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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 1.233 by root, Mon Oct 12 14:00:59 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
122 continue; 123 continue;
123 124
124 if (*buf == '%') 125 if (*buf == '%')
125 { /* send one news */ 126 { /* send one news */
126 if (size > 0) 127 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
129 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
130 "INFORMATION: %s\n%s", (char *)"%s\n%s",
131 subject, news); /*send previously read news */
128 132
129 strcpy (subject, buf + 1); 133 strcpy (subject, buf + 1);
130 strip_endline (subject); 134 strip_endline (subject);
131 size = 0; 135 size = 0;
132 news[0] = '\0'; 136 news[0] = '\0';
207 ob->close_container (); //TODO: client-specific 211 ob->close_container (); //TODO: client-specific
208 212
209 ns->update_look = 0; 213 ns->update_look = 0;
210 ns->look_position = 0; 214 ns->look_position = 0;
211 215
212 clear_los (this); 216 clear_los ();
213 217
214 ns->reset_stats (); 218 ns->reset_stats ();
215 219
216 /* make sure he's a player -- needed because of class change. */ 220 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 221 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 222 ob->race = ob->arch->race;
219 223
220 ob->carrying = sum_weight (ob); 224 ob->update_weight ();
221 link_player_skills (ob); 225 link_skills ();
222 226
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 227 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 228
225 assign (title, ob->arch->object::name); 229 assign (title, ob->arch->object::name);
226 230
239 set_dragon_name (ob, abil, skin); 243 set_dragon_name (ob, abil, skin);
240 } 244 }
241 245
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 246 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 247
244 esrv_new_player (this, ob->weight + ob->carrying); 248 esrv_new_player (this);
245 249
246 ob->update_stats (); 250 ob->update_stats ();
247 251
248 ns->floorbox_update (); 252 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 253 esrv_send_inventory (ob, ob);
291player::set_object (object *op) 295player::set_object (object *op)
292{ 296{
293 ob = observe = op; 297 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */ 298 ob->contr = this; /* this aren't yet in archetype */
295 299
296 ob->speed = 1.0f; 300 ob->speed = 1.0f;
297 ob->speed_left = 0.5f; 301 ob->speed_left = 0.5f;
298 302
299 ob->direction = 5; /* So player faces south */ 303 ob->direction = 5; /* So player faces south */
300 304
301 ob->flag [FLAG_READY_WEAPON] = false; 305 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false; 306 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false; 307 ob->flag [FLAG_READY_BOW] = false;
304 308
321 combat_ob = op; 325 combat_ob = op;
322 break; 326 break;
323 } 327 }
324 328
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 329 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
330 ob->deactivate (); // change_weapon activates, fix this better
326} 331}
327 332
328void 333void
329player::set_observe (object *op) 334player::set_observe (object *op)
330{ 335{
344 savebed_map = first_map_path; /* Init. respawn position */ 349 savebed_map = first_map_path; /* Init. respawn position */
345 350
346 gen_sp_armour = 10; 351 gen_sp_armour = 10;
347 bowtype = bow_normal; 352 bowtype = bow_normal;
348 petmode = pet_normal; 353 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers; 354 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 355 peaceful = 1; /* default peaceful */
352 do_los = 1; 356 do_los = 1;
353 357
354 weapon_sp = 1.0f; 358 weapon_sp = 1.0f;
403 * Note: there MUST be at least one player archetype! 407 * Note: there MUST be at least one player archetype!
404 */ 408 */
405archetype * 409archetype *
406get_player_archetype (archetype *at) 410get_player_archetype (archetype *at)
407{ 411{
412 // archetypes could have been reloaded
413 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
414
415 if (!nat)
416 return at;
417
408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 418 archvec::iterator i = archetypes.find (nat);
409 419
410 for (;;) 420 for (;;)
411 { 421 {
412 if (++i == archetypes.end ()) 422 if (++i == archetypes.end ())
413 i = archetypes.begin (); 423 i = archetypes.begin ();
631 641
632 return firstdir; 642 return firstdir;
633} 643}
634 644
635void 645void
636give_initial_items (object *pl, treasurelist * items) 646give_initial_items (object *pl, treasurelist *items)
637{ 647{
638 object *op, *next = NULL;
639
640 if (pl->randomitems != NULL) 648 if (pl->randomitems)
641 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 649 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
642 650
643 for (op = pl->inv; op; op = next) 651 for (object *next, *op = pl->inv; op; op = next)
644 { 652 {
645 next = op->below; 653 next = op->below;
646 654
647 /* Forces get applied per default, unless they have the 655 /* Forces get applied per default, unless they have the
648 * flag "neutral" set. Sorry but I can't think of a better way 656 * flag "neutral" set. Sorry but I can't think of a better way
653 /* we never give weapons/armour if these cannot be used 661 /* we never give weapons/armour if these cannot be used
654 * by this player due to race restrictions 662 * by this player due to race restrictions
655 */ 663 */
656 if (pl->type == PLAYER) 664 if (pl->type == PLAYER)
657 { 665 {
658 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 666 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
667 &&
659 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS
660 op->type == CLOAK || op->type == HELMET || 669 || op->type == CLOAK || op->type == HELMET
661 op->type == SHIELD || op->type == GLOVES || 670 || op->type == SHIELD || op->type == GLOVES
671 || op->type == BRACERS || op->type == GIRDLE))
662 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 672 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
663 { 673 {
664 op->destroy (); 674 op->destroy ();
665 continue; 675 continue;
666 } 676 }
667 } 677 }
668 678
669 /* This really needs to be better - we should really give 679 /* Here we remove duplicated skills (as duplicated spell objects have
670 * a substitute spellbook. The problem is that we don't really 680 * _very_ confusing effects for players), which could for instance be
671 * have a good idea what to replace it with (need something like 681 * generated by bad treasurelists. - elmex
672 * a first level treasurelist for each skill.)
673 * remove duplicate skills also
674 */ 682 */
675 if (op->type == SPELLBOOK || op->type == SKILL) 683 if (op->type == SKILL)
676 { 684 {
677 object *tmp;
678
679 for (tmp = op->below; tmp; tmp = tmp->below) 685 for (object *tmp = op->below; tmp; tmp = tmp->below)
680 if (tmp->type == op->type && tmp->name == op->name) 686 if (tmp->type == op->type && tmp->name == op->name)
681 break;
682
683 if (tmp)
684 { 687 {
685 op->destroy (); 688 op->destroy ();
689 LOG (llevError,
686 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 690 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
687 continue; 691 break;
688 } 692 }
689 693
690 if (op->nrof > 1) 694 if (op->nrof > 1)
691 op->nrof = 1; 695 op->nrof = 1;
692 } 696 }
693 697
694 if (op->type == SPELLBOOK && op->inv) 698 if (op->type == SPELLBOOK && op->inv)
695 {
696 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 699 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
697 }
698 700
699 /* Give starting characters identified, uncursed, and undamned 701 /* Give starting characters identified, uncursed, and undamned
700 * items. Just don't identify gold or silver, or it won't be 702 * items. Just don't identify gold or silver, or it won't be
701 * merged properly. 703 * merged properly.
702 */ 704 */
703 if (need_identify (op)) 705 if (need_identify (op))
704 { 706 {
705 SET_FLAG (op, FLAG_IDENTIFIED); 707 SET_FLAG (op, FLAG_IDENTIFIED);
706 CLEAR_FLAG (op, FLAG_CURSED); 708 CLEAR_FLAG (op, FLAG_CURSED);
707 CLEAR_FLAG (op, FLAG_DAMNED); 709 CLEAR_FLAG (op, FLAG_DAMNED);
708 } 710 }
711
709 if (op->type == SPELL) 712 if (op->type == SPELL)
710 { 713 {
711 op->destroy (); 714 op->destroy ();
712 continue; 715 continue;
713 } 716 }
715 { 718 {
716 SET_FLAG (op, FLAG_CAN_USE_SKILL); 719 SET_FLAG (op, FLAG_CAN_USE_SKILL);
717 op->stats.exp = 0; 720 op->stats.exp = 0;
718 op->level = 1; 721 op->level = 1;
719 } 722 }
720 /* lock all 'normal items by default */ 723 else /* lock all 'normal items by default */
721 else
722 SET_FLAG (op, FLAG_INV_LOCKED); 724 SET_FLAG (op, FLAG_INV_LOCKED);
723 } /* for loop of objects in player inv */ 725 } /* for loop of objects in player inv */
724 726
725 /* Need to set up the skill pointers */ 727 /* Need to set up the skill pointers */
726 link_player_skills (pl); 728 pl->contr->link_skills ();
727} 729}
728 730
729void 731void
730get_party_password (object *op, partylist *party) 732get_party_password (object *op, partylist *party)
731{ 733{
832static void 834static void
833start_info (object *op) 835start_info (object *op)
834{ 836{
835 char buf[MAX_BUF]; 837 char buf[MAX_BUF];
836 838
837 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 839 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
838 new_draw_info (NDI_UNIQUE, 0, op, buf); 840 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} 841}
842 842
843/* This function takes the key that is passed, and does the 843/* This function takes the key that is passed, and does the
844 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
845 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
848 */ 848 */
849void 849void
850player::chargen_race_done () 850player::chargen_race_done ()
851{ 851{
852 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
853 esrv_new_player (ob->contr, ob->weight + ob->carrying); 853 esrv_new_player (ob->contr);
854 854
855 treasurelist *tl = treasurelist::find ("starting_wealth"); 855 treasurelist *tl = treasurelist::find ("starting_wealth");
856 if (tl) 856 if (tl)
857 create_treasure (tl, ob, 0, 0, 0); 857 create_treasure (tl, ob, 0, 0, 0);
858 858
862 ob->contr->ns->state = ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
863 863
864 if (ob->msg) 864 if (ob->msg)
865 ob->msg = 0; 865 ob->msg = 0;
866 866
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); 867 start_info (ob);
877 CLEAR_FLAG (ob, FLAG_WIZ); 868 CLEAR_FLAG (ob, FLAG_WIZ);
878 give_initial_items (ob, ob->randomitems); 869 give_initial_items (ob, ob->randomitems);
879 link_player_skills (ob);
880 esrv_send_inventory (ob, ob); 870 esrv_send_inventory (ob, ob);
881 ob->update_stats (); 871 ob->update_stats ();
882 872
883 /* This moves the player to a different start map, if there 873 /* This moves the player to a different start map, if there
884 * is one for this race 874 * is one for this race
885 */ 875 */
886 if (*first_map_ext_path) 876 if (*first_map_ext_path)
887 { 877 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 878 else
902 LOG (llevDebug, "first_map_ext_path not set\n"); 879 LOG (llevDebug, "first_map_ext_path not set\n");
903} 880}
904 881
905void 882void
949 LOG (llevDebug, "Fleeing player is dead.\n"); 926 LOG (llevDebug, "Fleeing player is dead.\n");
950 CLEAR_FLAG (op, FLAG_SCARED); 927 CLEAR_FLAG (op, FLAG_SCARED);
951 return; 928 return;
952 } 929 }
953 930
954 if (op->enemy == NULL) 931 if (!op->enemy)
955 { 932 {
956 LOG (llevDebug, "Fleeing player had no enemy.\n"); 933 LOG (llevDebug, "Fleeing player had no enemy.\n");
957 CLEAR_FLAG (op, FLAG_SCARED); 934 CLEAR_FLAG (op, FLAG_SCARED);
958 return; 935 return;
959 } 936 }
960 937
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)) 938 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
973 { 939 {
974 op->enemy = NULL; 940 op->enemy = NULL;
975 CLEAR_FLAG (op, FLAG_SCARED); 941 CLEAR_FLAG (op, FLAG_SCARED);
976 return; 942 return;
979 get_rangevector (op, op->enemy, &rv, 0); 945 get_rangevector (op, op->enemy, &rv, 0);
980 946
981 dir = absdir (4 + rv.direction); 947 dir = absdir (4 + rv.direction);
982 for (diff = 0; diff < 3; diff++) 948 for (diff = 0; diff < 3; diff++)
983 { 949 {
984 int m = 1 - (RANDOM () & 2); 950 int m = 1 - rndm (2) * 2;
985 951
986 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 952 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
987 return; 953 return;
988 } 954 }
989 955
1000check_pick (object *op) 966check_pick (object *op)
1001{ 967{
1002 object *tmp, *next; 968 object *tmp, *next;
1003 int stop = 0; 969 int stop = 0;
1004 int wvratio; 970 int wvratio;
1005 char putstring[128];
1006 971
1007 /* if you're flying, you cna't pick up anything */ 972 /* if you're flying, you cna't pick up anything */
1008 if (op->move_type & MOVE_FLYING) 973 if (op->move_type & MOVE_FLYING)
1009 return 1; 974 return 1;
1010 975
1011 next = op->below; 976 next = op->below;
1012 977
978 int cnt = MAX_ITEM_PER_DROP;
979#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
980
1013 /* loop while there are items on the floor that are not marked as 981 /* loop while there are items on the floor that are not marked as
1014 * destroyed */ 982 * destroyed */
1015 while (next && !next->destroyed ()) 983 while (next && !next->destroyed ())
1016 { 984 {
1017 tmp = next; 985 tmp = next;
1018 next = tmp->below; 986 next = tmp->below;
1019 987
988 if (cnt <= 0)
989 {
990 op->failmsg ("Couldn't pickup all items at once.");
991 return 0;
992 }
993
1020 if (op->destroyed ()) 994 if (op->destroyed ())
1021 return 0; 995 return 0;
1022 996
1023 if (!can_pick (op, tmp)) 997 if (!can_pick (op, tmp))
1024 continue; 998 continue;
1025 999
1026 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1000 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1027 { 1001 {
1028 if (item_matched_string (op, tmp, op->contr->search_str)) 1002 if (item_matched_string (op, tmp, op->contr->search_str))
1029 pick_up (op, tmp); 1003 CHK_PICK_PICKUP;
1004
1030 continue; 1005 continue;
1031 } 1006 }
1032 1007
1033 /* high not bit set? We're using the old autopickup model */ 1008 /* pickup handling */
1009 if (op->contr->mode & PU_DEBUG)
1010 {
1011 /* some debugging code to figure out item information */
1012 const char *str = tmp->name
1013 ? format ("item name: %s item type: %d weight/value: %d",
1014 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1015 : format ("item name: %s item type: %d weight/value: %d",
1016 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1017
1018 new_draw_info (NDI_UNIQUE, 0, op, str);
1019 }
1020
1021 if (op->contr->mode & PU_INHIBIT)
1022 return 1;
1023
1024 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1025 return 1;
1026
1027 /* philosophy:
1028 * It's easy to grab an item type from a pile, as long as it's
1029 * generic. This takes no game-time. For more detailed pickups
1030 * and selections, select-items should be used. This is a
1031 * grab-as-you-run type mode that's really useful for arrows for
1032 * example.
1033 * The drawback: right now it has no frontend, so you need to
1034 * stick the bits you want into a calculator in hex mode and then
1035 * convert to decimal and then 'pickup <#>
1036 */
1037
1038 /* the first two modes are exclusive: if NOTHING we return, if
1039 * STOP then we stop. All the rest are applied sequentially,
1040 * meaning if any test passes, the item gets picked up. */
1041
1042 /* if mode is set to pick nothing up, return */
1043 if (op->contr->mode == PU_NOTHING)
1044 return 1;
1045
1046 /* if mode is set to stop when encountering objects, return */
1047 /* take STOP before INHIBIT since it doesn't actually pick
1048 * anything up */
1049 if (op->contr->mode & PU_STOP)
1050 return 0;
1051
1052 /* useful for going into stores and not losing your settings... */
1053 /* and for battles wher you don't want to get loaded down while
1054 * fighting */
1055 if (op->contr->mode & PU_INHIBIT)
1056 return 1;
1057
1058 /* prevent us from turning into auto-thieves :) */
1059 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1060 continue;
1061
1062 /* ignore known cursed objects */
1063 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1064 continue;
1065
1066 /* all food and drink if desired */
1067 /* question: don't pick up known-poisonous stuff? */
1034 if (!(op->contr->mode & PU_NEWMODE)) 1068 if (op->contr->mode & PU_FOOD)
1069 if (tmp->type == FOOD)
1035 { 1070 {
1036 switch (op->contr->mode) 1071 CHK_PICK_PICKUP;
1072 continue;
1073 }
1074
1075 if (op->contr->mode & PU_DRINK)
1076 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_POTION)
1083 if (tmp->type == POTION)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 /* spellbooks, skillscrolls and normal books/scrolls */
1090 if (op->contr->mode & PU_SPELLBOOK)
1091 if (tmp->type == SPELLBOOK)
1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1097 if (op->contr->mode & PU_SKILLSCROLL)
1098 if (tmp->type == SKILLSCROLL)
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 if (op->contr->mode & PU_READABLES)
1105 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1106 {
1107 CHK_PICK_PICKUP;
1108 continue;
1109 }
1110
1111 /* wands/staves/rods/horns */
1112 if (op->contr->mode & PU_MAGIC_DEVICE)
1113 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1114 {
1115 CHK_PICK_PICKUP;
1116 continue;
1117 }
1118
1119 /* pick up all magical items */
1120 if (op->contr->mode & PU_MAGICAL)
1121 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1122 {
1123 CHK_PICK_PICKUP;
1124 continue;
1125 }
1126
1127 if (op->contr->mode & PU_VALUABLES)
1128 {
1129 if (tmp->type == MONEY || tmp->type == GEM)
1037 { 1130 {
1038 case 0: 1131 CHK_PICK_PICKUP;
1039 return 1; /* don't pick up */ 1132 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 } 1133 }
1071 } 1134 }
1072 else 1135
1073 { /* old model */ 1136 /* rings & amulets - talismans seems to be typed AMULET */
1074 /* NEW pickup handling */
1075 if (op->contr->mode & PU_DEBUG) 1137 if (op->contr->mode & PU_JEWELS)
1138 if (tmp->type == RING || tmp->type == AMULET)
1076 { 1139 {
1077 /* some debugging code to figure out item information */ 1140 CHK_PICK_PICKUP;
1078 if (tmp->name != 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; 1141 continue;
1142 }
1124 1143
1125 /* ignore known cursed objects */ 1144 /* we don't forget dragon food */
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1145 if (op->contr->mode & PU_FLESH)
1146 if (tmp->type == FLESH)
1147 {
1148 CHK_PICK_PICKUP;
1127 continue; 1149 continue;
1150 }
1128 1151
1129 /* all food and drink if desired */ 1152 /* bows and arrows. Bows are good for selling! */
1130 /* question: don't pick up known-poisonous stuff? */ 1153 if (op->contr->mode & PU_BOW)
1154 if (tmp->type == BOW)
1155 {
1156 CHK_PICK_PICKUP;
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_ARROW)
1161 if (tmp->type == ARROW)
1162 {
1163 CHK_PICK_PICKUP;
1164 continue;
1165 }
1166
1167 /* all kinds of armor etc. */
1168 if (op->contr->mode & PU_ARMOUR)
1169 if (tmp->type == ARMOUR)
1170 {
1171 CHK_PICK_PICKUP;
1172 continue;
1173 }
1174
1175 if (op->contr->mode & PU_HELMET)
1176 if (tmp->type == HELMET)
1177 {
1178 CHK_PICK_PICKUP;
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_SHIELD)
1183 if (tmp->type == SHIELD)
1184 {
1185 CHK_PICK_PICKUP;
1186 continue;
1187 }
1188
1131 if (op->contr->mode & PU_FOOD) 1189 if (op->contr->mode & PU_BOOTS)
1132 if (tmp->type == FOOD) 1190 if (tmp->type == BOOTS)
1191 {
1192 CHK_PICK_PICKUP;
1193 continue;
1194 }
1195
1196 if (op->contr->mode & PU_GLOVES)
1197 if (tmp->type == GLOVES)
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_CLOAK)
1204 if (tmp->type == CLOAK)
1205 {
1206 CHK_PICK_PICKUP;
1207 continue;
1208 }
1209
1210 /* hoping to catch throwing daggers here */
1211 if (op->contr->mode & PU_MISSILEWEAPON)
1212 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1213 {
1214 CHK_PICK_PICKUP;
1215 continue;
1216 }
1217
1218 /* careful: chairs and tables are weapons! */
1219 if (op->contr->mode & PU_ALLWEAPON)
1220 {
1221 if (tmp->type == WEAPON)
1222 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1133 { 1223 {
1134 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1135 continue; 1225 continue;
1136 } 1226 }
1227 }
1137 1228
1229 /* misc stuff that's useful */
1138 if (op->contr->mode & PU_DRINK) 1230 if (op->contr->mode & PU_KEY)
1139 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1231 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1140 { 1232 {
1141 pick_up (op, tmp); 1233 CHK_PICK_PICKUP;
1142 continue; 1234 continue;
1143 } 1235 }
1144 1236
1237 /* any of the last 4 bits set means we use the ratio for value
1238 * pickups */
1145 if (op->contr->mode & PU_POTION) 1239 if (op->contr->mode & PU_RATIO)
1146 if (tmp->type == POTION) 1240 {
1241 /* use value density to decide what else to grab */
1242 /* >=7 was >= op->contr->mode */
1243 /* >=7 is the old standard setting. Now we take the last 4 bits
1147 { 1244 */
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) 1245 wvratio = op->contr->mode & PU_RATIO;
1184 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1246 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1185 {
1186 pick_up (op, tmp);
1187 continue;
1188 }
1189
1190 if (op->contr->mode & PU_VALUABLES)
1191 { 1247 {
1192 if (tmp->type == MONEY || tmp->type == GEM) 1248#if 0
1249 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1250 if (tmp->name != NULL)
1193 { 1251 {
1194 pick_up (op, tmp); 1252 fprintf (stderr, "%s", tmp->name);
1195 continue;
1196 } 1253 }
1197 }
1198
1199 /* rings & amulets - talismans seems to be typed AMULET */
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 {
1284 if (tmp->type == WEAPON && tmp->name != NULL)
1285 {
1286 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1288 {
1289 pick_up (op, tmp);
1290 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 }
1302 }
1303
1304 /* misc stuff that's useful */
1305 if (op->contr->mode & PU_KEY)
1306 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* any of the last 4 bits set means we use the ratio for value
1313 * pickups */
1314 if (op->contr->mode & PU_RATIO)
1315 {
1316 /* use value density to decide what else to grab */
1317 /* >=7 was >= op->contr->mode */
1318 /* >=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 */
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 {
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);
1329 }
1330 else 1254 else
1331 fprintf (stderr, "%s", tmp->arch->archname); 1255 fprintf (stderr, "%s", tmp->arch->archname);
1332 fprintf (stderr, ",%d] = ", tmp->type); 1256 fprintf (stderr, ",%d] = ", tmp->type);
1333 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1257 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334#endif 1258#endif
1259 CHK_PICK_PICKUP;
1335 continue; 1260 continue;
1336 }
1337 } 1261 }
1338 } /* the new pickup model */ 1262 } /* the new pickup model */
1339 } 1263 }
1340 1264
1341 return !stop; 1265 return !stop;
1347 * found object is returned. 1271 * found object is returned.
1348 */ 1272 */
1349object * 1273object *
1350find_arrow (object *op, const char *type) 1274find_arrow (object *op, const char *type)
1351{ 1275{
1352 object *tmp = 0;
1353
1354 for (op = op->inv; op; op = op->below) 1276 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) 1277 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1358 return splay (op); 1278 return splay (tmp);
1359 1279
1280 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1281 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1282 if (object *arrow = find_arrow (tmp, type))
1283 {
1284 splay (tmp);
1285 return arrow;
1286 }
1287
1360 return tmp; 1288 return 0;
1361} 1289}
1362 1290
1363/* 1291/*
1364 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1292 * 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 1293 * 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 1294 * 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. 1295 * the hall. Failing that it does it's best to pick the highest plus arrow.
1368 */ 1296 */
1369object * 1297object *
1370find_better_arrow (object *op, object *target, const char *type, int *better) 1298find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1371{ 1299{
1372 object *tmp = NULL, *arrow, *ntmp; 1300 object *tmp = NULL, *arrow, *ntmp;
1373 int attacknum, attacktype, betterby = 0, i; 1301 int attacknum, attacktype, betterby = 0, i;
1374 1302
1375 if (!type) 1303 if (!type)
1379 { 1307 {
1380 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1308 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1381 { 1309 {
1382 i = 0; 1310 i = 0;
1383 ntmp = find_better_arrow (arrow, target, type, &i); 1311 ntmp = find_better_arrow (arrow, target, type, &i);
1312
1384 if (i > betterby) 1313 if (i > betterby)
1385 { 1314 {
1386 tmp = ntmp; 1315 tmp = ntmp;
1387 betterby = i; 1316 betterby = i;
1388 } 1317 }
1389 } 1318 }
1390 else if (arrow->type == ARROW && arrow->race == type) 1319 else if (arrow->type == ARROW && arrow->race == type)
1391 { 1320 {
1392 /* allways prefer assasination/slaying */ 1321 /* allways prefer assasination/slaying */
1393 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1322 if (target->race && arrow->slaying.contains (target->race))
1394 { 1323 {
1395 if (arrow->attacktype & AT_DEATH) 1324 if (arrow->attacktype & AT_DEATH)
1396 { 1325 {
1397 *better = 100; 1326 *better = 100;
1398 return arrow; 1327 return arrow;
1413 { 1342 {
1414 tmp = arrow; 1343 tmp = arrow;
1415 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1344 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1416 } 1345 }
1417 } 1346 }
1347
1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1348 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1419 { 1349 {
1420 tmp = arrow; 1350 tmp = arrow;
1421 betterby = 2 + arrow->magic + arrow->stats.dam; 1351 betterby = 2 + arrow->magic + arrow->stats.dam;
1422 } 1352 }
1353
1423 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1354 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1424 { 1355 {
1425 tmp = arrow; 1356 tmp = arrow;
1426 betterby = 1 + arrow->magic + arrow->stats.dam; 1357 betterby = 1 + arrow->magic + arrow->stats.dam;
1427 } 1358 }
1428 } 1359 }
1429 } 1360 }
1430 } 1361 }
1362
1431 if (tmp == NULL && arrow == NULL) 1363 if (tmp == NULL && arrow == NULL)
1432 return find_arrow (op, type); 1364 return find_arrow (op, type);
1433 1365
1434 *better = betterby; 1366 *better = betterby;
1435 return tmp; 1367 return tmp;
1440 * op = the shooter 1372 * op = the shooter
1441 * type = bow->race 1373 * type = bow->race
1442 * dir = fire direction 1374 * dir = fire direction
1443 */ 1375 */
1444object * 1376object *
1445pick_arrow_target (object *op, const char *type, int dir) 1377pick_arrow_target (object *op, shstr_cmp type, int dir)
1446{ 1378{
1447 object *tmp = NULL; 1379 object *tmp = NULL;
1448 maptile *m; 1380 maptile *m;
1449 int i, mflags, found, number; 1381 int i, mflags, found, number;
1450 sint16 x, y; 1382 sint16 x, y;
1465 for (i = 0, found = 0; i < 20; i++) 1397 for (i = 0, found = 0; i < 20; i++)
1466 { 1398 {
1467 x += freearr_x[dir]; 1399 x += freearr_x[dir];
1468 y += freearr_y[dir]; 1400 y += freearr_y[dir];
1469 mflags = get_map_flags (m, &m, x, y, &x, &y); 1401 mflags = get_map_flags (m, &m, x, y, &x, &y);
1402
1470 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1403 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1471 { 1404 {
1472 tmp = NULL; 1405 tmp = 0;
1473 break; 1406 break;
1474 } 1407 }
1475 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1408 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1476 { 1409 {
1477 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1410 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1478 * perhaps a bad assumption. 1411 * perhaps a bad assumption.
1479 */ 1412 */
1480 tmp = NULL; 1413 tmp = 0;
1481 break; 1414 break;
1482 } 1415 }
1416
1483 if (mflags & P_IS_ALIVE) 1417 if (mflags & P_IS_ALIVE)
1484 {
1485 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1418 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1486 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1419 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1487 {
1488 found++;
1489 break;
1490 }
1491 if (found)
1492 break; 1420 break;
1493 }
1494 } 1421 }
1495 if (tmp == NULL) 1422
1423 if (!tmp)
1496 return find_arrow (op, type); 1424 return find_arrow (op, type);
1497 1425
1498 if (tmp->head) 1426 if (tmp->head)
1499 tmp = tmp->head; 1427 tmp = tmp->head;
1500 1428
1540 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1468 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1541 return 0; 1469 return 0;
1542 } 1470 }
1543 1471
1544 // optimisation: move object to top so we will find it quickly again 1472 // optimisation: move object to top so we will find it quickly again
1545 if (bow->below) 1473 splay (bow);
1546 {
1547 bow->remove ();
1548 op->insert (bow);
1549 }
1550
1551 } 1474 }
1552 1475
1553 if (!bow->race || !bow->skill) 1476 if (!bow->race || !bow->skill)
1554 { 1477 {
1555 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1478 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1581 } 1504 }
1582 1505
1583 /* this should not happen, but sometimes does */ 1506 /* this should not happen, but sometimes does */
1584 if (arrow->nrof == 0) 1507 if (arrow->nrof == 0)
1585 { 1508 {
1509 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1586 arrow->destroy (); 1510 arrow->destroy ();
1587 return 0; 1511 return 0;
1588 } 1512 }
1589 1513
1590 left = arrow; /* these are arrows left to the player */ 1514 left = arrow; /* these are arrows left to the player */
1591 arrow = get_split_ob (arrow, 1); 1515 arrow = arrow->split ();
1592 if (!arrow) 1516 if (!arrow)
1593 { 1517 {
1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1518 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1595 return 0; 1519 return 0;
1596 } 1520 }
1600 arrow->direction = dir; 1524 arrow->direction = dir;
1601 1525
1602 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1526 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1603 arrow->stats.hp = arrow->stats.dam; 1527 arrow->stats.hp = arrow->stats.dam;
1604 arrow->stats.grace = arrow->attacktype; 1528 arrow->stats.grace = arrow->attacktype;
1605 1529 arrow->custom_name = arrow->slaying;
1606 if (arrow->slaying)
1607 arrow->spellarg = strdup (arrow->slaying);
1608 1530
1609#if 0 1531#if 0
1610 if (player *pl = op->contr) 1532 if (player *pl = op->contr)
1611 { 1533 {
1612 float speed = pl->weapon_sp; 1534 float speed = pl->weapon_sp;
1663 op->play_sound (sound_find ("fire_arrow")); 1585 op->play_sound (sound_find ("fire_arrow"));
1664 m->insert (arrow, sx, sy, op); 1586 m->insert (arrow, sx, sy, op);
1665 1587
1666 if (!arrow->destroyed ()) 1588 if (!arrow->destroyed ())
1667 move_arrow (arrow); 1589 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 1590
1677 return 1; 1591 return 1;
1678} 1592}
1679 1593
1680/* Special fire code for players - this takes into 1594/* Special fire code for players - this takes into
1685 * hence the function name. 1599 * hence the function name.
1686 */ 1600 */
1687int 1601int
1688player_fire_bow (object *op, int dir) 1602player_fire_bow (object *op, int dir)
1689{ 1603{
1690 int ret = 0, wcmod = 0; 1604 int ret;
1691 1605
1692 if (op->contr->bowtype == bow_bestarrow) 1606 if (op->contr->bowtype == bow_bestarrow)
1693 { 1607 {
1694 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1608 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1695 } 1609 }
1696 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1610 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1697 { 1611 {
1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1612 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); 1613 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1702 } 1614 }
1703 else if (op->contr->bowtype == bow_threewide) 1615 else if (op->contr->bowtype == bow_threewide)
1704 { 1616 {
1705 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1617 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)]); 1618 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)]); 1619 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1708 } 1620 }
1709 else if (op->contr->bowtype == bow_spreadshot) 1621 else if (op->contr->bowtype == bow_spreadshot)
1710 { 1622 {
1711 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1623 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); 1624 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); 1625 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1714 } 1626 }
1715 else 1627 else
1716 { 1628 {
1754 return; 1666 return;
1755 } 1667 }
1756 } 1668 }
1757 else if (item->type == ROD || item->type == HORN) 1669 else if (item->type == ROD || item->type == HORN)
1758 { 1670 {
1759 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1671 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1672
1673 // using the maximum of the rods charge allows at least one spell cast
1674 // for a rod or horn, this fixes some broken rods.
1675 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1760 { 1676 {
1761 op->contr->play_sound (sound_find ("wand_poof")); 1677 op->contr->play_sound (sound_find ("wand_poof"));
1762 1678
1763 if (item->type == ROD) 1679 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)); 1680 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1769 } 1685 }
1770 } 1686 }
1771 1687
1772 if (cast_spell (op, item, dir, item->inv, NULL)) 1688 if (cast_spell (op, item, dir, item->inv, NULL))
1773 { 1689 {
1774 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1690 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1691
1775 if (item->type == WAND) 1692 if (item->type == WAND)
1776 { 1693 {
1777 if (!(--item->stats.food)) 1694 if (!(--item->stats.food))
1778 { 1695 {
1779 object *tmp; 1696 object *tmp;
1783 CLEAR_FLAG (item, FLAG_ANIMATE); 1700 CLEAR_FLAG (item, FLAG_ANIMATE);
1784 item->face = item->arch->face; 1701 item->face = item->arch->face;
1785 item->set_speed (0); 1702 item->set_speed (0);
1786 } 1703 }
1787 1704
1788 if ((tmp = item->in_player ())) 1705 if (object *pl = item->visible_to ())
1789 esrv_update_item (UPD_ANIM, tmp, item); 1706 esrv_update_item (UPD_ANIM, pl, item);
1790 } 1707 }
1791 } 1708 }
1792 else if (item->type == ROD || item->type == HORN) 1709 else if (item->type == ROD || item->type == HORN)
1793 drain_rod_charge (item); 1710 drain_rod_charge (item);
1794 } 1711 }
1799bool 1716bool
1800fire (object *op, int dir) 1717fire (object *op, int dir)
1801{ 1718{
1802 int spellcost = 0; 1719 int spellcost = 0;
1803 1720
1804 /* check for loss of invisiblity/hide */
1805 if (action_makes_visible (op))
1806 make_visible (op);
1807
1808 player *pl = op->contr; 1721 player *pl = op->contr;
1809 1722
1810 if (pl->golem) 1723 if (pl->golem)
1811 { 1724 {
1812 control_golem (op->contr->golem, dir); 1725 control_golem (op->contr->golem, dir);
1814 } 1727 }
1815 1728
1816 object *ob = pl->ranged_ob; 1729 object *ob = pl->ranged_ob;
1817 1730
1818 if (!ob) 1731 if (!ob)
1819 return false;
1820
1821 if (!op->change_weapon (ob))
1822 return false; 1732 return false;
1823 1733
1824 if (op->speed_left > 0.f) 1734 if (op->speed_left > 0.f)
1825 --op->speed_left; 1735 --op->speed_left;
1826 else 1736 else
1827 return false; 1737 return false;
1828 1738
1739 if (!op->change_weapon (ob))
1740 return false;
1741
1742 /* check for loss of invisiblity/hide */
1743 if (action_makes_visible (op))
1744 make_visible (op);
1745
1829 switch (ob->type) 1746 switch (ob->type)
1830 { 1747 {
1831 case BOW: 1748 case BOW:
1832 player_fire_bow (op, dir); 1749 player_fire_bow (op, dir);
1833 break; 1750 break;
1834 1751
1835 case SPELL: 1752 case SPELL:
1836 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1753 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1837 break; 1754 break;
1838 1755
1839 case BUILDER: 1756 case BUILDER:
1840 apply_map_builder (op, dir); 1757 apply_map_builder (op, dir);
1841 break; 1758 break;
1874 /* First, lets try to find a key in the top level inventory */ 1791 /* First, lets try to find a key in the top level inventory */
1875 for (tmp = container->inv; tmp; tmp = tmp->below) 1792 for (tmp = container->inv; tmp; tmp = tmp->below)
1876 { 1793 {
1877 if (door->type == DOOR && tmp->type == KEY) 1794 if (door->type == DOOR && tmp->type == KEY)
1878 break; 1795 break;
1796
1879 /* For sanity, we should really check door type, but other stuff 1797 /* For sanity, we should really check door type, but other stuff
1880 * (like containers) can be locked with special keys 1798 * (like containers) can be locked with special keys
1881 */ 1799 */
1882 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1800 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1883 break; 1801 break;
1889 * a key, return 1807 * a key, return
1890 */ 1808 */
1891 if (!tmp) 1809 if (!tmp)
1892 { 1810 {
1893 for (tmp = container->inv; tmp; tmp = tmp->below) 1811 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 {
1895 /* No reason to search empty containers */ 1812 /* No reason to search empty containers */
1896 if (tmp->type == CONTAINER && tmp->inv) 1813 if (tmp->type == CONTAINER && tmp->inv)
1897 {
1898 if ((key = find_key (pl, tmp, door))) 1814 if ((key = find_key (pl, tmp, door)))
1899 return key; 1815 return key;
1900 }
1901 }
1902 1816
1903 if (!tmp) 1817 if (!tmp)
1904 return NULL; 1818 return 0;
1905 } 1819 }
1906 1820
1907 /* We get down here if we have found a key. Now if its in a container, 1821 /* We get down here if we have found a key. Now if its in a container,
1908 * see if we actually want to use it 1822 * see if we actually want to use it
1909 */ 1823 */
1910 if (pl != container) 1824 if (pl != container)
1911 { 1825 {
1912 /* Only let players use keys in containers */ 1826 /* Only let players use keys in containers */
1913 if (!pl->contr) 1827 if (!pl->contr)
1914 return NULL; 1828 return 0;
1829
1915 /* cases where this fails: 1830 /* cases where this fails:
1916 * If we only search the player inventory, return now since we 1831 * If we only search the player inventory, return now since we
1917 * are not in the players inventory. 1832 * are not in the players inventory.
1918 * If the container is not active, return now since only active 1833 * If the container is not active, return now since only active
1919 * containers can be used. 1834 * containers can be used.
1925 * Change the color so that the message doesn't disappear with 1840 * Change the color so that the message doesn't disappear with
1926 * all the others. 1841 * all the others.
1927 */ 1842 */
1928 if (pl->contr->usekeys == key_inventory || 1843 if (pl->contr->usekeys == key_inventory ||
1929 !QUERY_FLAG (container, FLAG_APPLIED) || 1844 !QUERY_FLAG (container, FLAG_APPLIED) ||
1930 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1845 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1931 { 1846 {
1932 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1847 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1933 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1848 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1934 return NULL; 1849 return NULL;
1935 } 1850 }
1970 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); 1885 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1971 remove_door2 (door); /* remove door without violence ;-) */ 1886 remove_door2 (door); /* remove door without violence ;-) */
1972 } 1887 }
1973 1888
1974 /* Do this after we print the message */ 1889 /* Do this after we print the message */
1975 decrease_ob (key); /* Use up one of the keys */ 1890 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 1891
1980 return 1; /* Nothing more to do below */ 1892 return 1; /* Nothing more to do below */
1981 } 1893 }
1982 else if (door->type == LOCKED_DOOR) 1894 else if (door->type == LOCKED_DOOR)
1983 { 1895 {
1996 * going to try and move (not fire weapons). 1908 * going to try and move (not fire weapons).
1997 */ 1909 */
1998bool 1910bool
1999move_player_attack (object *op, int dir) 1911move_player_attack (object *op, int dir)
2000{ 1912{
1913 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1914 {
1915 --op->speed_left;
1916 return true;
1917 }
1918
2001 int on_battleground; 1919 int on_battleground;
2002 1920
2003 sint16 nx = freearr_x[dir] + op->x; 1921 sint16 nx = freearr_x[dir] + op->x;
2004 sint16 ny = freearr_y[dir] + op->y; 1922 sint16 ny = freearr_y[dir] + op->y;
2005 1923
2006 on_battleground = op_on_battleground (op, 0, 0); 1924 on_battleground = op_on_battleground (op, 0, 0);
2007 1925
2008 if (out_of_map (op->map, nx, ny)) 1926 if (out_of_map (op->map, nx, ny))
2009 return false; 1927 return false;
2010
2011 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2012 {
2013 --op->speed_left;
2014 return true;
2015 }
2016 1928
2017 /* If braced, or can't move to the square, and it is not out of the 1929 /* If braced, or can't move to the square, and it is not out of the
2018 * map, attack it. Note order of if statement is important - don't 1930 * map, attack it. Note order of if statement is important - don't
2019 * want to be calling move_ob if braced, because move_ob will move the 1931 * want to be calling move_ob if braced, because move_ob will move the
2020 * player. This is a pretty nasty hack, because if we could 1932 * player. This is a pretty nasty hack, because if we could
2080 --op->speed_left; 1992 --op->speed_left;
2081 1993
2082 op->play_sound (sound_find ("push_player")); 1994 op->play_sound (sound_find ("push_player"));
2083 push_ob (mon, dir, op); 1995 push_ob (mon, dir, op);
2084 1996
2085 if (op->contr->tmp_invis || op->hide) 1997 if (action_makes_visible (op))
2086 make_visible (op); 1998 make_visible (op);
2087 1999
2088 return true; 2000 return true;
2089 } 2001 }
2090 else 2002 else
2112 push_ob (mon, dir, op); 2024 push_ob (mon, dir, op);
2113 } 2025 }
2114 else 2026 else
2115 op->statusmsg ("You withhold your attack"); 2027 op->statusmsg ("You withhold your attack");
2116 2028
2117 if (op->contr->tmp_invis || op->hide) 2029 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2118 make_visible (op); 2030 make_visible (op);
2119 2031
2120 return true; 2032 return true;
2121 } 2033 }
2122 } 2034 }
2164bool 2076bool
2165move_player (object *op, int dir) 2077move_player (object *op, int dir)
2166{ 2078{
2167 int pick; 2079 int pick;
2168 2080
2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2081 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2170 return 0; 2082 return 0;
2171 2083
2172 /* Sanity check: make sure dir is valid */ 2084 /* Sanity check: make sure dir is valid */
2173 if ((dir < 0) || (dir >= 9)) 2085 if ((dir < 0) || (dir >= 9))
2174 { 2086 {
2180 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2092 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2181 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2093 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2182 2094
2183 op->facing = dir; 2095 op->facing = dir;
2184 2096
2185 if (op->hide) 2097 if (op->flag [FLAG_HIDDEN])
2186 do_hidden_move (op); 2098 do_hidden_move (op);
2187 2099
2188 bool retval; 2100 bool retval;
2189 2101
2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2102 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2174 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2263 { 2175 {
2264 op->play_sound (sound_find ("ob_evaporate")); 2176 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)); 2177 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2266 2178
2267 if (op->contr)
2268 esrv_del_item (op->contr, tmp->count);
2269
2270 tmp->destroy (); 2179 tmp->destroy ();
2271 CLEAR_FLAG (op, FLAG_LIFESAVE); 2180 CLEAR_FLAG (op, FLAG_LIFESAVE);
2272 2181
2273 if (op->stats.hp < 0) 2182 if (op->stats.hp < 0)
2274 op->stats.hp = op->stats.maxhp; 2183 op->stats.hp = op->stats.maxhp;
2286 return 0; 2195 return 0;
2287} 2196}
2288 2197
2289/* This goes throws the inventory and removes unpaid objects, and puts them 2198/* 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 2199 * 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 2200 * function will descend into containers. op is the object to start the search
2292 * from. 2201 * from.
2293 */ 2202 */
2294static void 2203static void
2295drop_unpaid_items (object *op, object *env) 2204drop_unpaid_items (object *op, object *env)
2296{ 2205{
2297 while (op) 2206 while (op)
2298 { 2207 {
2299 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2208 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2300 2209
2301 if (QUERY_FLAG (op, FLAG_UNPAID)) 2210 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); 2211 op->insert_at (env);
2307 }
2308 else if (op->inv) 2212 else if (op->inv)
2309 drop_unpaid_items (op->inv, env); 2213 drop_unpaid_items (op->inv, env);
2310 2214
2311 op = next; 2215 op = next;
2312 } 2216 }
2324 * Moved from apply.c to player.c - player.c is what 2228 * Moved from apply.c to player.c - player.c is what
2325 * actually uses this function. player.c may not be quite the 2229 * actually uses this function. player.c may not be quite the
2326 * best, a misc file for object actions is probably better, 2230 * best, a misc file for object actions is probably better,
2327 * but there isn't one in the server directory. 2231 * but there isn't one in the server directory.
2328 */ 2232 */
2329char * 2233const char *
2330gravestone_text (object *op) 2234gravestone_text (object *op)
2331{ 2235{
2332 static char buf2[MAX_BUF]; 2236 static dynbuf_text buf;
2333 char buf[MAX_BUF];
2334 time_t now = time (NULL);
2335 2237
2336 strcpy (buf2, " R.I.P.\n\n"); 2238 buf << "---- R.I.P. ----\n\n"
2239 << op->name;
2240
2337 if (op->type == PLAYER) 2241 if (op->type == PLAYER)
2338 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2242 buf << " the " << op->contr->title;
2339 else
2340 sprintf (buf, "%s\n", &op->name);
2341 2243
2342 strncat (buf2, " ", 20 - strlen (buf) / 2); 2244 buf << "\n\n";
2343 strcat (buf2, buf); 2245
2246 buf << "who was level ";
2247 buf << (sint32)op->level << "\n\n" // OO breakdown
2248 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2249
2344 if (op->type == PLAYER) 2250 if (op->type == PLAYER)
2345 sprintf (buf, "who was in level %d when killed\n", op->level); 2251 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 2252
2349 strncat (buf2, " ", 20 - strlen (buf) / 2);
2350 strcat (buf2, buf);
2351 if (op->type == PLAYER)
2352 { 2253 {
2353 sprintf (buf, "by %s.\n\n", op->contr->killer); 2254 static char buf2[128];
2354 strncat (buf2, " ", 21 - strlen (buf) / 2); 2255 time_t now = time (NULL);
2355 strcat (buf2, buf);
2356 }
2357
2358 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2256 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2359 strncat (buf2, " ", 20 - strlen (buf) / 2); 2257 buf << buf2;
2360 strcat (buf2, buf); 2258 }
2361 2259
2362 return buf2; 2260 return buf;
2363} 2261}
2364 2262
2365void 2263void
2366do_some_living (object *op) 2264do_some_living (object *op)
2367{ 2265{
2522 { 2420 {
2523 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2421 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2524 2422
2525 if (over_hp > 0) 2423 if (over_hp > 0)
2526 { 2424 {
2527 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2425 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2528 op->last_heal = 0; 2426 op->last_heal = 0;
2529 } 2427 }
2530 else 2428 else
2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2429 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2532 } 2430 }
2548 op->stats.food--; 2446 op->stats.food--;
2549 } 2447 }
2550 2448
2551 if (op->stats.food < 0 && op->stats.hp >= 0) 2449 if (op->stats.food < 0 && op->stats.hp >= 0)
2552 { 2450 {
2553 object *tmp, *flesh = 0; 2451 object *flesh = 0;
2554 2452
2555 for (tmp = op->inv; tmp; tmp = tmp->below) 2453 for_inv_removable (op, tmp)
2556 { 2454 {
2557 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2455 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2456 continue;
2457
2458 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2558 { 2459 {
2559 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2460 op->statusmsg ("You blindly grab for a bite of food. "
2560 { 2461 "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); 2462 manual_apply (op, tmp, 0);
2463
2563 if (op->stats.food >= 0 || op->stats.hp < 0) 2464 if (op->stats.food >= 0 || op->stats.hp < 0)
2564 break; 2465 break;
2565 } 2466 }
2566 else if (tmp->type == FLESH) 2467 else if (tmp->type == FLESH)
2567 flesh = tmp; 2468 flesh = tmp;
2568 } /* End if paid for object */ 2469 }
2569 } /* end of for loop */
2570 2470
2571 /* If player is still starving, it means they don't have any food, so 2471 /* If player is still starving, it means they don't have any food, so
2572 * eat flesh instead. 2472 * eat flesh instead.
2573 */ 2473 */
2574 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2474 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2575 { 2475 {
2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2476 op->statusmsg ("You blindly grab for a bite of food. "
2477 "H<To prevent you from starving, you ate some random item from your backpack.>");
2577 manual_apply (op, flesh, 0); 2478 manual_apply (op, flesh, 0);
2578 } 2479 }
2480
2481 // If player is still starving, alert him!
2482 if (op->stats.food < 0)
2483 op->failmsg ("You are starving! "
2484 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2579 } 2485 }
2580 2486
2581 if (op->stats.food < 0) 2487 if (op->stats.food < 0)
2582 { 2488 {
2583 op->stats.hp += op->stats.food; 2489 op->stats.hp += op->stats.food;
2584 op->stats.food = 0; 2490 op->stats.food = 0;
2491
2492 if (op->stats.hp < 0)
2493 {
2494 op->contr->killer = archetype::get ("killer_starvation");
2495 op->contr->killer->destroy ();
2585 } 2496 }
2497 }
2586 2498
2499 /* killer should be set here already */
2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2500 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2588 kill_player (op); 2501 kill_player (op);
2589 } 2502 }
2590} 2503}
2591 2504
2596 */ 2509 */
2597void 2510void
2598kill_player (object *op) 2511kill_player (object *op)
2599{ 2512{
2600 int x, y; 2513 int x, y;
2601 char buf[MAX_BUF];
2602 maptile *map; /* this is for resurrection */ 2514 maptile *map; /* this is for resurrection */
2603 int will_kill_again; 2515 int will_kill_again;
2604 archetype *at; 2516 archetype *at;
2605 object *tmp; 2517 object *tmp;
2606 2518
2607 if (save_life (op)) 2519 if (save_life (op))
2608 return; 2520 return;
2521
2522 dynbuf_text deathtab;
2523
2524 /* restore player */
2525 at = archetype::find ("poisoning");
2526 if (object *tmp = present_arch_in_ob (at, op))
2527 {
2528 tmp->destroy ();
2529 deathtab << "Your body feels cleansed...\r";
2530 }
2531
2532 at = archetype::find ("confusion");
2533 if (object *tmp = present_arch_in_ob (at, op))
2534 {
2535 tmp->destroy ();
2536 deathtab << "Your mind feels clearer...\r";
2537 }
2538
2539 cure_disease (op, 0, 0); /* remove any disease */
2540
2541 max_it (op->stats.hp , op->stats.maxhp);
2542 max_it (op->stats.sp , op->stats.maxsp);
2543 max_it (op->stats.grace, op->stats.maxgrace);
2544
2545 if (op->stats.food <= 0)
2546 op->stats.food = 999;
2547
2548 // remove all spell effects that are active
2549 // to avoid long-term effects such as word-of-recall
2550 for (object *item = op->inv; item; )
2551 {
2552 object *next = item->below;
2553
2554 if (item->type == SPELL_EFFECT && item->active)
2555 item->destroy ();
2556
2557 item = next;
2558 }
2609 2559
2610 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2560 /* 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. 2561 * in cities ONLY!!! It is very important that this doesn't get abused.
2612 * Look at op_on_battleground() for more info --AndreasV 2562 * Look at op_on_battleground() for more info --AndreasV
2613 */ 2563 */
2614 if (op_on_battleground (op, &x, &y)) 2564 if (op_on_battleground (op, &x, &y))
2615 { 2565 {
2616 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2566 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2617 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2618
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 2567
2639 /* create a bodypart-trophy to make the winner happy */ 2568 /* create a bodypart-trophy to make the winner happy */
2640 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2569 if (object *tmp = arch_to_object (archetype::find ("finger")))
2641 { 2570 {
2642 tmp->name = format ("%s's finger" , &op->name); 2571 tmp->name = format ("%s's finger" , &op->name);
2643 tmp->name_pl = format ("%s's fingers", &op->name); 2572 tmp->name_pl = format ("%s's fingers", &op->name);
2644 tmp->msg = format ( 2573 tmp->msg = format (
2645 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2574 "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 2575 &op->name, op->contr->title,
2576 (int)op->level,
2577 op->contr->killer_name ()
2647 ); 2578 );
2648 tmp->value = 0, tmp->type = 0; 2579 tmp->value = 0, tmp->type = 0;
2649 tmp->materialname = "organics"; 2580 tmp->materialname = "organics";
2650 tmp->insert_at (op, tmp); 2581 tmp->insert_at (op, tmp);
2651 } 2582 }
2652 2583
2653 /* teleport defeated player to new destination */ 2584 /* teleport defeated player to new destination */
2654 transfer_ob (op, x, y, 0, NULL); 2585 transfer_ob (op, x, y, 0, NULL);
2655 op->contr->braced = 0; 2586 op->contr->braced = 0;
2587
2588 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2656 return; 2589 return;
2657 } 2590 }
2658 2591
2592 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2593 deathtab << "T<YOU HAVE DIED>\n\n";
2594
2659 INVOKE_PLAYER (DEATH, op->contr); 2595 INVOKE_PLAYER (DEATH, op->contr);
2660 2596
2661 command_kill_pets (op, 0); 2597 command_kill_pets (op, 0);
2662
2663 if (op->stats.food < 0)
2664 strcpy (op->contr->killer, "starvation");
2665 2598
2666 op->contr->play_sound (sound_find ("player_dies")); 2599 op->contr->play_sound (sound_find ("player_dies"));
2667 2600
2668 /* save the map location for corpse, gravestone */ 2601 /* save the map location for corpse, gravestone */
2669 x = op->x; 2602 x = op->x;
2699 2632
2700 lost_a_stat = 0; 2633 lost_a_stat = 0;
2701 2634
2702 for (z = 0; z < num_stats_lose; z++) 2635 for (z = 0; z < num_stats_lose; z++)
2703 { 2636 {
2704 i = RANDOM () % NUM_STATS; 2637 i = rndm (NUM_STATS);
2705 2638
2706 if (settings.stat_loss_on_death) 2639 if (settings.stat_loss_on_death)
2707 { 2640 {
2708 /* Pick a random stat and take a point off it. Tell the player 2641 /* Pick a random stat and take a point off it. Tell the player
2709 * what he lost. 2642 * what he lost.
2760 } 2693 }
2761 } 2694 }
2762 2695
2763 if (lose_this_stat) 2696 if (lose_this_stat)
2764 { 2697 {
2765 this_stat = get_attr_value (&(dep->stats), i); 2698 this_stat = get_attr_value (&dep->stats, i);
2766 /* We could try to do something clever like find another 2699 /* We could try to do something clever like find another
2767 * stat to reduce if this fails. But chances are, if 2700 * stat to reduce if this fails. But chances are, if
2768 * stats have been depleted to -50, all are pretty low 2701 * stats have been depleted to -50, all are pretty low
2769 * and should be roughly the same, so it shouldn't make a 2702 * and should be roughly the same, so it shouldn't make a
2770 * difference. 2703 * difference.
2778 lost_a_stat = 1; 2711 lost_a_stat = 1;
2779 } 2712 }
2780 } 2713 }
2781 } 2714 }
2782 } 2715 }
2716
2783 /* If no stat lost, tell the player. */ 2717 /* If no stat lost, tell the player. */
2784 if (!lost_a_stat) 2718 if (!lost_a_stat)
2785 { 2719 {
2786 /* determine_god() seems to not work sometimes... why is this? 2720 /* determine_god() seems to not work sometimes... why is this?
2787 Should I be using something else? GD */ 2721 Should I be using something else? GD */
2788 const char *god = determine_god (op); 2722 shstr_tmp god = determine_god (op);
2789 2723
2790 if (god && (strcmp (god, "none"))) 2724 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); 2725 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2792 else 2726 else
2793 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2727 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2794 } 2728 }
2795#else 2729#else
2796 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2730 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2797#endif 2731#endif
2798 2732
2799 /* Put a gravestone up where the character 'almost' died. List the 2733 /* Put a gravestone up where the character 'almost' died. List the
2800 * exp loss on the stone. 2734 * exp loss on the stone.
2801 */ 2735 */
2802 tmp = arch_to_object (archetype::find ("gravestone")); 2736 tmp = arch_to_object (archetype::find ("gravestone"));
2803 sprintf (buf, "%s's gravestone", &op->name); 2737 tmp->name = format ("%s's gravestone", &op->name);
2804 tmp->name = buf; 2738 tmp->name_pl = format ("%s's gravestones", &op->name);
2805 sprintf (buf, "%s's gravestones", &op->name); 2739 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2806 tmp->name_pl = buf; 2740 &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; 2741 tmp->x = op->x, tmp->y = op->y;
2810 insert_ob_in_map (tmp, op->map, NULL, 0); 2742 insert_ob_in_map (tmp, op->map, NULL, 0);
2811 2743
2812 /**************************************/ 2744 /**************************************/
2813 /* */ 2745 /* */
2814 /* Subtract the experience points, */ 2746 /* Subtract the experience points, */
2815 /* if we died cause of food, give us */
2816 /* food, and reset HP's... */
2817 /* */ 2747 /* */
2818 /**************************************/ 2748 /**************************************/
2819 2749
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)); */ 2750 /*add_exp(op, (op->stats.exp * -0.20)); */
2842 apply_death_exp_penalty (op); 2751 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 2752
2849 /* 2753 /*
2850 * Check to see if the player has any unpaid items. If so, remove them 2754 * Check to see if the player has any unpaid items. If so, remove them
2851 * and put them back in the map. 2755 * and put them back in the map.
2852 */ 2756 */
2887 if (will_kill_again & (1 << at)) 2791 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100; 2792 force->resist[at] = 100;
2889 2793
2890 insert_ob_in_ob (force, op); 2794 insert_ob_in_ob (force, op);
2891 op->update_stats (); 2795 op->update_stats ();
2892
2893 } 2796 }
2894 2797
2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2798 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2896} 2799}
2897 2800
2898void 2801void
2899loot_object (object *op) 2802loot_object (object *op)
2900{ /* Grab and destroy some treasure */ 2803{ /* Grab and destroy some treasure */
2917 2820
2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2821 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2919 { 2822 {
2920 if (tmp->nrof > 1) 2823 if (tmp->nrof > 1)
2921 { 2824 {
2922 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2825 tmp->decrease (rndm (1, tmp->nrof - 1));
2923 tmp2->destroy ();
2924 insert_ob_in_map (tmp, op->map, NULL, 0); 2826 insert_ob_in_map (tmp, op->map, NULL, 0);
2925 } 2827 }
2926 else 2828 else
2927 tmp->destroy (); 2829 tmp->destroy ();
2928 } 2830 }
2939void 2841void
2940fix_weight (void) 2842fix_weight (void)
2941{ 2843{
2942 for_all_players (pl) 2844 for_all_players (pl)
2943 { 2845 {
2944 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2846 sint32 old = pl->ob->carrying;
2945 2847
2946 if (old == sum) 2848 pl->ob->update_weight ();
2947 continue; 2849
2850 if (old != pl->ob->carrying)
2851 {
2948 pl->ob->update_stats (); 2852 pl->ob->update_stats ();
2949 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2853 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2854 }
2950 } 2855 }
2951} 2856}
2952 2857
2953void 2858void
2954fix_luck (void) 2859fix_luck (void)
2996} 2901}
2997 2902
2998void 2903void
2999make_visible (object *op) 2904make_visible (object *op)
3000{ 2905{
3001 op->hide = 0; 2906 op->flag [FLAG_HIDDEN] = 0;
3002 op->invisible = 0; 2907 op->invisible = 0;
3003 2908
3004 if (op->type == PLAYER) 2909 if (op->type == PLAYER)
3005 { 2910 {
3006 op->contr->tmp_invis = 0; 2911 op->contr->tmp_invis = 0;
3031 2936
3032 if (!ob || !ob->map) 2937 if (!ob || !ob->map)
3033 return 0; 2938 return 0;
3034 2939
3035 /* so, on normal lighted maps, its hard to hide */ 2940 /* so, on normal lighted maps, its hard to hide */
3036 level = ob->map->darkness - 2; 2941 level = ob->map->darklevel () - 2;
3037 2942
3038 /* this also picks up whether the object is glowing. 2943 /* this also picks up whether the object is glowing.
3039 * If you carry a light on a non-dark map, its not 2944 * If you carry a light on a non-dark map, its not
3040 * as bad as carrying a light on a pitch dark map */ 2945 * as bad as carrying a light on a pitch dark map */
3041 if (has_carried_lights (ob)) 2946 if (ob->has_carried_lights ())
3042 level = -(10 + (2 * ob->map->darkness)); 2947 level = -(10 + (2 * ob->map->darklevel ()));
3043 2948
3044 /* scan through all nearby squares for terrain to hide in */ 2949 /* 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]) 2950 for (i = 0, x = ob->x, y = ob->y;
2951 i <= SIZEOFFREE1;
2952 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3046 { 2953 {
3047 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2954 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3048 if (mflag & P_OUT_OF_MAP) 2955 if (mflag & P_OUT_OF_MAP)
3049 {
3050 continue; 2956 continue;
3051 } 2957
3052 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2958 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3053 level += 2; 2959 level += 2;
3054 else /* open terrain! */ 2960 else /* open terrain! */
3055 level -= 1; 2961 level -= 1;
3056 } 2962 }
3067 * spot (surrounded by clear terrain in broad daylight). -b.t. 2973 * spot (surrounded by clear terrain in broad daylight). -b.t.
3068 */ 2974 */
3069void 2975void
3070do_hidden_move (object *op) 2976do_hidden_move (object *op)
3071{ 2977{
3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2978 int hide = 0;
3073 object *skop;
3074 2979
3075 if (!op || !op->map) 2980 if (!op || !op->map)
3076 return; 2981 return;
3077 2982
3078 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2983 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2984 int num = random_roll (0, 19, op, PREFER_LOW);
3079 2985
3080 /* its *extremely* hard to run and sneak/hide at the same time! */ 2986 /* its *extremely* hard to run and sneak/hide at the same time! */
3081 if (op->type == PLAYER && op->contr->run_on) 2987 if (op->type == PLAYER && op->contr->run_on)
3082 if (!skop || num >= skop->level) 2988 if (!skop || num >= skop->level)
3083 { 2989 {
3093 num -= hide; 2999 num -= hide;
3094 3000
3095 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3001 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3096 { 3002 {
3097 make_visible (op); 3003 make_visible (op);
3004
3098 if (op->type == PLAYER) 3005 if (op->type == PLAYER)
3099 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3006 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3100 } 3007 }
3101 else if (op->type == PLAYER && skop) 3008 else if (op->type == PLAYER && skop)
3102 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3009 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3192 while (op) 3099 while (op)
3193 { 3100 {
3194 dx = rv.distance_x + op->arch->x; 3101 dx = rv.distance_x + op->arch->x;
3195 dy = rv.distance_y + op->arch->y; 3102 dy = rv.distance_y + op->arch->y;
3196 3103
3197 /* only the viewable area the player sees is updated by LOS 3104 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; 3105 return 1;
3205 3106
3206 op = op->more; 3107 op = op->more;
3207 } 3108 }
3208 3109
3209 return 0; 3110 return 0;
3210} 3111}
3211 3112
3212/* routine for both players and monsters. We call this when 3113/* routine for both players and monsters. We call this when
3213 * there is a possibility for our action distrubing our hiding 3114 * there is a possibility for our action distrubing our hiding
3214 * place or invisiblity spell. Artefact invisiblity is not 3115 * place or invisiblity spell. Artefact invisiblity causes
3215 * effected by this. If we arent invisible to begin with, we 3116 * "noise" instead. If we arent invisible to begin with, we
3216 * return 0. 3117 * return 0.
3217 */ 3118 */
3218int 3119int
3219action_makes_visible (object *op) 3120action_makes_visible (object *op)
3220{ 3121{
3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3122 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3222 { 3123 {
3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3124 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3125 {
3126 // artefact invisibility is permanent, but we still make noise
3127 // this is important for game-balance.
3128 if (op->contr)
3129 op->make_noise ();
3130
3224 return 0; 3131 return 0;
3132 }
3225 3133
3226 if (op->contr && op->contr->tmp_invis == 0) 3134 if (op->contr && op->contr->tmp_invis == 0)
3227 return 0; 3135 return 0;
3228 3136
3229 /* If monsters, they should become visible */ 3137 /* If monsters, they should become visible */
3230 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3138 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3231 { 3139 {
3232 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3140 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3233 return 1; 3141 return 1;
3234 } 3142 }
3235 } 3143 }
3236 3144
3237 return 0; 3145 return 0;
3443 else 3351 else
3444 { 3352 {
3445 /* generate misc. treasure */ 3353 /* generate misc. treasure */
3446 tmp = arch_to_object (tr->item); 3354 tmp = arch_to_object (tr->item);
3447 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3355 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); 3356 who->insert (tmp);
3449 if (who->type == PLAYER)
3450 esrv_send_item (who, tmp);
3451 } 3357 }
3452} 3358}
3453 3359
3454/** 3360/**
3455 * Unready an object for a player. This function does nothing if the object was 3361 * Unready an object for a player. This function does nothing if the object was
3467 if (pl->ranged_ob == ob) 3373 if (pl->ranged_ob == ob)
3468 pl->ranged_ob = 0; 3374 pl->ranged_ob = 0;
3469} 3375}
3470 3376
3471sint8 3377sint8
3472player::visibility_at (maptile *map, int x, int y) const 3378player::darkness_at (maptile *map, int x, int y) const
3473{ 3379{
3474 if (!ns) 3380 if (!ns)
3475 return 0; 3381 return LOS_BLOCKED;
3476 3382
3477 int dx, dy; 3383 int dx, dy;
3478 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3384 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3479 return 0; 3385 return LOS_BLOCKED;
3480 3386
3481 x += dx - ns->current_x + ns->mapx / 2; 3387 x += dx - ns->current_x;
3482 y += dy - ns->current_y + ns->mapy / 2; 3388 y += dy - ns->current_y;
3483 3389
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]; 3390 return blocked_los (x, y);
3488} 3391}
3489 3392
3490void 3393void
3491player::infobox (const char *title, const char *msg, int color) 3394player::infobox (const char *title, const char *msg, int color)
3492{ 3395{

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