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Comparing deliantra/server/server/player.C (file contents):
Revision 1.158 by root, Mon Aug 13 15:46:45 2007 UTC vs.
Revision 1.236 by root, Thu Nov 5 14:56:06 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <sproto.h> 26#include <sproto.h>
26#include <sounds.h> 27#include <sounds.h>
32#include <algorithm> 33#include <algorithm>
33#include <functional> 34#include <functional>
34 35
35playervec players; 36playervec players;
36 37
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 38/* This loads the first map an puts the player on it. */
152static void 39static void
153set_first_map (object *op) 40set_first_map (object *op)
154{ 41{
155 op->contr->maplevel = first_map_path; 42 op->contr->maplevel = first_map_path;
183 70
184 if (ob->map) 71 if (ob->map)
185 maplevel = ob->map->path; 72 maplevel = ob->map->path;
186 73
187 ob->remove (); 74 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 76 ob->map = 0;
189 party = 0; 77 party = 0;
190 78
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 80
206 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
207 95
208 ns->update_look = 0; 96 ns->update_look = 0;
209 ns->look_position = 0; 97 ns->look_position = 0;
210 98
211 clear_los (this); 99 clear_los ();
212 100
213 ns->reset_stats (); 101 ns->reset_stats ();
214 102
215 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
218 106
219 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
220 link_player_skills (ob); 108 link_skills ();
221 109
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 111
224 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
225 113
238 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
239 } 127 }
240 128
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 130
243 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 activate ();
140
141 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this);
143}
144
145void
146player::disconnect ()
147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
154 if (ns)
155 {
156 if (active)
157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
158
159 INVOKE_PLAYER (DISCONNECT, this);
160
161 ns->reset_stats ();
162 ns->pl = 0;
163 ns = 0;
164 }
165
166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
169
170 deactivate ();
171}
172
173// the need for this function can be explained
174// by load_object not returning the object
175void
176player::set_object (object *op)
177{
178 ob = observe = viewpoint = op;
179 ob->contr = this; /* this aren't yet in archetype */
180
181 ob->speed = 1.0f;
182 ob->speed_left = 0.5f;
183
184 ob->direction = 5; /* So player faces south */
244 185
245 ob->flag [FLAG_READY_WEAPON] = false; 186 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 187 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false; 188 ob->flag [FLAG_READY_BOW] = false;
248 189
265 combat_ob = op; 206 combat_ob = op;
266 break; 207 break;
267 } 208 }
268 209
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 210 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats (); 211 ob->deactivate (); // change_weapon activates, fix this better
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 {
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} 212}
325 213
326void 214void
327player::set_observe (object *op) 215player::set_observe (object *op)
328{ 216{
329 observe = op ? op : ob; 217 observe = viewpoint = op ? op : ob;
218 do_los = 1;
219}
220
221void
222player::set_viewpoint (object *op)
223{
224 viewpoint = op ? op : (object *)observe;
330 do_los = 1; 225 do_los = 1;
331} 226}
332 227
333player::player () 228player::player ()
334{ 229{
342 savebed_map = first_map_path; /* Init. respawn position */ 237 savebed_map = first_map_path; /* Init. respawn position */
343 238
344 gen_sp_armour = 10; 239 gen_sp_armour = 10;
345 bowtype = bow_normal; 240 bowtype = bow_normal;
346 petmode = pet_normal; 241 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers; 242 usekeys = containers;
349 peaceful = 1; /* default peaceful */ 243 peaceful = 1; /* default peaceful */
350 do_los = 1; 244 do_los = 1;
351 245
352 weapon_sp = 1.0f; 246 weapon_sp = 1.0f;
364 { 258 {
365 ob->destroy_inv (false); 259 ob->destroy_inv (false);
366 ob->destroy (); 260 ob->destroy ();
367 } 261 }
368 262
369 ob = observe = 0; 263 ob = observe = viewpoint = 0;
370} 264}
371 265
372player::~player () 266player::~player ()
373{ 267{
374 /* Clear item stack */ 268 /* Clear item stack */
401 * Note: there MUST be at least one player archetype! 295 * Note: there MUST be at least one player archetype!
402 */ 296 */
403archetype * 297archetype *
404get_player_archetype (archetype *at) 298get_player_archetype (archetype *at)
405{ 299{
300 // archetypes could have been reloaded
301 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
302
303 if (!nat)
304 return at;
305
406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 306 archvec::iterator i = archetypes.find (nat);
407 307
408 for (;;) 308 for (;;)
409 { 309 {
410 if (++i == archetypes.end ()) 310 if (++i == archetypes.end ())
411 i = archetypes.begin (); 311 i = archetypes.begin ();
425 unsigned lastdist; 325 unsigned lastdist;
426 rv_vector rv; 326 rv_vector rv;
427 327
428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 328 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 { 329 {
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)) 330 if (!can_detect_enemy (mon, ol->ob, &rv))
458 continue; 331 continue;
459 332
460 if (lastdist > rv.distance) 333 if (lastdist > rv.distance)
461 { 334 {
656 529
657 return firstdir; 530 return firstdir;
658} 531}
659 532
660void 533void
661give_initial_items (object *pl, treasurelist * items) 534give_initial_items (object *pl, treasurelist *items)
662{ 535{
663 object *op, *next = NULL;
664
665 if (pl->randomitems != NULL) 536 if (pl->randomitems)
666 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 537 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
667 538
668 for (op = pl->inv; op; op = next) 539 for (object *next, *op = pl->inv; op; op = next)
669 { 540 {
670 next = op->below; 541 next = op->below;
671 542
672 /* Forces get applied per default, unless they have the 543 /* Forces get applied per default, unless they have the
673 * flag "neutral" set. Sorry but I can't think of a better way 544 * flag "neutral" set. Sorry but I can't think of a better way
678 /* we never give weapons/armour if these cannot be used 549 /* we never give weapons/armour if these cannot be used
679 * by this player due to race restrictions 550 * by this player due to race restrictions
680 */ 551 */
681 if (pl->type == PLAYER) 552 if (pl->type == PLAYER)
682 { 553 {
683 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
555 &&
684 (op->type == ARMOUR || op->type == BOOTS || 556 (op->type == ARMOUR || op->type == BOOTS
685 op->type == CLOAK || op->type == HELMET || 557 || op->type == CLOAK || op->type == HELMET
686 op->type == SHIELD || op->type == GLOVES || 558 || op->type == SHIELD || op->type == GLOVES
559 || op->type == BRACERS || op->type == GIRDLE))
687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 560 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
688 { 561 {
689 op->destroy (); 562 op->destroy ();
690 continue; 563 continue;
691 } 564 }
692 } 565 }
693 566
694 /* This really needs to be better - we should really give 567 /* Here we remove duplicated skills (as duplicated spell objects have
695 * a substitute spellbook. The problem is that we don't really 568 * _very_ confusing effects for players), which could for instance be
696 * have a good idea what to replace it with (need something like 569 * generated by bad treasurelists. - elmex
697 * a first level treasurelist for each skill.)
698 * remove duplicate skills also
699 */ 570 */
700 if (op->type == SPELLBOOK || op->type == SKILL) 571 if (op->type == SKILL)
701 { 572 {
702 object *tmp;
703
704 for (tmp = op->below; tmp; tmp = tmp->below) 573 for (object *tmp = op->below; tmp; tmp = tmp->below)
705 if (tmp->type == op->type && tmp->name == op->name) 574 if (tmp->type == op->type && tmp->name == op->name)
706 break;
707
708 if (tmp)
709 { 575 {
710 op->destroy (); 576 op->destroy ();
577 LOG (llevError,
711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
712 continue; 579 break;
713 } 580 }
714 581
715 if (op->nrof > 1) 582 if (op->nrof > 1)
716 op->nrof = 1; 583 op->nrof = 1;
717 } 584 }
718 585
719 if (op->type == SPELLBOOK && op->inv) 586 if (op->type == SPELLBOOK && op->inv)
720 {
721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
722 }
723 588
724 /* Give starting characters identified, uncursed, and undamned 589 /* Give starting characters identified, uncursed, and undamned
725 * items. Just don't identify gold or silver, or it won't be 590 * items. Just don't identify gold or silver, or it won't be
726 * merged properly. 591 * merged properly.
727 */ 592 */
728 if (need_identify (op)) 593 if (need_identify (op))
729 { 594 {
730 SET_FLAG (op, FLAG_IDENTIFIED); 595 SET_FLAG (op, FLAG_IDENTIFIED);
731 CLEAR_FLAG (op, FLAG_CURSED); 596 CLEAR_FLAG (op, FLAG_CURSED);
732 CLEAR_FLAG (op, FLAG_DAMNED); 597 CLEAR_FLAG (op, FLAG_DAMNED);
733 } 598 }
599
734 if (op->type == SPELL) 600 if (op->type == SPELL)
735 { 601 {
736 op->destroy (); 602 op->destroy ();
737 continue; 603 continue;
738 } 604 }
740 { 606 {
741 SET_FLAG (op, FLAG_CAN_USE_SKILL); 607 SET_FLAG (op, FLAG_CAN_USE_SKILL);
742 op->stats.exp = 0; 608 op->stats.exp = 0;
743 op->level = 1; 609 op->level = 1;
744 } 610 }
745 /* lock all 'normal items by default */ 611 else /* lock all 'normal items by default */
746 else
747 SET_FLAG (op, FLAG_INV_LOCKED); 612 SET_FLAG (op, FLAG_INV_LOCKED);
748 } /* for loop of objects in player inv */ 613 } /* for loop of objects in player inv */
749 614
750 /* Need to set up the skill pointers */ 615 /* Need to set up the skill pointers */
751 link_player_skills (pl); 616 pl->contr->link_skills ();
752} 617}
753 618
754void 619void
755get_party_password (object *op, partylist *party) 620get_party_password (object *op, partylist *party)
756{ 621{
857static void 722static void
858start_info (object *op) 723start_info (object *op)
859{ 724{
860 char buf[MAX_BUF]; 725 char buf[MAX_BUF];
861 726
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 727 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf); 728 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} 729}
867 730
868/* This function takes the key that is passed, and does the 731/* This function takes the key that is passed, and does the
869 * appropriate action with it (change race, or other things). 732 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 733 * The function name is for historical reasons - now we have
873 */ 736 */
874void 737void
875player::chargen_race_done () 738player::chargen_race_done ()
876{ 739{
877 /* this must before then initial items are given */ 740 /* this must before then initial items are given */
878 esrv_new_player (ob->contr, ob->weight + ob->carrying); 741 esrv_new_player (ob->contr);
879 742
880 treasurelist *tl = treasurelist::find ("starting_wealth"); 743 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl) 744 if (tl)
882 create_treasure (tl, ob, 0, 0, 0); 745 create_treasure (tl, ob, 0, 0, 0);
883 746
887 ob->contr->ns->state = ST_PLAYING; 750 ob->contr->ns->state = ST_PLAYING;
888 751
889 if (ob->msg) 752 if (ob->msg)
890 ob->msg = 0; 753 ob->msg = 0;
891 754
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); 755 start_info (ob);
902 CLEAR_FLAG (ob, FLAG_WIZ); 756 CLEAR_FLAG (ob, FLAG_WIZ);
903 give_initial_items (ob, ob->randomitems); 757 give_initial_items (ob, ob->randomitems);
904 link_player_skills (ob);
905 esrv_send_inventory (ob, ob); 758 esrv_send_inventory (ob, ob);
906 ob->update_stats (); 759 ob->update_stats ();
907 760
908 /* This moves the player to a different start map, if there 761 /* This moves the player to a different start map, if there
909 * is one for this race 762 * is one for this race
910 */ 763 */
911 if (*first_map_ext_path) 764 if (*first_map_ext_path)
912 { 765 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 766 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 767 LOG (llevDebug, "first_map_ext_path not set\n");
928} 768}
929 769
930void 770void
974 LOG (llevDebug, "Fleeing player is dead.\n"); 814 LOG (llevDebug, "Fleeing player is dead.\n");
975 CLEAR_FLAG (op, FLAG_SCARED); 815 CLEAR_FLAG (op, FLAG_SCARED);
976 return; 816 return;
977 } 817 }
978 818
979 if (op->enemy == NULL) 819 if (!op->enemy)
980 { 820 {
981 LOG (llevDebug, "Fleeing player had no enemy.\n"); 821 LOG (llevDebug, "Fleeing player had no enemy.\n");
982 CLEAR_FLAG (op, FLAG_SCARED); 822 CLEAR_FLAG (op, FLAG_SCARED);
983 return; 823 return;
984 } 824 }
985 825
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)) 826 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
998 { 827 {
999 op->enemy = NULL; 828 op->enemy = NULL;
1000 CLEAR_FLAG (op, FLAG_SCARED); 829 CLEAR_FLAG (op, FLAG_SCARED);
1001 return; 830 return;
1004 get_rangevector (op, op->enemy, &rv, 0); 833 get_rangevector (op, op->enemy, &rv, 0);
1005 834
1006 dir = absdir (4 + rv.direction); 835 dir = absdir (4 + rv.direction);
1007 for (diff = 0; diff < 3; diff++) 836 for (diff = 0; diff < 3; diff++)
1008 { 837 {
1009 int m = 1 - (RANDOM () & 2); 838 int m = 1 - rndm (2) * 2;
1010 839
1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 840 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1012 return; 841 return;
1013 } 842 }
1014 843
1025check_pick (object *op) 854check_pick (object *op)
1026{ 855{
1027 object *tmp, *next; 856 object *tmp, *next;
1028 int stop = 0; 857 int stop = 0;
1029 int wvratio; 858 int wvratio;
1030 char putstring[128];
1031 859
1032 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
1034 return 1; 862 return 1;
1035 863
1036 next = op->below; 864 next = op->below;
1037 865
866 int cnt = MAX_ITEM_PER_DROP;
867#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
868
1038 /* loop while there are items on the floor that are not marked as 869 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 870 * destroyed */
1040 while (next && !next->destroyed ()) 871 while (next && !next->destroyed ())
1041 { 872 {
1042 tmp = next; 873 tmp = next;
1043 next = tmp->below; 874 next = tmp->below;
1044 875
876 if (cnt <= 0)
877 {
878 op->failmsg ("Couldn't pickup all items at once.");
879 return 0;
880 }
881
1045 if (op->destroyed ()) 882 if (op->destroyed ())
1046 return 0; 883 return 0;
1047 884
1048 if (!can_pick (op, tmp)) 885 if (!can_pick (op, tmp))
1049 continue; 886 continue;
1050 887
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 888 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 889 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 890 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 891 CHK_PICK_PICKUP;
892
1055 continue; 893 continue;
1056 } 894 }
1057 895
1058 /* high not bit set? We're using the old autopickup model */ 896 /* pickup handling */
897 if (op->contr->mode & PU_DEBUG)
898 {
899 /* some debugging code to figure out item information */
900 const char *str = tmp->name
901 ? format ("item name: %s item type: %d weight/value: %d",
902 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
903 : format ("item name: %s item type: %d weight/value: %d",
904 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
905
906 new_draw_info (NDI_UNIQUE, 0, op, str);
907 }
908
909 if (op->contr->mode & PU_INHIBIT)
910 return 1;
911
912 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
913 return 1;
914
915 /* philosophy:
916 * It's easy to grab an item type from a pile, as long as it's
917 * generic. This takes no game-time. For more detailed pickups
918 * and selections, select-items should be used. This is a
919 * grab-as-you-run type mode that's really useful for arrows for
920 * example.
921 * The drawback: right now it has no frontend, so you need to
922 * stick the bits you want into a calculator in hex mode and then
923 * convert to decimal and then 'pickup <#>
924 */
925
926 /* the first two modes are exclusive: if NOTHING we return, if
927 * STOP then we stop. All the rest are applied sequentially,
928 * meaning if any test passes, the item gets picked up. */
929
930 /* if mode is set to pick nothing up, return */
931 if (op->contr->mode == PU_NOTHING)
932 return 1;
933
934 /* if mode is set to stop when encountering objects, return */
935 /* take STOP before INHIBIT since it doesn't actually pick
936 * anything up */
937 if (op->contr->mode & PU_STOP)
938 return 0;
939
940 /* useful for going into stores and not losing your settings... */
941 /* and for battles wher you don't want to get loaded down while
942 * fighting */
943 if (op->contr->mode & PU_INHIBIT)
944 return 1;
945
946 /* prevent us from turning into auto-thieves :) */
947 if (QUERY_FLAG (tmp, FLAG_UNPAID))
948 continue;
949
950 /* ignore known cursed objects */
951 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
952 continue;
953
954 /* all food and drink if desired */
955 /* question: don't pick up known-poisonous stuff? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 956 if (op->contr->mode & PU_FOOD)
957 if (tmp->type == FOOD)
1060 { 958 {
1061 switch (op->contr->mode) 959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_DRINK)
964 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 if (op->contr->mode & PU_POTION)
971 if (tmp->type == POTION)
972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
976
977 /* spellbooks, skillscrolls and normal books/scrolls */
978 if (op->contr->mode & PU_SPELLBOOK)
979 if (tmp->type == SPELLBOOK)
980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
985 if (op->contr->mode & PU_SKILLSCROLL)
986 if (tmp->type == SKILLSCROLL)
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 if (op->contr->mode & PU_READABLES)
993 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
994 {
995 CHK_PICK_PICKUP;
996 continue;
997 }
998
999 /* wands/staves/rods/horns */
1000 if (op->contr->mode & PU_MAGIC_DEVICE)
1001 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1006
1007 /* pick up all magical items */
1008 if (op->contr->mode & PU_MAGICAL)
1009 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1010 {
1011 CHK_PICK_PICKUP;
1012 continue;
1013 }
1014
1015 if (op->contr->mode & PU_VALUABLES)
1016 {
1017 if (tmp->type == MONEY || tmp->type == GEM)
1062 { 1018 {
1063 case 0: 1019 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 1020 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 } 1021 }
1096 } 1022 }
1097 else 1023
1098 { /* old model */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG) 1025 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET)
1101 { 1027 {
1102 /* some debugging code to figure out item information */ 1028 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; 1029 continue;
1030 }
1149 1031
1150 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1033 if (op->contr->mode & PU_FLESH)
1034 if (tmp->type == FLESH)
1035 {
1036 CHK_PICK_PICKUP;
1152 continue; 1037 continue;
1038 }
1153 1039
1154 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1155 /* question: don't pick up known-poisonous stuff? */ 1041 if (op->contr->mode & PU_BOW)
1042 if (tmp->type == BOW)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_ARROW)
1049 if (tmp->type == ARROW)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 /* all kinds of armor etc. */
1056 if (op->contr->mode & PU_ARMOUR)
1057 if (tmp->type == ARMOUR)
1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1063 if (op->contr->mode & PU_HELMET)
1064 if (tmp->type == HELMET)
1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1070 if (op->contr->mode & PU_SHIELD)
1071 if (tmp->type == SHIELD)
1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1156 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1157 if (tmp->type == FOOD) 1078 if (tmp->type == BOOTS)
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES)
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 if (op->contr->mode & PU_CLOAK)
1092 if (tmp->type == CLOAK)
1093 {
1094 CHK_PICK_PICKUP;
1095 continue;
1096 }
1097
1098 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1105
1106 /* careful: chairs and tables are weapons! */
1107 if (op->contr->mode & PU_ALLWEAPON)
1108 {
1109 if (tmp->type == WEAPON)
1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1158 { 1111 {
1159 pick_up (op, tmp); 1112 CHK_PICK_PICKUP;
1160 continue; 1113 continue;
1161 } 1114 }
1115 }
1162 1116
1117 /* misc stuff that's useful */
1163 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1165 { 1120 {
1166 pick_up (op, tmp); 1121 CHK_PICK_PICKUP;
1167 continue; 1122 continue;
1168 } 1123 }
1169 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1170 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1171 if (tmp->type == POTION) 1128 {
1129 /* use value density to decide what else to grab */
1130 /* >=7 was >= op->contr->mode */
1131 /* >=7 is the old standard setting. Now we take the last 4 bits
1172 { 1132 */
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) 1133 wvratio = op->contr->mode & PU_RATIO;
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1134 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 { 1135 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1218 { 1139 {
1219 pick_up (op, tmp); 1140 fprintf (stderr, "%s", tmp->name);
1220 continue;
1221 } 1141 }
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 1142 else
1356 fprintf (stderr, "%s", tmp->arch->archname); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1359#endif 1146#endif
1147 CHK_PICK_PICKUP;
1360 continue; 1148 continue;
1361 }
1362 } 1149 }
1363 } /* the new pickup model */ 1150 } /* the new pickup model */
1364 } 1151 }
1365 1152
1366 return !stop; 1153 return !stop;
1372 * found object is returned. 1159 * found object is returned.
1373 */ 1160 */
1374object * 1161object *
1375find_arrow (object *op, const char *type) 1162find_arrow (object *op, const char *type)
1376{ 1163{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1164 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) 1165 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1166 return splay (tmp);
1167
1168 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1169 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1170 if (object *arrow = find_arrow (tmp, type))
1171 {
1172 splay (tmp);
1383 return op; 1173 return arrow;
1174 }
1384 1175
1385 return tmp; 1176 return 0;
1386} 1177}
1387 1178
1388/* 1179/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1180 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390 * against the target. A full test is not performed, simply a basic test 1181 * against the target. A full test is not performed, simply a basic test
1391 * of resistances. The archer is making a quick guess at what he sees down 1182 * of resistances. The archer is making a quick guess at what he sees down
1392 * the hall. Failing that it does it's best to pick the highest plus arrow. 1183 * the hall. Failing that it does it's best to pick the highest plus arrow.
1393 */ 1184 */
1394object * 1185object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1187{
1397 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1399 1190
1400 if (!type) 1191 if (!type)
1404 { 1195 {
1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1196 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 { 1197 {
1407 i = 0; 1198 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1409 if (i > betterby) 1201 if (i > betterby)
1410 { 1202 {
1411 tmp = ntmp; 1203 tmp = ntmp;
1412 betterby = i; 1204 betterby = i;
1413 } 1205 }
1414 } 1206 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1207 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1208 {
1417 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1210 if (target->race && arrow->slaying.contains (target->race))
1419 { 1211 {
1420 if (arrow->attacktype & AT_DEATH) 1212 if (arrow->attacktype & AT_DEATH)
1421 { 1213 {
1422 *better = 100; 1214 *better = 100;
1423 return arrow; 1215 return arrow;
1438 { 1230 {
1439 tmp = arrow; 1231 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1232 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1233 }
1442 } 1234 }
1235
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1237 {
1445 tmp = arrow; 1238 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1240 }
1241
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1243 {
1450 tmp = arrow; 1244 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1246 }
1453 } 1247 }
1454 } 1248 }
1455 } 1249 }
1250
1456 if (tmp == NULL && arrow == NULL) 1251 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1252 return find_arrow (op, type);
1458 1253
1459 *better = betterby; 1254 *better = betterby;
1460 return tmp; 1255 return tmp;
1465 * op = the shooter 1260 * op = the shooter
1466 * type = bow->race 1261 * type = bow->race
1467 * dir = fire direction 1262 * dir = fire direction
1468 */ 1263 */
1469object * 1264object *
1470pick_arrow_target (object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1471{ 1266{
1472 object *tmp = NULL; 1267 object *tmp = NULL;
1473 maptile *m; 1268 maptile *m;
1474 int i, mflags, found, number; 1269 int i, mflags, found, number;
1475 sint16 x, y; 1270 sint16 x, y;
1490 for (i = 0, found = 0; i < 20; i++) 1285 for (i = 0, found = 0; i < 20; i++)
1491 { 1286 {
1492 x += freearr_x[dir]; 1287 x += freearr_x[dir];
1493 y += freearr_y[dir]; 1288 y += freearr_y[dir];
1494 mflags = get_map_flags (m, &m, x, y, &x, &y); 1289 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290
1495 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1496 { 1292 {
1497 tmp = NULL; 1293 tmp = 0;
1498 break; 1294 break;
1499 } 1295 }
1500 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1296 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1501 { 1297 {
1502 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1298 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1503 * perhaps a bad assumption. 1299 * perhaps a bad assumption.
1504 */ 1300 */
1505 tmp = NULL; 1301 tmp = 0;
1506 break; 1302 break;
1507 } 1303 }
1304
1508 if (mflags & P_IS_ALIVE) 1305 if (mflags & P_IS_ALIVE)
1509 {
1510 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1306 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1511 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1307 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1512 {
1513 found++;
1514 break;
1515 }
1516 if (found)
1517 break; 1308 break;
1518 }
1519 } 1309 }
1520 if (tmp == NULL) 1310
1311 if (!tmp)
1521 return find_arrow (op, type); 1312 return find_arrow (op, type);
1522 1313
1523 if (tmp->head) 1314 if (tmp->head)
1524 tmp = tmp->head; 1315 tmp = tmp->head;
1525 1316
1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1566 return 0; 1357 return 0;
1567 } 1358 }
1568 1359
1569 // optimisation: move object to top so we will find it quickly again 1360 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below) 1361 splay (bow);
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1576 } 1362 }
1577 1363
1578 if (!bow->race || !bow->skill) 1364 if (!bow->race || !bow->skill)
1579 { 1365 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1366 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1606 } 1392 }
1607 1393
1608 /* this should not happen, but sometimes does */ 1394 /* this should not happen, but sometimes does */
1609 if (arrow->nrof == 0) 1395 if (arrow->nrof == 0)
1610 { 1396 {
1397 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1611 arrow->destroy (); 1398 arrow->destroy ();
1612 return 0; 1399 return 0;
1613 } 1400 }
1614 1401
1615 left = arrow; /* these are arrows left to the player */ 1402 left = arrow; /* these are arrows left to the player */
1616 arrow = get_split_ob (arrow, 1); 1403 arrow = arrow->split ();
1617 if (!arrow) 1404 if (!arrow)
1618 { 1405 {
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1406 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 return 0; 1407 return 0;
1621 } 1408 }
1625 arrow->direction = dir; 1412 arrow->direction = dir;
1626 1413
1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1414 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam; 1415 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype; 1416 arrow->stats.grace = arrow->attacktype;
1630 1417 arrow->custom_name = arrow->slaying;
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633 1418
1634#if 0 1419#if 0
1635 if (player *pl = op->contr) 1420 if (player *pl = op->contr)
1636 { 1421 {
1637 float speed = pl->weapon_sp; 1422 float speed = pl->weapon_sp;
1688 op->play_sound (sound_find ("fire_arrow")); 1473 op->play_sound (sound_find ("fire_arrow"));
1689 m->insert (arrow, sx, sy, op); 1474 m->insert (arrow, sx, sy, op);
1690 1475
1691 if (!arrow->destroyed ()) 1476 if (!arrow->destroyed ())
1692 move_arrow (arrow); 1477 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 1478
1702 return 1; 1479 return 1;
1703} 1480}
1704 1481
1705/* Special fire code for players - this takes into 1482/* Special fire code for players - this takes into
1710 * hence the function name. 1487 * hence the function name.
1711 */ 1488 */
1712int 1489int
1713player_fire_bow (object *op, int dir) 1490player_fire_bow (object *op, int dir)
1714{ 1491{
1715 int ret = 0, wcmod = 0; 1492 int ret;
1716 1493
1717 if (op->contr->bowtype == bow_bestarrow) 1494 if (op->contr->bowtype == bow_bestarrow)
1718 { 1495 {
1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1496 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1720 } 1497 }
1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1498 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1722 { 1499 {
1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1500 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); 1501 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1727 } 1502 }
1728 else if (op->contr->bowtype == bow_threewide) 1503 else if (op->contr->bowtype == bow_threewide)
1729 { 1504 {
1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1505 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1731 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1506 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1507 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1733 } 1508 }
1734 else if (op->contr->bowtype == bow_spreadshot) 1509 else if (op->contr->bowtype == bow_spreadshot)
1735 { 1510 {
1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1511 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1512 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1513 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1739 } 1514 }
1740 else 1515 else
1741 { 1516 {
1779 return; 1554 return;
1780 } 1555 }
1781 } 1556 }
1782 else if (item->type == ROD || item->type == HORN) 1557 else if (item->type == ROD || item->type == HORN)
1783 { 1558 {
1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1559 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1560
1561 // using the maximum of the rods charge allows at least one spell cast
1562 // for a rod or horn, this fixes some broken rods.
1563 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1785 { 1564 {
1786 op->contr->play_sound (sound_find ("wand_poof")); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1787 1566
1788 if (item->type == ROD) 1567 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)); 1568 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1794 } 1573 }
1795 } 1574 }
1796 1575
1797 if (cast_spell (op, item, dir, item->inv, NULL)) 1576 if (cast_spell (op, item, dir, item->inv, NULL))
1798 { 1577 {
1799 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1578 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1579
1800 if (item->type == WAND) 1580 if (item->type == WAND)
1801 { 1581 {
1802 if (!(--item->stats.food)) 1582 if (!(--item->stats.food))
1803 { 1583 {
1804 object *tmp; 1584 object *tmp;
1808 CLEAR_FLAG (item, FLAG_ANIMATE); 1588 CLEAR_FLAG (item, FLAG_ANIMATE);
1809 item->face = item->arch->face; 1589 item->face = item->arch->face;
1810 item->set_speed (0); 1590 item->set_speed (0);
1811 } 1591 }
1812 1592
1813 if ((tmp = item->in_player ())) 1593 if (object *pl = item->visible_to ())
1814 esrv_update_item (UPD_ANIM, tmp, item); 1594 esrv_update_item (UPD_ANIM, pl, item);
1815 } 1595 }
1816 } 1596 }
1817 else if (item->type == ROD || item->type == HORN) 1597 else if (item->type == ROD || item->type == HORN)
1818 drain_rod_charge (item); 1598 drain_rod_charge (item);
1819 } 1599 }
1824bool 1604bool
1825fire (object *op, int dir) 1605fire (object *op, int dir)
1826{ 1606{
1827 int spellcost = 0; 1607 int spellcost = 0;
1828 1608
1829 /* check for loss of invisiblity/hide */
1830 if (action_makes_visible (op))
1831 make_visible (op);
1832
1833 player *pl = op->contr; 1609 player *pl = op->contr;
1834 1610
1835 if (pl->golem) 1611 if (pl->golem)
1836 { 1612 {
1837 control_golem (op->contr->golem, dir); 1613 control_golem (op->contr->golem, dir);
1839 } 1615 }
1840 1616
1841 object *ob = pl->ranged_ob; 1617 object *ob = pl->ranged_ob;
1842 1618
1843 if (!ob) 1619 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false; 1620 return false;
1848 1621
1849 if (op->speed_left > 0.f) 1622 if (op->speed_left > 0.f)
1850 --op->speed_left; 1623 --op->speed_left;
1851 else 1624 else
1852 return false; 1625 return false;
1853 1626
1627 if (!op->change_weapon (ob))
1628 return false;
1629
1630 /* check for loss of invisiblity/hide */
1631 if (action_makes_visible (op))
1632 make_visible (op);
1633
1854 switch (ob->type) 1634 switch (ob->type)
1855 { 1635 {
1856 case BOW: 1636 case BOW:
1857 player_fire_bow (op, dir); 1637 player_fire_bow (op, dir);
1858 break; 1638 break;
1859 1639
1860 case SPELL: 1640 case SPELL:
1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1641 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1862 break; 1642 break;
1863 1643
1864 case BUILDER: 1644 case BUILDER:
1865 apply_map_builder (op, dir); 1645 apply_map_builder (op, dir);
1866 break; 1646 break;
1899 /* First, lets try to find a key in the top level inventory */ 1679 /* First, lets try to find a key in the top level inventory */
1900 for (tmp = container->inv; tmp; tmp = tmp->below) 1680 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 { 1681 {
1902 if (door->type == DOOR && tmp->type == KEY) 1682 if (door->type == DOOR && tmp->type == KEY)
1903 break; 1683 break;
1684
1904 /* For sanity, we should really check door type, but other stuff 1685 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1686 * (like containers) can be locked with special keys
1906 */ 1687 */
1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1688 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 break; 1689 break;
1914 * a key, return 1695 * a key, return
1915 */ 1696 */
1916 if (!tmp) 1697 if (!tmp)
1917 { 1698 {
1918 for (tmp = container->inv; tmp; tmp = tmp->below) 1699 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1920 /* No reason to search empty containers */ 1700 /* No reason to search empty containers */
1921 if (tmp->type == CONTAINER && tmp->inv) 1701 if (tmp->type == CONTAINER && tmp->inv)
1922 {
1923 if ((key = find_key (pl, tmp, door))) 1702 if ((key = find_key (pl, tmp, door)))
1924 return key; 1703 return key;
1925 }
1926 }
1927 1704
1928 if (!tmp) 1705 if (!tmp)
1929 return NULL; 1706 return 0;
1930 } 1707 }
1931 1708
1932 /* We get down here if we have found a key. Now if its in a container, 1709 /* We get down here if we have found a key. Now if its in a container,
1933 * see if we actually want to use it 1710 * see if we actually want to use it
1934 */ 1711 */
1935 if (pl != container) 1712 if (pl != container)
1936 { 1713 {
1937 /* Only let players use keys in containers */ 1714 /* Only let players use keys in containers */
1938 if (!pl->contr) 1715 if (!pl->contr)
1939 return NULL; 1716 return 0;
1717
1940 /* cases where this fails: 1718 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 1719 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 1720 * are not in the players inventory.
1943 * If the container is not active, return now since only active 1721 * If the container is not active, return now since only active
1944 * containers can be used. 1722 * containers can be used.
1948 * inv must have been an container and must have been active. 1726 * inv must have been an container and must have been active.
1949 * 1727 *
1950 * Change the color so that the message doesn't disappear with 1728 * Change the color so that the message doesn't disappear with
1951 * all the others. 1729 * all the others.
1952 */ 1730 */
1953 if (pl->contr->usekeys == key_inventory || 1731 if (pl->contr->usekeys == key_inventory
1954 !QUERY_FLAG (container, FLAG_APPLIED) || 1732 || !QUERY_FLAG (container, FLAG_APPLIED)
1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1733 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1956 { 1734 {
1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1735 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)); 1736 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1959 return NULL; 1737 return NULL;
1960 } 1738 }
1973{ 1751{
1974 /* If its a door, try to find a key. If we do destroy the door, 1752 /* If its a door, try to find a key. If we do destroy the door,
1975 * might as well return immediately as there is nothing more to do - 1753 * might as well return immediately as there is nothing more to do -
1976 * otherwise, we fall through to the rest of the code. 1754 * otherwise, we fall through to the rest of the code.
1977 */ 1755 */
1756 object *key;
1757
1758 if (door->slaying && is_match_expr (door->slaying))
1759 {
1760 // for match expressions, we try to find the key by applying the match
1761 // to the op itself, which is supposed to find the "key", instead
1762 // of searching through containers ourselves.
1763
1764 key = match_one (door->slaying, op, door, op, op);
1765 }
1766 else
1978 object *key = find_key (op, op, door); 1767 key = find_key (op, op, door);
1979 1768
1980 /* If we found a key, do some extra work */ 1769 /* If we found a key, do some extra work */
1981 if (key) 1770 if (key)
1982 { 1771 {
1983 object *container = key->env; 1772 object *container = key->env;
1990 1779
1991 if (door->type == DOOR) 1780 if (door->type == DOOR)
1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1781 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 else if (door->type == LOCKED_DOOR) 1782 else if (door->type == LOCKED_DOOR)
1994 { 1783 {
1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1784 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2 (door); /* remove door without violence ;-) */ 1785 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1786 }
1998 1787
1999 /* Do this after we print the message */ 1788 /* Do this after we print the message */
2000 decrease_ob (key); /* Use up one of the keys */ 1789 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 1790
2005 return 1; /* Nothing more to do below */ 1791 return 1; /* Nothing more to do below */
2006 } 1792 }
2007 else if (door->type == LOCKED_DOOR) 1793 else if (door->type == LOCKED_DOOR)
2008 { 1794 {
2009 /* Might as well return now - no other way to open this */ 1795 /* Might as well return now - no other way to open this */
2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1796 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2011 return 1; 1797 return 1;
2012 } 1798 }
2013 1799
2014 return 0; 1800 return 0;
2015} 1801}
2021 * going to try and move (not fire weapons). 1807 * going to try and move (not fire weapons).
2022 */ 1808 */
2023bool 1809bool
2024move_player_attack (object *op, int dir) 1810move_player_attack (object *op, int dir)
2025{ 1811{
1812 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1813 {
1814 --op->speed_left;
1815 return true;
1816 }
1817
2026 int on_battleground; 1818 int on_battleground;
2027 1819
2028 sint16 nx = freearr_x[dir] + op->x; 1820 sint16 nx = freearr_x[dir] + op->x;
2029 sint16 ny = freearr_y[dir] + op->y; 1821 sint16 ny = freearr_y[dir] + op->y;
2030 1822
2031 on_battleground = op_on_battleground (op, 0, 0); 1823 on_battleground = op_on_battleground (op, 0, 0);
2032 1824
2033 if (out_of_map (op->map, nx, ny)) 1825 if (out_of_map (op->map, nx, ny))
2034 return false; 1826 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 1827
2042 /* If braced, or can't move to the square, and it is not out of the 1828 /* 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 1829 * 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 1830 * 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 1831 * player. This is a pretty nasty hack, because if we could
2105 --op->speed_left; 1891 --op->speed_left;
2106 1892
2107 op->play_sound (sound_find ("push_player")); 1893 op->play_sound (sound_find ("push_player"));
2108 push_ob (mon, dir, op); 1894 push_ob (mon, dir, op);
2109 1895
2110 if (op->contr->tmp_invis || op->hide) 1896 if (action_makes_visible (op))
2111 make_visible (op); 1897 make_visible (op);
2112 1898
2113 return true; 1899 return true;
2114 } 1900 }
2115 else 1901 else
2135 { 1921 {
2136 op->play_sound (sound_find ("push_player")); 1922 op->play_sound (sound_find ("push_player"));
2137 push_ob (mon, dir, op); 1923 push_ob (mon, dir, op);
2138 } 1924 }
2139 else 1925 else
2140 new_draw_info (0, 0, op, "You withhold your attack"); 1926 op->statusmsg ("You withhold your attack");
2141 1927
2142 if (op->contr->tmp_invis || op->hide) 1928 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2143 make_visible (op); 1929 make_visible (op);
2144 1930
2145 return true; 1931 return true;
2146 } 1932 }
2147 } 1933 }
2189bool 1975bool
2190move_player (object *op, int dir) 1976move_player (object *op, int dir)
2191{ 1977{
2192 int pick; 1978 int pick;
2193 1979
2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1980 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2195 return 0; 1981 return 0;
2196 1982
2197 /* Sanity check: make sure dir is valid */ 1983 /* Sanity check: make sure dir is valid */
2198 if ((dir < 0) || (dir >= 9)) 1984 if ((dir < 0) || (dir >= 9))
2199 { 1985 {
2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 1991 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2206 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1992 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2207 1993
2208 op->facing = dir; 1994 op->facing = dir;
2209 1995
2210 if (op->hide) 1996 if (op->flag [FLAG_HIDDEN])
2211 do_hidden_move (op); 1997 do_hidden_move (op);
2212 1998
2213 bool retval; 1999 bool retval;
2214 2000
2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2001 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2073 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2288 { 2074 {
2289 op->play_sound (sound_find ("ob_evaporate")); 2075 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)); 2076 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2291 2077
2292 if (op->contr)
2293 esrv_del_item (op->contr, tmp->count);
2294
2295 tmp->destroy (); 2078 tmp->destroy ();
2296 CLEAR_FLAG (op, FLAG_LIFESAVE); 2079 CLEAR_FLAG (op, FLAG_LIFESAVE);
2297 2080
2298 if (op->stats.hp < 0) 2081 if (op->stats.hp < 0)
2299 op->stats.hp = op->stats.maxhp; 2082 op->stats.hp = op->stats.maxhp;
2311 return 0; 2094 return 0;
2312} 2095}
2313 2096
2314/* This goes throws the inventory and removes unpaid objects, and puts them 2097/* 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 2098 * 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 2099 * function will descend into containers. op is the object to start the search
2317 * from. 2100 * from.
2318 */ 2101 */
2319static void 2102static void
2320drop_unpaid_items (object *op, object *env) 2103drop_unpaid_items (object *op, object *env)
2321{ 2104{
2322 while (op) 2105 while (op)
2323 { 2106 {
2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2107 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2325 2108
2326 if (QUERY_FLAG (op, FLAG_UNPAID)) 2109 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); 2110 op->insert_at (env);
2332 }
2333 else if (op->inv) 2111 else if (op->inv)
2334 drop_unpaid_items (op->inv, env); 2112 drop_unpaid_items (op->inv, env);
2335 2113
2336 op = next; 2114 op = next;
2337 } 2115 }
2349 * Moved from apply.c to player.c - player.c is what 2127 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the 2128 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better, 2129 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory. 2130 * but there isn't one in the server directory.
2353 */ 2131 */
2354char * 2132const char *
2355gravestone_text (object *op) 2133gravestone_text (object *op)
2356{ 2134{
2357 static char buf2[MAX_BUF]; 2135 static dynbuf_text buf;
2358 char buf[MAX_BUF];
2359 time_t now = time (NULL);
2360 2136
2361 strcpy (buf2, " R.I.P.\n\n"); 2137 buf << "---- R.I.P. ----\n\n"
2138 << op->name;
2139
2362 if (op->type == PLAYER) 2140 if (op->type == PLAYER)
2363 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2141 buf << " the " << op->contr->title;
2364 else
2365 sprintf (buf, "%s\n", &op->name);
2366 2142
2367 strncat (buf2, " ", 20 - strlen (buf) / 2); 2143 buf << "\n\n";
2368 strcat (buf2, buf); 2144
2145 buf << "who was level ";
2146 buf << (sint32)op->level << "\n\n" // OO breakdown
2147 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2148
2369 if (op->type == PLAYER) 2149 if (op->type == PLAYER)
2370 sprintf (buf, "who was in level %d when killed\n", op->level); 2150 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 2151
2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf);
2376 if (op->type == PLAYER)
2377 { 2152 {
2378 sprintf (buf, "by %s.\n\n", op->contr->killer); 2153 static char buf2[128];
2379 strncat (buf2, " ", 21 - strlen (buf) / 2); 2154 time_t now = time (NULL);
2380 strcat (buf2, buf);
2381 }
2382
2383 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2155 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2384 strncat (buf2, " ", 20 - strlen (buf) / 2); 2156 buf << buf2;
2385 strcat (buf2, buf); 2157 }
2386 2158
2387 return buf2; 2159 return buf;
2388} 2160}
2389 2161
2390void 2162void
2391do_some_living (object *op) 2163do_some_living (object *op)
2392{ 2164{
2444 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2216 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2445 else 2217 else
2446 { 2218 {
2447 gen_grace = op->stats.maxgrace; 2219 gen_grace = op->stats.maxgrace;
2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2220 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 } 2221 }
2492 2222
2493 /* Regenerate Grace */ 2223 /* Regenerate Grace */
2494 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2224 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2495 if (--op->last_grace < 0) 2225 if (--op->last_grace < 0)
2516 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2246 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2517 } 2247 }
2518 /* wearing stuff doesn't detract from grace generation. */ 2248 /* wearing stuff doesn't detract from grace generation. */
2519 } 2249 }
2520 2250
2251 if (op->stats.food > 0)
2252 {
2521 /* Regenerate Hit Points */ 2253 /* Regenerate Spell Points */
2522 if (--op->last_heal < 0) 2254 if (!op->contr->golem && --op->last_sp < 0)
2523 {
2524 if (op->stats.hp < op->stats.maxhp)
2525 { 2255 {
2526 op->stats.hp++; 2256 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2527 /* dms do not consume food */ 2257
2528 if (!QUERY_FLAG (op, FLAG_WIZ)) 2258 if (op->stats.sp < op->stats.maxsp)
2529 { 2259 {
2260 op->stats.sp++;
2261
2262 /* dms do not consume food */
2263 if (!QUERY_FLAG (op, FLAG_WIZ))
2264 {
2530 op->stats.food--; 2265 op->stats.food--;
2266
2531 if (op->contr->digestion < 0) 2267 if (op->contr->digestion < 0)
2532 op->stats.food += op->contr->digestion; 2268 op->stats.food += op->contr->digestion;
2533 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2269 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2534 op->stats.food = last_food; 2270 op->stats.food = last_food;
2271 }
2535 } 2272 }
2536 }
2537 2273
2538 if (max_hp > 1) 2274 if (max_sp > 1)
2539 {
2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2541 if (over_hp > 0)
2542 { 2275 {
2543 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2276 over_sp = (gen_sp + 10) / rate_sp;
2277 if (over_sp > 0)
2278 {
2279 if (op->stats.sp < op->stats.maxsp)
2280 {
2281 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2282
2283 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2284 op->stats.sp--;
2285
2286 if (op->stats.sp > op->stats.maxsp)
2287 op->stats.sp = op->stats.maxsp;
2288 }
2289
2544 op->last_heal = 0; 2290 op->last_sp = 0;
2291 }
2292 else
2293 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2545 } 2294 }
2546 else 2295 else
2296 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2297 }
2298
2299 /* Regenerate Hit Points */
2300 if (--op->last_heal < 0)
2301 {
2302 if (op->stats.hp < op->stats.maxhp)
2547 { 2303 {
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2304 op->stats.hp++;
2305
2306 /* dms do not consume food */
2307 if (!QUERY_FLAG (op, FLAG_WIZ))
2308 {
2309 op->stats.food--;
2310
2311 if (op->contr->digestion < 0)
2312 op->stats.food += op->contr->digestion;
2313 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2314 op->stats.food = last_food;
2315 }
2549 } 2316 }
2317
2318 if (max_hp > 1)
2319 {
2320 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2321
2322 if (over_hp > 0)
2323 {
2324 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2325 op->last_heal = 0;
2326 }
2327 else
2328 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2550 } 2329 }
2551 else 2330 else
2552 {
2553 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2331 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2554 } 2332 }
2555 } 2333 }
2556 2334
2557 /* Digestion */ 2335 /* Digestion */
2558 if (--op->last_eat < 0) 2336 if (--op->last_eat < 0)
2567 op->stats.food--; 2345 op->stats.food--;
2568 } 2346 }
2569 2347
2570 if (op->stats.food < 0 && op->stats.hp >= 0) 2348 if (op->stats.food < 0 && op->stats.hp >= 0)
2571 { 2349 {
2572 object *tmp, *flesh = 0; 2350 object *flesh = 0;
2573 2351
2574 for (tmp = op->inv; tmp; tmp = tmp->below) 2352 for_inv_removable (op, tmp)
2575 { 2353 {
2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2354 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2355 continue;
2356
2357 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2577 { 2358 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2359 op->statusmsg ("You blindly grab for a bite of food. "
2579 { 2360 "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); 2361 manual_apply (op, tmp, 0);
2362
2582 if (op->stats.food >= 0 || op->stats.hp < 0) 2363 if (op->stats.food >= 0 || op->stats.hp < 0)
2583 break; 2364 break;
2584 } 2365 }
2585 else if (tmp->type == FLESH) 2366 else if (tmp->type == FLESH)
2586 flesh = tmp; 2367 flesh = tmp;
2587 } /* End if paid for object */ 2368 }
2588 } /* end of for loop */
2589 2369
2590 /* If player is still starving, it means they don't have any food, so 2370 /* If player is still starving, it means they don't have any food, so
2591 * eat flesh instead. 2371 * eat flesh instead.
2592 */ 2372 */
2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2373 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2594 { 2374 {
2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2375 op->statusmsg ("You blindly grab for a bite of food. "
2376 "H<To prevent you from starving, you ate some random item from your backpack.>");
2596 manual_apply (op, flesh, 0); 2377 manual_apply (op, flesh, 0);
2597 } 2378 }
2379
2380 // If player is still starving, alert him!
2381 if (op->stats.food < 0)
2382 op->failmsg ("You are starving! "
2383 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2384 }
2385
2386 if (op->stats.food < 0)
2598 } 2387 {
2388 op->stats.hp += op->stats.food;
2389 op->stats.food = 0;
2599 2390
2600 while (op->stats.food < 0 && op->stats.hp >= 0) 2391 if (op->stats.hp < 0)
2601 op->stats.food++, op->stats.hp--; 2392 {
2393 op->contr->killer = archetype::get ("killer_starvation");
2394 op->contr->killer->destroy ();
2395 }
2396 }
2602 2397
2398 /* killer should be set here already */
2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2399 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2604 kill_player (op); 2400 kill_player (op);
2605 } 2401 }
2606} 2402}
2607 2403
2611 * file. 2407 * file.
2612 */ 2408 */
2613void 2409void
2614kill_player (object *op) 2410kill_player (object *op)
2615{ 2411{
2616 char buf[MAX_BUF];
2617 int x, y; 2412 int x, y;
2618
2619 //int i;
2620 maptile *map; /* this is for resurrection */ 2413 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; 2414 int will_kill_again;
2628 archetype *at; 2415 archetype *at;
2629 object *tmp; 2416 object *tmp;
2630 2417
2631 if (save_life (op)) 2418 if (save_life (op))
2632 return; 2419 return;
2420
2421 dynbuf_text deathtab;
2422
2423 /* restore player */
2424 at = archetype::find ("poisoning");
2425 if (object *tmp = present_arch_in_ob (at, op))
2426 {
2427 tmp->destroy ();
2428 deathtab << "Your body feels cleansed...\r";
2429 }
2430
2431 at = archetype::find ("confusion");
2432 if (object *tmp = present_arch_in_ob (at, op))
2433 {
2434 tmp->destroy ();
2435 deathtab << "Your mind feels clearer...\r";
2436 }
2437
2438 cure_disease (op, 0, 0); /* remove any disease */
2439
2440 max_it (op->stats.hp , op->stats.maxhp);
2441 max_it (op->stats.sp , op->stats.maxsp);
2442 max_it (op->stats.grace, op->stats.maxgrace);
2443
2444 if (op->stats.food <= 0)
2445 op->stats.food = 999;
2446
2447 // remove all spell effects that are active
2448 // to avoid long-term effects such as word-of-recall
2449 for (object *item = op->inv; item; )
2450 {
2451 object *next = item->below;
2452
2453 if (item->type == SPELL_EFFECT && item->active)
2454 item->destroy ();
2455
2456 item = next;
2457 }
2633 2458
2634 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2459 /* 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. 2460 * in cities ONLY!!! It is very important that this doesn't get abused.
2636 * Look at op_on_battleground() for more info --AndreasV 2461 * Look at op_on_battleground() for more info --AndreasV
2637 */ 2462 */
2638 if (op_on_battleground (op, &x, &y)) 2463 if (op_on_battleground (op, &x, &y))
2639 { 2464 {
2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2465 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 2466
2663 /* create a bodypart-trophy to make the winner happy */ 2467 /* create a bodypart-trophy to make the winner happy */
2664 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2468 if (object *tmp = arch_to_object (archetype::find ("finger")))
2665 { 2469 {
2666 sprintf (buf, "%s's finger", &op->name); 2470 tmp->name = format ("%s's finger" , &op->name);
2667 tmp->name = buf; 2471 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; 2472 tmp->msg = format (
2473 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2474 &op->name, op->contr->title,
2475 (int)op->level,
2476 op->contr->killer_name ()
2477 );
2672 tmp->value = 0, tmp->type = 0; 2478 tmp->value = 0, tmp->type = 0;
2673 tmp->materialname = "organics"; 2479 tmp->materialname = "organics";
2674 tmp->insert_at (op, tmp); 2480 tmp->insert_at (op, tmp);
2675 } 2481 }
2676 2482
2677 /* teleport defeated player to new destination */ 2483 /* teleport defeated player to new destination */
2678 transfer_ob (op, x, y, 0, NULL); 2484 transfer_ob (op, x, y, 0, NULL);
2679 op->contr->braced = 0; 2485 op->contr->braced = 0;
2486
2487 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2680 return; 2488 return;
2681 } 2489 }
2682 2490
2491 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2492 deathtab << "T<YOU HAVE DIED>\n\n";
2493
2683 INVOKE_PLAYER (DEATH, op->contr); 2494 INVOKE_PLAYER (DEATH, op->contr);
2684 2495
2685 command_kill_pets (op, 0); 2496 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 2497
2695 op->contr->play_sound (sound_find ("player_dies")); 2498 op->contr->play_sound (sound_find ("player_dies"));
2696 2499
2697 /* save the map location for corpse, gravestone */ 2500 /* save the map location for corpse, gravestone */
2698 x = op->x; 2501 x = op->x;
2728 2531
2729 lost_a_stat = 0; 2532 lost_a_stat = 0;
2730 2533
2731 for (z = 0; z < num_stats_lose; z++) 2534 for (z = 0; z < num_stats_lose; z++)
2732 { 2535 {
2733 i = RANDOM () % NUM_STATS; 2536 i = rndm (NUM_STATS);
2734 2537
2735 if (settings.stat_loss_on_death) 2538 if (settings.stat_loss_on_death)
2736 { 2539 {
2737 /* Pick a random stat and take a point off it. Tell the player 2540 /* Pick a random stat and take a point off it. Tell the player
2738 * what he lost. 2541 * what he lost.
2789 } 2592 }
2790 } 2593 }
2791 2594
2792 if (lose_this_stat) 2595 if (lose_this_stat)
2793 { 2596 {
2794 this_stat = get_attr_value (&(dep->stats), i); 2597 this_stat = get_attr_value (&dep->stats, i);
2795 /* We could try to do something clever like find another 2598 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if 2599 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low 2600 * stats have been depleted to -50, all are pretty low
2798 * and should be roughly the same, so it shouldn't make a 2601 * and should be roughly the same, so it shouldn't make a
2799 * difference. 2602 * difference.
2807 lost_a_stat = 1; 2610 lost_a_stat = 1;
2808 } 2611 }
2809 } 2612 }
2810 } 2613 }
2811 } 2614 }
2615
2812 /* If no stat lost, tell the player. */ 2616 /* If no stat lost, tell the player. */
2813 if (!lost_a_stat) 2617 if (!lost_a_stat)
2814 { 2618 {
2815 /* determine_god() seems to not work sometimes... why is this? 2619 /* determine_god() seems to not work sometimes... why is this?
2816 Should I be using something else? GD */ 2620 Should I be using something else? GD */
2817 const char *god = determine_god (op); 2621 shstr_tmp god = determine_god (op);
2818 2622
2819 if (god && (strcmp (god, "none"))) 2623 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); 2624 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2821 else 2625 else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2626 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2823 } 2627 }
2824#else 2628#else
2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2629 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2826#endif 2630#endif
2827 2631
2828 /* Put a gravestone up where the character 'almost' died. List the 2632 /* Put a gravestone up where the character 'almost' died. List the
2829 * exp loss on the stone. 2633 * exp loss on the stone.
2830 */ 2634 */
2831 tmp = arch_to_object (archetype::find ("gravestone")); 2635 tmp = arch_to_object (archetype::find ("gravestone"));
2832 sprintf (buf, "%s's gravestone", &op->name); 2636 tmp->name = format ("%s's gravestone", &op->name);
2833 tmp->name = buf; 2637 tmp->name_pl = format ("%s's gravestones", &op->name);
2834 sprintf (buf, "%s's gravestones", &op->name); 2638 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2835 tmp->name_pl = buf; 2639 &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; 2640 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL, 0); 2641 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2642
2841 /**************************************/ 2643 /**************************************/
2842 /* */ 2644 /* */
2843 /* Subtract the experience points, */ 2645 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */
2846 /* */ 2646 /* */
2847 /**************************************/ 2647 /**************************************/
2848 2648
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)); */ 2649 /*add_exp(op, (op->stats.exp * -0.20)); */
2871 apply_death_exp_penalty (op); 2650 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 2651
2878 /* 2652 /*
2879 * Check to see if the player has any unpaid items. If so, remove them 2653 * Check to see if the player has any unpaid items. If so, remove them
2880 * and put them back in the map. 2654 * and put them back in the map.
2881 */ 2655 */
2916 if (will_kill_again & (1 << at)) 2690 if (will_kill_again & (1 << at))
2917 force->resist[at] = 100; 2691 force->resist[at] = 100;
2918 2692
2919 insert_ob_in_ob (force, op); 2693 insert_ob_in_ob (force, op);
2920 op->update_stats (); 2694 op->update_stats ();
2921
2922 } 2695 }
2923 2696
2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2697 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2925} 2698}
2926 2699
2927void 2700void
2928loot_object (object *op) 2701loot_object (object *op)
2929{ /* Grab and destroy some treasure */ 2702{ /* Grab and destroy some treasure */
2946 2719
2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2720 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2948 { 2721 {
2949 if (tmp->nrof > 1) 2722 if (tmp->nrof > 1)
2950 { 2723 {
2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2724 tmp->decrease (rndm (1, tmp->nrof - 1));
2952 tmp2->destroy ();
2953 insert_ob_in_map (tmp, op->map, NULL, 0); 2725 insert_ob_in_map (tmp, op->map, NULL, 0);
2954 } 2726 }
2955 else 2727 else
2956 tmp->destroy (); 2728 tmp->destroy ();
2957 } 2729 }
2968void 2740void
2969fix_weight (void) 2741fix_weight (void)
2970{ 2742{
2971 for_all_players (pl) 2743 for_all_players (pl)
2972 { 2744 {
2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2745 sint32 old = pl->ob->carrying;
2974 2746
2975 if (old == sum) 2747 pl->ob->update_weight ();
2976 continue; 2748
2749 if (old != pl->ob->carrying)
2750 {
2977 pl->ob->update_stats (); 2751 pl->ob->update_stats ();
2978 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2752 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2753 }
2979 } 2754 }
2980} 2755}
2981 2756
2982void 2757void
2983fix_luck (void) 2758fix_luck (void)
3025} 2800}
3026 2801
3027void 2802void
3028make_visible (object *op) 2803make_visible (object *op)
3029{ 2804{
3030 op->hide = 0; 2805 op->flag [FLAG_HIDDEN] = 0;
3031 op->invisible = 0; 2806 op->invisible = 0;
2807
3032 if (op->type == PLAYER) 2808 if (op->type == PLAYER)
3033 { 2809 {
3034 op->contr->tmp_invis = 0; 2810 op->contr->tmp_invis = 0;
3035 op->contr->invis_race = 0; 2811 op->contr->invis_race = 0;
3036 } 2812 }
3049 2825
3050/* look at the surrounding terrain to determine 2826/* look at the surrounding terrain to determine
3051 * the hideability of this object. Positive levels 2827 * the hideability of this object. Positive levels
3052 * indicate greater hideability. 2828 * indicate greater hideability.
3053 */ 2829 */
3054
3055int 2830int
3056hideability (object *ob) 2831hideability (object *ob)
3057{ 2832{
3058 int i, level = 0, mflag; 2833 int i, level = 0, mflag;
3059 sint16 x, y; 2834 sint16 x, y;
3060 2835
3061 if (!ob || !ob->map) 2836 if (!ob || !ob->map)
3062 return 0; 2837 return 0;
3063 2838
3064 /* so, on normal lighted maps, its hard to hide */ 2839 /* so, on normal lighted maps, its hard to hide */
3065 level = ob->map->darkness - 2; 2840 level = ob->map->darklevel () - 2;
3066 2841
3067 /* this also picks up whether the object is glowing. 2842 /* this also picks up whether the object is glowing.
3068 * If you carry a light on a non-dark map, its not 2843 * If you carry a light on a non-dark map, its not
3069 * as bad as carrying a light on a pitch dark map */ 2844 * as bad as carrying a light on a pitch dark map */
3070 if (has_carried_lights (ob)) 2845 if (ob->has_carried_lights ())
3071 level = -(10 + (2 * ob->map->darkness)); 2846 level = -(10 + (2 * ob->map->darklevel ()));
3072 2847
3073 /* scan through all nearby squares for terrain to hide in */ 2848 /* 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]) 2849 for (i = 0, x = ob->x, y = ob->y;
2850 i <= SIZEOFFREE1;
2851 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3075 { 2852 {
3076 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2853 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3077 if (mflag & P_OUT_OF_MAP) 2854 if (mflag & P_OUT_OF_MAP)
3078 {
3079 continue; 2855 continue;
3080 } 2856
3081 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2857 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3082 level += 2; 2858 level += 2;
3083 else /* open terrain! */ 2859 else /* open terrain! */
3084 level -= 1; 2860 level -= 1;
3085 } 2861 }
3096 * spot (surrounded by clear terrain in broad daylight). -b.t. 2872 * spot (surrounded by clear terrain in broad daylight). -b.t.
3097 */ 2873 */
3098void 2874void
3099do_hidden_move (object *op) 2875do_hidden_move (object *op)
3100{ 2876{
3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2877 int hide = 0;
3102 object *skop;
3103 2878
3104 if (!op || !op->map) 2879 if (!op || !op->map)
3105 return; 2880 return;
3106 2881
3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2882 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2883 int num = random_roll (0, 19, op, PREFER_LOW);
3108 2884
3109 /* its *extremely* hard to run and sneak/hide at the same time! */ 2885 /* its *extremely* hard to run and sneak/hide at the same time! */
3110 if (op->type == PLAYER && op->contr->run_on) 2886 if (op->type == PLAYER && op->contr->run_on)
3111 if (!skop || num >= skop->level) 2887 if (!skop || num >= skop->level)
3112 { 2888 {
3122 num -= hide; 2898 num -= hide;
3123 2899
3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2900 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3125 { 2901 {
3126 make_visible (op); 2902 make_visible (op);
2903
3127 if (op->type == PLAYER) 2904 if (op->type == PLAYER)
3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2905 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3129 } 2906 }
3130 else if (op->type == PLAYER && skop) 2907 else if (op->type == PLAYER && skop)
3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2908 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3184 * object op. This function works fine for monsters, 2961 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 2962 * but we dont worry if the object isnt the top one in
3186 * a pile (say a coin under a table would return "viewable" 2963 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 2964 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 2965 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 2966 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 2967 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 2968 * 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. 2969 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 2970 * -b.t.
3194 * This function is now map tiling safe. 2971 * This function is now map tiling safe.
3195 */ 2972 */
3196
3197int 2973int
3198player_can_view (object *pl, object *op) 2974player_can_view (object *pl, object *op)
3199{ 2975{
3200 rv_vector rv; 2976 rv_vector rv;
3201 int dx, dy; 2977 int dx, dy;
3213 2989
3214 get_rangevector (pl, op, &rv, 0x1); 2990 get_rangevector (pl, op, &rv, 0x1);
3215 2991
3216 /* starting with the 'head' part, lets loop 2992 /* starting with the 'head' part, lets loop
3217 * through the object and find if it has any 2993 * through the object and find if it has any
3218 * part that is in the los array but isnt on 2994 * part that is in the los array but isn't on
3219 * a blocked los square. 2995 * a blocked los square.
3220 * we use the archetype to figure out offsets. 2996 * we use the archetype to figure out offsets.
3221 */ 2997 */
3222 while (op) 2998 while (op)
3223 { 2999 {
3224 dx = rv.distance_x + op->arch->x; 3000 dx = rv.distance_x + op->arch->x;
3225 dy = rv.distance_y + op->arch->y; 3001 dy = rv.distance_y + op->arch->y;
3226 3002
3227 /* only the viewable area the player sees is updated by LOS 3003 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; 3004 return 1;
3005
3235 op = op->more; 3006 op = op->more;
3236 } 3007 }
3008
3237 return 0; 3009 return 0;
3238} 3010}
3239 3011
3240/* routine for both players and monsters. We call this when 3012/* routine for both players and monsters. We call this when
3241 * there is a possibility for our action distrubing our hiding 3013 * there is a possibility for our action distrubing our hiding
3242 * place or invisiblity spell. Artefact invisiblity is not 3014 * place or invisiblity spell. Artefact invisiblity causes
3243 * effected by this. If we arent invisible to begin with, we 3015 * "noise" instead. If we arent invisible to begin with, we
3244 * return 0. 3016 * return 0.
3245 */ 3017 */
3246int 3018int
3247action_makes_visible (object *op) 3019action_makes_visible (object *op)
3248{ 3020{
3249
3250 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3021 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3251 { 3022 {
3252 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3023 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3024 {
3025 // artefact invisibility is permanent, but we still make noise
3026 // this is important for game-balance.
3027 if (op->contr)
3028 op->make_noise ();
3029
3253 return 0; 3030 return 0;
3031 }
3254 3032
3255 if (op->contr && op->contr->tmp_invis == 0) 3033 if (op->contr && op->contr->tmp_invis == 0)
3256 return 0; 3034 return 0;
3257 3035
3258 /* If monsters, they should become visible */ 3036 /* If monsters, they should become visible */
3259 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3037 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3260 { 3038 {
3261 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3039 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3262 return 1; 3040 return 1;
3263 } 3041 }
3264 } 3042 }
3043
3265 return 0; 3044 return 0;
3266} 3045}
3267 3046
3268/* op_on_battleground - checks if the given object op (usually 3047/* op_on_battleground - checks if the given object op (usually
3269 * a player) is standing on a valid battleground-tile, 3048 * 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 3053 * Default is to do the same as before, so only people wanting to have different points need worry about this
3275 */ 3054 */
3276int 3055int
3277op_on_battleground (object *op, int *x, int *y) 3056op_on_battleground (object *op, int *x, int *y)
3278{ 3057{
3279 object *tmp;
3280
3281 /* A battleground-tile needs the following attributes to be valid: 3058 /* 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), 3059 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3060 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3061 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3062 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3063 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3064 for (object *tmp = op->below; tmp; tmp = tmp->below)
3288 { 3065 {
3289 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3066 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3290 { 3067 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3068 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3292 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3069 && tmp->type == BATTLEGROUND
3070 && tmp->name == shstr_battleground
3071 && EXIT_X (tmp) && EXIT_Y (tmp))
3293 { 3072 {
3294 /*before we assign the exit, check if this is a teambattle */ 3073 /* before we assign the exit, check if this is a teambattle */
3295 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3074 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 { 3075 {
3297 object *invtmp;
3298
3299 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3076 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3300 { 3077 {
3301 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3078 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3302 { 3079 {
3303 if (x != NULL && y != NULL) 3080 if (x && y)
3304 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3081 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3082
3305 return 1; 3083 return 1;
3306 } 3084 }
3307 } 3085 }
3308 } 3086 }
3087
3309 if (x != NULL && y != NULL) 3088 if (x && y)
3310 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3089 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3090
3311 return 1; 3091 return 1;
3312 } 3092 }
3313 } 3093 }
3314 } 3094 }
3095
3315 /* If we got here, did not find a battleground */ 3096 /* If we got here, did not find a battleground */
3316 return 0; 3097 return 0;
3317} 3098}
3318 3099
3319/* 3100/*
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3116 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i = 0, j = 0; 3117 int i = 0, j = 0;
3337 3118
3338 /* get the appropriate treasurelist */ 3119 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3120 if (atnr == ATNR_FIRE)
3340 trlist = treasurelist::find ("dragon_ability_fire"); 3121 trlist = treasurelist::find (shstr_dragon_ability_fire);
3341 else if (atnr == ATNR_COLD) 3122 else if (atnr == ATNR_COLD)
3342 trlist = treasurelist::find ("dragon_ability_cold"); 3123 trlist = treasurelist::find (shstr_dragon_ability_cold);
3343 else if (atnr == ATNR_ELECTRICITY) 3124 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = treasurelist::find ("dragon_ability_elec"); 3125 trlist = treasurelist::find (shstr_dragon_ability_elec);
3345 else if (atnr == ATNR_POISON) 3126 else if (atnr == ATNR_POISON)
3346 trlist = treasurelist::find ("dragon_ability_poison"); 3127 trlist = treasurelist::find (shstr_dragon_ability_poison);
3347 3128
3348 if (trlist == NULL || who->type != PLAYER) 3129 if (trlist == NULL || who->type != PLAYER)
3349 return; 3130 return;
3350 3131
3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3132 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3469 else 3250 else
3470 { 3251 {
3471 /* generate misc. treasure */ 3252 /* generate misc. treasure */
3472 tmp = arch_to_object (tr->item); 3253 tmp = arch_to_object (tr->item);
3473 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3254 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); 3255 who->insert (tmp);
3475 if (who->type == PLAYER)
3476 esrv_send_item (who, tmp);
3477 } 3256 }
3478} 3257}
3479 3258
3480/** 3259/**
3481 * Unready an object for a player. This function does nothing if the object was 3260 * Unready an object for a player. This function does nothing if the object was
3493 if (pl->ranged_ob == ob) 3272 if (pl->ranged_ob == ob)
3494 pl->ranged_ob = 0; 3273 pl->ranged_ob = 0;
3495} 3274}
3496 3275
3497sint8 3276sint8
3498player::visibility_at (maptile *map, int x, int y) const 3277player::darkness_at (maptile *map, int x, int y) const
3499{ 3278{
3500 if (!ns) 3279 if (!ns)
3501 return 0; 3280 return LOS_BLOCKED;
3502 3281
3503 int dx, dy; 3282 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3283 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0; 3284 return LOS_BLOCKED;
3506 3285
3507 x += dx - ns->current_x + ns->mapx / 2; 3286 x += dx - ns->current_x;
3508 y += dy - ns->current_y + ns->mapy / 2; 3287 y += dy - ns->current_y;
3509 3288
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]; 3289 return blocked_los (x, y);
3514} 3290}
3291
3292void
3293player::infobox (const char *title, const char *msg, int color)
3294{
3295 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3296}
3297
3298void
3299player::statusmsg (const char *msg, int color)
3300{
3301 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3302}
3303
3304void
3305player::failmsg (const char *msg, int color)
3306{
3307 play_sound (sound_find ("generic_failure"));
3308 statusmsg (msg, color);
3309}
3310

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