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Comparing deliantra/server/server/player.C (file contents):
Revision 1.202 by root, Fri Aug 29 02:07:09 2008 UTC vs.
Revision 1.242 by root, Fri Nov 6 13:31:47 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 (©) 2005,2006,2007,2008 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,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
140 {
141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 break;
143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
146 }
147 }
148
149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 close_and_delete (fp, comp);
152}
153
154/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
155static void 41static void
156set_first_map (object *op) 42set_first_map (object *op)
157{ 43{
158 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
210 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
211 97
212 ns->update_look = 0; 98 ns->update_look = 0;
213 ns->look_position = 0; 99 ns->look_position = 0;
214 100
215 clear_los (this); 101 clear_los ();
216 102
217 ns->reset_stats (); 103 ns->reset_stats ();
218 104
219 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
222 108
223 ob->update_weight (); 109 ob->update_weight ();
224 link_player_skills (ob); 110 link_skills ();
225 111
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227 113
228 assign (title, ob->arch->object::name); 114 assign (title, ob->arch->object::name);
229 115
252 esrv_send_inventory (ob, ob); 138 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 139 esrv_add_spells (this, 0);
254 140
255 activate (); 141 activate ();
256 142
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this); 143 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 144 INVOKE_PLAYER (LOGIN, this);
263} 145}
264 146
265void 147void
281 ns->reset_stats (); 163 ns->reset_stats ();
282 ns->pl = 0; 164 ns->pl = 0;
283 ns = 0; 165 ns = 0;
284 } 166 }
285 167
286 observe = ob; 168 // this is important for the player scheduler to get the correct refcount
169 // when ns = 0
170 observe = viewpoint = ob;
287 171
288 deactivate (); 172 deactivate ();
289} 173}
174
175//-GPL
290 176
291// the need for this function can be explained 177// the need for this function can be explained
292// by load_object not returning the object 178// by load_object not returning the object
293void 179void
294player::set_object (object *op) 180player::set_object (object *op)
295{ 181{
296 ob = observe = op; 182 ob = observe = viewpoint = op;
297 ob->contr = this; /* this aren't yet in archetype */ 183 ob->contr = this; /* this aren't yet in archetype */
298 184
299 ob->speed = 1.0f; 185 ob->speed = 1.0f;
300 ob->speed_left = 0.5f; 186 ob->speed_left = 0.5f;
301 187
330} 216}
331 217
332void 218void
333player::set_observe (object *op) 219player::set_observe (object *op)
334{ 220{
335 observe = op ? op : ob; 221 observe = viewpoint = op ? op : ob;
336 do_los = 1; 222 do_los = 1;
337} 223}
224
225void
226player::set_viewpoint (object *op)
227{
228 viewpoint = op ? op : (object *)observe;
229 do_los = 1;
230}
231
232//+GPL
338 233
339player::player () 234player::player ()
340{ 235{
341 /* There are some elements we want initialised to non zero value - 236 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 237 * we deal with that below this point.
369 { 264 {
370 ob->destroy_inv (false); 265 ob->destroy_inv (false);
371 ob->destroy (); 266 ob->destroy ();
372 } 267 }
373 268
374 ob = observe = 0; 269 ob = observe = viewpoint = 0;
375} 270}
376 271
377player::~player () 272player::~player ()
378{ 273{
379 /* Clear item stack */ 274 /* Clear item stack */
380 free (stack_items); 275 free (stack_items);
276}
277
278/*
279 * get_player_archetype() return next player archetype from archetype
280 * list. Not very efficient routine, but used only creating new players.
281 * Note: there MUST be at least one player archetype!
282 */
283static archetype *
284get_player_archetype (archetype *at)
285{
286 // archetypes could have been reloaded
287 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
288
289 if (!nat)
290 return at;
291
292 archvec::iterator i = archetypes.find (nat);
293
294 for (;;)
295 {
296 if (++i == archetypes.end ())
297 i = archetypes.begin ();
298 else if (*i == at)
299 cleanup ("not a single player archetype found");
300
301 if ((*i)->type == PLAYER)
302 return *i;
303 }
381} 304}
382 305
383/* Tries to add player on the connection passed in ns. 306/* Tries to add player on the connection passed in ns.
384 * All we can really get in this is some settings like host and display 307 * All we can really get in this is some settings like host and display
385 * mode. 308 * mode.
396 pl->ob->run_away = 25; /* Then we panick... */ 319 pl->ob->run_away = 25; /* Then we panick... */
397 320
398 set_first_map (pl->ob); 321 set_first_map (pl->ob);
399 322
400 return pl; 323 return pl;
401}
402
403/*
404 * get_player_archetype() return next player archetype from archetype
405 * list. Not very efficient routine, but used only creating new players.
406 * Note: there MUST be at least one player archetype!
407 */
408archetype *
409get_player_archetype (archetype *at)
410{
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
418
419 for (;;)
420 {
421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429} 324}
430 325
431object * 326object *
432get_nearest_player (object *mon) 327get_nearest_player (object *mon)
433{ 328{
673 op->destroy (); 568 op->destroy ();
674 continue; 569 continue;
675 } 570 }
676 } 571 }
677 572
678 /* This really needs to be better - we should really give 573 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 574 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 575 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 576 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 577 if (op->type == SKILL)
685 { 578 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 579 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 580 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 581 {
694 op->destroy (); 582 op->destroy ();
583 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 585 break;
697 } 586 }
698 587
699 if (op->nrof > 1) 588 if (op->nrof > 1)
700 op->nrof = 1; 589 op->nrof = 1;
701 } 590 }
702 591
728 else /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
729 SET_FLAG (op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
731 620
732 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
733 link_player_skills (pl); 622 pl->contr->link_skills ();
734} 623}
735 624
736void 625void
737get_party_password (object *op, partylist *party) 626get_party_password (object *op, partylist *party)
738{ 627{
870 ob->msg = 0; 759 ob->msg = 0;
871 760
872 start_info (ob); 761 start_info (ob);
873 CLEAR_FLAG (ob, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
874 give_initial_items (ob, ob->randomitems); 763 give_initial_items (ob, ob->randomitems);
875 link_player_skills (ob);
876 esrv_send_inventory (ob, ob); 764 esrv_send_inventory (ob, ob);
877 ob->update_stats (); 765 ob->update_stats ();
878 766
879 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
880 * is one for this race 768 * is one for this race
919 ob->stats.hp = ob->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
920 ob->stats.sp = ob->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
921 ob->stats.grace = 0; 809 ob->stats.grace = 0;
922} 810}
923 811
924void 812static void
925flee_player (object *op) 813flee_player (object *op)
926{ 814{
927 int dir, diff; 815 int dir, diff;
928 rv_vector rv; 816 rv_vector rv;
929 817
932 LOG (llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
933 CLEAR_FLAG (op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
934 return; 822 return;
935 } 823 }
936 824
937 if (op->enemy == NULL) 825 if (!op->enemy)
938 { 826 {
939 LOG (llevDebug, "Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
940 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
941 return; 829 return;
942 } 830 }
943 831
944 /* Seen some crashes here. Since we don't store an
945 * op->enemy_count, it is possible that something destroys the
946 * actual enemy, and the object is recycled.
947 */
948 if (op->enemy->map == NULL)
949 {
950 CLEAR_FLAG (op, FLAG_SCARED);
951 op->enemy = NULL;
952 return;
953 }
954
955 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
956 { 833 {
957 op->enemy = NULL; 834 op->enemy = NULL;
958 CLEAR_FLAG (op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
959 return; 836 return;
962 get_rangevector (op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
963 840
964 dir = absdir (4 + rv.direction); 841 dir = absdir (4 + rv.direction);
965 for (diff = 0; diff < 3; diff++) 842 for (diff = 0; diff < 3; diff++)
966 { 843 {
967 int m = 1 - (RANDOM () & 2); 844 int m = 1 - rndm (2) * 2;
968 845
969 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
970 return; 847 return;
971 } 848 }
972 849
983check_pick (object *op) 860check_pick (object *op)
984{ 861{
985 object *tmp, *next; 862 object *tmp, *next;
986 int stop = 0; 863 int stop = 0;
987 int wvratio; 864 int wvratio;
988 char putstring[128];
989 865
990 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
991 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
992 return 1; 868 return 1;
993 869
1017 893
1018 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1019 { 895 {
1020 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1021 CHK_PICK_PICKUP; 897 CHK_PICK_PICKUP;
898
1022 continue; 899 continue;
1023 } 900 }
1024 901
1025 /* high not bit set? We're using the old autopickup model */ 902 /* pickup handling */
903 if (op->contr->mode & PU_DEBUG)
904 {
905 /* some debugging code to figure out item information */
906 const char *str = tmp->name
907 ? format ("item name: %s item type: %d weight/value: %d",
908 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
909 : format ("item name: %s item type: %d weight/value: %d",
910 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
911
912 new_draw_info (NDI_UNIQUE, 0, op, str);
913 }
914
915 if (op->contr->mode & PU_INHIBIT)
916 return 1;
917
918 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
919 return 1;
920
921 /* philosophy:
922 * It's easy to grab an item type from a pile, as long as it's
923 * generic. This takes no game-time. For more detailed pickups
924 * and selections, select-items should be used. This is a
925 * grab-as-you-run type mode that's really useful for arrows for
926 * example.
927 * The drawback: right now it has no frontend, so you need to
928 * stick the bits you want into a calculator in hex mode and then
929 * convert to decimal and then 'pickup <#>
930 */
931
932 /* the first two modes are exclusive: if NOTHING we return, if
933 * STOP then we stop. All the rest are applied sequentially,
934 * meaning if any test passes, the item gets picked up. */
935
936 /* if mode is set to pick nothing up, return */
937 if (op->contr->mode == PU_NOTHING)
938 return 1;
939
940 /* if mode is set to stop when encountering objects, return */
941 /* take STOP before INHIBIT since it doesn't actually pick
942 * anything up */
943 if (op->contr->mode & PU_STOP)
944 return 0;
945
946 /* useful for going into stores and not losing your settings... */
947 /* and for battles wher you don't want to get loaded down while
948 * fighting */
949 if (op->contr->mode & PU_INHIBIT)
950 return 1;
951
952 /* prevent us from turning into auto-thieves :) */
953 if (QUERY_FLAG (tmp, FLAG_UNPAID))
954 continue;
955
956 /* ignore known cursed objects */
957 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
958 continue;
959
960 /* all food and drink if desired */
961 /* question: don't pick up known-poisonous stuff? */
1026 if (!(op->contr->mode & PU_NEWMODE)) 962 if (op->contr->mode & PU_FOOD)
963 if (tmp->type == FOOD)
1027 { 964 {
1028 switch (op->contr->mode) 965 CHK_PICK_PICKUP;
966 continue;
967 }
968
969 if (op->contr->mode & PU_DRINK)
970 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
976 if (op->contr->mode & PU_POTION)
977 if (tmp->type == POTION)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 /* spellbooks, skillscrolls and normal books/scrolls */
984 if (op->contr->mode & PU_SPELLBOOK)
985 if (tmp->type == SPELLBOOK)
986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
991 if (op->contr->mode & PU_SKILLSCROLL)
992 if (tmp->type == SKILLSCROLL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 if (op->contr->mode & PU_READABLES)
999 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1000 {
1001 CHK_PICK_PICKUP;
1002 continue;
1003 }
1004
1005 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1020
1021 if (op->contr->mode & PU_VALUABLES)
1022 {
1023 if (tmp->type == MONEY || tmp->type == GEM)
1029 { 1024 {
1030 case 0:
1031 return 1; /* don't pick up */
1032 case 1:
1033 CHK_PICK_PICKUP; 1025 CHK_PICK_PICKUP;
1034 return 1; 1026 continue;
1035 case 2:
1036 CHK_PICK_PICKUP;
1037 return 0;
1038 case 3:
1039 return 0; /* stop before pickup */
1040 case 4:
1041 CHK_PICK_PICKUP;
1042 break;
1043 case 5:
1044 CHK_PICK_PICKUP;
1045 stop = 1;
1046 break;
1047 case 6:
1048 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1049 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1050 CHK_PICK_PICKUP;
1051 break;
1052
1053 case 7:
1054 if (tmp->type == MONEY || tmp->type == GEM)
1055 CHK_PICK_PICKUP;
1056 break;
1057
1058 default:
1059 /* use value density */
1060 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1061 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1062 CHK_PICK_PICKUP;
1063 } 1027 }
1064 } 1028 }
1065 else 1029
1066 { /* old model */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1067 /* NEW pickup handling */
1068 if (op->contr->mode & PU_DEBUG) 1031 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET)
1069 { 1033 {
1070 /* some debugging code to figure out item information */ 1034 CHK_PICK_PICKUP;
1071 if (tmp->name != NULL)
1072 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1073 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1074 else
1075 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1076 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1077
1078 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1079 }
1080
1081 /* philosophy:
1082 * It's easy to grab an item type from a pile, as long as it's
1083 * generic. This takes no game-time. For more detailed pickups
1084 * and selections, select-items should be used. This is a
1085 * grab-as-you-run type mode that's really useful for arrows for
1086 * example.
1087 * The drawback: right now it has no frontend, so you need to
1088 * stick the bits you want into a calculator in hex mode and then
1089 * convert to decimal and then 'pickup <#>
1090 */
1091
1092 /* the first two modes are exclusive: if NOTHING we return, if
1093 * STOP then we stop. All the rest are applied sequentially,
1094 * meaning if any test passes, the item gets picked up. */
1095
1096 /* if mode is set to pick nothing up, return */
1097
1098 if (op->contr->mode & PU_NOTHING)
1099 return 1;
1100
1101 /* if mode is set to stop when encountering objects, return */
1102 /* take STOP before INHIBIT since it doesn't actually pick
1103 * anything up */
1104
1105 if (op->contr->mode & PU_STOP)
1106 return 0;
1107
1108 /* useful for going into stores and not losing your settings... */
1109 /* and for battles wher you don't want to get loaded down while
1110 * fighting */
1111 if (op->contr->mode & PU_INHIBIT)
1112 return 1;
1113
1114 /* prevent us from turning into auto-thieves :) */
1115 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1116 continue; 1035 continue;
1036 }
1117 1037
1118 /* ignore known cursed objects */ 1038 /* we don't forget dragon food */
1119 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1039 if (op->contr->mode & PU_FLESH)
1040 if (tmp->type == FLESH)
1041 {
1042 CHK_PICK_PICKUP;
1120 continue; 1043 continue;
1044 }
1121 1045
1122 /* all food and drink if desired */ 1046 /* bows and arrows. Bows are good for selling! */
1123 /* question: don't pick up known-poisonous stuff? */ 1047 if (op->contr->mode & PU_BOW)
1048 if (tmp->type == BOW)
1049 {
1050 CHK_PICK_PICKUP;
1051 continue;
1052 }
1053
1054 if (op->contr->mode & PU_ARROW)
1055 if (tmp->type == ARROW)
1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1061 /* all kinds of armor etc. */
1062 if (op->contr->mode & PU_ARMOUR)
1063 if (tmp->type == ARMOUR)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_HELMET)
1070 if (tmp->type == HELMET)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 if (op->contr->mode & PU_SHIELD)
1077 if (tmp->type == SHIELD)
1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1124 if (op->contr->mode & PU_FOOD) 1083 if (op->contr->mode & PU_BOOTS)
1125 if (tmp->type == FOOD) 1084 if (tmp->type == BOOTS)
1085 {
1086 CHK_PICK_PICKUP;
1087 continue;
1088 }
1089
1090 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES)
1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1097 if (op->contr->mode & PU_CLOAK)
1098 if (tmp->type == CLOAK)
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 /* hoping to catch throwing daggers here */
1105 if (op->contr->mode & PU_MISSILEWEAPON)
1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1107 {
1108 CHK_PICK_PICKUP;
1109 continue;
1110 }
1111
1112 /* careful: chairs and tables are weapons! */
1113 if (op->contr->mode & PU_ALLWEAPON)
1114 {
1115 if (tmp->type == WEAPON)
1116 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1126 { 1117 {
1127 CHK_PICK_PICKUP; 1118 CHK_PICK_PICKUP;
1128 continue; 1119 continue;
1129 } 1120 }
1121 }
1130 1122
1123 /* misc stuff that's useful */
1131 if (op->contr->mode & PU_DRINK) 1124 if (op->contr->mode & PU_KEY)
1132 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1133 { 1126 {
1134 CHK_PICK_PICKUP; 1127 CHK_PICK_PICKUP;
1135 continue; 1128 continue;
1136 } 1129 }
1137 1130
1131 /* any of the last 4 bits set means we use the ratio for value
1132 * pickups */
1138 if (op->contr->mode & PU_POTION) 1133 if (op->contr->mode & PU_RATIO)
1139 if (tmp->type == POTION) 1134 {
1135 /* use value density to decide what else to grab */
1136 /* >=7 was >= op->contr->mode */
1137 /* >=7 is the old standard setting. Now we take the last 4 bits
1140 { 1138 */
1141 CHK_PICK_PICKUP;
1142 continue;
1143 }
1144
1145 /* spellbooks, skillscrolls and normal books/scrolls */
1146 if (op->contr->mode & PU_SPELLBOOK)
1147 if (tmp->type == SPELLBOOK)
1148 {
1149 CHK_PICK_PICKUP;
1150 continue;
1151 }
1152
1153 if (op->contr->mode & PU_SKILLSCROLL)
1154 if (tmp->type == SKILLSCROLL)
1155 {
1156 CHK_PICK_PICKUP;
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_READABLES)
1161 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1162 {
1163 CHK_PICK_PICKUP;
1164 continue;
1165 }
1166
1167 /* wands/staves/rods/horns */
1168 if (op->contr->mode & PU_MAGIC_DEVICE)
1169 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1170 {
1171 CHK_PICK_PICKUP;
1172 continue;
1173 }
1174
1175 /* pick up all magical items */
1176 if (op->contr->mode & PU_MAGICAL) 1139 wvratio = op->contr->mode & PU_RATIO;
1177 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1140 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1178 {
1179 CHK_PICK_PICKUP;
1180 continue;
1181 }
1182
1183 if (op->contr->mode & PU_VALUABLES)
1184 { 1141 {
1185 if (tmp->type == MONEY || tmp->type == GEM) 1142#if 0
1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1144 if (tmp->name != NULL)
1186 { 1145 {
1187 CHK_PICK_PICKUP; 1146 fprintf (stderr, "%s", tmp->name);
1188 continue;
1189 } 1147 }
1190 }
1191
1192 /* rings & amulets - talismans seems to be typed AMULET */
1193 if (op->contr->mode & PU_JEWELS)
1194 if (tmp->type == RING || tmp->type == AMULET)
1195 {
1196 CHK_PICK_PICKUP;
1197 continue;
1198 }
1199
1200 /* we don't forget dragon food */
1201 if (op->contr->mode & PU_FLESH)
1202 if (tmp->type == FLESH)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1208 /* bows and arrows. Bows are good for selling! */
1209 if (op->contr->mode & PU_BOW)
1210 if (tmp->type == BOW)
1211 {
1212 CHK_PICK_PICKUP;
1213 continue;
1214 }
1215
1216 if (op->contr->mode & PU_ARROW)
1217 if (tmp->type == ARROW)
1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1222
1223 /* all kinds of armor etc. */
1224 if (op->contr->mode & PU_ARMOUR)
1225 if (tmp->type == ARMOUR)
1226 {
1227 CHK_PICK_PICKUP;
1228 continue;
1229 }
1230
1231 if (op->contr->mode & PU_HELMET)
1232 if (tmp->type == HELMET)
1233 {
1234 CHK_PICK_PICKUP;
1235 continue;
1236 }
1237
1238 if (op->contr->mode & PU_SHIELD)
1239 if (tmp->type == SHIELD)
1240 {
1241 CHK_PICK_PICKUP;
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_BOOTS)
1246 if (tmp->type == BOOTS)
1247 {
1248 CHK_PICK_PICKUP;
1249 continue;
1250 }
1251
1252 if (op->contr->mode & PU_GLOVES)
1253 if (tmp->type == GLOVES)
1254 {
1255 CHK_PICK_PICKUP;
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_CLOAK)
1260 if (tmp->type == CLOAK)
1261 {
1262 CHK_PICK_PICKUP;
1263 continue;
1264 }
1265
1266 /* hoping to catch throwing daggers here */
1267 if (op->contr->mode & PU_MISSILEWEAPON)
1268 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1269 {
1270 CHK_PICK_PICKUP;
1271 continue;
1272 }
1273
1274 /* careful: chairs and tables are weapons! */
1275 if (op->contr->mode & PU_ALLWEAPON)
1276 {
1277 if (tmp->type == WEAPON && tmp->name != NULL)
1278 {
1279 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1280 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1281 {
1282 CHK_PICK_PICKUP;
1283 continue;
1284 }
1285 }
1286
1287 if (tmp->type == WEAPON && tmp->name == NULL)
1288 {
1289 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1290 {
1291 CHK_PICK_PICKUP;
1292 continue;
1293 }
1294 }
1295 }
1296
1297 /* misc stuff that's useful */
1298 if (op->contr->mode & PU_KEY)
1299 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1300 {
1301 CHK_PICK_PICKUP;
1302 continue;
1303 }
1304
1305 /* any of the last 4 bits set means we use the ratio for value
1306 * pickups */
1307 if (op->contr->mode & PU_RATIO)
1308 {
1309 /* use value density to decide what else to grab */
1310 /* >=7 was >= op->contr->mode */
1311 /* >=7 is the old standard setting. Now we take the last 4 bits
1312 */
1313 wvratio = op->contr->mode & PU_RATIO;
1314 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1315 {
1316 CHK_PICK_PICKUP;
1317#if 0
1318 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1319 if (tmp->name != NULL)
1320 {
1321 fprintf (stderr, "%s", tmp->name);
1322 }
1323 else 1148 else
1324 fprintf (stderr, "%s", tmp->arch->archname); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1325 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1326 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1151 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1327#endif 1152#endif
1153 CHK_PICK_PICKUP;
1328 continue; 1154 continue;
1329 }
1330 } 1155 }
1331 } /* the new pickup model */ 1156 } /* the new pickup model */
1332 } 1157 }
1333 1158
1334 return !stop; 1159 return !stop;
1160}
1161
1162/* routine for both players and monsters. We call this when
1163 * there is a possibility for our action distrubing our hiding
1164 * place or invisiblity spell. Artefact invisiblity causes
1165 * "noise" instead. If we arent invisible to begin with, we
1166 * return 0.
1167 */
1168static int
1169action_makes_visible (object *op)
1170{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1172 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1174 {
1175 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance.
1177 if (op->contr)
1178 op->make_noise ();
1179
1180 return 0;
1181 }
1182
1183 if (op->contr && op->contr->tmp_invis == 0)
1184 return 0;
1185
1186 /* If monsters, they should become visible */
1187 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1188 {
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1190 return 1;
1191 }
1192 }
1193
1194 return 0;
1335} 1195}
1336 1196
1337/* 1197/*
1338 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1339 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1340 * found object is returned. 1200 * found object is returned.
1341 */ 1201 */
1342object * 1202static object *
1343find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1344{ 1204{
1345 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1346 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1347 return splay (tmp); 1207 return splay (tmp);
1361 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1221 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1362 * against the target. A full test is not performed, simply a basic test 1222 * against the target. A full test is not performed, simply a basic test
1363 * of resistances. The archer is making a quick guess at what he sees down 1223 * of resistances. The archer is making a quick guess at what he sees down
1364 * the hall. Failing that it does it's best to pick the highest plus arrow. 1224 * the hall. Failing that it does it's best to pick the highest plus arrow.
1365 */ 1225 */
1366object * 1226static object *
1367find_better_arrow (object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1368{ 1228{
1369 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1370 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1371 1231
1372 if (!type) 1232 if (!type)
1376 { 1236 {
1377 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1237 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1378 { 1238 {
1379 i = 0; 1239 i = 0;
1380 ntmp = find_better_arrow (arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1381 if (i > betterby) 1242 if (i > betterby)
1382 { 1243 {
1383 tmp = ntmp; 1244 tmp = ntmp;
1384 betterby = i; 1245 betterby = i;
1385 } 1246 }
1386 } 1247 }
1387 else if (arrow->type == ARROW && arrow->race == type) 1248 else if (arrow->type == ARROW && arrow->race == type)
1388 { 1249 {
1389 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1390 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1251 if (target->race && arrow->slaying.contains (target->race))
1391 { 1252 {
1392 if (arrow->attacktype & AT_DEATH) 1253 if (arrow->attacktype & AT_DEATH)
1393 { 1254 {
1394 *better = 100; 1255 *better = 100;
1395 return arrow; 1256 return arrow;
1410 { 1271 {
1411 tmp = arrow; 1272 tmp = arrow;
1412 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1273 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1413 } 1274 }
1414 } 1275 }
1276
1415 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1416 { 1278 {
1417 tmp = arrow; 1279 tmp = arrow;
1418 betterby = 2 + arrow->magic + arrow->stats.dam; 1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1419 } 1281 }
1282
1420 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1421 { 1284 {
1422 tmp = arrow; 1285 tmp = arrow;
1423 betterby = 1 + arrow->magic + arrow->stats.dam; 1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1424 } 1287 }
1437 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1438 * op = the shooter 1301 * op = the shooter
1439 * type = bow->race 1302 * type = bow->race
1440 * dir = fire direction 1303 * dir = fire direction
1441 */ 1304 */
1442object * 1305static object *
1443pick_arrow_target (object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1444{ 1307{
1445 object *tmp = NULL; 1308 object *tmp = NULL;
1446 maptile *m; 1309 maptile *m;
1447 int i, mflags, found, number; 1310 int i, mflags, found, number;
1448 sint16 x, y; 1311 sint16 x, y;
1463 for (i = 0, found = 0; i < 20; i++) 1326 for (i = 0, found = 0; i < 20; i++)
1464 { 1327 {
1465 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1466 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1467 mflags = get_map_flags (m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1468 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1469 { 1333 {
1470 tmp = NULL; 1334 tmp = 0;
1471 break; 1335 break;
1472 } 1336 }
1473 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1337 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1474 { 1338 {
1475 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1476 * perhaps a bad assumption. 1340 * perhaps a bad assumption.
1477 */ 1341 */
1478 tmp = NULL; 1342 tmp = 0;
1479 break; 1343 break;
1480 } 1344 }
1345
1481 if (mflags & P_IS_ALIVE) 1346 if (mflags & P_IS_ALIVE)
1482 {
1483 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1347 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1484 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1485 {
1486 found++;
1487 break;
1488 }
1489 if (found)
1490 break; 1349 break;
1491 }
1492 } 1350 }
1493 if (tmp == NULL) 1351
1352 if (!tmp)
1494 return find_arrow (op, type); 1353 return find_arrow (op, type);
1495 1354
1496 if (tmp->head) 1355 if (tmp->head)
1497 tmp = tmp->head; 1356 tmp = tmp->head;
1498 1357
1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1539 return 0; 1398 return 0;
1540 } 1399 }
1541 1400
1542 // optimisation: move object to top so we will find it quickly again 1401 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below) 1402 splay (bow);
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1549 } 1403 }
1550 1404
1551 if (!bow->race || !bow->skill) 1405 if (!bow->race || !bow->skill)
1552 { 1406 {
1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1407 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1579 } 1433 }
1580 1434
1581 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1582 if (arrow->nrof == 0) 1436 if (arrow->nrof == 0)
1583 { 1437 {
1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1584 arrow->destroy (); 1439 arrow->destroy ();
1585 return 0; 1440 return 0;
1586 } 1441 }
1587 1442
1588 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1598 arrow->direction = dir; 1453 arrow->direction = dir;
1599 1454
1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1455 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam; 1456 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype; 1457 arrow->stats.grace = arrow->attacktype;
1603 1458 arrow->custom_name = arrow->slaying;
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606 1459
1607#if 0 1460#if 0
1608 if (player *pl = op->contr) 1461 if (player *pl = op->contr)
1609 { 1462 {
1610 float speed = pl->weapon_sp; 1463 float speed = pl->weapon_sp;
1672 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1673 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1674 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1675 * hence the function name. 1528 * hence the function name.
1676 */ 1529 */
1677int 1530static int
1678player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
1679{ 1532{
1680 int ret = 0, wcmod = 0; 1533 int ret;
1681 1534
1682 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
1683 { 1536 {
1684 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1537 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1685 } 1538 }
1686 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1539 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1687 { 1540 {
1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1541 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1689 wcmod = -1;
1690
1691 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1542 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1692 } 1543 }
1693 else if (op->contr->bowtype == bow_threewide) 1544 else if (op->contr->bowtype == bow_threewide)
1694 { 1545 {
1695 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1696 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1547 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1697 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1548 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1698 } 1549 }
1699 else if (op->contr->bowtype == bow_spreadshot) 1550 else if (op->contr->bowtype == bow_spreadshot)
1700 { 1551 {
1701 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1552 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1702 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1553 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1703 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1554 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1704 } 1555 }
1705 else 1556 else
1706 { 1557 {
1712} 1563}
1713 1564
1714/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1715 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1716 */ 1567 */
1717void 1568static void
1718fire_misc_object (object *op, int dir) 1569fire_misc_object (object *op, int dir)
1719{ 1570{
1720 object *item = op->contr->ranged_ob; 1571 object *item = op->contr->ranged_ob;
1721 1572
1722 if (!item) 1573 if (!item)
1763 } 1614 }
1764 } 1615 }
1765 1616
1766 if (cast_spell (op, item, dir, item->inv, NULL)) 1617 if (cast_spell (op, item, dir, item->inv, NULL))
1767 { 1618 {
1768 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1619 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1620
1769 if (item->type == WAND) 1621 if (item->type == WAND)
1770 { 1622 {
1771 if (!(--item->stats.food)) 1623 if (!(--item->stats.food))
1772 { 1624 {
1773 object *tmp; 1625 object *tmp;
1793bool 1645bool
1794fire (object *op, int dir) 1646fire (object *op, int dir)
1795{ 1647{
1796 int spellcost = 0; 1648 int spellcost = 0;
1797 1649
1798 /* check for loss of invisiblity/hide */
1799 if (action_makes_visible (op))
1800 make_visible (op);
1801
1802 player *pl = op->contr; 1650 player *pl = op->contr;
1803 1651
1804 if (pl->golem) 1652 if (pl->golem)
1805 { 1653 {
1806 control_golem (op->contr->golem, dir); 1654 control_golem (op->contr->golem, dir);
1808 } 1656 }
1809 1657
1810 object *ob = pl->ranged_ob; 1658 object *ob = pl->ranged_ob;
1811 1659
1812 if (!ob) 1660 if (!ob)
1813 return false;
1814
1815 if (!op->change_weapon (ob))
1816 return false; 1661 return false;
1817 1662
1818 if (op->speed_left > 0.f) 1663 if (op->speed_left > 0.f)
1819 --op->speed_left; 1664 --op->speed_left;
1820 else 1665 else
1821 return false; 1666 return false;
1822 1667
1668 if (!op->change_weapon (ob))
1669 return false;
1670
1671 /* check for loss of invisiblity/hide */
1672 if (action_makes_visible (op))
1673 make_visible (op);
1674
1823 switch (ob->type) 1675 switch (ob->type)
1824 { 1676 {
1825 case BOW: 1677 case BOW:
1826 player_fire_bow (op, dir); 1678 player_fire_bow (op, dir);
1827 break; 1679 break;
1828 1680
1829 case SPELL: 1681 case SPELL:
1830 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1682 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1831 break; 1683 break;
1832 1684
1833 case BUILDER: 1685 case BUILDER:
1834 apply_map_builder (op, dir); 1686 apply_map_builder (op, dir);
1835 break; 1687 break;
1844 } 1696 }
1845 1697
1846 return true; 1698 return true;
1847} 1699}
1848 1700
1849/* find_key 1701static object *
1850 * We try to find a key for the door as passed. If we find a key
1851 * and successfully use it, we return the key, otherwise NULL
1852 * This function merges both normal and locked door, since the logic
1853 * for both is the same - just the specific key is different.
1854 * pl is the player,
1855 * inv is the objects inventory to searched
1856 * door is the door we are trying to match against.
1857 * This function can be called recursively to search containers.
1858 */
1859object *
1860find_key (object *pl, object *container, object *door) 1702find_key_ (object *pl, object *container, object *door)
1861{ 1703{
1862 object *tmp, *key; 1704 object *tmp, *key;
1863 1705
1864 /* Should not happen, but sanity checking is never bad */ 1706 /* Should not happen, but sanity checking is never bad */
1865 if (!container->inv) 1707 if (!container->inv)
1868 /* First, lets try to find a key in the top level inventory */ 1710 /* First, lets try to find a key in the top level inventory */
1869 for (tmp = container->inv; tmp; tmp = tmp->below) 1711 for (tmp = container->inv; tmp; tmp = tmp->below)
1870 { 1712 {
1871 if (door->type == DOOR && tmp->type == KEY) 1713 if (door->type == DOOR && tmp->type == KEY)
1872 break; 1714 break;
1715
1873 /* For sanity, we should really check door type, but other stuff 1716 /* For sanity, we should really check door type, but other stuff
1874 * (like containers) can be locked with special keys 1717 * (like containers) can be locked with special keys
1875 */ 1718 */
1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1877 break; 1720 break;
1883 * a key, return 1726 * a key, return
1884 */ 1727 */
1885 if (!tmp) 1728 if (!tmp)
1886 { 1729 {
1887 for (tmp = container->inv; tmp; tmp = tmp->below) 1730 for (tmp = container->inv; tmp; tmp = tmp->below)
1888 {
1889 /* No reason to search empty containers */ 1731 /* No reason to search empty containers */
1890 if (tmp->type == CONTAINER && tmp->inv) 1732 if (tmp->type == CONTAINER && tmp->inv)
1891 {
1892 if ((key = find_key (pl, tmp, door))) 1733 if ((key = find_key_ (pl, tmp, door)))
1893 return key; 1734 return key;
1894 }
1895 }
1896 1735
1897 if (!tmp) 1736 if (!tmp)
1898 return NULL; 1737 return 0;
1899 } 1738 }
1900 1739
1901 /* We get down here if we have found a key. Now if its in a container, 1740 /* We get down here if we have found a key. Now if its in a container,
1902 * see if we actually want to use it 1741 * see if we actually want to use it
1903 */ 1742 */
1904 if (pl != container) 1743 if (pl != container)
1905 { 1744 {
1906 /* Only let players use keys in containers */ 1745 /* Only let players use keys in containers */
1907 if (!pl->contr) 1746 if (!pl->contr)
1908 return NULL; 1747 return 0;
1748
1909 /* cases where this fails: 1749 /* cases where this fails:
1910 * If we only search the player inventory, return now since we 1750 * If we only search the player inventory, return now since we
1911 * are not in the players inventory. 1751 * are not in the players inventory.
1912 * If the container is not active, return now since only active 1752 * If the container is not active, return now since only active
1913 * containers can be used. 1753 * containers can be used.
1917 * inv must have been an container and must have been active. 1757 * inv must have been an container and must have been active.
1918 * 1758 *
1919 * Change the color so that the message doesn't disappear with 1759 * Change the color so that the message doesn't disappear with
1920 * all the others. 1760 * all the others.
1921 */ 1761 */
1922 if (pl->contr->usekeys == key_inventory || 1762 if (pl->contr->usekeys == key_inventory
1923 !QUERY_FLAG (container, FLAG_APPLIED) || 1763 || !QUERY_FLAG (container, FLAG_APPLIED)
1924 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1925 { 1765 {
1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1927 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1767 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1928 return NULL; 1768 return NULL;
1929 } 1769 }
1930 } 1770 }
1931 1771
1932 return tmp; 1772 return tmp;
1773}
1774
1775/* find_key
1776 * We try to find a key for the door as passed. If we find a key
1777 * and successfully use it, we return the key, otherwise NULL
1778 * This function merges both normal and locked door, since the logic
1779 * for both is the same - just the specific key is different.
1780 * pl is the player,
1781 * inv is the objects inventory to searched
1782 * door is the door we are trying to match against.
1783 * This function can be called recursively to search containers.
1784 */
1785object *
1786find_key (object *pl, object *container, object *door)
1787{
1788 if (door->slaying && is_match_expr (door->slaying))
1789 {
1790 // for match expressions, we try to find the key by applying the match
1791 // to the op itself, which is supposed to find the "key", instead
1792 // of searching through containers ourselves.
1793
1794 return match_one (door->slaying, container, door, pl, pl);
1795 }
1796 else
1797 return find_key_ (pl, container, door);
1933} 1798}
1934 1799
1935/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
1936 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
1937 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
1987 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
1988 */ 1853 */
1989bool 1854bool
1990move_player_attack (object *op, int dir) 1855move_player_attack (object *op, int dir)
1991{ 1856{
1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1858 {
1859 --op->speed_left;
1860 return true;
1861 }
1862
1992 int on_battleground; 1863 int on_battleground;
1993 1864
1994 sint16 nx = freearr_x[dir] + op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
1995 sint16 ny = freearr_y[dir] + op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
1996 1867
1997 on_battleground = op_on_battleground (op, 0, 0); 1868 on_battleground = op_on_battleground (op, 0, 0);
1998 1869
1999 if (out_of_map (op->map, nx, ny)) 1870 if (out_of_map (op->map, nx, ny))
2000 return false; 1871 return false;
2001
2002 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2003 {
2004 --op->speed_left;
2005 return true;
2006 }
2007 1872
2008 /* If braced, or can't move to the square, and it is not out of the 1873 /* If braced, or can't move to the square, and it is not out of the
2009 * map, attack it. Note order of if statement is important - don't 1874 * map, attack it. Note order of if statement is important - don't
2010 * want to be calling move_ob if braced, because move_ob will move the 1875 * want to be calling move_ob if braced, because move_ob will move the
2011 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2071 --op->speed_left; 1936 --op->speed_left;
2072 1937
2073 op->play_sound (sound_find ("push_player")); 1938 op->play_sound (sound_find ("push_player"));
2074 push_ob (mon, dir, op); 1939 push_ob (mon, dir, op);
2075 1940
2076 if (op->contr->tmp_invis || op->hide) 1941 if (action_makes_visible (op))
2077 make_visible (op); 1942 make_visible (op);
2078 1943
2079 return true; 1944 return true;
2080 } 1945 }
2081 else 1946 else
2103 push_ob (mon, dir, op); 1968 push_ob (mon, dir, op);
2104 } 1969 }
2105 else 1970 else
2106 op->statusmsg ("You withhold your attack"); 1971 op->statusmsg ("You withhold your attack");
2107 1972
2108 if (op->contr->tmp_invis || op->hide) 1973 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2109 make_visible (op); 1974 make_visible (op);
2110 1975
2111 return true; 1976 return true;
2112 } 1977 }
2113 } 1978 }
2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2172 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2037 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2173 2038
2174 op->facing = dir; 2039 op->facing = dir;
2175 2040
2176 if (op->hide) 2041 if (op->flag [FLAG_HIDDEN])
2177 do_hidden_move (op); 2042 do_hidden_move (op);
2178 2043
2179 bool retval; 2044 bool retval;
2180 2045
2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2046 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2241 return move_player (op, op->direction); 2106 return move_player (op, op->direction);
2242 2107
2243 return false; 2108 return false;
2244} 2109}
2245 2110
2246int 2111static int
2247save_life (object *op) 2112save_life (object *op)
2248{ 2113{
2249 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2114 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2250 return 0; 2115 return 0;
2251 2116
2298void 2163void
2299object::drop_unpaid_items () 2164object::drop_unpaid_items ()
2300{ 2165{
2301 if (!flag [FLAG_REMOVED]) 2166 if (!flag [FLAG_REMOVED])
2302 ::drop_unpaid_items (inv, this); 2167 ::drop_unpaid_items (inv, this);
2303}
2304
2305/*
2306 * Returns pointer a static string containing gravestone text
2307 * Moved from apply.c to player.c - player.c is what
2308 * actually uses this function. player.c may not be quite the
2309 * best, a misc file for object actions is probably better,
2310 * but there isn't one in the server directory.
2311 */
2312const char *
2313gravestone_text (object *op)
2314{
2315 static dynbuf_text buf;
2316
2317 buf << "---- R.I.P. ----\n\n";
2318 op->name;
2319
2320 if (op->type == PLAYER)
2321 buf << " the " << op->contr->title;
2322
2323 buf << "\n\n";
2324
2325 buf << "who was level ";
2326 buf << (sint32)op->level << "\n\n" // OO breakdown
2327 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2328
2329 if (op->type == PLAYER)
2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2331
2332 {
2333 static char buf2[128];
2334 time_t now = time (NULL);
2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2336 buf << buf2;
2337 }
2338
2339 return buf;
2340} 2168}
2341 2169
2342void 2170void
2343do_some_living (object *op) 2171do_some_living (object *op)
2344{ 2172{
2499 { 2327 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2328 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501 2329
2502 if (over_hp > 0) 2330 if (over_hp > 0)
2503 { 2331 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2332 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0; 2333 op->last_heal = 0;
2506 } 2334 }
2507 else 2335 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2336 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2509 } 2337 }
2588 */ 2416 */
2589void 2417void
2590kill_player (object *op) 2418kill_player (object *op)
2591{ 2419{
2592 int x, y; 2420 int x, y;
2593 char buf[MAX_BUF];
2594 maptile *map; /* this is for resurrection */ 2421 maptile *map; /* this is for resurrection */
2595 int will_kill_again; 2422 int will_kill_again;
2596 archetype *at; 2423 archetype *at;
2597 object *tmp; 2424 object *tmp;
2598 2425
2599 if (save_life (op)) 2426 if (save_life (op))
2600 return; 2427 return;
2428
2429 dynbuf_text deathtab;
2430
2431 /* restore player */
2432 at = archetype::find ("poisoning");
2433 if (object *tmp = present_arch_in_ob (at, op))
2434 {
2435 tmp->destroy ();
2436 deathtab << "Your body feels cleansed...\r";
2437 }
2438
2439 at = archetype::find ("confusion");
2440 if (object *tmp = present_arch_in_ob (at, op))
2441 {
2442 tmp->destroy ();
2443 deathtab << "Your mind feels clearer...\r";
2444 }
2445
2446 cure_disease (op, 0, 0); /* remove any disease */
2447
2448 max_it (op->stats.hp , op->stats.maxhp);
2449 max_it (op->stats.sp , op->stats.maxsp);
2450 max_it (op->stats.grace, op->stats.maxgrace);
2451
2452 if (op->stats.food <= 0)
2453 op->stats.food = 999;
2454
2455 // remove all spell effects that are active
2456 // to avoid long-term effects such as word-of-recall
2457 for (object *item = op->inv; item; )
2458 {
2459 object *next = item->below;
2460
2461 if (item->type == SPELL_EFFECT && item->active)
2462 item->destroy ();
2463
2464 item = next;
2465 }
2601 2466
2602 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2467 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2603 * in cities ONLY!!! It is very important that this doesn't get abused. 2468 * in cities ONLY!!! It is very important that this doesn't get abused.
2604 * Look at op_on_battleground() for more info --AndreasV 2469 * Look at op_on_battleground() for more info --AndreasV
2605 */ 2470 */
2606 if (op_on_battleground (op, &x, &y)) 2471 if (op_on_battleground (op, &x, &y))
2607 { 2472 {
2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2473 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2609 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2610
2611 /* restore player */
2612 at = archetype::find ("poisoning");
2613 if (object *tmp = present_arch_in_ob (at, op))
2614 {
2615 tmp->destroy ();
2616 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2617 }
2618
2619 at = archetype::find ("confusion");
2620 if (object *tmp = present_arch_in_ob (at, op))
2621 {
2622 tmp->destroy ();
2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2624 }
2625
2626 cure_disease (op, 0, 0); /* remove any disease */
2627 op->stats.hp = op->stats.maxhp;
2628 if (op->stats.food <= 0)
2629 op->stats.food = 999;
2630 2474
2631 /* create a bodypart-trophy to make the winner happy */ 2475 /* create a bodypart-trophy to make the winner happy */
2632 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2476 if (object *tmp = arch_to_object (archetype::find ("finger")))
2633 { 2477 {
2634 tmp->name = format ("%s's finger" , &op->name); 2478 tmp->name = format ("%s's finger" , &op->name);
2645 } 2489 }
2646 2490
2647 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2648 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2649 op->contr->braced = 0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2650 return; 2496 return;
2651 } 2497 }
2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2652 2501
2653 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
2654 2503
2655 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
2656 2505
2690 2539
2691 lost_a_stat = 0; 2540 lost_a_stat = 0;
2692 2541
2693 for (z = 0; z < num_stats_lose; z++) 2542 for (z = 0; z < num_stats_lose; z++)
2694 { 2543 {
2695 i = RANDOM () % NUM_STATS; 2544 i = rndm (NUM_STATS);
2696 2545
2697 if (settings.stat_loss_on_death) 2546 if (settings.stat_loss_on_death)
2698 { 2547 {
2699 /* Pick a random stat and take a point off it. Tell the player 2548 /* Pick a random stat and take a point off it. Tell the player
2700 * what he lost. 2549 * what he lost.
2751 } 2600 }
2752 } 2601 }
2753 2602
2754 if (lose_this_stat) 2603 if (lose_this_stat)
2755 { 2604 {
2756 this_stat = get_attr_value (&(dep->stats), i); 2605 this_stat = get_attr_value (&dep->stats, i);
2757 /* We could try to do something clever like find another 2606 /* We could try to do something clever like find another
2758 * stat to reduce if this fails. But chances are, if 2607 * stat to reduce if this fails. But chances are, if
2759 * stats have been depleted to -50, all are pretty low 2608 * stats have been depleted to -50, all are pretty low
2760 * and should be roughly the same, so it shouldn't make a 2609 * and should be roughly the same, so it shouldn't make a
2761 * difference. 2610 * difference.
2775 /* If no stat lost, tell the player. */ 2624 /* If no stat lost, tell the player. */
2776 if (!lost_a_stat) 2625 if (!lost_a_stat)
2777 { 2626 {
2778 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
2779 Should I be using something else? GD */ 2628 Should I be using something else? GD */
2780 const char *god = determine_god (op); 2629 shstr_tmp god = determine_god (op);
2781 2630
2782 if (god && (strcmp (god, "none"))) 2631 if (god != shstr_none)
2783 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2632 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2784 else 2633 else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2634 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2786 } 2635 }
2787#else 2636#else
2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2637 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2789#endif 2638#endif
2790 2639
2791 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2792 * exp loss on the stone. 2641 * exp loss on the stone.
2793 */ 2642 */
2794 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = arch_to_object (archetype::find ("gravestone"));
2795 tmp->name = format ("%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2796 tmp->name_pl = format ("%s's gravestones", &op->name); 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2797 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ()); 2646 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2647 &op->name, op->contr->title, op->contr->killer_name ());
2798 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2799 insert_ob_in_map (tmp, op->map, NULL, 0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
2800 2650
2801 /**************************************/ 2651 /**************************************/
2802 /* */ 2652 /* */
2803 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
2804 /* if we died cause of food, give us */
2805 /* food, and reset HP's... */
2806 /* */ 2654 /* */
2807 /**************************************/ 2655 /**************************************/
2808 2656
2809 /* remove any poisoning and confusion the character may be suffering. */
2810 /* restore player */
2811 at = archetype::find ("poisoning");
2812 tmp = present_arch_in_ob (at, op);
2813
2814 if (tmp)
2815 {
2816 tmp->destroy ();
2817 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2818 }
2819
2820 at = archetype::find ("confusion");
2821 tmp = present_arch_in_ob (at, op);
2822 if (tmp)
2823 {
2824 tmp->destroy ();
2825 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2826 }
2827
2828 cure_disease (op, 0, 0); /* remove any disease */
2829
2830 // remove all spell effects that are active
2831 // to avoid long-term effects such as word-of-recall
2832 for (object *item = op->inv; item; )
2833 {
2834 object *next = item->below;
2835
2836 if (item->type == SPELL_EFFECT && item->active)
2837 item->destroy ();
2838
2839 item = next;
2840 }
2841
2842 /*add_exp(op, (op->stats.exp * -0.20)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
2843 apply_death_exp_penalty (op); 2658 apply_death_exp_penalty (op);
2844
2845 if (op->stats.food < 100)
2846 op->stats.food = 900;
2847
2848 op->stats.hp = op->stats.maxhp;
2849 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2850 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2851 2659
2852 /* 2660 /*
2853 * Check to see if the player has any unpaid items. If so, remove them 2661 * Check to see if the player has any unpaid items. If so, remove them
2854 * and put them back in the map. 2662 * and put them back in the map.
2855 */ 2663 */
2890 if (will_kill_again & (1 << at)) 2698 if (will_kill_again & (1 << at))
2891 force->resist[at] = 100; 2699 force->resist[at] = 100;
2892 2700
2893 insert_ob_in_ob (force, op); 2701 insert_ob_in_ob (force, op);
2894 op->update_stats (); 2702 op->update_stats ();
2895
2896 } 2703 }
2897 2704
2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2899} 2706}
2900 2707
2901void 2708static void
2902loot_object (object *op) 2709loot_object (object *op)
2903{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
2904 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
2905 2712
2906 op->close_container (); /* close open sack first */ 2713 op->close_container (); /* close open sack first */
3001} 2808}
3002 2809
3003void 2810void
3004make_visible (object *op) 2811make_visible (object *op)
3005{ 2812{
3006 op->hide = 0; 2813 op->flag [FLAG_HIDDEN] = 0;
3007 op->invisible = 0; 2814 op->invisible = 0;
3008 2815
3009 if (op->type == PLAYER) 2816 if (op->type == PLAYER)
3010 { 2817 {
3011 op->contr->tmp_invis = 0; 2818 op->contr->tmp_invis = 0;
3036 2843
3037 if (!ob || !ob->map) 2844 if (!ob || !ob->map)
3038 return 0; 2845 return 0;
3039 2846
3040 /* so, on normal lighted maps, its hard to hide */ 2847 /* so, on normal lighted maps, its hard to hide */
3041 level = ob->map->darkness - 2; 2848 level = ob->map->darklevel () - 2;
3042 2849
3043 /* this also picks up whether the object is glowing. 2850 /* this also picks up whether the object is glowing.
3044 * If you carry a light on a non-dark map, its not 2851 * If you carry a light on a non-dark map, its not
3045 * as bad as carrying a light on a pitch dark map */ 2852 * as bad as carrying a light on a pitch dark map */
3046 if (has_carried_lights (ob)) 2853 if (ob->has_carried_lights ())
3047 level = -(10 + (2 * ob->map->darkness)); 2854 level = -(10 + (2 * ob->map->darklevel ()));
3048 2855
3049 /* scan through all nearby squares for terrain to hide in */ 2856 /* scan through all nearby squares for terrain to hide in */
3050 for (i = 0, x = ob->x, y = ob->y; 2857 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1; 2858 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2859 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3199 while (op) 3006 while (op)
3200 { 3007 {
3201 dx = rv.distance_x + op->arch->x; 3008 dx = rv.distance_x + op->arch->x;
3202 dy = rv.distance_y + op->arch->y; 3009 dy = rv.distance_y + op->arch->y;
3203 3010
3204 /* only the viewable area the player sees is updated by LOS 3011 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3205 * code, so we need to restrict ourselves to that range of values
3206 * for any meaningful values.
3207 */
3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3210 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3211 return 1; 3012 return 1;
3212 3013
3213 op = op->more; 3014 op = op->more;
3214 }
3215
3216 return 0;
3217}
3218
3219/* routine for both players and monsters. We call this when
3220 * there is a possibility for our action distrubing our hiding
3221 * place or invisiblity spell. Artefact invisiblity is not
3222 * effected by this. If we arent invisible to begin with, we
3223 * return 0.
3224 */
3225int
3226action_makes_visible (object *op)
3227{
3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3229 {
3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3231 return 0;
3232
3233 if (op->contr && op->contr->tmp_invis == 0)
3234 return 0;
3235
3236 /* If monsters, they should become visible */
3237 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3238 {
3239 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3240 return 1;
3241 }
3242 } 3015 }
3243 3016
3244 return 0; 3017 return 0;
3245} 3018}
3246 3019
3471 3244
3472 if (pl->ranged_ob == ob) 3245 if (pl->ranged_ob == ob)
3473 pl->ranged_ob = 0; 3246 pl->ranged_ob = 0;
3474} 3247}
3475 3248
3249//-GPL
3250
3476sint8 3251sint8
3477player::visibility_at (maptile *map, int x, int y) const 3252player::darkness_at (maptile *map, int x, int y) const
3478{ 3253{
3479 if (!ns) 3254 if (!ns)
3480 return 0; 3255 return LOS_BLOCKED;
3481 3256
3482 int dx, dy; 3257 int dx, dy;
3483 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3258 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484 return 0; 3259 return LOS_BLOCKED;
3485 3260
3486 x += dx - ns->current_x + ns->mapx / 2; 3261 x += dx - ns->current_x;
3487 y += dy - ns->current_y + ns->mapy / 2; 3262 y += dy - ns->current_y;
3488 3263
3489 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3490 return 0;
3491
3492 return 100 - blocked_los [x][y]; 3264 return blocked_los (x, y);
3493} 3265}
3494 3266
3495void 3267void
3496player::infobox (const char *title, const char *msg, int color) 3268player::infobox (const char *title, const char *msg, int color)
3497{ 3269{

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