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Comparing deliantra/server/server/player.C (file contents):
Revision 1.174 by root, Thu Nov 8 19:43:27 2007 UTC vs.
Revision 1.217 by root, Sun Dec 28 08:56:44 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
122 continue; 122 continue;
123 123
124 if (*buf == '%') 124 if (*buf == '%')
125 { /* send one news */ 125 { /* send one news */
126 if (size > 0) 126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
128 131
129 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
130 strip_endline (subject); 133 strip_endline (subject);
131 size = 0; 134 size = 0;
132 news[0] = '\0'; 135 news[0] = '\0';
207 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
208 211
209 ns->update_look = 0; 212 ns->update_look = 0;
210 ns->look_position = 0; 213 ns->look_position = 0;
211 214
212 clear_los (this); 215 clear_los ();
213 216
214 ns->reset_stats (); 217 ns->reset_stats ();
215 218
216 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 221 ob->race = ob->arch->race;
219 222
220 ob->carrying = sum_weight (ob); 223 ob->update_weight ();
221 link_player_skills (ob); 224 link_skills ();
222 225
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 227
225 assign (title, ob->arch->object::name); 228 assign (title, ob->arch->object::name);
226 229
239 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
240 } 243 }
241 244
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 246
244 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
245 248
246 ob->update_stats (); 249 ob->update_stats ();
247 250
248 ns->floorbox_update (); 251 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 252 esrv_send_inventory (ob, ob);
291player::set_object (object *op) 294player::set_object (object *op)
292{ 295{
293 ob = observe = op; 296 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */ 297 ob->contr = this; /* this aren't yet in archetype */
295 298
296 ob->speed = 1.0f; 299 ob->speed = 1.0f;
297 ob->speed_left = 0.5f; 300 ob->speed_left = 0.5f;
298 301
299 ob->direction = 5; /* So player faces south */ 302 ob->direction = 5; /* So player faces south */
300 303
301 ob->flag [FLAG_READY_WEAPON] = false; 304 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false; 305 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false; 306 ob->flag [FLAG_READY_BOW] = false;
304 307
321 combat_ob = op; 324 combat_ob = op;
322 break; 325 break;
323 } 326 }
324 327
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
326} 330}
327 331
328void 332void
329player::set_observe (object *op) 333player::set_observe (object *op)
330{ 334{
344 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
345 349
346 gen_sp_armour = 10; 350 gen_sp_armour = 10;
347 bowtype = bow_normal; 351 bowtype = bow_normal;
348 petmode = pet_normal; 352 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers; 353 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
352 do_los = 1; 355 do_los = 1;
353 356
354 weapon_sp = 1.0f; 357 weapon_sp = 1.0f;
403 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
404 */ 407 */
405archetype * 408archetype *
406get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
407{ 410{
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 417 archvec::iterator i = archetypes.find (nat);
409 418
410 for (;;) 419 for (;;)
411 { 420 {
412 if (++i == archetypes.end ()) 421 if (++i == archetypes.end ())
413 i = archetypes.begin (); 422 i = archetypes.begin ();
631 640
632 return firstdir; 641 return firstdir;
633} 642}
634 643
635void 644void
636give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
637{ 646{
638 object *op, *next = NULL;
639
640 if (pl->randomitems != NULL) 647 if (pl->randomitems)
641 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
642 649
643 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
644 { 651 {
645 next = op->below; 652 next = op->below;
646 653
647 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
648 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
653 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
654 * by this player due to race restrictions 661 * by this player due to race restrictions
655 */ 662 */
656 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
657 { 664 {
658 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
659 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
660 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
661 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
662 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
663 { 672 {
664 op->destroy (); 673 op->destroy ();
665 continue; 674 continue;
666 } 675 }
667 } 676 }
690 if (op->nrof > 1) 699 if (op->nrof > 1)
691 op->nrof = 1; 700 op->nrof = 1;
692 } 701 }
693 702
694 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
695 {
696 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
697 }
698 705
699 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
700 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
701 * merged properly. 708 * merged properly.
702 */ 709 */
703 if (need_identify (op)) 710 if (need_identify (op))
704 { 711 {
705 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
706 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
707 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
708 } 715 }
716
709 if (op->type == SPELL) 717 if (op->type == SPELL)
710 { 718 {
711 op->destroy (); 719 op->destroy ();
712 continue; 720 continue;
713 } 721 }
715 { 723 {
716 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
717 op->stats.exp = 0; 725 op->stats.exp = 0;
718 op->level = 1; 726 op->level = 1;
719 } 727 }
720 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
721 else
722 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
723 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
724 731
725 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
726 link_player_skills (pl); 733 pl->contr->link_skills ();
727} 734}
728 735
729void 736void
730get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
731{ 738{
832static void 839static void
833start_info (object *op) 840start_info (object *op)
834{ 841{
835 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
836 843
837 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
838 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
839 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
840 //new_draw_info (NDI_UNIQUE, 0, op, " ");
841} 846}
842 847
843/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
844 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
845 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
848 */ 853 */
849void 854void
850player::chargen_race_done () 855player::chargen_race_done ()
851{ 856{
852 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
853 esrv_new_player (ob->contr, ob->weight + ob->carrying); 858 esrv_new_player (ob->contr);
854 859
855 treasurelist *tl = treasurelist::find ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
856 if (tl) 861 if (tl)
857 create_treasure (tl, ob, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
858 863
862 ob->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
863 868
864 if (ob->msg) 869 if (ob->msg)
865 ob->msg = 0; 870 ob->msg = 0;
866 871
867 /* We create this now because some of the unique maps will need it
868 * to save here.
869 */
870 {
871 char buf[MAX_BUF];
872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
873 make_path_to_file (buf);
874 }
875
876 start_info (ob); 872 start_info (ob);
877 CLEAR_FLAG (ob, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
878 give_initial_items (ob, ob->randomitems); 874 give_initial_items (ob, ob->randomitems);
879 link_player_skills (ob);
880 esrv_send_inventory (ob, ob); 875 esrv_send_inventory (ob, ob);
881 ob->update_stats (); 876 ob->update_stats ();
882 877
883 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
884 * is one for this race 879 * is one for this race
885 */ 880 */
886 if (*first_map_ext_path) 881 if (*first_map_ext_path)
887 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
888 object *tmp;
889 char mapname[MAX_BUF];
890
891 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
892 tmp = object::create ();
893 EXIT_PATH (tmp) = mapname;
894 EXIT_X (tmp) = ob->x;
895 EXIT_Y (tmp) = ob->y;
896 ob->enter_exit (tmp); /* we don't really care if it succeeded;
897 * if the map isn't there, then stay on the
898 * default initial map */
899 tmp->destroy ();
900 }
901 else 883 else
902 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
903} 885}
904 886
905void 887void
949 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
950 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
951 return; 933 return;
952 } 934 }
953 935
954 if (op->enemy == NULL) 936 if (!op->enemy)
955 { 937 {
956 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
957 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
958 return; 940 return;
959 } 941 }
960 942
961 /* Seen some crashes here. Since we don't store an
962 * op->enemy_count, it is possible that something destroys the
963 * actual enemy, and the object is recycled.
964 */
965 if (op->enemy->map == NULL)
966 {
967 CLEAR_FLAG (op, FLAG_SCARED);
968 op->enemy = NULL;
969 return;
970 }
971
972 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
973 { 944 {
974 op->enemy = NULL; 945 op->enemy = NULL;
975 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
976 return; 947 return;
979 get_rangevector (op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
980 951
981 dir = absdir (4 + rv.direction); 952 dir = absdir (4 + rv.direction);
982 for (diff = 0; diff < 3; diff++) 953 for (diff = 0; diff < 3; diff++)
983 { 954 {
984 int m = 1 - (RANDOM () & 2); 955 int m = 1 - rndm (2) * 2;
985 956
986 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
987 return; 958 return;
988 } 959 }
989 960
1008 if (op->move_type & MOVE_FLYING) 979 if (op->move_type & MOVE_FLYING)
1009 return 1; 980 return 1;
1010 981
1011 next = op->below; 982 next = op->below;
1012 983
984 int cnt = MAX_ITEM_PER_DROP;
985#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
986
1013 /* loop while there are items on the floor that are not marked as 987 /* loop while there are items on the floor that are not marked as
1014 * destroyed */ 988 * destroyed */
1015 while (next && !next->destroyed ()) 989 while (next && !next->destroyed ())
1016 { 990 {
1017 tmp = next; 991 tmp = next;
1018 next = tmp->below; 992 next = tmp->below;
1019 993
994 if (cnt <= 0)
995 {
996 op->failmsg ("Couldn't pickup all items at once.");
997 return 0;
998 }
999
1020 if (op->destroyed ()) 1000 if (op->destroyed ())
1021 return 0; 1001 return 0;
1022 1002
1023 if (!can_pick (op, tmp)) 1003 if (!can_pick (op, tmp))
1024 continue; 1004 continue;
1025 1005
1026 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1006 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1027 { 1007 {
1028 if (item_matched_string (op, tmp, op->contr->search_str)) 1008 if (item_matched_string (op, tmp, op->contr->search_str))
1029 pick_up (op, tmp); 1009 CHK_PICK_PICKUP;
1010
1030 continue; 1011 continue;
1031 } 1012 }
1032 1013
1033 /* high not bit set? We're using the old autopickup model */ 1014 /* high not bit set? We're using the old autopickup model */
1034 if (!(op->contr->mode & PU_NEWMODE)) 1015 if (!(op->contr->mode & PU_NEWMODE))
1036 switch (op->contr->mode) 1017 switch (op->contr->mode)
1037 { 1018 {
1038 case 0: 1019 case 0:
1039 return 1; /* don't pick up */ 1020 return 1; /* don't pick up */
1040 case 1: 1021 case 1:
1041 pick_up (op, tmp); 1022 CHK_PICK_PICKUP;
1042 return 1; 1023 return 1;
1043 case 2: 1024 case 2:
1044 pick_up (op, tmp); 1025 CHK_PICK_PICKUP;
1045 return 0; 1026 return 0;
1046 case 3: 1027 case 3:
1047 return 0; /* stop before pickup */ 1028 return 0; /* stop before pickup */
1048 case 4: 1029 case 4:
1049 pick_up (op, tmp); 1030 CHK_PICK_PICKUP;
1050 break; 1031 break;
1051 case 5: 1032 case 5:
1052 pick_up (op, tmp); 1033 CHK_PICK_PICKUP;
1053 stop = 1; 1034 stop = 1;
1054 break; 1035 break;
1055 case 6: 1036 case 6:
1056 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1037 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1057 pick_up (op, tmp); 1038 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1039 CHK_PICK_PICKUP;
1058 break; 1040 break;
1059 1041
1060 case 7: 1042 case 7:
1061 if (tmp->type == MONEY || tmp->type == GEM) 1043 if (tmp->type == MONEY || tmp->type == GEM)
1062 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1063 break; 1045 break;
1064 1046
1065 default: 1047 default:
1066 /* use value density */ 1048 /* use value density */
1067 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1049 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1068 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1050 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1069 pick_up (op, tmp); 1051 CHK_PICK_PICKUP;
1070 } 1052 }
1071 } 1053 }
1072 else 1054 else
1073 { /* old model */ 1055 { /* old model */
1074 /* NEW pickup handling */ 1056 /* NEW pickup handling */
1129 /* all food and drink if desired */ 1111 /* all food and drink if desired */
1130 /* question: don't pick up known-poisonous stuff? */ 1112 /* question: don't pick up known-poisonous stuff? */
1131 if (op->contr->mode & PU_FOOD) 1113 if (op->contr->mode & PU_FOOD)
1132 if (tmp->type == FOOD) 1114 if (tmp->type == FOOD)
1133 { 1115 {
1134 pick_up (op, tmp); 1116 CHK_PICK_PICKUP;
1135 continue; 1117 continue;
1136 } 1118 }
1137 1119
1138 if (op->contr->mode & PU_DRINK) 1120 if (op->contr->mode & PU_DRINK)
1139 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1121 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1140 { 1122 {
1141 pick_up (op, tmp); 1123 CHK_PICK_PICKUP;
1142 continue; 1124 continue;
1143 } 1125 }
1144 1126
1145 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_POTION)
1146 if (tmp->type == POTION) 1128 if (tmp->type == POTION)
1147 { 1129 {
1148 pick_up (op, tmp); 1130 CHK_PICK_PICKUP;
1149 continue; 1131 continue;
1150 } 1132 }
1151 1133
1152 /* spellbooks, skillscrolls and normal books/scrolls */ 1134 /* spellbooks, skillscrolls and normal books/scrolls */
1153 if (op->contr->mode & PU_SPELLBOOK) 1135 if (op->contr->mode & PU_SPELLBOOK)
1154 if (tmp->type == SPELLBOOK) 1136 if (tmp->type == SPELLBOOK)
1155 { 1137 {
1156 pick_up (op, tmp); 1138 CHK_PICK_PICKUP;
1157 continue; 1139 continue;
1158 } 1140 }
1159 1141
1160 if (op->contr->mode & PU_SKILLSCROLL) 1142 if (op->contr->mode & PU_SKILLSCROLL)
1161 if (tmp->type == SKILLSCROLL) 1143 if (tmp->type == SKILLSCROLL)
1162 { 1144 {
1163 pick_up (op, tmp); 1145 CHK_PICK_PICKUP;
1164 continue; 1146 continue;
1165 } 1147 }
1166 1148
1167 if (op->contr->mode & PU_READABLES) 1149 if (op->contr->mode & PU_READABLES)
1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) 1150 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1169 { 1151 {
1170 pick_up (op, tmp); 1152 CHK_PICK_PICKUP;
1171 continue; 1153 continue;
1172 } 1154 }
1173 1155
1174 /* wands/staves/rods/horns */ 1156 /* wands/staves/rods/horns */
1175 if (op->contr->mode & PU_MAGIC_DEVICE) 1157 if (op->contr->mode & PU_MAGIC_DEVICE)
1176 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1158 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1177 { 1159 {
1178 pick_up (op, tmp); 1160 CHK_PICK_PICKUP;
1179 continue; 1161 continue;
1180 } 1162 }
1181 1163
1182 /* pick up all magical items */ 1164 /* pick up all magical items */
1183 if (op->contr->mode & PU_MAGICAL) 1165 if (op->contr->mode & PU_MAGICAL)
1184 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1166 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1185 { 1167 {
1186 pick_up (op, tmp); 1168 CHK_PICK_PICKUP;
1187 continue; 1169 continue;
1188 } 1170 }
1189 1171
1190 if (op->contr->mode & PU_VALUABLES) 1172 if (op->contr->mode & PU_VALUABLES)
1191 { 1173 {
1192 if (tmp->type == MONEY || tmp->type == GEM) 1174 if (tmp->type == MONEY || tmp->type == GEM)
1193 { 1175 {
1194 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1195 continue; 1177 continue;
1196 } 1178 }
1197 } 1179 }
1198 1180
1199 /* rings & amulets - talismans seems to be typed AMULET */ 1181 /* rings & amulets - talismans seems to be typed AMULET */
1200 if (op->contr->mode & PU_JEWELS) 1182 if (op->contr->mode & PU_JEWELS)
1201 if (tmp->type == RING || tmp->type == AMULET) 1183 if (tmp->type == RING || tmp->type == AMULET)
1202 { 1184 {
1203 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1204 continue; 1186 continue;
1205 } 1187 }
1206 1188
1207 /* we don't forget dragon food */ 1189 /* we don't forget dragon food */
1208 if (op->contr->mode & PU_FLESH) 1190 if (op->contr->mode & PU_FLESH)
1209 if (tmp->type == FLESH) 1191 if (tmp->type == FLESH)
1210 { 1192 {
1211 pick_up (op, tmp); 1193 CHK_PICK_PICKUP;
1212 continue; 1194 continue;
1213 } 1195 }
1214 1196
1215 /* bows and arrows. Bows are good for selling! */ 1197 /* bows and arrows. Bows are good for selling! */
1216 if (op->contr->mode & PU_BOW) 1198 if (op->contr->mode & PU_BOW)
1217 if (tmp->type == BOW) 1199 if (tmp->type == BOW)
1218 { 1200 {
1219 pick_up (op, tmp); 1201 CHK_PICK_PICKUP;
1220 continue; 1202 continue;
1221 } 1203 }
1222 1204
1223 if (op->contr->mode & PU_ARROW) 1205 if (op->contr->mode & PU_ARROW)
1224 if (tmp->type == ARROW) 1206 if (tmp->type == ARROW)
1225 { 1207 {
1226 pick_up (op, tmp); 1208 CHK_PICK_PICKUP;
1227 continue; 1209 continue;
1228 } 1210 }
1229 1211
1230 /* all kinds of armor etc. */ 1212 /* all kinds of armor etc. */
1231 if (op->contr->mode & PU_ARMOUR) 1213 if (op->contr->mode & PU_ARMOUR)
1232 if (tmp->type == ARMOUR) 1214 if (tmp->type == ARMOUR)
1233 { 1215 {
1234 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1235 continue; 1217 continue;
1236 } 1218 }
1237 1219
1238 if (op->contr->mode & PU_HELMET) 1220 if (op->contr->mode & PU_HELMET)
1239 if (tmp->type == HELMET) 1221 if (tmp->type == HELMET)
1240 { 1222 {
1241 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1242 continue; 1224 continue;
1243 } 1225 }
1244 1226
1245 if (op->contr->mode & PU_SHIELD) 1227 if (op->contr->mode & PU_SHIELD)
1246 if (tmp->type == SHIELD) 1228 if (tmp->type == SHIELD)
1247 { 1229 {
1248 pick_up (op, tmp); 1230 CHK_PICK_PICKUP;
1249 continue; 1231 continue;
1250 } 1232 }
1251 1233
1252 if (op->contr->mode & PU_BOOTS) 1234 if (op->contr->mode & PU_BOOTS)
1253 if (tmp->type == BOOTS) 1235 if (tmp->type == BOOTS)
1254 { 1236 {
1255 pick_up (op, tmp); 1237 CHK_PICK_PICKUP;
1256 continue; 1238 continue;
1257 } 1239 }
1258 1240
1259 if (op->contr->mode & PU_GLOVES) 1241 if (op->contr->mode & PU_GLOVES)
1260 if (tmp->type == GLOVES) 1242 if (tmp->type == GLOVES)
1261 { 1243 {
1262 pick_up (op, tmp); 1244 CHK_PICK_PICKUP;
1263 continue; 1245 continue;
1264 } 1246 }
1265 1247
1266 if (op->contr->mode & PU_CLOAK) 1248 if (op->contr->mode & PU_CLOAK)
1267 if (tmp->type == CLOAK) 1249 if (tmp->type == CLOAK)
1268 { 1250 {
1269 pick_up (op, tmp); 1251 CHK_PICK_PICKUP;
1270 continue; 1252 continue;
1271 } 1253 }
1272 1254
1273 /* hoping to catch throwing daggers here */ 1255 /* hoping to catch throwing daggers here */
1274 if (op->contr->mode & PU_MISSILEWEAPON) 1256 if (op->contr->mode & PU_MISSILEWEAPON)
1275 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1257 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1276 { 1258 {
1277 pick_up (op, tmp); 1259 CHK_PICK_PICKUP;
1278 continue; 1260 continue;
1279 } 1261 }
1280 1262
1281 /* careful: chairs and tables are weapons! */ 1263 /* careful: chairs and tables are weapons! */
1282 if (op->contr->mode & PU_ALLWEAPON) 1264 if (op->contr->mode & PU_ALLWEAPON)
1284 if (tmp->type == WEAPON && tmp->name != NULL) 1266 if (tmp->type == WEAPON && tmp->name != NULL)
1285 { 1267 {
1286 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && 1268 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1269 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1288 { 1270 {
1289 pick_up (op, tmp); 1271 CHK_PICK_PICKUP;
1290 continue; 1272 continue;
1291 } 1273 }
1292 } 1274 }
1293 1275
1294 if (tmp->type == WEAPON && tmp->name == NULL) 1276 if (tmp->type == WEAPON && tmp->name == NULL)
1295 { 1277 {
1296 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) 1278 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1297 { 1279 {
1298 pick_up (op, tmp); 1280 CHK_PICK_PICKUP;
1299 continue; 1281 continue;
1300 } 1282 }
1301 } 1283 }
1302 } 1284 }
1303 1285
1304 /* misc stuff that's useful */ 1286 /* misc stuff that's useful */
1305 if (op->contr->mode & PU_KEY) 1287 if (op->contr->mode & PU_KEY)
1306 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1288 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1307 { 1289 {
1308 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1309 continue; 1291 continue;
1310 } 1292 }
1311 1293
1312 /* any of the last 4 bits set means we use the ratio for value 1294 /* any of the last 4 bits set means we use the ratio for value
1313 * pickups */ 1295 * pickups */
1314 if (op->contr->mode & PU_RATIO) 1296 if (op->contr->mode & PU_RATIO)
1315 { 1297 {
1316 /* use value density to decide what else to grab */ 1298 /* use value density to decide what else to grab */
1317 /* >=7 was >= op->contr->mode */ 1299 /* >=7 was >= op->contr->mode */
1318 /* >=7 is the old standard setting. Now we take the last 4 bits 1300 /* >=7 is the old standard setting. Now we take the last 4 bits
1319 * and multiply them by 5, giving 0..15*5== 5..75 */ 1301 */
1320 wvratio = (op->contr->mode & PU_RATIO) * 5; 1302 wvratio = op->contr->mode & PU_RATIO;
1321 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1303 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1322 { 1304 {
1323 pick_up (op, tmp); 1305 CHK_PICK_PICKUP;
1324#if 0 1306#if 0
1325 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1307 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1326 if (tmp->name != NULL) 1308 if (tmp->name != NULL)
1327 { 1309 {
1328 fprintf (stderr, "%s", tmp->name); 1310 fprintf (stderr, "%s", tmp->name);
1347 * found object is returned. 1329 * found object is returned.
1348 */ 1330 */
1349object * 1331object *
1350find_arrow (object *op, const char *type) 1332find_arrow (object *op, const char *type)
1351{ 1333{
1352 object *tmp = 0;
1353
1354 for (op = op->inv; op; op = op->below) 1334 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1355 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1356 tmp = find_arrow (splay (op), type);
1357 else if (op->type == ARROW && op->race == type) 1335 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1358 return splay (op); 1336 return splay (tmp);
1359 1337
1338 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1339 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1340 if (object *arrow = find_arrow (tmp, type))
1341 {
1342 splay (tmp);
1343 return arrow;
1344 }
1345
1360 return tmp; 1346 return 0;
1361} 1347}
1362 1348
1363/* 1349/*
1364 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1350 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1365 * against the target. A full test is not performed, simply a basic test 1351 * against the target. A full test is not performed, simply a basic test
1388 } 1374 }
1389 } 1375 }
1390 else if (arrow->type == ARROW && arrow->race == type) 1376 else if (arrow->type == ARROW && arrow->race == type)
1391 { 1377 {
1392 /* allways prefer assasination/slaying */ 1378 /* allways prefer assasination/slaying */
1393 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1379 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1394 { 1380 {
1395 if (arrow->attacktype & AT_DEATH) 1381 if (arrow->attacktype & AT_DEATH)
1396 { 1382 {
1397 *better = 100; 1383 *better = 100;
1398 return arrow; 1384 return arrow;
1426 betterby = 1 + arrow->magic + arrow->stats.dam; 1412 betterby = 1 + arrow->magic + arrow->stats.dam;
1427 } 1413 }
1428 } 1414 }
1429 } 1415 }
1430 } 1416 }
1417
1431 if (tmp == NULL && arrow == NULL) 1418 if (tmp == NULL && arrow == NULL)
1432 return find_arrow (op, type); 1419 return find_arrow (op, type);
1433 1420
1434 *better = betterby; 1421 *better = betterby;
1435 return tmp; 1422 return tmp;
1465 for (i = 0, found = 0; i < 20; i++) 1452 for (i = 0, found = 0; i < 20; i++)
1466 { 1453 {
1467 x += freearr_x[dir]; 1454 x += freearr_x[dir];
1468 y += freearr_y[dir]; 1455 y += freearr_y[dir];
1469 mflags = get_map_flags (m, &m, x, y, &x, &y); 1456 mflags = get_map_flags (m, &m, x, y, &x, &y);
1457
1470 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1458 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1471 { 1459 {
1472 tmp = NULL; 1460 tmp = 0;
1473 break; 1461 break;
1474 } 1462 }
1475 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1463 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1476 { 1464 {
1477 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1465 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1478 * perhaps a bad assumption. 1466 * perhaps a bad assumption.
1479 */ 1467 */
1480 tmp = NULL; 1468 tmp = 0;
1481 break; 1469 break;
1482 } 1470 }
1471
1483 if (mflags & P_IS_ALIVE) 1472 if (mflags & P_IS_ALIVE)
1484 {
1485 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1473 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1486 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1474 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1487 {
1488 found++;
1489 break;
1490 }
1491 if (found)
1492 break; 1475 break;
1493 }
1494 } 1476 }
1495 if (tmp == NULL) 1477
1478 if (!tmp)
1496 return find_arrow (op, type); 1479 return find_arrow (op, type);
1497 1480
1498 if (tmp->head) 1481 if (tmp->head)
1499 tmp = tmp->head; 1482 tmp = tmp->head;
1500 1483
1545 if (bow->below) 1528 if (bow->below)
1546 { 1529 {
1547 bow->remove (); 1530 bow->remove ();
1548 op->insert (bow); 1531 op->insert (bow);
1549 } 1532 }
1550
1551 } 1533 }
1552 1534
1553 if (!bow->race || !bow->skill) 1535 if (!bow->race || !bow->skill)
1554 { 1536 {
1555 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1537 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1581 } 1563 }
1582 1564
1583 /* this should not happen, but sometimes does */ 1565 /* this should not happen, but sometimes does */
1584 if (arrow->nrof == 0) 1566 if (arrow->nrof == 0)
1585 { 1567 {
1568 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1586 arrow->destroy (); 1569 arrow->destroy ();
1587 return 0; 1570 return 0;
1588 } 1571 }
1589 1572
1590 left = arrow; /* these are arrows left to the player */ 1573 left = arrow; /* these are arrows left to the player */
1591 arrow = get_split_ob (arrow, 1); 1574 arrow = arrow->split ();
1592 if (!arrow) 1575 if (!arrow)
1593 { 1576 {
1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1595 return 0; 1578 return 0;
1596 } 1579 }
1663 op->play_sound (sound_find ("fire_arrow")); 1646 op->play_sound (sound_find ("fire_arrow"));
1664 m->insert (arrow, sx, sy, op); 1647 m->insert (arrow, sx, sy, op);
1665 1648
1666 if (!arrow->destroyed ()) 1649 if (!arrow->destroyed ())
1667 move_arrow (arrow); 1650 move_arrow (arrow);
1668
1669 if (op->type == PLAYER)
1670 {
1671 if (left->destroyed ())
1672 esrv_del_item (op->contr, left->count);
1673 else
1674 esrv_send_item (op, left);
1675 }
1676 1651
1677 return 1; 1652 return 1;
1678} 1653}
1679 1654
1680/* Special fire code for players - this takes into 1655/* Special fire code for players - this takes into
1685 * hence the function name. 1660 * hence the function name.
1686 */ 1661 */
1687int 1662int
1688player_fire_bow (object *op, int dir) 1663player_fire_bow (object *op, int dir)
1689{ 1664{
1690 int ret = 0, wcmod = 0; 1665 int ret;
1691 1666
1692 if (op->contr->bowtype == bow_bestarrow) 1667 if (op->contr->bowtype == bow_bestarrow)
1693 { 1668 {
1694 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1669 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1695 } 1670 }
1696 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1671 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1697 { 1672 {
1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1673 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1699 wcmod = -1;
1700
1701 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1674 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1702 } 1675 }
1703 else if (op->contr->bowtype == bow_threewide) 1676 else if (op->contr->bowtype == bow_threewide)
1704 { 1677 {
1705 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1678 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1706 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1679 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1707 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1680 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1708 } 1681 }
1709 else if (op->contr->bowtype == bow_spreadshot) 1682 else if (op->contr->bowtype == bow_spreadshot)
1710 { 1683 {
1711 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1684 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1712 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1685 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1713 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1686 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1714 } 1687 }
1715 else 1688 else
1716 { 1689 {
1754 return; 1727 return;
1755 } 1728 }
1756 } 1729 }
1757 else if (item->type == ROD || item->type == HORN) 1730 else if (item->type == ROD || item->type == HORN)
1758 { 1731 {
1759 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1732 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1733
1734 // using the maximum of the rods charge allows at least one spell cast
1735 // for a rod or horn, this fixes some broken rods.
1736 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1760 { 1737 {
1761 op->contr->play_sound (sound_find ("wand_poof")); 1738 op->contr->play_sound (sound_find ("wand_poof"));
1762 1739
1763 if (item->type == ROD) 1740 if (item->type == ROD)
1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1741 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1769 } 1746 }
1770 } 1747 }
1771 1748
1772 if (cast_spell (op, item, dir, item->inv, NULL)) 1749 if (cast_spell (op, item, dir, item->inv, NULL))
1773 { 1750 {
1774 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1751 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1752
1775 if (item->type == WAND) 1753 if (item->type == WAND)
1776 { 1754 {
1777 if (!(--item->stats.food)) 1755 if (!(--item->stats.food))
1778 { 1756 {
1779 object *tmp; 1757 object *tmp;
1783 CLEAR_FLAG (item, FLAG_ANIMATE); 1761 CLEAR_FLAG (item, FLAG_ANIMATE);
1784 item->face = item->arch->face; 1762 item->face = item->arch->face;
1785 item->set_speed (0); 1763 item->set_speed (0);
1786 } 1764 }
1787 1765
1788 if ((tmp = item->in_player ())) 1766 if (object *pl = item->visible_to ())
1789 esrv_update_item (UPD_ANIM, tmp, item); 1767 esrv_update_item (UPD_ANIM, pl, item);
1790 } 1768 }
1791 } 1769 }
1792 else if (item->type == ROD || item->type == HORN) 1770 else if (item->type == ROD || item->type == HORN)
1793 drain_rod_charge (item); 1771 drain_rod_charge (item);
1794 } 1772 }
1799bool 1777bool
1800fire (object *op, int dir) 1778fire (object *op, int dir)
1801{ 1779{
1802 int spellcost = 0; 1780 int spellcost = 0;
1803 1781
1804 /* check for loss of invisiblity/hide */
1805 if (action_makes_visible (op))
1806 make_visible (op);
1807
1808 player *pl = op->contr; 1782 player *pl = op->contr;
1809 1783
1810 if (pl->golem) 1784 if (pl->golem)
1811 { 1785 {
1812 control_golem (op->contr->golem, dir); 1786 control_golem (op->contr->golem, dir);
1814 } 1788 }
1815 1789
1816 object *ob = pl->ranged_ob; 1790 object *ob = pl->ranged_ob;
1817 1791
1818 if (!ob) 1792 if (!ob)
1819 return false;
1820
1821 if (!op->change_weapon (ob))
1822 return false; 1793 return false;
1823 1794
1824 if (op->speed_left > 0.f) 1795 if (op->speed_left > 0.f)
1825 --op->speed_left; 1796 --op->speed_left;
1826 else 1797 else
1827 return false; 1798 return false;
1799
1800 if (!op->change_weapon (ob))
1801 return false;
1802
1803 /* check for loss of invisiblity/hide */
1804 if (action_makes_visible (op))
1805 make_visible (op);
1828 1806
1829 switch (ob->type) 1807 switch (ob->type)
1830 { 1808 {
1831 case BOW: 1809 case BOW:
1832 player_fire_bow (op, dir); 1810 player_fire_bow (op, dir);
1970 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); 1948 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1971 remove_door2 (door); /* remove door without violence ;-) */ 1949 remove_door2 (door); /* remove door without violence ;-) */
1972 } 1950 }
1973 1951
1974 /* Do this after we print the message */ 1952 /* Do this after we print the message */
1975 decrease_ob (key); /* Use up one of the keys */ 1953 key->decrease (); /* Use up one of the keys */
1976 /* Need to update the weight the container the key was in */
1977 if (container != op)
1978 esrv_update_item (UPD_WEIGHT, op, container);
1979 1954
1980 return 1; /* Nothing more to do below */ 1955 return 1; /* Nothing more to do below */
1981 } 1956 }
1982 else if (door->type == LOCKED_DOOR) 1957 else if (door->type == LOCKED_DOOR)
1983 { 1958 {
2080 --op->speed_left; 2055 --op->speed_left;
2081 2056
2082 op->play_sound (sound_find ("push_player")); 2057 op->play_sound (sound_find ("push_player"));
2083 push_ob (mon, dir, op); 2058 push_ob (mon, dir, op);
2084 2059
2085 if (op->contr->tmp_invis || op->hide) 2060 if (action_makes_visible (op))
2086 make_visible (op); 2061 make_visible (op);
2087 2062
2088 return true; 2063 return true;
2089 } 2064 }
2090 else 2065 else
2112 push_ob (mon, dir, op); 2087 push_ob (mon, dir, op);
2113 } 2088 }
2114 else 2089 else
2115 op->statusmsg ("You withhold your attack"); 2090 op->statusmsg ("You withhold your attack");
2116 2091
2117 if (op->contr->tmp_invis || op->hide) 2092 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2118 make_visible (op); 2093 make_visible (op);
2119 2094
2120 return true; 2095 return true;
2121 } 2096 }
2122 } 2097 }
2164bool 2139bool
2165move_player (object *op, int dir) 2140move_player (object *op, int dir)
2166{ 2141{
2167 int pick; 2142 int pick;
2168 2143
2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2144 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2170 return 0; 2145 return 0;
2171 2146
2172 /* Sanity check: make sure dir is valid */ 2147 /* Sanity check: make sure dir is valid */
2173 if ((dir < 0) || (dir >= 9)) 2148 if ((dir < 0) || (dir >= 9))
2174 { 2149 {
2180 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2155 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2181 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2156 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2182 2157
2183 op->facing = dir; 2158 op->facing = dir;
2184 2159
2185 if (op->hide) 2160 if (op->flag [FLAG_HIDDEN])
2186 do_hidden_move (op); 2161 do_hidden_move (op);
2187 2162
2188 bool retval; 2163 bool retval;
2189 2164
2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2165 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2237 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2263 { 2238 {
2264 op->play_sound (sound_find ("ob_evaporate")); 2239 op->play_sound (sound_find ("ob_evaporate"));
2265 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2240 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2266 2241
2267 if (op->contr)
2268 esrv_del_item (op->contr, tmp->count);
2269
2270 tmp->destroy (); 2242 tmp->destroy ();
2271 CLEAR_FLAG (op, FLAG_LIFESAVE); 2243 CLEAR_FLAG (op, FLAG_LIFESAVE);
2272 2244
2273 if (op->stats.hp < 0) 2245 if (op->stats.hp < 0)
2274 op->stats.hp = op->stats.maxhp; 2246 op->stats.hp = op->stats.maxhp;
2286 return 0; 2258 return 0;
2287} 2259}
2288 2260
2289/* This goes throws the inventory and removes unpaid objects, and puts them 2261/* This goes throws the inventory and removes unpaid objects, and puts them
2290 * back in the map (location and map determined by values of env). This 2262 * back in the map (location and map determined by values of env). This
2291 * function will descend into containers. op is the object to start the search 2263 * function will descend into containers. op is the object to start the search
2292 * from. 2264 * from.
2293 */ 2265 */
2294static void 2266static void
2295drop_unpaid_items (object *op, object *env) 2267drop_unpaid_items (object *op, object *env)
2296{ 2268{
2297 while (op) 2269 while (op)
2298 { 2270 {
2299 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2271 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2300 2272
2301 if (QUERY_FLAG (op, FLAG_UNPAID)) 2273 if (QUERY_FLAG (op, FLAG_UNPAID))
2302 {
2303 if (env->type == PLAYER)
2304 esrv_del_item (env->contr, op->count);
2305
2306 op->insert_at (env); 2274 op->insert_at (env);
2307 }
2308 else if (op->inv) 2275 else if (op->inv)
2309 drop_unpaid_items (op->inv, env); 2276 drop_unpaid_items (op->inv, env);
2310 2277
2311 op = next; 2278 op = next;
2312 } 2279 }
2324 * Moved from apply.c to player.c - player.c is what 2291 * Moved from apply.c to player.c - player.c is what
2325 * actually uses this function. player.c may not be quite the 2292 * actually uses this function. player.c may not be quite the
2326 * best, a misc file for object actions is probably better, 2293 * best, a misc file for object actions is probably better,
2327 * but there isn't one in the server directory. 2294 * but there isn't one in the server directory.
2328 */ 2295 */
2329char * 2296const char *
2330gravestone_text (object *op) 2297gravestone_text (object *op)
2331{ 2298{
2332 static char buf2[MAX_BUF]; 2299 static dynbuf_text buf;
2333 char buf[MAX_BUF];
2334 time_t now = time (NULL);
2335 2300
2336 strcpy (buf2, " R.I.P.\n\n"); 2301 buf << "---- R.I.P. ----\n\n"
2302 << op->name;
2303
2337 if (op->type == PLAYER) 2304 if (op->type == PLAYER)
2338 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2305 buf << " the " << op->contr->title;
2339 else
2340 sprintf (buf, "%s\n", &op->name);
2341 2306
2342 strncat (buf2, " ", 20 - strlen (buf) / 2); 2307 buf << "\n\n";
2343 strcat (buf2, buf); 2308
2309 buf << "who was level ";
2310 buf << (sint32)op->level << "\n\n" // OO breakdown
2311 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2312
2344 if (op->type == PLAYER) 2313 if (op->type == PLAYER)
2345 sprintf (buf, "who was in level %d when killed\n", op->level); 2314 buf << "by " << op->contr->killer_name () << ".\n\n";
2346 else
2347 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2348 2315
2349 strncat (buf2, " ", 20 - strlen (buf) / 2);
2350 strcat (buf2, buf);
2351 if (op->type == PLAYER)
2352 { 2316 {
2353 sprintf (buf, "by %s.\n\n", op->contr->killer); 2317 static char buf2[128];
2354 strncat (buf2, " ", 21 - strlen (buf) / 2); 2318 time_t now = time (NULL);
2355 strcat (buf2, buf);
2356 }
2357
2358 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2319 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2359 strncat (buf2, " ", 20 - strlen (buf) / 2); 2320 buf << buf2;
2360 strcat (buf2, buf); 2321 }
2361 2322
2362 return buf2; 2323 return buf;
2363} 2324}
2364 2325
2365void 2326void
2366do_some_living (object *op) 2327do_some_living (object *op)
2367{ 2328{
2522 { 2483 {
2523 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2484 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2524 2485
2525 if (over_hp > 0) 2486 if (over_hp > 0)
2526 { 2487 {
2527 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2488 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2528 op->last_heal = 0; 2489 op->last_heal = 0;
2529 } 2490 }
2530 else 2491 else
2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2492 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2532 } 2493 }
2548 op->stats.food--; 2509 op->stats.food--;
2549 } 2510 }
2550 2511
2551 if (op->stats.food < 0 && op->stats.hp >= 0) 2512 if (op->stats.food < 0 && op->stats.hp >= 0)
2552 { 2513 {
2553 object *tmp, *flesh = 0; 2514 object *flesh = 0;
2554 2515
2555 for (tmp = op->inv; tmp; tmp = tmp->below) 2516 for_inv_removable (op, tmp)
2556 { 2517 {
2557 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2518 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2519 continue;
2520
2521 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2558 { 2522 {
2559 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2523 op->statusmsg ("You blindly grab for a bite of food. "
2560 { 2524 "H<To prevent you from starving, you ate some random item from your backpack.>");
2561 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2562 manual_apply (op, tmp, 0); 2525 manual_apply (op, tmp, 0);
2526
2563 if (op->stats.food >= 0 || op->stats.hp < 0) 2527 if (op->stats.food >= 0 || op->stats.hp < 0)
2564 break; 2528 break;
2565 } 2529 }
2566 else if (tmp->type == FLESH) 2530 else if (tmp->type == FLESH)
2567 flesh = tmp; 2531 flesh = tmp;
2568 } /* End if paid for object */ 2532 }
2569 } /* end of for loop */
2570 2533
2571 /* If player is still starving, it means they don't have any food, so 2534 /* If player is still starving, it means they don't have any food, so
2572 * eat flesh instead. 2535 * eat flesh instead.
2573 */ 2536 */
2574 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2537 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2575 { 2538 {
2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2539 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2577 manual_apply (op, flesh, 0); 2541 manual_apply (op, flesh, 0);
2578 } 2542 }
2543
2544 // If player is still starving, alert him!
2545 if (op->stats.food < 0)
2546 op->failmsg ("You are starving! "
2547 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2579 } 2548 }
2580 2549
2581 if (op->stats.food < 0) 2550 if (op->stats.food < 0)
2582 { 2551 {
2583 op->stats.hp += op->stats.food; 2552 op->stats.hp += op->stats.food;
2584 op->stats.food = 0; 2553 op->stats.food = 0;
2554
2555 if (op->stats.hp < 0)
2556 {
2557 op->contr->killer = archetype::get ("killer_starvation");
2558 op->contr->killer->destroy ();
2585 } 2559 }
2560 }
2586 2561
2562 /* killer should be set here already */
2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2563 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2588 kill_player (op); 2564 kill_player (op);
2589 } 2565 }
2590} 2566}
2591 2567
2641 { 2617 {
2642 tmp->name = format ("%s's finger" , &op->name); 2618 tmp->name = format ("%s's finger" , &op->name);
2643 tmp->name_pl = format ("%s's fingers", &op->name); 2619 tmp->name_pl = format ("%s's fingers", &op->name);
2644 tmp->msg = format ( 2620 tmp->msg = format (
2645 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2621 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer 2622 &op->name, op->contr->title,
2623 (int)op->level,
2624 op->contr->killer_name ()
2647 ); 2625 );
2648 tmp->value = 0, tmp->type = 0; 2626 tmp->value = 0, tmp->type = 0;
2649 tmp->materialname = "organics"; 2627 tmp->materialname = "organics";
2650 tmp->insert_at (op, tmp); 2628 tmp->insert_at (op, tmp);
2651 } 2629 }
2657 } 2635 }
2658 2636
2659 INVOKE_PLAYER (DEATH, op->contr); 2637 INVOKE_PLAYER (DEATH, op->contr);
2660 2638
2661 command_kill_pets (op, 0); 2639 command_kill_pets (op, 0);
2662
2663 if (op->stats.food < 0)
2664 strcpy (op->contr->killer, "starvation");
2665 2640
2666 op->contr->play_sound (sound_find ("player_dies")); 2641 op->contr->play_sound (sound_find ("player_dies"));
2667 2642
2668 /* save the map location for corpse, gravestone */ 2643 /* save the map location for corpse, gravestone */
2669 x = op->x; 2644 x = op->x;
2699 2674
2700 lost_a_stat = 0; 2675 lost_a_stat = 0;
2701 2676
2702 for (z = 0; z < num_stats_lose; z++) 2677 for (z = 0; z < num_stats_lose; z++)
2703 { 2678 {
2704 i = RANDOM () % NUM_STATS; 2679 i = rndm (NUM_STATS);
2705 2680
2706 if (settings.stat_loss_on_death) 2681 if (settings.stat_loss_on_death)
2707 { 2682 {
2708 /* Pick a random stat and take a point off it. Tell the player 2683 /* Pick a random stat and take a point off it. Tell the player
2709 * what he lost. 2684 * what he lost.
2778 lost_a_stat = 1; 2753 lost_a_stat = 1;
2779 } 2754 }
2780 } 2755 }
2781 } 2756 }
2782 } 2757 }
2758
2783 /* If no stat lost, tell the player. */ 2759 /* If no stat lost, tell the player. */
2784 if (!lost_a_stat) 2760 if (!lost_a_stat)
2785 { 2761 {
2786 /* determine_god() seems to not work sometimes... why is this? 2762 /* determine_god() seems to not work sometimes... why is this?
2787 Should I be using something else? GD */ 2763 Should I be using something else? GD */
2791 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2767 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2792 else 2768 else
2793 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2769 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2794 } 2770 }
2795#else 2771#else
2796 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2772 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2797#endif 2773#endif
2798 2774
2799 /* Put a gravestone up where the character 'almost' died. List the 2775 /* Put a gravestone up where the character 'almost' died. List the
2800 * exp loss on the stone. 2776 * exp loss on the stone.
2801 */ 2777 */
2802 tmp = arch_to_object (archetype::find ("gravestone")); 2778 tmp = arch_to_object (archetype::find ("gravestone"));
2803 sprintf (buf, "%s's gravestone", &op->name); 2779 tmp->name = format ("%s's gravestone", &op->name);
2804 tmp->name = buf; 2780 tmp->name_pl = format ("%s's gravestones", &op->name);
2805 sprintf (buf, "%s's gravestones", &op->name); 2781 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2806 tmp->name_pl = buf; 2782 &op->name, op->contr->title, op->contr->killer_name ());
2807 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);
2808 tmp->msg = buf;
2809 tmp->x = op->x, tmp->y = op->y; 2783 tmp->x = op->x, tmp->y = op->y;
2810 insert_ob_in_map (tmp, op->map, NULL, 0); 2784 insert_ob_in_map (tmp, op->map, NULL, 0);
2811 2785
2812 /**************************************/ 2786 /**************************************/
2813 /* */ 2787 /* */
2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2810 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2837 } 2811 }
2838 2812
2839 cure_disease (op, 0, 0); /* remove any disease */ 2813 cure_disease (op, 0, 0); /* remove any disease */
2840 2814
2815 // remove all spell effects that are active
2816 // to avoid long-term effects such as word-of-recall
2817 for (object *item = op->inv; item; )
2818 {
2819 object *next = item->below;
2820
2821 if (item->type == SPELL_EFFECT && item->active)
2822 item->destroy ();
2823
2824 item = next;
2825 }
2826
2841 /*add_exp(op, (op->stats.exp * -0.20)); */ 2827 /*add_exp(op, (op->stats.exp * -0.20)); */
2842 apply_death_exp_penalty (op); 2828 apply_death_exp_penalty (op);
2829
2843 if (op->stats.food < 100) 2830 if (op->stats.food < 100)
2844 op->stats.food = 900; 2831 op->stats.food = 900;
2832
2845 op->stats.hp = op->stats.maxhp; 2833 op->stats.hp = op->stats.maxhp;
2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2834 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2835 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2848 2836
2849 /* 2837 /*
2887 if (will_kill_again & (1 << at)) 2875 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100; 2876 force->resist[at] = 100;
2889 2877
2890 insert_ob_in_ob (force, op); 2878 insert_ob_in_ob (force, op);
2891 op->update_stats (); 2879 op->update_stats ();
2892
2893 } 2880 }
2894 2881
2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2882 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2896} 2883}
2897 2884
2917 2904
2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2905 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2919 { 2906 {
2920 if (tmp->nrof > 1) 2907 if (tmp->nrof > 1)
2921 { 2908 {
2922 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2909 tmp->decrease (rndm (1, tmp->nrof - 1));
2923 tmp2->destroy ();
2924 insert_ob_in_map (tmp, op->map, NULL, 0); 2910 insert_ob_in_map (tmp, op->map, NULL, 0);
2925 } 2911 }
2926 else 2912 else
2927 tmp->destroy (); 2913 tmp->destroy ();
2928 } 2914 }
2939void 2925void
2940fix_weight (void) 2926fix_weight (void)
2941{ 2927{
2942 for_all_players (pl) 2928 for_all_players (pl)
2943 { 2929 {
2944 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2930 sint32 old = pl->ob->carrying;
2945 2931
2946 if (old == sum) 2932 pl->ob->update_weight ();
2947 continue; 2933
2934 if (old != pl->ob->carrying)
2935 {
2948 pl->ob->update_stats (); 2936 pl->ob->update_stats ();
2949 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2937 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2938 }
2950 } 2939 }
2951} 2940}
2952 2941
2953void 2942void
2954fix_luck (void) 2943fix_luck (void)
2996} 2985}
2997 2986
2998void 2987void
2999make_visible (object *op) 2988make_visible (object *op)
3000{ 2989{
3001 op->hide = 0; 2990 op->flag [FLAG_HIDDEN] = 0;
3002 op->invisible = 0; 2991 op->invisible = 0;
3003 2992
3004 if (op->type == PLAYER) 2993 if (op->type == PLAYER)
3005 { 2994 {
3006 op->contr->tmp_invis = 0; 2995 op->contr->tmp_invis = 0;
3031 3020
3032 if (!ob || !ob->map) 3021 if (!ob || !ob->map)
3033 return 0; 3022 return 0;
3034 3023
3035 /* so, on normal lighted maps, its hard to hide */ 3024 /* so, on normal lighted maps, its hard to hide */
3036 level = ob->map->darkness - 2; 3025 level = ob->map->darklevel () - 2;
3037 3026
3038 /* this also picks up whether the object is glowing. 3027 /* this also picks up whether the object is glowing.
3039 * If you carry a light on a non-dark map, its not 3028 * If you carry a light on a non-dark map, its not
3040 * as bad as carrying a light on a pitch dark map */ 3029 * as bad as carrying a light on a pitch dark map */
3041 if (has_carried_lights (ob)) 3030 if (has_carried_lights (ob))
3042 level = -(10 + (2 * ob->map->darkness)); 3031 level = -(10 + (2 * ob->map->darklevel ()));
3043 3032
3044 /* scan through all nearby squares for terrain to hide in */ 3033 /* scan through all nearby squares for terrain to hide in */
3045 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3034 for (i = 0, x = ob->x, y = ob->y;
3035 i <= SIZEOFFREE1;
3036 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3046 { 3037 {
3047 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3038 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3048 if (mflag & P_OUT_OF_MAP) 3039 if (mflag & P_OUT_OF_MAP)
3049 {
3050 continue; 3040 continue;
3051 } 3041
3052 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3042 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3053 level += 2; 3043 level += 2;
3054 else /* open terrain! */ 3044 else /* open terrain! */
3055 level -= 1; 3045 level -= 1;
3056 } 3046 }
3067 * spot (surrounded by clear terrain in broad daylight). -b.t. 3057 * spot (surrounded by clear terrain in broad daylight). -b.t.
3068 */ 3058 */
3069void 3059void
3070do_hidden_move (object *op) 3060do_hidden_move (object *op)
3071{ 3061{
3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3062 int hide = 0;
3073 object *skop;
3074 3063
3075 if (!op || !op->map) 3064 if (!op || !op->map)
3076 return; 3065 return;
3077 3066
3078 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3067 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3068 int num = random_roll (0, 19, op, PREFER_LOW);
3079 3069
3080 /* its *extremely* hard to run and sneak/hide at the same time! */ 3070 /* its *extremely* hard to run and sneak/hide at the same time! */
3081 if (op->type == PLAYER && op->contr->run_on) 3071 if (op->type == PLAYER && op->contr->run_on)
3082 if (!skop || num >= skop->level) 3072 if (!skop || num >= skop->level)
3083 { 3073 {
3093 num -= hide; 3083 num -= hide;
3094 3084
3095 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3085 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3096 { 3086 {
3097 make_visible (op); 3087 make_visible (op);
3088
3098 if (op->type == PLAYER) 3089 if (op->type == PLAYER)
3099 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3090 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3100 } 3091 }
3101 else if (op->type == PLAYER && skop) 3092 else if (op->type == PLAYER && skop)
3102 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3093 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3192 while (op) 3183 while (op)
3193 { 3184 {
3194 dx = rv.distance_x + op->arch->x; 3185 dx = rv.distance_x + op->arch->x;
3195 dy = rv.distance_y + op->arch->y; 3186 dy = rv.distance_y + op->arch->y;
3196 3187
3197 /* only the viewable area the player sees is updated by LOS 3188 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3198 * code, so we need to restrict ourselves to that range of values
3199 * for any meaningful values.
3200 */
3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3203 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3204 return 1; 3189 return 1;
3205 3190
3206 op = op->more; 3191 op = op->more;
3207 } 3192 }
3208 3193
3209 return 0; 3194 return 0;
3210} 3195}
3211 3196
3212/* routine for both players and monsters. We call this when 3197/* routine for both players and monsters. We call this when
3213 * there is a possibility for our action distrubing our hiding 3198 * there is a possibility for our action distrubing our hiding
3214 * place or invisiblity spell. Artefact invisiblity is not 3199 * place or invisiblity spell. Artefact invisiblity causes
3215 * effected by this. If we arent invisible to begin with, we 3200 * "noise" instead. If we arent invisible to begin with, we
3216 * return 0. 3201 * return 0.
3217 */ 3202 */
3218int 3203int
3219action_makes_visible (object *op) 3204action_makes_visible (object *op)
3220{ 3205{
3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3206 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3222 { 3207 {
3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3208 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3209 {
3210 // artefact invisibility is permanent, but we still make noise
3211 // this is important for game-balance.
3212 if (op->contr)
3213 op->make_noise ();
3214
3224 return 0; 3215 return 0;
3216 }
3225 3217
3226 if (op->contr && op->contr->tmp_invis == 0) 3218 if (op->contr && op->contr->tmp_invis == 0)
3227 return 0; 3219 return 0;
3228 3220
3229 /* If monsters, they should become visible */ 3221 /* If monsters, they should become visible */
3230 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3222 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3231 { 3223 {
3232 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3224 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3233 return 1; 3225 return 1;
3234 } 3226 }
3235 } 3227 }
3236 3228
3237 return 0; 3229 return 0;
3443 else 3435 else
3444 { 3436 {
3445 /* generate misc. treasure */ 3437 /* generate misc. treasure */
3446 tmp = arch_to_object (tr->item); 3438 tmp = arch_to_object (tr->item);
3447 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3439 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3448 tmp = insert_ob_in_ob (tmp, who); 3440 who->insert (tmp);
3449 if (who->type == PLAYER)
3450 esrv_send_item (who, tmp);
3451 } 3441 }
3452} 3442}
3453 3443
3454/** 3444/**
3455 * Unready an object for a player. This function does nothing if the object was 3445 * Unready an object for a player. This function does nothing if the object was
3467 if (pl->ranged_ob == ob) 3457 if (pl->ranged_ob == ob)
3468 pl->ranged_ob = 0; 3458 pl->ranged_ob = 0;
3469} 3459}
3470 3460
3471sint8 3461sint8
3472player::visibility_at (maptile *map, int x, int y) const 3462player::darkness_at (maptile *map, int x, int y) const
3473{ 3463{
3474 if (!ns) 3464 if (!ns)
3475 return 0; 3465 return LOS_BLOCKED;
3476 3466
3477 int dx, dy; 3467 int dx, dy;
3478 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3468 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3479 return 0; 3469 return LOS_BLOCKED;
3480 3470
3481 x += dx - ns->current_x + ns->mapx / 2; 3471 x += dx - ns->current_x;
3482 y += dy - ns->current_y + ns->mapy / 2; 3472 y += dy - ns->current_y;
3483 3473
3484 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3485 return 0;
3486
3487 return 100 - blocked_los [x][y]; 3474 return blocked_los (x, y);
3488} 3475}
3489 3476
3490void 3477void
3491player::infobox (const char *title, const char *msg, int color) 3478player::infobox (const char *title, const char *msg, int color)
3492{ 3479{

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