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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 1.231 by root, Sat Oct 3 18:46:26 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 }
693 677
694 /* This really needs to be better - we should really give 678 /* Here we remove duplicated skills (as duplicated spell objects have
695 * a substitute spellbook. The problem is that we don't really 679 * _very_ confusing effects for players), which could for instance be
696 * have a good idea what to replace it with (need something like 680 * generated by bad treasurelists. - elmex
697 * a first level treasurelist for each skill.)
698 * remove duplicate skills also
699 */ 681 */
700 if (op->type == SPELLBOOK || op->type == SKILL) 682 if (op->type == SKILL)
701 { 683 {
702 object *tmp;
703
704 for (tmp = op->below; tmp; tmp = tmp->below) 684 for (object *tmp = op->below; tmp; tmp = tmp->below)
705 if (tmp->type == op->type && tmp->name == op->name) 685 if (tmp->type == op->type && tmp->name == op->name)
706 break;
707
708 if (tmp)
709 { 686 {
710 op->destroy (); 687 op->destroy ();
688 LOG (llevError,
711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 689 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
712 continue; 690 break;
713 } 691 }
714 692
715 if (op->nrof > 1) 693 if (op->nrof > 1)
716 op->nrof = 1; 694 op->nrof = 1;
717 } 695 }
718 696
719 if (op->type == SPELLBOOK && op->inv) 697 if (op->type == SPELLBOOK && op->inv)
720 {
721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 698 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
722 }
723 699
724 /* Give starting characters identified, uncursed, and undamned 700 /* Give starting characters identified, uncursed, and undamned
725 * items. Just don't identify gold or silver, or it won't be 701 * items. Just don't identify gold or silver, or it won't be
726 * merged properly. 702 * merged properly.
727 */ 703 */
728 if (need_identify (op)) 704 if (need_identify (op))
729 { 705 {
730 SET_FLAG (op, FLAG_IDENTIFIED); 706 SET_FLAG (op, FLAG_IDENTIFIED);
731 CLEAR_FLAG (op, FLAG_CURSED); 707 CLEAR_FLAG (op, FLAG_CURSED);
732 CLEAR_FLAG (op, FLAG_DAMNED); 708 CLEAR_FLAG (op, FLAG_DAMNED);
733 } 709 }
710
734 if (op->type == SPELL) 711 if (op->type == SPELL)
735 { 712 {
736 op->destroy (); 713 op->destroy ();
737 continue; 714 continue;
738 } 715 }
740 { 717 {
741 SET_FLAG (op, FLAG_CAN_USE_SKILL); 718 SET_FLAG (op, FLAG_CAN_USE_SKILL);
742 op->stats.exp = 0; 719 op->stats.exp = 0;
743 op->level = 1; 720 op->level = 1;
744 } 721 }
745 /* lock all 'normal items by default */ 722 else /* lock all 'normal items by default */
746 else
747 SET_FLAG (op, FLAG_INV_LOCKED); 723 SET_FLAG (op, FLAG_INV_LOCKED);
748 } /* for loop of objects in player inv */ 724 } /* for loop of objects in player inv */
749 725
750 /* Need to set up the skill pointers */ 726 /* Need to set up the skill pointers */
751 link_player_skills (pl); 727 pl->contr->link_skills ();
752} 728}
753 729
754void 730void
755get_party_password (object *op, partylist *party) 731get_party_password (object *op, partylist *party)
756{ 732{
857static void 833static void
858start_info (object *op) 834start_info (object *op)
859{ 835{
860 char buf[MAX_BUF]; 836 char buf[MAX_BUF];
861 837
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 838 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf); 839 new_draw_info (NDI_UNIQUE, 0, op, buf);
864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
866} 840}
867 841
868/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
869 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
873 */ 847 */
874void 848void
875player::chargen_race_done () 849player::chargen_race_done ()
876{ 850{
877 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
878 esrv_new_player (ob->contr, ob->weight + ob->carrying); 852 esrv_new_player (ob->contr);
879 853
880 treasurelist *tl = treasurelist::find ("starting_wealth"); 854 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl) 855 if (tl)
882 create_treasure (tl, ob, 0, 0, 0); 856 create_treasure (tl, ob, 0, 0, 0);
883 857
887 ob->contr->ns->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
888 862
889 if (ob->msg) 863 if (ob->msg)
890 ob->msg = 0; 864 ob->msg = 0;
891 865
892 /* We create this now because some of the unique maps will need it
893 * to save here.
894 */
895 {
896 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf);
899 }
900
901 start_info (ob); 866 start_info (ob);
902 CLEAR_FLAG (ob, FLAG_WIZ); 867 CLEAR_FLAG (ob, FLAG_WIZ);
903 give_initial_items (ob, ob->randomitems); 868 give_initial_items (ob, ob->randomitems);
904 link_player_skills (ob);
905 esrv_send_inventory (ob, ob); 869 esrv_send_inventory (ob, ob);
906 ob->update_stats (); 870 ob->update_stats ();
907 871
908 /* This moves the player to a different start map, if there 872 /* This moves the player to a different start map, if there
909 * is one for this race 873 * is one for this race
910 */ 874 */
911 if (*first_map_ext_path) 875 if (*first_map_ext_path)
912 { 876 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
913 object *tmp;
914 char mapname[MAX_BUF];
915
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
917 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = ob->x;
920 EXIT_Y (tmp) = ob->y;
921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the
923 * default initial map */
924 tmp->destroy ();
925 }
926 else 877 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 878 LOG (llevDebug, "first_map_ext_path not set\n");
928} 879}
929 880
930void 881void
974 LOG (llevDebug, "Fleeing player is dead.\n"); 925 LOG (llevDebug, "Fleeing player is dead.\n");
975 CLEAR_FLAG (op, FLAG_SCARED); 926 CLEAR_FLAG (op, FLAG_SCARED);
976 return; 927 return;
977 } 928 }
978 929
979 if (op->enemy == NULL) 930 if (!op->enemy)
980 { 931 {
981 LOG (llevDebug, "Fleeing player had no enemy.\n"); 932 LOG (llevDebug, "Fleeing player had no enemy.\n");
982 CLEAR_FLAG (op, FLAG_SCARED); 933 CLEAR_FLAG (op, FLAG_SCARED);
983 return; 934 return;
984 } 935 }
985 936
986 /* Seen some crashes here. Since we don't store an
987 * op->enemy_count, it is possible that something destroys the
988 * actual enemy, and the object is recycled.
989 */
990 if (op->enemy->map == NULL)
991 {
992 CLEAR_FLAG (op, FLAG_SCARED);
993 op->enemy = NULL;
994 return;
995 }
996
997 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 937 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
998 { 938 {
999 op->enemy = NULL; 939 op->enemy = NULL;
1000 CLEAR_FLAG (op, FLAG_SCARED); 940 CLEAR_FLAG (op, FLAG_SCARED);
1001 return; 941 return;
1004 get_rangevector (op, op->enemy, &rv, 0); 944 get_rangevector (op, op->enemy, &rv, 0);
1005 945
1006 dir = absdir (4 + rv.direction); 946 dir = absdir (4 + rv.direction);
1007 for (diff = 0; diff < 3; diff++) 947 for (diff = 0; diff < 3; diff++)
1008 { 948 {
1009 int m = 1 - (RANDOM () & 2); 949 int m = 1 - rndm (2) * 2;
1010 950
1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 951 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1012 return; 952 return;
1013 } 953 }
1014 954
1025check_pick (object *op) 965check_pick (object *op)
1026{ 966{
1027 object *tmp, *next; 967 object *tmp, *next;
1028 int stop = 0; 968 int stop = 0;
1029 int wvratio; 969 int wvratio;
1030 char putstring[128];
1031 970
1032 /* if you're flying, you cna't pick up anything */ 971 /* if you're flying, you cna't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 972 if (op->move_type & MOVE_FLYING)
1034 return 1; 973 return 1;
1035 974
1036 next = op->below; 975 next = op->below;
1037 976
977 int cnt = MAX_ITEM_PER_DROP;
978#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
979
1038 /* loop while there are items on the floor that are not marked as 980 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 981 * destroyed */
1040 while (next && !next->destroyed ()) 982 while (next && !next->destroyed ())
1041 { 983 {
1042 tmp = next; 984 tmp = next;
1043 next = tmp->below; 985 next = tmp->below;
1044 986
987 if (cnt <= 0)
988 {
989 op->failmsg ("Couldn't pickup all items at once.");
990 return 0;
991 }
992
1045 if (op->destroyed ()) 993 if (op->destroyed ())
1046 return 0; 994 return 0;
1047 995
1048 if (!can_pick (op, tmp)) 996 if (!can_pick (op, tmp))
1049 continue; 997 continue;
1050 998
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 999 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 1000 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 1001 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 1002 CHK_PICK_PICKUP;
1003
1055 continue; 1004 continue;
1056 } 1005 }
1057 1006
1058 /* high not bit set? We're using the old autopickup model */ 1007 /* pickup handling */
1008 if (op->contr->mode & PU_DEBUG)
1009 {
1010 /* some debugging code to figure out item information */
1011 const char *str = tmp->name
1012 ? format ("item name: %s item type: %d weight/value: %d",
1013 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1014 : format ("item name: %s item type: %d weight/value: %d",
1015 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1016
1017 new_draw_info (NDI_UNIQUE, 0, op, str);
1018 }
1019
1020 if (op->contr->mode & PU_INHIBIT)
1021 return 1;
1022
1023 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1024 return 1;
1025
1026 /* philosophy:
1027 * It's easy to grab an item type from a pile, as long as it's
1028 * generic. This takes no game-time. For more detailed pickups
1029 * and selections, select-items should be used. This is a
1030 * grab-as-you-run type mode that's really useful for arrows for
1031 * example.
1032 * The drawback: right now it has no frontend, so you need to
1033 * stick the bits you want into a calculator in hex mode and then
1034 * convert to decimal and then 'pickup <#>
1035 */
1036
1037 /* the first two modes are exclusive: if NOTHING we return, if
1038 * STOP then we stop. All the rest are applied sequentially,
1039 * meaning if any test passes, the item gets picked up. */
1040
1041 /* if mode is set to pick nothing up, return */
1042 if (op->contr->mode == PU_NOTHING)
1043 return 1;
1044
1045 /* if mode is set to stop when encountering objects, return */
1046 /* take STOP before INHIBIT since it doesn't actually pick
1047 * anything up */
1048 if (op->contr->mode & PU_STOP)
1049 return 0;
1050
1051 /* useful for going into stores and not losing your settings... */
1052 /* and for battles wher you don't want to get loaded down while
1053 * fighting */
1054 if (op->contr->mode & PU_INHIBIT)
1055 return 1;
1056
1057 /* prevent us from turning into auto-thieves :) */
1058 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1059 continue;
1060
1061 /* ignore known cursed objects */
1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1063 continue;
1064
1065 /* all food and drink if desired */
1066 /* question: don't pick up known-poisonous stuff? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 1067 if (op->contr->mode & PU_FOOD)
1068 if (tmp->type == FOOD)
1060 { 1069 {
1061 switch (op->contr->mode) 1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_DRINK)
1075 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_POTION)
1082 if (tmp->type == POTION)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 /* spellbooks, skillscrolls and normal books/scrolls */
1089 if (op->contr->mode & PU_SPELLBOOK)
1090 if (tmp->type == SPELLBOOK)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 if (op->contr->mode & PU_SKILLSCROLL)
1097 if (tmp->type == SKILLSCROLL)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_READABLES)
1104 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 /* wands/staves/rods/horns */
1111 if (op->contr->mode & PU_MAGIC_DEVICE)
1112 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1113 {
1114 CHK_PICK_PICKUP;
1115 continue;
1116 }
1117
1118 /* pick up all magical items */
1119 if (op->contr->mode & PU_MAGICAL)
1120 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1125
1126 if (op->contr->mode & PU_VALUABLES)
1127 {
1128 if (tmp->type == MONEY || tmp->type == GEM)
1062 { 1129 {
1063 case 0: 1130 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 1131 continue;
1065 case 1:
1066 pick_up (op, tmp);
1067 return 1;
1068 case 2:
1069 pick_up (op, tmp);
1070 return 0;
1071 case 3:
1072 return 0; /* stop before pickup */
1073 case 4:
1074 pick_up (op, tmp);
1075 break;
1076 case 5:
1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1082 pick_up (op, tmp);
1083 break;
1084
1085 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp);
1088 break;
1089
1090 default:
1091 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp);
1095 } 1132 }
1096 } 1133 }
1097 else 1134
1098 { /* old model */ 1135 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG) 1136 if (op->contr->mode & PU_JEWELS)
1137 if (tmp->type == RING || tmp->type == AMULET)
1101 { 1138 {
1102 /* some debugging code to figure out item information */ 1139 CHK_PICK_PICKUP;
1103 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue; 1140 continue;
1141 }
1149 1142
1150 /* ignore known cursed objects */ 1143 /* we don't forget dragon food */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1144 if (op->contr->mode & PU_FLESH)
1145 if (tmp->type == FLESH)
1146 {
1147 CHK_PICK_PICKUP;
1152 continue; 1148 continue;
1149 }
1153 1150
1154 /* all food and drink if desired */ 1151 /* bows and arrows. Bows are good for selling! */
1155 /* question: don't pick up known-poisonous stuff? */ 1152 if (op->contr->mode & PU_BOW)
1153 if (tmp->type == BOW)
1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_ARROW)
1160 if (tmp->type == ARROW)
1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1165
1166 /* all kinds of armor etc. */
1167 if (op->contr->mode & PU_ARMOUR)
1168 if (tmp->type == ARMOUR)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 if (op->contr->mode & PU_HELMET)
1175 if (tmp->type == HELMET)
1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SHIELD)
1182 if (tmp->type == SHIELD)
1183 {
1184 CHK_PICK_PICKUP;
1185 continue;
1186 }
1187
1156 if (op->contr->mode & PU_FOOD) 1188 if (op->contr->mode & PU_BOOTS)
1157 if (tmp->type == FOOD) 1189 if (tmp->type == BOOTS)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_GLOVES)
1196 if (tmp->type == GLOVES)
1197 {
1198 CHK_PICK_PICKUP;
1199 continue;
1200 }
1201
1202 if (op->contr->mode & PU_CLOAK)
1203 if (tmp->type == CLOAK)
1204 {
1205 CHK_PICK_PICKUP;
1206 continue;
1207 }
1208
1209 /* hoping to catch throwing daggers here */
1210 if (op->contr->mode & PU_MISSILEWEAPON)
1211 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1212 {
1213 CHK_PICK_PICKUP;
1214 continue;
1215 }
1216
1217 /* careful: chairs and tables are weapons! */
1218 if (op->contr->mode & PU_ALLWEAPON)
1219 {
1220 if (tmp->type == WEAPON)
1221 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1158 { 1222 {
1159 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1160 continue; 1224 continue;
1161 } 1225 }
1226 }
1162 1227
1228 /* misc stuff that's useful */
1163 if (op->contr->mode & PU_DRINK) 1229 if (op->contr->mode & PU_KEY)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1230 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1165 { 1231 {
1166 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1167 continue; 1233 continue;
1168 } 1234 }
1169 1235
1236 /* any of the last 4 bits set means we use the ratio for value
1237 * pickups */
1170 if (op->contr->mode & PU_POTION) 1238 if (op->contr->mode & PU_RATIO)
1171 if (tmp->type == POTION) 1239 {
1240 /* use value density to decide what else to grab */
1241 /* >=7 was >= op->contr->mode */
1242 /* >=7 is the old standard setting. Now we take the last 4 bits
1172 { 1243 */
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL || 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) 1244 wvratio = op->contr->mode & PU_RATIO;
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1245 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 { 1246 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1247#if 0
1248 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1249 if (tmp->name != NULL)
1218 { 1250 {
1219 pick_up (op, tmp); 1251 fprintf (stderr, "%s", tmp->name);
1220 continue;
1221 } 1252 }
1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327 }
1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1349#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL)
1352 {
1353 fprintf (stderr, "%s", tmp->name);
1354 }
1355 else 1253 else
1356 fprintf (stderr, "%s", tmp->arch->archname); 1254 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1255 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1256 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1359#endif 1257#endif
1258 CHK_PICK_PICKUP;
1360 continue; 1259 continue;
1361 }
1362 } 1260 }
1363 } /* the new pickup model */ 1261 } /* the new pickup model */
1364 } 1262 }
1365 1263
1366 return !stop; 1264 return !stop;
1372 * found object is returned. 1270 * found object is returned.
1373 */ 1271 */
1374object * 1272object *
1375find_arrow (object *op, const char *type) 1273find_arrow (object *op, const char *type)
1376{ 1274{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1275 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type);
1382 else if (op->type == ARROW && op->race == type) 1276 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1277 return splay (tmp);
1278
1279 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1280 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1281 if (object *arrow = find_arrow (tmp, type))
1282 {
1283 splay (tmp);
1383 return op; 1284 return arrow;
1285 }
1384 1286
1385 return tmp; 1287 return 0;
1386} 1288}
1387 1289
1388/* 1290/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1291 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390 * against the target. A full test is not performed, simply a basic test 1292 * against the target. A full test is not performed, simply a basic test
1391 * of resistances. The archer is making a quick guess at what he sees down 1293 * of resistances. The archer is making a quick guess at what he sees down
1392 * the hall. Failing that it does it's best to pick the highest plus arrow. 1294 * the hall. Failing that it does it's best to pick the highest plus arrow.
1393 */ 1295 */
1394object * 1296object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1297find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1298{
1397 object *tmp = NULL, *arrow, *ntmp; 1299 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1300 int attacknum, attacktype, betterby = 0, i;
1399 1301
1400 if (!type) 1302 if (!type)
1404 { 1306 {
1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1307 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 { 1308 {
1407 i = 0; 1309 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1310 ntmp = find_better_arrow (arrow, target, type, &i);
1311
1409 if (i > betterby) 1312 if (i > betterby)
1410 { 1313 {
1411 tmp = ntmp; 1314 tmp = ntmp;
1412 betterby = i; 1315 betterby = i;
1413 } 1316 }
1414 } 1317 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1318 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1319 {
1417 /* allways prefer assasination/slaying */ 1320 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1321 if (target->race && arrow->slaying.contains (target->race))
1419 { 1322 {
1420 if (arrow->attacktype & AT_DEATH) 1323 if (arrow->attacktype & AT_DEATH)
1421 { 1324 {
1422 *better = 100; 1325 *better = 100;
1423 return arrow; 1326 return arrow;
1438 { 1341 {
1439 tmp = arrow; 1342 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1343 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1344 }
1442 } 1345 }
1346
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1347 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1348 {
1445 tmp = arrow; 1349 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1350 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1351 }
1352
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1353 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1354 {
1450 tmp = arrow; 1355 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1356 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1357 }
1453 } 1358 }
1454 } 1359 }
1455 } 1360 }
1361
1456 if (tmp == NULL && arrow == NULL) 1362 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1363 return find_arrow (op, type);
1458 1364
1459 *better = betterby; 1365 *better = betterby;
1460 return tmp; 1366 return tmp;
1465 * op = the shooter 1371 * op = the shooter
1466 * type = bow->race 1372 * type = bow->race
1467 * dir = fire direction 1373 * dir = fire direction
1468 */ 1374 */
1469object * 1375object *
1470pick_arrow_target (object *op, const char *type, int dir) 1376pick_arrow_target (object *op, shstr_cmp type, int dir)
1471{ 1377{
1472 object *tmp = NULL; 1378 object *tmp = NULL;
1473 maptile *m; 1379 maptile *m;
1474 int i, mflags, found, number; 1380 int i, mflags, found, number;
1475 sint16 x, y; 1381 sint16 x, y;
1490 for (i = 0, found = 0; i < 20; i++) 1396 for (i = 0, found = 0; i < 20; i++)
1491 { 1397 {
1492 x += freearr_x[dir]; 1398 x += freearr_x[dir];
1493 y += freearr_y[dir]; 1399 y += freearr_y[dir];
1494 mflags = get_map_flags (m, &m, x, y, &x, &y); 1400 mflags = get_map_flags (m, &m, x, y, &x, &y);
1401
1495 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1402 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1496 { 1403 {
1497 tmp = NULL; 1404 tmp = 0;
1498 break; 1405 break;
1499 } 1406 }
1500 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1407 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1501 { 1408 {
1502 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1409 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1503 * perhaps a bad assumption. 1410 * perhaps a bad assumption.
1504 */ 1411 */
1505 tmp = NULL; 1412 tmp = 0;
1506 break; 1413 break;
1507 } 1414 }
1415
1508 if (mflags & P_IS_ALIVE) 1416 if (mflags & P_IS_ALIVE)
1509 {
1510 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1417 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1511 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1418 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1512 {
1513 found++;
1514 break;
1515 }
1516 if (found)
1517 break; 1419 break;
1518 }
1519 } 1420 }
1520 if (tmp == NULL) 1421
1422 if (!tmp)
1521 return find_arrow (op, type); 1423 return find_arrow (op, type);
1522 1424
1523 if (tmp->head) 1425 if (tmp->head)
1524 tmp = tmp->head; 1426 tmp = tmp->head;
1525 1427
1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1467 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1566 return 0; 1468 return 0;
1567 } 1469 }
1568 1470
1569 // optimisation: move object to top so we will find it quickly again 1471 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below) 1472 splay (bow);
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1576 } 1473 }
1577 1474
1578 if (!bow->race || !bow->skill) 1475 if (!bow->race || !bow->skill)
1579 { 1476 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1477 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1606 } 1503 }
1607 1504
1608 /* this should not happen, but sometimes does */ 1505 /* this should not happen, but sometimes does */
1609 if (arrow->nrof == 0) 1506 if (arrow->nrof == 0)
1610 { 1507 {
1508 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1611 arrow->destroy (); 1509 arrow->destroy ();
1612 return 0; 1510 return 0;
1613 } 1511 }
1614 1512
1615 left = arrow; /* these are arrows left to the player */ 1513 left = arrow; /* these are arrows left to the player */
1616 arrow = get_split_ob (arrow, 1); 1514 arrow = arrow->split ();
1617 if (!arrow) 1515 if (!arrow)
1618 { 1516 {
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1517 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 return 0; 1518 return 0;
1621 } 1519 }
1625 arrow->direction = dir; 1523 arrow->direction = dir;
1626 1524
1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1525 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam; 1526 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype; 1527 arrow->stats.grace = arrow->attacktype;
1630 1528 arrow->custom_name = arrow->slaying;
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633 1529
1634#if 0 1530#if 0
1635 if (player *pl = op->contr) 1531 if (player *pl = op->contr)
1636 { 1532 {
1637 float speed = pl->weapon_sp; 1533 float speed = pl->weapon_sp;
1688 op->play_sound (sound_find ("fire_arrow")); 1584 op->play_sound (sound_find ("fire_arrow"));
1689 m->insert (arrow, sx, sy, op); 1585 m->insert (arrow, sx, sy, op);
1690 1586
1691 if (!arrow->destroyed ()) 1587 if (!arrow->destroyed ())
1692 move_arrow (arrow); 1588 move_arrow (arrow);
1693
1694 if (op->type == PLAYER)
1695 {
1696 if (left->destroyed ())
1697 esrv_del_item (op->contr, left->count);
1698 else
1699 esrv_send_item (op, left);
1700 }
1701 1589
1702 return 1; 1590 return 1;
1703} 1591}
1704 1592
1705/* Special fire code for players - this takes into 1593/* Special fire code for players - this takes into
1710 * hence the function name. 1598 * hence the function name.
1711 */ 1599 */
1712int 1600int
1713player_fire_bow (object *op, int dir) 1601player_fire_bow (object *op, int dir)
1714{ 1602{
1715 int ret = 0, wcmod = 0; 1603 int ret;
1716 1604
1717 if (op->contr->bowtype == bow_bestarrow) 1605 if (op->contr->bowtype == bow_bestarrow)
1718 { 1606 {
1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1607 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1720 } 1608 }
1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1609 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1722 { 1610 {
1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1611 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1724 wcmod = -1;
1725
1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1612 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1727 } 1613 }
1728 else if (op->contr->bowtype == bow_threewide) 1614 else if (op->contr->bowtype == bow_threewide)
1729 { 1615 {
1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1616 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1731 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1617 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1618 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1733 } 1619 }
1734 else if (op->contr->bowtype == bow_spreadshot) 1620 else if (op->contr->bowtype == bow_spreadshot)
1735 { 1621 {
1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1622 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1623 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1624 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1739 } 1625 }
1740 else 1626 else
1741 { 1627 {
1779 return; 1665 return;
1780 } 1666 }
1781 } 1667 }
1782 else if (item->type == ROD || item->type == HORN) 1668 else if (item->type == ROD || item->type == HORN)
1783 { 1669 {
1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1670 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1671
1672 // using the maximum of the rods charge allows at least one spell cast
1673 // for a rod or horn, this fixes some broken rods.
1674 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1785 { 1675 {
1786 op->contr->play_sound (sound_find ("wand_poof")); 1676 op->contr->play_sound (sound_find ("wand_poof"));
1787 1677
1788 if (item->type == ROD) 1678 if (item->type == ROD)
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1679 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1794 } 1684 }
1795 } 1685 }
1796 1686
1797 if (cast_spell (op, item, dir, item->inv, NULL)) 1687 if (cast_spell (op, item, dir, item->inv, NULL))
1798 { 1688 {
1799 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1689 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1690
1800 if (item->type == WAND) 1691 if (item->type == WAND)
1801 { 1692 {
1802 if (!(--item->stats.food)) 1693 if (!(--item->stats.food))
1803 { 1694 {
1804 object *tmp; 1695 object *tmp;
1808 CLEAR_FLAG (item, FLAG_ANIMATE); 1699 CLEAR_FLAG (item, FLAG_ANIMATE);
1809 item->face = item->arch->face; 1700 item->face = item->arch->face;
1810 item->set_speed (0); 1701 item->set_speed (0);
1811 } 1702 }
1812 1703
1813 if ((tmp = item->in_player ())) 1704 if (object *pl = item->visible_to ())
1814 esrv_update_item (UPD_ANIM, tmp, item); 1705 esrv_update_item (UPD_ANIM, pl, item);
1815 } 1706 }
1816 } 1707 }
1817 else if (item->type == ROD || item->type == HORN) 1708 else if (item->type == ROD || item->type == HORN)
1818 drain_rod_charge (item); 1709 drain_rod_charge (item);
1819 } 1710 }
1824bool 1715bool
1825fire (object *op, int dir) 1716fire (object *op, int dir)
1826{ 1717{
1827 int spellcost = 0; 1718 int spellcost = 0;
1828 1719
1829 /* check for loss of invisiblity/hide */
1830 if (action_makes_visible (op))
1831 make_visible (op);
1832
1833 player *pl = op->contr; 1720 player *pl = op->contr;
1834 1721
1835 if (pl->golem) 1722 if (pl->golem)
1836 { 1723 {
1837 control_golem (op->contr->golem, dir); 1724 control_golem (op->contr->golem, dir);
1839 } 1726 }
1840 1727
1841 object *ob = pl->ranged_ob; 1728 object *ob = pl->ranged_ob;
1842 1729
1843 if (!ob) 1730 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false; 1731 return false;
1848 1732
1849 if (op->speed_left > 0.f) 1733 if (op->speed_left > 0.f)
1850 --op->speed_left; 1734 --op->speed_left;
1851 else 1735 else
1852 return false; 1736 return false;
1853 1737
1738 if (!op->change_weapon (ob))
1739 return false;
1740
1741 /* check for loss of invisiblity/hide */
1742 if (action_makes_visible (op))
1743 make_visible (op);
1744
1854 switch (ob->type) 1745 switch (ob->type)
1855 { 1746 {
1856 case BOW: 1747 case BOW:
1857 player_fire_bow (op, dir); 1748 player_fire_bow (op, dir);
1858 break; 1749 break;
1859 1750
1860 case SPELL: 1751 case SPELL:
1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1752 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1862 break; 1753 break;
1863 1754
1864 case BUILDER: 1755 case BUILDER:
1865 apply_map_builder (op, dir); 1756 apply_map_builder (op, dir);
1866 break; 1757 break;
1950 * Change the color so that the message doesn't disappear with 1841 * Change the color so that the message doesn't disappear with
1951 * all the others. 1842 * all the others.
1952 */ 1843 */
1953 if (pl->contr->usekeys == key_inventory || 1844 if (pl->contr->usekeys == key_inventory ||
1954 !QUERY_FLAG (container, FLAG_APPLIED) || 1845 !QUERY_FLAG (container, FLAG_APPLIED) ||
1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1846 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1956 { 1847 {
1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1848 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)); 1849 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1959 return NULL; 1850 return NULL;
1960 } 1851 }
1990 1881
1991 if (door->type == DOOR) 1882 if (door->type == DOOR)
1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1883 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 else if (door->type == LOCKED_DOOR) 1884 else if (door->type == LOCKED_DOOR)
1994 { 1885 {
1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1886 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2 (door); /* remove door without violence ;-) */ 1887 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1888 }
1998 1889
1999 /* Do this after we print the message */ 1890 /* Do this after we print the message */
2000 decrease_ob (key); /* Use up one of the keys */ 1891 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 1892
2005 return 1; /* Nothing more to do below */ 1893 return 1; /* Nothing more to do below */
2006 } 1894 }
2007 else if (door->type == LOCKED_DOOR) 1895 else if (door->type == LOCKED_DOOR)
2008 { 1896 {
2009 /* Might as well return now - no other way to open this */ 1897 /* Might as well return now - no other way to open this */
2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1898 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2011 return 1; 1899 return 1;
2012 } 1900 }
2013 1901
2014 return 0; 1902 return 0;
2015} 1903}
2105 --op->speed_left; 1993 --op->speed_left;
2106 1994
2107 op->play_sound (sound_find ("push_player")); 1995 op->play_sound (sound_find ("push_player"));
2108 push_ob (mon, dir, op); 1996 push_ob (mon, dir, op);
2109 1997
2110 if (op->contr->tmp_invis || op->hide) 1998 if (action_makes_visible (op))
2111 make_visible (op); 1999 make_visible (op);
2112 2000
2113 return true; 2001 return true;
2114 } 2002 }
2115 else 2003 else
2135 { 2023 {
2136 op->play_sound (sound_find ("push_player")); 2024 op->play_sound (sound_find ("push_player"));
2137 push_ob (mon, dir, op); 2025 push_ob (mon, dir, op);
2138 } 2026 }
2139 else 2027 else
2140 new_draw_info (0, 0, op, "You withhold your attack"); 2028 op->statusmsg ("You withhold your attack");
2141 2029
2142 if (op->contr->tmp_invis || op->hide) 2030 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2143 make_visible (op); 2031 make_visible (op);
2144 2032
2145 return true; 2033 return true;
2146 } 2034 }
2147 } 2035 }
2189bool 2077bool
2190move_player (object *op, int dir) 2078move_player (object *op, int dir)
2191{ 2079{
2192 int pick; 2080 int pick;
2193 2081
2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2082 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2195 return 0; 2083 return 0;
2196 2084
2197 /* Sanity check: make sure dir is valid */ 2085 /* Sanity check: make sure dir is valid */
2198 if ((dir < 0) || (dir >= 9)) 2086 if ((dir < 0) || (dir >= 9))
2199 { 2087 {
2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2093 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2206 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2094 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2207 2095
2208 op->facing = dir; 2096 op->facing = dir;
2209 2097
2210 if (op->hide) 2098 if (op->flag [FLAG_HIDDEN])
2211 do_hidden_move (op); 2099 do_hidden_move (op);
2212 2100
2213 bool retval; 2101 bool retval;
2214 2102
2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2103 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2175 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2288 { 2176 {
2289 op->play_sound (sound_find ("ob_evaporate")); 2177 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)); 2178 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2291 2179
2292 if (op->contr)
2293 esrv_del_item (op->contr, tmp->count);
2294
2295 tmp->destroy (); 2180 tmp->destroy ();
2296 CLEAR_FLAG (op, FLAG_LIFESAVE); 2181 CLEAR_FLAG (op, FLAG_LIFESAVE);
2297 2182
2298 if (op->stats.hp < 0) 2183 if (op->stats.hp < 0)
2299 op->stats.hp = op->stats.maxhp; 2184 op->stats.hp = op->stats.maxhp;
2311 return 0; 2196 return 0;
2312} 2197}
2313 2198
2314/* This goes throws the inventory and removes unpaid objects, and puts them 2199/* 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 2200 * 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 2201 * function will descend into containers. op is the object to start the search
2317 * from. 2202 * from.
2318 */ 2203 */
2319static void 2204static void
2320drop_unpaid_items (object *op, object *env) 2205drop_unpaid_items (object *op, object *env)
2321{ 2206{
2322 while (op) 2207 while (op)
2323 { 2208 {
2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2209 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2325 2210
2326 if (QUERY_FLAG (op, FLAG_UNPAID)) 2211 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); 2212 op->insert_at (env);
2332 }
2333 else if (op->inv) 2213 else if (op->inv)
2334 drop_unpaid_items (op->inv, env); 2214 drop_unpaid_items (op->inv, env);
2335 2215
2336 op = next; 2216 op = next;
2337 } 2217 }
2349 * Moved from apply.c to player.c - player.c is what 2229 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the 2230 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better, 2231 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory. 2232 * but there isn't one in the server directory.
2353 */ 2233 */
2354char * 2234const char *
2355gravestone_text (object *op) 2235gravestone_text (object *op)
2356{ 2236{
2357 static char buf2[MAX_BUF]; 2237 static dynbuf_text buf;
2358 char buf[MAX_BUF];
2359 time_t now = time (NULL);
2360 2238
2361 strcpy (buf2, " R.I.P.\n\n"); 2239 buf << "---- R.I.P. ----\n\n"
2240 << op->name;
2241
2362 if (op->type == PLAYER) 2242 if (op->type == PLAYER)
2363 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2243 buf << " the " << op->contr->title;
2364 else
2365 sprintf (buf, "%s\n", &op->name);
2366 2244
2367 strncat (buf2, " ", 20 - strlen (buf) / 2); 2245 buf << "\n\n";
2368 strcat (buf2, buf); 2246
2247 buf << "who was level ";
2248 buf << (sint32)op->level << "\n\n" // OO breakdown
2249 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2250
2369 if (op->type == PLAYER) 2251 if (op->type == PLAYER)
2370 sprintf (buf, "who was in level %d when killed\n", op->level); 2252 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 2253
2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf);
2376 if (op->type == PLAYER)
2377 { 2254 {
2378 sprintf (buf, "by %s.\n\n", op->contr->killer); 2255 static char buf2[128];
2379 strncat (buf2, " ", 21 - strlen (buf) / 2); 2256 time_t now = time (NULL);
2380 strcat (buf2, buf);
2381 }
2382
2383 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2257 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2384 strncat (buf2, " ", 20 - strlen (buf) / 2); 2258 buf << buf2;
2385 strcat (buf2, buf); 2259 }
2386 2260
2387 return buf2; 2261 return buf;
2388} 2262}
2389 2263
2390void 2264void
2391do_some_living (object *op) 2265do_some_living (object *op)
2392{ 2266{
2444 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2318 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2445 else 2319 else
2446 { 2320 {
2447 gen_grace = op->stats.maxgrace; 2321 gen_grace = op->stats.maxgrace;
2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2322 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 } 2323 }
2492 2324
2493 /* Regenerate Grace */ 2325 /* Regenerate Grace */
2494 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2326 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2495 if (--op->last_grace < 0) 2327 if (--op->last_grace < 0)
2516 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2348 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2517 } 2349 }
2518 /* wearing stuff doesn't detract from grace generation. */ 2350 /* wearing stuff doesn't detract from grace generation. */
2519 } 2351 }
2520 2352
2353 if (op->stats.food > 0)
2354 {
2521 /* Regenerate Hit Points */ 2355 /* Regenerate Spell Points */
2522 if (--op->last_heal < 0) 2356 if (!op->contr->golem && --op->last_sp < 0)
2523 {
2524 if (op->stats.hp < op->stats.maxhp)
2525 { 2357 {
2526 op->stats.hp++; 2358 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2527 /* dms do not consume food */ 2359
2528 if (!QUERY_FLAG (op, FLAG_WIZ)) 2360 if (op->stats.sp < op->stats.maxsp)
2529 { 2361 {
2362 op->stats.sp++;
2363
2364 /* dms do not consume food */
2365 if (!QUERY_FLAG (op, FLAG_WIZ))
2366 {
2530 op->stats.food--; 2367 op->stats.food--;
2368
2531 if (op->contr->digestion < 0) 2369 if (op->contr->digestion < 0)
2532 op->stats.food += op->contr->digestion; 2370 op->stats.food += op->contr->digestion;
2533 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2371 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2534 op->stats.food = last_food; 2372 op->stats.food = last_food;
2373 }
2535 } 2374 }
2536 }
2537 2375
2538 if (max_hp > 1) 2376 if (max_sp > 1)
2539 {
2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2541 if (over_hp > 0)
2542 { 2377 {
2543 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2378 over_sp = (gen_sp + 10) / rate_sp;
2379 if (over_sp > 0)
2380 {
2381 if (op->stats.sp < op->stats.maxsp)
2382 {
2383 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2384
2385 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2386 op->stats.sp--;
2387
2388 if (op->stats.sp > op->stats.maxsp)
2389 op->stats.sp = op->stats.maxsp;
2390 }
2391
2544 op->last_heal = 0; 2392 op->last_sp = 0;
2393 }
2394 else
2395 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2545 } 2396 }
2546 else 2397 else
2398 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2399 }
2400
2401 /* Regenerate Hit Points */
2402 if (--op->last_heal < 0)
2403 {
2404 if (op->stats.hp < op->stats.maxhp)
2547 { 2405 {
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2406 op->stats.hp++;
2407
2408 /* dms do not consume food */
2409 if (!QUERY_FLAG (op, FLAG_WIZ))
2410 {
2411 op->stats.food--;
2412
2413 if (op->contr->digestion < 0)
2414 op->stats.food += op->contr->digestion;
2415 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2416 op->stats.food = last_food;
2417 }
2549 } 2418 }
2419
2420 if (max_hp > 1)
2421 {
2422 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2423
2424 if (over_hp > 0)
2425 {
2426 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2427 op->last_heal = 0;
2428 }
2429 else
2430 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2550 } 2431 }
2551 else 2432 else
2552 {
2553 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2433 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2554 } 2434 }
2555 } 2435 }
2556 2436
2557 /* Digestion */ 2437 /* Digestion */
2558 if (--op->last_eat < 0) 2438 if (--op->last_eat < 0)
2567 op->stats.food--; 2447 op->stats.food--;
2568 } 2448 }
2569 2449
2570 if (op->stats.food < 0 && op->stats.hp >= 0) 2450 if (op->stats.food < 0 && op->stats.hp >= 0)
2571 { 2451 {
2572 object *tmp, *flesh = 0; 2452 object *flesh = 0;
2573 2453
2574 for (tmp = op->inv; tmp; tmp = tmp->below) 2454 for_inv_removable (op, tmp)
2575 { 2455 {
2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2456 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2457 continue;
2458
2459 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2577 { 2460 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2461 op->statusmsg ("You blindly grab for a bite of food. "
2579 { 2462 "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); 2463 manual_apply (op, tmp, 0);
2464
2582 if (op->stats.food >= 0 || op->stats.hp < 0) 2465 if (op->stats.food >= 0 || op->stats.hp < 0)
2583 break; 2466 break;
2584 } 2467 }
2585 else if (tmp->type == FLESH) 2468 else if (tmp->type == FLESH)
2586 flesh = tmp; 2469 flesh = tmp;
2587 } /* End if paid for object */ 2470 }
2588 } /* end of for loop */
2589 2471
2590 /* If player is still starving, it means they don't have any food, so 2472 /* If player is still starving, it means they don't have any food, so
2591 * eat flesh instead. 2473 * eat flesh instead.
2592 */ 2474 */
2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2475 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2594 { 2476 {
2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2477 op->statusmsg ("You blindly grab for a bite of food. "
2478 "H<To prevent you from starving, you ate some random item from your backpack.>");
2596 manual_apply (op, flesh, 0); 2479 manual_apply (op, flesh, 0);
2597 } 2480 }
2481
2482 // If player is still starving, alert him!
2483 if (op->stats.food < 0)
2484 op->failmsg ("You are starving! "
2485 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2486 }
2487
2488 if (op->stats.food < 0)
2598 } 2489 {
2490 op->stats.hp += op->stats.food;
2491 op->stats.food = 0;
2599 2492
2600 while (op->stats.food < 0 && op->stats.hp >= 0) 2493 if (op->stats.hp < 0)
2601 op->stats.food++, op->stats.hp--; 2494 {
2495 op->contr->killer = archetype::get ("killer_starvation");
2496 op->contr->killer->destroy ();
2497 }
2498 }
2602 2499
2500 /* killer should be set here already */
2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2501 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2604 kill_player (op); 2502 kill_player (op);
2605 } 2503 }
2606} 2504}
2607 2505
2611 * file. 2509 * file.
2612 */ 2510 */
2613void 2511void
2614kill_player (object *op) 2512kill_player (object *op)
2615{ 2513{
2616 char buf[MAX_BUF];
2617 int x, y; 2514 int x, y;
2618
2619 //int i;
2620 maptile *map; /* this is for resurrection */ 2515 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; 2516 int will_kill_again;
2628 archetype *at; 2517 archetype *at;
2629 object *tmp; 2518 object *tmp;
2630 2519
2631 if (save_life (op)) 2520 if (save_life (op))
2632 return; 2521 return;
2522
2523 dynbuf_text deathtab;
2524
2525 /* restore player */
2526 at = archetype::find ("poisoning");
2527 if (object *tmp = present_arch_in_ob (at, op))
2528 {
2529 tmp->destroy ();
2530 deathtab << "Your body feels cleansed...\r";
2531 }
2532
2533 at = archetype::find ("confusion");
2534 if (object *tmp = present_arch_in_ob (at, op))
2535 {
2536 tmp->destroy ();
2537 deathtab << "Your mind feels clearer...\r";
2538 }
2539
2540 cure_disease (op, 0, 0); /* remove any disease */
2541
2542 max_it (op->stats.hp , op->stats.maxhp);
2543 max_it (op->stats.sp , op->stats.maxsp);
2544 max_it (op->stats.grace, op->stats.maxgrace);
2545
2546 if (op->stats.food <= 0)
2547 op->stats.food = 999;
2548
2549 // remove all spell effects that are active
2550 // to avoid long-term effects such as word-of-recall
2551 for (object *item = op->inv; item; )
2552 {
2553 object *next = item->below;
2554
2555 if (item->type == SPELL_EFFECT && item->active)
2556 item->destroy ();
2557
2558 item = next;
2559 }
2633 2560
2634 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2561 /* 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. 2562 * in cities ONLY!!! It is very important that this doesn't get abused.
2636 * Look at op_on_battleground() for more info --AndreasV 2563 * Look at op_on_battleground() for more info --AndreasV
2637 */ 2564 */
2638 if (op_on_battleground (op, &x, &y)) 2565 if (op_on_battleground (op, &x, &y))
2639 { 2566 {
2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2567 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2642
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 2568
2663 /* create a bodypart-trophy to make the winner happy */ 2569 /* create a bodypart-trophy to make the winner happy */
2664 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2570 if (object *tmp = arch_to_object (archetype::find ("finger")))
2665 { 2571 {
2666 sprintf (buf, "%s's finger", &op->name); 2572 tmp->name = format ("%s's finger" , &op->name);
2667 tmp->name = buf; 2573 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; 2574 tmp->msg = format (
2575 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2576 &op->name, op->contr->title,
2577 (int)op->level,
2578 op->contr->killer_name ()
2579 );
2672 tmp->value = 0, tmp->type = 0; 2580 tmp->value = 0, tmp->type = 0;
2673 tmp->materialname = "organics"; 2581 tmp->materialname = "organics";
2674 tmp->insert_at (op, tmp); 2582 tmp->insert_at (op, tmp);
2675 } 2583 }
2676 2584
2677 /* teleport defeated player to new destination */ 2585 /* teleport defeated player to new destination */
2678 transfer_ob (op, x, y, 0, NULL); 2586 transfer_ob (op, x, y, 0, NULL);
2679 op->contr->braced = 0; 2587 op->contr->braced = 0;
2588
2589 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2680 return; 2590 return;
2681 } 2591 }
2682 2592
2593 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2594 deathtab << "T<YOU HAVE DIED>\n\n";
2595
2683 INVOKE_PLAYER (DEATH, op->contr); 2596 INVOKE_PLAYER (DEATH, op->contr);
2684 2597
2685 command_kill_pets (op, 0); 2598 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 2599
2695 op->contr->play_sound (sound_find ("player_dies")); 2600 op->contr->play_sound (sound_find ("player_dies"));
2696 2601
2697 /* save the map location for corpse, gravestone */ 2602 /* save the map location for corpse, gravestone */
2698 x = op->x; 2603 x = op->x;
2728 2633
2729 lost_a_stat = 0; 2634 lost_a_stat = 0;
2730 2635
2731 for (z = 0; z < num_stats_lose; z++) 2636 for (z = 0; z < num_stats_lose; z++)
2732 { 2637 {
2733 i = RANDOM () % NUM_STATS; 2638 i = rndm (NUM_STATS);
2734 2639
2735 if (settings.stat_loss_on_death) 2640 if (settings.stat_loss_on_death)
2736 { 2641 {
2737 /* Pick a random stat and take a point off it. Tell the player 2642 /* Pick a random stat and take a point off it. Tell the player
2738 * what he lost. 2643 * what he lost.
2789 } 2694 }
2790 } 2695 }
2791 2696
2792 if (lose_this_stat) 2697 if (lose_this_stat)
2793 { 2698 {
2794 this_stat = get_attr_value (&(dep->stats), i); 2699 this_stat = get_attr_value (&dep->stats, i);
2795 /* We could try to do something clever like find another 2700 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if 2701 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low 2702 * stats have been depleted to -50, all are pretty low
2798 * and should be roughly the same, so it shouldn't make a 2703 * and should be roughly the same, so it shouldn't make a
2799 * difference. 2704 * difference.
2807 lost_a_stat = 1; 2712 lost_a_stat = 1;
2808 } 2713 }
2809 } 2714 }
2810 } 2715 }
2811 } 2716 }
2717
2812 /* If no stat lost, tell the player. */ 2718 /* If no stat lost, tell the player. */
2813 if (!lost_a_stat) 2719 if (!lost_a_stat)
2814 { 2720 {
2815 /* determine_god() seems to not work sometimes... why is this? 2721 /* determine_god() seems to not work sometimes... why is this?
2816 Should I be using something else? GD */ 2722 Should I be using something else? GD */
2817 const char *god = determine_god (op); 2723 shstr_tmp god = determine_god (op);
2818 2724
2819 if (god && (strcmp (god, "none"))) 2725 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); 2726 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2821 else 2727 else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2728 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2823 } 2729 }
2824#else 2730#else
2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2731 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2826#endif 2732#endif
2827 2733
2828 /* Put a gravestone up where the character 'almost' died. List the 2734 /* Put a gravestone up where the character 'almost' died. List the
2829 * exp loss on the stone. 2735 * exp loss on the stone.
2830 */ 2736 */
2831 tmp = arch_to_object (archetype::find ("gravestone")); 2737 tmp = arch_to_object (archetype::find ("gravestone"));
2832 sprintf (buf, "%s's gravestone", &op->name); 2738 tmp->name = format ("%s's gravestone", &op->name);
2833 tmp->name = buf; 2739 tmp->name_pl = format ("%s's gravestones", &op->name);
2834 sprintf (buf, "%s's gravestones", &op->name); 2740 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2835 tmp->name_pl = buf; 2741 &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; 2742 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL, 0); 2743 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2744
2841 /**************************************/ 2745 /**************************************/
2842 /* */ 2746 /* */
2843 /* Subtract the experience points, */ 2747 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */
2846 /* */ 2748 /* */
2847 /**************************************/ 2749 /**************************************/
2848 2750
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)); */ 2751 /*add_exp(op, (op->stats.exp * -0.20)); */
2871 apply_death_exp_penalty (op); 2752 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 2753
2878 /* 2754 /*
2879 * Check to see if the player has any unpaid items. If so, remove them 2755 * Check to see if the player has any unpaid items. If so, remove them
2880 * and put them back in the map. 2756 * and put them back in the map.
2881 */ 2757 */
2916 if (will_kill_again & (1 << at)) 2792 if (will_kill_again & (1 << at))
2917 force->resist[at] = 100; 2793 force->resist[at] = 100;
2918 2794
2919 insert_ob_in_ob (force, op); 2795 insert_ob_in_ob (force, op);
2920 op->update_stats (); 2796 op->update_stats ();
2921
2922 } 2797 }
2923 2798
2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2799 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2925} 2800}
2926 2801
2927void 2802void
2928loot_object (object *op) 2803loot_object (object *op)
2929{ /* Grab and destroy some treasure */ 2804{ /* Grab and destroy some treasure */
2946 2821
2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2822 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2948 { 2823 {
2949 if (tmp->nrof > 1) 2824 if (tmp->nrof > 1)
2950 { 2825 {
2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2826 tmp->decrease (rndm (1, tmp->nrof - 1));
2952 tmp2->destroy ();
2953 insert_ob_in_map (tmp, op->map, NULL, 0); 2827 insert_ob_in_map (tmp, op->map, NULL, 0);
2954 } 2828 }
2955 else 2829 else
2956 tmp->destroy (); 2830 tmp->destroy ();
2957 } 2831 }
2968void 2842void
2969fix_weight (void) 2843fix_weight (void)
2970{ 2844{
2971 for_all_players (pl) 2845 for_all_players (pl)
2972 { 2846 {
2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2847 sint32 old = pl->ob->carrying;
2974 2848
2975 if (old == sum) 2849 pl->ob->update_weight ();
2976 continue; 2850
2851 if (old != pl->ob->carrying)
2852 {
2977 pl->ob->update_stats (); 2853 pl->ob->update_stats ();
2978 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2854 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2855 }
2979 } 2856 }
2980} 2857}
2981 2858
2982void 2859void
2983fix_luck (void) 2860fix_luck (void)
3025} 2902}
3026 2903
3027void 2904void
3028make_visible (object *op) 2905make_visible (object *op)
3029{ 2906{
3030 op->hide = 0; 2907 op->flag [FLAG_HIDDEN] = 0;
3031 op->invisible = 0; 2908 op->invisible = 0;
2909
3032 if (op->type == PLAYER) 2910 if (op->type == PLAYER)
3033 { 2911 {
3034 op->contr->tmp_invis = 0; 2912 op->contr->tmp_invis = 0;
3035 op->contr->invis_race = 0; 2913 op->contr->invis_race = 0;
3036 } 2914 }
3049 2927
3050/* look at the surrounding terrain to determine 2928/* look at the surrounding terrain to determine
3051 * the hideability of this object. Positive levels 2929 * the hideability of this object. Positive levels
3052 * indicate greater hideability. 2930 * indicate greater hideability.
3053 */ 2931 */
3054
3055int 2932int
3056hideability (object *ob) 2933hideability (object *ob)
3057{ 2934{
3058 int i, level = 0, mflag; 2935 int i, level = 0, mflag;
3059 sint16 x, y; 2936 sint16 x, y;
3060 2937
3061 if (!ob || !ob->map) 2938 if (!ob || !ob->map)
3062 return 0; 2939 return 0;
3063 2940
3064 /* so, on normal lighted maps, its hard to hide */ 2941 /* so, on normal lighted maps, its hard to hide */
3065 level = ob->map->darkness - 2; 2942 level = ob->map->darklevel () - 2;
3066 2943
3067 /* this also picks up whether the object is glowing. 2944 /* this also picks up whether the object is glowing.
3068 * If you carry a light on a non-dark map, its not 2945 * If you carry a light on a non-dark map, its not
3069 * as bad as carrying a light on a pitch dark map */ 2946 * as bad as carrying a light on a pitch dark map */
3070 if (has_carried_lights (ob)) 2947 if (ob->has_carried_lights ())
3071 level = -(10 + (2 * ob->map->darkness)); 2948 level = -(10 + (2 * ob->map->darklevel ()));
3072 2949
3073 /* scan through all nearby squares for terrain to hide in */ 2950 /* 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]) 2951 for (i = 0, x = ob->x, y = ob->y;
2952 i <= SIZEOFFREE1;
2953 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3075 { 2954 {
3076 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2955 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3077 if (mflag & P_OUT_OF_MAP) 2956 if (mflag & P_OUT_OF_MAP)
3078 {
3079 continue; 2957 continue;
3080 } 2958
3081 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2959 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3082 level += 2; 2960 level += 2;
3083 else /* open terrain! */ 2961 else /* open terrain! */
3084 level -= 1; 2962 level -= 1;
3085 } 2963 }
3096 * spot (surrounded by clear terrain in broad daylight). -b.t. 2974 * spot (surrounded by clear terrain in broad daylight). -b.t.
3097 */ 2975 */
3098void 2976void
3099do_hidden_move (object *op) 2977do_hidden_move (object *op)
3100{ 2978{
3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2979 int hide = 0;
3102 object *skop;
3103 2980
3104 if (!op || !op->map) 2981 if (!op || !op->map)
3105 return; 2982 return;
3106 2983
3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2984 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2985 int num = random_roll (0, 19, op, PREFER_LOW);
3108 2986
3109 /* its *extremely* hard to run and sneak/hide at the same time! */ 2987 /* its *extremely* hard to run and sneak/hide at the same time! */
3110 if (op->type == PLAYER && op->contr->run_on) 2988 if (op->type == PLAYER && op->contr->run_on)
3111 if (!skop || num >= skop->level) 2989 if (!skop || num >= skop->level)
3112 { 2990 {
3122 num -= hide; 3000 num -= hide;
3123 3001
3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3002 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3125 { 3003 {
3126 make_visible (op); 3004 make_visible (op);
3005
3127 if (op->type == PLAYER) 3006 if (op->type == PLAYER)
3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3007 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3129 } 3008 }
3130 else if (op->type == PLAYER && skop) 3009 else if (op->type == PLAYER && skop)
3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3010 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3184 * object op. This function works fine for monsters, 3063 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 3064 * but we dont worry if the object isnt the top one in
3186 * a pile (say a coin under a table would return "viewable" 3065 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 3066 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 3067 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 3068 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 3069 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 3070 * 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. 3071 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 3072 * -b.t.
3194 * This function is now map tiling safe. 3073 * This function is now map tiling safe.
3195 */ 3074 */
3196
3197int 3075int
3198player_can_view (object *pl, object *op) 3076player_can_view (object *pl, object *op)
3199{ 3077{
3200 rv_vector rv; 3078 rv_vector rv;
3201 int dx, dy; 3079 int dx, dy;
3213 3091
3214 get_rangevector (pl, op, &rv, 0x1); 3092 get_rangevector (pl, op, &rv, 0x1);
3215 3093
3216 /* starting with the 'head' part, lets loop 3094 /* starting with the 'head' part, lets loop
3217 * through the object and find if it has any 3095 * through the object and find if it has any
3218 * part that is in the los array but isnt on 3096 * part that is in the los array but isn't on
3219 * a blocked los square. 3097 * a blocked los square.
3220 * we use the archetype to figure out offsets. 3098 * we use the archetype to figure out offsets.
3221 */ 3099 */
3222 while (op) 3100 while (op)
3223 { 3101 {
3224 dx = rv.distance_x + op->arch->x; 3102 dx = rv.distance_x + op->arch->x;
3225 dy = rv.distance_y + op->arch->y; 3103 dy = rv.distance_y + op->arch->y;
3226 3104
3227 /* only the viewable area the player sees is updated by LOS 3105 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; 3106 return 1;
3107
3235 op = op->more; 3108 op = op->more;
3236 } 3109 }
3110
3237 return 0; 3111 return 0;
3238} 3112}
3239 3113
3240/* routine for both players and monsters. We call this when 3114/* routine for both players and monsters. We call this when
3241 * there is a possibility for our action distrubing our hiding 3115 * there is a possibility for our action distrubing our hiding
3242 * place or invisiblity spell. Artefact invisiblity is not 3116 * place or invisiblity spell. Artefact invisiblity causes
3243 * effected by this. If we arent invisible to begin with, we 3117 * "noise" instead. If we arent invisible to begin with, we
3244 * return 0. 3118 * return 0.
3245 */ 3119 */
3246int 3120int
3247action_makes_visible (object *op) 3121action_makes_visible (object *op)
3248{ 3122{
3249
3250 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3123 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3251 { 3124 {
3252 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3125 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3126 {
3127 // artefact invisibility is permanent, but we still make noise
3128 // this is important for game-balance.
3129 if (op->contr)
3130 op->make_noise ();
3131
3253 return 0; 3132 return 0;
3133 }
3254 3134
3255 if (op->contr && op->contr->tmp_invis == 0) 3135 if (op->contr && op->contr->tmp_invis == 0)
3256 return 0; 3136 return 0;
3257 3137
3258 /* If monsters, they should become visible */ 3138 /* If monsters, they should become visible */
3259 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3139 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3260 { 3140 {
3261 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3141 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3262 return 1; 3142 return 1;
3263 } 3143 }
3264 } 3144 }
3145
3265 return 0; 3146 return 0;
3266} 3147}
3267 3148
3268/* op_on_battleground - checks if the given object op (usually 3149/* op_on_battleground - checks if the given object op (usually
3269 * a player) is standing on a valid battleground-tile, 3150 * 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 3155 * Default is to do the same as before, so only people wanting to have different points need worry about this
3275 */ 3156 */
3276int 3157int
3277op_on_battleground (object *op, int *x, int *y) 3158op_on_battleground (object *op, int *x, int *y)
3278{ 3159{
3279 object *tmp;
3280
3281 /* A battleground-tile needs the following attributes to be valid: 3160 /* 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), 3161 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3162 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3163 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3164 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3165 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3166 for (object *tmp = op->below; tmp; tmp = tmp->below)
3288 { 3167 {
3289 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3168 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3290 { 3169 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3170 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3292 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3171 && tmp->type == BATTLEGROUND
3172 && tmp->name == shstr_battleground
3173 && EXIT_X (tmp) && EXIT_Y (tmp))
3293 { 3174 {
3294 /*before we assign the exit, check if this is a teambattle */ 3175 /* before we assign the exit, check if this is a teambattle */
3295 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3176 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 { 3177 {
3297 object *invtmp;
3298
3299 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3178 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3300 { 3179 {
3301 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3180 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3302 { 3181 {
3303 if (x != NULL && y != NULL) 3182 if (x && y)
3304 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3183 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3184
3305 return 1; 3185 return 1;
3306 } 3186 }
3307 } 3187 }
3308 } 3188 }
3189
3309 if (x != NULL && y != NULL) 3190 if (x && y)
3310 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3191 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3192
3311 return 1; 3193 return 1;
3312 } 3194 }
3313 } 3195 }
3314 } 3196 }
3197
3315 /* If we got here, did not find a battleground */ 3198 /* If we got here, did not find a battleground */
3316 return 0; 3199 return 0;
3317} 3200}
3318 3201
3319/* 3202/*
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3218 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i = 0, j = 0; 3219 int i = 0, j = 0;
3337 3220
3338 /* get the appropriate treasurelist */ 3221 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3222 if (atnr == ATNR_FIRE)
3340 trlist = treasurelist::find ("dragon_ability_fire"); 3223 trlist = treasurelist::find (shstr_dragon_ability_fire);
3341 else if (atnr == ATNR_COLD) 3224 else if (atnr == ATNR_COLD)
3342 trlist = treasurelist::find ("dragon_ability_cold"); 3225 trlist = treasurelist::find (shstr_dragon_ability_cold);
3343 else if (atnr == ATNR_ELECTRICITY) 3226 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = treasurelist::find ("dragon_ability_elec"); 3227 trlist = treasurelist::find (shstr_dragon_ability_elec);
3345 else if (atnr == ATNR_POISON) 3228 else if (atnr == ATNR_POISON)
3346 trlist = treasurelist::find ("dragon_ability_poison"); 3229 trlist = treasurelist::find (shstr_dragon_ability_poison);
3347 3230
3348 if (trlist == NULL || who->type != PLAYER) 3231 if (trlist == NULL || who->type != PLAYER)
3349 return; 3232 return;
3350 3233
3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3234 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3469 else 3352 else
3470 { 3353 {
3471 /* generate misc. treasure */ 3354 /* generate misc. treasure */
3472 tmp = arch_to_object (tr->item); 3355 tmp = arch_to_object (tr->item);
3473 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3356 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); 3357 who->insert (tmp);
3475 if (who->type == PLAYER)
3476 esrv_send_item (who, tmp);
3477 } 3358 }
3478} 3359}
3479 3360
3480/** 3361/**
3481 * Unready an object for a player. This function does nothing if the object was 3362 * Unready an object for a player. This function does nothing if the object was
3493 if (pl->ranged_ob == ob) 3374 if (pl->ranged_ob == ob)
3494 pl->ranged_ob = 0; 3375 pl->ranged_ob = 0;
3495} 3376}
3496 3377
3497sint8 3378sint8
3498player::visibility_at (maptile *map, int x, int y) const 3379player::darkness_at (maptile *map, int x, int y) const
3499{ 3380{
3500 if (!ns) 3381 if (!ns)
3501 return 0; 3382 return LOS_BLOCKED;
3502 3383
3503 int dx, dy; 3384 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3385 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0; 3386 return LOS_BLOCKED;
3506 3387
3507 x += dx - ns->current_x + ns->mapx / 2; 3388 x += dx - ns->current_x;
3508 y += dy - ns->current_y + ns->mapy / 2; 3389 y += dy - ns->current_y;
3509 3390
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]; 3391 return blocked_los (x, y);
3514} 3392}
3393
3394void
3395player::infobox (const char *title, const char *msg, int color)
3396{
3397 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3398}
3399
3400void
3401player::statusmsg (const char *msg, int color)
3402{
3403 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3404}
3405
3406void
3407player::failmsg (const char *msg, int color)
3408{
3409 play_sound (sound_find ("generic_failure"));
3410 statusmsg (msg, color);
3411}
3412

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