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Comparing deliantra/server/server/player.C (file contents):
Revision 1.187 by root, Mon Apr 21 07:07:36 2008 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->update_weight (); 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);
326 ob->deactivate (); // change_Weapon activates, fix this better 330 ob->deactivate (); // change_weapon activates, fix this better
327} 331}
328 332
329void 333void
330player::set_observe (object *op) 334player::set_observe (object *op)
331{ 335{
345 savebed_map = first_map_path; /* Init. respawn position */ 349 savebed_map = first_map_path; /* Init. respawn position */
346 350
347 gen_sp_armour = 10; 351 gen_sp_armour = 10;
348 bowtype = bow_normal; 352 bowtype = bow_normal;
349 petmode = pet_normal; 353 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers; 354 usekeys = containers;
352 peaceful = 1; /* default peaceful */ 355 peaceful = 1; /* default peaceful */
353 do_los = 1; 356 do_los = 1;
354 357
355 weapon_sp = 1.0f; 358 weapon_sp = 1.0f;
671 op->destroy (); 674 op->destroy ();
672 continue; 675 continue;
673 } 676 }
674 } 677 }
675 678
676 /* This really needs to be better - we should really give 679 /* Here we remove duplicated skills (as duplicated spell objects have
677 * a substitute spellbook. The problem is that we don't really 680 * _very_ confusing effects for players), which could for instance be
678 * have a good idea what to replace it with (need something like 681 * generated by bad treasurelists. - elmex
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */ 682 */
682 if (op->type == SPELLBOOK || op->type == SKILL) 683 if (op->type == SKILL)
683 { 684 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below) 685 for (object *tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name) 686 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 { 687 {
692 op->destroy (); 688 op->destroy ();
689 LOG (llevError,
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 690 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
694 continue; 691 break;
695 } 692 }
696 693
697 if (op->nrof > 1) 694 if (op->nrof > 1)
698 op->nrof = 1; 695 op->nrof = 1;
699 } 696 }
700 697
726 else /* lock all 'normal items by default */ 723 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED); 724 SET_FLAG (op, FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */ 725 } /* for loop of objects in player inv */
729 726
730 /* Need to set up the skill pointers */ 727 /* Need to set up the skill pointers */
731 link_player_skills (pl); 728 pl->contr->link_skills ();
732} 729}
733 730
734void 731void
735get_party_password (object *op, partylist *party) 732get_party_password (object *op, partylist *party)
736{ 733{
851 */ 848 */
852void 849void
853player::chargen_race_done () 850player::chargen_race_done ()
854{ 851{
855 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
856 esrv_new_player (ob->contr, ob->weight + ob->carrying); 853 esrv_new_player (ob->contr);
857 854
858 treasurelist *tl = treasurelist::find ("starting_wealth"); 855 treasurelist *tl = treasurelist::find ("starting_wealth");
859 if (tl) 856 if (tl)
860 create_treasure (tl, ob, 0, 0, 0); 857 create_treasure (tl, ob, 0, 0, 0);
861 858
865 ob->contr->ns->state = ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
866 863
867 if (ob->msg) 864 if (ob->msg)
868 ob->msg = 0; 865 ob->msg = 0;
869 866
870 /* We create this now because some of the unique maps will need it
871 * to save here.
872 */
873 {
874 char buf[MAX_BUF];
875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
876 make_path_to_file (buf);
877 }
878
879 start_info (ob); 867 start_info (ob);
880 CLEAR_FLAG (ob, FLAG_WIZ); 868 CLEAR_FLAG (ob, FLAG_WIZ);
881 give_initial_items (ob, ob->randomitems); 869 give_initial_items (ob, ob->randomitems);
882 link_player_skills (ob);
883 esrv_send_inventory (ob, ob); 870 esrv_send_inventory (ob, ob);
884 ob->update_stats (); 871 ob->update_stats ();
885 872
886 /* This moves the player to a different start map, if there 873 /* This moves the player to a different start map, if there
887 * is one for this race 874 * is one for this race
888 */ 875 */
889 if (*first_map_ext_path) 876 if (*first_map_ext_path)
890 { 877 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
891 object *tmp;
892 char mapname[MAX_BUF];
893
894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
895 tmp = object::create ();
896 EXIT_PATH (tmp) = mapname;
897 EXIT_X (tmp) = ob->x;
898 EXIT_Y (tmp) = ob->y;
899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
900 * if the map isn't there, then stay on the
901 * default initial map */
902 tmp->destroy ();
903 }
904 else 878 else
905 LOG (llevDebug, "first_map_ext_path not set\n"); 879 LOG (llevDebug, "first_map_ext_path not set\n");
906} 880}
907 881
908void 882void
952 LOG (llevDebug, "Fleeing player is dead.\n"); 926 LOG (llevDebug, "Fleeing player is dead.\n");
953 CLEAR_FLAG (op, FLAG_SCARED); 927 CLEAR_FLAG (op, FLAG_SCARED);
954 return; 928 return;
955 } 929 }
956 930
957 if (op->enemy == NULL) 931 if (!op->enemy)
958 { 932 {
959 LOG (llevDebug, "Fleeing player had no enemy.\n"); 933 LOG (llevDebug, "Fleeing player had no enemy.\n");
960 CLEAR_FLAG (op, FLAG_SCARED); 934 CLEAR_FLAG (op, FLAG_SCARED);
961 return; 935 return;
962 } 936 }
963 937
964 /* Seen some crashes here. Since we don't store an
965 * op->enemy_count, it is possible that something destroys the
966 * actual enemy, and the object is recycled.
967 */
968 if (op->enemy->map == NULL)
969 {
970 CLEAR_FLAG (op, FLAG_SCARED);
971 op->enemy = NULL;
972 return;
973 }
974
975 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))
976 { 939 {
977 op->enemy = NULL; 940 op->enemy = NULL;
978 CLEAR_FLAG (op, FLAG_SCARED); 941 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 942 return;
982 get_rangevector (op, op->enemy, &rv, 0); 945 get_rangevector (op, op->enemy, &rv, 0);
983 946
984 dir = absdir (4 + rv.direction); 947 dir = absdir (4 + rv.direction);
985 for (diff = 0; diff < 3; diff++) 948 for (diff = 0; diff < 3; diff++)
986 { 949 {
987 int m = 1 - (RANDOM () & 2); 950 int m = 1 - rndm (2) * 2;
988 951
989 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)))
990 return; 953 return;
991 } 954 }
992 955
1003check_pick (object *op) 966check_pick (object *op)
1004{ 967{
1005 object *tmp, *next; 968 object *tmp, *next;
1006 int stop = 0; 969 int stop = 0;
1007 int wvratio; 970 int wvratio;
1008 char putstring[128];
1009 971
1010 /* if you're flying, you cna't pick up anything */ 972 /* if you're flying, you cna't pick up anything */
1011 if (op->move_type & MOVE_FLYING) 973 if (op->move_type & MOVE_FLYING)
1012 return 1; 974 return 1;
1013 975
1037 999
1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1000 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1039 { 1001 {
1040 if (item_matched_string (op, tmp, op->contr->search_str)) 1002 if (item_matched_string (op, tmp, op->contr->search_str))
1041 CHK_PICK_PICKUP; 1003 CHK_PICK_PICKUP;
1004
1042 continue; 1005 continue;
1043 } 1006 }
1044 1007
1045 /* 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? */
1046 if (!(op->contr->mode & PU_NEWMODE)) 1068 if (op->contr->mode & PU_FOOD)
1069 if (tmp->type == FOOD)
1047 { 1070 {
1048 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)
1049 { 1130 {
1050 case 0:
1051 return 1; /* don't pick up */
1052 case 1:
1053 CHK_PICK_PICKUP; 1131 CHK_PICK_PICKUP;
1054 return 1; 1132 continue;
1055 case 2:
1056 CHK_PICK_PICKUP;
1057 return 0;
1058 case 3:
1059 return 0; /* stop before pickup */
1060 case 4:
1061 CHK_PICK_PICKUP;
1062 break;
1063 case 5:
1064 CHK_PICK_PICKUP;
1065 stop = 1;
1066 break;
1067 case 6:
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1071 break;
1072
1073 case 7:
1074 if (tmp->type == MONEY || tmp->type == GEM)
1075 CHK_PICK_PICKUP;
1076 break;
1077
1078 default:
1079 /* use value density */
1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1082 CHK_PICK_PICKUP;
1083 } 1133 }
1084 } 1134 }
1085 else 1135
1086 { /* old model */ 1136 /* rings & amulets - talismans seems to be typed AMULET */
1087 /* NEW pickup handling */
1088 if (op->contr->mode & PU_DEBUG) 1137 if (op->contr->mode & PU_JEWELS)
1138 if (tmp->type == RING || tmp->type == AMULET)
1089 { 1139 {
1090 /* some debugging code to figure out item information */ 1140 CHK_PICK_PICKUP;
1091 if (tmp->name != NULL)
1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1094 else
1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1097
1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1099 }
1100
1101 /* philosophy:
1102 * It's easy to grab an item type from a pile, as long as it's
1103 * generic. This takes no game-time. For more detailed pickups
1104 * and selections, select-items should be used. This is a
1105 * grab-as-you-run type mode that's really useful for arrows for
1106 * example.
1107 * The drawback: right now it has no frontend, so you need to
1108 * stick the bits you want into a calculator in hex mode and then
1109 * convert to decimal and then 'pickup <#>
1110 */
1111
1112 /* the first two modes are exclusive: if NOTHING we return, if
1113 * STOP then we stop. All the rest are applied sequentially,
1114 * meaning if any test passes, the item gets picked up. */
1115
1116 /* if mode is set to pick nothing up, return */
1117
1118 if (op->contr->mode & PU_NOTHING)
1119 return 1;
1120
1121 /* if mode is set to stop when encountering objects, return */
1122 /* take STOP before INHIBIT since it doesn't actually pick
1123 * anything up */
1124
1125 if (op->contr->mode & PU_STOP)
1126 return 0;
1127
1128 /* useful for going into stores and not losing your settings... */
1129 /* and for battles wher you don't want to get loaded down while
1130 * fighting */
1131 if (op->contr->mode & PU_INHIBIT)
1132 return 1;
1133
1134 /* prevent us from turning into auto-thieves :) */
1135 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1136 continue; 1141 continue;
1142 }
1137 1143
1138 /* ignore known cursed objects */ 1144 /* we don't forget dragon food */
1139 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;
1140 continue; 1149 continue;
1150 }
1141 1151
1142 /* all food and drink if desired */ 1152 /* bows and arrows. Bows are good for selling! */
1143 /* 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
1144 if (op->contr->mode & PU_FOOD) 1189 if (op->contr->mode & PU_BOOTS)
1145 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"))
1146 { 1223 {
1147 CHK_PICK_PICKUP; 1224 CHK_PICK_PICKUP;
1148 continue; 1225 continue;
1149 } 1226 }
1227 }
1150 1228
1229 /* misc stuff that's useful */
1151 if (op->contr->mode & PU_DRINK) 1230 if (op->contr->mode & PU_KEY)
1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1231 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1153 { 1232 {
1154 CHK_PICK_PICKUP; 1233 CHK_PICK_PICKUP;
1155 continue; 1234 continue;
1156 } 1235 }
1157 1236
1237 /* any of the last 4 bits set means we use the ratio for value
1238 * pickups */
1158 if (op->contr->mode & PU_POTION) 1239 if (op->contr->mode & PU_RATIO)
1159 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
1160 { 1244 */
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 /* spellbooks, skillscrolls and normal books/scrolls */
1166 if (op->contr->mode & PU_SPELLBOOK)
1167 if (tmp->type == SPELLBOOK)
1168 {
1169 CHK_PICK_PICKUP;
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_SKILLSCROLL)
1174 if (tmp->type == SKILLSCROLL)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_READABLES)
1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 /* wands/staves/rods/horns */
1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 /* pick up all magical items */
1196 if (op->contr->mode & PU_MAGICAL) 1245 wvratio = op->contr->mode & PU_RATIO;
1197 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)
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_VALUABLES)
1204 { 1247 {
1205 if (tmp->type == MONEY || tmp->type == GEM) 1248#if 0
1249 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1250 if (tmp->name != NULL)
1206 { 1251 {
1207 CHK_PICK_PICKUP; 1252 fprintf (stderr, "%s", tmp->name);
1208 continue;
1209 } 1253 }
1210 }
1211
1212 /* rings & amulets - talismans seems to be typed AMULET */
1213 if (op->contr->mode & PU_JEWELS)
1214 if (tmp->type == RING || tmp->type == AMULET)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 /* we don't forget dragon food */
1221 if (op->contr->mode & PU_FLESH)
1222 if (tmp->type == FLESH)
1223 {
1224 CHK_PICK_PICKUP;
1225 continue;
1226 }
1227
1228 /* bows and arrows. Bows are good for selling! */
1229 if (op->contr->mode & PU_BOW)
1230 if (tmp->type == BOW)
1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_ARROW)
1237 if (tmp->type == ARROW)
1238 {
1239 CHK_PICK_PICKUP;
1240 continue;
1241 }
1242
1243 /* all kinds of armor etc. */
1244 if (op->contr->mode & PU_ARMOUR)
1245 if (tmp->type == ARMOUR)
1246 {
1247 CHK_PICK_PICKUP;
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_HELMET)
1252 if (tmp->type == HELMET)
1253 {
1254 CHK_PICK_PICKUP;
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_SHIELD)
1259 if (tmp->type == SHIELD)
1260 {
1261 CHK_PICK_PICKUP;
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_BOOTS)
1266 if (tmp->type == BOOTS)
1267 {
1268 CHK_PICK_PICKUP;
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_GLOVES)
1273 if (tmp->type == GLOVES)
1274 {
1275 CHK_PICK_PICKUP;
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_CLOAK)
1280 if (tmp->type == CLOAK)
1281 {
1282 CHK_PICK_PICKUP;
1283 continue;
1284 }
1285
1286 /* hoping to catch throwing daggers here */
1287 if (op->contr->mode & PU_MISSILEWEAPON)
1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293
1294 /* careful: chairs and tables are weapons! */
1295 if (op->contr->mode & PU_ALLWEAPON)
1296 {
1297 if (tmp->type == WEAPON && tmp->name != NULL)
1298 {
1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305 }
1306
1307 if (tmp->type == WEAPON && tmp->name == NULL)
1308 {
1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1310 {
1311 CHK_PICK_PICKUP;
1312 continue;
1313 }
1314 }
1315 }
1316
1317 /* misc stuff that's useful */
1318 if (op->contr->mode & PU_KEY)
1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1320 {
1321 CHK_PICK_PICKUP;
1322 continue;
1323 }
1324
1325 /* any of the last 4 bits set means we use the ratio for value
1326 * pickups */
1327 if (op->contr->mode & PU_RATIO)
1328 {
1329 /* use value density to decide what else to grab */
1330 /* >=7 was >= op->contr->mode */
1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1335 {
1336 CHK_PICK_PICKUP;
1337#if 0
1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1339 if (tmp->name != NULL)
1340 {
1341 fprintf (stderr, "%s", tmp->name);
1342 }
1343 else 1254 else
1344 fprintf (stderr, "%s", tmp->arch->archname); 1255 fprintf (stderr, "%s", tmp->arch->archname);
1345 fprintf (stderr, ",%d] = ", tmp->type); 1256 fprintf (stderr, ",%d] = ", tmp->type);
1346 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))));
1347#endif 1258#endif
1259 CHK_PICK_PICKUP;
1348 continue; 1260 continue;
1349 }
1350 } 1261 }
1351 } /* the new pickup model */ 1262 } /* the new pickup model */
1352 } 1263 }
1353 1264
1354 return !stop; 1265 return !stop;
1382 * 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
1383 * 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
1384 * 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.
1385 */ 1296 */
1386object * 1297object *
1387find_better_arrow (object *op, object *target, const char *type, int *better) 1298find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1388{ 1299{
1389 object *tmp = NULL, *arrow, *ntmp; 1300 object *tmp = NULL, *arrow, *ntmp;
1390 int attacknum, attacktype, betterby = 0, i; 1301 int attacknum, attacktype, betterby = 0, i;
1391 1302
1392 if (!type) 1303 if (!type)
1396 { 1307 {
1397 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))
1398 { 1309 {
1399 i = 0; 1310 i = 0;
1400 ntmp = find_better_arrow (arrow, target, type, &i); 1311 ntmp = find_better_arrow (arrow, target, type, &i);
1312
1401 if (i > betterby) 1313 if (i > betterby)
1402 { 1314 {
1403 tmp = ntmp; 1315 tmp = ntmp;
1404 betterby = i; 1316 betterby = i;
1405 } 1317 }
1406 } 1318 }
1407 else if (arrow->type == ARROW && arrow->race == type) 1319 else if (arrow->type == ARROW && arrow->race == type)
1408 { 1320 {
1409 /* allways prefer assasination/slaying */ 1321 /* allways prefer assasination/slaying */
1410 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1322 if (target->race && arrow->slaying.contains (target->race))
1411 { 1323 {
1412 if (arrow->attacktype & AT_DEATH) 1324 if (arrow->attacktype & AT_DEATH)
1413 { 1325 {
1414 *better = 100; 1326 *better = 100;
1415 return arrow; 1327 return arrow;
1430 { 1342 {
1431 tmp = arrow; 1343 tmp = arrow;
1432 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;
1433 } 1345 }
1434 } 1346 }
1347
1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1348 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1436 { 1349 {
1437 tmp = arrow; 1350 tmp = arrow;
1438 betterby = 2 + arrow->magic + arrow->stats.dam; 1351 betterby = 2 + arrow->magic + arrow->stats.dam;
1439 } 1352 }
1353
1440 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1354 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1355 {
1442 tmp = arrow; 1356 tmp = arrow;
1443 betterby = 1 + arrow->magic + arrow->stats.dam; 1357 betterby = 1 + arrow->magic + arrow->stats.dam;
1444 } 1358 }
1445 } 1359 }
1446 } 1360 }
1447 } 1361 }
1362
1448 if (tmp == NULL && arrow == NULL) 1363 if (tmp == NULL && arrow == NULL)
1449 return find_arrow (op, type); 1364 return find_arrow (op, type);
1450 1365
1451 *better = betterby; 1366 *better = betterby;
1452 return tmp; 1367 return tmp;
1457 * op = the shooter 1372 * op = the shooter
1458 * type = bow->race 1373 * type = bow->race
1459 * dir = fire direction 1374 * dir = fire direction
1460 */ 1375 */
1461object * 1376object *
1462pick_arrow_target (object *op, const char *type, int dir) 1377pick_arrow_target (object *op, shstr_cmp type, int dir)
1463{ 1378{
1464 object *tmp = NULL; 1379 object *tmp = NULL;
1465 maptile *m; 1380 maptile *m;
1466 int i, mflags, found, number; 1381 int i, mflags, found, number;
1467 sint16 x, y; 1382 sint16 x, y;
1482 for (i = 0, found = 0; i < 20; i++) 1397 for (i = 0, found = 0; i < 20; i++)
1483 { 1398 {
1484 x += freearr_x[dir]; 1399 x += freearr_x[dir];
1485 y += freearr_y[dir]; 1400 y += freearr_y[dir];
1486 mflags = get_map_flags (m, &m, x, y, &x, &y); 1401 mflags = get_map_flags (m, &m, x, y, &x, &y);
1402
1487 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1403 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1488 { 1404 {
1489 tmp = NULL; 1405 tmp = 0;
1490 break; 1406 break;
1491 } 1407 }
1492 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)
1493 { 1409 {
1494 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1410 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1495 * perhaps a bad assumption. 1411 * perhaps a bad assumption.
1496 */ 1412 */
1497 tmp = NULL; 1413 tmp = 0;
1498 break; 1414 break;
1499 } 1415 }
1416
1500 if (mflags & P_IS_ALIVE) 1417 if (mflags & P_IS_ALIVE)
1501 {
1502 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)
1503 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1419 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1504 {
1505 found++;
1506 break;
1507 }
1508 if (found)
1509 break; 1420 break;
1510 }
1511 } 1421 }
1512 if (tmp == NULL) 1422
1423 if (!tmp)
1513 return find_arrow (op, type); 1424 return find_arrow (op, type);
1514 1425
1515 if (tmp->head) 1426 if (tmp->head)
1516 tmp = tmp->head; 1427 tmp = tmp->head;
1517 1428
1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1468 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1558 return 0; 1469 return 0;
1559 } 1470 }
1560 1471
1561 // 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
1562 if (bow->below) 1473 splay (bow);
1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1568 } 1474 }
1569 1475
1570 if (!bow->race || !bow->skill) 1476 if (!bow->race || !bow->skill)
1571 { 1477 {
1572 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);
1598 } 1504 }
1599 1505
1600 /* this should not happen, but sometimes does */ 1506 /* this should not happen, but sometimes does */
1601 if (arrow->nrof == 0) 1507 if (arrow->nrof == 0)
1602 { 1508 {
1509 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1603 arrow->destroy (); 1510 arrow->destroy ();
1604 return 0; 1511 return 0;
1605 } 1512 }
1606 1513
1607 left = arrow; /* these are arrows left to the player */ 1514 left = arrow; /* these are arrows left to the player */
1617 arrow->direction = dir; 1524 arrow->direction = dir;
1618 1525
1619 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 */
1620 arrow->stats.hp = arrow->stats.dam; 1527 arrow->stats.hp = arrow->stats.dam;
1621 arrow->stats.grace = arrow->attacktype; 1528 arrow->stats.grace = arrow->attacktype;
1622 1529 arrow->custom_name = arrow->slaying;
1623 if (arrow->slaying)
1624 arrow->spellarg = strdup (arrow->slaying);
1625 1530
1626#if 0 1531#if 0
1627 if (player *pl = op->contr) 1532 if (player *pl = op->contr)
1628 { 1533 {
1629 float speed = pl->weapon_sp; 1534 float speed = pl->weapon_sp;
1694 * hence the function name. 1599 * hence the function name.
1695 */ 1600 */
1696int 1601int
1697player_fire_bow (object *op, int dir) 1602player_fire_bow (object *op, int dir)
1698{ 1603{
1699 int ret = 0, wcmod = 0; 1604 int ret;
1700 1605
1701 if (op->contr->bowtype == bow_bestarrow) 1606 if (op->contr->bowtype == bow_bestarrow)
1702 { 1607 {
1703 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);
1704 } 1609 }
1705 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)
1706 { 1611 {
1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1612 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1708 wcmod = -1;
1709
1710 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);
1711 } 1614 }
1712 else if (op->contr->bowtype == bow_threewide) 1615 else if (op->contr->bowtype == bow_threewide)
1713 { 1616 {
1714 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);
1715 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)]);
1716 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)]);
1717 } 1620 }
1718 else if (op->contr->bowtype == bow_spreadshot) 1621 else if (op->contr->bowtype == bow_spreadshot)
1719 { 1622 {
1720 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);
1721 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);
1722 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);
1723 } 1626 }
1724 else 1627 else
1725 { 1628 {
1763 return; 1666 return;
1764 } 1667 }
1765 } 1668 }
1766 else if (item->type == ROD || item->type == HORN) 1669 else if (item->type == ROD || item->type == HORN)
1767 { 1670 {
1768 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))
1769 { 1676 {
1770 op->contr->play_sound (sound_find ("wand_poof")); 1677 op->contr->play_sound (sound_find ("wand_poof"));
1771 1678
1772 if (item->type == ROD) 1679 if (item->type == ROD)
1773 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));
1778 } 1685 }
1779 } 1686 }
1780 1687
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1688 if (cast_spell (op, item, dir, item->inv, NULL))
1782 { 1689 {
1783 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
1784 if (item->type == WAND) 1692 if (item->type == WAND)
1785 { 1693 {
1786 if (!(--item->stats.food)) 1694 if (!(--item->stats.food))
1787 { 1695 {
1788 object *tmp; 1696 object *tmp;
1792 CLEAR_FLAG (item, FLAG_ANIMATE); 1700 CLEAR_FLAG (item, FLAG_ANIMATE);
1793 item->face = item->arch->face; 1701 item->face = item->arch->face;
1794 item->set_speed (0); 1702 item->set_speed (0);
1795 } 1703 }
1796 1704
1797 if ((tmp = item->in_player ())) 1705 if (object *pl = item->visible_to ())
1798 esrv_update_item (UPD_ANIM, tmp, item); 1706 esrv_update_item (UPD_ANIM, pl, item);
1799 } 1707 }
1800 } 1708 }
1801 else if (item->type == ROD || item->type == HORN) 1709 else if (item->type == ROD || item->type == HORN)
1802 drain_rod_charge (item); 1710 drain_rod_charge (item);
1803 } 1711 }
1808bool 1716bool
1809fire (object *op, int dir) 1717fire (object *op, int dir)
1810{ 1718{
1811 int spellcost = 0; 1719 int spellcost = 0;
1812 1720
1813 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op))
1815 make_visible (op);
1816
1817 player *pl = op->contr; 1721 player *pl = op->contr;
1818 1722
1819 if (pl->golem) 1723 if (pl->golem)
1820 { 1724 {
1821 control_golem (op->contr->golem, dir); 1725 control_golem (op->contr->golem, dir);
1823 } 1727 }
1824 1728
1825 object *ob = pl->ranged_ob; 1729 object *ob = pl->ranged_ob;
1826 1730
1827 if (!ob) 1731 if (!ob)
1828 return false;
1829
1830 if (!op->change_weapon (ob))
1831 return false; 1732 return false;
1832 1733
1833 if (op->speed_left > 0.f) 1734 if (op->speed_left > 0.f)
1834 --op->speed_left; 1735 --op->speed_left;
1835 else 1736 else
1836 return false; 1737 return false;
1837 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
1838 switch (ob->type) 1746 switch (ob->type)
1839 { 1747 {
1840 case BOW: 1748 case BOW:
1841 player_fire_bow (op, dir); 1749 player_fire_bow (op, dir);
1842 break; 1750 break;
1843 1751
1844 case SPELL: 1752 case SPELL:
1845 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);
1846 break; 1754 break;
1847 1755
1848 case BUILDER: 1756 case BUILDER:
1849 apply_map_builder (op, dir); 1757 apply_map_builder (op, dir);
1850 break; 1758 break;
1883 /* 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 */
1884 for (tmp = container->inv; tmp; tmp = tmp->below) 1792 for (tmp = container->inv; tmp; tmp = tmp->below)
1885 { 1793 {
1886 if (door->type == DOOR && tmp->type == KEY) 1794 if (door->type == DOOR && tmp->type == KEY)
1887 break; 1795 break;
1796
1888 /* For sanity, we should really check door type, but other stuff 1797 /* For sanity, we should really check door type, but other stuff
1889 * (like containers) can be locked with special keys 1798 * (like containers) can be locked with special keys
1890 */ 1799 */
1891 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1800 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1892 break; 1801 break;
1898 * a key, return 1807 * a key, return
1899 */ 1808 */
1900 if (!tmp) 1809 if (!tmp)
1901 { 1810 {
1902 for (tmp = container->inv; tmp; tmp = tmp->below) 1811 for (tmp = container->inv; tmp; tmp = tmp->below)
1903 {
1904 /* No reason to search empty containers */ 1812 /* No reason to search empty containers */
1905 if (tmp->type == CONTAINER && tmp->inv) 1813 if (tmp->type == CONTAINER && tmp->inv)
1906 {
1907 if ((key = find_key (pl, tmp, door))) 1814 if ((key = find_key (pl, tmp, door)))
1908 return key; 1815 return key;
1909 }
1910 }
1911 1816
1912 if (!tmp) 1817 if (!tmp)
1913 return NULL; 1818 return 0;
1914 } 1819 }
1915 1820
1916 /* 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,
1917 * see if we actually want to use it 1822 * see if we actually want to use it
1918 */ 1823 */
1919 if (pl != container) 1824 if (pl != container)
1920 { 1825 {
1921 /* Only let players use keys in containers */ 1826 /* Only let players use keys in containers */
1922 if (!pl->contr) 1827 if (!pl->contr)
1923 return NULL; 1828 return 0;
1829
1924 /* cases where this fails: 1830 /* cases where this fails:
1925 * If we only search the player inventory, return now since we 1831 * If we only search the player inventory, return now since we
1926 * are not in the players inventory. 1832 * are not in the players inventory.
1927 * If the container is not active, return now since only active 1833 * If the container is not active, return now since only active
1928 * containers can be used. 1834 * containers can be used.
1934 * Change the color so that the message doesn't disappear with 1840 * Change the color so that the message doesn't disappear with
1935 * all the others. 1841 * all the others.
1936 */ 1842 */
1937 if (pl->contr->usekeys == key_inventory || 1843 if (pl->contr->usekeys == key_inventory ||
1938 !QUERY_FLAG (container, FLAG_APPLIED) || 1844 !QUERY_FLAG (container, FLAG_APPLIED) ||
1939 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1845 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1940 { 1846 {
1941 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1847 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1942 "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));
1943 return NULL; 1849 return NULL;
1944 } 1850 }
1980 remove_door2 (door); /* remove door without violence ;-) */ 1886 remove_door2 (door); /* remove door without violence ;-) */
1981 } 1887 }
1982 1888
1983 /* Do this after we print the message */ 1889 /* Do this after we print the message */
1984 key->decrease (); /* Use up one of the keys */ 1890 key->decrease (); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */
1986 if (container != op)
1987 esrv_update_item (UPD_WEIGHT, op, container);
1988 1891
1989 return 1; /* Nothing more to do below */ 1892 return 1; /* Nothing more to do below */
1990 } 1893 }
1991 else if (door->type == LOCKED_DOOR) 1894 else if (door->type == LOCKED_DOOR)
1992 { 1895 {
2005 * going to try and move (not fire weapons). 1908 * going to try and move (not fire weapons).
2006 */ 1909 */
2007bool 1910bool
2008move_player_attack (object *op, int dir) 1911move_player_attack (object *op, int dir)
2009{ 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
2010 int on_battleground; 1919 int on_battleground;
2011 1920
2012 sint16 nx = freearr_x[dir] + op->x; 1921 sint16 nx = freearr_x[dir] + op->x;
2013 sint16 ny = freearr_y[dir] + op->y; 1922 sint16 ny = freearr_y[dir] + op->y;
2014 1923
2015 on_battleground = op_on_battleground (op, 0, 0); 1924 on_battleground = op_on_battleground (op, 0, 0);
2016 1925
2017 if (out_of_map (op->map, nx, ny)) 1926 if (out_of_map (op->map, nx, ny))
2018 return false; 1927 return false;
2019
2020 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2021 {
2022 --op->speed_left;
2023 return true;
2024 }
2025 1928
2026 /* 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
2027 * 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
2028 * 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
2029 * player. This is a pretty nasty hack, because if we could 1932 * player. This is a pretty nasty hack, because if we could
2089 --op->speed_left; 1992 --op->speed_left;
2090 1993
2091 op->play_sound (sound_find ("push_player")); 1994 op->play_sound (sound_find ("push_player"));
2092 push_ob (mon, dir, op); 1995 push_ob (mon, dir, op);
2093 1996
2094 if (op->contr->tmp_invis || op->hide) 1997 if (action_makes_visible (op))
2095 make_visible (op); 1998 make_visible (op);
2096 1999
2097 return true; 2000 return true;
2098 } 2001 }
2099 else 2002 else
2121 push_ob (mon, dir, op); 2024 push_ob (mon, dir, op);
2122 } 2025 }
2123 else 2026 else
2124 op->statusmsg ("You withhold your attack"); 2027 op->statusmsg ("You withhold your attack");
2125 2028
2126 if (op->contr->tmp_invis || op->hide) 2029 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2127 make_visible (op); 2030 make_visible (op);
2128 2031
2129 return true; 2032 return true;
2130 } 2033 }
2131 } 2034 }
2189 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2092 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2190 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2093 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2191 2094
2192 op->facing = dir; 2095 op->facing = dir;
2193 2096
2194 if (op->hide) 2097 if (op->flag [FLAG_HIDDEN])
2195 do_hidden_move (op); 2098 do_hidden_move (op);
2196 2099
2197 bool retval; 2100 bool retval;
2198 2101
2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2102 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2174 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2272 { 2175 {
2273 op->play_sound (sound_find ("ob_evaporate")); 2176 op->play_sound (sound_find ("ob_evaporate"));
2274 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));
2275 2178
2276 if (op->contr)
2277 esrv_del_item (op->contr, tmp->count);
2278
2279 tmp->destroy (); 2179 tmp->destroy ();
2280 CLEAR_FLAG (op, FLAG_LIFESAVE); 2180 CLEAR_FLAG (op, FLAG_LIFESAVE);
2281 2181
2282 if (op->stats.hp < 0) 2182 if (op->stats.hp < 0)
2283 op->stats.hp = op->stats.maxhp; 2183 op->stats.hp = op->stats.maxhp;
2295 return 0; 2195 return 0;
2296} 2196}
2297 2197
2298/* 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
2299 * 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
2300 * 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
2301 * from. 2201 * from.
2302 */ 2202 */
2303static void 2203static void
2304drop_unpaid_items (object *op, object *env) 2204drop_unpaid_items (object *op, object *env)
2305{ 2205{
2306 while (op) 2206 while (op)
2307 { 2207 {
2308 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' */
2309 2209
2310 if (QUERY_FLAG (op, FLAG_UNPAID)) 2210 if (QUERY_FLAG (op, FLAG_UNPAID))
2311 {
2312 if (env->type == PLAYER)
2313 esrv_del_item (env->contr, op->count);
2314
2315 op->insert_at (env); 2211 op->insert_at (env);
2316 }
2317 else if (op->inv) 2212 else if (op->inv)
2318 drop_unpaid_items (op->inv, env); 2213 drop_unpaid_items (op->inv, env);
2319 2214
2320 op = next; 2215 op = next;
2321 } 2216 }
2333 * Moved from apply.c to player.c - player.c is what 2228 * Moved from apply.c to player.c - player.c is what
2334 * actually uses this function. player.c may not be quite the 2229 * actually uses this function. player.c may not be quite the
2335 * best, a misc file for object actions is probably better, 2230 * best, a misc file for object actions is probably better,
2336 * but there isn't one in the server directory. 2231 * but there isn't one in the server directory.
2337 */ 2232 */
2338char * 2233const char *
2339gravestone_text (object *op) 2234gravestone_text (object *op)
2340{ 2235{
2341 static char buf2[MAX_BUF]; 2236 static dynbuf_text buf;
2342 char buf[MAX_BUF];
2343 time_t now = time (NULL);
2344 2237
2345 strcpy (buf2, " R.I.P.\n\n"); 2238 buf << "---- R.I.P. ----\n\n"
2239 << op->name;
2240
2346 if (op->type == PLAYER) 2241 if (op->type == PLAYER)
2347 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2242 buf << " the " << op->contr->title;
2348 else
2349 sprintf (buf, "%s\n", &op->name);
2350 2243
2351 strncat (buf2, " ", 20 - strlen (buf) / 2); 2244 buf << "\n\n";
2352 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
2353 if (op->type == PLAYER) 2250 if (op->type == PLAYER)
2354 sprintf (buf, "who was in level %d when killed\n", op->level); 2251 buf << "by " << op->contr->killer_name () << ".\n\n";
2355 else
2356 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2357 2252
2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2359 strcat (buf2, buf);
2360 if (op->type == PLAYER)
2361 { 2253 {
2362 sprintf (buf, "by %s.\n\n", op->contr->killer); 2254 static char buf2[128];
2363 strncat (buf2, " ", 21 - strlen (buf) / 2); 2255 time_t now = time (NULL);
2364 strcat (buf2, buf);
2365 }
2366
2367 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2256 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2368 strncat (buf2, " ", 20 - strlen (buf) / 2); 2257 buf << buf2;
2369 strcat (buf2, buf); 2258 }
2370 2259
2371 return buf2; 2260 return buf;
2372} 2261}
2373 2262
2374void 2263void
2375do_some_living (object *op) 2264do_some_living (object *op)
2376{ 2265{
2531 { 2420 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2421 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533 2422
2534 if (over_hp > 0) 2423 if (over_hp > 0)
2535 { 2424 {
2536 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;
2537 op->last_heal = 0; 2426 op->last_heal = 0;
2538 } 2427 }
2539 else 2428 else
2540 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);
2541 } 2430 }
2557 op->stats.food--; 2446 op->stats.food--;
2558 } 2447 }
2559 2448
2560 if (op->stats.food < 0 && op->stats.hp >= 0) 2449 if (op->stats.food < 0 && op->stats.hp >= 0)
2561 { 2450 {
2562 object *tmp, *flesh = 0; 2451 object *flesh = 0;
2563 2452
2564 for (tmp = op->inv; tmp; tmp = tmp->below) 2453 for_inv_removable (op, tmp)
2565 { 2454 {
2566 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)
2567 { 2459 {
2568 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2460 op->statusmsg ("You blindly grab for a bite of food. "
2569 { 2461 "H<To prevent you from starving, you ate some random item from your backpack.>");
2570 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2571 manual_apply (op, tmp, 0); 2462 manual_apply (op, tmp, 0);
2463
2572 if (op->stats.food >= 0 || op->stats.hp < 0) 2464 if (op->stats.food >= 0 || op->stats.hp < 0)
2573 break; 2465 break;
2574 } 2466 }
2575 else if (tmp->type == FLESH) 2467 else if (tmp->type == FLESH)
2576 flesh = tmp; 2468 flesh = tmp;
2577 } /* End if paid for object */ 2469 }
2578 } /* end of for loop */
2579 2470
2580 /* 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
2581 * eat flesh instead. 2472 * eat flesh instead.
2582 */ 2473 */
2583 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2474 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2584 { 2475 {
2585 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.>");
2586 manual_apply (op, flesh, 0); 2478 manual_apply (op, flesh, 0);
2587 } 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.>");
2588 } 2485 }
2589 2486
2590 if (op->stats.food < 0) 2487 if (op->stats.food < 0)
2591 { 2488 {
2592 op->stats.hp += op->stats.food; 2489 op->stats.hp += op->stats.food;
2593 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 ();
2594 } 2496 }
2497 }
2595 2498
2499 /* killer should be set here already */
2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2500 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2597 kill_player (op); 2501 kill_player (op);
2598 } 2502 }
2599} 2503}
2600 2504
2605 */ 2509 */
2606void 2510void
2607kill_player (object *op) 2511kill_player (object *op)
2608{ 2512{
2609 int x, y; 2513 int x, y;
2610 char buf[MAX_BUF];
2611 maptile *map; /* this is for resurrection */ 2514 maptile *map; /* this is for resurrection */
2612 int will_kill_again; 2515 int will_kill_again;
2613 archetype *at; 2516 archetype *at;
2614 object *tmp; 2517 object *tmp;
2615 2518
2616 if (save_life (op)) 2519 if (save_life (op))
2617 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 }
2618 2559
2619 /* 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
2620 * 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.
2621 * Look at op_on_battleground() for more info --AndreasV 2562 * Look at op_on_battleground() for more info --AndreasV
2622 */ 2563 */
2623 if (op_on_battleground (op, &x, &y)) 2564 if (op_on_battleground (op, &x, &y))
2624 { 2565 {
2625 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";
2626 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2627
2628 /* restore player */
2629 at = archetype::find ("poisoning");
2630 if (object *tmp = present_arch_in_ob (at, op))
2631 {
2632 tmp->destroy ();
2633 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2634 }
2635
2636 at = archetype::find ("confusion");
2637 if (object *tmp = present_arch_in_ob (at, op))
2638 {
2639 tmp->destroy ();
2640 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2641 }
2642
2643 cure_disease (op, 0, 0); /* remove any disease */
2644 op->stats.hp = op->stats.maxhp;
2645 if (op->stats.food <= 0)
2646 op->stats.food = 999;
2647 2567
2648 /* create a bodypart-trophy to make the winner happy */ 2568 /* create a bodypart-trophy to make the winner happy */
2649 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2569 if (object *tmp = arch_to_object (archetype::find ("finger")))
2650 { 2570 {
2651 tmp->name = format ("%s's finger" , &op->name); 2571 tmp->name = format ("%s's finger" , &op->name);
2652 tmp->name_pl = format ("%s's fingers", &op->name); 2572 tmp->name_pl = format ("%s's fingers", &op->name);
2653 tmp->msg = format ( 2573 tmp->msg = format (
2654 "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",
2655 &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 ()
2656 ); 2578 );
2657 tmp->value = 0, tmp->type = 0; 2579 tmp->value = 0, tmp->type = 0;
2658 tmp->materialname = "organics"; 2580 tmp->materialname = "organics";
2659 tmp->insert_at (op, tmp); 2581 tmp->insert_at (op, tmp);
2660 } 2582 }
2661 2583
2662 /* teleport defeated player to new destination */ 2584 /* teleport defeated player to new destination */
2663 transfer_ob (op, x, y, 0, NULL); 2585 transfer_ob (op, x, y, 0, NULL);
2664 op->contr->braced = 0; 2586 op->contr->braced = 0;
2587
2588 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2665 return; 2589 return;
2666 } 2590 }
2667 2591
2592 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2593 deathtab << "T<YOU HAVE DIED>\n\n";
2594
2668 INVOKE_PLAYER (DEATH, op->contr); 2595 INVOKE_PLAYER (DEATH, op->contr);
2669 2596
2670 command_kill_pets (op, 0); 2597 command_kill_pets (op, 0);
2671
2672 if (op->stats.food < 0)
2673 strcpy (op->contr->killer, "starvation");
2674 2598
2675 op->contr->play_sound (sound_find ("player_dies")); 2599 op->contr->play_sound (sound_find ("player_dies"));
2676 2600
2677 /* save the map location for corpse, gravestone */ 2601 /* save the map location for corpse, gravestone */
2678 x = op->x; 2602 x = op->x;
2708 2632
2709 lost_a_stat = 0; 2633 lost_a_stat = 0;
2710 2634
2711 for (z = 0; z < num_stats_lose; z++) 2635 for (z = 0; z < num_stats_lose; z++)
2712 { 2636 {
2713 i = RANDOM () % NUM_STATS; 2637 i = rndm (NUM_STATS);
2714 2638
2715 if (settings.stat_loss_on_death) 2639 if (settings.stat_loss_on_death)
2716 { 2640 {
2717 /* 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
2718 * what he lost. 2642 * what he lost.
2769 } 2693 }
2770 } 2694 }
2771 2695
2772 if (lose_this_stat) 2696 if (lose_this_stat)
2773 { 2697 {
2774 this_stat = get_attr_value (&(dep->stats), i); 2698 this_stat = get_attr_value (&dep->stats, i);
2775 /* We could try to do something clever like find another 2699 /* We could try to do something clever like find another
2776 * stat to reduce if this fails. But chances are, if 2700 * stat to reduce if this fails. But chances are, if
2777 * stats have been depleted to -50, all are pretty low 2701 * stats have been depleted to -50, all are pretty low
2778 * 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
2779 * difference. 2703 * difference.
2787 lost_a_stat = 1; 2711 lost_a_stat = 1;
2788 } 2712 }
2789 } 2713 }
2790 } 2714 }
2791 } 2715 }
2716
2792 /* If no stat lost, tell the player. */ 2717 /* If no stat lost, tell the player. */
2793 if (!lost_a_stat) 2718 if (!lost_a_stat)
2794 { 2719 {
2795 /* determine_god() seems to not work sometimes... why is this? 2720 /* determine_god() seems to not work sometimes... why is this?
2796 Should I be using something else? GD */ 2721 Should I be using something else? GD */
2797 const char *god = determine_god (op); 2722 shstr_tmp god = determine_god (op);
2798 2723
2799 if (god && (strcmp (god, "none"))) 2724 if (god != shstr_none)
2800 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";
2801 else 2726 else
2802 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";
2803 } 2728 }
2804#else 2729#else
2805 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.";
2806#endif 2731#endif
2807 2732
2808 /* Put a gravestone up where the character 'almost' died. List the 2733 /* Put a gravestone up where the character 'almost' died. List the
2809 * exp loss on the stone. 2734 * exp loss on the stone.
2810 */ 2735 */
2811 tmp = arch_to_object (archetype::find ("gravestone")); 2736 tmp = arch_to_object (archetype::find ("gravestone"));
2812 sprintf (buf, "%s's gravestone", &op->name); 2737 tmp->name = format ("%s's gravestone", &op->name);
2813 tmp->name = buf; 2738 tmp->name_pl = format ("%s's gravestones", &op->name);
2814 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",
2815 tmp->name_pl = buf; 2740 &op->name, op->contr->title, op->contr->killer_name ());
2816 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);
2817 tmp->msg = buf;
2818 tmp->x = op->x, tmp->y = op->y; 2741 tmp->x = op->x, tmp->y = op->y;
2819 insert_ob_in_map (tmp, op->map, NULL, 0); 2742 insert_ob_in_map (tmp, op->map, NULL, 0);
2820 2743
2821 /**************************************/ 2744 /**************************************/
2822 /* */ 2745 /* */
2823 /* Subtract the experience points, */ 2746 /* Subtract the experience points, */
2824 /* if we died cause of food, give us */
2825 /* food, and reset HP's... */
2826 /* */ 2747 /* */
2827 /**************************************/ 2748 /**************************************/
2828 2749
2829 /* remove any poisoning and confusion the character may be suffering. */
2830 /* restore player */
2831 at = archetype::find ("poisoning");
2832 tmp = present_arch_in_ob (at, op);
2833
2834 if (tmp)
2835 {
2836 tmp->destroy ();
2837 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2838 }
2839
2840 at = archetype::find ("confusion");
2841 tmp = present_arch_in_ob (at, op);
2842 if (tmp)
2843 {
2844 tmp->destroy ();
2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2846 }
2847
2848 cure_disease (op, 0, 0); /* remove any disease */
2849
2850 /*add_exp(op, (op->stats.exp * -0.20)); */ 2750 /*add_exp(op, (op->stats.exp * -0.20)); */
2851 apply_death_exp_penalty (op); 2751 apply_death_exp_penalty (op);
2852 if (op->stats.food < 100)
2853 op->stats.food = 900;
2854 op->stats.hp = op->stats.maxhp;
2855 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2856 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2857 2752
2858 /* 2753 /*
2859 * 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
2860 * and put them back in the map. 2755 * and put them back in the map.
2861 */ 2756 */
2896 if (will_kill_again & (1 << at)) 2791 if (will_kill_again & (1 << at))
2897 force->resist[at] = 100; 2792 force->resist[at] = 100;
2898 2793
2899 insert_ob_in_ob (force, op); 2794 insert_ob_in_ob (force, op);
2900 op->update_stats (); 2795 op->update_stats ();
2901
2902 } 2796 }
2903 2797
2904 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2798 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2905} 2799}
2906 2800
2907void 2801void
2908loot_object (object *op) 2802loot_object (object *op)
2909{ /* Grab and destroy some treasure */ 2803{ /* Grab and destroy some treasure */
3007} 2901}
3008 2902
3009void 2903void
3010make_visible (object *op) 2904make_visible (object *op)
3011{ 2905{
3012 op->hide = 0; 2906 op->flag [FLAG_HIDDEN] = 0;
3013 op->invisible = 0; 2907 op->invisible = 0;
3014 2908
3015 if (op->type == PLAYER) 2909 if (op->type == PLAYER)
3016 { 2910 {
3017 op->contr->tmp_invis = 0; 2911 op->contr->tmp_invis = 0;
3042 2936
3043 if (!ob || !ob->map) 2937 if (!ob || !ob->map)
3044 return 0; 2938 return 0;
3045 2939
3046 /* so, on normal lighted maps, its hard to hide */ 2940 /* so, on normal lighted maps, its hard to hide */
3047 level = ob->map->darkness - 2; 2941 level = ob->map->darklevel () - 2;
3048 2942
3049 /* this also picks up whether the object is glowing. 2943 /* this also picks up whether the object is glowing.
3050 * 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
3051 * as bad as carrying a light on a pitch dark map */ 2945 * as bad as carrying a light on a pitch dark map */
3052 if (has_carried_lights (ob)) 2946 if (ob->has_carried_lights ())
3053 level = -(10 + (2 * ob->map->darkness)); 2947 level = -(10 + (2 * ob->map->darklevel ()));
3054 2948
3055 /* scan through all nearby squares for terrain to hide in */ 2949 /* scan through all nearby squares for terrain to hide in */
3056 for (i = 0, x = ob->x, y = ob->y; 2950 for (i = 0, x = ob->x, y = ob->y;
3057 i <= SIZEOFFREE1; 2951 i <= SIZEOFFREE1;
3058 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2952 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3079 * spot (surrounded by clear terrain in broad daylight). -b.t. 2973 * spot (surrounded by clear terrain in broad daylight). -b.t.
3080 */ 2974 */
3081void 2975void
3082do_hidden_move (object *op) 2976do_hidden_move (object *op)
3083{ 2977{
3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2978 int hide = 0;
3085 object *skop;
3086 2979
3087 if (!op || !op->map) 2980 if (!op || !op->map)
3088 return; 2981 return;
3089 2982
3090 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);
3091 2985
3092 /* 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! */
3093 if (op->type == PLAYER && op->contr->run_on) 2987 if (op->type == PLAYER && op->contr->run_on)
3094 if (!skop || num >= skop->level) 2988 if (!skop || num >= skop->level)
3095 { 2989 {
3105 num -= hide; 2999 num -= hide;
3106 3000
3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3001 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3108 { 3002 {
3109 make_visible (op); 3003 make_visible (op);
3004
3110 if (op->type == PLAYER) 3005 if (op->type == PLAYER)
3111 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!");
3112 } 3007 }
3113 else if (op->type == PLAYER && skop) 3008 else if (op->type == PLAYER && skop)
3114 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);
3204 while (op) 3099 while (op)
3205 { 3100 {
3206 dx = rv.distance_x + op->arch->x; 3101 dx = rv.distance_x + op->arch->x;
3207 dy = rv.distance_y + op->arch->y; 3102 dy = rv.distance_y + op->arch->y;
3208 3103
3209 /* only the viewable area the player sees is updated by LOS 3104 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3210 * code, so we need to restrict ourselves to that range of values
3211 * for any meaningful values.
3212 */
3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3216 return 1; 3105 return 1;
3217 3106
3218 op = op->more; 3107 op = op->more;
3219 } 3108 }
3220 3109
3221 return 0; 3110 return 0;
3222} 3111}
3223 3112
3224/* routine for both players and monsters. We call this when 3113/* routine for both players and monsters. We call this when
3225 * there is a possibility for our action distrubing our hiding 3114 * there is a possibility for our action distrubing our hiding
3226 * place or invisiblity spell. Artefact invisiblity is not 3115 * place or invisiblity spell. Artefact invisiblity causes
3227 * effected by this. If we arent invisible to begin with, we 3116 * "noise" instead. If we arent invisible to begin with, we
3228 * return 0. 3117 * return 0.
3229 */ 3118 */
3230int 3119int
3231action_makes_visible (object *op) 3120action_makes_visible (object *op)
3232{ 3121{
3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3122 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3234 { 3123 {
3235 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
3236 return 0; 3131 return 0;
3132 }
3237 3133
3238 if (op->contr && op->contr->tmp_invis == 0) 3134 if (op->contr && op->contr->tmp_invis == 0)
3239 return 0; 3135 return 0;
3240 3136
3241 /* If monsters, they should become visible */ 3137 /* If monsters, they should become visible */
3242 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))
3243 { 3139 {
3244 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");
3245 return 1; 3141 return 1;
3246 } 3142 }
3247 } 3143 }
3248 3144
3249 return 0; 3145 return 0;
3455 else 3351 else
3456 { 3352 {
3457 /* generate misc. treasure */ 3353 /* generate misc. treasure */
3458 tmp = arch_to_object (tr->item); 3354 tmp = arch_to_object (tr->item);
3459 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));
3460 tmp = insert_ob_in_ob (tmp, who); 3356 who->insert (tmp);
3461 if (who->type == PLAYER)
3462 esrv_send_item (who, tmp);
3463 } 3357 }
3464} 3358}
3465 3359
3466/** 3360/**
3467 * 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
3479 if (pl->ranged_ob == ob) 3373 if (pl->ranged_ob == ob)
3480 pl->ranged_ob = 0; 3374 pl->ranged_ob = 0;
3481} 3375}
3482 3376
3483sint8 3377sint8
3484player::visibility_at (maptile *map, int x, int y) const 3378player::darkness_at (maptile *map, int x, int y) const
3485{ 3379{
3486 if (!ns) 3380 if (!ns)
3487 return 0; 3381 return LOS_BLOCKED;
3488 3382
3489 int dx, dy; 3383 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3384 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0; 3385 return LOS_BLOCKED;
3492 3386
3493 x += dx - ns->current_x + ns->mapx / 2; 3387 x += dx - ns->current_x;
3494 y += dy - ns->current_y + ns->mapy / 2; 3388 y += dy - ns->current_y;
3495 3389
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y]; 3390 return blocked_los (x, y);
3500} 3391}
3501 3392
3502void 3393void
3503player::infobox (const char *title, const char *msg, int color) 3394player::infobox (const char *title, const char *msg, int color)
3504{ 3395{

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