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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 1.241 by root, Fri Nov 6 13:03:34 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
183 72
184 if (ob->map) 73 if (ob->map)
185 maplevel = ob->map->path; 74 maplevel = ob->map->path;
186 75
187 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 78 ob->map = 0;
189 party = 0; 79 party = 0;
190 80
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 82
206 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
207 97
208 ns->update_look = 0; 98 ns->update_look = 0;
209 ns->look_position = 0; 99 ns->look_position = 0;
210 100
211 clear_los (this); 101 clear_los ();
212 102
213 ns->reset_stats (); 103 ns->reset_stats ();
214 104
215 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
218 108
219 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
220 link_player_skills (ob); 110 link_skills ();
221 111
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 113
224 assign (title, ob->arch->object::name); 114 assign (title, ob->arch->object::name);
225 115
238 set_dragon_name (ob, abil, skin); 128 set_dragon_name (ob, abil, skin);
239 } 129 }
240 130
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 131 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 132
243 esrv_new_player (this, ob->weight + ob->carrying); 133 esrv_new_player (this);
134
135 ob->update_stats ();
136
137 ns->floorbox_update ();
138 esrv_send_inventory (ob, ob);
139 esrv_add_spells (this, 0);
140
141 activate ();
142
143 INVOKE_PLAYER (CONNECT, this);
144 INVOKE_PLAYER (LOGIN, this);
145}
146
147void
148player::disconnect ()
149{
150 if (ob)
151 {
152 ob->close_container (); //TODO: client-specific
153 ob->drop_unpaid_items ();
154 }
155
156 if (ns)
157 {
158 if (active)
159 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
160
161 INVOKE_PLAYER (DISCONNECT, this);
162
163 ns->reset_stats ();
164 ns->pl = 0;
165 ns = 0;
166 }
167
168 // this is important for the player scheduler to get the correct refcount
169 // when ns = 0
170 observe = viewpoint = ob;
171
172 deactivate ();
173}
174
175//-GPL
176
177// the need for this function can be explained
178// by load_object not returning the object
179void
180player::set_object (object *op)
181{
182 ob = observe = viewpoint = op;
183 ob->contr = this; /* this aren't yet in archetype */
184
185 ob->speed = 1.0f;
186 ob->speed_left = 0.5f;
187
188 ob->direction = 5; /* So player faces south */
244 189
245 ob->flag [FLAG_READY_WEAPON] = false; 190 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 191 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false; 192 ob->flag [FLAG_READY_BOW] = false;
248 193
265 combat_ob = op; 210 combat_ob = op;
266 break; 211 break;
267 } 212 }
268 213
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats (); 215 ob->deactivate (); // change_weapon activates, fix this better
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 {
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} 216}
325 217
326void 218void
327player::set_observe (object *op) 219player::set_observe (object *op)
328{ 220{
329 observe = op ? op : ob; 221 observe = viewpoint = op ? op : ob;
330 do_los = 1; 222 do_los = 1;
331} 223}
224
225void
226player::set_viewpoint (object *op)
227{
228 viewpoint = op ? op : (object *)observe;
229 do_los = 1;
230}
231
232//+GPL
332 233
333player::player () 234player::player ()
334{ 235{
335 /* There are some elements we want initialised to non zero value - 236 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point. 237 * we deal with that below this point.
342 savebed_map = first_map_path; /* Init. respawn position */ 243 savebed_map = first_map_path; /* Init. respawn position */
343 244
344 gen_sp_armour = 10; 245 gen_sp_armour = 10;
345 bowtype = bow_normal; 246 bowtype = bow_normal;
346 petmode = pet_normal; 247 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers; 248 usekeys = containers;
349 peaceful = 1; /* default peaceful */ 249 peaceful = 1; /* default peaceful */
350 do_los = 1; 250 do_los = 1;
351 251
352 weapon_sp = 1.0f; 252 weapon_sp = 1.0f;
364 { 264 {
365 ob->destroy_inv (false); 265 ob->destroy_inv (false);
366 ob->destroy (); 266 ob->destroy ();
367 } 267 }
368 268
369 ob = observe = 0; 269 ob = observe = viewpoint = 0;
370} 270}
371 271
372player::~player () 272player::~player ()
373{ 273{
374 /* Clear item stack */ 274 /* Clear item stack */
375 free (stack_items); 275 free (stack_items);
276}
277
278/*
279 * get_player_archetype() return next player archetype from archetype
280 * list. Not very efficient routine, but used only creating new players.
281 * Note: there MUST be at least one player archetype!
282 */
283static archetype *
284get_player_archetype (archetype *at)
285{
286 // archetypes could have been reloaded
287 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
288
289 if (!nat)
290 return at;
291
292 archvec::iterator i = archetypes.find (nat);
293
294 for (;;)
295 {
296 if (++i == archetypes.end ())
297 i = archetypes.begin ();
298 else if (*i == at)
299 cleanup ("not a single player archetype found");
300
301 if ((*i)->type == PLAYER)
302 return *i;
303 }
376} 304}
377 305
378/* Tries to add player on the connection passed in ns. 306/* Tries to add player on the connection passed in ns.
379 * All we can really get in this is some settings like host and display 307 * All we can really get in this is some settings like host and display
380 * mode. 308 * mode.
393 set_first_map (pl->ob); 321 set_first_map (pl->ob);
394 322
395 return pl; 323 return pl;
396} 324}
397 325
398/*
399 * get_player_archetype() return next player archetype from archetype
400 * list. Not very efficient routine, but used only creating new players.
401 * Note: there MUST be at least one player archetype!
402 */
403archetype *
404get_player_archetype (archetype *at)
405{
406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
408 for (;;)
409 {
410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418}
419
420object * 326object *
421get_nearest_player (object *mon) 327get_nearest_player (object *mon)
422{ 328{
423 object *op = NULL; 329 object *op = NULL;
424 objectlink *ol; 330 objectlink *ol;
425 unsigned lastdist; 331 unsigned lastdist;
426 rv_vector rv; 332 rv_vector rv;
427 333
428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 334 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 { 335 {
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)) 336 if (!can_detect_enemy (mon, ol->ob, &rv))
458 continue; 337 continue;
459 338
460 if (lastdist > rv.distance) 339 if (lastdist > rv.distance)
461 { 340 {
656 535
657 return firstdir; 536 return firstdir;
658} 537}
659 538
660void 539void
661give_initial_items (object *pl, treasurelist * items) 540give_initial_items (object *pl, treasurelist *items)
662{ 541{
663 object *op, *next = NULL;
664
665 if (pl->randomitems != NULL) 542 if (pl->randomitems)
666 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 543 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
667 544
668 for (op = pl->inv; op; op = next) 545 for (object *next, *op = pl->inv; op; op = next)
669 { 546 {
670 next = op->below; 547 next = op->below;
671 548
672 /* Forces get applied per default, unless they have the 549 /* Forces get applied per default, unless they have the
673 * flag "neutral" set. Sorry but I can't think of a better way 550 * flag "neutral" set. Sorry but I can't think of a better way
678 /* we never give weapons/armour if these cannot be used 555 /* we never give weapons/armour if these cannot be used
679 * by this player due to race restrictions 556 * by this player due to race restrictions
680 */ 557 */
681 if (pl->type == PLAYER) 558 if (pl->type == PLAYER)
682 { 559 {
683 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
561 &&
684 (op->type == ARMOUR || op->type == BOOTS || 562 (op->type == ARMOUR || op->type == BOOTS
685 op->type == CLOAK || op->type == HELMET || 563 || op->type == CLOAK || op->type == HELMET
686 op->type == SHIELD || op->type == GLOVES || 564 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE))
687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
688 { 567 {
689 op->destroy (); 568 op->destroy ();
690 continue; 569 continue;
691 } 570 }
692 } 571 }
693 572
694 /* This really needs to be better - we should really give 573 /* Here we remove duplicated skills (as duplicated spell objects have
695 * a substitute spellbook. The problem is that we don't really 574 * _very_ confusing effects for players), which could for instance be
696 * have a good idea what to replace it with (need something like 575 * generated by bad treasurelists. - elmex
697 * a first level treasurelist for each skill.)
698 * remove duplicate skills also
699 */ 576 */
700 if (op->type == SPELLBOOK || op->type == SKILL) 577 if (op->type == SKILL)
701 { 578 {
702 object *tmp;
703
704 for (tmp = op->below; tmp; tmp = tmp->below) 579 for (object *tmp = op->below; tmp; tmp = tmp->below)
705 if (tmp->type == op->type && tmp->name == op->name) 580 if (tmp->type == op->type && tmp->name == op->name)
706 break;
707
708 if (tmp)
709 { 581 {
710 op->destroy (); 582 op->destroy ();
583 LOG (llevError,
711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
712 continue; 585 break;
713 } 586 }
714 587
715 if (op->nrof > 1) 588 if (op->nrof > 1)
716 op->nrof = 1; 589 op->nrof = 1;
717 } 590 }
718 591
719 if (op->type == SPELLBOOK && op->inv) 592 if (op->type == SPELLBOOK && op->inv)
720 {
721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
722 }
723 594
724 /* Give starting characters identified, uncursed, and undamned 595 /* Give starting characters identified, uncursed, and undamned
725 * items. Just don't identify gold or silver, or it won't be 596 * items. Just don't identify gold or silver, or it won't be
726 * merged properly. 597 * merged properly.
727 */ 598 */
728 if (need_identify (op)) 599 if (need_identify (op))
729 { 600 {
730 SET_FLAG (op, FLAG_IDENTIFIED); 601 SET_FLAG (op, FLAG_IDENTIFIED);
731 CLEAR_FLAG (op, FLAG_CURSED); 602 CLEAR_FLAG (op, FLAG_CURSED);
732 CLEAR_FLAG (op, FLAG_DAMNED); 603 CLEAR_FLAG (op, FLAG_DAMNED);
733 } 604 }
605
734 if (op->type == SPELL) 606 if (op->type == SPELL)
735 { 607 {
736 op->destroy (); 608 op->destroy ();
737 continue; 609 continue;
738 } 610 }
740 { 612 {
741 SET_FLAG (op, FLAG_CAN_USE_SKILL); 613 SET_FLAG (op, FLAG_CAN_USE_SKILL);
742 op->stats.exp = 0; 614 op->stats.exp = 0;
743 op->level = 1; 615 op->level = 1;
744 } 616 }
745 /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
746 else
747 SET_FLAG (op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
748 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
749 620
750 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
751 link_player_skills (pl); 622 pl->contr->link_skills ();
752} 623}
753 624
754void 625void
755get_party_password (object *op, partylist *party) 626get_party_password (object *op, partylist *party)
756{ 627{
857static void 728static void
858start_info (object *op) 729start_info (object *op)
859{ 730{
860 char buf[MAX_BUF]; 731 char buf[MAX_BUF];
861 732
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 733 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf); 734 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} 735}
867 736
868/* This function takes the key that is passed, and does the 737/* This function takes the key that is passed, and does the
869 * appropriate action with it (change race, or other things). 738 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 739 * The function name is for historical reasons - now we have
873 */ 742 */
874void 743void
875player::chargen_race_done () 744player::chargen_race_done ()
876{ 745{
877 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
878 esrv_new_player (ob->contr, ob->weight + ob->carrying); 747 esrv_new_player (ob->contr);
879 748
880 treasurelist *tl = treasurelist::find ("starting_wealth"); 749 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl) 750 if (tl)
882 create_treasure (tl, ob, 0, 0, 0); 751 create_treasure (tl, ob, 0, 0, 0);
883 752
887 ob->contr->ns->state = ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
888 757
889 if (ob->msg) 758 if (ob->msg)
890 ob->msg = 0; 759 ob->msg = 0;
891 760
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); 761 start_info (ob);
902 CLEAR_FLAG (ob, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
903 give_initial_items (ob, ob->randomitems); 763 give_initial_items (ob, ob->randomitems);
904 link_player_skills (ob);
905 esrv_send_inventory (ob, ob); 764 esrv_send_inventory (ob, ob);
906 ob->update_stats (); 765 ob->update_stats ();
907 766
908 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
909 * is one for this race 768 * is one for this race
910 */ 769 */
911 if (*first_map_ext_path) 770 if (*first_map_ext_path)
912 { 771 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 772 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
928} 774}
929 775
930void 776void
961 ob->stats.hp = ob->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
962 ob->stats.sp = ob->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
963 ob->stats.grace = 0; 809 ob->stats.grace = 0;
964} 810}
965 811
966void 812static void
967flee_player (object *op) 813flee_player (object *op)
968{ 814{
969 int dir, diff; 815 int dir, diff;
970 rv_vector rv; 816 rv_vector rv;
971 817
974 LOG (llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
975 CLEAR_FLAG (op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
976 return; 822 return;
977 } 823 }
978 824
979 if (op->enemy == NULL) 825 if (!op->enemy)
980 { 826 {
981 LOG (llevDebug, "Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
982 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
983 return; 829 return;
984 } 830 }
985 831
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)) 832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
998 { 833 {
999 op->enemy = NULL; 834 op->enemy = NULL;
1000 CLEAR_FLAG (op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
1001 return; 836 return;
1004 get_rangevector (op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
1005 840
1006 dir = absdir (4 + rv.direction); 841 dir = absdir (4 + rv.direction);
1007 for (diff = 0; diff < 3; diff++) 842 for (diff = 0; diff < 3; diff++)
1008 { 843 {
1009 int m = 1 - (RANDOM () & 2); 844 int m = 1 - rndm (2) * 2;
1010 845
1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1012 return; 847 return;
1013 } 848 }
1014 849
1025check_pick (object *op) 860check_pick (object *op)
1026{ 861{
1027 object *tmp, *next; 862 object *tmp, *next;
1028 int stop = 0; 863 int stop = 0;
1029 int wvratio; 864 int wvratio;
1030 char putstring[128];
1031 865
1032 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1034 return 1; 868 return 1;
1035 869
1036 next = op->below; 870 next = op->below;
1037 871
872 int cnt = MAX_ITEM_PER_DROP;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874
1038 /* loop while there are items on the floor that are not marked as 875 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 876 * destroyed */
1040 while (next && !next->destroyed ()) 877 while (next && !next->destroyed ())
1041 { 878 {
1042 tmp = next; 879 tmp = next;
1043 next = tmp->below; 880 next = tmp->below;
1044 881
882 if (cnt <= 0)
883 {
884 op->failmsg ("Couldn't pickup all items at once.");
885 return 0;
886 }
887
1045 if (op->destroyed ()) 888 if (op->destroyed ())
1046 return 0; 889 return 0;
1047 890
1048 if (!can_pick (op, tmp)) 891 if (!can_pick (op, tmp))
1049 continue; 892 continue;
1050 893
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 895 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 897 CHK_PICK_PICKUP;
898
1055 continue; 899 continue;
1056 } 900 }
1057 901
1058 /* high not bit set? We're using the old autopickup model */ 902 /* pickup handling */
903 if (op->contr->mode & PU_DEBUG)
904 {
905 /* some debugging code to figure out item information */
906 const char *str = tmp->name
907 ? format ("item name: %s item type: %d weight/value: %d",
908 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
909 : format ("item name: %s item type: %d weight/value: %d",
910 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
911
912 new_draw_info (NDI_UNIQUE, 0, op, str);
913 }
914
915 if (op->contr->mode & PU_INHIBIT)
916 return 1;
917
918 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
919 return 1;
920
921 /* philosophy:
922 * It's easy to grab an item type from a pile, as long as it's
923 * generic. This takes no game-time. For more detailed pickups
924 * and selections, select-items should be used. This is a
925 * grab-as-you-run type mode that's really useful for arrows for
926 * example.
927 * The drawback: right now it has no frontend, so you need to
928 * stick the bits you want into a calculator in hex mode and then
929 * convert to decimal and then 'pickup <#>
930 */
931
932 /* the first two modes are exclusive: if NOTHING we return, if
933 * STOP then we stop. All the rest are applied sequentially,
934 * meaning if any test passes, the item gets picked up. */
935
936 /* if mode is set to pick nothing up, return */
937 if (op->contr->mode == PU_NOTHING)
938 return 1;
939
940 /* if mode is set to stop when encountering objects, return */
941 /* take STOP before INHIBIT since it doesn't actually pick
942 * anything up */
943 if (op->contr->mode & PU_STOP)
944 return 0;
945
946 /* useful for going into stores and not losing your settings... */
947 /* and for battles wher you don't want to get loaded down while
948 * fighting */
949 if (op->contr->mode & PU_INHIBIT)
950 return 1;
951
952 /* prevent us from turning into auto-thieves :) */
953 if (QUERY_FLAG (tmp, FLAG_UNPAID))
954 continue;
955
956 /* ignore known cursed objects */
957 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
958 continue;
959
960 /* all food and drink if desired */
961 /* question: don't pick up known-poisonous stuff? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 962 if (op->contr->mode & PU_FOOD)
963 if (tmp->type == FOOD)
1060 { 964 {
1061 switch (op->contr->mode) 965 CHK_PICK_PICKUP;
966 continue;
967 }
968
969 if (op->contr->mode & PU_DRINK)
970 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
976 if (op->contr->mode & PU_POTION)
977 if (tmp->type == POTION)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 /* spellbooks, skillscrolls and normal books/scrolls */
984 if (op->contr->mode & PU_SPELLBOOK)
985 if (tmp->type == SPELLBOOK)
986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
991 if (op->contr->mode & PU_SKILLSCROLL)
992 if (tmp->type == SKILLSCROLL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 if (op->contr->mode & PU_READABLES)
999 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1000 {
1001 CHK_PICK_PICKUP;
1002 continue;
1003 }
1004
1005 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1020
1021 if (op->contr->mode & PU_VALUABLES)
1022 {
1023 if (tmp->type == MONEY || tmp->type == GEM)
1062 { 1024 {
1063 case 0: 1025 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 1026 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 } 1027 }
1096 } 1028 }
1097 else 1029
1098 { /* old model */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG) 1031 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET)
1101 { 1033 {
1102 /* some debugging code to figure out item information */ 1034 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; 1035 continue;
1036 }
1149 1037
1150 /* ignore known cursed objects */ 1038 /* we don't forget dragon food */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1039 if (op->contr->mode & PU_FLESH)
1040 if (tmp->type == FLESH)
1041 {
1042 CHK_PICK_PICKUP;
1152 continue; 1043 continue;
1044 }
1153 1045
1154 /* all food and drink if desired */ 1046 /* bows and arrows. Bows are good for selling! */
1155 /* question: don't pick up known-poisonous stuff? */ 1047 if (op->contr->mode & PU_BOW)
1048 if (tmp->type == BOW)
1049 {
1050 CHK_PICK_PICKUP;
1051 continue;
1052 }
1053
1054 if (op->contr->mode & PU_ARROW)
1055 if (tmp->type == ARROW)
1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1061 /* all kinds of armor etc. */
1062 if (op->contr->mode & PU_ARMOUR)
1063 if (tmp->type == ARMOUR)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_HELMET)
1070 if (tmp->type == HELMET)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 if (op->contr->mode & PU_SHIELD)
1077 if (tmp->type == SHIELD)
1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1156 if (op->contr->mode & PU_FOOD) 1083 if (op->contr->mode & PU_BOOTS)
1157 if (tmp->type == FOOD) 1084 if (tmp->type == BOOTS)
1085 {
1086 CHK_PICK_PICKUP;
1087 continue;
1088 }
1089
1090 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES)
1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1097 if (op->contr->mode & PU_CLOAK)
1098 if (tmp->type == CLOAK)
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 /* hoping to catch throwing daggers here */
1105 if (op->contr->mode & PU_MISSILEWEAPON)
1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1107 {
1108 CHK_PICK_PICKUP;
1109 continue;
1110 }
1111
1112 /* careful: chairs and tables are weapons! */
1113 if (op->contr->mode & PU_ALLWEAPON)
1114 {
1115 if (tmp->type == WEAPON)
1116 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1158 { 1117 {
1159 pick_up (op, tmp); 1118 CHK_PICK_PICKUP;
1160 continue; 1119 continue;
1161 } 1120 }
1121 }
1162 1122
1123 /* misc stuff that's useful */
1163 if (op->contr->mode & PU_DRINK) 1124 if (op->contr->mode & PU_KEY)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1165 { 1126 {
1166 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1167 continue; 1128 continue;
1168 } 1129 }
1169 1130
1131 /* any of the last 4 bits set means we use the ratio for value
1132 * pickups */
1170 if (op->contr->mode & PU_POTION) 1133 if (op->contr->mode & PU_RATIO)
1171 if (tmp->type == POTION) 1134 {
1135 /* use value density to decide what else to grab */
1136 /* >=7 was >= op->contr->mode */
1137 /* >=7 is the old standard setting. Now we take the last 4 bits
1172 { 1138 */
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) 1139 wvratio = op->contr->mode & PU_RATIO;
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1140 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 { 1141 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1142#if 0
1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1144 if (tmp->name != NULL)
1218 { 1145 {
1219 pick_up (op, tmp); 1146 fprintf (stderr, "%s", tmp->name);
1220 continue;
1221 } 1147 }
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 1148 else
1356 fprintf (stderr, "%s", tmp->arch->archname); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1151 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1359#endif 1152#endif
1153 CHK_PICK_PICKUP;
1360 continue; 1154 continue;
1361 }
1362 } 1155 }
1363 } /* the new pickup model */ 1156 } /* the new pickup model */
1364 } 1157 }
1365 1158
1366 return !stop; 1159 return !stop;
1160}
1161
1162/* routine for both players and monsters. We call this when
1163 * there is a possibility for our action distrubing our hiding
1164 * place or invisiblity spell. Artefact invisiblity causes
1165 * "noise" instead. If we arent invisible to begin with, we
1166 * return 0.
1167 */
1168static int
1169action_makes_visible (object *op)
1170{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1172 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1174 {
1175 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance.
1177 if (op->contr)
1178 op->make_noise ();
1179
1180 return 0;
1181 }
1182
1183 if (op->contr && op->contr->tmp_invis == 0)
1184 return 0;
1185
1186 /* If monsters, they should become visible */
1187 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1188 {
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1190 return 1;
1191 }
1192 }
1193
1194 return 0;
1367} 1195}
1368 1196
1369/* 1197/*
1370 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1371 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1372 * found object is returned. 1200 * found object is returned.
1373 */ 1201 */
1374object * 1202static object *
1375find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1376{ 1204{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1205 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) 1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1207 return splay (tmp);
1208
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1211 if (object *arrow = find_arrow (tmp, type))
1212 {
1213 splay (tmp);
1383 return op; 1214 return arrow;
1215 }
1384 1216
1385 return tmp; 1217 return 0;
1386} 1218}
1387 1219
1388/* 1220/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1221 * 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 1222 * 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 1223 * 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. 1224 * the hall. Failing that it does it's best to pick the highest plus arrow.
1393 */ 1225 */
1394object * 1226static object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1228{
1397 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1399 1231
1400 if (!type) 1232 if (!type)
1404 { 1236 {
1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1237 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 { 1238 {
1407 i = 0; 1239 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1409 if (i > betterby) 1242 if (i > betterby)
1410 { 1243 {
1411 tmp = ntmp; 1244 tmp = ntmp;
1412 betterby = i; 1245 betterby = i;
1413 } 1246 }
1414 } 1247 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1248 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1249 {
1417 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1251 if (target->race && arrow->slaying.contains (target->race))
1419 { 1252 {
1420 if (arrow->attacktype & AT_DEATH) 1253 if (arrow->attacktype & AT_DEATH)
1421 { 1254 {
1422 *better = 100; 1255 *better = 100;
1423 return arrow; 1256 return arrow;
1438 { 1271 {
1439 tmp = arrow; 1272 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1273 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1274 }
1442 } 1275 }
1276
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1278 {
1445 tmp = arrow; 1279 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1281 }
1282
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1284 {
1450 tmp = arrow; 1285 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1287 }
1453 } 1288 }
1454 } 1289 }
1455 } 1290 }
1291
1456 if (tmp == NULL && arrow == NULL) 1292 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1293 return find_arrow (op, type);
1458 1294
1459 *better = betterby; 1295 *better = betterby;
1460 return tmp; 1296 return tmp;
1464 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1301 * op = the shooter
1466 * type = bow->race 1302 * type = bow->race
1467 * dir = fire direction 1303 * dir = fire direction
1468 */ 1304 */
1469object * 1305static object *
1470pick_arrow_target (object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1471{ 1307{
1472 object *tmp = NULL; 1308 object *tmp = NULL;
1473 maptile *m; 1309 maptile *m;
1474 int i, mflags, found, number; 1310 int i, mflags, found, number;
1475 sint16 x, y; 1311 sint16 x, y;
1490 for (i = 0, found = 0; i < 20; i++) 1326 for (i = 0, found = 0; i < 20; i++)
1491 { 1327 {
1492 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1493 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1494 mflags = get_map_flags (m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1495 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1496 { 1333 {
1497 tmp = NULL; 1334 tmp = 0;
1498 break; 1335 break;
1499 } 1336 }
1500 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1337 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1501 { 1338 {
1502 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1503 * perhaps a bad assumption. 1340 * perhaps a bad assumption.
1504 */ 1341 */
1505 tmp = NULL; 1342 tmp = 0;
1506 break; 1343 break;
1507 } 1344 }
1345
1508 if (mflags & P_IS_ALIVE) 1346 if (mflags & P_IS_ALIVE)
1509 {
1510 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1347 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1511 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1512 {
1513 found++;
1514 break;
1515 }
1516 if (found)
1517 break; 1349 break;
1518 }
1519 } 1350 }
1520 if (tmp == NULL) 1351
1352 if (!tmp)
1521 return find_arrow (op, type); 1353 return find_arrow (op, type);
1522 1354
1523 if (tmp->head) 1355 if (tmp->head)
1524 tmp = tmp->head; 1356 tmp = tmp->head;
1525 1357
1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1566 return 0; 1398 return 0;
1567 } 1399 }
1568 1400
1569 // optimisation: move object to top so we will find it quickly again 1401 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below) 1402 splay (bow);
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1576 } 1403 }
1577 1404
1578 if (!bow->race || !bow->skill) 1405 if (!bow->race || !bow->skill)
1579 { 1406 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1407 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1606 } 1433 }
1607 1434
1608 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1609 if (arrow->nrof == 0) 1436 if (arrow->nrof == 0)
1610 { 1437 {
1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1611 arrow->destroy (); 1439 arrow->destroy ();
1612 return 0; 1440 return 0;
1613 } 1441 }
1614 1442
1615 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1616 arrow = get_split_ob (arrow, 1); 1444 arrow = arrow->split ();
1617 if (!arrow) 1445 if (!arrow)
1618 { 1446 {
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1447 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 return 0; 1448 return 0;
1621 } 1449 }
1625 arrow->direction = dir; 1453 arrow->direction = dir;
1626 1454
1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1455 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam; 1456 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype; 1457 arrow->stats.grace = arrow->attacktype;
1630 1458 arrow->custom_name = arrow->slaying;
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633 1459
1634#if 0 1460#if 0
1635 if (player *pl = op->contr) 1461 if (player *pl = op->contr)
1636 { 1462 {
1637 float speed = pl->weapon_sp; 1463 float speed = pl->weapon_sp;
1688 op->play_sound (sound_find ("fire_arrow")); 1514 op->play_sound (sound_find ("fire_arrow"));
1689 m->insert (arrow, sx, sy, op); 1515 m->insert (arrow, sx, sy, op);
1690 1516
1691 if (!arrow->destroyed ()) 1517 if (!arrow->destroyed ())
1692 move_arrow (arrow); 1518 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 1519
1702 return 1; 1520 return 1;
1703} 1521}
1704 1522
1705/* Special fire code for players - this takes into 1523/* Special fire code for players - this takes into
1707 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1708 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1709 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1710 * hence the function name. 1528 * hence the function name.
1711 */ 1529 */
1712int 1530static int
1713player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
1714{ 1532{
1715 int ret = 0, wcmod = 0; 1533 int ret;
1716 1534
1717 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
1718 { 1536 {
1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1537 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1720 } 1538 }
1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1539 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1722 { 1540 {
1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1541 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); 1542 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1727 } 1543 }
1728 else if (op->contr->bowtype == bow_threewide) 1544 else if (op->contr->bowtype == bow_threewide)
1729 { 1545 {
1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1546 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)]); 1547 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)]); 1548 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1733 } 1549 }
1734 else if (op->contr->bowtype == bow_spreadshot) 1550 else if (op->contr->bowtype == bow_spreadshot)
1735 { 1551 {
1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1552 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); 1553 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); 1554 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1739 } 1555 }
1740 else 1556 else
1741 { 1557 {
1747} 1563}
1748 1564
1749/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1750 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1751 */ 1567 */
1752void 1568static void
1753fire_misc_object (object *op, int dir) 1569fire_misc_object (object *op, int dir)
1754{ 1570{
1755 object *item = op->contr->ranged_ob; 1571 object *item = op->contr->ranged_ob;
1756 1572
1757 if (!item) 1573 if (!item)
1779 return; 1595 return;
1780 } 1596 }
1781 } 1597 }
1782 else if (item->type == ROD || item->type == HORN) 1598 else if (item->type == ROD || item->type == HORN)
1783 { 1599 {
1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1600 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1601
1602 // using the maximum of the rods charge allows at least one spell cast
1603 // for a rod or horn, this fixes some broken rods.
1604 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1785 { 1605 {
1786 op->contr->play_sound (sound_find ("wand_poof")); 1606 op->contr->play_sound (sound_find ("wand_poof"));
1787 1607
1788 if (item->type == ROD) 1608 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)); 1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1794 } 1614 }
1795 } 1615 }
1796 1616
1797 if (cast_spell (op, item, dir, item->inv, NULL)) 1617 if (cast_spell (op, item, dir, item->inv, NULL))
1798 { 1618 {
1799 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1619 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1620
1800 if (item->type == WAND) 1621 if (item->type == WAND)
1801 { 1622 {
1802 if (!(--item->stats.food)) 1623 if (!(--item->stats.food))
1803 { 1624 {
1804 object *tmp; 1625 object *tmp;
1808 CLEAR_FLAG (item, FLAG_ANIMATE); 1629 CLEAR_FLAG (item, FLAG_ANIMATE);
1809 item->face = item->arch->face; 1630 item->face = item->arch->face;
1810 item->set_speed (0); 1631 item->set_speed (0);
1811 } 1632 }
1812 1633
1813 if ((tmp = item->in_player ())) 1634 if (object *pl = item->visible_to ())
1814 esrv_update_item (UPD_ANIM, tmp, item); 1635 esrv_update_item (UPD_ANIM, pl, item);
1815 } 1636 }
1816 } 1637 }
1817 else if (item->type == ROD || item->type == HORN) 1638 else if (item->type == ROD || item->type == HORN)
1818 drain_rod_charge (item); 1639 drain_rod_charge (item);
1819 } 1640 }
1824bool 1645bool
1825fire (object *op, int dir) 1646fire (object *op, int dir)
1826{ 1647{
1827 int spellcost = 0; 1648 int spellcost = 0;
1828 1649
1829 /* check for loss of invisiblity/hide */
1830 if (action_makes_visible (op))
1831 make_visible (op);
1832
1833 player *pl = op->contr; 1650 player *pl = op->contr;
1834 1651
1835 if (pl->golem) 1652 if (pl->golem)
1836 { 1653 {
1837 control_golem (op->contr->golem, dir); 1654 control_golem (op->contr->golem, dir);
1839 } 1656 }
1840 1657
1841 object *ob = pl->ranged_ob; 1658 object *ob = pl->ranged_ob;
1842 1659
1843 if (!ob) 1660 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false; 1661 return false;
1848 1662
1849 if (op->speed_left > 0.f) 1663 if (op->speed_left > 0.f)
1850 --op->speed_left; 1664 --op->speed_left;
1851 else 1665 else
1852 return false; 1666 return false;
1853 1667
1668 if (!op->change_weapon (ob))
1669 return false;
1670
1671 /* check for loss of invisiblity/hide */
1672 if (action_makes_visible (op))
1673 make_visible (op);
1674
1854 switch (ob->type) 1675 switch (ob->type)
1855 { 1676 {
1856 case BOW: 1677 case BOW:
1857 player_fire_bow (op, dir); 1678 player_fire_bow (op, dir);
1858 break; 1679 break;
1859 1680
1860 case SPELL: 1681 case SPELL:
1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1682 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1862 break; 1683 break;
1863 1684
1864 case BUILDER: 1685 case BUILDER:
1865 apply_map_builder (op, dir); 1686 apply_map_builder (op, dir);
1866 break; 1687 break;
1875 } 1696 }
1876 1697
1877 return true; 1698 return true;
1878} 1699}
1879 1700
1880/* find_key 1701static object *
1881 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic
1884 * for both is the same - just the specific key is different.
1885 * pl is the player,
1886 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers.
1889 */
1890object *
1891find_key (object *pl, object *container, object *door) 1702find_key_ (object *pl, object *container, object *door)
1892{ 1703{
1893 object *tmp, *key; 1704 object *tmp, *key;
1894 1705
1895 /* Should not happen, but sanity checking is never bad */ 1706 /* Should not happen, but sanity checking is never bad */
1896 if (!container->inv) 1707 if (!container->inv)
1899 /* First, lets try to find a key in the top level inventory */ 1710 /* First, lets try to find a key in the top level inventory */
1900 for (tmp = container->inv; tmp; tmp = tmp->below) 1711 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 { 1712 {
1902 if (door->type == DOOR && tmp->type == KEY) 1713 if (door->type == DOOR && tmp->type == KEY)
1903 break; 1714 break;
1715
1904 /* For sanity, we should really check door type, but other stuff 1716 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1717 * (like containers) can be locked with special keys
1906 */ 1718 */
1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 break; 1720 break;
1914 * a key, return 1726 * a key, return
1915 */ 1727 */
1916 if (!tmp) 1728 if (!tmp)
1917 { 1729 {
1918 for (tmp = container->inv; tmp; tmp = tmp->below) 1730 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1920 /* No reason to search empty containers */ 1731 /* No reason to search empty containers */
1921 if (tmp->type == CONTAINER && tmp->inv) 1732 if (tmp->type == CONTAINER && tmp->inv)
1922 {
1923 if ((key = find_key (pl, tmp, door))) 1733 if ((key = find_key_ (pl, tmp, door)))
1924 return key; 1734 return key;
1925 }
1926 }
1927 1735
1928 if (!tmp) 1736 if (!tmp)
1929 return NULL; 1737 return 0;
1930 } 1738 }
1931 1739
1932 /* We get down here if we have found a key. Now if its in a container, 1740 /* 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 1741 * see if we actually want to use it
1934 */ 1742 */
1935 if (pl != container) 1743 if (pl != container)
1936 { 1744 {
1937 /* Only let players use keys in containers */ 1745 /* Only let players use keys in containers */
1938 if (!pl->contr) 1746 if (!pl->contr)
1939 return NULL; 1747 return 0;
1748
1940 /* cases where this fails: 1749 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 1750 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 1751 * are not in the players inventory.
1943 * If the container is not active, return now since only active 1752 * If the container is not active, return now since only active
1944 * containers can be used. 1753 * containers can be used.
1948 * inv must have been an container and must have been active. 1757 * inv must have been an container and must have been active.
1949 * 1758 *
1950 * Change the color so that the message doesn't disappear with 1759 * Change the color so that the message doesn't disappear with
1951 * all the others. 1760 * all the others.
1952 */ 1761 */
1953 if (pl->contr->usekeys == key_inventory || 1762 if (pl->contr->usekeys == key_inventory
1954 !QUERY_FLAG (container, FLAG_APPLIED) || 1763 || !QUERY_FLAG (container, FLAG_APPLIED)
1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1956 { 1765 {
1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1766 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)); 1767 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1959 return NULL; 1768 return NULL;
1960 } 1769 }
1961 } 1770 }
1962 1771
1963 return tmp; 1772 return tmp;
1773}
1774
1775/* find_key
1776 * We try to find a key for the door as passed. If we find a key
1777 * and successfully use it, we return the key, otherwise NULL
1778 * This function merges both normal and locked door, since the logic
1779 * for both is the same - just the specific key is different.
1780 * pl is the player,
1781 * inv is the objects inventory to searched
1782 * door is the door we are trying to match against.
1783 * This function can be called recursively to search containers.
1784 */
1785object *
1786find_key (object *pl, object *container, object *door)
1787{
1788 if (door->slaying && is_match_expr (door->slaying))
1789 {
1790 // for match expressions, we try to find the key by applying the match
1791 // to the op itself, which is supposed to find the "key", instead
1792 // of searching through containers ourselves.
1793
1794 return match_one (door->slaying, container, door, pl, pl);
1795 }
1796 else
1797 return find_key_ (pl, container, door);
1964} 1798}
1965 1799
1966/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
1967 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
1968 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
1990 1824
1991 if (door->type == DOOR) 1825 if (door->type == DOOR)
1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1826 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 else if (door->type == LOCKED_DOOR) 1827 else if (door->type == LOCKED_DOOR)
1994 { 1828 {
1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1829 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2 (door); /* remove door without violence ;-) */ 1830 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1831 }
1998 1832
1999 /* Do this after we print the message */ 1833 /* Do this after we print the message */
2000 decrease_ob (key); /* Use up one of the keys */ 1834 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 1835
2005 return 1; /* Nothing more to do below */ 1836 return 1; /* Nothing more to do below */
2006 } 1837 }
2007 else if (door->type == LOCKED_DOOR) 1838 else if (door->type == LOCKED_DOOR)
2008 { 1839 {
2009 /* Might as well return now - no other way to open this */ 1840 /* Might as well return now - no other way to open this */
2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1841 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2011 return 1; 1842 return 1;
2012 } 1843 }
2013 1844
2014 return 0; 1845 return 0;
2015} 1846}
2021 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
2022 */ 1853 */
2023bool 1854bool
2024move_player_attack (object *op, int dir) 1855move_player_attack (object *op, int dir)
2025{ 1856{
1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1858 {
1859 --op->speed_left;
1860 return true;
1861 }
1862
2026 int on_battleground; 1863 int on_battleground;
2027 1864
2028 sint16 nx = freearr_x[dir] + op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
2029 sint16 ny = freearr_y[dir] + op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
2030 1867
2031 on_battleground = op_on_battleground (op, 0, 0); 1868 on_battleground = op_on_battleground (op, 0, 0);
2032 1869
2033 if (out_of_map (op->map, nx, ny)) 1870 if (out_of_map (op->map, nx, ny))
2034 return false; 1871 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 1872
2042 /* If braced, or can't move to the square, and it is not out of the 1873 /* 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 1874 * 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 1875 * 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 1876 * player. This is a pretty nasty hack, because if we could
2105 --op->speed_left; 1936 --op->speed_left;
2106 1937
2107 op->play_sound (sound_find ("push_player")); 1938 op->play_sound (sound_find ("push_player"));
2108 push_ob (mon, dir, op); 1939 push_ob (mon, dir, op);
2109 1940
2110 if (op->contr->tmp_invis || op->hide) 1941 if (action_makes_visible (op))
2111 make_visible (op); 1942 make_visible (op);
2112 1943
2113 return true; 1944 return true;
2114 } 1945 }
2115 else 1946 else
2135 { 1966 {
2136 op->play_sound (sound_find ("push_player")); 1967 op->play_sound (sound_find ("push_player"));
2137 push_ob (mon, dir, op); 1968 push_ob (mon, dir, op);
2138 } 1969 }
2139 else 1970 else
2140 new_draw_info (0, 0, op, "You withhold your attack"); 1971 op->statusmsg ("You withhold your attack");
2141 1972
2142 if (op->contr->tmp_invis || op->hide) 1973 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2143 make_visible (op); 1974 make_visible (op);
2144 1975
2145 return true; 1976 return true;
2146 } 1977 }
2147 } 1978 }
2189bool 2020bool
2190move_player (object *op, int dir) 2021move_player (object *op, int dir)
2191{ 2022{
2192 int pick; 2023 int pick;
2193 2024
2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2195 return 0; 2026 return 0;
2196 2027
2197 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2198 if ((dir < 0) || (dir >= 9)) 2029 if ((dir < 0) || (dir >= 9))
2199 { 2030 {
2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2206 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2037 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2207 2038
2208 op->facing = dir; 2039 op->facing = dir;
2209 2040
2210 if (op->hide) 2041 if (op->flag [FLAG_HIDDEN])
2211 do_hidden_move (op); 2042 do_hidden_move (op);
2212 2043
2213 bool retval; 2044 bool retval;
2214 2045
2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2046 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2275 return move_player (op, op->direction); 2106 return move_player (op, op->direction);
2276 2107
2277 return false; 2108 return false;
2278} 2109}
2279 2110
2280int 2111static int
2281save_life (object *op) 2112save_life (object *op)
2282{ 2113{
2283 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2114 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2284 return 0; 2115 return 0;
2285 2116
2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2118 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2288 { 2119 {
2289 op->play_sound (sound_find ("ob_evaporate")); 2120 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)); 2121 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2291 2122
2292 if (op->contr)
2293 esrv_del_item (op->contr, tmp->count);
2294
2295 tmp->destroy (); 2123 tmp->destroy ();
2296 CLEAR_FLAG (op, FLAG_LIFESAVE); 2124 CLEAR_FLAG (op, FLAG_LIFESAVE);
2297 2125
2298 if (op->stats.hp < 0) 2126 if (op->stats.hp < 0)
2299 op->stats.hp = op->stats.maxhp; 2127 op->stats.hp = op->stats.maxhp;
2311 return 0; 2139 return 0;
2312} 2140}
2313 2141
2314/* This goes throws the inventory and removes unpaid objects, and puts them 2142/* 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 2143 * 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 2144 * function will descend into containers. op is the object to start the search
2317 * from. 2145 * from.
2318 */ 2146 */
2319static void 2147static void
2320drop_unpaid_items (object *op, object *env) 2148drop_unpaid_items (object *op, object *env)
2321{ 2149{
2322 while (op) 2150 while (op)
2323 { 2151 {
2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2152 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2325 2153
2326 if (QUERY_FLAG (op, FLAG_UNPAID)) 2154 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); 2155 op->insert_at (env);
2332 }
2333 else if (op->inv) 2156 else if (op->inv)
2334 drop_unpaid_items (op->inv, env); 2157 drop_unpaid_items (op->inv, env);
2335 2158
2336 op = next; 2159 op = next;
2337 } 2160 }
2349 * Moved from apply.c to player.c - player.c is what 2172 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the 2173 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better, 2174 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory. 2175 * but there isn't one in the server directory.
2353 */ 2176 */
2354char * 2177static const char *
2355gravestone_text (object *op) 2178gravestone_text (object *op)
2356{ 2179{
2357 static char buf2[MAX_BUF]; 2180 static dynbuf_text buf;
2358 char buf[MAX_BUF];
2359 time_t now = time (NULL);
2360 2181
2361 strcpy (buf2, " R.I.P.\n\n"); 2182 buf << "---- R.I.P. ----\n\n"
2183 << op->name;
2184
2362 if (op->type == PLAYER) 2185 if (op->type == PLAYER)
2363 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2186 buf << " the " << op->contr->title;
2364 else
2365 sprintf (buf, "%s\n", &op->name);
2366 2187
2367 strncat (buf2, " ", 20 - strlen (buf) / 2); 2188 buf << "\n\n";
2368 strcat (buf2, buf); 2189
2190 buf << "who was level ";
2191 buf << (sint32)op->level << "\n\n" // OO breakdown
2192 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2193
2369 if (op->type == PLAYER) 2194 if (op->type == PLAYER)
2370 sprintf (buf, "who was in level %d when killed\n", op->level); 2195 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 2196
2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf);
2376 if (op->type == PLAYER)
2377 { 2197 {
2378 sprintf (buf, "by %s.\n\n", op->contr->killer); 2198 static char buf2[128];
2379 strncat (buf2, " ", 21 - strlen (buf) / 2); 2199 time_t now = time (NULL);
2380 strcat (buf2, buf);
2381 }
2382
2383 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2200 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2384 strncat (buf2, " ", 20 - strlen (buf) / 2); 2201 buf << buf2;
2385 strcat (buf2, buf); 2202 }
2386 2203
2387 return buf2; 2204 return buf;
2388} 2205}
2389 2206
2390void 2207void
2391do_some_living (object *op) 2208do_some_living (object *op)
2392{ 2209{
2444 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2261 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2445 else 2262 else
2446 { 2263 {
2447 gen_grace = op->stats.maxgrace; 2264 gen_grace = op->stats.maxgrace;
2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2265 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 } 2266 }
2492 2267
2493 /* Regenerate Grace */ 2268 /* Regenerate Grace */
2494 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2269 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2495 if (--op->last_grace < 0) 2270 if (--op->last_grace < 0)
2516 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2291 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2517 } 2292 }
2518 /* wearing stuff doesn't detract from grace generation. */ 2293 /* wearing stuff doesn't detract from grace generation. */
2519 } 2294 }
2520 2295
2296 if (op->stats.food > 0)
2297 {
2521 /* Regenerate Hit Points */ 2298 /* Regenerate Spell Points */
2522 if (--op->last_heal < 0) 2299 if (!op->contr->golem && --op->last_sp < 0)
2523 {
2524 if (op->stats.hp < op->stats.maxhp)
2525 { 2300 {
2526 op->stats.hp++; 2301 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2527 /* dms do not consume food */ 2302
2528 if (!QUERY_FLAG (op, FLAG_WIZ)) 2303 if (op->stats.sp < op->stats.maxsp)
2529 { 2304 {
2305 op->stats.sp++;
2306
2307 /* dms do not consume food */
2308 if (!QUERY_FLAG (op, FLAG_WIZ))
2309 {
2530 op->stats.food--; 2310 op->stats.food--;
2311
2531 if (op->contr->digestion < 0) 2312 if (op->contr->digestion < 0)
2532 op->stats.food += op->contr->digestion; 2313 op->stats.food += op->contr->digestion;
2533 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2314 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2534 op->stats.food = last_food; 2315 op->stats.food = last_food;
2316 }
2535 } 2317 }
2536 }
2537 2318
2538 if (max_hp > 1) 2319 if (max_sp > 1)
2539 {
2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2541 if (over_hp > 0)
2542 { 2320 {
2543 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2321 over_sp = (gen_sp + 10) / rate_sp;
2322 if (over_sp > 0)
2323 {
2324 if (op->stats.sp < op->stats.maxsp)
2325 {
2326 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2327
2328 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2329 op->stats.sp--;
2330
2331 if (op->stats.sp > op->stats.maxsp)
2332 op->stats.sp = op->stats.maxsp;
2333 }
2334
2544 op->last_heal = 0; 2335 op->last_sp = 0;
2336 }
2337 else
2338 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2545 } 2339 }
2546 else 2340 else
2341 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2342 }
2343
2344 /* Regenerate Hit Points */
2345 if (--op->last_heal < 0)
2346 {
2347 if (op->stats.hp < op->stats.maxhp)
2547 { 2348 {
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2349 op->stats.hp++;
2350
2351 /* dms do not consume food */
2352 if (!QUERY_FLAG (op, FLAG_WIZ))
2353 {
2354 op->stats.food--;
2355
2356 if (op->contr->digestion < 0)
2357 op->stats.food += op->contr->digestion;
2358 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2359 op->stats.food = last_food;
2360 }
2549 } 2361 }
2362
2363 if (max_hp > 1)
2364 {
2365 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2366
2367 if (over_hp > 0)
2368 {
2369 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2370 op->last_heal = 0;
2371 }
2372 else
2373 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2550 } 2374 }
2551 else 2375 else
2552 {
2553 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2376 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2554 } 2377 }
2555 } 2378 }
2556 2379
2557 /* Digestion */ 2380 /* Digestion */
2558 if (--op->last_eat < 0) 2381 if (--op->last_eat < 0)
2567 op->stats.food--; 2390 op->stats.food--;
2568 } 2391 }
2569 2392
2570 if (op->stats.food < 0 && op->stats.hp >= 0) 2393 if (op->stats.food < 0 && op->stats.hp >= 0)
2571 { 2394 {
2572 object *tmp, *flesh = 0; 2395 object *flesh = 0;
2573 2396
2574 for (tmp = op->inv; tmp; tmp = tmp->below) 2397 for_inv_removable (op, tmp)
2575 { 2398 {
2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2399 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2400 continue;
2401
2402 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2577 { 2403 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2404 op->statusmsg ("You blindly grab for a bite of food. "
2579 { 2405 "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); 2406 manual_apply (op, tmp, 0);
2407
2582 if (op->stats.food >= 0 || op->stats.hp < 0) 2408 if (op->stats.food >= 0 || op->stats.hp < 0)
2583 break; 2409 break;
2584 } 2410 }
2585 else if (tmp->type == FLESH) 2411 else if (tmp->type == FLESH)
2586 flesh = tmp; 2412 flesh = tmp;
2587 } /* End if paid for object */ 2413 }
2588 } /* end of for loop */
2589 2414
2590 /* If player is still starving, it means they don't have any food, so 2415 /* If player is still starving, it means they don't have any food, so
2591 * eat flesh instead. 2416 * eat flesh instead.
2592 */ 2417 */
2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2418 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2594 { 2419 {
2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2420 op->statusmsg ("You blindly grab for a bite of food. "
2421 "H<To prevent you from starving, you ate some random item from your backpack.>");
2596 manual_apply (op, flesh, 0); 2422 manual_apply (op, flesh, 0);
2597 } 2423 }
2424
2425 // If player is still starving, alert him!
2426 if (op->stats.food < 0)
2427 op->failmsg ("You are starving! "
2428 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2429 }
2430
2431 if (op->stats.food < 0)
2598 } 2432 {
2433 op->stats.hp += op->stats.food;
2434 op->stats.food = 0;
2599 2435
2600 while (op->stats.food < 0 && op->stats.hp >= 0) 2436 if (op->stats.hp < 0)
2601 op->stats.food++, op->stats.hp--; 2437 {
2438 op->contr->killer = archetype::get ("killer_starvation");
2439 op->contr->killer->destroy ();
2440 }
2441 }
2602 2442
2443 /* killer should be set here already */
2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2444 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2604 kill_player (op); 2445 kill_player (op);
2605 } 2446 }
2606} 2447}
2607 2448
2611 * file. 2452 * file.
2612 */ 2453 */
2613void 2454void
2614kill_player (object *op) 2455kill_player (object *op)
2615{ 2456{
2616 char buf[MAX_BUF];
2617 int x, y; 2457 int x, y;
2618
2619 //int i;
2620 maptile *map; /* this is for resurrection */ 2458 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; 2459 int will_kill_again;
2628 archetype *at; 2460 archetype *at;
2629 object *tmp; 2461 object *tmp;
2630 2462
2631 if (save_life (op)) 2463 if (save_life (op))
2632 return; 2464 return;
2465
2466 dynbuf_text deathtab;
2467
2468 /* restore player */
2469 at = archetype::find ("poisoning");
2470 if (object *tmp = present_arch_in_ob (at, op))
2471 {
2472 tmp->destroy ();
2473 deathtab << "Your body feels cleansed...\r";
2474 }
2475
2476 at = archetype::find ("confusion");
2477 if (object *tmp = present_arch_in_ob (at, op))
2478 {
2479 tmp->destroy ();
2480 deathtab << "Your mind feels clearer...\r";
2481 }
2482
2483 cure_disease (op, 0, 0); /* remove any disease */
2484
2485 max_it (op->stats.hp , op->stats.maxhp);
2486 max_it (op->stats.sp , op->stats.maxsp);
2487 max_it (op->stats.grace, op->stats.maxgrace);
2488
2489 if (op->stats.food <= 0)
2490 op->stats.food = 999;
2491
2492 // remove all spell effects that are active
2493 // to avoid long-term effects such as word-of-recall
2494 for (object *item = op->inv; item; )
2495 {
2496 object *next = item->below;
2497
2498 if (item->type == SPELL_EFFECT && item->active)
2499 item->destroy ();
2500
2501 item = next;
2502 }
2633 2503
2634 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2504 /* 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. 2505 * in cities ONLY!!! It is very important that this doesn't get abused.
2636 * Look at op_on_battleground() for more info --AndreasV 2506 * Look at op_on_battleground() for more info --AndreasV
2637 */ 2507 */
2638 if (op_on_battleground (op, &x, &y)) 2508 if (op_on_battleground (op, &x, &y))
2639 { 2509 {
2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2510 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 2511
2663 /* create a bodypart-trophy to make the winner happy */ 2512 /* create a bodypart-trophy to make the winner happy */
2664 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2513 if (object *tmp = arch_to_object (archetype::find ("finger")))
2665 { 2514 {
2666 sprintf (buf, "%s's finger", &op->name); 2515 tmp->name = format ("%s's finger" , &op->name);
2667 tmp->name = buf; 2516 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; 2517 tmp->msg = format (
2518 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2519 &op->name, op->contr->title,
2520 (int)op->level,
2521 op->contr->killer_name ()
2522 );
2672 tmp->value = 0, tmp->type = 0; 2523 tmp->value = 0, tmp->type = 0;
2673 tmp->materialname = "organics"; 2524 tmp->materialname = "organics";
2674 tmp->insert_at (op, tmp); 2525 tmp->insert_at (op, tmp);
2675 } 2526 }
2676 2527
2677 /* teleport defeated player to new destination */ 2528 /* teleport defeated player to new destination */
2678 transfer_ob (op, x, y, 0, NULL); 2529 transfer_ob (op, x, y, 0, NULL);
2679 op->contr->braced = 0; 2530 op->contr->braced = 0;
2531
2532 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2680 return; 2533 return;
2681 } 2534 }
2682 2535
2536 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2537 deathtab << "T<YOU HAVE DIED>\n\n";
2538
2683 INVOKE_PLAYER (DEATH, op->contr); 2539 INVOKE_PLAYER (DEATH, op->contr);
2684 2540
2685 command_kill_pets (op, 0); 2541 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 2542
2695 op->contr->play_sound (sound_find ("player_dies")); 2543 op->contr->play_sound (sound_find ("player_dies"));
2696 2544
2697 /* save the map location for corpse, gravestone */ 2545 /* save the map location for corpse, gravestone */
2698 x = op->x; 2546 x = op->x;
2728 2576
2729 lost_a_stat = 0; 2577 lost_a_stat = 0;
2730 2578
2731 for (z = 0; z < num_stats_lose; z++) 2579 for (z = 0; z < num_stats_lose; z++)
2732 { 2580 {
2733 i = RANDOM () % NUM_STATS; 2581 i = rndm (NUM_STATS);
2734 2582
2735 if (settings.stat_loss_on_death) 2583 if (settings.stat_loss_on_death)
2736 { 2584 {
2737 /* Pick a random stat and take a point off it. Tell the player 2585 /* Pick a random stat and take a point off it. Tell the player
2738 * what he lost. 2586 * what he lost.
2789 } 2637 }
2790 } 2638 }
2791 2639
2792 if (lose_this_stat) 2640 if (lose_this_stat)
2793 { 2641 {
2794 this_stat = get_attr_value (&(dep->stats), i); 2642 this_stat = get_attr_value (&dep->stats, i);
2795 /* We could try to do something clever like find another 2643 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if 2644 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low 2645 * stats have been depleted to -50, all are pretty low
2798 * and should be roughly the same, so it shouldn't make a 2646 * and should be roughly the same, so it shouldn't make a
2799 * difference. 2647 * difference.
2807 lost_a_stat = 1; 2655 lost_a_stat = 1;
2808 } 2656 }
2809 } 2657 }
2810 } 2658 }
2811 } 2659 }
2660
2812 /* If no stat lost, tell the player. */ 2661 /* If no stat lost, tell the player. */
2813 if (!lost_a_stat) 2662 if (!lost_a_stat)
2814 { 2663 {
2815 /* determine_god() seems to not work sometimes... why is this? 2664 /* determine_god() seems to not work sometimes... why is this?
2816 Should I be using something else? GD */ 2665 Should I be using something else? GD */
2817 const char *god = determine_god (op); 2666 shstr_tmp god = determine_god (op);
2818 2667
2819 if (god && (strcmp (god, "none"))) 2668 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); 2669 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2821 else 2670 else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2671 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2823 } 2672 }
2824#else 2673#else
2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2674 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2826#endif 2675#endif
2827 2676
2828 /* Put a gravestone up where the character 'almost' died. List the 2677 /* Put a gravestone up where the character 'almost' died. List the
2829 * exp loss on the stone. 2678 * exp loss on the stone.
2830 */ 2679 */
2831 tmp = arch_to_object (archetype::find ("gravestone")); 2680 tmp = arch_to_object (archetype::find ("gravestone"));
2832 sprintf (buf, "%s's gravestone", &op->name); 2681 tmp->name = format ("%s's gravestone", &op->name);
2833 tmp->name = buf; 2682 tmp->name_pl = format ("%s's gravestones", &op->name);
2834 sprintf (buf, "%s's gravestones", &op->name); 2683 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2835 tmp->name_pl = buf; 2684 &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; 2685 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL, 0); 2686 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2687
2841 /**************************************/ 2688 /**************************************/
2842 /* */ 2689 /* */
2843 /* Subtract the experience points, */ 2690 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */
2846 /* */ 2691 /* */
2847 /**************************************/ 2692 /**************************************/
2848 2693
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)); */ 2694 /*add_exp(op, (op->stats.exp * -0.20)); */
2871 apply_death_exp_penalty (op); 2695 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 2696
2878 /* 2697 /*
2879 * Check to see if the player has any unpaid items. If so, remove them 2698 * Check to see if the player has any unpaid items. If so, remove them
2880 * and put them back in the map. 2699 * and put them back in the map.
2881 */ 2700 */
2916 if (will_kill_again & (1 << at)) 2735 if (will_kill_again & (1 << at))
2917 force->resist[at] = 100; 2736 force->resist[at] = 100;
2918 2737
2919 insert_ob_in_ob (force, op); 2738 insert_ob_in_ob (force, op);
2920 op->update_stats (); 2739 op->update_stats ();
2921
2922 } 2740 }
2923 2741
2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2742 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2925} 2743}
2926 2744
2927void 2745static void
2928loot_object (object *op) 2746loot_object (object *op)
2929{ /* Grab and destroy some treasure */ 2747{ /* Grab and destroy some treasure */
2930 object *tmp, *tmp2, *next; 2748 object *tmp, *tmp2, *next;
2931 2749
2932 op->close_container (); /* close open sack first */ 2750 op->close_container (); /* close open sack first */
2946 2764
2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2765 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2948 { 2766 {
2949 if (tmp->nrof > 1) 2767 if (tmp->nrof > 1)
2950 { 2768 {
2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2769 tmp->decrease (rndm (1, tmp->nrof - 1));
2952 tmp2->destroy ();
2953 insert_ob_in_map (tmp, op->map, NULL, 0); 2770 insert_ob_in_map (tmp, op->map, NULL, 0);
2954 } 2771 }
2955 else 2772 else
2956 tmp->destroy (); 2773 tmp->destroy ();
2957 } 2774 }
2968void 2785void
2969fix_weight (void) 2786fix_weight (void)
2970{ 2787{
2971 for_all_players (pl) 2788 for_all_players (pl)
2972 { 2789 {
2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2790 sint32 old = pl->ob->carrying;
2974 2791
2975 if (old == sum) 2792 pl->ob->update_weight ();
2976 continue; 2793
2794 if (old != pl->ob->carrying)
2795 {
2977 pl->ob->update_stats (); 2796 pl->ob->update_stats ();
2978 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2797 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2798 }
2979 } 2799 }
2980} 2800}
2981 2801
2982void 2802void
2983fix_luck (void) 2803fix_luck (void)
3025} 2845}
3026 2846
3027void 2847void
3028make_visible (object *op) 2848make_visible (object *op)
3029{ 2849{
3030 op->hide = 0; 2850 op->flag [FLAG_HIDDEN] = 0;
3031 op->invisible = 0; 2851 op->invisible = 0;
2852
3032 if (op->type == PLAYER) 2853 if (op->type == PLAYER)
3033 { 2854 {
3034 op->contr->tmp_invis = 0; 2855 op->contr->tmp_invis = 0;
3035 op->contr->invis_race = 0; 2856 op->contr->invis_race = 0;
3036 } 2857 }
3049 2870
3050/* look at the surrounding terrain to determine 2871/* look at the surrounding terrain to determine
3051 * the hideability of this object. Positive levels 2872 * the hideability of this object. Positive levels
3052 * indicate greater hideability. 2873 * indicate greater hideability.
3053 */ 2874 */
3054
3055int 2875int
3056hideability (object *ob) 2876hideability (object *ob)
3057{ 2877{
3058 int i, level = 0, mflag; 2878 int i, level = 0, mflag;
3059 sint16 x, y; 2879 sint16 x, y;
3060 2880
3061 if (!ob || !ob->map) 2881 if (!ob || !ob->map)
3062 return 0; 2882 return 0;
3063 2883
3064 /* so, on normal lighted maps, its hard to hide */ 2884 /* so, on normal lighted maps, its hard to hide */
3065 level = ob->map->darkness - 2; 2885 level = ob->map->darklevel () - 2;
3066 2886
3067 /* this also picks up whether the object is glowing. 2887 /* this also picks up whether the object is glowing.
3068 * If you carry a light on a non-dark map, its not 2888 * If you carry a light on a non-dark map, its not
3069 * as bad as carrying a light on a pitch dark map */ 2889 * as bad as carrying a light on a pitch dark map */
3070 if (has_carried_lights (ob)) 2890 if (ob->has_carried_lights ())
3071 level = -(10 + (2 * ob->map->darkness)); 2891 level = -(10 + (2 * ob->map->darklevel ()));
3072 2892
3073 /* scan through all nearby squares for terrain to hide in */ 2893 /* 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]) 2894 for (i = 0, x = ob->x, y = ob->y;
2895 i <= SIZEOFFREE1;
2896 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3075 { 2897 {
3076 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2898 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3077 if (mflag & P_OUT_OF_MAP) 2899 if (mflag & P_OUT_OF_MAP)
3078 {
3079 continue; 2900 continue;
3080 } 2901
3081 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2902 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3082 level += 2; 2903 level += 2;
3083 else /* open terrain! */ 2904 else /* open terrain! */
3084 level -= 1; 2905 level -= 1;
3085 } 2906 }
3096 * spot (surrounded by clear terrain in broad daylight). -b.t. 2917 * spot (surrounded by clear terrain in broad daylight). -b.t.
3097 */ 2918 */
3098void 2919void
3099do_hidden_move (object *op) 2920do_hidden_move (object *op)
3100{ 2921{
3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2922 int hide = 0;
3102 object *skop;
3103 2923
3104 if (!op || !op->map) 2924 if (!op || !op->map)
3105 return; 2925 return;
3106 2926
3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2927 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2928 int num = random_roll (0, 19, op, PREFER_LOW);
3108 2929
3109 /* its *extremely* hard to run and sneak/hide at the same time! */ 2930 /* its *extremely* hard to run and sneak/hide at the same time! */
3110 if (op->type == PLAYER && op->contr->run_on) 2931 if (op->type == PLAYER && op->contr->run_on)
3111 if (!skop || num >= skop->level) 2932 if (!skop || num >= skop->level)
3112 { 2933 {
3122 num -= hide; 2943 num -= hide;
3123 2944
3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2945 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3125 { 2946 {
3126 make_visible (op); 2947 make_visible (op);
2948
3127 if (op->type == PLAYER) 2949 if (op->type == PLAYER)
3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2950 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3129 } 2951 }
3130 else if (op->type == PLAYER && skop) 2952 else if (op->type == PLAYER && skop)
3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2953 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3184 * object op. This function works fine for monsters, 3006 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 3007 * but we dont worry if the object isnt the top one in
3186 * a pile (say a coin under a table would return "viewable" 3008 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 3009 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 3010 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 3011 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 3012 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 3013 * 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. 3014 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 3015 * -b.t.
3194 * This function is now map tiling safe. 3016 * This function is now map tiling safe.
3195 */ 3017 */
3196
3197int 3018int
3198player_can_view (object *pl, object *op) 3019player_can_view (object *pl, object *op)
3199{ 3020{
3200 rv_vector rv; 3021 rv_vector rv;
3201 int dx, dy; 3022 int dx, dy;
3213 3034
3214 get_rangevector (pl, op, &rv, 0x1); 3035 get_rangevector (pl, op, &rv, 0x1);
3215 3036
3216 /* starting with the 'head' part, lets loop 3037 /* starting with the 'head' part, lets loop
3217 * through the object and find if it has any 3038 * through the object and find if it has any
3218 * part that is in the los array but isnt on 3039 * part that is in the los array but isn't on
3219 * a blocked los square. 3040 * a blocked los square.
3220 * we use the archetype to figure out offsets. 3041 * we use the archetype to figure out offsets.
3221 */ 3042 */
3222 while (op) 3043 while (op)
3223 { 3044 {
3224 dx = rv.distance_x + op->arch->x; 3045 dx = rv.distance_x + op->arch->x;
3225 dy = rv.distance_y + op->arch->y; 3046 dy = rv.distance_y + op->arch->y;
3226 3047
3227 /* only the viewable area the player sees is updated by LOS 3048 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; 3049 return 1;
3050
3235 op = op->more; 3051 op = op->more;
3236 } 3052 }
3237 return 0;
3238}
3239 3053
3240/* routine for both players and monsters. We call this when
3241 * there is a possibility for our action distrubing our hiding
3242 * place or invisiblity spell. Artefact invisiblity is not
3243 * effected by this. If we arent invisible to begin with, we
3244 * return 0.
3245 */
3246int
3247action_makes_visible (object *op)
3248{
3249
3250 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3251 {
3252 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3253 return 0;
3254
3255 if (op->contr && op->contr->tmp_invis == 0)
3256 return 0;
3257
3258 /* If monsters, they should become visible */
3259 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3260 {
3261 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3262 return 1;
3263 }
3264 }
3265 return 0; 3054 return 0;
3266} 3055}
3267 3056
3268/* op_on_battleground - checks if the given object op (usually 3057/* op_on_battleground - checks if the given object op (usually
3269 * a player) is standing on a valid battleground-tile, 3058 * 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 3063 * Default is to do the same as before, so only people wanting to have different points need worry about this
3275 */ 3064 */
3276int 3065int
3277op_on_battleground (object *op, int *x, int *y) 3066op_on_battleground (object *op, int *x, int *y)
3278{ 3067{
3279 object *tmp;
3280
3281 /* A battleground-tile needs the following attributes to be valid: 3068 /* 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), 3069 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3070 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3071 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3072 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3073 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3074 for (object *tmp = op->below; tmp; tmp = tmp->below)
3288 { 3075 {
3289 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3076 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3290 { 3077 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3078 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3292 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3079 && tmp->type == BATTLEGROUND
3080 && tmp->name == shstr_battleground
3081 && EXIT_X (tmp) && EXIT_Y (tmp))
3293 { 3082 {
3294 /*before we assign the exit, check if this is a teambattle */ 3083 /* before we assign the exit, check if this is a teambattle */
3295 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3084 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 { 3085 {
3297 object *invtmp;
3298
3299 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3086 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3300 { 3087 {
3301 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3088 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3302 { 3089 {
3303 if (x != NULL && y != NULL) 3090 if (x && y)
3304 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3091 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3092
3305 return 1; 3093 return 1;
3306 } 3094 }
3307 } 3095 }
3308 } 3096 }
3097
3309 if (x != NULL && y != NULL) 3098 if (x && y)
3310 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3099 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3100
3311 return 1; 3101 return 1;
3312 } 3102 }
3313 } 3103 }
3314 } 3104 }
3105
3315 /* If we got here, did not find a battleground */ 3106 /* If we got here, did not find a battleground */
3316 return 0; 3107 return 0;
3317} 3108}
3318 3109
3319/* 3110/*
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3126 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i = 0, j = 0; 3127 int i = 0, j = 0;
3337 3128
3338 /* get the appropriate treasurelist */ 3129 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3130 if (atnr == ATNR_FIRE)
3340 trlist = treasurelist::find ("dragon_ability_fire"); 3131 trlist = treasurelist::find (shstr_dragon_ability_fire);
3341 else if (atnr == ATNR_COLD) 3132 else if (atnr == ATNR_COLD)
3342 trlist = treasurelist::find ("dragon_ability_cold"); 3133 trlist = treasurelist::find (shstr_dragon_ability_cold);
3343 else if (atnr == ATNR_ELECTRICITY) 3134 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = treasurelist::find ("dragon_ability_elec"); 3135 trlist = treasurelist::find (shstr_dragon_ability_elec);
3345 else if (atnr == ATNR_POISON) 3136 else if (atnr == ATNR_POISON)
3346 trlist = treasurelist::find ("dragon_ability_poison"); 3137 trlist = treasurelist::find (shstr_dragon_ability_poison);
3347 3138
3348 if (trlist == NULL || who->type != PLAYER) 3139 if (trlist == NULL || who->type != PLAYER)
3349 return; 3140 return;
3350 3141
3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3142 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3469 else 3260 else
3470 { 3261 {
3471 /* generate misc. treasure */ 3262 /* generate misc. treasure */
3472 tmp = arch_to_object (tr->item); 3263 tmp = arch_to_object (tr->item);
3473 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3264 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3474 tmp = insert_ob_in_ob (tmp, who); 3265 who->insert (tmp);
3475 if (who->type == PLAYER)
3476 esrv_send_item (who, tmp);
3477 } 3266 }
3478} 3267}
3479 3268
3480/** 3269/**
3481 * Unready an object for a player. This function does nothing if the object was 3270 * Unready an object for a player. This function does nothing if the object was
3492 3281
3493 if (pl->ranged_ob == ob) 3282 if (pl->ranged_ob == ob)
3494 pl->ranged_ob = 0; 3283 pl->ranged_ob = 0;
3495} 3284}
3496 3285
3286//-GPL
3287
3497sint8 3288sint8
3498player::visibility_at (maptile *map, int x, int y) const 3289player::darkness_at (maptile *map, int x, int y) const
3499{ 3290{
3500 if (!ns) 3291 if (!ns)
3501 return 0; 3292 return LOS_BLOCKED;
3502 3293
3503 int dx, dy; 3294 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3295 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0; 3296 return LOS_BLOCKED;
3506 3297
3507 x += dx - ns->current_x + ns->mapx / 2; 3298 x += dx - ns->current_x;
3508 y += dy - ns->current_y + ns->mapy / 2; 3299 y += dy - ns->current_y;
3509 3300
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]; 3301 return blocked_los (x, y);
3514} 3302}
3303
3304void
3305player::infobox (const char *title, const char *msg, int color)
3306{
3307 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3308}
3309
3310void
3311player::statusmsg (const char *msg, int color)
3312{
3313 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3314}
3315
3316void
3317player::failmsg (const char *msg, int color)
3318{
3319 play_sound (sound_find ("generic_failure"));
3320 statusmsg (msg, color);
3321}
3322

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