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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 1.249 by root, Sun Nov 29 17:41:08 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 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
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. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
207 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
208 97
209 ns->update_look = 0; 98 ns->update_look = 0;
210 ns->look_position = 0; 99 ns->look_position = 0;
211 100
212 clear_los (this); 101 clear_los ();
213 102
214 ns->reset_stats (); 103 ns->reset_stats ();
215 104
216 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
219 108
220 ob->update_weight (); 109 ob->update_weight ();
221 link_player_skills (ob); 110 link_skills ();
222
223 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
227 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 115 if (is_dragon_pl (ob))
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 ();
253 140
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this); 141 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this); 142 INVOKE_PLAYER (LOGIN, this);
260} 143}
261 144
262void 145void
278 ns->reset_stats (); 161 ns->reset_stats ();
279 ns->pl = 0; 162 ns->pl = 0;
280 ns = 0; 163 ns = 0;
281 } 164 }
282 165
283 observe = ob; 166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
284 169
285 deactivate (); 170 deactivate ();
286} 171}
172
173//-GPL
287 174
288// the need for this function can be explained 175// the need for this function can be explained
289// by load_object not returning the object 176// by load_object not returning the object
290void 177void
291player::set_object (object *op) 178player::set_object (object *op)
292{ 179{
293 ob = observe = op; 180 ob = observe = viewpoint = op;
294 ob->contr = this; /* this aren't yet in archetype */ 181 ob->contr = this; /* this aren't yet in archetype */
295 182
296 ob->speed = 1.0f; 183 ob->speed = 1.0f;
297 ob->speed_left = 0.5f; 184 ob->speed_left = 0.5f;
298 185
299 ob->direction = 5; /* So player faces south */ 186 ob->direction = 5; /* So player faces south */
300 187
301 ob->flag [FLAG_READY_WEAPON] = false; 188 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false; 189 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false; 190 ob->flag [FLAG_READY_BOW] = false;
304 191
321 combat_ob = op; 208 combat_ob = op;
322 break; 209 break;
323 } 210 }
324 211
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 212 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_Weapon activates, fix this better 213 ob->deactivate (); // change_weapon activates, fix this better
327} 214}
328 215
329void 216void
330player::set_observe (object *op) 217player::set_observe (object *op)
331{ 218{
332 observe = op ? op : ob; 219 observe = viewpoint = op ? op : ob;
333 do_los = 1; 220 do_los = 1;
334} 221}
222
223void
224player::set_viewpoint (object *op)
225{
226 viewpoint = op ? op : (object *)observe;
227 do_los = 1;
228}
229
230//+GPL
335 231
336player::player () 232player::player ()
337{ 233{
338 /* There are some elements we want initialised to non zero value - 234 /* There are some elements we want initialised to non zero value -
339 * we deal with that below this point. 235 * we deal with that below this point.
345 savebed_map = first_map_path; /* Init. respawn position */ 241 savebed_map = first_map_path; /* Init. respawn position */
346 242
347 gen_sp_armour = 10; 243 gen_sp_armour = 10;
348 bowtype = bow_normal; 244 bowtype = bow_normal;
349 petmode = pet_normal; 245 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers; 246 usekeys = containers;
352 peaceful = 1; /* default peaceful */ 247 peaceful = 1; /* default peaceful */
353 do_los = 1; 248 do_los = 1;
354 249
355 weapon_sp = 1.0f; 250 weapon_sp = 1.0f;
367 { 262 {
368 ob->destroy_inv (false); 263 ob->destroy_inv (false);
369 ob->destroy (); 264 ob->destroy ();
370 } 265 }
371 266
372 ob = observe = 0; 267 ob = observe = viewpoint = 0;
373} 268}
374 269
375player::~player () 270player::~player ()
376{ 271{
377 /* Clear item stack */ 272 /* Clear item stack */
378 free (stack_items); 273 free (stack_items);
274}
275
276/*
277 * get_player_archetype() return next player archetype from archetype
278 * list. Not very efficient routine, but used only creating new players.
279 * Note: there MUST be at least one player archetype!
280 */
281static archetype *
282get_player_archetype (archetype *at)
283{
284 // archetypes could have been reloaded
285 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
286
287 if (!nat)
288 return at;
289
290 archvec::iterator i = archetypes.find (nat);
291
292 for (;;)
293 {
294 if (++i == archetypes.end ())
295 i = archetypes.begin ();
296 else if (*i == at)
297 cleanup ("not a single player archetype found");
298
299 if ((*i)->type == PLAYER)
300 return *i;
301 }
379} 302}
380 303
381/* Tries to add player on the connection passed in ns. 304/* Tries to add player on the connection passed in ns.
382 * All we can really get in this is some settings like host and display 305 * All we can really get in this is some settings like host and display
383 * mode. 306 * mode.
385player * 308player *
386player::create () 309player::create ()
387{ 310{
388 player *pl = new player; 311 player *pl = new player;
389 312
390 pl->set_object (arch_to_object (get_player_archetype (0))); 313 pl->set_object (get_player_archetype (0)->instance ());
391 314
392 pl->ob->roll_stats (); 315 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2; 316 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */ 317 pl->ob->run_away = 25; /* Then we panick... */
395 318
396 set_first_map (pl->ob); 319 set_first_map (pl->ob);
397 320
398 return pl; 321 return pl;
399}
400
401/*
402 * get_player_archetype() return next player archetype from archetype
403 * list. Not very efficient routine, but used only creating new players.
404 * Note: there MUST be at least one player archetype!
405 */
406archetype *
407get_player_archetype (archetype *at)
408{
409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
416
417 for (;;)
418 {
419 if (++i == archetypes.end ())
420 i = archetypes.begin ();
421 else if (*i == at)
422 cleanup ("not a single player archetype found");
423
424 if ((*i)->type == PLAYER)
425 return *i;
426 }
427} 322}
428 323
429object * 324object *
430get_nearest_player (object *mon) 325get_nearest_player (object *mon)
431{ 326{
671 op->destroy (); 566 op->destroy ();
672 continue; 567 continue;
673 } 568 }
674 } 569 }
675 570
676 /* This really needs to be better - we should really give 571 /* Here we remove duplicated skills (as duplicated spell objects have
677 * a substitute spellbook. The problem is that we don't really 572 * _very_ confusing effects for players), which could for instance be
678 * have a good idea what to replace it with (need something like 573 * generated by bad treasurelists. - elmex
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */ 574 */
682 if (op->type == SPELLBOOK || op->type == SKILL) 575 if (op->type == SKILL)
683 { 576 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below) 577 for (object *tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name) 578 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 { 579 {
692 op->destroy (); 580 op->destroy ();
581 LOG (llevError,
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 582 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
694 continue; 583 break;
695 } 584 }
696 585
697 if (op->nrof > 1) 586 if (op->nrof > 1)
698 op->nrof = 1; 587 op->nrof = 1;
699 } 588 }
700 589
726 else /* lock all 'normal items by default */ 615 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED); 616 SET_FLAG (op, FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */ 617 } /* for loop of objects in player inv */
729 618
730 /* Need to set up the skill pointers */ 619 /* Need to set up the skill pointers */
731 link_player_skills (pl); 620 pl->contr->link_skills ();
732} 621}
733 622
734void 623void
735get_party_password (object *op, partylist *party) 624get_party_password (object *op, partylist *party)
736{ 625{
746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 635 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
747} 636}
748 637
749/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 638/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
750static int 639static int
751roll_stat (void) 640roll_stat ()
752{ 641{
753 int a[4], i, j, k; 642 int a[4], i, j, k;
754 643
755 for (i = 0; i < 4; i++) 644 for (i = 0; i < 4; i++)
756 a[i] = (int) rndm (6) + 1; 645 a[i] = (int) rndm (6) + 1;
851 */ 740 */
852void 741void
853player::chargen_race_done () 742player::chargen_race_done ()
854{ 743{
855 /* this must before then initial items are given */ 744 /* this must before then initial items are given */
856 esrv_new_player (ob->contr, ob->weight + ob->carrying); 745 esrv_new_player (ob->contr);
857 746
858 treasurelist *tl = treasurelist::find ("starting_wealth"); 747 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
859 if (tl) 748 if (tl)
860 create_treasure (tl, ob, 0, 0, 0); 749 create_treasure (tl, ob, 0, 0, 0);
861 750
862 INVOKE_PLAYER (BIRTH, ob->contr); 751 INVOKE_PLAYER (BIRTH, ob->contr);
863 INVOKE_PLAYER (LOGIN, ob->contr); 752 INVOKE_PLAYER (LOGIN, ob->contr);
864 753
865 ob->contr->ns->state = ST_PLAYING; 754 ob->contr->ns->state = ST_PLAYING;
866 755
867 if (ob->msg) 756 if (ob->msg)
868 ob->msg = 0; 757 ob->msg = 0;
869
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 }
878 758
879 start_info (ob); 759 start_info (ob);
880 CLEAR_FLAG (ob, FLAG_WIZ); 760 CLEAR_FLAG (ob, FLAG_WIZ);
881 give_initial_items (ob, ob->randomitems); 761 give_initial_items (ob, ob->randomitems);
882 link_player_skills (ob);
883 esrv_send_inventory (ob, ob); 762 esrv_send_inventory (ob, ob);
884 ob->update_stats (); 763 ob->update_stats ();
885 764
886 /* This moves the player to a different start map, if there 765 /* This moves the player to a different start map, if there
887 * is one for this race 766 * is one for this race
888 */ 767 */
889 if (*first_map_ext_path) 768 if (*first_map_ext_path)
890 { 769 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 770 else
905 LOG (llevDebug, "first_map_ext_path not set\n"); 771 LOG (llevDebug, "first_map_ext_path not set\n");
906} 772}
907 773
908void 774void
939 ob->stats.hp = ob->stats.maxhp; 805 ob->stats.hp = ob->stats.maxhp;
940 ob->stats.sp = ob->stats.maxsp; 806 ob->stats.sp = ob->stats.maxsp;
941 ob->stats.grace = 0; 807 ob->stats.grace = 0;
942} 808}
943 809
944void 810static void
945flee_player (object *op) 811flee_player (object *op)
946{ 812{
947 int dir, diff; 813 int dir, diff;
948 rv_vector rv; 814 rv_vector rv;
949 815
952 LOG (llevDebug, "Fleeing player is dead.\n"); 818 LOG (llevDebug, "Fleeing player is dead.\n");
953 CLEAR_FLAG (op, FLAG_SCARED); 819 CLEAR_FLAG (op, FLAG_SCARED);
954 return; 820 return;
955 } 821 }
956 822
957 if (op->enemy == NULL) 823 if (!op->enemy)
958 { 824 {
959 LOG (llevDebug, "Fleeing player had no enemy.\n"); 825 LOG (llevDebug, "Fleeing player had no enemy.\n");
960 CLEAR_FLAG (op, FLAG_SCARED); 826 CLEAR_FLAG (op, FLAG_SCARED);
961 return; 827 return;
962 } 828 }
963 829
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)) 830 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
976 { 831 {
977 op->enemy = NULL; 832 op->enemy = NULL;
978 CLEAR_FLAG (op, FLAG_SCARED); 833 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 834 return;
982 get_rangevector (op, op->enemy, &rv, 0); 837 get_rangevector (op, op->enemy, &rv, 0);
983 838
984 dir = absdir (4 + rv.direction); 839 dir = absdir (4 + rv.direction);
985 for (diff = 0; diff < 3; diff++) 840 for (diff = 0; diff < 3; diff++)
986 { 841 {
987 int m = 1 - (RANDOM () & 2); 842 int m = 1 - rndm (2) * 2;
988 843
989 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 844 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
990 return; 845 return;
991 } 846 }
992 847
1003check_pick (object *op) 858check_pick (object *op)
1004{ 859{
1005 object *tmp, *next; 860 object *tmp, *next;
1006 int stop = 0; 861 int stop = 0;
1007 int wvratio; 862 int wvratio;
1008 char putstring[128];
1009 863
1010 /* if you're flying, you cna't pick up anything */ 864 /* if you're flying, you cna't pick up anything */
1011 if (op->move_type & MOVE_FLYING) 865 if (op->move_type & MOVE_FLYING)
1012 return 1; 866 return 1;
1013 867
1014 next = op->below; 868 next = op->below;
1015 869
1016 int cnt = MAX_ITEM_PER_DROP; 870 int cnt = MAX_ITEM_PER_ACTION;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 871#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018 872
1019 /* loop while there are items on the floor that are not marked as 873 /* loop while there are items on the floor that are not marked as
1020 * destroyed */ 874 * destroyed */
1021 while (next && !next->destroyed ()) 875 while (next && !next->destroyed ())
1037 891
1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 892 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1039 { 893 {
1040 if (item_matched_string (op, tmp, op->contr->search_str)) 894 if (item_matched_string (op, tmp, op->contr->search_str))
1041 CHK_PICK_PICKUP; 895 CHK_PICK_PICKUP;
896
1042 continue; 897 continue;
1043 } 898 }
1044 899
1045 /* high not bit set? We're using the old autopickup model */ 900 /* pickup handling */
901 if (op->contr->mode & PU_DEBUG)
902 {
903 /* some debugging code to figure out item information */
904 const char *str = tmp->name
905 ? format ("item name: %s item type: %d weight/value: %d",
906 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
907 : format ("item name: %s item type: %d weight/value: %d",
908 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
909
910 new_draw_info (NDI_UNIQUE, 0, op, str);
911 }
912
913 if (op->contr->mode & PU_INHIBIT)
914 return 1;
915
916 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
917 return 1;
918
919 /* philosophy:
920 * It's easy to grab an item type from a pile, as long as it's
921 * generic. This takes no game-time. For more detailed pickups
922 * and selections, select-items should be used. This is a
923 * grab-as-you-run type mode that's really useful for arrows for
924 * example.
925 * The drawback: right now it has no frontend, so you need to
926 * stick the bits you want into a calculator in hex mode and then
927 * convert to decimal and then 'pickup <#>
928 */
929
930 /* the first two modes are exclusive: if NOTHING we return, if
931 * STOP then we stop. All the rest are applied sequentially,
932 * meaning if any test passes, the item gets picked up. */
933
934 /* if mode is set to pick nothing up, return */
935 if (op->contr->mode == PU_NOTHING)
936 return 1;
937
938 /* if mode is set to stop when encountering objects, return */
939 /* take STOP before INHIBIT since it doesn't actually pick
940 * anything up */
941 if (op->contr->mode & PU_STOP)
942 return 0;
943
944 /* useful for going into stores and not losing your settings... */
945 /* and for battles wher you don't want to get loaded down while
946 * fighting */
947 if (op->contr->mode & PU_INHIBIT)
948 return 1;
949
950 /* prevent us from turning into auto-thieves :) */
951 if (QUERY_FLAG (tmp, FLAG_UNPAID))
952 continue;
953
954 /* ignore known cursed objects */
955 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
956 continue;
957
958 /* all food and drink if desired */
959 /* question: don't pick up known-poisonous stuff? */
1046 if (!(op->contr->mode & PU_NEWMODE)) 960 if (op->contr->mode & PU_FOOD)
961 if (tmp->type == FOOD)
1047 { 962 {
1048 switch (op->contr->mode) 963 CHK_PICK_PICKUP;
964 continue;
965 }
966
967 if (op->contr->mode & PU_DRINK)
968 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
969 {
970 CHK_PICK_PICKUP;
971 continue;
972 }
973
974 if (op->contr->mode & PU_POTION)
975 if (tmp->type == POTION)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* spellbooks, skillscrolls and normal books/scrolls */
982 if (op->contr->mode & PU_SPELLBOOK)
983 if (tmp->type == SPELLBOOK)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 if (op->contr->mode & PU_SKILLSCROLL)
990 if (tmp->type == SKILLSCROLL)
991 {
992 CHK_PICK_PICKUP;
993 continue;
994 }
995
996 if (op->contr->mode & PU_READABLES)
997 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
998 {
999 CHK_PICK_PICKUP;
1000 continue;
1001 }
1002
1003 /* wands/staves/rods/horns */
1004 if (op->contr->mode & PU_MAGIC_DEVICE)
1005 if (tmp->type == WAND
1006 || tmp->type == ROD
1007 || tmp->type == HORN
1008 || tmp->type == POWER_CRYSTAL)
1009 {
1010 CHK_PICK_PICKUP;
1011 continue;
1012 }
1013
1014 /* pick up all magical items */
1015 if (op->contr->mode & PU_MAGICAL)
1016 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1017 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1018 {
1019 CHK_PICK_PICKUP;
1020 continue;
1021 }
1022
1023 if (op->contr->mode & PU_VALUABLES)
1024 {
1025 if (tmp->type == MONEY || tmp->type == GEM)
1049 { 1026 {
1050 case 0:
1051 return 1; /* don't pick up */
1052 case 1:
1053 CHK_PICK_PICKUP; 1027 CHK_PICK_PICKUP;
1054 return 1; 1028 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 } 1029 }
1084 } 1030 }
1085 else 1031
1086 { /* old model */ 1032 /* rings & amulets - talismans seems to be typed AMULET */
1087 /* NEW pickup handling */
1088 if (op->contr->mode & PU_DEBUG) 1033 if (op->contr->mode & PU_JEWELS)
1034 if (tmp->type == RING
1035 || tmp->type == AMULET
1036 || tmp->type == GIRDLE
1037 || tmp->type == SKILL_TOOL)
1089 { 1038 {
1090 /* some debugging code to figure out item information */ 1039 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; 1040 continue;
1041 }
1137 1042
1138 /* ignore known cursed objects */ 1043 /* we don't forget dragon food */
1139 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1044 if (op->contr->mode & PU_FLESH)
1045 if (tmp->type == FLESH)
1046 {
1047 CHK_PICK_PICKUP;
1140 continue; 1048 continue;
1049 }
1141 1050
1142 /* all food and drink if desired */ 1051 /* bows and arrows. Bows are good for selling! */
1143 /* question: don't pick up known-poisonous stuff? */ 1052 if (op->contr->mode & PU_BOW)
1053 if (tmp->type == BOW)
1054 {
1055 CHK_PICK_PICKUP;
1056 continue;
1057 }
1058
1059 if (op->contr->mode & PU_ARROW)
1060 if (tmp->type == ARROW)
1061 {
1062 CHK_PICK_PICKUP;
1063 continue;
1064 }
1065
1066 /* all kinds of armor etc. */
1067 if (op->contr->mode & PU_ARMOUR)
1068 if (tmp->type == ARMOUR)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_HELMET)
1075 if (tmp->type == HELMET)
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_SHIELD)
1082 if (tmp->type == SHIELD)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1144 if (op->contr->mode & PU_FOOD) 1088 if (op->contr->mode & PU_BOOTS)
1145 if (tmp->type == FOOD) 1089 if (tmp->type == BOOTS)
1090 {
1091 CHK_PICK_PICKUP;
1092 continue;
1093 }
1094
1095 if (op->contr->mode & PU_GLOVES)
1096 if (tmp->type == GLOVES || tmp->type == BRACERS)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_CLOAK)
1103 if (tmp->type == CLOAK)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 /* hoping to catch throwing daggers here */
1110 if (op->contr->mode & PU_MISSILEWEAPON)
1111 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* careful: chairs and tables are weapons! */
1118 if (op->contr->mode & PU_ALLWEAPON)
1119 {
1120 if (tmp->type == WEAPON)
1121 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1146 { 1122 {
1147 CHK_PICK_PICKUP; 1123 CHK_PICK_PICKUP;
1148 continue; 1124 continue;
1149 } 1125 }
1126 }
1150 1127
1128 /* misc stuff that's useful */
1151 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_KEY)
1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1130 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1153 { 1131 {
1154 CHK_PICK_PICKUP; 1132 CHK_PICK_PICKUP;
1155 continue; 1133 continue;
1156 } 1134 }
1157 1135
1136 /* any of the last 4 bits set means we use the ratio for value
1137 * pickups */
1158 if (op->contr->mode & PU_POTION) 1138 if (op->contr->mode & PU_RATIO)
1159 if (tmp->type == POTION) 1139 {
1140 /* use value density to decide what else to grab */
1141 /* >=7 was >= op->contr->mode */
1142 /* >=7 is the old standard setting. Now we take the last 4 bits
1160 { 1143 */
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) 1144 wvratio = op->contr->mode & PU_RATIO;
1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1145 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 { 1146 {
1205 if (tmp->type == MONEY || tmp->type == GEM) 1147#if 0
1148 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1149 if (tmp->name != NULL)
1206 { 1150 {
1207 CHK_PICK_PICKUP; 1151 fprintf (stderr, "%s", tmp->name);
1208 continue;
1209 } 1152 }
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 1153 else
1344 fprintf (stderr, "%s", tmp->arch->archname); 1154 fprintf (stderr, "%s", tmp->arch->archname);
1345 fprintf (stderr, ",%d] = ", tmp->type); 1155 fprintf (stderr, ",%d] = ", tmp->type);
1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1156 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1347#endif 1157#endif
1158 CHK_PICK_PICKUP;
1348 continue; 1159 continue;
1349 }
1350 } 1160 }
1351 } /* the new pickup model */ 1161 } /* the new pickup model */
1352 } 1162 }
1353 1163
1354 return !stop; 1164 return !stop;
1165}
1166
1167/* routine for both players and monsters. We call this when
1168 * there is a possibility for our action distrubing our hiding
1169 * place or invisiblity spell. Artefact invisiblity causes
1170 * "noise" instead. If we arent invisible to begin with, we
1171 * return 0.
1172 */
1173static int
1174action_makes_visible (object *op)
1175{
1176 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1177 {
1178 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1179 {
1180 // artefact invisibility is permanent, but we still make noise
1181 // this is important for game-balance.
1182 if (op->contr)
1183 op->make_noise ();
1184
1185 return 0;
1186 }
1187
1188 if (op->contr && op->contr->tmp_invis == 0)
1189 return 0;
1190
1191 /* If monsters, they should become visible */
1192 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1193 {
1194 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1195 return 1;
1196 }
1197 }
1198
1199 return 0;
1355} 1200}
1356 1201
1357/* 1202/*
1358 * Find an arrow in the inventory and after that 1203 * Find an arrow in the inventory and after that
1359 * in the right type container (quiver). Pointer to the 1204 * in the right type container (quiver). Pointer to the
1360 * found object is returned. 1205 * found object is returned.
1361 */ 1206 */
1362object * 1207static object *
1363find_arrow (object *op, const char *type) 1208find_arrow (object *op, const char *type)
1364{ 1209{
1365 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1210 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1211 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp); 1212 return splay (tmp);
1381 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1226 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1382 * against the target. A full test is not performed, simply a basic test 1227 * 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 1228 * 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. 1229 * the hall. Failing that it does it's best to pick the highest plus arrow.
1385 */ 1230 */
1386object * 1231static object *
1387find_better_arrow (object *op, object *target, const char *type, int *better) 1232find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1388{ 1233{
1389 object *tmp = NULL, *arrow, *ntmp; 1234 object *tmp = NULL, *arrow, *ntmp;
1390 int attacknum, attacktype, betterby = 0, i; 1235 int attacknum, attacktype, betterby = 0, i;
1391 1236
1392 if (!type) 1237 if (!type)
1396 { 1241 {
1397 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1242 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1398 { 1243 {
1399 i = 0; 1244 i = 0;
1400 ntmp = find_better_arrow (arrow, target, type, &i); 1245 ntmp = find_better_arrow (arrow, target, type, &i);
1246
1401 if (i > betterby) 1247 if (i > betterby)
1402 { 1248 {
1403 tmp = ntmp; 1249 tmp = ntmp;
1404 betterby = i; 1250 betterby = i;
1405 } 1251 }
1406 } 1252 }
1407 else if (arrow->type == ARROW && arrow->race == type) 1253 else if (arrow->type == ARROW && arrow->race == type)
1408 { 1254 {
1409 /* allways prefer assasination/slaying */ 1255 /* allways prefer assasination/slaying */
1410 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1256 if (target->race && arrow->slaying.contains (target->race))
1411 { 1257 {
1412 if (arrow->attacktype & AT_DEATH) 1258 if (arrow->attacktype & AT_DEATH)
1413 { 1259 {
1414 *better = 100; 1260 *better = 100;
1415 return arrow; 1261 return arrow;
1430 { 1276 {
1431 tmp = arrow; 1277 tmp = arrow;
1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1278 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1433 } 1279 }
1434 } 1280 }
1281
1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1282 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1436 { 1283 {
1437 tmp = arrow; 1284 tmp = arrow;
1438 betterby = 2 + arrow->magic + arrow->stats.dam; 1285 betterby = 2 + arrow->magic + arrow->stats.dam;
1439 } 1286 }
1287
1440 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1288 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1289 {
1442 tmp = arrow; 1290 tmp = arrow;
1443 betterby = 1 + arrow->magic + arrow->stats.dam; 1291 betterby = 1 + arrow->magic + arrow->stats.dam;
1444 } 1292 }
1445 } 1293 }
1446 } 1294 }
1447 } 1295 }
1296
1448 if (tmp == NULL && arrow == NULL) 1297 if (tmp == NULL && arrow == NULL)
1449 return find_arrow (op, type); 1298 return find_arrow (op, type);
1450 1299
1451 *better = betterby; 1300 *better = betterby;
1452 return tmp; 1301 return tmp;
1456 * find_better_arrow to find a decent arrow to use. 1305 * find_better_arrow to find a decent arrow to use.
1457 * op = the shooter 1306 * op = the shooter
1458 * type = bow->race 1307 * type = bow->race
1459 * dir = fire direction 1308 * dir = fire direction
1460 */ 1309 */
1461object * 1310static object *
1462pick_arrow_target (object *op, const char *type, int dir) 1311pick_arrow_target (object *op, shstr_cmp type, int dir)
1463{ 1312{
1464 object *tmp = NULL; 1313 object *tmp = NULL;
1465 maptile *m; 1314 maptile *m;
1466 int i, mflags, found, number; 1315 int i, mflags, found, number;
1467 sint16 x, y; 1316 sint16 x, y;
1482 for (i = 0, found = 0; i < 20; i++) 1331 for (i = 0, found = 0; i < 20; i++)
1483 { 1332 {
1484 x += freearr_x[dir]; 1333 x += freearr_x[dir];
1485 y += freearr_y[dir]; 1334 y += freearr_y[dir];
1486 mflags = get_map_flags (m, &m, x, y, &x, &y); 1335 mflags = get_map_flags (m, &m, x, y, &x, &y);
1336
1487 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1337 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1488 { 1338 {
1489 tmp = NULL; 1339 tmp = 0;
1490 break; 1340 break;
1491 } 1341 }
1492 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1342 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1493 { 1343 {
1494 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1344 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1495 * perhaps a bad assumption. 1345 * perhaps a bad assumption.
1496 */ 1346 */
1497 tmp = NULL; 1347 tmp = 0;
1498 break; 1348 break;
1499 } 1349 }
1350
1500 if (mflags & P_IS_ALIVE) 1351 if (mflags & P_IS_ALIVE)
1501 {
1502 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1352 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1503 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1353 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1504 {
1505 found++;
1506 break;
1507 }
1508 if (found)
1509 break; 1354 break;
1510 }
1511 } 1355 }
1512 if (tmp == NULL) 1356
1357 if (!tmp)
1513 return find_arrow (op, type); 1358 return find_arrow (op, type);
1514 1359
1515 if (tmp->head) 1360 if (tmp->head)
1516 tmp = tmp->head; 1361 tmp = tmp->head;
1517 1362
1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1402 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1558 return 0; 1403 return 0;
1559 } 1404 }
1560 1405
1561 // optimisation: move object to top so we will find it quickly again 1406 // optimisation: move object to top so we will find it quickly again
1562 if (bow->below) 1407 splay (bow);
1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1568 } 1408 }
1569 1409
1570 if (!bow->race || !bow->skill) 1410 if (!bow->race || !bow->skill)
1571 { 1411 {
1572 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1412 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1598 } 1438 }
1599 1439
1600 /* this should not happen, but sometimes does */ 1440 /* this should not happen, but sometimes does */
1601 if (arrow->nrof == 0) 1441 if (arrow->nrof == 0)
1602 { 1442 {
1443 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1603 arrow->destroy (); 1444 arrow->destroy ();
1604 return 0; 1445 return 0;
1605 } 1446 }
1606 1447
1607 left = arrow; /* these are arrows left to the player */ 1448 left = arrow; /* these are arrows left to the player */
1617 arrow->direction = dir; 1458 arrow->direction = dir;
1618 1459
1619 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1460 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1620 arrow->stats.hp = arrow->stats.dam; 1461 arrow->stats.hp = arrow->stats.dam;
1621 arrow->stats.grace = arrow->attacktype; 1462 arrow->stats.grace = arrow->attacktype;
1622 1463 arrow->custom_name = arrow->slaying;
1623 if (arrow->slaying)
1624 arrow->spellarg = strdup (arrow->slaying);
1625 1464
1626#if 0 1465#if 0
1627 if (player *pl = op->contr) 1466 if (player *pl = op->contr)
1628 { 1467 {
1629 float speed = pl->weapon_sp; 1468 float speed = pl->weapon_sp;
1691 * but monsters can't. Putting that code here 1530 * but monsters can't. Putting that code here
1692 * makes the fire_bow code much cleaner. 1531 * makes the fire_bow code much cleaner.
1693 * this function should only be called if 'op' is a player, 1532 * this function should only be called if 'op' is a player,
1694 * hence the function name. 1533 * hence the function name.
1695 */ 1534 */
1696int 1535static int
1697player_fire_bow (object *op, int dir) 1536player_fire_bow (object *op, int dir)
1698{ 1537{
1699 int ret = 0, wcmod = 0; 1538 int ret;
1700 1539
1701 if (op->contr->bowtype == bow_bestarrow) 1540 if (op->contr->bowtype == bow_bestarrow)
1702 { 1541 {
1703 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1542 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1704 } 1543 }
1705 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1544 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1706 { 1545 {
1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1546 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); 1547 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1711 } 1548 }
1712 else if (op->contr->bowtype == bow_threewide) 1549 else if (op->contr->bowtype == bow_threewide)
1713 { 1550 {
1714 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1551 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)]); 1552 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)]); 1553 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1717 } 1554 }
1718 else if (op->contr->bowtype == bow_spreadshot) 1555 else if (op->contr->bowtype == bow_spreadshot)
1719 { 1556 {
1720 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1557 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); 1558 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); 1559 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1723 } 1560 }
1724 else 1561 else
1725 { 1562 {
1731} 1568}
1732 1569
1733/* Fires a misc (wand/rod/horn) object in 'dir'. 1570/* Fires a misc (wand/rod/horn) object in 'dir'.
1734 * Broken apart from 'fire' to keep it more readable. 1571 * Broken apart from 'fire' to keep it more readable.
1735 */ 1572 */
1736void 1573static void
1737fire_misc_object (object *op, int dir) 1574fire_misc_object (object *op, int dir)
1738{ 1575{
1739 object *item = op->contr->ranged_ob; 1576 object *item = op->contr->ranged_ob;
1740 1577
1741 if (!item) 1578 if (!item)
1763 return; 1600 return;
1764 } 1601 }
1765 } 1602 }
1766 else if (item->type == ROD || item->type == HORN) 1603 else if (item->type == ROD || item->type == HORN)
1767 { 1604 {
1768 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1605 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1606
1607 // using the maximum of the rods charge allows at least one spell cast
1608 // for a rod or horn, this fixes some broken rods.
1609 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1769 { 1610 {
1770 op->contr->play_sound (sound_find ("wand_poof")); 1611 op->contr->play_sound (sound_find ("wand_poof"));
1771 1612
1772 if (item->type == ROD) 1613 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)); 1614 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1778 } 1619 }
1779 } 1620 }
1780 1621
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1622 if (cast_spell (op, item, dir, item->inv, NULL))
1782 { 1623 {
1783 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1624 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1625
1784 if (item->type == WAND) 1626 if (item->type == WAND)
1785 { 1627 {
1786 if (!(--item->stats.food)) 1628 if (!(--item->stats.food))
1787 { 1629 {
1788 object *tmp; 1630 object *tmp;
1792 CLEAR_FLAG (item, FLAG_ANIMATE); 1634 CLEAR_FLAG (item, FLAG_ANIMATE);
1793 item->face = item->arch->face; 1635 item->face = item->arch->face;
1794 item->set_speed (0); 1636 item->set_speed (0);
1795 } 1637 }
1796 1638
1797 if ((tmp = item->in_player ())) 1639 if (object *pl = item->visible_to ())
1798 esrv_update_item (UPD_ANIM, tmp, item); 1640 esrv_update_item (UPD_ANIM, pl, item);
1799 } 1641 }
1800 } 1642 }
1801 else if (item->type == ROD || item->type == HORN) 1643 else if (item->type == ROD || item->type == HORN)
1802 drain_rod_charge (item); 1644 drain_rod_charge (item);
1803 } 1645 }
1808bool 1650bool
1809fire (object *op, int dir) 1651fire (object *op, int dir)
1810{ 1652{
1811 int spellcost = 0; 1653 int spellcost = 0;
1812 1654
1813 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op))
1815 make_visible (op);
1816
1817 player *pl = op->contr; 1655 player *pl = op->contr;
1818 1656
1819 if (pl->golem) 1657 if (pl->golem)
1820 { 1658 {
1821 control_golem (op->contr->golem, dir); 1659 control_golem (op->contr->golem, dir);
1823 } 1661 }
1824 1662
1825 object *ob = pl->ranged_ob; 1663 object *ob = pl->ranged_ob;
1826 1664
1827 if (!ob) 1665 if (!ob)
1828 return false;
1829
1830 if (!op->change_weapon (ob))
1831 return false; 1666 return false;
1832 1667
1833 if (op->speed_left > 0.f) 1668 if (op->speed_left > 0.f)
1834 --op->speed_left; 1669 --op->speed_left;
1835 else 1670 else
1836 return false; 1671 return false;
1837 1672
1673 if (!op->change_weapon (ob))
1674 return false;
1675
1676 /* check for loss of invisiblity/hide */
1677 if (action_makes_visible (op))
1678 make_visible (op);
1679
1838 switch (ob->type) 1680 switch (ob->type)
1839 { 1681 {
1840 case BOW: 1682 case BOW:
1841 player_fire_bow (op, dir); 1683 player_fire_bow (op, dir);
1842 break; 1684 break;
1843 1685
1844 case SPELL: 1686 case SPELL:
1845 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1687 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1846 break; 1688 break;
1847 1689
1848 case BUILDER: 1690 case BUILDER:
1849 apply_map_builder (op, dir); 1691 apply_map_builder (op, dir);
1850 break; 1692 break;
1859 } 1701 }
1860 1702
1861 return true; 1703 return true;
1862} 1704}
1863 1705
1864/* find_key 1706static object *
1865 * We try to find a key for the door as passed. If we find a key
1866 * and successfully use it, we return the key, otherwise NULL
1867 * This function merges both normal and locked door, since the logic
1868 * for both is the same - just the specific key is different.
1869 * pl is the player,
1870 * inv is the objects inventory to searched
1871 * door is the door we are trying to match against.
1872 * This function can be called recursively to search containers.
1873 */
1874object *
1875find_key (object *pl, object *container, object *door) 1707find_key_ (object *pl, object *container, object *door)
1876{ 1708{
1877 object *tmp, *key; 1709 object *tmp, *key;
1878 1710
1879 /* Should not happen, but sanity checking is never bad */ 1711 /* Should not happen, but sanity checking is never bad */
1880 if (!container->inv) 1712 if (!container->inv)
1883 /* First, lets try to find a key in the top level inventory */ 1715 /* First, lets try to find a key in the top level inventory */
1884 for (tmp = container->inv; tmp; tmp = tmp->below) 1716 for (tmp = container->inv; tmp; tmp = tmp->below)
1885 { 1717 {
1886 if (door->type == DOOR && tmp->type == KEY) 1718 if (door->type == DOOR && tmp->type == KEY)
1887 break; 1719 break;
1720
1888 /* For sanity, we should really check door type, but other stuff 1721 /* For sanity, we should really check door type, but other stuff
1889 * (like containers) can be locked with special keys 1722 * (like containers) can be locked with special keys
1890 */ 1723 */
1891 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1724 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1892 break; 1725 break;
1898 * a key, return 1731 * a key, return
1899 */ 1732 */
1900 if (!tmp) 1733 if (!tmp)
1901 { 1734 {
1902 for (tmp = container->inv; tmp; tmp = tmp->below) 1735 for (tmp = container->inv; tmp; tmp = tmp->below)
1903 {
1904 /* No reason to search empty containers */ 1736 /* No reason to search empty containers */
1905 if (tmp->type == CONTAINER && tmp->inv) 1737 if (tmp->type == CONTAINER && tmp->inv)
1906 {
1907 if ((key = find_key (pl, tmp, door))) 1738 if ((key = find_key_ (pl, tmp, door)))
1908 return key; 1739 return key;
1909 }
1910 }
1911 1740
1912 if (!tmp) 1741 if (!tmp)
1913 return NULL; 1742 return 0;
1914 } 1743 }
1915 1744
1916 /* We get down here if we have found a key. Now if its in a container, 1745 /* 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 1746 * see if we actually want to use it
1918 */ 1747 */
1919 if (pl != container) 1748 if (pl != container)
1920 { 1749 {
1921 /* Only let players use keys in containers */ 1750 /* Only let players use keys in containers */
1922 if (!pl->contr) 1751 if (!pl->contr)
1923 return NULL; 1752 return 0;
1753
1924 /* cases where this fails: 1754 /* cases where this fails:
1925 * If we only search the player inventory, return now since we 1755 * If we only search the player inventory, return now since we
1926 * are not in the players inventory. 1756 * are not in the players inventory.
1927 * If the container is not active, return now since only active 1757 * If the container is not active, return now since only active
1928 * containers can be used. 1758 * containers can be used.
1932 * inv must have been an container and must have been active. 1762 * inv must have been an container and must have been active.
1933 * 1763 *
1934 * Change the color so that the message doesn't disappear with 1764 * Change the color so that the message doesn't disappear with
1935 * all the others. 1765 * all the others.
1936 */ 1766 */
1937 if (pl->contr->usekeys == key_inventory || 1767 if (pl->contr->usekeys == key_inventory
1938 !QUERY_FLAG (container, FLAG_APPLIED) || 1768 || !QUERY_FLAG (container, FLAG_APPLIED)
1939 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1769 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1940 { 1770 {
1941 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1771 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)); 1772 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1943 return NULL; 1773 return NULL;
1944 } 1774 }
1945 } 1775 }
1946 1776
1947 return tmp; 1777 return tmp;
1778}
1779
1780/* find_key
1781 * We try to find a key for the door as passed. If we find a key
1782 * and successfully use it, we return the key, otherwise NULL
1783 * This function merges both normal and locked door, since the logic
1784 * for both is the same - just the specific key is different.
1785 * pl is the player,
1786 * inv is the objects inventory to searched
1787 * door is the door we are trying to match against.
1788 * This function can be called recursively to search containers.
1789 */
1790object *
1791find_key (object *pl, object *container, object *door)
1792{
1793 if (door->slaying && is_match_expr (door->slaying))
1794 {
1795 // for match expressions, we try to find the key by applying the match
1796 // to the op itself, which is supposed to find the "key", instead
1797 // of searching through containers ourselves.
1798
1799 return match_one (door->slaying, container, door, pl, pl);
1800 }
1801 else
1802 return find_key_ (pl, container, door);
1948} 1803}
1949 1804
1950/* moved door processing out of move_player_attack. 1805/* moved door processing out of move_player_attack.
1951 * returns 1 if player has opened the door with a key 1806 * returns 1 if player has opened the door with a key
1952 * such that the caller should not do anything more, 1807 * such that the caller should not do anything more,
1980 remove_door2 (door); /* remove door without violence ;-) */ 1835 remove_door2 (door); /* remove door without violence ;-) */
1981 } 1836 }
1982 1837
1983 /* Do this after we print the message */ 1838 /* Do this after we print the message */
1984 key->decrease (); /* Use up one of the keys */ 1839 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 1840
1989 return 1; /* Nothing more to do below */ 1841 return 1; /* Nothing more to do below */
1990 } 1842 }
1991 else if (door->type == LOCKED_DOOR) 1843 else if (door->type == LOCKED_DOOR)
1992 { 1844 {
2005 * going to try and move (not fire weapons). 1857 * going to try and move (not fire weapons).
2006 */ 1858 */
2007bool 1859bool
2008move_player_attack (object *op, int dir) 1860move_player_attack (object *op, int dir)
2009{ 1861{
1862 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1863 {
1864 --op->speed_left;
1865 return true;
1866 }
1867
2010 int on_battleground; 1868 int on_battleground;
2011 1869
2012 sint16 nx = freearr_x[dir] + op->x; 1870 sint16 nx = freearr_x[dir] + op->x;
2013 sint16 ny = freearr_y[dir] + op->y; 1871 sint16 ny = freearr_y[dir] + op->y;
2014 1872
2015 on_battleground = op_on_battleground (op, 0, 0); 1873 on_battleground = op_on_battleground (op, 0, 0);
2016 1874
2017 if (out_of_map (op->map, nx, ny)) 1875 if (out_of_map (op->map, nx, ny))
2018 return false; 1876 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 1877
2026 /* If braced, or can't move to the square, and it is not out of the 1878 /* 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 1879 * 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 1880 * 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 1881 * player. This is a pretty nasty hack, because if we could
2089 --op->speed_left; 1941 --op->speed_left;
2090 1942
2091 op->play_sound (sound_find ("push_player")); 1943 op->play_sound (sound_find ("push_player"));
2092 push_ob (mon, dir, op); 1944 push_ob (mon, dir, op);
2093 1945
2094 if (op->contr->tmp_invis || op->hide) 1946 if (action_makes_visible (op))
2095 make_visible (op); 1947 make_visible (op);
2096 1948
2097 return true; 1949 return true;
2098 } 1950 }
2099 else 1951 else
2121 push_ob (mon, dir, op); 1973 push_ob (mon, dir, op);
2122 } 1974 }
2123 else 1975 else
2124 op->statusmsg ("You withhold your attack"); 1976 op->statusmsg ("You withhold your attack");
2125 1977
2126 if (op->contr->tmp_invis || op->hide) 1978 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2127 make_visible (op); 1979 make_visible (op);
2128 1980
2129 return true; 1981 return true;
2130 } 1982 }
2131 } 1983 }
2171} 2023}
2172 2024
2173bool 2025bool
2174move_player (object *op, int dir) 2026move_player (object *op, int dir)
2175{ 2027{
2176 int pick;
2177
2178 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2028 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2179 return 0; 2029 return 0;
2180 2030
2181 /* Sanity check: make sure dir is valid */ 2031 /* Sanity check: make sure dir is valid */
2182 if ((dir < 0) || (dir >= 9)) 2032 if ((dir < 0) || (dir >= 9))
2189 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2039 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2190 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2040 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2191 2041
2192 op->facing = dir; 2042 op->facing = dir;
2193 2043
2194 if (op->hide) 2044 if (op->flag [FLAG_HIDDEN])
2195 do_hidden_move (op); 2045 do_hidden_move (op);
2196 2046
2197 bool retval; 2047 bool retval;
2048 int pick = 0;
2198 2049
2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2050 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2200 retval = RESULT_INT (0); 2051 retval = RESULT_INT (0);
2201 else if (op->contr->fire_on) 2052 else if (op->contr->fire_on)
2202 retval = fire (op, dir); 2053 retval = fire (op, dir);
2259 return move_player (op, op->direction); 2110 return move_player (op, op->direction);
2260 2111
2261 return false; 2112 return false;
2262} 2113}
2263 2114
2264int 2115static int
2265save_life (object *op) 2116save_life (object *op)
2266{ 2117{
2267 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2118 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2268 return 0; 2119 return 0;
2269 2120
2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2122 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2272 { 2123 {
2273 op->play_sound (sound_find ("ob_evaporate")); 2124 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)); 2125 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2275 2126
2276 if (op->contr)
2277 esrv_del_item (op->contr, tmp->count);
2278
2279 tmp->destroy (); 2127 tmp->destroy ();
2280 CLEAR_FLAG (op, FLAG_LIFESAVE); 2128 CLEAR_FLAG (op, FLAG_LIFESAVE);
2281 2129
2282 if (op->stats.hp < 0) 2130 if (op->stats.hp < 0)
2283 op->stats.hp = op->stats.maxhp; 2131 op->stats.hp = op->stats.maxhp;
2295 return 0; 2143 return 0;
2296} 2144}
2297 2145
2298/* This goes throws the inventory and removes unpaid objects, and puts them 2146/* 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 2147 * 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 2148 * function will descend into containers. op is the object to start the search
2301 * from. 2149 * from.
2302 */ 2150 */
2303static void 2151static void
2304drop_unpaid_items (object *op, object *env) 2152drop_unpaid_items (object *op, object *env)
2305{ 2153{
2306 while (op) 2154 while (op)
2307 { 2155 {
2308 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2156 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2309 2157
2310 if (QUERY_FLAG (op, FLAG_UNPAID)) 2158 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); 2159 op->insert_at (env);
2316 }
2317 else if (op->inv) 2160 else if (op->inv)
2318 drop_unpaid_items (op->inv, env); 2161 drop_unpaid_items (op->inv, env);
2319 2162
2320 op = next; 2163 op = next;
2321 } 2164 }
2324void 2167void
2325object::drop_unpaid_items () 2168object::drop_unpaid_items ()
2326{ 2169{
2327 if (!flag [FLAG_REMOVED]) 2170 if (!flag [FLAG_REMOVED])
2328 ::drop_unpaid_items (inv, this); 2171 ::drop_unpaid_items (inv, this);
2329}
2330
2331/*
2332 * Returns pointer a static string containing gravestone text
2333 * Moved from apply.c to player.c - player.c is what
2334 * actually uses this function. player.c may not be quite the
2335 * best, a misc file for object actions is probably better,
2336 * but there isn't one in the server directory.
2337 */
2338char *
2339gravestone_text (object *op)
2340{
2341 static char buf2[MAX_BUF];
2342 char buf[MAX_BUF];
2343 time_t now = time (NULL);
2344
2345 strcpy (buf2, " R.I.P.\n\n");
2346 if (op->type == PLAYER)
2347 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2348 else
2349 sprintf (buf, "%s\n", &op->name);
2350
2351 strncat (buf2, " ", 20 - strlen (buf) / 2);
2352 strcat (buf2, buf);
2353 if (op->type == PLAYER)
2354 sprintf (buf, "who was in level %d when killed\n", op->level);
2355 else
2356 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2357
2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2359 strcat (buf2, buf);
2360 if (op->type == PLAYER)
2361 {
2362 sprintf (buf, "by %s.\n\n", op->contr->killer);
2363 strncat (buf2, " ", 21 - strlen (buf) / 2);
2364 strcat (buf2, buf);
2365 }
2366
2367 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2369 strcat (buf2, buf);
2370
2371 return buf2;
2372} 2172}
2373 2173
2374void 2174void
2375do_some_living (object *op) 2175do_some_living (object *op)
2376{ 2176{
2531 { 2331 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2332 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533 2333
2534 if (over_hp > 0) 2334 if (over_hp > 0)
2535 { 2335 {
2536 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2336 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2537 op->last_heal = 0; 2337 op->last_heal = 0;
2538 } 2338 }
2539 else 2339 else
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2340 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2541 } 2341 }
2557 op->stats.food--; 2357 op->stats.food--;
2558 } 2358 }
2559 2359
2560 if (op->stats.food < 0 && op->stats.hp >= 0) 2360 if (op->stats.food < 0 && op->stats.hp >= 0)
2561 { 2361 {
2562 object *tmp, *flesh = 0; 2362 object *flesh = 0;
2563 2363
2564 for (tmp = op->inv; tmp; tmp = tmp->below) 2364 for_inv_removable (op, tmp)
2565 { 2365 {
2566 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2366 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2367 continue;
2368
2369 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2567 { 2370 {
2568 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2371 op->statusmsg ("You blindly grab for a bite of food. "
2569 { 2372 "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); 2373 manual_apply (op, tmp, 0);
2374
2572 if (op->stats.food >= 0 || op->stats.hp < 0) 2375 if (op->stats.food >= 0 || op->stats.hp < 0)
2573 break; 2376 break;
2574 } 2377 }
2575 else if (tmp->type == FLESH) 2378 else if (tmp->type == FLESH)
2576 flesh = tmp; 2379 flesh = tmp;
2577 } /* End if paid for object */ 2380 }
2578 } /* end of for loop */
2579 2381
2580 /* If player is still starving, it means they don't have any food, so 2382 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2383 * eat flesh instead.
2582 */ 2384 */
2583 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2385 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2584 { 2386 {
2585 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2387 op->statusmsg ("You blindly grab for a bite of food. "
2388 "H<To prevent you from starving, you ate some random item from your backpack.>");
2586 manual_apply (op, flesh, 0); 2389 manual_apply (op, flesh, 0);
2587 } 2390 }
2391
2392 // If player is still starving, alert him!
2393 if (op->stats.food < 0)
2394 op->failmsg ("You are starving! "
2395 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2588 } 2396 }
2589 2397
2590 if (op->stats.food < 0) 2398 if (op->stats.food < 0)
2591 { 2399 {
2592 op->stats.hp += op->stats.food; 2400 op->stats.hp += op->stats.food;
2593 op->stats.food = 0; 2401 op->stats.food = 0;
2402
2403 if (op->stats.hp < 0)
2404 {
2405 op->contr->killer = archetype::get ("killer_starvation");
2406 op->contr->killer->destroy ();
2594 } 2407 }
2408 }
2595 2409
2410 /* killer should be set here already */
2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2411 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2597 kill_player (op); 2412 kill_player (op);
2598 } 2413 }
2599} 2414}
2600 2415
2605 */ 2420 */
2606void 2421void
2607kill_player (object *op) 2422kill_player (object *op)
2608{ 2423{
2609 int x, y; 2424 int x, y;
2610 char buf[MAX_BUF];
2611 maptile *map; /* this is for resurrection */ 2425 maptile *map; /* this is for resurrection */
2612 int will_kill_again; 2426 int will_kill_again;
2613 archetype *at; 2427 archetype *at;
2614 object *tmp; 2428 object *tmp;
2615 2429
2616 if (save_life (op)) 2430 if (save_life (op))
2617 return; 2431 return;
2432
2433 dynbuf_text deathtab;
2434
2435 /* restore player */
2436 at = archetype::find (shstr_poisoning);
2437 if (object *tmp = present_arch_in_ob (at, op))
2438 {
2439 tmp->destroy ();
2440 deathtab << "Your body feels cleansed...\r";
2441 }
2442
2443 at = archetype::find (shstr_confusion);
2444 if (object *tmp = present_arch_in_ob (at, op))
2445 {
2446 tmp->destroy ();
2447 deathtab << "Your mind feels clearer...\r";
2448 }
2449
2450 cure_disease (op, 0, 0); /* remove any disease */
2451
2452 max_it (op->stats.hp , op->stats.maxhp);
2453 max_it (op->stats.sp , op->stats.maxsp);
2454 max_it (op->stats.grace, op->stats.maxgrace);
2455
2456 if (op->stats.food <= 0)
2457 op->stats.food = 999;
2458
2459 // remove all spell effects that are active
2460 // to avoid long-term effects such as word-of-recall
2461 for (object *item = op->inv; item; )
2462 {
2463 object *next = item->below;
2464
2465 if (item->type == SPELL_EFFECT && item->active)
2466 item->destroy ();
2467
2468 item = next;
2469 }
2618 2470
2619 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2471 /* 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. 2472 * in cities ONLY!!! It is very important that this doesn't get abused.
2621 * Look at op_on_battleground() for more info --AndreasV 2473 * Look at op_on_battleground() for more info --AndreasV
2622 */ 2474 */
2623 if (op_on_battleground (op, &x, &y)) 2475 if (op_on_battleground (op, &x, &y))
2624 { 2476 {
2625 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2477 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 2478
2648 /* create a bodypart-trophy to make the winner happy */ 2479 /* create a bodypart-trophy to make the winner happy */
2649 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2480 object *tmp = archetype::find (shstr_finger)->instance ();
2650 { 2481
2651 tmp->name = format ("%s's finger" , &op->name); 2482 tmp->name = format ("%s's finger" , &op->name);
2652 tmp->name_pl = format ("%s's fingers", &op->name); 2483 tmp->name_pl = format ("%s's fingers", &op->name);
2653 tmp->msg = format ( 2484 tmp->msg = format (
2654 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2485 "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 2486 &op->name, op->contr->title,
2487 (int)op->level,
2488 op->contr->killer_name ()
2656 ); 2489 );
2657 tmp->value = 0, tmp->type = 0; 2490 tmp->value = 0, tmp->type = 0;
2658 tmp->materialname = "organics"; 2491 tmp->material = name_to_material (shstr_organic);
2659 tmp->insert_at (op, tmp); 2492 tmp->insert_at (op, tmp);
2660 }
2661 2493
2662 /* teleport defeated player to new destination */ 2494 /* teleport defeated player to new destination */
2663 transfer_ob (op, x, y, 0, NULL); 2495 transfer_ob (op, x, y, 0, NULL);
2664 op->contr->braced = 0; 2496 op->contr->braced = 0;
2497
2498 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2665 return; 2499 return;
2666 } 2500 }
2667 2501
2502 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2503 deathtab << "T<YOU HAVE DIED>\n\n";
2504
2668 INVOKE_PLAYER (DEATH, op->contr); 2505 INVOKE_PLAYER (DEATH, op->contr);
2669 2506
2670 command_kill_pets (op, 0); 2507 command_kill_pets (op, 0);
2671
2672 if (op->stats.food < 0)
2673 strcpy (op->contr->killer, "starvation");
2674 2508
2675 op->contr->play_sound (sound_find ("player_dies")); 2509 op->contr->play_sound (sound_find ("player_dies"));
2676 2510
2677 /* save the map location for corpse, gravestone */ 2511 /* save the map location for corpse, gravestone */
2678 x = op->x; 2512 x = op->x;
2708 2542
2709 lost_a_stat = 0; 2543 lost_a_stat = 0;
2710 2544
2711 for (z = 0; z < num_stats_lose; z++) 2545 for (z = 0; z < num_stats_lose; z++)
2712 { 2546 {
2713 i = RANDOM () % NUM_STATS; 2547 i = rndm (NUM_STATS);
2714 2548
2715 if (settings.stat_loss_on_death) 2549 if (settings.stat_loss_on_death)
2716 { 2550 {
2717 /* Pick a random stat and take a point off it. Tell the player 2551 /* Pick a random stat and take a point off it. Tell the player
2718 * what he lost. 2552 * what he lost.
2725 lost_a_stat = 1; 2559 lost_a_stat = 1;
2726 } 2560 }
2727 else 2561 else
2728 { 2562 {
2729 /* deplete a stat */ 2563 /* deplete a stat */
2730 archetype *deparch = archetype::find ("depletion"); 2564 archetype *deparch = archetype::find (shstr_depletion);
2731 object *dep; 2565 object *dep;
2732 2566
2733 dep = present_arch_in_ob (deparch, op); 2567 dep = present_arch_in_ob (deparch, op);
2734 if (!dep) 2568 if (!dep)
2735 { 2569 {
2736 dep = arch_to_object (deparch); 2570 dep = deparch->instance ();
2737 insert_ob_in_ob (dep, op); 2571 insert_ob_in_ob (dep, op);
2738 } 2572 }
2739 lose_this_stat = 1; 2573 lose_this_stat = 1;
2740 if (settings.balanced_stat_loss) 2574 if (settings.balanced_stat_loss)
2741 { 2575 {
2769 } 2603 }
2770 } 2604 }
2771 2605
2772 if (lose_this_stat) 2606 if (lose_this_stat)
2773 { 2607 {
2774 this_stat = get_attr_value (&(dep->stats), i); 2608 this_stat = get_attr_value (&dep->stats, i);
2775 /* We could try to do something clever like find another 2609 /* We could try to do something clever like find another
2776 * stat to reduce if this fails. But chances are, if 2610 * stat to reduce if this fails. But chances are, if
2777 * stats have been depleted to -50, all are pretty low 2611 * stats have been depleted to -50, all are pretty low
2778 * and should be roughly the same, so it shouldn't make a 2612 * and should be roughly the same, so it shouldn't make a
2779 * difference. 2613 * difference.
2787 lost_a_stat = 1; 2621 lost_a_stat = 1;
2788 } 2622 }
2789 } 2623 }
2790 } 2624 }
2791 } 2625 }
2626
2792 /* If no stat lost, tell the player. */ 2627 /* If no stat lost, tell the player. */
2793 if (!lost_a_stat) 2628 if (!lost_a_stat)
2794 { 2629 {
2795 /* determine_god() seems to not work sometimes... why is this? 2630 /* determine_god() seems to not work sometimes... why is this?
2796 Should I be using something else? GD */ 2631 Should I be using something else? GD */
2797 const char *god = determine_god (op); 2632 shstr_tmp god = determine_god (op);
2798 2633
2799 if (god && (strcmp (god, "none"))) 2634 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); 2635 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2801 else 2636 else
2802 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2637 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2803 } 2638 }
2804#else 2639#else
2805 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2640 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2806#endif 2641#endif
2807 2642
2808 /* Put a gravestone up where the character 'almost' died. List the 2643 /* Put a gravestone up where the character 'almost' died. List the
2809 * exp loss on the stone. 2644 * exp loss on the stone.
2810 */ 2645 */
2811 tmp = arch_to_object (archetype::find ("gravestone")); 2646 tmp = archetype::find (shstr_gravestone)->instance ();
2812 sprintf (buf, "%s's gravestone", &op->name); 2647 tmp->name = format ("%s's gravestone", &op->name);
2813 tmp->name = buf; 2648 tmp->name_pl = format ("%s's gravestones", &op->name);
2814 sprintf (buf, "%s's gravestones", &op->name); 2649 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2815 tmp->name_pl = buf; 2650 &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; 2651 tmp->x = op->x, tmp->y = op->y;
2819 insert_ob_in_map (tmp, op->map, NULL, 0); 2652 insert_ob_in_map (tmp, op->map, NULL, 0);
2820 2653
2821 /**************************************/ 2654 /**************************************/
2822 /* */ 2655 /* */
2823 /* Subtract the experience points, */ 2656 /* Subtract the experience points, */
2824 /* if we died cause of food, give us */
2825 /* food, and reset HP's... */
2826 /* */ 2657 /* */
2827 /**************************************/ 2658 /**************************************/
2828 2659
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)); */ 2660 /*add_exp(op, (op->stats.exp * -0.20)); */
2851 apply_death_exp_penalty (op); 2661 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 2662
2858 /* 2663 /*
2859 * Check to see if the player has any unpaid items. If so, remove them 2664 * Check to see if the player has any unpaid items. If so, remove them
2860 * and put them back in the map. 2665 * and put them back in the map.
2861 */ 2666 */
2896 if (will_kill_again & (1 << at)) 2701 if (will_kill_again & (1 << at))
2897 force->resist[at] = 100; 2702 force->resist[at] = 100;
2898 2703
2899 insert_ob_in_ob (force, op); 2704 insert_ob_in_ob (force, op);
2900 op->update_stats (); 2705 op->update_stats ();
2901
2902 } 2706 }
2903 2707
2904 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2708 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2905} 2709}
2906 2710
2907void 2711static void
2908loot_object (object *op) 2712loot_object (object *op)
2909{ /* Grab and destroy some treasure */ 2713{ /* Grab and destroy some treasure */
2910 object *tmp, *tmp2, *next; 2714 object *tmp, *tmp2, *next;
2911 2715
2912 op->close_container (); /* close open sack first */ 2716 op->close_container (); /* close open sack first */
2943 * fix_weight(): Check recursively the weight of all players, and fix 2747 * fix_weight(): Check recursively the weight of all players, and fix
2944 * what needs to be fixed. Refresh windows and fix speed if anything 2748 * what needs to be fixed. Refresh windows and fix speed if anything
2945 * was changed. 2749 * was changed.
2946 */ 2750 */
2947void 2751void
2948fix_weight (void) 2752fix_weight ()
2949{ 2753{
2950 for_all_players (pl) 2754 for_all_players (pl)
2951 { 2755 {
2952 sint32 old = pl->ob->carrying; 2756 sint32 old = pl->ob->carrying;
2953 2757
2960 } 2764 }
2961 } 2765 }
2962} 2766}
2963 2767
2964void 2768void
2965fix_luck (void) 2769fix_luck ()
2966{ 2770{
2967 for_all_players (pl) 2771 for_all_players (pl)
2968 if (!pl->ob->contr->ns->state) 2772 if (!pl->ob->contr->ns->state)
2969 pl->ob->change_luck (0); 2773 pl->ob->change_luck (0);
2970} 2774}
3007} 2811}
3008 2812
3009void 2813void
3010make_visible (object *op) 2814make_visible (object *op)
3011{ 2815{
3012 op->hide = 0; 2816 op->flag [FLAG_HIDDEN] = 0;
3013 op->invisible = 0; 2817 op->invisible = 0;
3014 2818
3015 if (op->type == PLAYER) 2819 if (op->type == PLAYER)
3016 { 2820 {
3017 op->contr->tmp_invis = 0; 2821 op->contr->tmp_invis = 0;
3042 2846
3043 if (!ob || !ob->map) 2847 if (!ob || !ob->map)
3044 return 0; 2848 return 0;
3045 2849
3046 /* so, on normal lighted maps, its hard to hide */ 2850 /* so, on normal lighted maps, its hard to hide */
3047 level = ob->map->darkness - 2; 2851 level = ob->map->darklevel () - 2;
3048 2852
3049 /* this also picks up whether the object is glowing. 2853 /* this also picks up whether the object is glowing.
3050 * If you carry a light on a non-dark map, its not 2854 * If you carry a light on a non-dark map, its not
3051 * as bad as carrying a light on a pitch dark map */ 2855 * as bad as carrying a light on a pitch dark map */
3052 if (has_carried_lights (ob)) 2856 if (ob->has_carried_lights ())
3053 level = -(10 + (2 * ob->map->darkness)); 2857 level = -(10 + (2 * ob->map->darklevel ()));
3054 2858
3055 /* scan through all nearby squares for terrain to hide in */ 2859 /* scan through all nearby squares for terrain to hide in */
3056 for (i = 0, x = ob->x, y = ob->y; 2860 for (i = 0, x = ob->x, y = ob->y;
3057 i <= SIZEOFFREE1; 2861 i <= SIZEOFFREE1;
3058 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2862 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3079 * spot (surrounded by clear terrain in broad daylight). -b.t. 2883 * spot (surrounded by clear terrain in broad daylight). -b.t.
3080 */ 2884 */
3081void 2885void
3082do_hidden_move (object *op) 2886do_hidden_move (object *op)
3083{ 2887{
3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2888 int hide = 0;
3085 object *skop;
3086 2889
3087 if (!op || !op->map) 2890 if (!op || !op->map)
3088 return; 2891 return;
3089 2892
3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2893 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2894 int num = random_roll (0, 19, op, PREFER_LOW);
3091 2895
3092 /* its *extremely* hard to run and sneak/hide at the same time! */ 2896 /* its *extremely* hard to run and sneak/hide at the same time! */
3093 if (op->type == PLAYER && op->contr->run_on) 2897 if (op->type == PLAYER && op->contr->run_on)
3094 if (!skop || num >= skop->level) 2898 if (!skop || num >= skop->level)
3095 { 2899 {
3105 num -= hide; 2909 num -= hide;
3106 2910
3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2911 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3108 { 2912 {
3109 make_visible (op); 2913 make_visible (op);
2914
3110 if (op->type == PLAYER) 2915 if (op->type == PLAYER)
3111 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2916 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3112 } 2917 }
3113 else if (op->type == PLAYER && skop) 2918 else if (op->type == PLAYER && skop)
3114 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2919 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3204 while (op) 3009 while (op)
3205 { 3010 {
3206 dx = rv.distance_x + op->arch->x; 3011 dx = rv.distance_x + op->arch->x;
3207 dy = rv.distance_y + op->arch->y; 3012 dy = rv.distance_y + op->arch->y;
3208 3013
3209 /* only the viewable area the player sees is updated by LOS 3014 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; 3015 return 1;
3217 3016
3218 op = op->more; 3017 op = op->more;
3219 }
3220
3221 return 0;
3222}
3223
3224/* routine for both players and monsters. We call this when
3225 * there is a possibility for our action distrubing our hiding
3226 * place or invisiblity spell. Artefact invisiblity is not
3227 * effected by this. If we arent invisible to begin with, we
3228 * return 0.
3229 */
3230int
3231action_makes_visible (object *op)
3232{
3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3234 {
3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3236 return 0;
3237
3238 if (op->contr && op->contr->tmp_invis == 0)
3239 return 0;
3240
3241 /* If monsters, they should become visible */
3242 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3243 {
3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3245 return 1;
3246 }
3247 } 3018 }
3248 3019
3249 return 0; 3020 return 0;
3250} 3021}
3251 3022
3453 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3224 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3454 } 3225 }
3455 else 3226 else
3456 { 3227 {
3457 /* generate misc. treasure */ 3228 /* generate misc. treasure */
3458 tmp = arch_to_object (tr->item); 3229 tmp = tr->item->instance ();
3459 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3230 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); 3231 who->insert (tmp);
3461 if (who->type == PLAYER)
3462 esrv_send_item (who, tmp);
3463 } 3232 }
3464} 3233}
3465 3234
3466/** 3235/**
3467 * Unready an object for a player. This function does nothing if the object was 3236 * Unready an object for a player. This function does nothing if the object was
3478 3247
3479 if (pl->ranged_ob == ob) 3248 if (pl->ranged_ob == ob)
3480 pl->ranged_ob = 0; 3249 pl->ranged_ob = 0;
3481} 3250}
3482 3251
3252//-GPL
3253
3483sint8 3254sint8
3484player::visibility_at (maptile *map, int x, int y) const 3255player::darkness_at (maptile *map, int x, int y) const
3485{ 3256{
3486 if (!ns) 3257 if (!ns)
3487 return 0; 3258 return LOS_BLOCKED;
3488 3259
3489 int dx, dy; 3260 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3261 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0; 3262 return LOS_BLOCKED;
3492 3263
3493 x += dx - ns->current_x + ns->mapx / 2; 3264 x += dx - ns->current_x;
3494 y += dy - ns->current_y + ns->mapy / 2; 3265 y += dy - ns->current_y;
3495 3266
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]; 3267 return blocked_los (x, y);
3500} 3268}
3501 3269
3502void 3270void
3503player::infobox (const char *title, const char *msg, int color) 3271player::infobox (const char *title, const char *msg, int color)
3504{ 3272{

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