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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 1.222 by root, Thu Jan 1 11:41:17 2009 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 /* pickup handling */
1014 if (op->contr->mode & PU_DEBUG)
1015 {
1016 /* some debugging code to figure out item information */
1017 const char *str = tmp->name
1018 ? format ("item name: %s item type: %d weight/value: %d",
1019 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1020 : format ("item name: %s item type: %d weight/value: %d",
1021 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1022
1023 new_draw_info (NDI_UNIQUE, 0, op, str);
1024 }
1025
1026 if (op->contr->mode & PU_INHIBIT)
1027 return 1;
1028
1029 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1030 return 1;
1031
1032 /* philosophy:
1033 * It's easy to grab an item type from a pile, as long as it's
1034 * generic. This takes no game-time. For more detailed pickups
1035 * and selections, select-items should be used. This is a
1036 * grab-as-you-run type mode that's really useful for arrows for
1037 * example.
1038 * The drawback: right now it has no frontend, so you need to
1039 * stick the bits you want into a calculator in hex mode and then
1040 * convert to decimal and then 'pickup <#>
1041 */
1042
1043 /* the first two modes are exclusive: if NOTHING we return, if
1044 * STOP then we stop. All the rest are applied sequentially,
1045 * meaning if any test passes, the item gets picked up. */
1046
1047 /* if mode is set to pick nothing up, return */
1048 if (op->contr->mode == PU_NOTHING)
1049 return 1;
1050
1051 /* if mode is set to stop when encountering objects, return */
1052 /* take STOP before INHIBIT since it doesn't actually pick
1053 * anything up */
1054 if (op->contr->mode & PU_STOP)
1055 return 0;
1056
1057 /* useful for going into stores and not losing your settings... */
1058 /* and for battles wher you don't want to get loaded down while
1059 * fighting */
1060 if (op->contr->mode & PU_INHIBIT)
1061 return 1;
1062
1063 /* prevent us from turning into auto-thieves :) */
1064 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1065 continue;
1066
1067 /* ignore known cursed objects */
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1069 continue;
1070
1071 /* all food and drink if desired */
1072 /* question: don't pick up known-poisonous stuff? */
1034 if (!(op->contr->mode & PU_NEWMODE)) 1073 if (op->contr->mode & PU_FOOD)
1074 if (tmp->type == FOOD)
1035 { 1075 {
1036 switch (op->contr->mode) 1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_DRINK)
1081 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1087 if (op->contr->mode & PU_POTION)
1088 if (tmp->type == POTION)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 /* spellbooks, skillscrolls and normal books/scrolls */
1095 if (op->contr->mode & PU_SPELLBOOK)
1096 if (tmp->type == SPELLBOOK)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_SKILLSCROLL)
1103 if (tmp->type == SKILLSCROLL)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 if (op->contr->mode & PU_READABLES)
1110 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* wands/staves/rods/horns */
1117 if (op->contr->mode & PU_MAGIC_DEVICE)
1118 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1119 {
1120 CHK_PICK_PICKUP;
1121 continue;
1122 }
1123
1124 /* pick up all magical items */
1125 if (op->contr->mode & PU_MAGICAL)
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1127 {
1128 CHK_PICK_PICKUP;
1129 continue;
1130 }
1131
1132 if (op->contr->mode & PU_VALUABLES)
1133 {
1134 if (tmp->type == MONEY || tmp->type == GEM)
1037 { 1135 {
1038 case 0: 1136 CHK_PICK_PICKUP;
1039 return 1; /* don't pick up */ 1137 continue;
1040 case 1:
1041 pick_up (op, tmp);
1042 return 1;
1043 case 2:
1044 pick_up (op, tmp);
1045 return 0;
1046 case 3:
1047 return 0; /* stop before pickup */
1048 case 4:
1049 pick_up (op, tmp);
1050 break;
1051 case 5:
1052 pick_up (op, tmp);
1053 stop = 1;
1054 break;
1055 case 6:
1056 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1057 pick_up (op, tmp);
1058 break;
1059
1060 case 7:
1061 if (tmp->type == MONEY || tmp->type == GEM)
1062 pick_up (op, tmp);
1063 break;
1064
1065 default:
1066 /* use value density */
1067 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1068 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1069 pick_up (op, tmp);
1070 } 1138 }
1071 } 1139 }
1072 else 1140
1073 { /* old model */ 1141 /* rings & amulets - talismans seems to be typed AMULET */
1074 /* NEW pickup handling */ 1142 if (op->contr->mode & PU_JEWELS)
1143 if (tmp->type == RING || tmp->type == AMULET)
1144 {
1145 CHK_PICK_PICKUP;
1146 continue;
1147 }
1148
1149 /* we don't forget dragon food */
1150 if (op->contr->mode & PU_FLESH)
1151 if (tmp->type == FLESH)
1152 {
1153 CHK_PICK_PICKUP;
1154 continue;
1155 }
1156
1157 /* bows and arrows. Bows are good for selling! */
1075 if (op->contr->mode & PU_DEBUG) 1158 if (op->contr->mode & PU_BOW)
1159 if (tmp->type == BOW)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_ARROW)
1166 if (tmp->type == ARROW)
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 /* all kinds of armor etc. */
1173 if (op->contr->mode & PU_ARMOUR)
1174 if (tmp->type == ARMOUR)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_HELMET)
1181 if (tmp->type == HELMET)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SHIELD)
1188 if (tmp->type == SHIELD)
1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_BOOTS)
1195 if (tmp->type == BOOTS)
1196 {
1197 CHK_PICK_PICKUP;
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_GLOVES)
1202 if (tmp->type == GLOVES)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1208 if (op->contr->mode & PU_CLOAK)
1209 if (tmp->type == CLOAK)
1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1214
1215 /* hoping to catch throwing daggers here */
1216 if (op->contr->mode & PU_MISSILEWEAPON)
1217 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1222
1223 /* careful: chairs and tables are weapons! */
1224 if (op->contr->mode & PU_ALLWEAPON)
1225 {
1226 if (tmp->type == WEAPON && !tmp->name)
1076 { 1227 {
1077 /* some debugging code to figure out item information */ 1228 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1078 if (tmp->name != NULL) 1229 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1079 sprintf (putstring, "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))));
1081 else
1082 sprintf (putstring, "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))));
1084
1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1086 }
1087
1088 /* philosophy:
1089 * 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
1091 * and selections, select-items should be used. This is a
1092 * grab-as-you-run type mode that's really useful for arrows for
1093 * example.
1094 * The drawback: right now it has no frontend, so you need to
1095 * stick the bits you want into a calculator in hex mode and then
1096 * convert to decimal and then 'pickup <#>
1097 */
1098
1099 /* the first two modes are exclusive: if NOTHING we return, if
1100 * STOP then we stop. All the rest are applied sequentially,
1101 * meaning if any test passes, the item gets picked up. */
1102
1103 /* if mode is set to pick nothing up, return */
1104
1105 if (op->contr->mode & PU_NOTHING)
1106 return 1;
1107
1108 /* if mode is set to stop when encountering objects, return */
1109 /* take STOP before INHIBIT since it doesn't actually pick
1110 * anything up */
1111
1112 if (op->contr->mode & PU_STOP)
1113 return 0;
1114
1115 /* useful for going into stores and not losing your settings... */
1116 /* and for battles wher you don't want to get loaded down while
1117 * fighting */
1118 if (op->contr->mode & PU_INHIBIT)
1119 return 1;
1120
1121 /* prevent us from turning into auto-thieves :) */
1122 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1123 continue;
1124
1125 /* ignore known cursed objects */
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1127 continue;
1128
1129 /* all food and drink if desired */
1130 /* question: don't pick up known-poisonous stuff? */
1131 if (op->contr->mode & PU_FOOD)
1132 if (tmp->type == FOOD)
1133 {
1134 pick_up (op, tmp);
1135 continue;
1136 }
1137
1138 if (op->contr->mode & PU_DRINK)
1139 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1140 {
1141 pick_up (op, tmp);
1142 continue;
1143 }
1144
1145 if (op->contr->mode & PU_POTION)
1146 if (tmp->type == POTION)
1147 {
1148 pick_up (op, tmp);
1149 continue;
1150 }
1151
1152 /* spellbooks, skillscrolls and normal books/scrolls */
1153 if (op->contr->mode & PU_SPELLBOOK)
1154 if (tmp->type == SPELLBOOK)
1155 {
1156 pick_up (op, tmp);
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_SKILLSCROLL)
1161 if (tmp->type == SKILLSCROLL)
1162 {
1163 pick_up (op, tmp);
1164 continue;
1165 }
1166
1167 if (op->contr->mode & PU_READABLES)
1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1169 {
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 /* wands/staves/rods/horns */
1175 if (op->contr->mode & PU_MAGIC_DEVICE)
1176 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 /* pick up all magical items */
1183 if (op->contr->mode & PU_MAGICAL)
1184 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1185 {
1186 pick_up (op, tmp);
1187 continue;
1188 }
1189
1190 if (op->contr->mode & PU_VALUABLES)
1191 {
1192 if (tmp->type == MONEY || tmp->type == GEM)
1193 { 1230 {
1194 pick_up (op, tmp); 1231 CHK_PICK_PICKUP;
1195 continue; 1232 continue;
1196 } 1233 }
1197 } 1234 }
1198 1235
1199 /* rings & amulets - talismans seems to be typed AMULET */ 1236 if (tmp->type == WEAPON && !tmp->name)
1200 if (op->contr->mode & PU_JEWELS)
1201 if (tmp->type == RING || tmp->type == AMULET)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* we don't forget dragon food */
1208 if (op->contr->mode & PU_FLESH)
1209 if (tmp->type == FLESH)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 /* bows and arrows. Bows are good for selling! */
1216 if (op->contr->mode & PU_BOW)
1217 if (tmp->type == BOW)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1222
1223 if (op->contr->mode & PU_ARROW)
1224 if (tmp->type == ARROW)
1225 {
1226 pick_up (op, tmp);
1227 continue;
1228 }
1229
1230 /* all kinds of armor etc. */
1231 if (op->contr->mode & PU_ARMOUR)
1232 if (tmp->type == ARMOUR)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 if (op->contr->mode & PU_HELMET)
1239 if (tmp->type == HELMET)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_SHIELD)
1246 if (tmp->type == SHIELD)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 if (op->contr->mode & PU_BOOTS)
1253 if (tmp->type == BOOTS)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_GLOVES)
1260 if (tmp->type == GLOVES)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_CLOAK)
1267 if (tmp->type == CLOAK)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 /* hoping to catch throwing daggers here */
1274 if (op->contr->mode & PU_MISSILEWEAPON)
1275 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 /* careful: chairs and tables are weapons! */
1282 if (op->contr->mode & PU_ALLWEAPON)
1283 { 1237 {
1284 if (tmp->type == WEAPON && tmp->name != NULL) 1238 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1285 { 1239 {
1286 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && 1240 CHK_PICK_PICKUP;
1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1288 {
1289 pick_up (op, tmp);
1290 continue; 1241 continue;
1291 }
1292 }
1293
1294 if (tmp->type == WEAPON && tmp->name == NULL)
1295 {
1296 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301 } 1242 }
1302 } 1243 }
1244 }
1303 1245
1304 /* misc stuff that's useful */ 1246 /* misc stuff that's useful */
1305 if (op->contr->mode & PU_KEY) 1247 if (op->contr->mode & PU_KEY)
1306 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1248 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1307 { 1249 {
1308 pick_up (op, tmp); 1250 CHK_PICK_PICKUP;
1309 continue; 1251 continue;
1310 } 1252 }
1311 1253
1312 /* any of the last 4 bits set means we use the ratio for value 1254 /* any of the last 4 bits set means we use the ratio for value
1313 * pickups */ 1255 * pickups */
1314 if (op->contr->mode & PU_RATIO) 1256 if (op->contr->mode & PU_RATIO)
1257 {
1258 /* use value density to decide what else to grab */
1259 /* >=7 was >= op->contr->mode */
1260 /* >=7 is the old standard setting. Now we take the last 4 bits
1261 */
1262 wvratio = op->contr->mode & PU_RATIO;
1263 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1315 { 1264 {
1316 /* use value density to decide what else to grab */ 1265#if 0
1317 /* >=7 was >= op->contr->mode */ 1266 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1318 /* >=7 is the old standard setting. Now we take the last 4 bits 1267 if (tmp->name != NULL)
1319 * and multiply them by 5, giving 0..15*5== 5..75 */
1320 wvratio = (op->contr->mode & PU_RATIO) * 5;
1321 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1322 { 1268 {
1323 pick_up (op, tmp);
1324#if 0
1325 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1326 if (tmp->name != NULL)
1327 {
1328 fprintf (stderr, "%s", tmp->name); 1269 fprintf (stderr, "%s", tmp->name);
1329 } 1270 }
1330 else 1271 else
1331 fprintf (stderr, "%s", tmp->arch->archname); 1272 fprintf (stderr, "%s", tmp->arch->archname);
1332 fprintf (stderr, ",%d] = ", tmp->type); 1273 fprintf (stderr, ",%d] = ", tmp->type);
1333 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1274 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334#endif 1275#endif
1276 CHK_PICK_PICKUP;
1335 continue; 1277 continue;
1336 }
1337 } 1278 }
1338 } /* the new pickup model */ 1279 } /* the new pickup model */
1339 } 1280 }
1340 1281
1341 return !stop; 1282 return !stop;
1347 * found object is returned. 1288 * found object is returned.
1348 */ 1289 */
1349object * 1290object *
1350find_arrow (object *op, const char *type) 1291find_arrow (object *op, const char *type)
1351{ 1292{
1352 object *tmp = 0;
1353
1354 for (op = op->inv; op; op = op->below) 1293 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) 1294 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1358 return splay (op); 1295 return splay (tmp);
1359 1296
1297 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1298 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1299 if (object *arrow = find_arrow (tmp, type))
1300 {
1301 splay (tmp);
1302 return arrow;
1303 }
1304
1360 return tmp; 1305 return 0;
1361} 1306}
1362 1307
1363/* 1308/*
1364 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1309 * 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 1310 * against the target. A full test is not performed, simply a basic test
1366 * of resistances. The archer is making a quick guess at what he sees down 1311 * of resistances. The archer is making a quick guess at what he sees down
1367 * the hall. Failing that it does it's best to pick the highest plus arrow. 1312 * the hall. Failing that it does it's best to pick the highest plus arrow.
1368 */ 1313 */
1369object * 1314object *
1370find_better_arrow (object *op, object *target, const char *type, int *better) 1315find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1371{ 1316{
1372 object *tmp = NULL, *arrow, *ntmp; 1317 object *tmp = NULL, *arrow, *ntmp;
1373 int attacknum, attacktype, betterby = 0, i; 1318 int attacknum, attacktype, betterby = 0, i;
1374 1319
1375 if (!type) 1320 if (!type)
1379 { 1324 {
1380 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1325 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1381 { 1326 {
1382 i = 0; 1327 i = 0;
1383 ntmp = find_better_arrow (arrow, target, type, &i); 1328 ntmp = find_better_arrow (arrow, target, type, &i);
1329
1384 if (i > betterby) 1330 if (i > betterby)
1385 { 1331 {
1386 tmp = ntmp; 1332 tmp = ntmp;
1387 betterby = i; 1333 betterby = i;
1388 } 1334 }
1389 } 1335 }
1390 else if (arrow->type == ARROW && arrow->race == type) 1336 else if (arrow->type == ARROW && arrow->race == type)
1391 { 1337 {
1392 /* allways prefer assasination/slaying */ 1338 /* allways prefer assasination/slaying */
1393 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1339 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1394 { 1340 {
1395 if (arrow->attacktype & AT_DEATH) 1341 if (arrow->attacktype & AT_DEATH)
1396 { 1342 {
1397 *better = 100; 1343 *better = 100;
1398 return arrow; 1344 return arrow;
1413 { 1359 {
1414 tmp = arrow; 1360 tmp = arrow;
1415 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1361 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1416 } 1362 }
1417 } 1363 }
1364
1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1365 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1419 { 1366 {
1420 tmp = arrow; 1367 tmp = arrow;
1421 betterby = 2 + arrow->magic + arrow->stats.dam; 1368 betterby = 2 + arrow->magic + arrow->stats.dam;
1422 } 1369 }
1370
1423 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1371 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1424 { 1372 {
1425 tmp = arrow; 1373 tmp = arrow;
1426 betterby = 1 + arrow->magic + arrow->stats.dam; 1374 betterby = 1 + arrow->magic + arrow->stats.dam;
1427 } 1375 }
1428 } 1376 }
1429 } 1377 }
1430 } 1378 }
1379
1431 if (tmp == NULL && arrow == NULL) 1380 if (tmp == NULL && arrow == NULL)
1432 return find_arrow (op, type); 1381 return find_arrow (op, type);
1433 1382
1434 *better = betterby; 1383 *better = betterby;
1435 return tmp; 1384 return tmp;
1440 * op = the shooter 1389 * op = the shooter
1441 * type = bow->race 1390 * type = bow->race
1442 * dir = fire direction 1391 * dir = fire direction
1443 */ 1392 */
1444object * 1393object *
1445pick_arrow_target (object *op, const char *type, int dir) 1394pick_arrow_target (object *op, shstr_cmp type, int dir)
1446{ 1395{
1447 object *tmp = NULL; 1396 object *tmp = NULL;
1448 maptile *m; 1397 maptile *m;
1449 int i, mflags, found, number; 1398 int i, mflags, found, number;
1450 sint16 x, y; 1399 sint16 x, y;
1465 for (i = 0, found = 0; i < 20; i++) 1414 for (i = 0, found = 0; i < 20; i++)
1466 { 1415 {
1467 x += freearr_x[dir]; 1416 x += freearr_x[dir];
1468 y += freearr_y[dir]; 1417 y += freearr_y[dir];
1469 mflags = get_map_flags (m, &m, x, y, &x, &y); 1418 mflags = get_map_flags (m, &m, x, y, &x, &y);
1419
1470 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1420 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1471 { 1421 {
1472 tmp = NULL; 1422 tmp = 0;
1473 break; 1423 break;
1474 } 1424 }
1475 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1425 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1476 { 1426 {
1477 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1427 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1478 * perhaps a bad assumption. 1428 * perhaps a bad assumption.
1479 */ 1429 */
1480 tmp = NULL; 1430 tmp = 0;
1481 break; 1431 break;
1482 } 1432 }
1433
1483 if (mflags & P_IS_ALIVE) 1434 if (mflags & P_IS_ALIVE)
1484 {
1485 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1435 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1486 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1436 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1487 {
1488 found++;
1489 break;
1490 }
1491 if (found)
1492 break; 1437 break;
1493 }
1494 } 1438 }
1495 if (tmp == NULL) 1439
1440 if (!tmp)
1496 return find_arrow (op, type); 1441 return find_arrow (op, type);
1497 1442
1498 if (tmp->head) 1443 if (tmp->head)
1499 tmp = tmp->head; 1444 tmp = tmp->head;
1500 1445
1545 if (bow->below) 1490 if (bow->below)
1546 { 1491 {
1547 bow->remove (); 1492 bow->remove ();
1548 op->insert (bow); 1493 op->insert (bow);
1549 } 1494 }
1550
1551 } 1495 }
1552 1496
1553 if (!bow->race || !bow->skill) 1497 if (!bow->race || !bow->skill)
1554 { 1498 {
1555 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1499 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1581 } 1525 }
1582 1526
1583 /* this should not happen, but sometimes does */ 1527 /* this should not happen, but sometimes does */
1584 if (arrow->nrof == 0) 1528 if (arrow->nrof == 0)
1585 { 1529 {
1530 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1586 arrow->destroy (); 1531 arrow->destroy ();
1587 return 0; 1532 return 0;
1588 } 1533 }
1589 1534
1590 left = arrow; /* these are arrows left to the player */ 1535 left = arrow; /* these are arrows left to the player */
1591 arrow = get_split_ob (arrow, 1); 1536 arrow = arrow->split ();
1592 if (!arrow) 1537 if (!arrow)
1593 { 1538 {
1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1539 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1595 return 0; 1540 return 0;
1596 } 1541 }
1663 op->play_sound (sound_find ("fire_arrow")); 1608 op->play_sound (sound_find ("fire_arrow"));
1664 m->insert (arrow, sx, sy, op); 1609 m->insert (arrow, sx, sy, op);
1665 1610
1666 if (!arrow->destroyed ()) 1611 if (!arrow->destroyed ())
1667 move_arrow (arrow); 1612 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 1613
1677 return 1; 1614 return 1;
1678} 1615}
1679 1616
1680/* Special fire code for players - this takes into 1617/* Special fire code for players - this takes into
1685 * hence the function name. 1622 * hence the function name.
1686 */ 1623 */
1687int 1624int
1688player_fire_bow (object *op, int dir) 1625player_fire_bow (object *op, int dir)
1689{ 1626{
1690 int ret = 0, wcmod = 0; 1627 int ret;
1691 1628
1692 if (op->contr->bowtype == bow_bestarrow) 1629 if (op->contr->bowtype == bow_bestarrow)
1693 { 1630 {
1694 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1631 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1695 } 1632 }
1696 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1633 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1697 { 1634 {
1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1635 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); 1636 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1702 } 1637 }
1703 else if (op->contr->bowtype == bow_threewide) 1638 else if (op->contr->bowtype == bow_threewide)
1704 { 1639 {
1705 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1640 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)]); 1641 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)]); 1642 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1708 } 1643 }
1709 else if (op->contr->bowtype == bow_spreadshot) 1644 else if (op->contr->bowtype == bow_spreadshot)
1710 { 1645 {
1711 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1646 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); 1647 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); 1648 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1714 } 1649 }
1715 else 1650 else
1716 { 1651 {
1754 return; 1689 return;
1755 } 1690 }
1756 } 1691 }
1757 else if (item->type == ROD || item->type == HORN) 1692 else if (item->type == ROD || item->type == HORN)
1758 { 1693 {
1759 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1694 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1695
1696 // using the maximum of the rods charge allows at least one spell cast
1697 // for a rod or horn, this fixes some broken rods.
1698 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1760 { 1699 {
1761 op->contr->play_sound (sound_find ("wand_poof")); 1700 op->contr->play_sound (sound_find ("wand_poof"));
1762 1701
1763 if (item->type == ROD) 1702 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)); 1703 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1769 } 1708 }
1770 } 1709 }
1771 1710
1772 if (cast_spell (op, item, dir, item->inv, NULL)) 1711 if (cast_spell (op, item, dir, item->inv, NULL))
1773 { 1712 {
1774 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1713 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1714
1775 if (item->type == WAND) 1715 if (item->type == WAND)
1776 { 1716 {
1777 if (!(--item->stats.food)) 1717 if (!(--item->stats.food))
1778 { 1718 {
1779 object *tmp; 1719 object *tmp;
1783 CLEAR_FLAG (item, FLAG_ANIMATE); 1723 CLEAR_FLAG (item, FLAG_ANIMATE);
1784 item->face = item->arch->face; 1724 item->face = item->arch->face;
1785 item->set_speed (0); 1725 item->set_speed (0);
1786 } 1726 }
1787 1727
1788 if ((tmp = item->in_player ())) 1728 if (object *pl = item->visible_to ())
1789 esrv_update_item (UPD_ANIM, tmp, item); 1729 esrv_update_item (UPD_ANIM, pl, item);
1790 } 1730 }
1791 } 1731 }
1792 else if (item->type == ROD || item->type == HORN) 1732 else if (item->type == ROD || item->type == HORN)
1793 drain_rod_charge (item); 1733 drain_rod_charge (item);
1794 } 1734 }
1799bool 1739bool
1800fire (object *op, int dir) 1740fire (object *op, int dir)
1801{ 1741{
1802 int spellcost = 0; 1742 int spellcost = 0;
1803 1743
1804 /* check for loss of invisiblity/hide */
1805 if (action_makes_visible (op))
1806 make_visible (op);
1807
1808 player *pl = op->contr; 1744 player *pl = op->contr;
1809 1745
1810 if (pl->golem) 1746 if (pl->golem)
1811 { 1747 {
1812 control_golem (op->contr->golem, dir); 1748 control_golem (op->contr->golem, dir);
1814 } 1750 }
1815 1751
1816 object *ob = pl->ranged_ob; 1752 object *ob = pl->ranged_ob;
1817 1753
1818 if (!ob) 1754 if (!ob)
1819 return false;
1820
1821 if (!op->change_weapon (ob))
1822 return false; 1755 return false;
1823 1756
1824 if (op->speed_left > 0.f) 1757 if (op->speed_left > 0.f)
1825 --op->speed_left; 1758 --op->speed_left;
1826 else 1759 else
1827 return false; 1760 return false;
1761
1762 if (!op->change_weapon (ob))
1763 return false;
1764
1765 /* check for loss of invisiblity/hide */
1766 if (action_makes_visible (op))
1767 make_visible (op);
1828 1768
1829 switch (ob->type) 1769 switch (ob->type)
1830 { 1770 {
1831 case BOW: 1771 case BOW:
1832 player_fire_bow (op, dir); 1772 player_fire_bow (op, dir);
1970 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); 1910 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1971 remove_door2 (door); /* remove door without violence ;-) */ 1911 remove_door2 (door); /* remove door without violence ;-) */
1972 } 1912 }
1973 1913
1974 /* Do this after we print the message */ 1914 /* Do this after we print the message */
1975 decrease_ob (key); /* Use up one of the keys */ 1915 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 1916
1980 return 1; /* Nothing more to do below */ 1917 return 1; /* Nothing more to do below */
1981 } 1918 }
1982 else if (door->type == LOCKED_DOOR) 1919 else if (door->type == LOCKED_DOOR)
1983 { 1920 {
2080 --op->speed_left; 2017 --op->speed_left;
2081 2018
2082 op->play_sound (sound_find ("push_player")); 2019 op->play_sound (sound_find ("push_player"));
2083 push_ob (mon, dir, op); 2020 push_ob (mon, dir, op);
2084 2021
2085 if (op->contr->tmp_invis || op->hide) 2022 if (action_makes_visible (op))
2086 make_visible (op); 2023 make_visible (op);
2087 2024
2088 return true; 2025 return true;
2089 } 2026 }
2090 else 2027 else
2112 push_ob (mon, dir, op); 2049 push_ob (mon, dir, op);
2113 } 2050 }
2114 else 2051 else
2115 op->statusmsg ("You withhold your attack"); 2052 op->statusmsg ("You withhold your attack");
2116 2053
2117 if (op->contr->tmp_invis || op->hide) 2054 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2118 make_visible (op); 2055 make_visible (op);
2119 2056
2120 return true; 2057 return true;
2121 } 2058 }
2122 } 2059 }
2164bool 2101bool
2165move_player (object *op, int dir) 2102move_player (object *op, int dir)
2166{ 2103{
2167 int pick; 2104 int pick;
2168 2105
2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2106 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2170 return 0; 2107 return 0;
2171 2108
2172 /* Sanity check: make sure dir is valid */ 2109 /* Sanity check: make sure dir is valid */
2173 if ((dir < 0) || (dir >= 9)) 2110 if ((dir < 0) || (dir >= 9))
2174 { 2111 {
2180 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2117 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2181 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2118 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2182 2119
2183 op->facing = dir; 2120 op->facing = dir;
2184 2121
2185 if (op->hide) 2122 if (op->flag [FLAG_HIDDEN])
2186 do_hidden_move (op); 2123 do_hidden_move (op);
2187 2124
2188 bool retval; 2125 bool retval;
2189 2126
2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2127 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2263 { 2200 {
2264 op->play_sound (sound_find ("ob_evaporate")); 2201 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)); 2202 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2266 2203
2267 if (op->contr)
2268 esrv_del_item (op->contr, tmp->count);
2269
2270 tmp->destroy (); 2204 tmp->destroy ();
2271 CLEAR_FLAG (op, FLAG_LIFESAVE); 2205 CLEAR_FLAG (op, FLAG_LIFESAVE);
2272 2206
2273 if (op->stats.hp < 0) 2207 if (op->stats.hp < 0)
2274 op->stats.hp = op->stats.maxhp; 2208 op->stats.hp = op->stats.maxhp;
2286 return 0; 2220 return 0;
2287} 2221}
2288 2222
2289/* This goes throws the inventory and removes unpaid objects, and puts them 2223/* 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 2224 * 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 2225 * function will descend into containers. op is the object to start the search
2292 * from. 2226 * from.
2293 */ 2227 */
2294static void 2228static void
2295drop_unpaid_items (object *op, object *env) 2229drop_unpaid_items (object *op, object *env)
2296{ 2230{
2297 while (op) 2231 while (op)
2298 { 2232 {
2299 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2233 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2300 2234
2301 if (QUERY_FLAG (op, FLAG_UNPAID)) 2235 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); 2236 op->insert_at (env);
2307 }
2308 else if (op->inv) 2237 else if (op->inv)
2309 drop_unpaid_items (op->inv, env); 2238 drop_unpaid_items (op->inv, env);
2310 2239
2311 op = next; 2240 op = next;
2312 } 2241 }
2324 * Moved from apply.c to player.c - player.c is what 2253 * Moved from apply.c to player.c - player.c is what
2325 * actually uses this function. player.c may not be quite the 2254 * actually uses this function. player.c may not be quite the
2326 * best, a misc file for object actions is probably better, 2255 * best, a misc file for object actions is probably better,
2327 * but there isn't one in the server directory. 2256 * but there isn't one in the server directory.
2328 */ 2257 */
2329char * 2258const char *
2330gravestone_text (object *op) 2259gravestone_text (object *op)
2331{ 2260{
2332 static char buf2[MAX_BUF]; 2261 static dynbuf_text buf;
2333 char buf[MAX_BUF];
2334 time_t now = time (NULL);
2335 2262
2336 strcpy (buf2, " R.I.P.\n\n"); 2263 buf << "---- R.I.P. ----\n\n"
2264 << op->name;
2265
2337 if (op->type == PLAYER) 2266 if (op->type == PLAYER)
2338 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2267 buf << " the " << op->contr->title;
2339 else
2340 sprintf (buf, "%s\n", &op->name);
2341 2268
2342 strncat (buf2, " ", 20 - strlen (buf) / 2); 2269 buf << "\n\n";
2343 strcat (buf2, buf); 2270
2271 buf << "who was level ";
2272 buf << (sint32)op->level << "\n\n" // OO breakdown
2273 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2274
2344 if (op->type == PLAYER) 2275 if (op->type == PLAYER)
2345 sprintf (buf, "who was in level %d when killed\n", op->level); 2276 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 2277
2349 strncat (buf2, " ", 20 - strlen (buf) / 2);
2350 strcat (buf2, buf);
2351 if (op->type == PLAYER)
2352 { 2278 {
2353 sprintf (buf, "by %s.\n\n", op->contr->killer); 2279 static char buf2[128];
2354 strncat (buf2, " ", 21 - strlen (buf) / 2); 2280 time_t now = time (NULL);
2355 strcat (buf2, buf);
2356 }
2357
2358 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2281 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2359 strncat (buf2, " ", 20 - strlen (buf) / 2); 2282 buf << buf2;
2360 strcat (buf2, buf); 2283 }
2361 2284
2362 return buf2; 2285 return buf;
2363} 2286}
2364 2287
2365void 2288void
2366do_some_living (object *op) 2289do_some_living (object *op)
2367{ 2290{
2522 { 2445 {
2523 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2446 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2524 2447
2525 if (over_hp > 0) 2448 if (over_hp > 0)
2526 { 2449 {
2527 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2450 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2528 op->last_heal = 0; 2451 op->last_heal = 0;
2529 } 2452 }
2530 else 2453 else
2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2454 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2532 } 2455 }
2548 op->stats.food--; 2471 op->stats.food--;
2549 } 2472 }
2550 2473
2551 if (op->stats.food < 0 && op->stats.hp >= 0) 2474 if (op->stats.food < 0 && op->stats.hp >= 0)
2552 { 2475 {
2553 object *tmp, *flesh = 0; 2476 object *flesh = 0;
2554 2477
2555 for (tmp = op->inv; tmp; tmp = tmp->below) 2478 for_inv_removable (op, tmp)
2556 { 2479 {
2557 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2480 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2481 continue;
2482
2483 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2558 { 2484 {
2559 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2485 op->statusmsg ("You blindly grab for a bite of food. "
2560 { 2486 "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); 2487 manual_apply (op, tmp, 0);
2488
2563 if (op->stats.food >= 0 || op->stats.hp < 0) 2489 if (op->stats.food >= 0 || op->stats.hp < 0)
2564 break; 2490 break;
2565 } 2491 }
2566 else if (tmp->type == FLESH) 2492 else if (tmp->type == FLESH)
2567 flesh = tmp; 2493 flesh = tmp;
2568 } /* End if paid for object */ 2494 }
2569 } /* end of for loop */
2570 2495
2571 /* If player is still starving, it means they don't have any food, so 2496 /* If player is still starving, it means they don't have any food, so
2572 * eat flesh instead. 2497 * eat flesh instead.
2573 */ 2498 */
2574 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2499 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2575 { 2500 {
2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2501 op->statusmsg ("You blindly grab for a bite of food. "
2502 "H<To prevent you from starving, you ate some random item from your backpack.>");
2577 manual_apply (op, flesh, 0); 2503 manual_apply (op, flesh, 0);
2578 } 2504 }
2505
2506 // If player is still starving, alert him!
2507 if (op->stats.food < 0)
2508 op->failmsg ("You are starving! "
2509 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2579 } 2510 }
2580 2511
2581 if (op->stats.food < 0) 2512 if (op->stats.food < 0)
2582 { 2513 {
2583 op->stats.hp += op->stats.food; 2514 op->stats.hp += op->stats.food;
2584 op->stats.food = 0; 2515 op->stats.food = 0;
2516
2517 if (op->stats.hp < 0)
2518 {
2519 op->contr->killer = archetype::get ("killer_starvation");
2520 op->contr->killer->destroy ();
2585 } 2521 }
2522 }
2586 2523
2524 /* killer should be set here already */
2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2525 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2588 kill_player (op); 2526 kill_player (op);
2589 } 2527 }
2590} 2528}
2591 2529
2605 object *tmp; 2543 object *tmp;
2606 2544
2607 if (save_life (op)) 2545 if (save_life (op))
2608 return; 2546 return;
2609 2547
2548 /* restore player */
2549 at = archetype::find ("poisoning");
2550 if (object *tmp = present_arch_in_ob (at, op))
2551 {
2552 tmp->destroy ();
2553 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2554 }
2555
2556 at = archetype::find ("confusion");
2557 if (object *tmp = present_arch_in_ob (at, op))
2558 {
2559 tmp->destroy ();
2560 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2561 }
2562
2563 cure_disease (op, 0, 0); /* remove any disease */
2564
2565 max_it (op->stats.hp , op->stats.maxhp);
2566 max_it (op->stats.sp , op->stats.maxsp);
2567 max_it (op->stats.grace, op->stats.maxgrace);
2568
2569 if (op->stats.food <= 0)
2570 op->stats.food = 999;
2571
2572 // remove all spell effects that are active
2573 // to avoid long-term effects such as word-of-recall
2574 for (object *item = op->inv; item; )
2575 {
2576 object *next = item->below;
2577
2578 if (item->type == SPELL_EFFECT && item->active)
2579 item->destroy ();
2580
2581 item = next;
2582 }
2583
2610 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2584 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2611 * in cities ONLY!!! It is very important that this doesn't get abused. 2585 * in cities ONLY!!! It is very important that this doesn't get abused.
2612 * Look at op_on_battleground() for more info --AndreasV 2586 * Look at op_on_battleground() for more info --AndreasV
2613 */ 2587 */
2614 if (op_on_battleground (op, &x, &y)) 2588 if (op_on_battleground (op, &x, &y))
2615 { 2589 {
2616 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2590 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2617 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2591 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2618 2592
2619 /* restore player */
2620 at = archetype::find ("poisoning");
2621 if (object *tmp = present_arch_in_ob (at, op))
2622 {
2623 tmp->destroy ();
2624 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2625 }
2626
2627 at = archetype::find ("confusion");
2628 if (object *tmp = present_arch_in_ob (at, op))
2629 {
2630 tmp->destroy ();
2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2632 }
2633
2634 cure_disease (op, 0, 0); /* remove any disease */
2635 op->stats.hp = op->stats.maxhp;
2636 if (op->stats.food <= 0)
2637 op->stats.food = 999;
2638
2639 /* create a bodypart-trophy to make the winner happy */ 2593 /* create a bodypart-trophy to make the winner happy */
2640 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2594 if (object *tmp = arch_to_object (archetype::find ("finger")))
2641 { 2595 {
2642 tmp->name = format ("%s's finger" , &op->name); 2596 tmp->name = format ("%s's finger" , &op->name);
2643 tmp->name_pl = format ("%s's fingers", &op->name); 2597 tmp->name_pl = format ("%s's fingers", &op->name);
2644 tmp->msg = format ( 2598 tmp->msg = format (
2645 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2599 "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 2600 &op->name, op->contr->title,
2601 (int)op->level,
2602 op->contr->killer_name ()
2647 ); 2603 );
2648 tmp->value = 0, tmp->type = 0; 2604 tmp->value = 0, tmp->type = 0;
2649 tmp->materialname = "organics"; 2605 tmp->materialname = "organics";
2650 tmp->insert_at (op, tmp); 2606 tmp->insert_at (op, tmp);
2651 } 2607 }
2657 } 2613 }
2658 2614
2659 INVOKE_PLAYER (DEATH, op->contr); 2615 INVOKE_PLAYER (DEATH, op->contr);
2660 2616
2661 command_kill_pets (op, 0); 2617 command_kill_pets (op, 0);
2662
2663 if (op->stats.food < 0)
2664 strcpy (op->contr->killer, "starvation");
2665 2618
2666 op->contr->play_sound (sound_find ("player_dies")); 2619 op->contr->play_sound (sound_find ("player_dies"));
2667 2620
2668 /* save the map location for corpse, gravestone */ 2621 /* save the map location for corpse, gravestone */
2669 x = op->x; 2622 x = op->x;
2699 2652
2700 lost_a_stat = 0; 2653 lost_a_stat = 0;
2701 2654
2702 for (z = 0; z < num_stats_lose; z++) 2655 for (z = 0; z < num_stats_lose; z++)
2703 { 2656 {
2704 i = RANDOM () % NUM_STATS; 2657 i = rndm (NUM_STATS);
2705 2658
2706 if (settings.stat_loss_on_death) 2659 if (settings.stat_loss_on_death)
2707 { 2660 {
2708 /* Pick a random stat and take a point off it. Tell the player 2661 /* Pick a random stat and take a point off it. Tell the player
2709 * what he lost. 2662 * what he lost.
2760 } 2713 }
2761 } 2714 }
2762 2715
2763 if (lose_this_stat) 2716 if (lose_this_stat)
2764 { 2717 {
2765 this_stat = get_attr_value (&(dep->stats), i); 2718 this_stat = get_attr_value (&dep->stats, i);
2766 /* We could try to do something clever like find another 2719 /* We could try to do something clever like find another
2767 * stat to reduce if this fails. But chances are, if 2720 * stat to reduce if this fails. But chances are, if
2768 * stats have been depleted to -50, all are pretty low 2721 * stats have been depleted to -50, all are pretty low
2769 * and should be roughly the same, so it shouldn't make a 2722 * and should be roughly the same, so it shouldn't make a
2770 * difference. 2723 * difference.
2778 lost_a_stat = 1; 2731 lost_a_stat = 1;
2779 } 2732 }
2780 } 2733 }
2781 } 2734 }
2782 } 2735 }
2736
2783 /* If no stat lost, tell the player. */ 2737 /* If no stat lost, tell the player. */
2784 if (!lost_a_stat) 2738 if (!lost_a_stat)
2785 { 2739 {
2786 /* determine_god() seems to not work sometimes... why is this? 2740 /* determine_god() seems to not work sometimes... why is this?
2787 Should I be using something else? GD */ 2741 Should I be using something else? GD */
2788 const char *god = determine_god (op); 2742 shstr_tmp god = determine_god (op);
2789 2743
2790 if (god && (strcmp (god, "none"))) 2744 if (god != shstr_none)
2791 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2745 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", &god);
2792 else 2746 else
2793 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2747 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2794 } 2748 }
2795#else 2749#else
2796 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2750 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2797#endif 2751#endif
2798 2752
2799 /* Put a gravestone up where the character 'almost' died. List the 2753 /* Put a gravestone up where the character 'almost' died. List the
2800 * exp loss on the stone. 2754 * exp loss on the stone.
2801 */ 2755 */
2802 tmp = arch_to_object (archetype::find ("gravestone")); 2756 tmp = arch_to_object (archetype::find ("gravestone"));
2803 sprintf (buf, "%s's gravestone", &op->name); 2757 tmp->name = format ("%s's gravestone", &op->name);
2804 tmp->name = buf; 2758 tmp->name_pl = format ("%s's gravestones", &op->name);
2805 sprintf (buf, "%s's gravestones", &op->name); 2759 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2806 tmp->name_pl = buf; 2760 &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; 2761 tmp->x = op->x, tmp->y = op->y;
2810 insert_ob_in_map (tmp, op->map, NULL, 0); 2762 insert_ob_in_map (tmp, op->map, NULL, 0);
2811 2763
2812 /**************************************/ 2764 /**************************************/
2813 /* */ 2765 /* */
2814 /* Subtract the experience points, */ 2766 /* Subtract the experience points, */
2815 /* if we died cause of food, give us */
2816 /* food, and reset HP's... */
2817 /* */ 2767 /* */
2818 /**************************************/ 2768 /**************************************/
2819 2769
2820 /* remove any poisoning and confusion the character may be suffering. */
2821 /* restore player */
2822 at = archetype::find ("poisoning");
2823 tmp = present_arch_in_ob (at, op);
2824
2825 if (tmp)
2826 {
2827 tmp->destroy ();
2828 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2829 }
2830
2831 at = archetype::find ("confusion");
2832 tmp = present_arch_in_ob (at, op);
2833 if (tmp)
2834 {
2835 tmp->destroy ();
2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2837 }
2838
2839 cure_disease (op, 0, 0); /* remove any disease */
2840
2841 /*add_exp(op, (op->stats.exp * -0.20)); */ 2770 /*add_exp(op, (op->stats.exp * -0.20)); */
2842 apply_death_exp_penalty (op); 2771 apply_death_exp_penalty (op);
2843 if (op->stats.food < 100)
2844 op->stats.food = 900;
2845 op->stats.hp = op->stats.maxhp;
2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2848 2772
2849 /* 2773 /*
2850 * Check to see if the player has any unpaid items. If so, remove them 2774 * Check to see if the player has any unpaid items. If so, remove them
2851 * and put them back in the map. 2775 * and put them back in the map.
2852 */ 2776 */
2887 if (will_kill_again & (1 << at)) 2811 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100; 2812 force->resist[at] = 100;
2889 2813
2890 insert_ob_in_ob (force, op); 2814 insert_ob_in_ob (force, op);
2891 op->update_stats (); 2815 op->update_stats ();
2892
2893 } 2816 }
2894 2817
2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2818 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2896} 2819}
2897 2820
2917 2840
2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2841 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2919 { 2842 {
2920 if (tmp->nrof > 1) 2843 if (tmp->nrof > 1)
2921 { 2844 {
2922 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2845 tmp->decrease (rndm (1, tmp->nrof - 1));
2923 tmp2->destroy ();
2924 insert_ob_in_map (tmp, op->map, NULL, 0); 2846 insert_ob_in_map (tmp, op->map, NULL, 0);
2925 } 2847 }
2926 else 2848 else
2927 tmp->destroy (); 2849 tmp->destroy ();
2928 } 2850 }
2939void 2861void
2940fix_weight (void) 2862fix_weight (void)
2941{ 2863{
2942 for_all_players (pl) 2864 for_all_players (pl)
2943 { 2865 {
2944 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2866 sint32 old = pl->ob->carrying;
2945 2867
2946 if (old == sum) 2868 pl->ob->update_weight ();
2947 continue; 2869
2870 if (old != pl->ob->carrying)
2871 {
2948 pl->ob->update_stats (); 2872 pl->ob->update_stats ();
2949 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2873 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2874 }
2950 } 2875 }
2951} 2876}
2952 2877
2953void 2878void
2954fix_luck (void) 2879fix_luck (void)
2996} 2921}
2997 2922
2998void 2923void
2999make_visible (object *op) 2924make_visible (object *op)
3000{ 2925{
3001 op->hide = 0; 2926 op->flag [FLAG_HIDDEN] = 0;
3002 op->invisible = 0; 2927 op->invisible = 0;
3003 2928
3004 if (op->type == PLAYER) 2929 if (op->type == PLAYER)
3005 { 2930 {
3006 op->contr->tmp_invis = 0; 2931 op->contr->tmp_invis = 0;
3031 2956
3032 if (!ob || !ob->map) 2957 if (!ob || !ob->map)
3033 return 0; 2958 return 0;
3034 2959
3035 /* so, on normal lighted maps, its hard to hide */ 2960 /* so, on normal lighted maps, its hard to hide */
3036 level = ob->map->darkness - 2; 2961 level = ob->map->darklevel () - 2;
3037 2962
3038 /* this also picks up whether the object is glowing. 2963 /* this also picks up whether the object is glowing.
3039 * If you carry a light on a non-dark map, its not 2964 * If you carry a light on a non-dark map, its not
3040 * as bad as carrying a light on a pitch dark map */ 2965 * as bad as carrying a light on a pitch dark map */
3041 if (has_carried_lights (ob)) 2966 if (has_carried_lights (ob))
3042 level = -(10 + (2 * ob->map->darkness)); 2967 level = -(10 + (2 * ob->map->darklevel ()));
3043 2968
3044 /* scan through all nearby squares for terrain to hide in */ 2969 /* 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]) 2970 for (i = 0, x = ob->x, y = ob->y;
2971 i <= SIZEOFFREE1;
2972 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3046 { 2973 {
3047 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2974 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3048 if (mflag & P_OUT_OF_MAP) 2975 if (mflag & P_OUT_OF_MAP)
3049 {
3050 continue; 2976 continue;
3051 } 2977
3052 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2978 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3053 level += 2; 2979 level += 2;
3054 else /* open terrain! */ 2980 else /* open terrain! */
3055 level -= 1; 2981 level -= 1;
3056 } 2982 }
3067 * spot (surrounded by clear terrain in broad daylight). -b.t. 2993 * spot (surrounded by clear terrain in broad daylight). -b.t.
3068 */ 2994 */
3069void 2995void
3070do_hidden_move (object *op) 2996do_hidden_move (object *op)
3071{ 2997{
3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2998 int hide = 0;
3073 object *skop;
3074 2999
3075 if (!op || !op->map) 3000 if (!op || !op->map)
3076 return; 3001 return;
3077 3002
3078 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3003 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3004 int num = random_roll (0, 19, op, PREFER_LOW);
3079 3005
3080 /* its *extremely* hard to run and sneak/hide at the same time! */ 3006 /* its *extremely* hard to run and sneak/hide at the same time! */
3081 if (op->type == PLAYER && op->contr->run_on) 3007 if (op->type == PLAYER && op->contr->run_on)
3082 if (!skop || num >= skop->level) 3008 if (!skop || num >= skop->level)
3083 { 3009 {
3093 num -= hide; 3019 num -= hide;
3094 3020
3095 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3021 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3096 { 3022 {
3097 make_visible (op); 3023 make_visible (op);
3024
3098 if (op->type == PLAYER) 3025 if (op->type == PLAYER)
3099 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3026 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3100 } 3027 }
3101 else if (op->type == PLAYER && skop) 3028 else if (op->type == PLAYER && skop)
3102 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3029 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3192 while (op) 3119 while (op)
3193 { 3120 {
3194 dx = rv.distance_x + op->arch->x; 3121 dx = rv.distance_x + op->arch->x;
3195 dy = rv.distance_y + op->arch->y; 3122 dy = rv.distance_y + op->arch->y;
3196 3123
3197 /* only the viewable area the player sees is updated by LOS 3124 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; 3125 return 1;
3205 3126
3206 op = op->more; 3127 op = op->more;
3207 } 3128 }
3208 3129
3209 return 0; 3130 return 0;
3210} 3131}
3211 3132
3212/* routine for both players and monsters. We call this when 3133/* routine for both players and monsters. We call this when
3213 * there is a possibility for our action distrubing our hiding 3134 * there is a possibility for our action distrubing our hiding
3214 * place or invisiblity spell. Artefact invisiblity is not 3135 * place or invisiblity spell. Artefact invisiblity causes
3215 * effected by this. If we arent invisible to begin with, we 3136 * "noise" instead. If we arent invisible to begin with, we
3216 * return 0. 3137 * return 0.
3217 */ 3138 */
3218int 3139int
3219action_makes_visible (object *op) 3140action_makes_visible (object *op)
3220{ 3141{
3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3142 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3222 { 3143 {
3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3144 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3145 {
3146 // artefact invisibility is permanent, but we still make noise
3147 // this is important for game-balance.
3148 if (op->contr)
3149 op->make_noise ();
3150
3224 return 0; 3151 return 0;
3152 }
3225 3153
3226 if (op->contr && op->contr->tmp_invis == 0) 3154 if (op->contr && op->contr->tmp_invis == 0)
3227 return 0; 3155 return 0;
3228 3156
3229 /* If monsters, they should become visible */ 3157 /* If monsters, they should become visible */
3230 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3158 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3231 { 3159 {
3232 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3160 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3233 return 1; 3161 return 1;
3234 } 3162 }
3235 } 3163 }
3236 3164
3237 return 0; 3165 return 0;
3443 else 3371 else
3444 { 3372 {
3445 /* generate misc. treasure */ 3373 /* generate misc. treasure */
3446 tmp = arch_to_object (tr->item); 3374 tmp = arch_to_object (tr->item);
3447 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3375 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); 3376 who->insert (tmp);
3449 if (who->type == PLAYER)
3450 esrv_send_item (who, tmp);
3451 } 3377 }
3452} 3378}
3453 3379
3454/** 3380/**
3455 * Unready an object for a player. This function does nothing if the object was 3381 * Unready an object for a player. This function does nothing if the object was
3467 if (pl->ranged_ob == ob) 3393 if (pl->ranged_ob == ob)
3468 pl->ranged_ob = 0; 3394 pl->ranged_ob = 0;
3469} 3395}
3470 3396
3471sint8 3397sint8
3472player::visibility_at (maptile *map, int x, int y) const 3398player::darkness_at (maptile *map, int x, int y) const
3473{ 3399{
3474 if (!ns) 3400 if (!ns)
3475 return 0; 3401 return LOS_BLOCKED;
3476 3402
3477 int dx, dy; 3403 int dx, dy;
3478 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3404 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3479 return 0; 3405 return LOS_BLOCKED;
3480 3406
3481 x += dx - ns->current_x + ns->mapx / 2; 3407 x += dx - ns->current_x;
3482 y += dy - ns->current_y + ns->mapy / 2; 3408 y += dy - ns->current_y;
3483 3409
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]; 3410 return blocked_los (x, y);
3488} 3411}
3489 3412
3490void 3413void
3491player::infobox (const char *title, const char *msg, int color) 3414player::infobox (const char *title, const char *msg, int color)
3492{ 3415{

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