867fix_luck (void)
3025} 2909}
3026 2910
3027void 2911void
3028make_visible (object *op) 2912make_visible (object *op)
3029{ 2913{
3030 op->hide = 0; 2914 op->flag [FLAG_HIDDEN] = 0;
3031 op->invisible = 0; 2915 op->invisible = 0;
2916
3032 if (op->type == PLAYER) 2917 if (op->type == PLAYER)
3033 { 2918 {
3034 op->contr->tmp_invis = 0; 2919 op->contr->tmp_invis = 0;
3035 op->contr->invis_race = 0; 2920 op->contr->invis_race = 0;
3036 } 2921 }
3049 2934
3050/* look at the surrounding terrain to determine 2935/* look at the surrounding terrain to determine
3051 * the hideability of this object. Positive levels 2936 * the hideability of this object. Positive levels
3052 * indicate greater hideability. 2937 * indicate greater hideability.
3053 */ 2938 */
3054
3055int 2939int
3056hideability (object *ob) 2940hideability (object *ob)
3057{ 2941{
3058 int i, level = 0, mflag; 2942 int i, level = 0, mflag;
3059 sint16 x, y; 2943 sint16 x, y;
3060 2944
3061 if (!ob || !ob->map) 2945 if (!ob || !ob->map)
3062 return 0; 2946 return 0;
3063 2947
3064 /* so, on normal lighted maps, its hard to hide */ 2948 /* so, on normal lighted maps, its hard to hide */
3065 level = ob->map->darkness - 2; 2949 level = ob->map->darklevel () - 2;
3066 2950
3067 /* this also picks up whether the object is glowing. 2951 /* this also picks up whether the object is glowing.
3068 * If you carry a light on a non-dark map, its not 2952 * If you carry a light on a non-dark map, its not
3069 * as bad as carrying a light on a pitch dark map */ 2953 * as bad as carrying a light on a pitch dark map */
3070 if (has_carried_lights (ob)) 2954 if (has_carried_lights (ob))
3071 level = -(10 + (2 * ob->map->darkness)); 2955 level = -(10 + (2 * ob->map->darklevel ()));
3072 2956
3073 /* scan through all nearby squares for terrain to hide in */ 2957 /* scan through all nearby squares for terrain to hide in */
3074 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2958 for (i = 0, x = ob->x, y = ob->y;
2959 i <= SIZEOFFREE1;
2960 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3075 { 2961 {
3076 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2962 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3077 if (mflag & P_OUT_OF_MAP) 2963 if (mflag & P_OUT_OF_MAP)
3078 {
3079 continue; 2964 continue;
3080 } 2965
3081 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2966 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3082 level += 2; 2967 level += 2;
3083 else /* open terrain! */ 2968 else /* open terrain! */
3084 level -= 1; 2969 level -= 1;
3085 } 2970 }
3096 * spot (surrounded by clear terrain in broad daylight). -b.t. 2981 * spot (surrounded by clear terrain in broad daylight). -b.t.
3097 */ 2982 */
3098void 2983void
3099do_hidden_move (object *op) 2984do_hidden_move (object *op)
3100{ 2985{
3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2986 int hide = 0;
3102 object *skop;
3103 2987
3104 if (!op || !op->map) 2988 if (!op || !op->map)
3105 return; 2989 return;
3106 2990
3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2991 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2992 int num = random_roll (0, 19, op, PREFER_LOW);
3108 2993
3109 /* its *extremely* hard to run and sneak/hide at the same time! */ 2994 /* its *extremely* hard to run and sneak/hide at the same time! */
3110 if (op->type == PLAYER && op->contr->run_on) 2995 if (op->type == PLAYER && op->contr->run_on)
3111 if (!skop || num >= skop->level) 2996 if (!skop || num >= skop->level)
3112 { 2997 {
3122 num -= hide; 3007 num -= hide;
3123 3008
3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3009 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3125 { 3010 {
3126 make_visible (op); 3011 make_visible (op);
3012
3127 if (op->type == PLAYER) 3013 if (op->type == PLAYER)
3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3014 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3129 } 3015 }
3130 else if (op->type == PLAYER && skop) 3016 else if (op->type == PLAYER && skop)
3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3017 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3184 * object op. This function works fine for monsters, 3070 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 3071 * but we dont worry if the object isnt the top one in
3186 * a pile (say a coin under a table would return "viewable" 3072 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 3073 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 3074 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 3075 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 3076 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 3077 * imply the way your head, or body is facing? It's possible
3192 * for them to differ. Sigh, this fctn could get a bit more complex. 3078 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 3079 * -b.t.
3194 * This function is now map tiling safe. 3080 * This function is now map tiling safe.
3195 */ 3081 */
3196
3197int 3082int
3198player_can_view (object *pl, object *op) 3083player_can_view (object *pl, object *op)
3199{ 3084{
3200 rv_vector rv; 3085 rv_vector rv;
3201 int dx, dy; 3086 int dx, dy;
3213 3098
3214 get_rangevector (pl, op, &rv, 0x1); 3099 get_rangevector (pl, op, &rv, 0x1);
3215 3100
3216 /* starting with the 'head' part, lets loop 3101 /* starting with the 'head' part, lets loop
3217 * through the object and find if it has any 3102 * through the object and find if it has any
3218 * part that is in the los array but isnt on 3103 * part that is in the los array but isn't on
3219 * a blocked los square. 3104 * a blocked los square.
3220 * we use the archetype to figure out offsets. 3105 * we use the archetype to figure out offsets.
3221 */ 3106 */
3222 while (op) 3107 while (op)
3223 { 3108 {
3224 dx = rv.distance_x + op->arch->x; 3109 dx = rv.distance_x + op->arch->x;
3225 dy = rv.distance_y + op->arch->y; 3110 dy = rv.distance_y + op->arch->y;
3226 3111
3227 /* only the viewable area the player sees is updated by LOS 3112 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3228 * code, so we need to restrict ourselves to that range of values
3229 * for any meaningful values.
3230 */
3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3232 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3233 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3234 return 1; 3113 return 1;
3114
3235 op = op->more; 3115 op = op->more;
3236 } 3116 }
3117
3237 return 0; 3118 return 0;
3238} 3119}
3239 3120
3240/* routine for both players and monsters. We call this when 3121/* routine for both players and monsters. We call this when
3241 * there is a possibility for our action distrubing our hiding 3122 * there is a possibility for our action distrubing our hiding
3242 * place or invisiblity spell. Artefact invisiblity is not 3123 * place or invisiblity spell. Artefact invisiblity causes
3243 * effected by this. If we arent invisible to begin with, we 3124 * "noise" instead. If we arent invisible to begin with, we
3244 * return 0. 3125 * return 0.
3245 */ 3126 */
3246int 3127int
3247action_makes_visible (object *op) 3128action_makes_visible (object *op)
3248{ 3129{
3249
3250 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3130 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3251 { 3131 {
3252 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3132 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3133 {
3134 // artefact invisibility is permanent, but we still make noise
3135 // this is important for game-balance.
3136 if (op->contr)
3137 op->make_noise ();
3138
3253 return 0; 3139 return 0;
3140 }
3254 3141
3255 if (op->contr && op->contr->tmp_invis == 0) 3142 if (op->contr && op->contr->tmp_invis == 0)
3256 return 0; 3143 return 0;
3257 3144
3258 /* If monsters, they should become visible */ 3145 /* If monsters, they should become visible */
3259 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3146 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3260 { 3147 {
3261 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3148 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3262 return 1; 3149 return 1;
3263 } 3150 }
3264 } 3151 }
3152
3265 return 0; 3153 return 0;
3266} 3154}
3267 3155
3268/* op_on_battleground - checks if the given object op (usually 3156/* op_on_battleground - checks if the given object op (usually
3269 * a player) is standing on a valid battleground-tile, 3157 * a player) is standing on a valid battleground-tile,
3274 * Default is to do the same as before, so only people wanting to have different points need worry about this 3162 * Default is to do the same as before, so only people wanting to have different points need worry about this
3275 */ 3163 */
3276int 3164int
3277op_on_battleground (object *op, int *x, int *y) 3165op_on_battleground (object *op, int *x, int *y)
3278{ 3166{
3279 object *tmp;
3280
3281 /* A battleground-tile needs the following attributes to be valid: 3167 /* A battleground-tile needs the following attributes to be valid:
3282 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3168 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3169 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3170 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3171 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3172 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3173 for (object *tmp = op->below; tmp; tmp = tmp->below)
3288 { 3174 {
3289 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3175 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3290 { 3176 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3177 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3292 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3178 && tmp->type == BATTLEGROUND
3179 && tmp->name == shstr_battleground
3180 && EXIT_X (tmp) && EXIT_Y (tmp))
3293 { 3181 {
3294 /*before we assign the exit, check if this is a teambattle */ 3182 /* before we assign the exit, check if this is a teambattle */
3295 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3183 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 { 3184 {
3297 object *invtmp;
3298
3299 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3185 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3300 { 3186 {
3301 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3187 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3302 { 3188 {
3303 if (x != NULL && y != NULL) 3189 if (x && y)
3304 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3190 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3191
3305 return 1; 3192 return 1;
3306 } 3193 }
3307 } 3194 }
3308 } 3195 }
3196
3309 if (x != NULL && y != NULL) 3197 if (x && y)
3310 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3198 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3199
3311 return 1; 3200 return 1;
3312 } 3201 }
3313 } 3202 }
3314 } 3203 }
3204
3315 /* If we got here, did not find a battleground */ 3205 /* If we got here, did not find a battleground */
3316 return 0; 3206 return 0;
3317} 3207}
3318 3208
3319/* 3209/*
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3225 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i = 0, j = 0; 3226 int i = 0, j = 0;
3337 3227
3338 /* get the appropriate treasurelist */ 3228 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3229 if (atnr == ATNR_FIRE)
3340 trlist = treasurelist::find ("dragon_ability_fire"); 3230 trlist = treasurelist::find (shstr_dragon_ability_fire);
3341 else if (atnr == ATNR_COLD) 3231 else if (atnr == ATNR_COLD)
3342 trlist = treasurelist::find ("dragon_ability_cold"); 3232 trlist = treasurelist::find (shstr_dragon_ability_cold);
3343 else if (atnr == ATNR_ELECTRICITY) 3233 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = treasurelist::find ("dragon_ability_elec"); 3234 trlist = treasurelist::find (shstr_dragon_ability_elec);
3345 else if (atnr == ATNR_POISON) 3235 else if (atnr == ATNR_POISON)
3346 trlist = treasurelist::find ("dragon_ability_poison"); 3236 trlist = treasurelist::find (shstr_dragon_ability_poison);
3347 3237
3348 if (trlist == NULL || who->type != PLAYER) 3238 if (trlist == NULL || who->type != PLAYER)
3349 return; 3239 return;
3350 3240
3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3241 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3469 else 3359 else
3470 { 3360 {
3471 /* generate misc. treasure */ 3361 /* generate misc. treasure */
3472 tmp = arch_to_object (tr->item); 3362 tmp = arch_to_object (tr->item);
3473 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3363 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3474 tmp = insert_ob_in_ob (tmp, who); 3364 who->insert (tmp);
3475 if (who->type == PLAYER)
3476 esrv_send_item (who, tmp);
3477 } 3365 }
3478} 3366}
3479 3367
3480/** 3368/**
3481 * Unready an object for a player. This function does nothing if the object was 3369 * Unready an object for a player. This function does nothing if the object was
3493 if (pl->ranged_ob == ob) 3381 if (pl->ranged_ob == ob)
3494 pl->ranged_ob = 0; 3382 pl->ranged_ob = 0;
3495} 3383}
3496 3384
3497sint8 3385sint8
3498player::visibility_at (maptile *map, int x, int y) const 3386player::darkness_at (maptile *map, int x, int y) const
3499{ 3387{
3500 if (!ns) 3388 if (!ns)
3501 return 0; 3389 return LOS_BLOCKED;
3502 3390
3503 int dx, dy; 3391 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3392 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0; 3393 return LOS_BLOCKED;
3506 3394
3507 x += dx - ns->current_x + ns->mapx / 2; 3395 x += dx - ns->current_x;
3508 y += dy - ns->current_y + ns->mapy / 2; 3396 y += dy - ns->current_y;
3509 3397
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0;
3512
3513 return 100 - blocked_los [x][y]; 3398 return blocked_los (x, y);
3514} 3399}
3400
3401void
3402player::infobox (const char *title, const char *msg, int color)
3403{
3404 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3405}
3406
3407void
3408player::statusmsg (const char *msg, int color)
3409{
3410 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3411}
3412
3413void
3414player::failmsg (const char *msg, int color)
3415{
3416 play_sound (sound_find ("generic_failure"));
3417 statusmsg (msg, color);
3418}
3419

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