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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.174 by root, Thu Nov 8 19:43:27 2007 UTC vs.
Revision 1.234 by root, Thu Oct 15 21:40:42 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * 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>
32#include <algorithm> 33#include <algorithm>
33#include <functional> 34#include <functional>
34 35
35playervec players; 36playervec players;
36 37
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 38/* This loads the first map an puts the player on it. */
152static void 39static void
153set_first_map (object *op) 40set_first_map (object *op)
154{ 41{
155 op->contr->maplevel = first_map_path; 42 op->contr->maplevel = first_map_path;
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (this); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
219 106
220 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222 109
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 111
225 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
226 113
239 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
240 } 127 }
241 128
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 130
244 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
245 132
246 ob->update_stats (); 133 ob->update_stats ();
247 134
248 ns->floorbox_update (); 135 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
251 138
252 activate (); 139 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257 140
258 INVOKE_PLAYER (CONNECT, this); 141 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this); 142 INVOKE_PLAYER (LOGIN, this);
260} 143}
261 144
291player::set_object (object *op) 174player::set_object (object *op)
292{ 175{
293 ob = observe = op; 176 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */ 177 ob->contr = this; /* this aren't yet in archetype */
295 178
296 ob->speed = 1.0f; 179 ob->speed = 1.0f;
297 ob->speed_left = 0.5f; 180 ob->speed_left = 0.5f;
298 181
299 ob->direction = 5; /* So player faces south */ 182 ob->direction = 5; /* So player faces south */
300 183
301 ob->flag [FLAG_READY_WEAPON] = false; 184 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false; 185 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false; 186 ob->flag [FLAG_READY_BOW] = false;
304 187
321 combat_ob = op; 204 combat_ob = op;
322 break; 205 break;
323 } 206 }
324 207
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 208 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
209 ob->deactivate (); // change_weapon activates, fix this better
326} 210}
327 211
328void 212void
329player::set_observe (object *op) 213player::set_observe (object *op)
330{ 214{
344 savebed_map = first_map_path; /* Init. respawn position */ 228 savebed_map = first_map_path; /* Init. respawn position */
345 229
346 gen_sp_armour = 10; 230 gen_sp_armour = 10;
347 bowtype = bow_normal; 231 bowtype = bow_normal;
348 petmode = pet_normal; 232 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers; 233 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 234 peaceful = 1; /* default peaceful */
352 do_los = 1; 235 do_los = 1;
353 236
354 weapon_sp = 1.0f; 237 weapon_sp = 1.0f;
403 * Note: there MUST be at least one player archetype! 286 * Note: there MUST be at least one player archetype!
404 */ 287 */
405archetype * 288archetype *
406get_player_archetype (archetype *at) 289get_player_archetype (archetype *at)
407{ 290{
291 // archetypes could have been reloaded
292 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
293
294 if (!nat)
295 return at;
296
408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 297 archvec::iterator i = archetypes.find (nat);
409 298
410 for (;;) 299 for (;;)
411 { 300 {
412 if (++i == archetypes.end ()) 301 if (++i == archetypes.end ())
413 i = archetypes.begin (); 302 i = archetypes.begin ();
631 520
632 return firstdir; 521 return firstdir;
633} 522}
634 523
635void 524void
636give_initial_items (object *pl, treasurelist * items) 525give_initial_items (object *pl, treasurelist *items)
637{ 526{
638 object *op, *next = NULL;
639
640 if (pl->randomitems != NULL) 527 if (pl->randomitems)
641 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 528 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
642 529
643 for (op = pl->inv; op; op = next) 530 for (object *next, *op = pl->inv; op; op = next)
644 { 531 {
645 next = op->below; 532 next = op->below;
646 533
647 /* Forces get applied per default, unless they have the 534 /* Forces get applied per default, unless they have the
648 * flag "neutral" set. Sorry but I can't think of a better way 535 * flag "neutral" set. Sorry but I can't think of a better way
653 /* we never give weapons/armour if these cannot be used 540 /* we never give weapons/armour if these cannot be used
654 * by this player due to race restrictions 541 * by this player due to race restrictions
655 */ 542 */
656 if (pl->type == PLAYER) 543 if (pl->type == PLAYER)
657 { 544 {
658 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 545 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
546 &&
659 (op->type == ARMOUR || op->type == BOOTS || 547 (op->type == ARMOUR || op->type == BOOTS
660 op->type == CLOAK || op->type == HELMET || 548 || op->type == CLOAK || op->type == HELMET
661 op->type == SHIELD || op->type == GLOVES || 549 || op->type == SHIELD || op->type == GLOVES
550 || op->type == BRACERS || op->type == GIRDLE))
662 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 551 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
663 { 552 {
664 op->destroy (); 553 op->destroy ();
665 continue; 554 continue;
666 } 555 }
667 } 556 }
668 557
669 /* This really needs to be better - we should really give 558 /* Here we remove duplicated skills (as duplicated spell objects have
670 * a substitute spellbook. The problem is that we don't really 559 * _very_ confusing effects for players), which could for instance be
671 * have a good idea what to replace it with (need something like 560 * generated by bad treasurelists. - elmex
672 * a first level treasurelist for each skill.)
673 * remove duplicate skills also
674 */ 561 */
675 if (op->type == SPELLBOOK || op->type == SKILL) 562 if (op->type == SKILL)
676 { 563 {
677 object *tmp;
678
679 for (tmp = op->below; tmp; tmp = tmp->below) 564 for (object *tmp = op->below; tmp; tmp = tmp->below)
680 if (tmp->type == op->type && tmp->name == op->name) 565 if (tmp->type == op->type && tmp->name == op->name)
681 break;
682
683 if (tmp)
684 { 566 {
685 op->destroy (); 567 op->destroy ();
568 LOG (llevError,
686 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 569 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
687 continue; 570 break;
688 } 571 }
689 572
690 if (op->nrof > 1) 573 if (op->nrof > 1)
691 op->nrof = 1; 574 op->nrof = 1;
692 } 575 }
693 576
694 if (op->type == SPELLBOOK && op->inv) 577 if (op->type == SPELLBOOK && op->inv)
695 {
696 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 578 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
697 }
698 579
699 /* Give starting characters identified, uncursed, and undamned 580 /* Give starting characters identified, uncursed, and undamned
700 * items. Just don't identify gold or silver, or it won't be 581 * items. Just don't identify gold or silver, or it won't be
701 * merged properly. 582 * merged properly.
702 */ 583 */
703 if (need_identify (op)) 584 if (need_identify (op))
704 { 585 {
705 SET_FLAG (op, FLAG_IDENTIFIED); 586 SET_FLAG (op, FLAG_IDENTIFIED);
706 CLEAR_FLAG (op, FLAG_CURSED); 587 CLEAR_FLAG (op, FLAG_CURSED);
707 CLEAR_FLAG (op, FLAG_DAMNED); 588 CLEAR_FLAG (op, FLAG_DAMNED);
708 } 589 }
590
709 if (op->type == SPELL) 591 if (op->type == SPELL)
710 { 592 {
711 op->destroy (); 593 op->destroy ();
712 continue; 594 continue;
713 } 595 }
715 { 597 {
716 SET_FLAG (op, FLAG_CAN_USE_SKILL); 598 SET_FLAG (op, FLAG_CAN_USE_SKILL);
717 op->stats.exp = 0; 599 op->stats.exp = 0;
718 op->level = 1; 600 op->level = 1;
719 } 601 }
720 /* lock all 'normal items by default */ 602 else /* lock all 'normal items by default */
721 else
722 SET_FLAG (op, FLAG_INV_LOCKED); 603 SET_FLAG (op, FLAG_INV_LOCKED);
723 } /* for loop of objects in player inv */ 604 } /* for loop of objects in player inv */
724 605
725 /* Need to set up the skill pointers */ 606 /* Need to set up the skill pointers */
726 link_player_skills (pl); 607 pl->contr->link_skills ();
727} 608}
728 609
729void 610void
730get_party_password (object *op, partylist *party) 611get_party_password (object *op, partylist *party)
731{ 612{
832static void 713static void
833start_info (object *op) 714start_info (object *op)
834{ 715{
835 char buf[MAX_BUF]; 716 char buf[MAX_BUF];
836 717
837 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 718 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
838 new_draw_info (NDI_UNIQUE, 0, op, buf); 719 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} 720}
842 721
843/* This function takes the key that is passed, and does the 722/* This function takes the key that is passed, and does the
844 * appropriate action with it (change race, or other things). 723 * appropriate action with it (change race, or other things).
845 * The function name is for historical reasons - now we have 724 * The function name is for historical reasons - now we have
848 */ 727 */
849void 728void
850player::chargen_race_done () 729player::chargen_race_done ()
851{ 730{
852 /* this must before then initial items are given */ 731 /* this must before then initial items are given */
853 esrv_new_player (ob->contr, ob->weight + ob->carrying); 732 esrv_new_player (ob->contr);
854 733
855 treasurelist *tl = treasurelist::find ("starting_wealth"); 734 treasurelist *tl = treasurelist::find ("starting_wealth");
856 if (tl) 735 if (tl)
857 create_treasure (tl, ob, 0, 0, 0); 736 create_treasure (tl, ob, 0, 0, 0);
858 737
862 ob->contr->ns->state = ST_PLAYING; 741 ob->contr->ns->state = ST_PLAYING;
863 742
864 if (ob->msg) 743 if (ob->msg)
865 ob->msg = 0; 744 ob->msg = 0;
866 745
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); 746 start_info (ob);
877 CLEAR_FLAG (ob, FLAG_WIZ); 747 CLEAR_FLAG (ob, FLAG_WIZ);
878 give_initial_items (ob, ob->randomitems); 748 give_initial_items (ob, ob->randomitems);
879 link_player_skills (ob);
880 esrv_send_inventory (ob, ob); 749 esrv_send_inventory (ob, ob);
881 ob->update_stats (); 750 ob->update_stats ();
882 751
883 /* This moves the player to a different start map, if there 752 /* This moves the player to a different start map, if there
884 * is one for this race 753 * is one for this race
885 */ 754 */
886 if (*first_map_ext_path) 755 if (*first_map_ext_path)
887 { 756 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 757 else
902 LOG (llevDebug, "first_map_ext_path not set\n"); 758 LOG (llevDebug, "first_map_ext_path not set\n");
903} 759}
904 760
905void 761void
949 LOG (llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
950 CLEAR_FLAG (op, FLAG_SCARED); 806 CLEAR_FLAG (op, FLAG_SCARED);
951 return; 807 return;
952 } 808 }
953 809
954 if (op->enemy == NULL) 810 if (!op->enemy)
955 { 811 {
956 LOG (llevDebug, "Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
957 CLEAR_FLAG (op, FLAG_SCARED); 813 CLEAR_FLAG (op, FLAG_SCARED);
958 return; 814 return;
959 } 815 }
960 816
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)) 817 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
973 { 818 {
974 op->enemy = NULL; 819 op->enemy = NULL;
975 CLEAR_FLAG (op, FLAG_SCARED); 820 CLEAR_FLAG (op, FLAG_SCARED);
976 return; 821 return;
979 get_rangevector (op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
980 825
981 dir = absdir (4 + rv.direction); 826 dir = absdir (4 + rv.direction);
982 for (diff = 0; diff < 3; diff++) 827 for (diff = 0; diff < 3; diff++)
983 { 828 {
984 int m = 1 - (RANDOM () & 2); 829 int m = 1 - rndm (2) * 2;
985 830
986 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 831 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
987 return; 832 return;
988 } 833 }
989 834
1000check_pick (object *op) 845check_pick (object *op)
1001{ 846{
1002 object *tmp, *next; 847 object *tmp, *next;
1003 int stop = 0; 848 int stop = 0;
1004 int wvratio; 849 int wvratio;
1005 char putstring[128];
1006 850
1007 /* if you're flying, you cna't pick up anything */ 851 /* if you're flying, you cna't pick up anything */
1008 if (op->move_type & MOVE_FLYING) 852 if (op->move_type & MOVE_FLYING)
1009 return 1; 853 return 1;
1010 854
1011 next = op->below; 855 next = op->below;
1012 856
857 int cnt = MAX_ITEM_PER_DROP;
858#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
859
1013 /* loop while there are items on the floor that are not marked as 860 /* loop while there are items on the floor that are not marked as
1014 * destroyed */ 861 * destroyed */
1015 while (next && !next->destroyed ()) 862 while (next && !next->destroyed ())
1016 { 863 {
1017 tmp = next; 864 tmp = next;
1018 next = tmp->below; 865 next = tmp->below;
1019 866
867 if (cnt <= 0)
868 {
869 op->failmsg ("Couldn't pickup all items at once.");
870 return 0;
871 }
872
1020 if (op->destroyed ()) 873 if (op->destroyed ())
1021 return 0; 874 return 0;
1022 875
1023 if (!can_pick (op, tmp)) 876 if (!can_pick (op, tmp))
1024 continue; 877 continue;
1025 878
1026 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 879 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1027 { 880 {
1028 if (item_matched_string (op, tmp, op->contr->search_str)) 881 if (item_matched_string (op, tmp, op->contr->search_str))
1029 pick_up (op, tmp); 882 CHK_PICK_PICKUP;
883
1030 continue; 884 continue;
1031 } 885 }
1032 886
1033 /* high not bit set? We're using the old autopickup model */ 887 /* pickup handling */
888 if (op->contr->mode & PU_DEBUG)
889 {
890 /* some debugging code to figure out item information */
891 const char *str = tmp->name
892 ? format ("item name: %s item type: %d weight/value: %d",
893 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
894 : format ("item name: %s item type: %d weight/value: %d",
895 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
896
897 new_draw_info (NDI_UNIQUE, 0, op, str);
898 }
899
900 if (op->contr->mode & PU_INHIBIT)
901 return 1;
902
903 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
904 return 1;
905
906 /* philosophy:
907 * It's easy to grab an item type from a pile, as long as it's
908 * generic. This takes no game-time. For more detailed pickups
909 * and selections, select-items should be used. This is a
910 * grab-as-you-run type mode that's really useful for arrows for
911 * example.
912 * The drawback: right now it has no frontend, so you need to
913 * stick the bits you want into a calculator in hex mode and then
914 * convert to decimal and then 'pickup <#>
915 */
916
917 /* the first two modes are exclusive: if NOTHING we return, if
918 * STOP then we stop. All the rest are applied sequentially,
919 * meaning if any test passes, the item gets picked up. */
920
921 /* if mode is set to pick nothing up, return */
922 if (op->contr->mode == PU_NOTHING)
923 return 1;
924
925 /* if mode is set to stop when encountering objects, return */
926 /* take STOP before INHIBIT since it doesn't actually pick
927 * anything up */
928 if (op->contr->mode & PU_STOP)
929 return 0;
930
931 /* useful for going into stores and not losing your settings... */
932 /* and for battles wher you don't want to get loaded down while
933 * fighting */
934 if (op->contr->mode & PU_INHIBIT)
935 return 1;
936
937 /* prevent us from turning into auto-thieves :) */
938 if (QUERY_FLAG (tmp, FLAG_UNPAID))
939 continue;
940
941 /* ignore known cursed objects */
942 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
943 continue;
944
945 /* all food and drink if desired */
946 /* question: don't pick up known-poisonous stuff? */
1034 if (!(op->contr->mode & PU_NEWMODE)) 947 if (op->contr->mode & PU_FOOD)
948 if (tmp->type == FOOD)
1035 { 949 {
1036 switch (op->contr->mode) 950 CHK_PICK_PICKUP;
951 continue;
952 }
953
954 if (op->contr->mode & PU_DRINK)
955 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
960
961 if (op->contr->mode & PU_POTION)
962 if (tmp->type == POTION)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 /* spellbooks, skillscrolls and normal books/scrolls */
969 if (op->contr->mode & PU_SPELLBOOK)
970 if (tmp->type == SPELLBOOK)
971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
976 if (op->contr->mode & PU_SKILLSCROLL)
977 if (tmp->type == SKILLSCROLL)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 if (op->contr->mode & PU_READABLES)
984 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 /* wands/staves/rods/horns */
991 if (op->contr->mode & PU_MAGIC_DEVICE)
992 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 /* pick up all magical items */
999 if (op->contr->mode & PU_MAGICAL)
1000 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1001 {
1002 CHK_PICK_PICKUP;
1003 continue;
1004 }
1005
1006 if (op->contr->mode & PU_VALUABLES)
1007 {
1008 if (tmp->type == MONEY || tmp->type == GEM)
1037 { 1009 {
1038 case 0: 1010 CHK_PICK_PICKUP;
1039 return 1; /* don't pick up */ 1011 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 } 1012 }
1071 } 1013 }
1072 else 1014
1073 { /* old model */ 1015 /* rings & amulets - talismans seems to be typed AMULET */
1074 /* NEW pickup handling */
1075 if (op->contr->mode & PU_DEBUG) 1016 if (op->contr->mode & PU_JEWELS)
1017 if (tmp->type == RING || tmp->type == AMULET)
1076 { 1018 {
1077 /* some debugging code to figure out item information */ 1019 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; 1020 continue;
1021 }
1124 1022
1125 /* ignore known cursed objects */ 1023 /* we don't forget dragon food */
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1024 if (op->contr->mode & PU_FLESH)
1025 if (tmp->type == FLESH)
1026 {
1027 CHK_PICK_PICKUP;
1127 continue; 1028 continue;
1029 }
1128 1030
1129 /* all food and drink if desired */ 1031 /* bows and arrows. Bows are good for selling! */
1130 /* question: don't pick up known-poisonous stuff? */ 1032 if (op->contr->mode & PU_BOW)
1033 if (tmp->type == BOW)
1034 {
1035 CHK_PICK_PICKUP;
1036 continue;
1037 }
1038
1039 if (op->contr->mode & PU_ARROW)
1040 if (tmp->type == ARROW)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1046 /* all kinds of armor etc. */
1047 if (op->contr->mode & PU_ARMOUR)
1048 if (tmp->type == ARMOUR)
1049 {
1050 CHK_PICK_PICKUP;
1051 continue;
1052 }
1053
1054 if (op->contr->mode & PU_HELMET)
1055 if (tmp->type == HELMET)
1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1061 if (op->contr->mode & PU_SHIELD)
1062 if (tmp->type == SHIELD)
1063 {
1064 CHK_PICK_PICKUP;
1065 continue;
1066 }
1067
1131 if (op->contr->mode & PU_FOOD) 1068 if (op->contr->mode & PU_BOOTS)
1132 if (tmp->type == FOOD) 1069 if (tmp->type == BOOTS)
1070 {
1071 CHK_PICK_PICKUP;
1072 continue;
1073 }
1074
1075 if (op->contr->mode & PU_GLOVES)
1076 if (tmp->type == GLOVES)
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_CLOAK)
1083 if (tmp->type == CLOAK)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 /* hoping to catch throwing daggers here */
1090 if (op->contr->mode & PU_MISSILEWEAPON)
1091 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1097 /* careful: chairs and tables are weapons! */
1098 if (op->contr->mode & PU_ALLWEAPON)
1099 {
1100 if (tmp->type == WEAPON)
1101 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1133 { 1102 {
1134 pick_up (op, tmp); 1103 CHK_PICK_PICKUP;
1135 continue; 1104 continue;
1136 } 1105 }
1106 }
1137 1107
1108 /* misc stuff that's useful */
1138 if (op->contr->mode & PU_DRINK) 1109 if (op->contr->mode & PU_KEY)
1139 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1110 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1140 { 1111 {
1141 pick_up (op, tmp); 1112 CHK_PICK_PICKUP;
1142 continue; 1113 continue;
1143 } 1114 }
1144 1115
1116 /* any of the last 4 bits set means we use the ratio for value
1117 * pickups */
1145 if (op->contr->mode & PU_POTION) 1118 if (op->contr->mode & PU_RATIO)
1146 if (tmp->type == POTION) 1119 {
1120 /* use value density to decide what else to grab */
1121 /* >=7 was >= op->contr->mode */
1122 /* >=7 is the old standard setting. Now we take the last 4 bits
1147 { 1123 */
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) 1124 wvratio = op->contr->mode & PU_RATIO;
1184 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1125 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 { 1126 {
1192 if (tmp->type == MONEY || tmp->type == GEM) 1127#if 0
1128 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1129 if (tmp->name != NULL)
1193 { 1130 {
1194 pick_up (op, tmp); 1131 fprintf (stderr, "%s", tmp->name);
1195 continue;
1196 } 1132 }
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 1133 else
1331 fprintf (stderr, "%s", tmp->arch->archname); 1134 fprintf (stderr, "%s", tmp->arch->archname);
1332 fprintf (stderr, ",%d] = ", tmp->type); 1135 fprintf (stderr, ",%d] = ", tmp->type);
1333 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1136 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334#endif 1137#endif
1138 CHK_PICK_PICKUP;
1335 continue; 1139 continue;
1336 }
1337 } 1140 }
1338 } /* the new pickup model */ 1141 } /* the new pickup model */
1339 } 1142 }
1340 1143
1341 return !stop; 1144 return !stop;
1347 * found object is returned. 1150 * found object is returned.
1348 */ 1151 */
1349object * 1152object *
1350find_arrow (object *op, const char *type) 1153find_arrow (object *op, const char *type)
1351{ 1154{
1352 object *tmp = 0;
1353
1354 for (op = op->inv; op; op = op->below) 1155 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) 1156 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1358 return splay (op); 1157 return splay (tmp);
1359 1158
1159 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1160 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1161 if (object *arrow = find_arrow (tmp, type))
1162 {
1163 splay (tmp);
1164 return arrow;
1165 }
1166
1360 return tmp; 1167 return 0;
1361} 1168}
1362 1169
1363/* 1170/*
1364 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1171 * 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 1172 * 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 1173 * 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. 1174 * the hall. Failing that it does it's best to pick the highest plus arrow.
1368 */ 1175 */
1369object * 1176object *
1370find_better_arrow (object *op, object *target, const char *type, int *better) 1177find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1371{ 1178{
1372 object *tmp = NULL, *arrow, *ntmp; 1179 object *tmp = NULL, *arrow, *ntmp;
1373 int attacknum, attacktype, betterby = 0, i; 1180 int attacknum, attacktype, betterby = 0, i;
1374 1181
1375 if (!type) 1182 if (!type)
1379 { 1186 {
1380 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1187 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1381 { 1188 {
1382 i = 0; 1189 i = 0;
1383 ntmp = find_better_arrow (arrow, target, type, &i); 1190 ntmp = find_better_arrow (arrow, target, type, &i);
1191
1384 if (i > betterby) 1192 if (i > betterby)
1385 { 1193 {
1386 tmp = ntmp; 1194 tmp = ntmp;
1387 betterby = i; 1195 betterby = i;
1388 } 1196 }
1389 } 1197 }
1390 else if (arrow->type == ARROW && arrow->race == type) 1198 else if (arrow->type == ARROW && arrow->race == type)
1391 { 1199 {
1392 /* allways prefer assasination/slaying */ 1200 /* allways prefer assasination/slaying */
1393 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1201 if (target->race && arrow->slaying.contains (target->race))
1394 { 1202 {
1395 if (arrow->attacktype & AT_DEATH) 1203 if (arrow->attacktype & AT_DEATH)
1396 { 1204 {
1397 *better = 100; 1205 *better = 100;
1398 return arrow; 1206 return arrow;
1413 { 1221 {
1414 tmp = arrow; 1222 tmp = arrow;
1415 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1223 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1416 } 1224 }
1417 } 1225 }
1226
1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1227 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1419 { 1228 {
1420 tmp = arrow; 1229 tmp = arrow;
1421 betterby = 2 + arrow->magic + arrow->stats.dam; 1230 betterby = 2 + arrow->magic + arrow->stats.dam;
1422 } 1231 }
1232
1423 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1233 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1424 { 1234 {
1425 tmp = arrow; 1235 tmp = arrow;
1426 betterby = 1 + arrow->magic + arrow->stats.dam; 1236 betterby = 1 + arrow->magic + arrow->stats.dam;
1427 } 1237 }
1428 } 1238 }
1429 } 1239 }
1430 } 1240 }
1241
1431 if (tmp == NULL && arrow == NULL) 1242 if (tmp == NULL && arrow == NULL)
1432 return find_arrow (op, type); 1243 return find_arrow (op, type);
1433 1244
1434 *better = betterby; 1245 *better = betterby;
1435 return tmp; 1246 return tmp;
1440 * op = the shooter 1251 * op = the shooter
1441 * type = bow->race 1252 * type = bow->race
1442 * dir = fire direction 1253 * dir = fire direction
1443 */ 1254 */
1444object * 1255object *
1445pick_arrow_target (object *op, const char *type, int dir) 1256pick_arrow_target (object *op, shstr_cmp type, int dir)
1446{ 1257{
1447 object *tmp = NULL; 1258 object *tmp = NULL;
1448 maptile *m; 1259 maptile *m;
1449 int i, mflags, found, number; 1260 int i, mflags, found, number;
1450 sint16 x, y; 1261 sint16 x, y;
1465 for (i = 0, found = 0; i < 20; i++) 1276 for (i = 0, found = 0; i < 20; i++)
1466 { 1277 {
1467 x += freearr_x[dir]; 1278 x += freearr_x[dir];
1468 y += freearr_y[dir]; 1279 y += freearr_y[dir];
1469 mflags = get_map_flags (m, &m, x, y, &x, &y); 1280 mflags = get_map_flags (m, &m, x, y, &x, &y);
1281
1470 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1282 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1471 { 1283 {
1472 tmp = NULL; 1284 tmp = 0;
1473 break; 1285 break;
1474 } 1286 }
1475 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1287 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1476 { 1288 {
1477 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1289 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1478 * perhaps a bad assumption. 1290 * perhaps a bad assumption.
1479 */ 1291 */
1480 tmp = NULL; 1292 tmp = 0;
1481 break; 1293 break;
1482 } 1294 }
1295
1483 if (mflags & P_IS_ALIVE) 1296 if (mflags & P_IS_ALIVE)
1484 {
1485 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1297 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1486 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1298 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1487 {
1488 found++;
1489 break;
1490 }
1491 if (found)
1492 break; 1299 break;
1493 }
1494 } 1300 }
1495 if (tmp == NULL) 1301
1302 if (!tmp)
1496 return find_arrow (op, type); 1303 return find_arrow (op, type);
1497 1304
1498 if (tmp->head) 1305 if (tmp->head)
1499 tmp = tmp->head; 1306 tmp = tmp->head;
1500 1307
1540 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1347 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1541 return 0; 1348 return 0;
1542 } 1349 }
1543 1350
1544 // optimisation: move object to top so we will find it quickly again 1351 // optimisation: move object to top so we will find it quickly again
1545 if (bow->below) 1352 splay (bow);
1546 {
1547 bow->remove ();
1548 op->insert (bow);
1549 }
1550
1551 } 1353 }
1552 1354
1553 if (!bow->race || !bow->skill) 1355 if (!bow->race || !bow->skill)
1554 { 1356 {
1555 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1357 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1581 } 1383 }
1582 1384
1583 /* this should not happen, but sometimes does */ 1385 /* this should not happen, but sometimes does */
1584 if (arrow->nrof == 0) 1386 if (arrow->nrof == 0)
1585 { 1387 {
1388 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1586 arrow->destroy (); 1389 arrow->destroy ();
1587 return 0; 1390 return 0;
1588 } 1391 }
1589 1392
1590 left = arrow; /* these are arrows left to the player */ 1393 left = arrow; /* these are arrows left to the player */
1591 arrow = get_split_ob (arrow, 1); 1394 arrow = arrow->split ();
1592 if (!arrow) 1395 if (!arrow)
1593 { 1396 {
1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1397 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1595 return 0; 1398 return 0;
1596 } 1399 }
1600 arrow->direction = dir; 1403 arrow->direction = dir;
1601 1404
1602 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1405 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1603 arrow->stats.hp = arrow->stats.dam; 1406 arrow->stats.hp = arrow->stats.dam;
1604 arrow->stats.grace = arrow->attacktype; 1407 arrow->stats.grace = arrow->attacktype;
1605 1408 arrow->custom_name = arrow->slaying;
1606 if (arrow->slaying)
1607 arrow->spellarg = strdup (arrow->slaying);
1608 1409
1609#if 0 1410#if 0
1610 if (player *pl = op->contr) 1411 if (player *pl = op->contr)
1611 { 1412 {
1612 float speed = pl->weapon_sp; 1413 float speed = pl->weapon_sp;
1663 op->play_sound (sound_find ("fire_arrow")); 1464 op->play_sound (sound_find ("fire_arrow"));
1664 m->insert (arrow, sx, sy, op); 1465 m->insert (arrow, sx, sy, op);
1665 1466
1666 if (!arrow->destroyed ()) 1467 if (!arrow->destroyed ())
1667 move_arrow (arrow); 1468 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 1469
1677 return 1; 1470 return 1;
1678} 1471}
1679 1472
1680/* Special fire code for players - this takes into 1473/* Special fire code for players - this takes into
1685 * hence the function name. 1478 * hence the function name.
1686 */ 1479 */
1687int 1480int
1688player_fire_bow (object *op, int dir) 1481player_fire_bow (object *op, int dir)
1689{ 1482{
1690 int ret = 0, wcmod = 0; 1483 int ret;
1691 1484
1692 if (op->contr->bowtype == bow_bestarrow) 1485 if (op->contr->bowtype == bow_bestarrow)
1693 { 1486 {
1694 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1487 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1695 } 1488 }
1696 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1489 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1697 { 1490 {
1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1491 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); 1492 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1702 } 1493 }
1703 else if (op->contr->bowtype == bow_threewide) 1494 else if (op->contr->bowtype == bow_threewide)
1704 { 1495 {
1705 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1496 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)]); 1497 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)]); 1498 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1708 } 1499 }
1709 else if (op->contr->bowtype == bow_spreadshot) 1500 else if (op->contr->bowtype == bow_spreadshot)
1710 { 1501 {
1711 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1502 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); 1503 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); 1504 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1714 } 1505 }
1715 else 1506 else
1716 { 1507 {
1754 return; 1545 return;
1755 } 1546 }
1756 } 1547 }
1757 else if (item->type == ROD || item->type == HORN) 1548 else if (item->type == ROD || item->type == HORN)
1758 { 1549 {
1759 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1550 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1551
1552 // using the maximum of the rods charge allows at least one spell cast
1553 // for a rod or horn, this fixes some broken rods.
1554 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1760 { 1555 {
1761 op->contr->play_sound (sound_find ("wand_poof")); 1556 op->contr->play_sound (sound_find ("wand_poof"));
1762 1557
1763 if (item->type == ROD) 1558 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)); 1559 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1769 } 1564 }
1770 } 1565 }
1771 1566
1772 if (cast_spell (op, item, dir, item->inv, NULL)) 1567 if (cast_spell (op, item, dir, item->inv, NULL))
1773 { 1568 {
1774 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1569 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1570
1775 if (item->type == WAND) 1571 if (item->type == WAND)
1776 { 1572 {
1777 if (!(--item->stats.food)) 1573 if (!(--item->stats.food))
1778 { 1574 {
1779 object *tmp; 1575 object *tmp;
1783 CLEAR_FLAG (item, FLAG_ANIMATE); 1579 CLEAR_FLAG (item, FLAG_ANIMATE);
1784 item->face = item->arch->face; 1580 item->face = item->arch->face;
1785 item->set_speed (0); 1581 item->set_speed (0);
1786 } 1582 }
1787 1583
1788 if ((tmp = item->in_player ())) 1584 if (object *pl = item->visible_to ())
1789 esrv_update_item (UPD_ANIM, tmp, item); 1585 esrv_update_item (UPD_ANIM, pl, item);
1790 } 1586 }
1791 } 1587 }
1792 else if (item->type == ROD || item->type == HORN) 1588 else if (item->type == ROD || item->type == HORN)
1793 drain_rod_charge (item); 1589 drain_rod_charge (item);
1794 } 1590 }
1799bool 1595bool
1800fire (object *op, int dir) 1596fire (object *op, int dir)
1801{ 1597{
1802 int spellcost = 0; 1598 int spellcost = 0;
1803 1599
1804 /* check for loss of invisiblity/hide */
1805 if (action_makes_visible (op))
1806 make_visible (op);
1807
1808 player *pl = op->contr; 1600 player *pl = op->contr;
1809 1601
1810 if (pl->golem) 1602 if (pl->golem)
1811 { 1603 {
1812 control_golem (op->contr->golem, dir); 1604 control_golem (op->contr->golem, dir);
1814 } 1606 }
1815 1607
1816 object *ob = pl->ranged_ob; 1608 object *ob = pl->ranged_ob;
1817 1609
1818 if (!ob) 1610 if (!ob)
1819 return false;
1820
1821 if (!op->change_weapon (ob))
1822 return false; 1611 return false;
1823 1612
1824 if (op->speed_left > 0.f) 1613 if (op->speed_left > 0.f)
1825 --op->speed_left; 1614 --op->speed_left;
1826 else 1615 else
1827 return false; 1616 return false;
1828 1617
1618 if (!op->change_weapon (ob))
1619 return false;
1620
1621 /* check for loss of invisiblity/hide */
1622 if (action_makes_visible (op))
1623 make_visible (op);
1624
1829 switch (ob->type) 1625 switch (ob->type)
1830 { 1626 {
1831 case BOW: 1627 case BOW:
1832 player_fire_bow (op, dir); 1628 player_fire_bow (op, dir);
1833 break; 1629 break;
1834 1630
1835 case SPELL: 1631 case SPELL:
1836 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1632 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1837 break; 1633 break;
1838 1634
1839 case BUILDER: 1635 case BUILDER:
1840 apply_map_builder (op, dir); 1636 apply_map_builder (op, dir);
1841 break; 1637 break;
1874 /* First, lets try to find a key in the top level inventory */ 1670 /* First, lets try to find a key in the top level inventory */
1875 for (tmp = container->inv; tmp; tmp = tmp->below) 1671 for (tmp = container->inv; tmp; tmp = tmp->below)
1876 { 1672 {
1877 if (door->type == DOOR && tmp->type == KEY) 1673 if (door->type == DOOR && tmp->type == KEY)
1878 break; 1674 break;
1675
1879 /* For sanity, we should really check door type, but other stuff 1676 /* For sanity, we should really check door type, but other stuff
1880 * (like containers) can be locked with special keys 1677 * (like containers) can be locked with special keys
1881 */ 1678 */
1882 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1679 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1883 break; 1680 break;
1889 * a key, return 1686 * a key, return
1890 */ 1687 */
1891 if (!tmp) 1688 if (!tmp)
1892 { 1689 {
1893 for (tmp = container->inv; tmp; tmp = tmp->below) 1690 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 {
1895 /* No reason to search empty containers */ 1691 /* No reason to search empty containers */
1896 if (tmp->type == CONTAINER && tmp->inv) 1692 if (tmp->type == CONTAINER && tmp->inv)
1897 {
1898 if ((key = find_key (pl, tmp, door))) 1693 if ((key = find_key (pl, tmp, door)))
1899 return key; 1694 return key;
1900 }
1901 }
1902 1695
1903 if (!tmp) 1696 if (!tmp)
1904 return NULL; 1697 return 0;
1905 } 1698 }
1906 1699
1907 /* We get down here if we have found a key. Now if its in a container, 1700 /* 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 1701 * see if we actually want to use it
1909 */ 1702 */
1910 if (pl != container) 1703 if (pl != container)
1911 { 1704 {
1912 /* Only let players use keys in containers */ 1705 /* Only let players use keys in containers */
1913 if (!pl->contr) 1706 if (!pl->contr)
1914 return NULL; 1707 return 0;
1708
1915 /* cases where this fails: 1709 /* cases where this fails:
1916 * If we only search the player inventory, return now since we 1710 * If we only search the player inventory, return now since we
1917 * are not in the players inventory. 1711 * are not in the players inventory.
1918 * If the container is not active, return now since only active 1712 * If the container is not active, return now since only active
1919 * containers can be used. 1713 * containers can be used.
1925 * Change the color so that the message doesn't disappear with 1719 * Change the color so that the message doesn't disappear with
1926 * all the others. 1720 * all the others.
1927 */ 1721 */
1928 if (pl->contr->usekeys == key_inventory || 1722 if (pl->contr->usekeys == key_inventory ||
1929 !QUERY_FLAG (container, FLAG_APPLIED) || 1723 !QUERY_FLAG (container, FLAG_APPLIED) ||
1930 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1724 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1931 { 1725 {
1932 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1726 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)); 1727 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1934 return NULL; 1728 return NULL;
1935 } 1729 }
1970 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); 1764 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1971 remove_door2 (door); /* remove door without violence ;-) */ 1765 remove_door2 (door); /* remove door without violence ;-) */
1972 } 1766 }
1973 1767
1974 /* Do this after we print the message */ 1768 /* Do this after we print the message */
1975 decrease_ob (key); /* Use up one of the keys */ 1769 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 1770
1980 return 1; /* Nothing more to do below */ 1771 return 1; /* Nothing more to do below */
1981 } 1772 }
1982 else if (door->type == LOCKED_DOOR) 1773 else if (door->type == LOCKED_DOOR)
1983 { 1774 {
1996 * going to try and move (not fire weapons). 1787 * going to try and move (not fire weapons).
1997 */ 1788 */
1998bool 1789bool
1999move_player_attack (object *op, int dir) 1790move_player_attack (object *op, int dir)
2000{ 1791{
1792 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1793 {
1794 --op->speed_left;
1795 return true;
1796 }
1797
2001 int on_battleground; 1798 int on_battleground;
2002 1799
2003 sint16 nx = freearr_x[dir] + op->x; 1800 sint16 nx = freearr_x[dir] + op->x;
2004 sint16 ny = freearr_y[dir] + op->y; 1801 sint16 ny = freearr_y[dir] + op->y;
2005 1802
2006 on_battleground = op_on_battleground (op, 0, 0); 1803 on_battleground = op_on_battleground (op, 0, 0);
2007 1804
2008 if (out_of_map (op->map, nx, ny)) 1805 if (out_of_map (op->map, nx, ny))
2009 return false; 1806 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 1807
2017 /* If braced, or can't move to the square, and it is not out of the 1808 /* 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 1809 * 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 1810 * 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 1811 * player. This is a pretty nasty hack, because if we could
2080 --op->speed_left; 1871 --op->speed_left;
2081 1872
2082 op->play_sound (sound_find ("push_player")); 1873 op->play_sound (sound_find ("push_player"));
2083 push_ob (mon, dir, op); 1874 push_ob (mon, dir, op);
2084 1875
2085 if (op->contr->tmp_invis || op->hide) 1876 if (action_makes_visible (op))
2086 make_visible (op); 1877 make_visible (op);
2087 1878
2088 return true; 1879 return true;
2089 } 1880 }
2090 else 1881 else
2112 push_ob (mon, dir, op); 1903 push_ob (mon, dir, op);
2113 } 1904 }
2114 else 1905 else
2115 op->statusmsg ("You withhold your attack"); 1906 op->statusmsg ("You withhold your attack");
2116 1907
2117 if (op->contr->tmp_invis || op->hide) 1908 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2118 make_visible (op); 1909 make_visible (op);
2119 1910
2120 return true; 1911 return true;
2121 } 1912 }
2122 } 1913 }
2164bool 1955bool
2165move_player (object *op, int dir) 1956move_player (object *op, int dir)
2166{ 1957{
2167 int pick; 1958 int pick;
2168 1959
2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1960 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2170 return 0; 1961 return 0;
2171 1962
2172 /* Sanity check: make sure dir is valid */ 1963 /* Sanity check: make sure dir is valid */
2173 if ((dir < 0) || (dir >= 9)) 1964 if ((dir < 0) || (dir >= 9))
2174 { 1965 {
2180 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 1971 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2181 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1972 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2182 1973
2183 op->facing = dir; 1974 op->facing = dir;
2184 1975
2185 if (op->hide) 1976 if (op->flag [FLAG_HIDDEN])
2186 do_hidden_move (op); 1977 do_hidden_move (op);
2187 1978
2188 bool retval; 1979 bool retval;
2189 1980
2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 1981 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2053 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2263 { 2054 {
2264 op->play_sound (sound_find ("ob_evaporate")); 2055 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)); 2056 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2266 2057
2267 if (op->contr)
2268 esrv_del_item (op->contr, tmp->count);
2269
2270 tmp->destroy (); 2058 tmp->destroy ();
2271 CLEAR_FLAG (op, FLAG_LIFESAVE); 2059 CLEAR_FLAG (op, FLAG_LIFESAVE);
2272 2060
2273 if (op->stats.hp < 0) 2061 if (op->stats.hp < 0)
2274 op->stats.hp = op->stats.maxhp; 2062 op->stats.hp = op->stats.maxhp;
2286 return 0; 2074 return 0;
2287} 2075}
2288 2076
2289/* This goes throws the inventory and removes unpaid objects, and puts them 2077/* 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 2078 * 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 2079 * function will descend into containers. op is the object to start the search
2292 * from. 2080 * from.
2293 */ 2081 */
2294static void 2082static void
2295drop_unpaid_items (object *op, object *env) 2083drop_unpaid_items (object *op, object *env)
2296{ 2084{
2297 while (op) 2085 while (op)
2298 { 2086 {
2299 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2087 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2300 2088
2301 if (QUERY_FLAG (op, FLAG_UNPAID)) 2089 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); 2090 op->insert_at (env);
2307 }
2308 else if (op->inv) 2091 else if (op->inv)
2309 drop_unpaid_items (op->inv, env); 2092 drop_unpaid_items (op->inv, env);
2310 2093
2311 op = next; 2094 op = next;
2312 } 2095 }
2324 * Moved from apply.c to player.c - player.c is what 2107 * Moved from apply.c to player.c - player.c is what
2325 * actually uses this function. player.c may not be quite the 2108 * actually uses this function. player.c may not be quite the
2326 * best, a misc file for object actions is probably better, 2109 * best, a misc file for object actions is probably better,
2327 * but there isn't one in the server directory. 2110 * but there isn't one in the server directory.
2328 */ 2111 */
2329char * 2112const char *
2330gravestone_text (object *op) 2113gravestone_text (object *op)
2331{ 2114{
2332 static char buf2[MAX_BUF]; 2115 static dynbuf_text buf;
2333 char buf[MAX_BUF];
2334 time_t now = time (NULL);
2335 2116
2336 strcpy (buf2, " R.I.P.\n\n"); 2117 buf << "---- R.I.P. ----\n\n"
2118 << op->name;
2119
2337 if (op->type == PLAYER) 2120 if (op->type == PLAYER)
2338 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2121 buf << " the " << op->contr->title;
2339 else
2340 sprintf (buf, "%s\n", &op->name);
2341 2122
2342 strncat (buf2, " ", 20 - strlen (buf) / 2); 2123 buf << "\n\n";
2343 strcat (buf2, buf); 2124
2125 buf << "who was level ";
2126 buf << (sint32)op->level << "\n\n" // OO breakdown
2127 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2128
2344 if (op->type == PLAYER) 2129 if (op->type == PLAYER)
2345 sprintf (buf, "who was in level %d when killed\n", op->level); 2130 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 2131
2349 strncat (buf2, " ", 20 - strlen (buf) / 2);
2350 strcat (buf2, buf);
2351 if (op->type == PLAYER)
2352 { 2132 {
2353 sprintf (buf, "by %s.\n\n", op->contr->killer); 2133 static char buf2[128];
2354 strncat (buf2, " ", 21 - strlen (buf) / 2); 2134 time_t now = time (NULL);
2355 strcat (buf2, buf);
2356 }
2357
2358 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2135 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2359 strncat (buf2, " ", 20 - strlen (buf) / 2); 2136 buf << buf2;
2360 strcat (buf2, buf); 2137 }
2361 2138
2362 return buf2; 2139 return buf;
2363} 2140}
2364 2141
2365void 2142void
2366do_some_living (object *op) 2143do_some_living (object *op)
2367{ 2144{
2522 { 2299 {
2523 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2300 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2524 2301
2525 if (over_hp > 0) 2302 if (over_hp > 0)
2526 { 2303 {
2527 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2304 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2528 op->last_heal = 0; 2305 op->last_heal = 0;
2529 } 2306 }
2530 else 2307 else
2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2308 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2532 } 2309 }
2548 op->stats.food--; 2325 op->stats.food--;
2549 } 2326 }
2550 2327
2551 if (op->stats.food < 0 && op->stats.hp >= 0) 2328 if (op->stats.food < 0 && op->stats.hp >= 0)
2552 { 2329 {
2553 object *tmp, *flesh = 0; 2330 object *flesh = 0;
2554 2331
2555 for (tmp = op->inv; tmp; tmp = tmp->below) 2332 for_inv_removable (op, tmp)
2556 { 2333 {
2557 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2334 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2335 continue;
2336
2337 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2558 { 2338 {
2559 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2339 op->statusmsg ("You blindly grab for a bite of food. "
2560 { 2340 "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); 2341 manual_apply (op, tmp, 0);
2342
2563 if (op->stats.food >= 0 || op->stats.hp < 0) 2343 if (op->stats.food >= 0 || op->stats.hp < 0)
2564 break; 2344 break;
2565 } 2345 }
2566 else if (tmp->type == FLESH) 2346 else if (tmp->type == FLESH)
2567 flesh = tmp; 2347 flesh = tmp;
2568 } /* End if paid for object */ 2348 }
2569 } /* end of for loop */
2570 2349
2571 /* If player is still starving, it means they don't have any food, so 2350 /* If player is still starving, it means they don't have any food, so
2572 * eat flesh instead. 2351 * eat flesh instead.
2573 */ 2352 */
2574 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2353 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2575 { 2354 {
2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2355 op->statusmsg ("You blindly grab for a bite of food. "
2356 "H<To prevent you from starving, you ate some random item from your backpack.>");
2577 manual_apply (op, flesh, 0); 2357 manual_apply (op, flesh, 0);
2578 } 2358 }
2359
2360 // If player is still starving, alert him!
2361 if (op->stats.food < 0)
2362 op->failmsg ("You are starving! "
2363 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2579 } 2364 }
2580 2365
2581 if (op->stats.food < 0) 2366 if (op->stats.food < 0)
2582 { 2367 {
2583 op->stats.hp += op->stats.food; 2368 op->stats.hp += op->stats.food;
2584 op->stats.food = 0; 2369 op->stats.food = 0;
2370
2371 if (op->stats.hp < 0)
2372 {
2373 op->contr->killer = archetype::get ("killer_starvation");
2374 op->contr->killer->destroy ();
2585 } 2375 }
2376 }
2586 2377
2378 /* killer should be set here already */
2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2379 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2588 kill_player (op); 2380 kill_player (op);
2589 } 2381 }
2590} 2382}
2591 2383
2596 */ 2388 */
2597void 2389void
2598kill_player (object *op) 2390kill_player (object *op)
2599{ 2391{
2600 int x, y; 2392 int x, y;
2601 char buf[MAX_BUF];
2602 maptile *map; /* this is for resurrection */ 2393 maptile *map; /* this is for resurrection */
2603 int will_kill_again; 2394 int will_kill_again;
2604 archetype *at; 2395 archetype *at;
2605 object *tmp; 2396 object *tmp;
2606 2397
2607 if (save_life (op)) 2398 if (save_life (op))
2608 return; 2399 return;
2400
2401 dynbuf_text deathtab;
2402
2403 /* restore player */
2404 at = archetype::find ("poisoning");
2405 if (object *tmp = present_arch_in_ob (at, op))
2406 {
2407 tmp->destroy ();
2408 deathtab << "Your body feels cleansed...\r";
2409 }
2410
2411 at = archetype::find ("confusion");
2412 if (object *tmp = present_arch_in_ob (at, op))
2413 {
2414 tmp->destroy ();
2415 deathtab << "Your mind feels clearer...\r";
2416 }
2417
2418 cure_disease (op, 0, 0); /* remove any disease */
2419
2420 max_it (op->stats.hp , op->stats.maxhp);
2421 max_it (op->stats.sp , op->stats.maxsp);
2422 max_it (op->stats.grace, op->stats.maxgrace);
2423
2424 if (op->stats.food <= 0)
2425 op->stats.food = 999;
2426
2427 // remove all spell effects that are active
2428 // to avoid long-term effects such as word-of-recall
2429 for (object *item = op->inv; item; )
2430 {
2431 object *next = item->below;
2432
2433 if (item->type == SPELL_EFFECT && item->active)
2434 item->destroy ();
2435
2436 item = next;
2437 }
2609 2438
2610 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2439 /* 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. 2440 * in cities ONLY!!! It is very important that this doesn't get abused.
2612 * Look at op_on_battleground() for more info --AndreasV 2441 * Look at op_on_battleground() for more info --AndreasV
2613 */ 2442 */
2614 if (op_on_battleground (op, &x, &y)) 2443 if (op_on_battleground (op, &x, &y))
2615 { 2444 {
2616 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2445 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 2446
2639 /* create a bodypart-trophy to make the winner happy */ 2447 /* create a bodypart-trophy to make the winner happy */
2640 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2448 if (object *tmp = arch_to_object (archetype::find ("finger")))
2641 { 2449 {
2642 tmp->name = format ("%s's finger" , &op->name); 2450 tmp->name = format ("%s's finger" , &op->name);
2643 tmp->name_pl = format ("%s's fingers", &op->name); 2451 tmp->name_pl = format ("%s's fingers", &op->name);
2644 tmp->msg = format ( 2452 tmp->msg = format (
2645 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2453 "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 2454 &op->name, op->contr->title,
2455 (int)op->level,
2456 op->contr->killer_name ()
2647 ); 2457 );
2648 tmp->value = 0, tmp->type = 0; 2458 tmp->value = 0, tmp->type = 0;
2649 tmp->materialname = "organics"; 2459 tmp->materialname = "organics";
2650 tmp->insert_at (op, tmp); 2460 tmp->insert_at (op, tmp);
2651 } 2461 }
2652 2462
2653 /* teleport defeated player to new destination */ 2463 /* teleport defeated player to new destination */
2654 transfer_ob (op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2655 op->contr->braced = 0; 2465 op->contr->braced = 0;
2466
2467 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2656 return; 2468 return;
2657 } 2469 }
2658 2470
2471 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2472 deathtab << "T<YOU HAVE DIED>\n\n";
2473
2659 INVOKE_PLAYER (DEATH, op->contr); 2474 INVOKE_PLAYER (DEATH, op->contr);
2660 2475
2661 command_kill_pets (op, 0); 2476 command_kill_pets (op, 0);
2662
2663 if (op->stats.food < 0)
2664 strcpy (op->contr->killer, "starvation");
2665 2477
2666 op->contr->play_sound (sound_find ("player_dies")); 2478 op->contr->play_sound (sound_find ("player_dies"));
2667 2479
2668 /* save the map location for corpse, gravestone */ 2480 /* save the map location for corpse, gravestone */
2669 x = op->x; 2481 x = op->x;
2699 2511
2700 lost_a_stat = 0; 2512 lost_a_stat = 0;
2701 2513
2702 for (z = 0; z < num_stats_lose; z++) 2514 for (z = 0; z < num_stats_lose; z++)
2703 { 2515 {
2704 i = RANDOM () % NUM_STATS; 2516 i = rndm (NUM_STATS);
2705 2517
2706 if (settings.stat_loss_on_death) 2518 if (settings.stat_loss_on_death)
2707 { 2519 {
2708 /* Pick a random stat and take a point off it. Tell the player 2520 /* Pick a random stat and take a point off it. Tell the player
2709 * what he lost. 2521 * what he lost.
2760 } 2572 }
2761 } 2573 }
2762 2574
2763 if (lose_this_stat) 2575 if (lose_this_stat)
2764 { 2576 {
2765 this_stat = get_attr_value (&(dep->stats), i); 2577 this_stat = get_attr_value (&dep->stats, i);
2766 /* We could try to do something clever like find another 2578 /* We could try to do something clever like find another
2767 * stat to reduce if this fails. But chances are, if 2579 * stat to reduce if this fails. But chances are, if
2768 * stats have been depleted to -50, all are pretty low 2580 * stats have been depleted to -50, all are pretty low
2769 * and should be roughly the same, so it shouldn't make a 2581 * and should be roughly the same, so it shouldn't make a
2770 * difference. 2582 * difference.
2778 lost_a_stat = 1; 2590 lost_a_stat = 1;
2779 } 2591 }
2780 } 2592 }
2781 } 2593 }
2782 } 2594 }
2595
2783 /* If no stat lost, tell the player. */ 2596 /* If no stat lost, tell the player. */
2784 if (!lost_a_stat) 2597 if (!lost_a_stat)
2785 { 2598 {
2786 /* determine_god() seems to not work sometimes... why is this? 2599 /* determine_god() seems to not work sometimes... why is this?
2787 Should I be using something else? GD */ 2600 Should I be using something else? GD */
2788 const char *god = determine_god (op); 2601 shstr_tmp god = determine_god (op);
2789 2602
2790 if (god && (strcmp (god, "none"))) 2603 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); 2604 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2792 else 2605 else
2793 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2606 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2794 } 2607 }
2795#else 2608#else
2796 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2609 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2797#endif 2610#endif
2798 2611
2799 /* Put a gravestone up where the character 'almost' died. List the 2612 /* Put a gravestone up where the character 'almost' died. List the
2800 * exp loss on the stone. 2613 * exp loss on the stone.
2801 */ 2614 */
2802 tmp = arch_to_object (archetype::find ("gravestone")); 2615 tmp = arch_to_object (archetype::find ("gravestone"));
2803 sprintf (buf, "%s's gravestone", &op->name); 2616 tmp->name = format ("%s's gravestone", &op->name);
2804 tmp->name = buf; 2617 tmp->name_pl = format ("%s's gravestones", &op->name);
2805 sprintf (buf, "%s's gravestones", &op->name); 2618 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2806 tmp->name_pl = buf; 2619 &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; 2620 tmp->x = op->x, tmp->y = op->y;
2810 insert_ob_in_map (tmp, op->map, NULL, 0); 2621 insert_ob_in_map (tmp, op->map, NULL, 0);
2811 2622
2812 /**************************************/ 2623 /**************************************/
2813 /* */ 2624 /* */
2814 /* Subtract the experience points, */ 2625 /* Subtract the experience points, */
2815 /* if we died cause of food, give us */
2816 /* food, and reset HP's... */
2817 /* */ 2626 /* */
2818 /**************************************/ 2627 /**************************************/
2819 2628
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)); */ 2629 /*add_exp(op, (op->stats.exp * -0.20)); */
2842 apply_death_exp_penalty (op); 2630 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 2631
2849 /* 2632 /*
2850 * Check to see if the player has any unpaid items. If so, remove them 2633 * Check to see if the player has any unpaid items. If so, remove them
2851 * and put them back in the map. 2634 * and put them back in the map.
2852 */ 2635 */
2887 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100; 2671 force->resist[at] = 100;
2889 2672
2890 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2891 op->update_stats (); 2674 op->update_stats ();
2892
2893 } 2675 }
2894 2676
2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2896} 2678}
2897 2679
2898void 2680void
2899loot_object (object *op) 2681loot_object (object *op)
2900{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2917 2699
2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2700 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2919 { 2701 {
2920 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2921 { 2703 {
2922 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2923 tmp2->destroy ();
2924 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2925 } 2706 }
2926 else 2707 else
2927 tmp->destroy (); 2708 tmp->destroy ();
2928 } 2709 }
2939void 2720void
2940fix_weight (void) 2721fix_weight (void)
2941{ 2722{
2942 for_all_players (pl) 2723 for_all_players (pl)
2943 { 2724 {
2944 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2725 sint32 old = pl->ob->carrying;
2945 2726
2946 if (old == sum) 2727 pl->ob->update_weight ();
2947 continue; 2728
2729 if (old != pl->ob->carrying)
2730 {
2948 pl->ob->update_stats (); 2731 pl->ob->update_stats ();
2949 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2732 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2733 }
2950 } 2734 }
2951} 2735}
2952 2736
2953void 2737void
2954fix_luck (void) 2738fix_luck (void)
2996} 2780}
2997 2781
2998void 2782void
2999make_visible (object *op) 2783make_visible (object *op)
3000{ 2784{
3001 op->hide = 0; 2785 op->flag [FLAG_HIDDEN] = 0;
3002 op->invisible = 0; 2786 op->invisible = 0;
3003 2787
3004 if (op->type == PLAYER) 2788 if (op->type == PLAYER)
3005 { 2789 {
3006 op->contr->tmp_invis = 0; 2790 op->contr->tmp_invis = 0;
3031 2815
3032 if (!ob || !ob->map) 2816 if (!ob || !ob->map)
3033 return 0; 2817 return 0;
3034 2818
3035 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3036 level = ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3037 2821
3038 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3039 * If you carry a light on a non-dark map, its not 2823 * If you carry a light on a non-dark map, its not
3040 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3041 if (has_carried_lights (ob)) 2825 if (ob->has_carried_lights ())
3042 level = -(10 + (2 * ob->map->darkness)); 2826 level = -(10 + (2 * ob->map->darklevel ()));
3043 2827
3044 /* scan through all nearby squares for terrain to hide in */ 2828 /* 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]) 2829 for (i = 0, x = ob->x, y = ob->y;
2830 i <= SIZEOFFREE1;
2831 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3046 { 2832 {
3047 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3048 if (mflag & P_OUT_OF_MAP) 2834 if (mflag & P_OUT_OF_MAP)
3049 {
3050 continue; 2835 continue;
3051 } 2836
3052 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3053 level += 2; 2838 level += 2;
3054 else /* open terrain! */ 2839 else /* open terrain! */
3055 level -= 1; 2840 level -= 1;
3056 } 2841 }
3067 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3068 */ 2853 */
3069void 2854void
3070do_hidden_move (object *op) 2855do_hidden_move (object *op)
3071{ 2856{
3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2857 int hide = 0;
3073 object *skop;
3074 2858
3075 if (!op || !op->map) 2859 if (!op || !op->map)
3076 return; 2860 return;
3077 2861
3078 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2862 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2863 int num = random_roll (0, 19, op, PREFER_LOW);
3079 2864
3080 /* its *extremely* hard to run and sneak/hide at the same time! */ 2865 /* its *extremely* hard to run and sneak/hide at the same time! */
3081 if (op->type == PLAYER && op->contr->run_on) 2866 if (op->type == PLAYER && op->contr->run_on)
3082 if (!skop || num >= skop->level) 2867 if (!skop || num >= skop->level)
3083 { 2868 {
3093 num -= hide; 2878 num -= hide;
3094 2879
3095 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3096 { 2881 {
3097 make_visible (op); 2882 make_visible (op);
2883
3098 if (op->type == PLAYER) 2884 if (op->type == PLAYER)
3099 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2885 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3100 } 2886 }
3101 else if (op->type == PLAYER && skop) 2887 else if (op->type == PLAYER && skop)
3102 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2888 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3192 while (op) 2978 while (op)
3193 { 2979 {
3194 dx = rv.distance_x + op->arch->x; 2980 dx = rv.distance_x + op->arch->x;
3195 dy = rv.distance_y + op->arch->y; 2981 dy = rv.distance_y + op->arch->y;
3196 2982
3197 /* only the viewable area the player sees is updated by LOS 2983 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; 2984 return 1;
3205 2985
3206 op = op->more; 2986 op = op->more;
3207 } 2987 }
3208 2988
3209 return 0; 2989 return 0;
3210} 2990}
3211 2991
3212/* routine for both players and monsters. We call this when 2992/* routine for both players and monsters. We call this when
3213 * there is a possibility for our action distrubing our hiding 2993 * there is a possibility for our action distrubing our hiding
3214 * place or invisiblity spell. Artefact invisiblity is not 2994 * place or invisiblity spell. Artefact invisiblity causes
3215 * effected by this. If we arent invisible to begin with, we 2995 * "noise" instead. If we arent invisible to begin with, we
3216 * return 0. 2996 * return 0.
3217 */ 2997 */
3218int 2998int
3219action_makes_visible (object *op) 2999action_makes_visible (object *op)
3220{ 3000{
3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3001 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3222 { 3002 {
3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3003 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3004 {
3005 // artefact invisibility is permanent, but we still make noise
3006 // this is important for game-balance.
3007 if (op->contr)
3008 op->make_noise ();
3009
3224 return 0; 3010 return 0;
3011 }
3225 3012
3226 if (op->contr && op->contr->tmp_invis == 0) 3013 if (op->contr && op->contr->tmp_invis == 0)
3227 return 0; 3014 return 0;
3228 3015
3229 /* If monsters, they should become visible */ 3016 /* If monsters, they should become visible */
3230 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3017 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3231 { 3018 {
3232 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3019 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3233 return 1; 3020 return 1;
3234 } 3021 }
3235 } 3022 }
3236 3023
3237 return 0; 3024 return 0;
3443 else 3230 else
3444 { 3231 {
3445 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3446 tmp = arch_to_object (tr->item); 3233 tmp = arch_to_object (tr->item);
3447 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 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); 3235 who->insert (tmp);
3449 if (who->type == PLAYER)
3450 esrv_send_item (who, tmp);
3451 } 3236 }
3452} 3237}
3453 3238
3454/** 3239/**
3455 * Unready an object for a player. This function does nothing if the object was 3240 * Unready an object for a player. This function does nothing if the object was
3467 if (pl->ranged_ob == ob) 3252 if (pl->ranged_ob == ob)
3468 pl->ranged_ob = 0; 3253 pl->ranged_ob = 0;
3469} 3254}
3470 3255
3471sint8 3256sint8
3472player::visibility_at (maptile *map, int x, int y) const 3257player::darkness_at (maptile *map, int x, int y) const
3473{ 3258{
3474 if (!ns) 3259 if (!ns)
3475 return 0; 3260 return LOS_BLOCKED;
3476 3261
3477 int dx, dy; 3262 int dx, dy;
3478 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3263 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3479 return 0; 3264 return LOS_BLOCKED;
3480 3265
3481 x += dx - ns->current_x + ns->mapx / 2; 3266 x += dx - ns->current_x;
3482 y += dy - ns->current_y + ns->mapy / 2; 3267 y += dy - ns->current_y;
3483 3268
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]; 3269 return blocked_los (x, y);
3488} 3270}
3489 3271
3490void 3272void
3491player::infobox (const char *title, const char *msg, int color) 3273player::infobox (const char *title, const char *msg, int color)
3492{ 3274{

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines