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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.174 by root, Thu Nov 8 19:43:27 2007 UTC vs.
Revision 1.218 by root, Sun Dec 28 10:05:42 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
1000check_pick (object *op) 971check_pick (object *op)
1001{ 972{
1002 object *tmp, *next; 973 object *tmp, *next;
1003 int stop = 0; 974 int stop = 0;
1004 int wvratio; 975 int wvratio;
1005 char putstring[128];
1006 976
1007 /* if you're flying, you cna't pick up anything */ 977 /* if you're flying, you cna't pick up anything */
1008 if (op->move_type & MOVE_FLYING) 978 if (op->move_type & MOVE_FLYING)
1009 return 1; 979 return 1;
1010 980
1011 next = op->below; 981 next = op->below;
1012 982
983 int cnt = MAX_ITEM_PER_DROP;
984#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
985
1013 /* loop while there are items on the floor that are not marked as 986 /* loop while there are items on the floor that are not marked as
1014 * destroyed */ 987 * destroyed */
1015 while (next && !next->destroyed ()) 988 while (next && !next->destroyed ())
1016 { 989 {
1017 tmp = next; 990 tmp = next;
1018 next = tmp->below; 991 next = tmp->below;
1019 992
993 if (cnt <= 0)
994 {
995 op->failmsg ("Couldn't pickup all items at once.");
996 return 0;
997 }
998
1020 if (op->destroyed ()) 999 if (op->destroyed ())
1021 return 0; 1000 return 0;
1022 1001
1023 if (!can_pick (op, tmp)) 1002 if (!can_pick (op, tmp))
1024 continue; 1003 continue;
1025 1004
1026 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1027 { 1006 {
1028 if (item_matched_string (op, tmp, op->contr->search_str)) 1007 if (item_matched_string (op, tmp, op->contr->search_str))
1029 pick_up (op, tmp); 1008 CHK_PICK_PICKUP;
1009
1030 continue; 1010 continue;
1031 } 1011 }
1032 1012
1033 /* high not bit set? We're using the old autopickup model */ 1013 /* high not bit set? We're using the old autopickup model */
1034 if (!(op->contr->mode & PU_NEWMODE)) 1014 if (!(op->contr->mode & PU_NEWMODE))
1036 switch (op->contr->mode) 1016 switch (op->contr->mode)
1037 { 1017 {
1038 case 0: 1018 case 0:
1039 return 1; /* don't pick up */ 1019 return 1; /* don't pick up */
1040 case 1: 1020 case 1:
1041 pick_up (op, tmp); 1021 CHK_PICK_PICKUP;
1042 return 1; 1022 return 1;
1043 case 2: 1023 case 2:
1044 pick_up (op, tmp); 1024 CHK_PICK_PICKUP;
1045 return 0; 1025 return 0;
1046 case 3: 1026 case 3:
1047 return 0; /* stop before pickup */ 1027 return 0; /* stop before pickup */
1048 case 4: 1028 case 4:
1049 pick_up (op, tmp); 1029 CHK_PICK_PICKUP;
1050 break; 1030 break;
1051 case 5: 1031 case 5:
1052 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1053 stop = 1; 1033 stop = 1;
1054 break; 1034 break;
1055 case 6: 1035 case 6:
1056 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1036 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1057 pick_up (op, tmp); 1037 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1038 CHK_PICK_PICKUP;
1058 break; 1039 break;
1059 1040
1060 case 7: 1041 case 7:
1061 if (tmp->type == MONEY || tmp->type == GEM) 1042 if (tmp->type == MONEY || tmp->type == GEM)
1062 pick_up (op, tmp); 1043 CHK_PICK_PICKUP;
1063 break; 1044 break;
1064 1045
1065 default: 1046 default:
1066 /* use value density */ 1047 /* use value density */
1067 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1048 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1068 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1049 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1069 pick_up (op, tmp); 1050 CHK_PICK_PICKUP;
1070 } 1051 }
1071 } 1052 }
1072 else 1053 else
1073 { /* old model */ 1054 { /* old model */
1074 /* NEW pickup handling */ 1055 /* NEW pickup handling */
1075 if (op->contr->mode & PU_DEBUG) 1056 if (op->contr->mode & PU_DEBUG)
1076 { 1057 {
1077 /* some debugging code to figure out item information */ 1058 /* some debugging code to figure out item information */
1078 if (tmp->name != NULL) 1059 const char *str = tmp->name
1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1060 ? format ("item name: %s item type: %d weight/value: %d",
1080 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1061 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1081 else
1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1062 : format ("item name: %s item type: %d weight/value: %d",
1083 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1063 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1084 1064
1085 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1065 new_draw_info (NDI_UNIQUE, 0, op, str);
1086 } 1066 }
1087 1067
1088 /* philosophy: 1068 /* philosophy:
1089 * It's easy to grab an item type from a pile, as long as it's 1069 * It's easy to grab an item type from a pile, as long as it's
1090 * generic. This takes no game-time. For more detailed pickups 1070 * generic. This takes no game-time. For more detailed pickups
1129 /* all food and drink if desired */ 1109 /* all food and drink if desired */
1130 /* question: don't pick up known-poisonous stuff? */ 1110 /* question: don't pick up known-poisonous stuff? */
1131 if (op->contr->mode & PU_FOOD) 1111 if (op->contr->mode & PU_FOOD)
1132 if (tmp->type == FOOD) 1112 if (tmp->type == FOOD)
1133 { 1113 {
1134 pick_up (op, tmp); 1114 CHK_PICK_PICKUP;
1135 continue; 1115 continue;
1136 } 1116 }
1137 1117
1138 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_DRINK)
1139 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1140 { 1120 {
1141 pick_up (op, tmp); 1121 CHK_PICK_PICKUP;
1142 continue; 1122 continue;
1143 } 1123 }
1144 1124
1145 if (op->contr->mode & PU_POTION) 1125 if (op->contr->mode & PU_POTION)
1146 if (tmp->type == POTION) 1126 if (tmp->type == POTION)
1147 { 1127 {
1148 pick_up (op, tmp); 1128 CHK_PICK_PICKUP;
1149 continue; 1129 continue;
1150 } 1130 }
1151 1131
1152 /* spellbooks, skillscrolls and normal books/scrolls */ 1132 /* spellbooks, skillscrolls and normal books/scrolls */
1153 if (op->contr->mode & PU_SPELLBOOK) 1133 if (op->contr->mode & PU_SPELLBOOK)
1154 if (tmp->type == SPELLBOOK) 1134 if (tmp->type == SPELLBOOK)
1155 { 1135 {
1156 pick_up (op, tmp); 1136 CHK_PICK_PICKUP;
1157 continue; 1137 continue;
1158 } 1138 }
1159 1139
1160 if (op->contr->mode & PU_SKILLSCROLL) 1140 if (op->contr->mode & PU_SKILLSCROLL)
1161 if (tmp->type == SKILLSCROLL) 1141 if (tmp->type == SKILLSCROLL)
1162 { 1142 {
1163 pick_up (op, tmp); 1143 CHK_PICK_PICKUP;
1164 continue; 1144 continue;
1165 } 1145 }
1166 1146
1167 if (op->contr->mode & PU_READABLES) 1147 if (op->contr->mode & PU_READABLES)
1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) 1148 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1169 { 1149 {
1170 pick_up (op, tmp); 1150 CHK_PICK_PICKUP;
1171 continue; 1151 continue;
1172 } 1152 }
1173 1153
1174 /* wands/staves/rods/horns */ 1154 /* wands/staves/rods/horns */
1175 if (op->contr->mode & PU_MAGIC_DEVICE) 1155 if (op->contr->mode & PU_MAGIC_DEVICE)
1176 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1156 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1177 { 1157 {
1178 pick_up (op, tmp); 1158 CHK_PICK_PICKUP;
1179 continue; 1159 continue;
1180 } 1160 }
1181 1161
1182 /* pick up all magical items */ 1162 /* pick up all magical items */
1183 if (op->contr->mode & PU_MAGICAL) 1163 if (op->contr->mode & PU_MAGICAL)
1184 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1164 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1185 { 1165 {
1186 pick_up (op, tmp); 1166 CHK_PICK_PICKUP;
1187 continue; 1167 continue;
1188 } 1168 }
1189 1169
1190 if (op->contr->mode & PU_VALUABLES) 1170 if (op->contr->mode & PU_VALUABLES)
1191 { 1171 {
1192 if (tmp->type == MONEY || tmp->type == GEM) 1172 if (tmp->type == MONEY || tmp->type == GEM)
1193 { 1173 {
1194 pick_up (op, tmp); 1174 CHK_PICK_PICKUP;
1195 continue; 1175 continue;
1196 } 1176 }
1197 } 1177 }
1198 1178
1199 /* rings & amulets - talismans seems to be typed AMULET */ 1179 /* rings & amulets - talismans seems to be typed AMULET */
1200 if (op->contr->mode & PU_JEWELS) 1180 if (op->contr->mode & PU_JEWELS)
1201 if (tmp->type == RING || tmp->type == AMULET) 1181 if (tmp->type == RING || tmp->type == AMULET)
1202 { 1182 {
1203 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1204 continue; 1184 continue;
1205 } 1185 }
1206 1186
1207 /* we don't forget dragon food */ 1187 /* we don't forget dragon food */
1208 if (op->contr->mode & PU_FLESH) 1188 if (op->contr->mode & PU_FLESH)
1209 if (tmp->type == FLESH) 1189 if (tmp->type == FLESH)
1210 { 1190 {
1211 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1212 continue; 1192 continue;
1213 } 1193 }
1214 1194
1215 /* bows and arrows. Bows are good for selling! */ 1195 /* bows and arrows. Bows are good for selling! */
1216 if (op->contr->mode & PU_BOW) 1196 if (op->contr->mode & PU_BOW)
1217 if (tmp->type == BOW) 1197 if (tmp->type == BOW)
1218 { 1198 {
1219 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1220 continue; 1200 continue;
1221 } 1201 }
1222 1202
1223 if (op->contr->mode & PU_ARROW) 1203 if (op->contr->mode & PU_ARROW)
1224 if (tmp->type == ARROW) 1204 if (tmp->type == ARROW)
1225 { 1205 {
1226 pick_up (op, tmp); 1206 CHK_PICK_PICKUP;
1227 continue; 1207 continue;
1228 } 1208 }
1229 1209
1230 /* all kinds of armor etc. */ 1210 /* all kinds of armor etc. */
1231 if (op->contr->mode & PU_ARMOUR) 1211 if (op->contr->mode & PU_ARMOUR)
1232 if (tmp->type == ARMOUR) 1212 if (tmp->type == ARMOUR)
1233 { 1213 {
1234 pick_up (op, tmp); 1214 CHK_PICK_PICKUP;
1235 continue; 1215 continue;
1236 } 1216 }
1237 1217
1238 if (op->contr->mode & PU_HELMET) 1218 if (op->contr->mode & PU_HELMET)
1239 if (tmp->type == HELMET) 1219 if (tmp->type == HELMET)
1240 { 1220 {
1241 pick_up (op, tmp); 1221 CHK_PICK_PICKUP;
1242 continue; 1222 continue;
1243 } 1223 }
1244 1224
1245 if (op->contr->mode & PU_SHIELD) 1225 if (op->contr->mode & PU_SHIELD)
1246 if (tmp->type == SHIELD) 1226 if (tmp->type == SHIELD)
1247 { 1227 {
1248 pick_up (op, tmp); 1228 CHK_PICK_PICKUP;
1249 continue; 1229 continue;
1250 } 1230 }
1251 1231
1252 if (op->contr->mode & PU_BOOTS) 1232 if (op->contr->mode & PU_BOOTS)
1253 if (tmp->type == BOOTS) 1233 if (tmp->type == BOOTS)
1254 { 1234 {
1255 pick_up (op, tmp); 1235 CHK_PICK_PICKUP;
1256 continue; 1236 continue;
1257 } 1237 }
1258 1238
1259 if (op->contr->mode & PU_GLOVES) 1239 if (op->contr->mode & PU_GLOVES)
1260 if (tmp->type == GLOVES) 1240 if (tmp->type == GLOVES)
1261 { 1241 {
1262 pick_up (op, tmp); 1242 CHK_PICK_PICKUP;
1263 continue; 1243 continue;
1264 } 1244 }
1265 1245
1266 if (op->contr->mode & PU_CLOAK) 1246 if (op->contr->mode & PU_CLOAK)
1267 if (tmp->type == CLOAK) 1247 if (tmp->type == CLOAK)
1268 { 1248 {
1269 pick_up (op, tmp); 1249 CHK_PICK_PICKUP;
1270 continue; 1250 continue;
1271 } 1251 }
1272 1252
1273 /* hoping to catch throwing daggers here */ 1253 /* hoping to catch throwing daggers here */
1274 if (op->contr->mode & PU_MISSILEWEAPON) 1254 if (op->contr->mode & PU_MISSILEWEAPON)
1275 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1255 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1276 { 1256 {
1277 pick_up (op, tmp); 1257 CHK_PICK_PICKUP;
1278 continue; 1258 continue;
1279 } 1259 }
1280 1260
1281 /* careful: chairs and tables are weapons! */ 1261 /* careful: chairs and tables are weapons! */
1282 if (op->contr->mode & PU_ALLWEAPON) 1262 if (op->contr->mode & PU_ALLWEAPON)
1284 if (tmp->type == WEAPON && tmp->name != NULL) 1264 if (tmp->type == WEAPON && tmp->name != NULL)
1285 { 1265 {
1286 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && 1266 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1267 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1288 { 1268 {
1289 pick_up (op, tmp); 1269 CHK_PICK_PICKUP;
1290 continue; 1270 continue;
1291 } 1271 }
1292 } 1272 }
1293 1273
1294 if (tmp->type == WEAPON && tmp->name == NULL) 1274 if (tmp->type == WEAPON && tmp->name == NULL)
1295 { 1275 {
1296 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) 1276 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1297 { 1277 {
1298 pick_up (op, tmp); 1278 CHK_PICK_PICKUP;
1299 continue; 1279 continue;
1300 } 1280 }
1301 } 1281 }
1302 } 1282 }
1303 1283
1304 /* misc stuff that's useful */ 1284 /* misc stuff that's useful */
1305 if (op->contr->mode & PU_KEY) 1285 if (op->contr->mode & PU_KEY)
1306 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1286 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1307 { 1287 {
1308 pick_up (op, tmp); 1288 CHK_PICK_PICKUP;
1309 continue; 1289 continue;
1310 } 1290 }
1311 1291
1312 /* any of the last 4 bits set means we use the ratio for value 1292 /* any of the last 4 bits set means we use the ratio for value
1313 * pickups */ 1293 * pickups */
1314 if (op->contr->mode & PU_RATIO) 1294 if (op->contr->mode & PU_RATIO)
1315 { 1295 {
1316 /* use value density to decide what else to grab */ 1296 /* use value density to decide what else to grab */
1317 /* >=7 was >= op->contr->mode */ 1297 /* >=7 was >= op->contr->mode */
1318 /* >=7 is the old standard setting. Now we take the last 4 bits 1298 /* >=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 */ 1299 */
1320 wvratio = (op->contr->mode & PU_RATIO) * 5; 1300 wvratio = op->contr->mode & PU_RATIO;
1321 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1301 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1322 { 1302 {
1323 pick_up (op, tmp); 1303 CHK_PICK_PICKUP;
1324#if 0 1304#if 0
1325 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1305 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1326 if (tmp->name != NULL) 1306 if (tmp->name != NULL)
1327 { 1307 {
1328 fprintf (stderr, "%s", tmp->name); 1308 fprintf (stderr, "%s", tmp->name);
1347 * found object is returned. 1327 * found object is returned.
1348 */ 1328 */
1349object * 1329object *
1350find_arrow (object *op, const char *type) 1330find_arrow (object *op, const char *type)
1351{ 1331{
1352 object *tmp = 0;
1353
1354 for (op = op->inv; op; op = op->below) 1332 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) 1333 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1358 return splay (op); 1334 return splay (tmp);
1359 1335
1336 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1337 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1338 if (object *arrow = find_arrow (tmp, type))
1339 {
1340 splay (tmp);
1341 return arrow;
1342 }
1343
1360 return tmp; 1344 return 0;
1361} 1345}
1362 1346
1363/* 1347/*
1364 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1348 * 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 1349 * against the target. A full test is not performed, simply a basic test
1388 } 1372 }
1389 } 1373 }
1390 else if (arrow->type == ARROW && arrow->race == type) 1374 else if (arrow->type == ARROW && arrow->race == type)
1391 { 1375 {
1392 /* allways prefer assasination/slaying */ 1376 /* allways prefer assasination/slaying */
1393 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1377 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1394 { 1378 {
1395 if (arrow->attacktype & AT_DEATH) 1379 if (arrow->attacktype & AT_DEATH)
1396 { 1380 {
1397 *better = 100; 1381 *better = 100;
1398 return arrow; 1382 return arrow;
1426 betterby = 1 + arrow->magic + arrow->stats.dam; 1410 betterby = 1 + arrow->magic + arrow->stats.dam;
1427 } 1411 }
1428 } 1412 }
1429 } 1413 }
1430 } 1414 }
1415
1431 if (tmp == NULL && arrow == NULL) 1416 if (tmp == NULL && arrow == NULL)
1432 return find_arrow (op, type); 1417 return find_arrow (op, type);
1433 1418
1434 *better = betterby; 1419 *better = betterby;
1435 return tmp; 1420 return tmp;
1465 for (i = 0, found = 0; i < 20; i++) 1450 for (i = 0, found = 0; i < 20; i++)
1466 { 1451 {
1467 x += freearr_x[dir]; 1452 x += freearr_x[dir];
1468 y += freearr_y[dir]; 1453 y += freearr_y[dir];
1469 mflags = get_map_flags (m, &m, x, y, &x, &y); 1454 mflags = get_map_flags (m, &m, x, y, &x, &y);
1455
1470 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1456 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1471 { 1457 {
1472 tmp = NULL; 1458 tmp = 0;
1473 break; 1459 break;
1474 } 1460 }
1475 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1461 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1476 { 1462 {
1477 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1463 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1478 * perhaps a bad assumption. 1464 * perhaps a bad assumption.
1479 */ 1465 */
1480 tmp = NULL; 1466 tmp = 0;
1481 break; 1467 break;
1482 } 1468 }
1469
1483 if (mflags & P_IS_ALIVE) 1470 if (mflags & P_IS_ALIVE)
1484 {
1485 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1471 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1486 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1472 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1487 {
1488 found++;
1489 break;
1490 }
1491 if (found)
1492 break; 1473 break;
1493 }
1494 } 1474 }
1495 if (tmp == NULL) 1475
1476 if (!tmp)
1496 return find_arrow (op, type); 1477 return find_arrow (op, type);
1497 1478
1498 if (tmp->head) 1479 if (tmp->head)
1499 tmp = tmp->head; 1480 tmp = tmp->head;
1500 1481
1545 if (bow->below) 1526 if (bow->below)
1546 { 1527 {
1547 bow->remove (); 1528 bow->remove ();
1548 op->insert (bow); 1529 op->insert (bow);
1549 } 1530 }
1550
1551 } 1531 }
1552 1532
1553 if (!bow->race || !bow->skill) 1533 if (!bow->race || !bow->skill)
1554 { 1534 {
1555 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1535 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1581 } 1561 }
1582 1562
1583 /* this should not happen, but sometimes does */ 1563 /* this should not happen, but sometimes does */
1584 if (arrow->nrof == 0) 1564 if (arrow->nrof == 0)
1585 { 1565 {
1566 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1586 arrow->destroy (); 1567 arrow->destroy ();
1587 return 0; 1568 return 0;
1588 } 1569 }
1589 1570
1590 left = arrow; /* these are arrows left to the player */ 1571 left = arrow; /* these are arrows left to the player */
1591 arrow = get_split_ob (arrow, 1); 1572 arrow = arrow->split ();
1592 if (!arrow) 1573 if (!arrow)
1593 { 1574 {
1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1575 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1595 return 0; 1576 return 0;
1596 } 1577 }
1663 op->play_sound (sound_find ("fire_arrow")); 1644 op->play_sound (sound_find ("fire_arrow"));
1664 m->insert (arrow, sx, sy, op); 1645 m->insert (arrow, sx, sy, op);
1665 1646
1666 if (!arrow->destroyed ()) 1647 if (!arrow->destroyed ())
1667 move_arrow (arrow); 1648 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 1649
1677 return 1; 1650 return 1;
1678} 1651}
1679 1652
1680/* Special fire code for players - this takes into 1653/* Special fire code for players - this takes into
1685 * hence the function name. 1658 * hence the function name.
1686 */ 1659 */
1687int 1660int
1688player_fire_bow (object *op, int dir) 1661player_fire_bow (object *op, int dir)
1689{ 1662{
1690 int ret = 0, wcmod = 0; 1663 int ret;
1691 1664
1692 if (op->contr->bowtype == bow_bestarrow) 1665 if (op->contr->bowtype == bow_bestarrow)
1693 { 1666 {
1694 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1667 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1695 } 1668 }
1696 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1669 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1697 { 1670 {
1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1671 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); 1672 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1702 } 1673 }
1703 else if (op->contr->bowtype == bow_threewide) 1674 else if (op->contr->bowtype == bow_threewide)
1704 { 1675 {
1705 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1676 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)]); 1677 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)]); 1678 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1708 } 1679 }
1709 else if (op->contr->bowtype == bow_spreadshot) 1680 else if (op->contr->bowtype == bow_spreadshot)
1710 { 1681 {
1711 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1682 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); 1683 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); 1684 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1714 } 1685 }
1715 else 1686 else
1716 { 1687 {
1754 return; 1725 return;
1755 } 1726 }
1756 } 1727 }
1757 else if (item->type == ROD || item->type == HORN) 1728 else if (item->type == ROD || item->type == HORN)
1758 { 1729 {
1759 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1730 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1731
1732 // using the maximum of the rods charge allows at least one spell cast
1733 // for a rod or horn, this fixes some broken rods.
1734 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1760 { 1735 {
1761 op->contr->play_sound (sound_find ("wand_poof")); 1736 op->contr->play_sound (sound_find ("wand_poof"));
1762 1737
1763 if (item->type == ROD) 1738 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)); 1739 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1769 } 1744 }
1770 } 1745 }
1771 1746
1772 if (cast_spell (op, item, dir, item->inv, NULL)) 1747 if (cast_spell (op, item, dir, item->inv, NULL))
1773 { 1748 {
1774 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1749 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1750
1775 if (item->type == WAND) 1751 if (item->type == WAND)
1776 { 1752 {
1777 if (!(--item->stats.food)) 1753 if (!(--item->stats.food))
1778 { 1754 {
1779 object *tmp; 1755 object *tmp;
1783 CLEAR_FLAG (item, FLAG_ANIMATE); 1759 CLEAR_FLAG (item, FLAG_ANIMATE);
1784 item->face = item->arch->face; 1760 item->face = item->arch->face;
1785 item->set_speed (0); 1761 item->set_speed (0);
1786 } 1762 }
1787 1763
1788 if ((tmp = item->in_player ())) 1764 if (object *pl = item->visible_to ())
1789 esrv_update_item (UPD_ANIM, tmp, item); 1765 esrv_update_item (UPD_ANIM, pl, item);
1790 } 1766 }
1791 } 1767 }
1792 else if (item->type == ROD || item->type == HORN) 1768 else if (item->type == ROD || item->type == HORN)
1793 drain_rod_charge (item); 1769 drain_rod_charge (item);
1794 } 1770 }
1799bool 1775bool
1800fire (object *op, int dir) 1776fire (object *op, int dir)
1801{ 1777{
1802 int spellcost = 0; 1778 int spellcost = 0;
1803 1779
1804 /* check for loss of invisiblity/hide */
1805 if (action_makes_visible (op))
1806 make_visible (op);
1807
1808 player *pl = op->contr; 1780 player *pl = op->contr;
1809 1781
1810 if (pl->golem) 1782 if (pl->golem)
1811 { 1783 {
1812 control_golem (op->contr->golem, dir); 1784 control_golem (op->contr->golem, dir);
1814 } 1786 }
1815 1787
1816 object *ob = pl->ranged_ob; 1788 object *ob = pl->ranged_ob;
1817 1789
1818 if (!ob) 1790 if (!ob)
1819 return false;
1820
1821 if (!op->change_weapon (ob))
1822 return false; 1791 return false;
1823 1792
1824 if (op->speed_left > 0.f) 1793 if (op->speed_left > 0.f)
1825 --op->speed_left; 1794 --op->speed_left;
1826 else 1795 else
1827 return false; 1796 return false;
1797
1798 if (!op->change_weapon (ob))
1799 return false;
1800
1801 /* check for loss of invisiblity/hide */
1802 if (action_makes_visible (op))
1803 make_visible (op);
1828 1804
1829 switch (ob->type) 1805 switch (ob->type)
1830 { 1806 {
1831 case BOW: 1807 case BOW:
1832 player_fire_bow (op, dir); 1808 player_fire_bow (op, dir);
1970 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); 1946 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1971 remove_door2 (door); /* remove door without violence ;-) */ 1947 remove_door2 (door); /* remove door without violence ;-) */
1972 } 1948 }
1973 1949
1974 /* Do this after we print the message */ 1950 /* Do this after we print the message */
1975 decrease_ob (key); /* Use up one of the keys */ 1951 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 1952
1980 return 1; /* Nothing more to do below */ 1953 return 1; /* Nothing more to do below */
1981 } 1954 }
1982 else if (door->type == LOCKED_DOOR) 1955 else if (door->type == LOCKED_DOOR)
1983 { 1956 {
2080 --op->speed_left; 2053 --op->speed_left;
2081 2054
2082 op->play_sound (sound_find ("push_player")); 2055 op->play_sound (sound_find ("push_player"));
2083 push_ob (mon, dir, op); 2056 push_ob (mon, dir, op);
2084 2057
2085 if (op->contr->tmp_invis || op->hide) 2058 if (action_makes_visible (op))
2086 make_visible (op); 2059 make_visible (op);
2087 2060
2088 return true; 2061 return true;
2089 } 2062 }
2090 else 2063 else
2112 push_ob (mon, dir, op); 2085 push_ob (mon, dir, op);
2113 } 2086 }
2114 else 2087 else
2115 op->statusmsg ("You withhold your attack"); 2088 op->statusmsg ("You withhold your attack");
2116 2089
2117 if (op->contr->tmp_invis || op->hide) 2090 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2118 make_visible (op); 2091 make_visible (op);
2119 2092
2120 return true; 2093 return true;
2121 } 2094 }
2122 } 2095 }
2164bool 2137bool
2165move_player (object *op, int dir) 2138move_player (object *op, int dir)
2166{ 2139{
2167 int pick; 2140 int pick;
2168 2141
2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2142 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2170 return 0; 2143 return 0;
2171 2144
2172 /* Sanity check: make sure dir is valid */ 2145 /* Sanity check: make sure dir is valid */
2173 if ((dir < 0) || (dir >= 9)) 2146 if ((dir < 0) || (dir >= 9))
2174 { 2147 {
2180 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2153 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2181 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2154 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2182 2155
2183 op->facing = dir; 2156 op->facing = dir;
2184 2157
2185 if (op->hide) 2158 if (op->flag [FLAG_HIDDEN])
2186 do_hidden_move (op); 2159 do_hidden_move (op);
2187 2160
2188 bool retval; 2161 bool retval;
2189 2162
2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2163 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2235 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2263 { 2236 {
2264 op->play_sound (sound_find ("ob_evaporate")); 2237 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)); 2238 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2266 2239
2267 if (op->contr)
2268 esrv_del_item (op->contr, tmp->count);
2269
2270 tmp->destroy (); 2240 tmp->destroy ();
2271 CLEAR_FLAG (op, FLAG_LIFESAVE); 2241 CLEAR_FLAG (op, FLAG_LIFESAVE);
2272 2242
2273 if (op->stats.hp < 0) 2243 if (op->stats.hp < 0)
2274 op->stats.hp = op->stats.maxhp; 2244 op->stats.hp = op->stats.maxhp;
2286 return 0; 2256 return 0;
2287} 2257}
2288 2258
2289/* This goes throws the inventory and removes unpaid objects, and puts them 2259/* 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 2260 * 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 2261 * function will descend into containers. op is the object to start the search
2292 * from. 2262 * from.
2293 */ 2263 */
2294static void 2264static void
2295drop_unpaid_items (object *op, object *env) 2265drop_unpaid_items (object *op, object *env)
2296{ 2266{
2297 while (op) 2267 while (op)
2298 { 2268 {
2299 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2269 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2300 2270
2301 if (QUERY_FLAG (op, FLAG_UNPAID)) 2271 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); 2272 op->insert_at (env);
2307 }
2308 else if (op->inv) 2273 else if (op->inv)
2309 drop_unpaid_items (op->inv, env); 2274 drop_unpaid_items (op->inv, env);
2310 2275
2311 op = next; 2276 op = next;
2312 } 2277 }
2324 * Moved from apply.c to player.c - player.c is what 2289 * Moved from apply.c to player.c - player.c is what
2325 * actually uses this function. player.c may not be quite the 2290 * actually uses this function. player.c may not be quite the
2326 * best, a misc file for object actions is probably better, 2291 * best, a misc file for object actions is probably better,
2327 * but there isn't one in the server directory. 2292 * but there isn't one in the server directory.
2328 */ 2293 */
2329char * 2294const char *
2330gravestone_text (object *op) 2295gravestone_text (object *op)
2331{ 2296{
2332 static char buf2[MAX_BUF]; 2297 static dynbuf_text buf;
2333 char buf[MAX_BUF];
2334 time_t now = time (NULL);
2335 2298
2336 strcpy (buf2, " R.I.P.\n\n"); 2299 buf << "---- R.I.P. ----\n\n"
2300 << op->name;
2301
2337 if (op->type == PLAYER) 2302 if (op->type == PLAYER)
2338 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2303 buf << " the " << op->contr->title;
2339 else
2340 sprintf (buf, "%s\n", &op->name);
2341 2304
2342 strncat (buf2, " ", 20 - strlen (buf) / 2); 2305 buf << "\n\n";
2343 strcat (buf2, buf); 2306
2307 buf << "who was level ";
2308 buf << (sint32)op->level << "\n\n" // OO breakdown
2309 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2310
2344 if (op->type == PLAYER) 2311 if (op->type == PLAYER)
2345 sprintf (buf, "who was in level %d when killed\n", op->level); 2312 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 2313
2349 strncat (buf2, " ", 20 - strlen (buf) / 2);
2350 strcat (buf2, buf);
2351 if (op->type == PLAYER)
2352 { 2314 {
2353 sprintf (buf, "by %s.\n\n", op->contr->killer); 2315 static char buf2[128];
2354 strncat (buf2, " ", 21 - strlen (buf) / 2); 2316 time_t now = time (NULL);
2355 strcat (buf2, buf);
2356 }
2357
2358 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2317 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2359 strncat (buf2, " ", 20 - strlen (buf) / 2); 2318 buf << buf2;
2360 strcat (buf2, buf); 2319 }
2361 2320
2362 return buf2; 2321 return buf;
2363} 2322}
2364 2323
2365void 2324void
2366do_some_living (object *op) 2325do_some_living (object *op)
2367{ 2326{
2522 { 2481 {
2523 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2482 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2524 2483
2525 if (over_hp > 0) 2484 if (over_hp > 0)
2526 { 2485 {
2527 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2486 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2528 op->last_heal = 0; 2487 op->last_heal = 0;
2529 } 2488 }
2530 else 2489 else
2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2490 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2532 } 2491 }
2548 op->stats.food--; 2507 op->stats.food--;
2549 } 2508 }
2550 2509
2551 if (op->stats.food < 0 && op->stats.hp >= 0) 2510 if (op->stats.food < 0 && op->stats.hp >= 0)
2552 { 2511 {
2553 object *tmp, *flesh = 0; 2512 object *flesh = 0;
2554 2513
2555 for (tmp = op->inv; tmp; tmp = tmp->below) 2514 for_inv_removable (op, tmp)
2556 { 2515 {
2557 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2516 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2517 continue;
2518
2519 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2558 { 2520 {
2559 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2521 op->statusmsg ("You blindly grab for a bite of food. "
2560 { 2522 "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); 2523 manual_apply (op, tmp, 0);
2524
2563 if (op->stats.food >= 0 || op->stats.hp < 0) 2525 if (op->stats.food >= 0 || op->stats.hp < 0)
2564 break; 2526 break;
2565 } 2527 }
2566 else if (tmp->type == FLESH) 2528 else if (tmp->type == FLESH)
2567 flesh = tmp; 2529 flesh = tmp;
2568 } /* End if paid for object */ 2530 }
2569 } /* end of for loop */
2570 2531
2571 /* If player is still starving, it means they don't have any food, so 2532 /* If player is still starving, it means they don't have any food, so
2572 * eat flesh instead. 2533 * eat flesh instead.
2573 */ 2534 */
2574 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2535 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2575 { 2536 {
2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2537 op->statusmsg ("You blindly grab for a bite of food. "
2538 "H<To prevent you from starving, you ate some random item from your backpack.>");
2577 manual_apply (op, flesh, 0); 2539 manual_apply (op, flesh, 0);
2578 } 2540 }
2541
2542 // If player is still starving, alert him!
2543 if (op->stats.food < 0)
2544 op->failmsg ("You are starving! "
2545 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2579 } 2546 }
2580 2547
2581 if (op->stats.food < 0) 2548 if (op->stats.food < 0)
2582 { 2549 {
2583 op->stats.hp += op->stats.food; 2550 op->stats.hp += op->stats.food;
2584 op->stats.food = 0; 2551 op->stats.food = 0;
2552
2553 if (op->stats.hp < 0)
2554 {
2555 op->contr->killer = archetype::get ("killer_starvation");
2556 op->contr->killer->destroy ();
2585 } 2557 }
2558 }
2586 2559
2560 /* killer should be set here already */
2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2561 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2588 kill_player (op); 2562 kill_player (op);
2589 } 2563 }
2590} 2564}
2591 2565
2641 { 2615 {
2642 tmp->name = format ("%s's finger" , &op->name); 2616 tmp->name = format ("%s's finger" , &op->name);
2643 tmp->name_pl = format ("%s's fingers", &op->name); 2617 tmp->name_pl = format ("%s's fingers", &op->name);
2644 tmp->msg = format ( 2618 tmp->msg = format (
2645 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2619 "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 2620 &op->name, op->contr->title,
2621 (int)op->level,
2622 op->contr->killer_name ()
2647 ); 2623 );
2648 tmp->value = 0, tmp->type = 0; 2624 tmp->value = 0, tmp->type = 0;
2649 tmp->materialname = "organics"; 2625 tmp->materialname = "organics";
2650 tmp->insert_at (op, tmp); 2626 tmp->insert_at (op, tmp);
2651 } 2627 }
2657 } 2633 }
2658 2634
2659 INVOKE_PLAYER (DEATH, op->contr); 2635 INVOKE_PLAYER (DEATH, op->contr);
2660 2636
2661 command_kill_pets (op, 0); 2637 command_kill_pets (op, 0);
2662
2663 if (op->stats.food < 0)
2664 strcpy (op->contr->killer, "starvation");
2665 2638
2666 op->contr->play_sound (sound_find ("player_dies")); 2639 op->contr->play_sound (sound_find ("player_dies"));
2667 2640
2668 /* save the map location for corpse, gravestone */ 2641 /* save the map location for corpse, gravestone */
2669 x = op->x; 2642 x = op->x;
2699 2672
2700 lost_a_stat = 0; 2673 lost_a_stat = 0;
2701 2674
2702 for (z = 0; z < num_stats_lose; z++) 2675 for (z = 0; z < num_stats_lose; z++)
2703 { 2676 {
2704 i = RANDOM () % NUM_STATS; 2677 i = rndm (NUM_STATS);
2705 2678
2706 if (settings.stat_loss_on_death) 2679 if (settings.stat_loss_on_death)
2707 { 2680 {
2708 /* Pick a random stat and take a point off it. Tell the player 2681 /* Pick a random stat and take a point off it. Tell the player
2709 * what he lost. 2682 * what he lost.
2778 lost_a_stat = 1; 2751 lost_a_stat = 1;
2779 } 2752 }
2780 } 2753 }
2781 } 2754 }
2782 } 2755 }
2756
2783 /* If no stat lost, tell the player. */ 2757 /* If no stat lost, tell the player. */
2784 if (!lost_a_stat) 2758 if (!lost_a_stat)
2785 { 2759 {
2786 /* determine_god() seems to not work sometimes... why is this? 2760 /* determine_god() seems to not work sometimes... why is this?
2787 Should I be using something else? GD */ 2761 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); 2765 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2792 else 2766 else
2793 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2767 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2794 } 2768 }
2795#else 2769#else
2796 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2770 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2797#endif 2771#endif
2798 2772
2799 /* Put a gravestone up where the character 'almost' died. List the 2773 /* Put a gravestone up where the character 'almost' died. List the
2800 * exp loss on the stone. 2774 * exp loss on the stone.
2801 */ 2775 */
2802 tmp = arch_to_object (archetype::find ("gravestone")); 2776 tmp = arch_to_object (archetype::find ("gravestone"));
2803 sprintf (buf, "%s's gravestone", &op->name); 2777 tmp->name = format ("%s's gravestone", &op->name);
2804 tmp->name = buf; 2778 tmp->name_pl = format ("%s's gravestones", &op->name);
2805 sprintf (buf, "%s's gravestones", &op->name); 2779 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2806 tmp->name_pl = buf; 2780 &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; 2781 tmp->x = op->x, tmp->y = op->y;
2810 insert_ob_in_map (tmp, op->map, NULL, 0); 2782 insert_ob_in_map (tmp, op->map, NULL, 0);
2811 2783
2812 /**************************************/ 2784 /**************************************/
2813 /* */ 2785 /* */
2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2808 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2837 } 2809 }
2838 2810
2839 cure_disease (op, 0, 0); /* remove any disease */ 2811 cure_disease (op, 0, 0); /* remove any disease */
2840 2812
2813 // remove all spell effects that are active
2814 // to avoid long-term effects such as word-of-recall
2815 for (object *item = op->inv; item; )
2816 {
2817 object *next = item->below;
2818
2819 if (item->type == SPELL_EFFECT && item->active)
2820 item->destroy ();
2821
2822 item = next;
2823 }
2824
2841 /*add_exp(op, (op->stats.exp * -0.20)); */ 2825 /*add_exp(op, (op->stats.exp * -0.20)); */
2842 apply_death_exp_penalty (op); 2826 apply_death_exp_penalty (op);
2827
2843 if (op->stats.food < 100) 2828 if (op->stats.food < 100)
2844 op->stats.food = 900; 2829 op->stats.food = 900;
2830
2845 op->stats.hp = op->stats.maxhp; 2831 op->stats.hp = op->stats.maxhp;
2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2832 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2833 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2848 2834
2849 /* 2835 /*
2887 if (will_kill_again & (1 << at)) 2873 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100; 2874 force->resist[at] = 100;
2889 2875
2890 insert_ob_in_ob (force, op); 2876 insert_ob_in_ob (force, op);
2891 op->update_stats (); 2877 op->update_stats ();
2892
2893 } 2878 }
2894 2879
2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2880 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2896} 2881}
2897 2882
2917 2902
2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2903 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2919 { 2904 {
2920 if (tmp->nrof > 1) 2905 if (tmp->nrof > 1)
2921 { 2906 {
2922 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2907 tmp->decrease (rndm (1, tmp->nrof - 1));
2923 tmp2->destroy ();
2924 insert_ob_in_map (tmp, op->map, NULL, 0); 2908 insert_ob_in_map (tmp, op->map, NULL, 0);
2925 } 2909 }
2926 else 2910 else
2927 tmp->destroy (); 2911 tmp->destroy ();
2928 } 2912 }
2939void 2923void
2940fix_weight (void) 2924fix_weight (void)
2941{ 2925{
2942 for_all_players (pl) 2926 for_all_players (pl)
2943 { 2927 {
2944 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2928 sint32 old = pl->ob->carrying;
2945 2929
2946 if (old == sum) 2930 pl->ob->update_weight ();
2947 continue; 2931
2932 if (old != pl->ob->carrying)
2933 {
2948 pl->ob->update_stats (); 2934 pl->ob->update_stats ();
2949 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2935 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2936 }
2950 } 2937 }
2951} 2938}
2952 2939
2953void 2940void
2954fix_luck (void) 2941fix_luck (void)
2996} 2983}
2997 2984
2998void 2985void
2999make_visible (object *op) 2986make_visible (object *op)
3000{ 2987{
3001 op->hide = 0; 2988 op->flag [FLAG_HIDDEN] = 0;
3002 op->invisible = 0; 2989 op->invisible = 0;
3003 2990
3004 if (op->type == PLAYER) 2991 if (op->type == PLAYER)
3005 { 2992 {
3006 op->contr->tmp_invis = 0; 2993 op->contr->tmp_invis = 0;
3031 3018
3032 if (!ob || !ob->map) 3019 if (!ob || !ob->map)
3033 return 0; 3020 return 0;
3034 3021
3035 /* so, on normal lighted maps, its hard to hide */ 3022 /* so, on normal lighted maps, its hard to hide */
3036 level = ob->map->darkness - 2; 3023 level = ob->map->darklevel () - 2;
3037 3024
3038 /* this also picks up whether the object is glowing. 3025 /* this also picks up whether the object is glowing.
3039 * If you carry a light on a non-dark map, its not 3026 * If you carry a light on a non-dark map, its not
3040 * as bad as carrying a light on a pitch dark map */ 3027 * as bad as carrying a light on a pitch dark map */
3041 if (has_carried_lights (ob)) 3028 if (has_carried_lights (ob))
3042 level = -(10 + (2 * ob->map->darkness)); 3029 level = -(10 + (2 * ob->map->darklevel ()));
3043 3030
3044 /* scan through all nearby squares for terrain to hide in */ 3031 /* 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]) 3032 for (i = 0, x = ob->x, y = ob->y;
3033 i <= SIZEOFFREE1;
3034 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3046 { 3035 {
3047 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3036 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3048 if (mflag & P_OUT_OF_MAP) 3037 if (mflag & P_OUT_OF_MAP)
3049 {
3050 continue; 3038 continue;
3051 } 3039
3052 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3040 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3053 level += 2; 3041 level += 2;
3054 else /* open terrain! */ 3042 else /* open terrain! */
3055 level -= 1; 3043 level -= 1;
3056 } 3044 }
3067 * spot (surrounded by clear terrain in broad daylight). -b.t. 3055 * spot (surrounded by clear terrain in broad daylight). -b.t.
3068 */ 3056 */
3069void 3057void
3070do_hidden_move (object *op) 3058do_hidden_move (object *op)
3071{ 3059{
3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3060 int hide = 0;
3073 object *skop;
3074 3061
3075 if (!op || !op->map) 3062 if (!op || !op->map)
3076 return; 3063 return;
3077 3064
3078 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3065 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3066 int num = random_roll (0, 19, op, PREFER_LOW);
3079 3067
3080 /* its *extremely* hard to run and sneak/hide at the same time! */ 3068 /* its *extremely* hard to run and sneak/hide at the same time! */
3081 if (op->type == PLAYER && op->contr->run_on) 3069 if (op->type == PLAYER && op->contr->run_on)
3082 if (!skop || num >= skop->level) 3070 if (!skop || num >= skop->level)
3083 { 3071 {
3093 num -= hide; 3081 num -= hide;
3094 3082
3095 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3083 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3096 { 3084 {
3097 make_visible (op); 3085 make_visible (op);
3086
3098 if (op->type == PLAYER) 3087 if (op->type == PLAYER)
3099 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3088 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3100 } 3089 }
3101 else if (op->type == PLAYER && skop) 3090 else if (op->type == PLAYER && skop)
3102 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3091 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3192 while (op) 3181 while (op)
3193 { 3182 {
3194 dx = rv.distance_x + op->arch->x; 3183 dx = rv.distance_x + op->arch->x;
3195 dy = rv.distance_y + op->arch->y; 3184 dy = rv.distance_y + op->arch->y;
3196 3185
3197 /* only the viewable area the player sees is updated by LOS 3186 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; 3187 return 1;
3205 3188
3206 op = op->more; 3189 op = op->more;
3207 } 3190 }
3208 3191
3209 return 0; 3192 return 0;
3210} 3193}
3211 3194
3212/* routine for both players and monsters. We call this when 3195/* routine for both players and monsters. We call this when
3213 * there is a possibility for our action distrubing our hiding 3196 * there is a possibility for our action distrubing our hiding
3214 * place or invisiblity spell. Artefact invisiblity is not 3197 * place or invisiblity spell. Artefact invisiblity causes
3215 * effected by this. If we arent invisible to begin with, we 3198 * "noise" instead. If we arent invisible to begin with, we
3216 * return 0. 3199 * return 0.
3217 */ 3200 */
3218int 3201int
3219action_makes_visible (object *op) 3202action_makes_visible (object *op)
3220{ 3203{
3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3204 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3222 { 3205 {
3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3206 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3207 {
3208 // artefact invisibility is permanent, but we still make noise
3209 // this is important for game-balance.
3210 if (op->contr)
3211 op->make_noise ();
3212
3224 return 0; 3213 return 0;
3214 }
3225 3215
3226 if (op->contr && op->contr->tmp_invis == 0) 3216 if (op->contr && op->contr->tmp_invis == 0)
3227 return 0; 3217 return 0;
3228 3218
3229 /* If monsters, they should become visible */ 3219 /* If monsters, they should become visible */
3230 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3220 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3231 { 3221 {
3232 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3222 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3233 return 1; 3223 return 1;
3234 } 3224 }
3235 } 3225 }
3236 3226
3237 return 0; 3227 return 0;
3443 else 3433 else
3444 { 3434 {
3445 /* generate misc. treasure */ 3435 /* generate misc. treasure */
3446 tmp = arch_to_object (tr->item); 3436 tmp = arch_to_object (tr->item);
3447 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3437 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); 3438 who->insert (tmp);
3449 if (who->type == PLAYER)
3450 esrv_send_item (who, tmp);
3451 } 3439 }
3452} 3440}
3453 3441
3454/** 3442/**
3455 * Unready an object for a player. This function does nothing if the object was 3443 * Unready an object for a player. This function does nothing if the object was
3467 if (pl->ranged_ob == ob) 3455 if (pl->ranged_ob == ob)
3468 pl->ranged_ob = 0; 3456 pl->ranged_ob = 0;
3469} 3457}
3470 3458
3471sint8 3459sint8
3472player::visibility_at (maptile *map, int x, int y) const 3460player::darkness_at (maptile *map, int x, int y) const
3473{ 3461{
3474 if (!ns) 3462 if (!ns)
3475 return 0; 3463 return LOS_BLOCKED;
3476 3464
3477 int dx, dy; 3465 int dx, dy;
3478 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3466 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3479 return 0; 3467 return LOS_BLOCKED;
3480 3468
3481 x += dx - ns->current_x + ns->mapx / 2; 3469 x += dx - ns->current_x;
3482 y += dy - ns->current_y + ns->mapy / 2; 3470 y += dy - ns->current_y;
3483 3471
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]; 3472 return blocked_los (x, y);
3488} 3473}
3489 3474
3490void 3475void
3491player::infobox (const char *title, const char *msg, int color) 3476player::infobox (const char *title, const char *msg, int color)
3492{ 3477{

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines