ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.158 by root, Mon Aug 13 15:46:45 2007 UTC vs.
Revision 1.234 by root, Thu Oct 15 21:40:42 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <sproto.h> 26#include <sproto.h>
26#include <sounds.h> 27#include <sounds.h>
32#include <algorithm> 33#include <algorithm>
33#include <functional> 34#include <functional>
34 35
35playervec players; 36playervec players;
36 37
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 38/* This loads the first map an puts the player on it. */
152static void 39static void
153set_first_map (object *op) 40set_first_map (object *op)
154{ 41{
155 op->contr->maplevel = first_map_path; 42 op->contr->maplevel = first_map_path;
183 70
184 if (ob->map) 71 if (ob->map)
185 maplevel = ob->map->path; 72 maplevel = ob->map->path;
186 73
187 ob->remove (); 74 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 76 ob->map = 0;
189 party = 0; 77 party = 0;
190 78
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 80
206 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
207 95
208 ns->update_look = 0; 96 ns->update_look = 0;
209 ns->look_position = 0; 97 ns->look_position = 0;
210 98
211 clear_los (this); 99 clear_los ();
212 100
213 ns->reset_stats (); 101 ns->reset_stats ();
214 102
215 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
218 106
219 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
220 link_player_skills (ob); 108 link_skills ();
221 109
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 111
224 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
225 113
238 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
239 } 127 }
240 128
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 130
243 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 activate ();
140
141 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this);
143}
144
145void
146player::disconnect ()
147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
154 if (ns)
155 {
156 if (active)
157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
158
159 INVOKE_PLAYER (DISCONNECT, this);
160
161 ns->reset_stats ();
162 ns->pl = 0;
163 ns = 0;
164 }
165
166 observe = ob;
167
168 deactivate ();
169}
170
171// the need for this function can be explained
172// by load_object not returning the object
173void
174player::set_object (object *op)
175{
176 ob = observe = op;
177 ob->contr = this; /* this aren't yet in archetype */
178
179 ob->speed = 1.0f;
180 ob->speed_left = 0.5f;
181
182 ob->direction = 5; /* So player faces south */
244 183
245 ob->flag [FLAG_READY_WEAPON] = false; 184 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 185 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false; 186 ob->flag [FLAG_READY_BOW] = false;
248 187
265 combat_ob = op; 204 combat_ob = op;
266 break; 205 break;
267 } 206 }
268 207
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 208 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats (); 209 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} 210}
325 211
326void 212void
327player::set_observe (object *op) 213player::set_observe (object *op)
328{ 214{
342 savebed_map = first_map_path; /* Init. respawn position */ 228 savebed_map = first_map_path; /* Init. respawn position */
343 229
344 gen_sp_armour = 10; 230 gen_sp_armour = 10;
345 bowtype = bow_normal; 231 bowtype = bow_normal;
346 petmode = pet_normal; 232 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers; 233 usekeys = containers;
349 peaceful = 1; /* default peaceful */ 234 peaceful = 1; /* default peaceful */
350 do_los = 1; 235 do_los = 1;
351 236
352 weapon_sp = 1.0f; 237 weapon_sp = 1.0f;
401 * Note: there MUST be at least one player archetype! 286 * Note: there MUST be at least one player archetype!
402 */ 287 */
403archetype * 288archetype *
404get_player_archetype (archetype *at) 289get_player_archetype (archetype *at)
405{ 290{
291 // archetypes could have been reloaded
292 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
293
294 if (!nat)
295 return at;
296
406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 297 archvec::iterator i = archetypes.find (nat);
407 298
408 for (;;) 299 for (;;)
409 { 300 {
410 if (++i == archetypes.end ()) 301 if (++i == archetypes.end ())
411 i = archetypes.begin (); 302 i = archetypes.begin ();
425 unsigned lastdist; 316 unsigned lastdist;
426 rv_vector rv; 317 rv_vector rv;
427 318
428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 319 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 { 320 {
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)) 321 if (!can_detect_enemy (mon, ol->ob, &rv))
458 continue; 322 continue;
459 323
460 if (lastdist > rv.distance) 324 if (lastdist > rv.distance)
461 { 325 {
656 520
657 return firstdir; 521 return firstdir;
658} 522}
659 523
660void 524void
661give_initial_items (object *pl, treasurelist * items) 525give_initial_items (object *pl, treasurelist *items)
662{ 526{
663 object *op, *next = NULL;
664
665 if (pl->randomitems != NULL) 527 if (pl->randomitems)
666 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 528 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
667 529
668 for (op = pl->inv; op; op = next) 530 for (object *next, *op = pl->inv; op; op = next)
669 { 531 {
670 next = op->below; 532 next = op->below;
671 533
672 /* Forces get applied per default, unless they have the 534 /* Forces get applied per default, unless they have the
673 * flag "neutral" set. Sorry but I can't think of a better way 535 * flag "neutral" set. Sorry but I can't think of a better way
678 /* we never give weapons/armour if these cannot be used 540 /* we never give weapons/armour if these cannot be used
679 * by this player due to race restrictions 541 * by this player due to race restrictions
680 */ 542 */
681 if (pl->type == PLAYER) 543 if (pl->type == PLAYER)
682 { 544 {
683 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 545 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
546 &&
684 (op->type == ARMOUR || op->type == BOOTS || 547 (op->type == ARMOUR || op->type == BOOTS
685 op->type == CLOAK || op->type == HELMET || 548 || op->type == CLOAK || op->type == HELMET
686 op->type == SHIELD || op->type == GLOVES || 549 || op->type == SHIELD || op->type == GLOVES
550 || op->type == BRACERS || op->type == GIRDLE))
687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 551 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
688 { 552 {
689 op->destroy (); 553 op->destroy ();
690 continue; 554 continue;
691 } 555 }
692 } 556 }
693 557
694 /* This really needs to be better - we should really give 558 /* Here we remove duplicated skills (as duplicated spell objects have
695 * a substitute spellbook. The problem is that we don't really 559 * _very_ confusing effects for players), which could for instance be
696 * have a good idea what to replace it with (need something like 560 * generated by bad treasurelists. - elmex
697 * a first level treasurelist for each skill.)
698 * remove duplicate skills also
699 */ 561 */
700 if (op->type == SPELLBOOK || op->type == SKILL) 562 if (op->type == SKILL)
701 { 563 {
702 object *tmp;
703
704 for (tmp = op->below; tmp; tmp = tmp->below) 564 for (object *tmp = op->below; tmp; tmp = tmp->below)
705 if (tmp->type == op->type && tmp->name == op->name) 565 if (tmp->type == op->type && tmp->name == op->name)
706 break;
707
708 if (tmp)
709 { 566 {
710 op->destroy (); 567 op->destroy ();
568 LOG (llevError,
711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 569 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
712 continue; 570 break;
713 } 571 }
714 572
715 if (op->nrof > 1) 573 if (op->nrof > 1)
716 op->nrof = 1; 574 op->nrof = 1;
717 } 575 }
718 576
719 if (op->type == SPELLBOOK && op->inv) 577 if (op->type == SPELLBOOK && op->inv)
720 {
721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 578 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
722 }
723 579
724 /* Give starting characters identified, uncursed, and undamned 580 /* Give starting characters identified, uncursed, and undamned
725 * items. Just don't identify gold or silver, or it won't be 581 * items. Just don't identify gold or silver, or it won't be
726 * merged properly. 582 * merged properly.
727 */ 583 */
728 if (need_identify (op)) 584 if (need_identify (op))
729 { 585 {
730 SET_FLAG (op, FLAG_IDENTIFIED); 586 SET_FLAG (op, FLAG_IDENTIFIED);
731 CLEAR_FLAG (op, FLAG_CURSED); 587 CLEAR_FLAG (op, FLAG_CURSED);
732 CLEAR_FLAG (op, FLAG_DAMNED); 588 CLEAR_FLAG (op, FLAG_DAMNED);
733 } 589 }
590
734 if (op->type == SPELL) 591 if (op->type == SPELL)
735 { 592 {
736 op->destroy (); 593 op->destroy ();
737 continue; 594 continue;
738 } 595 }
740 { 597 {
741 SET_FLAG (op, FLAG_CAN_USE_SKILL); 598 SET_FLAG (op, FLAG_CAN_USE_SKILL);
742 op->stats.exp = 0; 599 op->stats.exp = 0;
743 op->level = 1; 600 op->level = 1;
744 } 601 }
745 /* lock all 'normal items by default */ 602 else /* lock all 'normal items by default */
746 else
747 SET_FLAG (op, FLAG_INV_LOCKED); 603 SET_FLAG (op, FLAG_INV_LOCKED);
748 } /* for loop of objects in player inv */ 604 } /* for loop of objects in player inv */
749 605
750 /* Need to set up the skill pointers */ 606 /* Need to set up the skill pointers */
751 link_player_skills (pl); 607 pl->contr->link_skills ();
752} 608}
753 609
754void 610void
755get_party_password (object *op, partylist *party) 611get_party_password (object *op, partylist *party)
756{ 612{
857static void 713static void
858start_info (object *op) 714start_info (object *op)
859{ 715{
860 char buf[MAX_BUF]; 716 char buf[MAX_BUF];
861 717
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 718 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf); 719 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} 720}
867 721
868/* This function takes the key that is passed, and does the 722/* This function takes the key that is passed, and does the
869 * appropriate action with it (change race, or other things). 723 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 724 * The function name is for historical reasons - now we have
873 */ 727 */
874void 728void
875player::chargen_race_done () 729player::chargen_race_done ()
876{ 730{
877 /* this must before then initial items are given */ 731 /* this must before then initial items are given */
878 esrv_new_player (ob->contr, ob->weight + ob->carrying); 732 esrv_new_player (ob->contr);
879 733
880 treasurelist *tl = treasurelist::find ("starting_wealth"); 734 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl) 735 if (tl)
882 create_treasure (tl, ob, 0, 0, 0); 736 create_treasure (tl, ob, 0, 0, 0);
883 737
887 ob->contr->ns->state = ST_PLAYING; 741 ob->contr->ns->state = ST_PLAYING;
888 742
889 if (ob->msg) 743 if (ob->msg)
890 ob->msg = 0; 744 ob->msg = 0;
891 745
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); 746 start_info (ob);
902 CLEAR_FLAG (ob, FLAG_WIZ); 747 CLEAR_FLAG (ob, FLAG_WIZ);
903 give_initial_items (ob, ob->randomitems); 748 give_initial_items (ob, ob->randomitems);
904 link_player_skills (ob);
905 esrv_send_inventory (ob, ob); 749 esrv_send_inventory (ob, ob);
906 ob->update_stats (); 750 ob->update_stats ();
907 751
908 /* This moves the player to a different start map, if there 752 /* This moves the player to a different start map, if there
909 * is one for this race 753 * is one for this race
910 */ 754 */
911 if (*first_map_ext_path) 755 if (*first_map_ext_path)
912 { 756 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 757 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 758 LOG (llevDebug, "first_map_ext_path not set\n");
928} 759}
929 760
930void 761void
974 LOG (llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
975 CLEAR_FLAG (op, FLAG_SCARED); 806 CLEAR_FLAG (op, FLAG_SCARED);
976 return; 807 return;
977 } 808 }
978 809
979 if (op->enemy == NULL) 810 if (!op->enemy)
980 { 811 {
981 LOG (llevDebug, "Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
982 CLEAR_FLAG (op, FLAG_SCARED); 813 CLEAR_FLAG (op, FLAG_SCARED);
983 return; 814 return;
984 } 815 }
985 816
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)) 817 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
998 { 818 {
999 op->enemy = NULL; 819 op->enemy = NULL;
1000 CLEAR_FLAG (op, FLAG_SCARED); 820 CLEAR_FLAG (op, FLAG_SCARED);
1001 return; 821 return;
1004 get_rangevector (op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
1005 825
1006 dir = absdir (4 + rv.direction); 826 dir = absdir (4 + rv.direction);
1007 for (diff = 0; diff < 3; diff++) 827 for (diff = 0; diff < 3; diff++)
1008 { 828 {
1009 int m = 1 - (RANDOM () & 2); 829 int m = 1 - rndm (2) * 2;
1010 830
1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 831 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1012 return; 832 return;
1013 } 833 }
1014 834
1025check_pick (object *op) 845check_pick (object *op)
1026{ 846{
1027 object *tmp, *next; 847 object *tmp, *next;
1028 int stop = 0; 848 int stop = 0;
1029 int wvratio; 849 int wvratio;
1030 char putstring[128];
1031 850
1032 /* if you're flying, you cna't pick up anything */ 851 /* if you're flying, you cna't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 852 if (op->move_type & MOVE_FLYING)
1034 return 1; 853 return 1;
1035 854
1036 next = op->below; 855 next = op->below;
1037 856
857 int cnt = MAX_ITEM_PER_DROP;
858#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
859
1038 /* loop while there are items on the floor that are not marked as 860 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 861 * destroyed */
1040 while (next && !next->destroyed ()) 862 while (next && !next->destroyed ())
1041 { 863 {
1042 tmp = next; 864 tmp = next;
1043 next = tmp->below; 865 next = tmp->below;
1044 866
867 if (cnt <= 0)
868 {
869 op->failmsg ("Couldn't pickup all items at once.");
870 return 0;
871 }
872
1045 if (op->destroyed ()) 873 if (op->destroyed ())
1046 return 0; 874 return 0;
1047 875
1048 if (!can_pick (op, tmp)) 876 if (!can_pick (op, tmp))
1049 continue; 877 continue;
1050 878
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 879 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 880 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 881 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 882 CHK_PICK_PICKUP;
883
1055 continue; 884 continue;
1056 } 885 }
1057 886
1058 /* high not bit set? We're using the old autopickup model */ 887 /* pickup handling */
888 if (op->contr->mode & PU_DEBUG)
889 {
890 /* some debugging code to figure out item information */
891 const char *str = tmp->name
892 ? format ("item name: %s item type: %d weight/value: %d",
893 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
894 : format ("item name: %s item type: %d weight/value: %d",
895 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
896
897 new_draw_info (NDI_UNIQUE, 0, op, str);
898 }
899
900 if (op->contr->mode & PU_INHIBIT)
901 return 1;
902
903 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
904 return 1;
905
906 /* philosophy:
907 * It's easy to grab an item type from a pile, as long as it's
908 * generic. This takes no game-time. For more detailed pickups
909 * and selections, select-items should be used. This is a
910 * grab-as-you-run type mode that's really useful for arrows for
911 * example.
912 * The drawback: right now it has no frontend, so you need to
913 * stick the bits you want into a calculator in hex mode and then
914 * convert to decimal and then 'pickup <#>
915 */
916
917 /* the first two modes are exclusive: if NOTHING we return, if
918 * STOP then we stop. All the rest are applied sequentially,
919 * meaning if any test passes, the item gets picked up. */
920
921 /* if mode is set to pick nothing up, return */
922 if (op->contr->mode == PU_NOTHING)
923 return 1;
924
925 /* if mode is set to stop when encountering objects, return */
926 /* take STOP before INHIBIT since it doesn't actually pick
927 * anything up */
928 if (op->contr->mode & PU_STOP)
929 return 0;
930
931 /* useful for going into stores and not losing your settings... */
932 /* and for battles wher you don't want to get loaded down while
933 * fighting */
934 if (op->contr->mode & PU_INHIBIT)
935 return 1;
936
937 /* prevent us from turning into auto-thieves :) */
938 if (QUERY_FLAG (tmp, FLAG_UNPAID))
939 continue;
940
941 /* ignore known cursed objects */
942 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
943 continue;
944
945 /* all food and drink if desired */
946 /* question: don't pick up known-poisonous stuff? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 947 if (op->contr->mode & PU_FOOD)
948 if (tmp->type == FOOD)
1060 { 949 {
1061 switch (op->contr->mode) 950 CHK_PICK_PICKUP;
951 continue;
952 }
953
954 if (op->contr->mode & PU_DRINK)
955 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
960
961 if (op->contr->mode & PU_POTION)
962 if (tmp->type == POTION)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 /* spellbooks, skillscrolls and normal books/scrolls */
969 if (op->contr->mode & PU_SPELLBOOK)
970 if (tmp->type == SPELLBOOK)
971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
976 if (op->contr->mode & PU_SKILLSCROLL)
977 if (tmp->type == SKILLSCROLL)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 if (op->contr->mode & PU_READABLES)
984 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 /* wands/staves/rods/horns */
991 if (op->contr->mode & PU_MAGIC_DEVICE)
992 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 /* pick up all magical items */
999 if (op->contr->mode & PU_MAGICAL)
1000 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1001 {
1002 CHK_PICK_PICKUP;
1003 continue;
1004 }
1005
1006 if (op->contr->mode & PU_VALUABLES)
1007 {
1008 if (tmp->type == MONEY || tmp->type == GEM)
1062 { 1009 {
1063 case 0: 1010 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 1011 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 } 1012 }
1096 } 1013 }
1097 else 1014
1098 { /* old model */ 1015 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG) 1016 if (op->contr->mode & PU_JEWELS)
1017 if (tmp->type == RING || tmp->type == AMULET)
1101 { 1018 {
1102 /* some debugging code to figure out item information */ 1019 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; 1020 continue;
1021 }
1149 1022
1150 /* ignore known cursed objects */ 1023 /* we don't forget dragon food */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1024 if (op->contr->mode & PU_FLESH)
1025 if (tmp->type == FLESH)
1026 {
1027 CHK_PICK_PICKUP;
1152 continue; 1028 continue;
1029 }
1153 1030
1154 /* all food and drink if desired */ 1031 /* bows and arrows. Bows are good for selling! */
1155 /* question: don't pick up known-poisonous stuff? */ 1032 if (op->contr->mode & PU_BOW)
1033 if (tmp->type == BOW)
1034 {
1035 CHK_PICK_PICKUP;
1036 continue;
1037 }
1038
1039 if (op->contr->mode & PU_ARROW)
1040 if (tmp->type == ARROW)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1046 /* all kinds of armor etc. */
1047 if (op->contr->mode & PU_ARMOUR)
1048 if (tmp->type == ARMOUR)
1049 {
1050 CHK_PICK_PICKUP;
1051 continue;
1052 }
1053
1054 if (op->contr->mode & PU_HELMET)
1055 if (tmp->type == HELMET)
1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1061 if (op->contr->mode & PU_SHIELD)
1062 if (tmp->type == SHIELD)
1063 {
1064 CHK_PICK_PICKUP;
1065 continue;
1066 }
1067
1156 if (op->contr->mode & PU_FOOD) 1068 if (op->contr->mode & PU_BOOTS)
1157 if (tmp->type == FOOD) 1069 if (tmp->type == BOOTS)
1070 {
1071 CHK_PICK_PICKUP;
1072 continue;
1073 }
1074
1075 if (op->contr->mode & PU_GLOVES)
1076 if (tmp->type == GLOVES)
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_CLOAK)
1083 if (tmp->type == CLOAK)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 /* hoping to catch throwing daggers here */
1090 if (op->contr->mode & PU_MISSILEWEAPON)
1091 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1097 /* careful: chairs and tables are weapons! */
1098 if (op->contr->mode & PU_ALLWEAPON)
1099 {
1100 if (tmp->type == WEAPON)
1101 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1158 { 1102 {
1159 pick_up (op, tmp); 1103 CHK_PICK_PICKUP;
1160 continue; 1104 continue;
1161 } 1105 }
1106 }
1162 1107
1108 /* misc stuff that's useful */
1163 if (op->contr->mode & PU_DRINK) 1109 if (op->contr->mode & PU_KEY)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1110 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1165 { 1111 {
1166 pick_up (op, tmp); 1112 CHK_PICK_PICKUP;
1167 continue; 1113 continue;
1168 } 1114 }
1169 1115
1116 /* any of the last 4 bits set means we use the ratio for value
1117 * pickups */
1170 if (op->contr->mode & PU_POTION) 1118 if (op->contr->mode & PU_RATIO)
1171 if (tmp->type == POTION) 1119 {
1120 /* use value density to decide what else to grab */
1121 /* >=7 was >= op->contr->mode */
1122 /* >=7 is the old standard setting. Now we take the last 4 bits
1172 { 1123 */
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) 1124 wvratio = op->contr->mode & PU_RATIO;
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1125 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 { 1126 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1127#if 0
1128 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1129 if (tmp->name != NULL)
1218 { 1130 {
1219 pick_up (op, tmp); 1131 fprintf (stderr, "%s", tmp->name);
1220 continue;
1221 } 1132 }
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 1133 else
1356 fprintf (stderr, "%s", tmp->arch->archname); 1134 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1135 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1136 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1359#endif 1137#endif
1138 CHK_PICK_PICKUP;
1360 continue; 1139 continue;
1361 }
1362 } 1140 }
1363 } /* the new pickup model */ 1141 } /* the new pickup model */
1364 } 1142 }
1365 1143
1366 return !stop; 1144 return !stop;
1372 * found object is returned. 1150 * found object is returned.
1373 */ 1151 */
1374object * 1152object *
1375find_arrow (object *op, const char *type) 1153find_arrow (object *op, const char *type)
1376{ 1154{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1155 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) 1156 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1157 return splay (tmp);
1158
1159 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1160 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1161 if (object *arrow = find_arrow (tmp, type))
1162 {
1163 splay (tmp);
1383 return op; 1164 return arrow;
1165 }
1384 1166
1385 return tmp; 1167 return 0;
1386} 1168}
1387 1169
1388/* 1170/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1171 * 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 1172 * 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 1173 * 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. 1174 * the hall. Failing that it does it's best to pick the highest plus arrow.
1393 */ 1175 */
1394object * 1176object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1177find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1178{
1397 object *tmp = NULL, *arrow, *ntmp; 1179 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1180 int attacknum, attacktype, betterby = 0, i;
1399 1181
1400 if (!type) 1182 if (!type)
1404 { 1186 {
1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1187 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 { 1188 {
1407 i = 0; 1189 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1190 ntmp = find_better_arrow (arrow, target, type, &i);
1191
1409 if (i > betterby) 1192 if (i > betterby)
1410 { 1193 {
1411 tmp = ntmp; 1194 tmp = ntmp;
1412 betterby = i; 1195 betterby = i;
1413 } 1196 }
1414 } 1197 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1198 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1199 {
1417 /* allways prefer assasination/slaying */ 1200 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1201 if (target->race && arrow->slaying.contains (target->race))
1419 { 1202 {
1420 if (arrow->attacktype & AT_DEATH) 1203 if (arrow->attacktype & AT_DEATH)
1421 { 1204 {
1422 *better = 100; 1205 *better = 100;
1423 return arrow; 1206 return arrow;
1438 { 1221 {
1439 tmp = arrow; 1222 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1223 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1224 }
1442 } 1225 }
1226
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1227 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1228 {
1445 tmp = arrow; 1229 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1230 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1231 }
1232
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1233 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1234 {
1450 tmp = arrow; 1235 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1236 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1237 }
1453 } 1238 }
1454 } 1239 }
1455 } 1240 }
1241
1456 if (tmp == NULL && arrow == NULL) 1242 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1243 return find_arrow (op, type);
1458 1244
1459 *better = betterby; 1245 *better = betterby;
1460 return tmp; 1246 return tmp;
1465 * op = the shooter 1251 * op = the shooter
1466 * type = bow->race 1252 * type = bow->race
1467 * dir = fire direction 1253 * dir = fire direction
1468 */ 1254 */
1469object * 1255object *
1470pick_arrow_target (object *op, const char *type, int dir) 1256pick_arrow_target (object *op, shstr_cmp type, int dir)
1471{ 1257{
1472 object *tmp = NULL; 1258 object *tmp = NULL;
1473 maptile *m; 1259 maptile *m;
1474 int i, mflags, found, number; 1260 int i, mflags, found, number;
1475 sint16 x, y; 1261 sint16 x, y;
1490 for (i = 0, found = 0; i < 20; i++) 1276 for (i = 0, found = 0; i < 20; i++)
1491 { 1277 {
1492 x += freearr_x[dir]; 1278 x += freearr_x[dir];
1493 y += freearr_y[dir]; 1279 y += freearr_y[dir];
1494 mflags = get_map_flags (m, &m, x, y, &x, &y); 1280 mflags = get_map_flags (m, &m, x, y, &x, &y);
1281
1495 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1282 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1496 { 1283 {
1497 tmp = NULL; 1284 tmp = 0;
1498 break; 1285 break;
1499 } 1286 }
1500 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1287 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1501 { 1288 {
1502 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1289 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1503 * perhaps a bad assumption. 1290 * perhaps a bad assumption.
1504 */ 1291 */
1505 tmp = NULL; 1292 tmp = 0;
1506 break; 1293 break;
1507 } 1294 }
1295
1508 if (mflags & P_IS_ALIVE) 1296 if (mflags & P_IS_ALIVE)
1509 {
1510 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1297 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1511 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1298 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1512 {
1513 found++;
1514 break;
1515 }
1516 if (found)
1517 break; 1299 break;
1518 }
1519 } 1300 }
1520 if (tmp == NULL) 1301
1302 if (!tmp)
1521 return find_arrow (op, type); 1303 return find_arrow (op, type);
1522 1304
1523 if (tmp->head) 1305 if (tmp->head)
1524 tmp = tmp->head; 1306 tmp = tmp->head;
1525 1307
1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1347 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1566 return 0; 1348 return 0;
1567 } 1349 }
1568 1350
1569 // optimisation: move object to top so we will find it quickly again 1351 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below) 1352 splay (bow);
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1576 } 1353 }
1577 1354
1578 if (!bow->race || !bow->skill) 1355 if (!bow->race || !bow->skill)
1579 { 1356 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1357 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1606 } 1383 }
1607 1384
1608 /* this should not happen, but sometimes does */ 1385 /* this should not happen, but sometimes does */
1609 if (arrow->nrof == 0) 1386 if (arrow->nrof == 0)
1610 { 1387 {
1388 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1611 arrow->destroy (); 1389 arrow->destroy ();
1612 return 0; 1390 return 0;
1613 } 1391 }
1614 1392
1615 left = arrow; /* these are arrows left to the player */ 1393 left = arrow; /* these are arrows left to the player */
1616 arrow = get_split_ob (arrow, 1); 1394 arrow = arrow->split ();
1617 if (!arrow) 1395 if (!arrow)
1618 { 1396 {
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1397 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 return 0; 1398 return 0;
1621 } 1399 }
1625 arrow->direction = dir; 1403 arrow->direction = dir;
1626 1404
1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1405 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam; 1406 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype; 1407 arrow->stats.grace = arrow->attacktype;
1630 1408 arrow->custom_name = arrow->slaying;
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633 1409
1634#if 0 1410#if 0
1635 if (player *pl = op->contr) 1411 if (player *pl = op->contr)
1636 { 1412 {
1637 float speed = pl->weapon_sp; 1413 float speed = pl->weapon_sp;
1688 op->play_sound (sound_find ("fire_arrow")); 1464 op->play_sound (sound_find ("fire_arrow"));
1689 m->insert (arrow, sx, sy, op); 1465 m->insert (arrow, sx, sy, op);
1690 1466
1691 if (!arrow->destroyed ()) 1467 if (!arrow->destroyed ())
1692 move_arrow (arrow); 1468 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 1469
1702 return 1; 1470 return 1;
1703} 1471}
1704 1472
1705/* Special fire code for players - this takes into 1473/* Special fire code for players - this takes into
1710 * hence the function name. 1478 * hence the function name.
1711 */ 1479 */
1712int 1480int
1713player_fire_bow (object *op, int dir) 1481player_fire_bow (object *op, int dir)
1714{ 1482{
1715 int ret = 0, wcmod = 0; 1483 int ret;
1716 1484
1717 if (op->contr->bowtype == bow_bestarrow) 1485 if (op->contr->bowtype == bow_bestarrow)
1718 { 1486 {
1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1487 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1720 } 1488 }
1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1489 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1722 { 1490 {
1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1491 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); 1492 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1727 } 1493 }
1728 else if (op->contr->bowtype == bow_threewide) 1494 else if (op->contr->bowtype == bow_threewide)
1729 { 1495 {
1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1496 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)]); 1497 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)]); 1498 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1733 } 1499 }
1734 else if (op->contr->bowtype == bow_spreadshot) 1500 else if (op->contr->bowtype == bow_spreadshot)
1735 { 1501 {
1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1502 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); 1503 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); 1504 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1739 } 1505 }
1740 else 1506 else
1741 { 1507 {
1779 return; 1545 return;
1780 } 1546 }
1781 } 1547 }
1782 else if (item->type == ROD || item->type == HORN) 1548 else if (item->type == ROD || item->type == HORN)
1783 { 1549 {
1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1550 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1551
1552 // using the maximum of the rods charge allows at least one spell cast
1553 // for a rod or horn, this fixes some broken rods.
1554 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1785 { 1555 {
1786 op->contr->play_sound (sound_find ("wand_poof")); 1556 op->contr->play_sound (sound_find ("wand_poof"));
1787 1557
1788 if (item->type == ROD) 1558 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)); 1559 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1794 } 1564 }
1795 } 1565 }
1796 1566
1797 if (cast_spell (op, item, dir, item->inv, NULL)) 1567 if (cast_spell (op, item, dir, item->inv, NULL))
1798 { 1568 {
1799 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1569 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1570
1800 if (item->type == WAND) 1571 if (item->type == WAND)
1801 { 1572 {
1802 if (!(--item->stats.food)) 1573 if (!(--item->stats.food))
1803 { 1574 {
1804 object *tmp; 1575 object *tmp;
1808 CLEAR_FLAG (item, FLAG_ANIMATE); 1579 CLEAR_FLAG (item, FLAG_ANIMATE);
1809 item->face = item->arch->face; 1580 item->face = item->arch->face;
1810 item->set_speed (0); 1581 item->set_speed (0);
1811 } 1582 }
1812 1583
1813 if ((tmp = item->in_player ())) 1584 if (object *pl = item->visible_to ())
1814 esrv_update_item (UPD_ANIM, tmp, item); 1585 esrv_update_item (UPD_ANIM, pl, item);
1815 } 1586 }
1816 } 1587 }
1817 else if (item->type == ROD || item->type == HORN) 1588 else if (item->type == ROD || item->type == HORN)
1818 drain_rod_charge (item); 1589 drain_rod_charge (item);
1819 } 1590 }
1824bool 1595bool
1825fire (object *op, int dir) 1596fire (object *op, int dir)
1826{ 1597{
1827 int spellcost = 0; 1598 int spellcost = 0;
1828 1599
1829 /* check for loss of invisiblity/hide */
1830 if (action_makes_visible (op))
1831 make_visible (op);
1832
1833 player *pl = op->contr; 1600 player *pl = op->contr;
1834 1601
1835 if (pl->golem) 1602 if (pl->golem)
1836 { 1603 {
1837 control_golem (op->contr->golem, dir); 1604 control_golem (op->contr->golem, dir);
1839 } 1606 }
1840 1607
1841 object *ob = pl->ranged_ob; 1608 object *ob = pl->ranged_ob;
1842 1609
1843 if (!ob) 1610 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false; 1611 return false;
1848 1612
1849 if (op->speed_left > 0.f) 1613 if (op->speed_left > 0.f)
1850 --op->speed_left; 1614 --op->speed_left;
1851 else 1615 else
1852 return false; 1616 return false;
1853 1617
1618 if (!op->change_weapon (ob))
1619 return false;
1620
1621 /* check for loss of invisiblity/hide */
1622 if (action_makes_visible (op))
1623 make_visible (op);
1624
1854 switch (ob->type) 1625 switch (ob->type)
1855 { 1626 {
1856 case BOW: 1627 case BOW:
1857 player_fire_bow (op, dir); 1628 player_fire_bow (op, dir);
1858 break; 1629 break;
1859 1630
1860 case SPELL: 1631 case SPELL:
1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1632 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1862 break; 1633 break;
1863 1634
1864 case BUILDER: 1635 case BUILDER:
1865 apply_map_builder (op, dir); 1636 apply_map_builder (op, dir);
1866 break; 1637 break;
1899 /* First, lets try to find a key in the top level inventory */ 1670 /* First, lets try to find a key in the top level inventory */
1900 for (tmp = container->inv; tmp; tmp = tmp->below) 1671 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 { 1672 {
1902 if (door->type == DOOR && tmp->type == KEY) 1673 if (door->type == DOOR && tmp->type == KEY)
1903 break; 1674 break;
1675
1904 /* For sanity, we should really check door type, but other stuff 1676 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1677 * (like containers) can be locked with special keys
1906 */ 1678 */
1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1679 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 break; 1680 break;
1914 * a key, return 1686 * a key, return
1915 */ 1687 */
1916 if (!tmp) 1688 if (!tmp)
1917 { 1689 {
1918 for (tmp = container->inv; tmp; tmp = tmp->below) 1690 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1920 /* No reason to search empty containers */ 1691 /* No reason to search empty containers */
1921 if (tmp->type == CONTAINER && tmp->inv) 1692 if (tmp->type == CONTAINER && tmp->inv)
1922 {
1923 if ((key = find_key (pl, tmp, door))) 1693 if ((key = find_key (pl, tmp, door)))
1924 return key; 1694 return key;
1925 }
1926 }
1927 1695
1928 if (!tmp) 1696 if (!tmp)
1929 return NULL; 1697 return 0;
1930 } 1698 }
1931 1699
1932 /* We get down here if we have found a key. Now if its in a container, 1700 /* We get down here if we have found a key. Now if its in a container,
1933 * see if we actually want to use it 1701 * see if we actually want to use it
1934 */ 1702 */
1935 if (pl != container) 1703 if (pl != container)
1936 { 1704 {
1937 /* Only let players use keys in containers */ 1705 /* Only let players use keys in containers */
1938 if (!pl->contr) 1706 if (!pl->contr)
1939 return NULL; 1707 return 0;
1708
1940 /* cases where this fails: 1709 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 1710 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 1711 * are not in the players inventory.
1943 * If the container is not active, return now since only active 1712 * If the container is not active, return now since only active
1944 * containers can be used. 1713 * containers can be used.
1950 * Change the color so that the message doesn't disappear with 1719 * Change the color so that the message doesn't disappear with
1951 * all the others. 1720 * all the others.
1952 */ 1721 */
1953 if (pl->contr->usekeys == key_inventory || 1722 if (pl->contr->usekeys == key_inventory ||
1954 !QUERY_FLAG (container, FLAG_APPLIED) || 1723 !QUERY_FLAG (container, FLAG_APPLIED) ||
1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1724 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1956 { 1725 {
1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1726 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)); 1727 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1959 return NULL; 1728 return NULL;
1960 } 1729 }
1990 1759
1991 if (door->type == DOOR) 1760 if (door->type == DOOR)
1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1761 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 else if (door->type == LOCKED_DOOR) 1762 else if (door->type == LOCKED_DOOR)
1994 { 1763 {
1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1764 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2 (door); /* remove door without violence ;-) */ 1765 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1766 }
1998 1767
1999 /* Do this after we print the message */ 1768 /* Do this after we print the message */
2000 decrease_ob (key); /* Use up one of the keys */ 1769 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 1770
2005 return 1; /* Nothing more to do below */ 1771 return 1; /* Nothing more to do below */
2006 } 1772 }
2007 else if (door->type == LOCKED_DOOR) 1773 else if (door->type == LOCKED_DOOR)
2008 { 1774 {
2009 /* Might as well return now - no other way to open this */ 1775 /* Might as well return now - no other way to open this */
2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1776 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2011 return 1; 1777 return 1;
2012 } 1778 }
2013 1779
2014 return 0; 1780 return 0;
2015} 1781}
2021 * going to try and move (not fire weapons). 1787 * going to try and move (not fire weapons).
2022 */ 1788 */
2023bool 1789bool
2024move_player_attack (object *op, int dir) 1790move_player_attack (object *op, int dir)
2025{ 1791{
1792 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1793 {
1794 --op->speed_left;
1795 return true;
1796 }
1797
2026 int on_battleground; 1798 int on_battleground;
2027 1799
2028 sint16 nx = freearr_x[dir] + op->x; 1800 sint16 nx = freearr_x[dir] + op->x;
2029 sint16 ny = freearr_y[dir] + op->y; 1801 sint16 ny = freearr_y[dir] + op->y;
2030 1802
2031 on_battleground = op_on_battleground (op, 0, 0); 1803 on_battleground = op_on_battleground (op, 0, 0);
2032 1804
2033 if (out_of_map (op->map, nx, ny)) 1805 if (out_of_map (op->map, nx, ny))
2034 return false; 1806 return false;
2035
2036 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2037 {
2038 --op->speed_left;
2039 return true;
2040 }
2041 1807
2042 /* If braced, or can't move to the square, and it is not out of the 1808 /* If braced, or can't move to the square, and it is not out of the
2043 * map, attack it. Note order of if statement is important - don't 1809 * map, attack it. Note order of if statement is important - don't
2044 * want to be calling move_ob if braced, because move_ob will move the 1810 * want to be calling move_ob if braced, because move_ob will move the
2045 * player. This is a pretty nasty hack, because if we could 1811 * player. This is a pretty nasty hack, because if we could
2105 --op->speed_left; 1871 --op->speed_left;
2106 1872
2107 op->play_sound (sound_find ("push_player")); 1873 op->play_sound (sound_find ("push_player"));
2108 push_ob (mon, dir, op); 1874 push_ob (mon, dir, op);
2109 1875
2110 if (op->contr->tmp_invis || op->hide) 1876 if (action_makes_visible (op))
2111 make_visible (op); 1877 make_visible (op);
2112 1878
2113 return true; 1879 return true;
2114 } 1880 }
2115 else 1881 else
2135 { 1901 {
2136 op->play_sound (sound_find ("push_player")); 1902 op->play_sound (sound_find ("push_player"));
2137 push_ob (mon, dir, op); 1903 push_ob (mon, dir, op);
2138 } 1904 }
2139 else 1905 else
2140 new_draw_info (0, 0, op, "You withhold your attack"); 1906 op->statusmsg ("You withhold your attack");
2141 1907
2142 if (op->contr->tmp_invis || op->hide) 1908 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2143 make_visible (op); 1909 make_visible (op);
2144 1910
2145 return true; 1911 return true;
2146 } 1912 }
2147 } 1913 }
2189bool 1955bool
2190move_player (object *op, int dir) 1956move_player (object *op, int dir)
2191{ 1957{
2192 int pick; 1958 int pick;
2193 1959
2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1960 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2195 return 0; 1961 return 0;
2196 1962
2197 /* Sanity check: make sure dir is valid */ 1963 /* Sanity check: make sure dir is valid */
2198 if ((dir < 0) || (dir >= 9)) 1964 if ((dir < 0) || (dir >= 9))
2199 { 1965 {
2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 1971 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2206 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1972 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2207 1973
2208 op->facing = dir; 1974 op->facing = dir;
2209 1975
2210 if (op->hide) 1976 if (op->flag [FLAG_HIDDEN])
2211 do_hidden_move (op); 1977 do_hidden_move (op);
2212 1978
2213 bool retval; 1979 bool retval;
2214 1980
2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 1981 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2053 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2288 { 2054 {
2289 op->play_sound (sound_find ("ob_evaporate")); 2055 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)); 2056 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2291 2057
2292 if (op->contr)
2293 esrv_del_item (op->contr, tmp->count);
2294
2295 tmp->destroy (); 2058 tmp->destroy ();
2296 CLEAR_FLAG (op, FLAG_LIFESAVE); 2059 CLEAR_FLAG (op, FLAG_LIFESAVE);
2297 2060
2298 if (op->stats.hp < 0) 2061 if (op->stats.hp < 0)
2299 op->stats.hp = op->stats.maxhp; 2062 op->stats.hp = op->stats.maxhp;
2311 return 0; 2074 return 0;
2312} 2075}
2313 2076
2314/* This goes throws the inventory and removes unpaid objects, and puts them 2077/* 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 2078 * 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 2079 * function will descend into containers. op is the object to start the search
2317 * from. 2080 * from.
2318 */ 2081 */
2319static void 2082static void
2320drop_unpaid_items (object *op, object *env) 2083drop_unpaid_items (object *op, object *env)
2321{ 2084{
2322 while (op) 2085 while (op)
2323 { 2086 {
2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2087 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2325 2088
2326 if (QUERY_FLAG (op, FLAG_UNPAID)) 2089 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); 2090 op->insert_at (env);
2332 }
2333 else if (op->inv) 2091 else if (op->inv)
2334 drop_unpaid_items (op->inv, env); 2092 drop_unpaid_items (op->inv, env);
2335 2093
2336 op = next; 2094 op = next;
2337 } 2095 }
2349 * Moved from apply.c to player.c - player.c is what 2107 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the 2108 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better, 2109 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory. 2110 * but there isn't one in the server directory.
2353 */ 2111 */
2354char * 2112const char *
2355gravestone_text (object *op) 2113gravestone_text (object *op)
2356{ 2114{
2357 static char buf2[MAX_BUF]; 2115 static dynbuf_text buf;
2358 char buf[MAX_BUF];
2359 time_t now = time (NULL);
2360 2116
2361 strcpy (buf2, " R.I.P.\n\n"); 2117 buf << "---- R.I.P. ----\n\n"
2118 << op->name;
2119
2362 if (op->type == PLAYER) 2120 if (op->type == PLAYER)
2363 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2121 buf << " the " << op->contr->title;
2364 else
2365 sprintf (buf, "%s\n", &op->name);
2366 2122
2367 strncat (buf2, " ", 20 - strlen (buf) / 2); 2123 buf << "\n\n";
2368 strcat (buf2, buf); 2124
2125 buf << "who was level ";
2126 buf << (sint32)op->level << "\n\n" // OO breakdown
2127 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2128
2369 if (op->type == PLAYER) 2129 if (op->type == PLAYER)
2370 sprintf (buf, "who was in level %d when killed\n", op->level); 2130 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 2131
2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf);
2376 if (op->type == PLAYER)
2377 { 2132 {
2378 sprintf (buf, "by %s.\n\n", op->contr->killer); 2133 static char buf2[128];
2379 strncat (buf2, " ", 21 - strlen (buf) / 2); 2134 time_t now = time (NULL);
2380 strcat (buf2, buf);
2381 }
2382
2383 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2135 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2384 strncat (buf2, " ", 20 - strlen (buf) / 2); 2136 buf << buf2;
2385 strcat (buf2, buf); 2137 }
2386 2138
2387 return buf2; 2139 return buf;
2388} 2140}
2389 2141
2390void 2142void
2391do_some_living (object *op) 2143do_some_living (object *op)
2392{ 2144{
2444 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2196 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2445 else 2197 else
2446 { 2198 {
2447 gen_grace = op->stats.maxgrace; 2199 gen_grace = op->stats.maxgrace;
2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2200 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 } 2201 }
2492 2202
2493 /* Regenerate Grace */ 2203 /* Regenerate Grace */
2494 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2204 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2495 if (--op->last_grace < 0) 2205 if (--op->last_grace < 0)
2516 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2226 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2517 } 2227 }
2518 /* wearing stuff doesn't detract from grace generation. */ 2228 /* wearing stuff doesn't detract from grace generation. */
2519 } 2229 }
2520 2230
2231 if (op->stats.food > 0)
2232 {
2521 /* Regenerate Hit Points */ 2233 /* Regenerate Spell Points */
2522 if (--op->last_heal < 0) 2234 if (!op->contr->golem && --op->last_sp < 0)
2523 {
2524 if (op->stats.hp < op->stats.maxhp)
2525 { 2235 {
2526 op->stats.hp++; 2236 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2527 /* dms do not consume food */ 2237
2528 if (!QUERY_FLAG (op, FLAG_WIZ)) 2238 if (op->stats.sp < op->stats.maxsp)
2529 { 2239 {
2240 op->stats.sp++;
2241
2242 /* dms do not consume food */
2243 if (!QUERY_FLAG (op, FLAG_WIZ))
2244 {
2530 op->stats.food--; 2245 op->stats.food--;
2246
2531 if (op->contr->digestion < 0) 2247 if (op->contr->digestion < 0)
2532 op->stats.food += op->contr->digestion; 2248 op->stats.food += op->contr->digestion;
2533 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2249 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2534 op->stats.food = last_food; 2250 op->stats.food = last_food;
2251 }
2535 } 2252 }
2536 }
2537 2253
2538 if (max_hp > 1) 2254 if (max_sp > 1)
2539 {
2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2541 if (over_hp > 0)
2542 { 2255 {
2543 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2256 over_sp = (gen_sp + 10) / rate_sp;
2257 if (over_sp > 0)
2258 {
2259 if (op->stats.sp < op->stats.maxsp)
2260 {
2261 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2262
2263 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2264 op->stats.sp--;
2265
2266 if (op->stats.sp > op->stats.maxsp)
2267 op->stats.sp = op->stats.maxsp;
2268 }
2269
2544 op->last_heal = 0; 2270 op->last_sp = 0;
2271 }
2272 else
2273 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2545 } 2274 }
2546 else 2275 else
2276 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2277 }
2278
2279 /* Regenerate Hit Points */
2280 if (--op->last_heal < 0)
2281 {
2282 if (op->stats.hp < op->stats.maxhp)
2547 { 2283 {
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2284 op->stats.hp++;
2285
2286 /* dms do not consume food */
2287 if (!QUERY_FLAG (op, FLAG_WIZ))
2288 {
2289 op->stats.food--;
2290
2291 if (op->contr->digestion < 0)
2292 op->stats.food += op->contr->digestion;
2293 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2294 op->stats.food = last_food;
2295 }
2549 } 2296 }
2297
2298 if (max_hp > 1)
2299 {
2300 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2301
2302 if (over_hp > 0)
2303 {
2304 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2305 op->last_heal = 0;
2306 }
2307 else
2308 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2550 } 2309 }
2551 else 2310 else
2552 {
2553 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2311 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2554 } 2312 }
2555 } 2313 }
2556 2314
2557 /* Digestion */ 2315 /* Digestion */
2558 if (--op->last_eat < 0) 2316 if (--op->last_eat < 0)
2567 op->stats.food--; 2325 op->stats.food--;
2568 } 2326 }
2569 2327
2570 if (op->stats.food < 0 && op->stats.hp >= 0) 2328 if (op->stats.food < 0 && op->stats.hp >= 0)
2571 { 2329 {
2572 object *tmp, *flesh = 0; 2330 object *flesh = 0;
2573 2331
2574 for (tmp = op->inv; tmp; tmp = tmp->below) 2332 for_inv_removable (op, tmp)
2575 { 2333 {
2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2334 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2335 continue;
2336
2337 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2577 { 2338 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2339 op->statusmsg ("You blindly grab for a bite of food. "
2579 { 2340 "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); 2341 manual_apply (op, tmp, 0);
2342
2582 if (op->stats.food >= 0 || op->stats.hp < 0) 2343 if (op->stats.food >= 0 || op->stats.hp < 0)
2583 break; 2344 break;
2584 } 2345 }
2585 else if (tmp->type == FLESH) 2346 else if (tmp->type == FLESH)
2586 flesh = tmp; 2347 flesh = tmp;
2587 } /* End if paid for object */ 2348 }
2588 } /* end of for loop */
2589 2349
2590 /* If player is still starving, it means they don't have any food, so 2350 /* If player is still starving, it means they don't have any food, so
2591 * eat flesh instead. 2351 * eat flesh instead.
2592 */ 2352 */
2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2353 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2594 { 2354 {
2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2355 op->statusmsg ("You blindly grab for a bite of food. "
2356 "H<To prevent you from starving, you ate some random item from your backpack.>");
2596 manual_apply (op, flesh, 0); 2357 manual_apply (op, flesh, 0);
2597 } 2358 }
2359
2360 // If player is still starving, alert him!
2361 if (op->stats.food < 0)
2362 op->failmsg ("You are starving! "
2363 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2364 }
2365
2366 if (op->stats.food < 0)
2598 } 2367 {
2368 op->stats.hp += op->stats.food;
2369 op->stats.food = 0;
2599 2370
2600 while (op->stats.food < 0 && op->stats.hp >= 0) 2371 if (op->stats.hp < 0)
2601 op->stats.food++, op->stats.hp--; 2372 {
2373 op->contr->killer = archetype::get ("killer_starvation");
2374 op->contr->killer->destroy ();
2375 }
2376 }
2602 2377
2378 /* killer should be set here already */
2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2379 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2604 kill_player (op); 2380 kill_player (op);
2605 } 2381 }
2606} 2382}
2607 2383
2611 * file. 2387 * file.
2612 */ 2388 */
2613void 2389void
2614kill_player (object *op) 2390kill_player (object *op)
2615{ 2391{
2616 char buf[MAX_BUF];
2617 int x, y; 2392 int x, y;
2618
2619 //int i;
2620 maptile *map; /* this is for resurrection */ 2393 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; 2394 int will_kill_again;
2628 archetype *at; 2395 archetype *at;
2629 object *tmp; 2396 object *tmp;
2630 2397
2631 if (save_life (op)) 2398 if (save_life (op))
2632 return; 2399 return;
2400
2401 dynbuf_text deathtab;
2402
2403 /* restore player */
2404 at = archetype::find ("poisoning");
2405 if (object *tmp = present_arch_in_ob (at, op))
2406 {
2407 tmp->destroy ();
2408 deathtab << "Your body feels cleansed...\r";
2409 }
2410
2411 at = archetype::find ("confusion");
2412 if (object *tmp = present_arch_in_ob (at, op))
2413 {
2414 tmp->destroy ();
2415 deathtab << "Your mind feels clearer...\r";
2416 }
2417
2418 cure_disease (op, 0, 0); /* remove any disease */
2419
2420 max_it (op->stats.hp , op->stats.maxhp);
2421 max_it (op->stats.sp , op->stats.maxsp);
2422 max_it (op->stats.grace, op->stats.maxgrace);
2423
2424 if (op->stats.food <= 0)
2425 op->stats.food = 999;
2426
2427 // remove all spell effects that are active
2428 // to avoid long-term effects such as word-of-recall
2429 for (object *item = op->inv; item; )
2430 {
2431 object *next = item->below;
2432
2433 if (item->type == SPELL_EFFECT && item->active)
2434 item->destroy ();
2435
2436 item = next;
2437 }
2633 2438
2634 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2439 /* 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. 2440 * in cities ONLY!!! It is very important that this doesn't get abused.
2636 * Look at op_on_battleground() for more info --AndreasV 2441 * Look at op_on_battleground() for more info --AndreasV
2637 */ 2442 */
2638 if (op_on_battleground (op, &x, &y)) 2443 if (op_on_battleground (op, &x, &y))
2639 { 2444 {
2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2445 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 2446
2663 /* create a bodypart-trophy to make the winner happy */ 2447 /* create a bodypart-trophy to make the winner happy */
2664 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2448 if (object *tmp = arch_to_object (archetype::find ("finger")))
2665 { 2449 {
2666 sprintf (buf, "%s's finger", &op->name); 2450 tmp->name = format ("%s's finger" , &op->name);
2667 tmp->name = buf; 2451 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; 2452 tmp->msg = format (
2453 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2454 &op->name, op->contr->title,
2455 (int)op->level,
2456 op->contr->killer_name ()
2457 );
2672 tmp->value = 0, tmp->type = 0; 2458 tmp->value = 0, tmp->type = 0;
2673 tmp->materialname = "organics"; 2459 tmp->materialname = "organics";
2674 tmp->insert_at (op, tmp); 2460 tmp->insert_at (op, tmp);
2675 } 2461 }
2676 2462
2677 /* teleport defeated player to new destination */ 2463 /* teleport defeated player to new destination */
2678 transfer_ob (op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2679 op->contr->braced = 0; 2465 op->contr->braced = 0;
2466
2467 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2680 return; 2468 return;
2681 } 2469 }
2682 2470
2471 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2472 deathtab << "T<YOU HAVE DIED>\n\n";
2473
2683 INVOKE_PLAYER (DEATH, op->contr); 2474 INVOKE_PLAYER (DEATH, op->contr);
2684 2475
2685 command_kill_pets (op, 0); 2476 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 2477
2695 op->contr->play_sound (sound_find ("player_dies")); 2478 op->contr->play_sound (sound_find ("player_dies"));
2696 2479
2697 /* save the map location for corpse, gravestone */ 2480 /* save the map location for corpse, gravestone */
2698 x = op->x; 2481 x = op->x;
2728 2511
2729 lost_a_stat = 0; 2512 lost_a_stat = 0;
2730 2513
2731 for (z = 0; z < num_stats_lose; z++) 2514 for (z = 0; z < num_stats_lose; z++)
2732 { 2515 {
2733 i = RANDOM () % NUM_STATS; 2516 i = rndm (NUM_STATS);
2734 2517
2735 if (settings.stat_loss_on_death) 2518 if (settings.stat_loss_on_death)
2736 { 2519 {
2737 /* Pick a random stat and take a point off it. Tell the player 2520 /* Pick a random stat and take a point off it. Tell the player
2738 * what he lost. 2521 * what he lost.
2789 } 2572 }
2790 } 2573 }
2791 2574
2792 if (lose_this_stat) 2575 if (lose_this_stat)
2793 { 2576 {
2794 this_stat = get_attr_value (&(dep->stats), i); 2577 this_stat = get_attr_value (&dep->stats, i);
2795 /* We could try to do something clever like find another 2578 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if 2579 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low 2580 * stats have been depleted to -50, all are pretty low
2798 * and should be roughly the same, so it shouldn't make a 2581 * and should be roughly the same, so it shouldn't make a
2799 * difference. 2582 * difference.
2807 lost_a_stat = 1; 2590 lost_a_stat = 1;
2808 } 2591 }
2809 } 2592 }
2810 } 2593 }
2811 } 2594 }
2595
2812 /* If no stat lost, tell the player. */ 2596 /* If no stat lost, tell the player. */
2813 if (!lost_a_stat) 2597 if (!lost_a_stat)
2814 { 2598 {
2815 /* determine_god() seems to not work sometimes... why is this? 2599 /* determine_god() seems to not work sometimes... why is this?
2816 Should I be using something else? GD */ 2600 Should I be using something else? GD */
2817 const char *god = determine_god (op); 2601 shstr_tmp god = determine_god (op);
2818 2602
2819 if (god && (strcmp (god, "none"))) 2603 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); 2604 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2821 else 2605 else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2606 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2823 } 2607 }
2824#else 2608#else
2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2609 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2826#endif 2610#endif
2827 2611
2828 /* Put a gravestone up where the character 'almost' died. List the 2612 /* Put a gravestone up where the character 'almost' died. List the
2829 * exp loss on the stone. 2613 * exp loss on the stone.
2830 */ 2614 */
2831 tmp = arch_to_object (archetype::find ("gravestone")); 2615 tmp = arch_to_object (archetype::find ("gravestone"));
2832 sprintf (buf, "%s's gravestone", &op->name); 2616 tmp->name = format ("%s's gravestone", &op->name);
2833 tmp->name = buf; 2617 tmp->name_pl = format ("%s's gravestones", &op->name);
2834 sprintf (buf, "%s's gravestones", &op->name); 2618 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2835 tmp->name_pl = buf; 2619 &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; 2620 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL, 0); 2621 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2622
2841 /**************************************/ 2623 /**************************************/
2842 /* */ 2624 /* */
2843 /* Subtract the experience points, */ 2625 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */
2846 /* */ 2626 /* */
2847 /**************************************/ 2627 /**************************************/
2848 2628
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)); */ 2629 /*add_exp(op, (op->stats.exp * -0.20)); */
2871 apply_death_exp_penalty (op); 2630 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 2631
2878 /* 2632 /*
2879 * Check to see if the player has any unpaid items. If so, remove them 2633 * Check to see if the player has any unpaid items. If so, remove them
2880 * and put them back in the map. 2634 * and put them back in the map.
2881 */ 2635 */
2916 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2917 force->resist[at] = 100; 2671 force->resist[at] = 100;
2918 2672
2919 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2920 op->update_stats (); 2674 op->update_stats ();
2921
2922 } 2675 }
2923 2676
2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2925} 2678}
2926 2679
2927void 2680void
2928loot_object (object *op) 2681loot_object (object *op)
2929{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2946 2699
2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2700 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2948 { 2701 {
2949 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2950 { 2703 {
2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2952 tmp2->destroy ();
2953 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2954 } 2706 }
2955 else 2707 else
2956 tmp->destroy (); 2708 tmp->destroy ();
2957 } 2709 }
2968void 2720void
2969fix_weight (void) 2721fix_weight (void)
2970{ 2722{
2971 for_all_players (pl) 2723 for_all_players (pl)
2972 { 2724 {
2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2725 sint32 old = pl->ob->carrying;
2974 2726
2975 if (old == sum) 2727 pl->ob->update_weight ();
2976 continue; 2728
2729 if (old != pl->ob->carrying)
2730 {
2977 pl->ob->update_stats (); 2731 pl->ob->update_stats ();
2978 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2732 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2733 }
2979 } 2734 }
2980} 2735}
2981 2736
2982void 2737void
2983fix_luck (void) 2738fix_luck (void)
3025} 2780}
3026 2781
3027void 2782void
3028make_visible (object *op) 2783make_visible (object *op)
3029{ 2784{
3030 op->hide = 0; 2785 op->flag [FLAG_HIDDEN] = 0;
3031 op->invisible = 0; 2786 op->invisible = 0;
2787
3032 if (op->type == PLAYER) 2788 if (op->type == PLAYER)
3033 { 2789 {
3034 op->contr->tmp_invis = 0; 2790 op->contr->tmp_invis = 0;
3035 op->contr->invis_race = 0; 2791 op->contr->invis_race = 0;
3036 } 2792 }
3049 2805
3050/* look at the surrounding terrain to determine 2806/* look at the surrounding terrain to determine
3051 * the hideability of this object. Positive levels 2807 * the hideability of this object. Positive levels
3052 * indicate greater hideability. 2808 * indicate greater hideability.
3053 */ 2809 */
3054
3055int 2810int
3056hideability (object *ob) 2811hideability (object *ob)
3057{ 2812{
3058 int i, level = 0, mflag; 2813 int i, level = 0, mflag;
3059 sint16 x, y; 2814 sint16 x, y;
3060 2815
3061 if (!ob || !ob->map) 2816 if (!ob || !ob->map)
3062 return 0; 2817 return 0;
3063 2818
3064 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3065 level = ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3066 2821
3067 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3068 * If you carry a light on a non-dark map, its not 2823 * If you carry a light on a non-dark map, its not
3069 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3070 if (has_carried_lights (ob)) 2825 if (ob->has_carried_lights ())
3071 level = -(10 + (2 * ob->map->darkness)); 2826 level = -(10 + (2 * ob->map->darklevel ()));
3072 2827
3073 /* scan through all nearby squares for terrain to hide in */ 2828 /* 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]) 2829 for (i = 0, x = ob->x, y = ob->y;
2830 i <= SIZEOFFREE1;
2831 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3075 { 2832 {
3076 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3077 if (mflag & P_OUT_OF_MAP) 2834 if (mflag & P_OUT_OF_MAP)
3078 {
3079 continue; 2835 continue;
3080 } 2836
3081 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3082 level += 2; 2838 level += 2;
3083 else /* open terrain! */ 2839 else /* open terrain! */
3084 level -= 1; 2840 level -= 1;
3085 } 2841 }
3096 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3097 */ 2853 */
3098void 2854void
3099do_hidden_move (object *op) 2855do_hidden_move (object *op)
3100{ 2856{
3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2857 int hide = 0;
3102 object *skop;
3103 2858
3104 if (!op || !op->map) 2859 if (!op || !op->map)
3105 return; 2860 return;
3106 2861
3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2862 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2863 int num = random_roll (0, 19, op, PREFER_LOW);
3108 2864
3109 /* its *extremely* hard to run and sneak/hide at the same time! */ 2865 /* its *extremely* hard to run and sneak/hide at the same time! */
3110 if (op->type == PLAYER && op->contr->run_on) 2866 if (op->type == PLAYER && op->contr->run_on)
3111 if (!skop || num >= skop->level) 2867 if (!skop || num >= skop->level)
3112 { 2868 {
3122 num -= hide; 2878 num -= hide;
3123 2879
3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3125 { 2881 {
3126 make_visible (op); 2882 make_visible (op);
2883
3127 if (op->type == PLAYER) 2884 if (op->type == PLAYER)
3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2885 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3129 } 2886 }
3130 else if (op->type == PLAYER && skop) 2887 else if (op->type == PLAYER && skop)
3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2888 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3184 * object op. This function works fine for monsters, 2941 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 2942 * but we dont worry if the object isnt the top one in
3186 * a pile (say a coin under a table would return "viewable" 2943 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 2944 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 2945 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 2946 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 2947 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 2948 * 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. 2949 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 2950 * -b.t.
3194 * This function is now map tiling safe. 2951 * This function is now map tiling safe.
3195 */ 2952 */
3196
3197int 2953int
3198player_can_view (object *pl, object *op) 2954player_can_view (object *pl, object *op)
3199{ 2955{
3200 rv_vector rv; 2956 rv_vector rv;
3201 int dx, dy; 2957 int dx, dy;
3213 2969
3214 get_rangevector (pl, op, &rv, 0x1); 2970 get_rangevector (pl, op, &rv, 0x1);
3215 2971
3216 /* starting with the 'head' part, lets loop 2972 /* starting with the 'head' part, lets loop
3217 * through the object and find if it has any 2973 * through the object and find if it has any
3218 * part that is in the los array but isnt on 2974 * part that is in the los array but isn't on
3219 * a blocked los square. 2975 * a blocked los square.
3220 * we use the archetype to figure out offsets. 2976 * we use the archetype to figure out offsets.
3221 */ 2977 */
3222 while (op) 2978 while (op)
3223 { 2979 {
3224 dx = rv.distance_x + op->arch->x; 2980 dx = rv.distance_x + op->arch->x;
3225 dy = rv.distance_y + op->arch->y; 2981 dy = rv.distance_y + op->arch->y;
3226 2982
3227 /* only the viewable area the player sees is updated by LOS 2983 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; 2984 return 1;
2985
3235 op = op->more; 2986 op = op->more;
3236 } 2987 }
2988
3237 return 0; 2989 return 0;
3238} 2990}
3239 2991
3240/* routine for both players and monsters. We call this when 2992/* routine for both players and monsters. We call this when
3241 * there is a possibility for our action distrubing our hiding 2993 * there is a possibility for our action distrubing our hiding
3242 * place or invisiblity spell. Artefact invisiblity is not 2994 * place or invisiblity spell. Artefact invisiblity causes
3243 * effected by this. If we arent invisible to begin with, we 2995 * "noise" instead. If we arent invisible to begin with, we
3244 * return 0. 2996 * return 0.
3245 */ 2997 */
3246int 2998int
3247action_makes_visible (object *op) 2999action_makes_visible (object *op)
3248{ 3000{
3249
3250 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3001 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3251 { 3002 {
3252 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3003 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3004 {
3005 // artefact invisibility is permanent, but we still make noise
3006 // this is important for game-balance.
3007 if (op->contr)
3008 op->make_noise ();
3009
3253 return 0; 3010 return 0;
3011 }
3254 3012
3255 if (op->contr && op->contr->tmp_invis == 0) 3013 if (op->contr && op->contr->tmp_invis == 0)
3256 return 0; 3014 return 0;
3257 3015
3258 /* If monsters, they should become visible */ 3016 /* If monsters, they should become visible */
3259 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3017 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3260 { 3018 {
3261 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3019 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3262 return 1; 3020 return 1;
3263 } 3021 }
3264 } 3022 }
3023
3265 return 0; 3024 return 0;
3266} 3025}
3267 3026
3268/* op_on_battleground - checks if the given object op (usually 3027/* op_on_battleground - checks if the given object op (usually
3269 * a player) is standing on a valid battleground-tile, 3028 * 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 3033 * Default is to do the same as before, so only people wanting to have different points need worry about this
3275 */ 3034 */
3276int 3035int
3277op_on_battleground (object *op, int *x, int *y) 3036op_on_battleground (object *op, int *x, int *y)
3278{ 3037{
3279 object *tmp;
3280
3281 /* A battleground-tile needs the following attributes to be valid: 3038 /* 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), 3039 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3040 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3041 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3042 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3043 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3044 for (object *tmp = op->below; tmp; tmp = tmp->below)
3288 { 3045 {
3289 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3046 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3290 { 3047 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3048 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3292 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3049 && tmp->type == BATTLEGROUND
3050 && tmp->name == shstr_battleground
3051 && EXIT_X (tmp) && EXIT_Y (tmp))
3293 { 3052 {
3294 /*before we assign the exit, check if this is a teambattle */ 3053 /* before we assign the exit, check if this is a teambattle */
3295 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3054 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 { 3055 {
3297 object *invtmp;
3298
3299 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3056 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3300 { 3057 {
3301 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3058 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3302 { 3059 {
3303 if (x != NULL && y != NULL) 3060 if (x && y)
3304 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3061 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3062
3305 return 1; 3063 return 1;
3306 } 3064 }
3307 } 3065 }
3308 } 3066 }
3067
3309 if (x != NULL && y != NULL) 3068 if (x && y)
3310 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070
3311 return 1; 3071 return 1;
3312 } 3072 }
3313 } 3073 }
3314 } 3074 }
3075
3315 /* If we got here, did not find a battleground */ 3076 /* If we got here, did not find a battleground */
3316 return 0; 3077 return 0;
3317} 3078}
3318 3079
3319/* 3080/*
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3096 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i = 0, j = 0; 3097 int i = 0, j = 0;
3337 3098
3338 /* get the appropriate treasurelist */ 3099 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3100 if (atnr == ATNR_FIRE)
3340 trlist = treasurelist::find ("dragon_ability_fire"); 3101 trlist = treasurelist::find (shstr_dragon_ability_fire);
3341 else if (atnr == ATNR_COLD) 3102 else if (atnr == ATNR_COLD)
3342 trlist = treasurelist::find ("dragon_ability_cold"); 3103 trlist = treasurelist::find (shstr_dragon_ability_cold);
3343 else if (atnr == ATNR_ELECTRICITY) 3104 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = treasurelist::find ("dragon_ability_elec"); 3105 trlist = treasurelist::find (shstr_dragon_ability_elec);
3345 else if (atnr == ATNR_POISON) 3106 else if (atnr == ATNR_POISON)
3346 trlist = treasurelist::find ("dragon_ability_poison"); 3107 trlist = treasurelist::find (shstr_dragon_ability_poison);
3347 3108
3348 if (trlist == NULL || who->type != PLAYER) 3109 if (trlist == NULL || who->type != PLAYER)
3349 return; 3110 return;
3350 3111
3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3112 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3469 else 3230 else
3470 { 3231 {
3471 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3472 tmp = arch_to_object (tr->item); 3233 tmp = arch_to_object (tr->item);
3473 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 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); 3235 who->insert (tmp);
3475 if (who->type == PLAYER)
3476 esrv_send_item (who, tmp);
3477 } 3236 }
3478} 3237}
3479 3238
3480/** 3239/**
3481 * Unready an object for a player. This function does nothing if the object was 3240 * Unready an object for a player. This function does nothing if the object was
3493 if (pl->ranged_ob == ob) 3252 if (pl->ranged_ob == ob)
3494 pl->ranged_ob = 0; 3253 pl->ranged_ob = 0;
3495} 3254}
3496 3255
3497sint8 3256sint8
3498player::visibility_at (maptile *map, int x, int y) const 3257player::darkness_at (maptile *map, int x, int y) const
3499{ 3258{
3500 if (!ns) 3259 if (!ns)
3501 return 0; 3260 return LOS_BLOCKED;
3502 3261
3503 int dx, dy; 3262 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3263 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0; 3264 return LOS_BLOCKED;
3506 3265
3507 x += dx - ns->current_x + ns->mapx / 2; 3266 x += dx - ns->current_x;
3508 y += dy - ns->current_y + ns->mapy / 2; 3267 y += dy - ns->current_y;
3509 3268
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]; 3269 return blocked_los (x, y);
3514} 3270}
3271
3272void
3273player::infobox (const char *title, const char *msg, int color)
3274{
3275 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3276}
3277
3278void
3279player::statusmsg (const char *msg, int color)
3280{
3281 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3282}
3283
3284void
3285player::failmsg (const char *msg, int color)
3286{
3287 play_sound (sound_find ("generic_failure"));
3288 statusmsg (msg, color);
3289}
3290

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines