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Comparing deliantra/server/server/player.C (file contents):
Revision 1.183 by root, Sun Apr 20 20:01:29 2008 UTC vs.
Revision 1.237 by root, Thu Nov 5 15:18:26 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
32#include <algorithm> 33#include <algorithm>
33#include <functional> 34#include <functional>
34 35
35playervec players; 36playervec players;
36 37
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 38/* This loads the first map an puts the player on it. */
152static void 39static void
153set_first_map (object *op) 40set_first_map (object *op)
154{ 41{
155 op->contr->maplevel = first_map_path; 42 op->contr->maplevel = first_map_path;
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (this); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
219 106
220 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222 109
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 111
225 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
226 113
239 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
240 } 127 }
241 128
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 130
244 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
245 132
246 ob->update_stats (); 133 ob->update_stats ();
247 134
248 ns->floorbox_update (); 135 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
251 138
252 activate (); 139 activate ();
253 140
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}
287 172
288// the need for this function can be explained 173// the need for this function can be explained
289// by load_object not returning the object 174// by load_object not returning the object
290void 175void
291player::set_object (object *op) 176player::set_object (object *op)
292{ 177{
293 ob = observe = op; 178 ob = observe = viewpoint = op;
294 ob->contr = this; /* this aren't yet in archetype */ 179 ob->contr = this; /* this aren't yet in archetype */
295 180
296 ob->speed = 1.0f; 181 ob->speed = 1.0f;
297 ob->speed_left = 0.5f; 182 ob->speed_left = 0.5f;
298 183
299 ob->direction = 5; /* So player faces south */ 184 ob->direction = 5; /* So player faces south */
300 185
301 ob->flag [FLAG_READY_WEAPON] = false; 186 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false; 187 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false; 188 ob->flag [FLAG_READY_BOW] = false;
304 189
321 combat_ob = op; 206 combat_ob = op;
322 break; 207 break;
323 } 208 }
324 209
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 210 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_Weapon activates, fix this better 211 ob->deactivate (); // change_weapon activates, fix this better
327} 212}
328 213
329void 214void
330player::set_observe (object *op) 215player::set_observe (object *op)
331{ 216{
332 observe = op ? op : ob; 217 observe = viewpoint = op ? op : ob;
218 do_los = 1;
219}
220
221void
222player::set_viewpoint (object *op)
223{
224 viewpoint = op ? op : (object *)observe;
333 do_los = 1; 225 do_los = 1;
334} 226}
335 227
336player::player () 228player::player ()
337{ 229{
345 savebed_map = first_map_path; /* Init. respawn position */ 237 savebed_map = first_map_path; /* Init. respawn position */
346 238
347 gen_sp_armour = 10; 239 gen_sp_armour = 10;
348 bowtype = bow_normal; 240 bowtype = bow_normal;
349 petmode = pet_normal; 241 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers; 242 usekeys = containers;
352 peaceful = 1; /* default peaceful */ 243 peaceful = 1; /* default peaceful */
353 do_los = 1; 244 do_los = 1;
354 245
355 weapon_sp = 1.0f; 246 weapon_sp = 1.0f;
367 { 258 {
368 ob->destroy_inv (false); 259 ob->destroy_inv (false);
369 ob->destroy (); 260 ob->destroy ();
370 } 261 }
371 262
372 ob = observe = 0; 263 ob = observe = viewpoint = 0;
373} 264}
374 265
375player::~player () 266player::~player ()
376{ 267{
377 /* Clear item stack */ 268 /* Clear item stack */
671 op->destroy (); 562 op->destroy ();
672 continue; 563 continue;
673 } 564 }
674 } 565 }
675 566
676 /* This really needs to be better - we should really give 567 /* Here we remove duplicated skills (as duplicated spell objects have
677 * a substitute spellbook. The problem is that we don't really 568 * _very_ confusing effects for players), which could for instance be
678 * have a good idea what to replace it with (need something like 569 * generated by bad treasurelists. - elmex
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */ 570 */
682 if (op->type == SPELLBOOK || op->type == SKILL) 571 if (op->type == SKILL)
683 { 572 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below) 573 for (object *tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name) 574 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 { 575 {
692 op->destroy (); 576 op->destroy ();
577 LOG (llevError,
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
694 continue; 579 break;
695 } 580 }
696 581
697 if (op->nrof > 1) 582 if (op->nrof > 1)
698 op->nrof = 1; 583 op->nrof = 1;
699 } 584 }
700 585
726 else /* lock all 'normal items by default */ 611 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED); 612 SET_FLAG (op, FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */ 613 } /* for loop of objects in player inv */
729 614
730 /* Need to set up the skill pointers */ 615 /* Need to set up the skill pointers */
731 link_player_skills (pl); 616 pl->contr->link_skills ();
732} 617}
733 618
734void 619void
735get_party_password (object *op, partylist *party) 620get_party_password (object *op, partylist *party)
736{ 621{
851 */ 736 */
852void 737void
853player::chargen_race_done () 738player::chargen_race_done ()
854{ 739{
855 /* this must before then initial items are given */ 740 /* this must before then initial items are given */
856 esrv_new_player (ob->contr, ob->weight + ob->carrying); 741 esrv_new_player (ob->contr);
857 742
858 treasurelist *tl = treasurelist::find ("starting_wealth"); 743 treasurelist *tl = treasurelist::find ("starting_wealth");
859 if (tl) 744 if (tl)
860 create_treasure (tl, ob, 0, 0, 0); 745 create_treasure (tl, ob, 0, 0, 0);
861 746
865 ob->contr->ns->state = ST_PLAYING; 750 ob->contr->ns->state = ST_PLAYING;
866 751
867 if (ob->msg) 752 if (ob->msg)
868 ob->msg = 0; 753 ob->msg = 0;
869 754
870 /* We create this now because some of the unique maps will need it
871 * to save here.
872 */
873 {
874 char buf[MAX_BUF];
875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
876 make_path_to_file (buf);
877 }
878
879 start_info (ob); 755 start_info (ob);
880 CLEAR_FLAG (ob, FLAG_WIZ); 756 CLEAR_FLAG (ob, FLAG_WIZ);
881 give_initial_items (ob, ob->randomitems); 757 give_initial_items (ob, ob->randomitems);
882 link_player_skills (ob);
883 esrv_send_inventory (ob, ob); 758 esrv_send_inventory (ob, ob);
884 ob->update_stats (); 759 ob->update_stats ();
885 760
886 /* This moves the player to a different start map, if there 761 /* This moves the player to a different start map, if there
887 * is one for this race 762 * is one for this race
888 */ 763 */
889 if (*first_map_ext_path) 764 if (*first_map_ext_path)
890 { 765 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 766 else
905 LOG (llevDebug, "first_map_ext_path not set\n"); 767 LOG (llevDebug, "first_map_ext_path not set\n");
906} 768}
907 769
908void 770void
952 LOG (llevDebug, "Fleeing player is dead.\n"); 814 LOG (llevDebug, "Fleeing player is dead.\n");
953 CLEAR_FLAG (op, FLAG_SCARED); 815 CLEAR_FLAG (op, FLAG_SCARED);
954 return; 816 return;
955 } 817 }
956 818
957 if (op->enemy == NULL) 819 if (!op->enemy)
958 { 820 {
959 LOG (llevDebug, "Fleeing player had no enemy.\n"); 821 LOG (llevDebug, "Fleeing player had no enemy.\n");
960 CLEAR_FLAG (op, FLAG_SCARED); 822 CLEAR_FLAG (op, FLAG_SCARED);
961 return; 823 return;
962 } 824 }
963 825
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)) 826 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
976 { 827 {
977 op->enemy = NULL; 828 op->enemy = NULL;
978 CLEAR_FLAG (op, FLAG_SCARED); 829 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 830 return;
982 get_rangevector (op, op->enemy, &rv, 0); 833 get_rangevector (op, op->enemy, &rv, 0);
983 834
984 dir = absdir (4 + rv.direction); 835 dir = absdir (4 + rv.direction);
985 for (diff = 0; diff < 3; diff++) 836 for (diff = 0; diff < 3; diff++)
986 { 837 {
987 int m = 1 - (RANDOM () & 2); 838 int m = 1 - rndm (2) * 2;
988 839
989 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 840 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
990 return; 841 return;
991 } 842 }
992 843
1003check_pick (object *op) 854check_pick (object *op)
1004{ 855{
1005 object *tmp, *next; 856 object *tmp, *next;
1006 int stop = 0; 857 int stop = 0;
1007 int wvratio; 858 int wvratio;
1008 char putstring[128];
1009 859
1010 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
1011 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
1012 return 1; 862 return 1;
1013 863
1037 887
1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 888 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1039 { 889 {
1040 if (item_matched_string (op, tmp, op->contr->search_str)) 890 if (item_matched_string (op, tmp, op->contr->search_str))
1041 CHK_PICK_PICKUP; 891 CHK_PICK_PICKUP;
892
1042 continue; 893 continue;
1043 } 894 }
1044 895
1045 /* high not bit set? We're using the old autopickup model */ 896 /* pickup handling */
897 if (op->contr->mode & PU_DEBUG)
898 {
899 /* some debugging code to figure out item information */
900 const char *str = tmp->name
901 ? format ("item name: %s item type: %d weight/value: %d",
902 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
903 : format ("item name: %s item type: %d weight/value: %d",
904 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
905
906 new_draw_info (NDI_UNIQUE, 0, op, str);
907 }
908
909 if (op->contr->mode & PU_INHIBIT)
910 return 1;
911
912 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
913 return 1;
914
915 /* philosophy:
916 * It's easy to grab an item type from a pile, as long as it's
917 * generic. This takes no game-time. For more detailed pickups
918 * and selections, select-items should be used. This is a
919 * grab-as-you-run type mode that's really useful for arrows for
920 * example.
921 * The drawback: right now it has no frontend, so you need to
922 * stick the bits you want into a calculator in hex mode and then
923 * convert to decimal and then 'pickup <#>
924 */
925
926 /* the first two modes are exclusive: if NOTHING we return, if
927 * STOP then we stop. All the rest are applied sequentially,
928 * meaning if any test passes, the item gets picked up. */
929
930 /* if mode is set to pick nothing up, return */
931 if (op->contr->mode == PU_NOTHING)
932 return 1;
933
934 /* if mode is set to stop when encountering objects, return */
935 /* take STOP before INHIBIT since it doesn't actually pick
936 * anything up */
937 if (op->contr->mode & PU_STOP)
938 return 0;
939
940 /* useful for going into stores and not losing your settings... */
941 /* and for battles wher you don't want to get loaded down while
942 * fighting */
943 if (op->contr->mode & PU_INHIBIT)
944 return 1;
945
946 /* prevent us from turning into auto-thieves :) */
947 if (QUERY_FLAG (tmp, FLAG_UNPAID))
948 continue;
949
950 /* ignore known cursed objects */
951 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
952 continue;
953
954 /* all food and drink if desired */
955 /* question: don't pick up known-poisonous stuff? */
1046 if (!(op->contr->mode & PU_NEWMODE)) 956 if (op->contr->mode & PU_FOOD)
957 if (tmp->type == FOOD)
1047 { 958 {
1048 switch (op->contr->mode) 959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_DRINK)
964 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 if (op->contr->mode & PU_POTION)
971 if (tmp->type == POTION)
972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
976
977 /* spellbooks, skillscrolls and normal books/scrolls */
978 if (op->contr->mode & PU_SPELLBOOK)
979 if (tmp->type == SPELLBOOK)
980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
985 if (op->contr->mode & PU_SKILLSCROLL)
986 if (tmp->type == SKILLSCROLL)
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 if (op->contr->mode & PU_READABLES)
993 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
994 {
995 CHK_PICK_PICKUP;
996 continue;
997 }
998
999 /* wands/staves/rods/horns */
1000 if (op->contr->mode & PU_MAGIC_DEVICE)
1001 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1006
1007 /* pick up all magical items */
1008 if (op->contr->mode & PU_MAGICAL)
1009 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1010 {
1011 CHK_PICK_PICKUP;
1012 continue;
1013 }
1014
1015 if (op->contr->mode & PU_VALUABLES)
1016 {
1017 if (tmp->type == MONEY || tmp->type == GEM)
1049 { 1018 {
1050 case 0:
1051 return 1; /* don't pick up */
1052 case 1:
1053 CHK_PICK_PICKUP; 1019 CHK_PICK_PICKUP;
1054 return 1; 1020 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 } 1021 }
1084 } 1022 }
1085 else 1023
1086 { /* old model */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1087 /* NEW pickup handling */
1088 if (op->contr->mode & PU_DEBUG) 1025 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET)
1089 { 1027 {
1090 /* some debugging code to figure out item information */ 1028 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; 1029 continue;
1030 }
1137 1031
1138 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1139 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1033 if (op->contr->mode & PU_FLESH)
1034 if (tmp->type == FLESH)
1035 {
1036 CHK_PICK_PICKUP;
1140 continue; 1037 continue;
1038 }
1141 1039
1142 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1143 /* question: don't pick up known-poisonous stuff? */ 1041 if (op->contr->mode & PU_BOW)
1042 if (tmp->type == BOW)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_ARROW)
1049 if (tmp->type == ARROW)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 /* all kinds of armor etc. */
1056 if (op->contr->mode & PU_ARMOUR)
1057 if (tmp->type == ARMOUR)
1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1063 if (op->contr->mode & PU_HELMET)
1064 if (tmp->type == HELMET)
1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1070 if (op->contr->mode & PU_SHIELD)
1071 if (tmp->type == SHIELD)
1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1144 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1145 if (tmp->type == FOOD) 1078 if (tmp->type == BOOTS)
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES)
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 if (op->contr->mode & PU_CLOAK)
1092 if (tmp->type == CLOAK)
1093 {
1094 CHK_PICK_PICKUP;
1095 continue;
1096 }
1097
1098 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1105
1106 /* careful: chairs and tables are weapons! */
1107 if (op->contr->mode & PU_ALLWEAPON)
1108 {
1109 if (tmp->type == WEAPON)
1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1146 { 1111 {
1147 CHK_PICK_PICKUP; 1112 CHK_PICK_PICKUP;
1148 continue; 1113 continue;
1149 } 1114 }
1115 }
1150 1116
1117 /* misc stuff that's useful */
1151 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1153 { 1120 {
1154 CHK_PICK_PICKUP; 1121 CHK_PICK_PICKUP;
1155 continue; 1122 continue;
1156 } 1123 }
1157 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1158 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1159 if (tmp->type == POTION) 1128 {
1129 /* use value density to decide what else to grab */
1130 /* >=7 was >= op->contr->mode */
1131 /* >=7 is the old standard setting. Now we take the last 4 bits
1160 { 1132 */
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) 1133 wvratio = op->contr->mode & PU_RATIO;
1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1134 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 { 1135 {
1205 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1206 { 1139 {
1207 CHK_PICK_PICKUP; 1140 fprintf (stderr, "%s", tmp->name);
1208 continue;
1209 } 1141 }
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 1142 else
1344 fprintf (stderr, "%s", tmp->arch->archname); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1345 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347#endif 1146#endif
1147 CHK_PICK_PICKUP;
1348 continue; 1148 continue;
1349 }
1350 } 1149 }
1351 } /* the new pickup model */ 1150 } /* the new pickup model */
1352 } 1151 }
1353 1152
1354 return !stop; 1153 return !stop;
1382 * against the target. A full test is not performed, simply a basic test 1181 * 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 1182 * 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. 1183 * the hall. Failing that it does it's best to pick the highest plus arrow.
1385 */ 1184 */
1386object * 1185object *
1387find_better_arrow (object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1388{ 1187{
1389 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1390 int attacknum, attacktype, betterby = 0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1391 1190
1392 if (!type) 1191 if (!type)
1396 { 1195 {
1397 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1196 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1398 { 1197 {
1399 i = 0; 1198 i = 0;
1400 ntmp = find_better_arrow (arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1401 if (i > betterby) 1201 if (i > betterby)
1402 { 1202 {
1403 tmp = ntmp; 1203 tmp = ntmp;
1404 betterby = i; 1204 betterby = i;
1405 } 1205 }
1406 } 1206 }
1407 else if (arrow->type == ARROW && arrow->race == type) 1207 else if (arrow->type == ARROW && arrow->race == type)
1408 { 1208 {
1409 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1410 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1210 if (target->race && arrow->slaying.contains (target->race))
1411 { 1211 {
1412 if (arrow->attacktype & AT_DEATH) 1212 if (arrow->attacktype & AT_DEATH)
1413 { 1213 {
1414 *better = 100; 1214 *better = 100;
1415 return arrow; 1215 return arrow;
1430 { 1230 {
1431 tmp = arrow; 1231 tmp = arrow;
1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1232 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1433 } 1233 }
1434 } 1234 }
1235
1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1436 { 1237 {
1437 tmp = arrow; 1238 tmp = arrow;
1438 betterby = 2 + arrow->magic + arrow->stats.dam; 1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1439 } 1240 }
1241
1440 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1243 {
1442 tmp = arrow; 1244 tmp = arrow;
1443 betterby = 1 + arrow->magic + arrow->stats.dam; 1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1444 } 1246 }
1445 } 1247 }
1446 } 1248 }
1447 } 1249 }
1250
1448 if (tmp == NULL && arrow == NULL) 1251 if (tmp == NULL && arrow == NULL)
1449 return find_arrow (op, type); 1252 return find_arrow (op, type);
1450 1253
1451 *better = betterby; 1254 *better = betterby;
1452 return tmp; 1255 return tmp;
1457 * op = the shooter 1260 * op = the shooter
1458 * type = bow->race 1261 * type = bow->race
1459 * dir = fire direction 1262 * dir = fire direction
1460 */ 1263 */
1461object * 1264object *
1462pick_arrow_target (object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1463{ 1266{
1464 object *tmp = NULL; 1267 object *tmp = NULL;
1465 maptile *m; 1268 maptile *m;
1466 int i, mflags, found, number; 1269 int i, mflags, found, number;
1467 sint16 x, y; 1270 sint16 x, y;
1482 for (i = 0, found = 0; i < 20; i++) 1285 for (i = 0, found = 0; i < 20; i++)
1483 { 1286 {
1484 x += freearr_x[dir]; 1287 x += freearr_x[dir];
1485 y += freearr_y[dir]; 1288 y += freearr_y[dir];
1486 mflags = get_map_flags (m, &m, x, y, &x, &y); 1289 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290
1487 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1488 { 1292 {
1489 tmp = NULL; 1293 tmp = 0;
1490 break; 1294 break;
1491 } 1295 }
1492 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1296 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1493 { 1297 {
1494 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1298 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1495 * perhaps a bad assumption. 1299 * perhaps a bad assumption.
1496 */ 1300 */
1497 tmp = NULL; 1301 tmp = 0;
1498 break; 1302 break;
1499 } 1303 }
1304
1500 if (mflags & P_IS_ALIVE) 1305 if (mflags & P_IS_ALIVE)
1501 {
1502 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1306 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1503 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1307 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1504 {
1505 found++;
1506 break;
1507 }
1508 if (found)
1509 break; 1308 break;
1510 }
1511 } 1309 }
1512 if (tmp == NULL) 1310
1311 if (!tmp)
1513 return find_arrow (op, type); 1312 return find_arrow (op, type);
1514 1313
1515 if (tmp->head) 1314 if (tmp->head)
1516 tmp = tmp->head; 1315 tmp = tmp->head;
1517 1316
1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1558 return 0; 1357 return 0;
1559 } 1358 }
1560 1359
1561 // optimisation: move object to top so we will find it quickly again 1360 // optimisation: move object to top so we will find it quickly again
1562 if (bow->below) 1361 splay (bow);
1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1568 } 1362 }
1569 1363
1570 if (!bow->race || !bow->skill) 1364 if (!bow->race || !bow->skill)
1571 { 1365 {
1572 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1366 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1598 } 1392 }
1599 1393
1600 /* this should not happen, but sometimes does */ 1394 /* this should not happen, but sometimes does */
1601 if (arrow->nrof == 0) 1395 if (arrow->nrof == 0)
1602 { 1396 {
1397 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1603 arrow->destroy (); 1398 arrow->destroy ();
1604 return 0; 1399 return 0;
1605 } 1400 }
1606 1401
1607 left = arrow; /* these are arrows left to the player */ 1402 left = arrow; /* these are arrows left to the player */
1608 arrow = get_split_ob (arrow, 1); 1403 arrow = arrow->split ();
1609 if (!arrow) 1404 if (!arrow)
1610 { 1405 {
1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1406 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1612 return 0; 1407 return 0;
1613 } 1408 }
1617 arrow->direction = dir; 1412 arrow->direction = dir;
1618 1413
1619 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1414 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1620 arrow->stats.hp = arrow->stats.dam; 1415 arrow->stats.hp = arrow->stats.dam;
1621 arrow->stats.grace = arrow->attacktype; 1416 arrow->stats.grace = arrow->attacktype;
1622 1417 arrow->custom_name = arrow->slaying;
1623 if (arrow->slaying)
1624 arrow->spellarg = strdup (arrow->slaying);
1625 1418
1626#if 0 1419#if 0
1627 if (player *pl = op->contr) 1420 if (player *pl = op->contr)
1628 { 1421 {
1629 float speed = pl->weapon_sp; 1422 float speed = pl->weapon_sp;
1680 op->play_sound (sound_find ("fire_arrow")); 1473 op->play_sound (sound_find ("fire_arrow"));
1681 m->insert (arrow, sx, sy, op); 1474 m->insert (arrow, sx, sy, op);
1682 1475
1683 if (!arrow->destroyed ()) 1476 if (!arrow->destroyed ())
1684 move_arrow (arrow); 1477 move_arrow (arrow);
1685
1686 if (op->type == PLAYER)
1687 {
1688 if (left->destroyed ())
1689 esrv_del_item (op->contr, left->count);
1690 else
1691 esrv_send_item (op, left);
1692 }
1693 1478
1694 return 1; 1479 return 1;
1695} 1480}
1696 1481
1697/* Special fire code for players - this takes into 1482/* Special fire code for players - this takes into
1702 * hence the function name. 1487 * hence the function name.
1703 */ 1488 */
1704int 1489int
1705player_fire_bow (object *op, int dir) 1490player_fire_bow (object *op, int dir)
1706{ 1491{
1707 int ret = 0, wcmod = 0; 1492 int ret;
1708 1493
1709 if (op->contr->bowtype == bow_bestarrow) 1494 if (op->contr->bowtype == bow_bestarrow)
1710 { 1495 {
1711 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1496 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1712 } 1497 }
1713 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1498 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1714 { 1499 {
1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1500 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1716 wcmod = -1;
1717
1718 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1501 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1719 } 1502 }
1720 else if (op->contr->bowtype == bow_threewide) 1503 else if (op->contr->bowtype == bow_threewide)
1721 { 1504 {
1722 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1505 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1723 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1506 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1724 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1507 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1725 } 1508 }
1726 else if (op->contr->bowtype == bow_spreadshot) 1509 else if (op->contr->bowtype == bow_spreadshot)
1727 { 1510 {
1728 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1511 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1729 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1512 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1730 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1513 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1731 } 1514 }
1732 else 1515 else
1733 { 1516 {
1771 return; 1554 return;
1772 } 1555 }
1773 } 1556 }
1774 else if (item->type == ROD || item->type == HORN) 1557 else if (item->type == ROD || item->type == HORN)
1775 { 1558 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1559 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1560
1561 // using the maximum of the rods charge allows at least one spell cast
1562 // for a rod or horn, this fixes some broken rods.
1563 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1777 { 1564 {
1778 op->contr->play_sound (sound_find ("wand_poof")); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1779 1566
1780 if (item->type == ROD) 1567 if (item->type == ROD)
1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1568 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1786 } 1573 }
1787 } 1574 }
1788 1575
1789 if (cast_spell (op, item, dir, item->inv, NULL)) 1576 if (cast_spell (op, item, dir, item->inv, NULL))
1790 { 1577 {
1791 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1578 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1579
1792 if (item->type == WAND) 1580 if (item->type == WAND)
1793 { 1581 {
1794 if (!(--item->stats.food)) 1582 if (!(--item->stats.food))
1795 { 1583 {
1796 object *tmp; 1584 object *tmp;
1800 CLEAR_FLAG (item, FLAG_ANIMATE); 1588 CLEAR_FLAG (item, FLAG_ANIMATE);
1801 item->face = item->arch->face; 1589 item->face = item->arch->face;
1802 item->set_speed (0); 1590 item->set_speed (0);
1803 } 1591 }
1804 1592
1805 if ((tmp = item->in_player ())) 1593 if (object *pl = item->visible_to ())
1806 esrv_update_item (UPD_ANIM, tmp, item); 1594 esrv_update_item (UPD_ANIM, pl, item);
1807 } 1595 }
1808 } 1596 }
1809 else if (item->type == ROD || item->type == HORN) 1597 else if (item->type == ROD || item->type == HORN)
1810 drain_rod_charge (item); 1598 drain_rod_charge (item);
1811 } 1599 }
1816bool 1604bool
1817fire (object *op, int dir) 1605fire (object *op, int dir)
1818{ 1606{
1819 int spellcost = 0; 1607 int spellcost = 0;
1820 1608
1821 /* check for loss of invisiblity/hide */
1822 if (action_makes_visible (op))
1823 make_visible (op);
1824
1825 player *pl = op->contr; 1609 player *pl = op->contr;
1826 1610
1827 if (pl->golem) 1611 if (pl->golem)
1828 { 1612 {
1829 control_golem (op->contr->golem, dir); 1613 control_golem (op->contr->golem, dir);
1831 } 1615 }
1832 1616
1833 object *ob = pl->ranged_ob; 1617 object *ob = pl->ranged_ob;
1834 1618
1835 if (!ob) 1619 if (!ob)
1836 return false;
1837
1838 if (!op->change_weapon (ob))
1839 return false; 1620 return false;
1840 1621
1841 if (op->speed_left > 0.f) 1622 if (op->speed_left > 0.f)
1842 --op->speed_left; 1623 --op->speed_left;
1843 else 1624 else
1844 return false; 1625 return false;
1845 1626
1627 if (!op->change_weapon (ob))
1628 return false;
1629
1630 /* check for loss of invisiblity/hide */
1631 if (action_makes_visible (op))
1632 make_visible (op);
1633
1846 switch (ob->type) 1634 switch (ob->type)
1847 { 1635 {
1848 case BOW: 1636 case BOW:
1849 player_fire_bow (op, dir); 1637 player_fire_bow (op, dir);
1850 break; 1638 break;
1851 1639
1852 case SPELL: 1640 case SPELL:
1853 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1641 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1854 break; 1642 break;
1855 1643
1856 case BUILDER: 1644 case BUILDER:
1857 apply_map_builder (op, dir); 1645 apply_map_builder (op, dir);
1858 break; 1646 break;
1867 } 1655 }
1868 1656
1869 return true; 1657 return true;
1870} 1658}
1871 1659
1872/* find_key 1660static object *
1873 * We try to find a key for the door as passed. If we find a key
1874 * and successfully use it, we return the key, otherwise NULL
1875 * This function merges both normal and locked door, since the logic
1876 * for both is the same - just the specific key is different.
1877 * pl is the player,
1878 * inv is the objects inventory to searched
1879 * door is the door we are trying to match against.
1880 * This function can be called recursively to search containers.
1881 */
1882object *
1883find_key (object *pl, object *container, object *door) 1661find_key_ (object *pl, object *container, object *door)
1884{ 1662{
1885 object *tmp, *key; 1663 object *tmp, *key;
1886 1664
1887 /* Should not happen, but sanity checking is never bad */ 1665 /* Should not happen, but sanity checking is never bad */
1888 if (!container->inv) 1666 if (!container->inv)
1891 /* First, lets try to find a key in the top level inventory */ 1669 /* First, lets try to find a key in the top level inventory */
1892 for (tmp = container->inv; tmp; tmp = tmp->below) 1670 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 { 1671 {
1894 if (door->type == DOOR && tmp->type == KEY) 1672 if (door->type == DOOR && tmp->type == KEY)
1895 break; 1673 break;
1674
1896 /* For sanity, we should really check door type, but other stuff 1675 /* For sanity, we should really check door type, but other stuff
1897 * (like containers) can be locked with special keys 1676 * (like containers) can be locked with special keys
1898 */ 1677 */
1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1678 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900 break; 1679 break;
1906 * a key, return 1685 * a key, return
1907 */ 1686 */
1908 if (!tmp) 1687 if (!tmp)
1909 { 1688 {
1910 for (tmp = container->inv; tmp; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 {
1912 /* No reason to search empty containers */ 1690 /* No reason to search empty containers */
1913 if (tmp->type == CONTAINER && tmp->inv) 1691 if (tmp->type == CONTAINER && tmp->inv)
1914 {
1915 if ((key = find_key (pl, tmp, door))) 1692 if ((key = find_key_ (pl, tmp, door)))
1916 return key; 1693 return key;
1917 }
1918 }
1919 1694
1920 if (!tmp) 1695 if (!tmp)
1921 return NULL; 1696 return 0;
1922 } 1697 }
1923 1698
1924 /* We get down here if we have found a key. Now if its in a container, 1699 /* We get down here if we have found a key. Now if its in a container,
1925 * see if we actually want to use it 1700 * see if we actually want to use it
1926 */ 1701 */
1927 if (pl != container) 1702 if (pl != container)
1928 { 1703 {
1929 /* Only let players use keys in containers */ 1704 /* Only let players use keys in containers */
1930 if (!pl->contr) 1705 if (!pl->contr)
1931 return NULL; 1706 return 0;
1707
1932 /* cases where this fails: 1708 /* cases where this fails:
1933 * If we only search the player inventory, return now since we 1709 * If we only search the player inventory, return now since we
1934 * are not in the players inventory. 1710 * are not in the players inventory.
1935 * If the container is not active, return now since only active 1711 * If the container is not active, return now since only active
1936 * containers can be used. 1712 * containers can be used.
1940 * inv must have been an container and must have been active. 1716 * inv must have been an container and must have been active.
1941 * 1717 *
1942 * Change the color so that the message doesn't disappear with 1718 * Change the color so that the message doesn't disappear with
1943 * all the others. 1719 * all the others.
1944 */ 1720 */
1945 if (pl->contr->usekeys == key_inventory || 1721 if (pl->contr->usekeys == key_inventory
1946 !QUERY_FLAG (container, FLAG_APPLIED) || 1722 || !QUERY_FLAG (container, FLAG_APPLIED)
1947 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1723 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1948 { 1724 {
1949 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1725 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1726 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1951 return NULL; 1727 return NULL;
1952 } 1728 }
1953 } 1729 }
1954 1730
1955 return tmp; 1731 return tmp;
1732}
1733
1734/* find_key
1735 * We try to find a key for the door as passed. If we find a key
1736 * and successfully use it, we return the key, otherwise NULL
1737 * This function merges both normal and locked door, since the logic
1738 * for both is the same - just the specific key is different.
1739 * pl is the player,
1740 * inv is the objects inventory to searched
1741 * door is the door we are trying to match against.
1742 * This function can be called recursively to search containers.
1743 */
1744object *
1745find_key (object *pl, object *container, object *door)
1746{
1747 if (door->slaying && is_match_expr (door->slaying))
1748 {
1749 // for match expressions, we try to find the key by applying the match
1750 // to the op itself, which is supposed to find the "key", instead
1751 // of searching through containers ourselves.
1752
1753 return match_one (door->slaying, container, door, pl, pl);
1754 }
1755 else
1756 return find_key_ (pl, container, door);
1956} 1757}
1957 1758
1958/* moved door processing out of move_player_attack. 1759/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 1760 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 1761 * such that the caller should not do anything more,
1987 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); 1788 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1988 remove_door2 (door); /* remove door without violence ;-) */ 1789 remove_door2 (door); /* remove door without violence ;-) */
1989 } 1790 }
1990 1791
1991 /* Do this after we print the message */ 1792 /* Do this after we print the message */
1992 decrease_ob (key); /* Use up one of the keys */ 1793 key->decrease (); /* Use up one of the keys */
1993 /* Need to update the weight the container the key was in */
1994 if (container != op)
1995 esrv_update_item (UPD_WEIGHT, op, container);
1996 1794
1997 return 1; /* Nothing more to do below */ 1795 return 1; /* Nothing more to do below */
1998 } 1796 }
1999 else if (door->type == LOCKED_DOOR) 1797 else if (door->type == LOCKED_DOOR)
2000 { 1798 {
2013 * going to try and move (not fire weapons). 1811 * going to try and move (not fire weapons).
2014 */ 1812 */
2015bool 1813bool
2016move_player_attack (object *op, int dir) 1814move_player_attack (object *op, int dir)
2017{ 1815{
1816 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1817 {
1818 --op->speed_left;
1819 return true;
1820 }
1821
2018 int on_battleground; 1822 int on_battleground;
2019 1823
2020 sint16 nx = freearr_x[dir] + op->x; 1824 sint16 nx = freearr_x[dir] + op->x;
2021 sint16 ny = freearr_y[dir] + op->y; 1825 sint16 ny = freearr_y[dir] + op->y;
2022 1826
2023 on_battleground = op_on_battleground (op, 0, 0); 1827 on_battleground = op_on_battleground (op, 0, 0);
2024 1828
2025 if (out_of_map (op->map, nx, ny)) 1829 if (out_of_map (op->map, nx, ny))
2026 return false; 1830 return false;
2027
2028 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2029 {
2030 --op->speed_left;
2031 return true;
2032 }
2033 1831
2034 /* If braced, or can't move to the square, and it is not out of the 1832 /* If braced, or can't move to the square, and it is not out of the
2035 * map, attack it. Note order of if statement is important - don't 1833 * map, attack it. Note order of if statement is important - don't
2036 * want to be calling move_ob if braced, because move_ob will move the 1834 * want to be calling move_ob if braced, because move_ob will move the
2037 * player. This is a pretty nasty hack, because if we could 1835 * player. This is a pretty nasty hack, because if we could
2097 --op->speed_left; 1895 --op->speed_left;
2098 1896
2099 op->play_sound (sound_find ("push_player")); 1897 op->play_sound (sound_find ("push_player"));
2100 push_ob (mon, dir, op); 1898 push_ob (mon, dir, op);
2101 1899
2102 if (op->contr->tmp_invis || op->hide) 1900 if (action_makes_visible (op))
2103 make_visible (op); 1901 make_visible (op);
2104 1902
2105 return true; 1903 return true;
2106 } 1904 }
2107 else 1905 else
2129 push_ob (mon, dir, op); 1927 push_ob (mon, dir, op);
2130 } 1928 }
2131 else 1929 else
2132 op->statusmsg ("You withhold your attack"); 1930 op->statusmsg ("You withhold your attack");
2133 1931
2134 if (op->contr->tmp_invis || op->hide) 1932 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2135 make_visible (op); 1933 make_visible (op);
2136 1934
2137 return true; 1935 return true;
2138 } 1936 }
2139 } 1937 }
2197 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 1995 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2198 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1996 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2199 1997
2200 op->facing = dir; 1998 op->facing = dir;
2201 1999
2202 if (op->hide) 2000 if (op->flag [FLAG_HIDDEN])
2203 do_hidden_move (op); 2001 do_hidden_move (op);
2204 2002
2205 bool retval; 2003 bool retval;
2206 2004
2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2005 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2077 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2280 { 2078 {
2281 op->play_sound (sound_find ("ob_evaporate")); 2079 op->play_sound (sound_find ("ob_evaporate"));
2282 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2080 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2283 2081
2284 if (op->contr)
2285 esrv_del_item (op->contr, tmp->count);
2286
2287 tmp->destroy (); 2082 tmp->destroy ();
2288 CLEAR_FLAG (op, FLAG_LIFESAVE); 2083 CLEAR_FLAG (op, FLAG_LIFESAVE);
2289 2084
2290 if (op->stats.hp < 0) 2085 if (op->stats.hp < 0)
2291 op->stats.hp = op->stats.maxhp; 2086 op->stats.hp = op->stats.maxhp;
2303 return 0; 2098 return 0;
2304} 2099}
2305 2100
2306/* This goes throws the inventory and removes unpaid objects, and puts them 2101/* This goes throws the inventory and removes unpaid objects, and puts them
2307 * back in the map (location and map determined by values of env). This 2102 * back in the map (location and map determined by values of env). This
2308 * function will descend into containers. op is the object to start the search 2103 * function will descend into containers. op is the object to start the search
2309 * from. 2104 * from.
2310 */ 2105 */
2311static void 2106static void
2312drop_unpaid_items (object *op, object *env) 2107drop_unpaid_items (object *op, object *env)
2313{ 2108{
2314 while (op) 2109 while (op)
2315 { 2110 {
2316 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2111 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2317 2112
2318 if (QUERY_FLAG (op, FLAG_UNPAID)) 2113 if (QUERY_FLAG (op, FLAG_UNPAID))
2319 {
2320 if (env->type == PLAYER)
2321 esrv_del_item (env->contr, op->count);
2322
2323 op->insert_at (env); 2114 op->insert_at (env);
2324 }
2325 else if (op->inv) 2115 else if (op->inv)
2326 drop_unpaid_items (op->inv, env); 2116 drop_unpaid_items (op->inv, env);
2327 2117
2328 op = next; 2118 op = next;
2329 } 2119 }
2341 * Moved from apply.c to player.c - player.c is what 2131 * Moved from apply.c to player.c - player.c is what
2342 * actually uses this function. player.c may not be quite the 2132 * actually uses this function. player.c may not be quite the
2343 * best, a misc file for object actions is probably better, 2133 * best, a misc file for object actions is probably better,
2344 * but there isn't one in the server directory. 2134 * but there isn't one in the server directory.
2345 */ 2135 */
2346char * 2136const char *
2347gravestone_text (object *op) 2137gravestone_text (object *op)
2348{ 2138{
2349 static char buf2[MAX_BUF]; 2139 static dynbuf_text buf;
2350 char buf[MAX_BUF];
2351 time_t now = time (NULL);
2352 2140
2353 strcpy (buf2, " R.I.P.\n\n"); 2141 buf << "---- R.I.P. ----\n\n"
2142 << op->name;
2143
2354 if (op->type == PLAYER) 2144 if (op->type == PLAYER)
2355 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2145 buf << " the " << op->contr->title;
2356 else
2357 sprintf (buf, "%s\n", &op->name);
2358 2146
2359 strncat (buf2, " ", 20 - strlen (buf) / 2); 2147 buf << "\n\n";
2360 strcat (buf2, buf); 2148
2149 buf << "who was level ";
2150 buf << (sint32)op->level << "\n\n" // OO breakdown
2151 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2152
2361 if (op->type == PLAYER) 2153 if (op->type == PLAYER)
2362 sprintf (buf, "who was in level %d when killed\n", op->level); 2154 buf << "by " << op->contr->killer_name () << ".\n\n";
2363 else
2364 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2365 2155
2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2367 strcat (buf2, buf);
2368 if (op->type == PLAYER)
2369 { 2156 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2157 static char buf2[128];
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2158 time_t now = time (NULL);
2372 strcat (buf2, buf);
2373 }
2374
2375 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2159 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2160 buf << buf2;
2377 strcat (buf2, buf); 2161 }
2378 2162
2379 return buf2; 2163 return buf;
2380} 2164}
2381 2165
2382void 2166void
2383do_some_living (object *op) 2167do_some_living (object *op)
2384{ 2168{
2539 { 2323 {
2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2324 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2541 2325
2542 if (over_hp > 0) 2326 if (over_hp > 0)
2543 { 2327 {
2544 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2328 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2545 op->last_heal = 0; 2329 op->last_heal = 0;
2546 } 2330 }
2547 else 2331 else
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2332 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2549 } 2333 }
2565 op->stats.food--; 2349 op->stats.food--;
2566 } 2350 }
2567 2351
2568 if (op->stats.food < 0 && op->stats.hp >= 0) 2352 if (op->stats.food < 0 && op->stats.hp >= 0)
2569 { 2353 {
2570 object *tmp, *flesh = 0; 2354 object *flesh = 0;
2571 2355
2572 for (tmp = op->inv; tmp; tmp = tmp->below) 2356 for_inv_removable (op, tmp)
2573 { 2357 {
2574 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2358 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2359 continue;
2360
2361 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2575 { 2362 {
2576 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2363 op->statusmsg ("You blindly grab for a bite of food. "
2577 { 2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2578 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2579 manual_apply (op, tmp, 0); 2365 manual_apply (op, tmp, 0);
2366
2580 if (op->stats.food >= 0 || op->stats.hp < 0) 2367 if (op->stats.food >= 0 || op->stats.hp < 0)
2581 break; 2368 break;
2582 } 2369 }
2583 else if (tmp->type == FLESH) 2370 else if (tmp->type == FLESH)
2584 flesh = tmp; 2371 flesh = tmp;
2585 } /* End if paid for object */ 2372 }
2586 } /* end of for loop */
2587 2373
2588 /* If player is still starving, it means they don't have any food, so 2374 /* If player is still starving, it means they don't have any food, so
2589 * eat flesh instead. 2375 * eat flesh instead.
2590 */ 2376 */
2591 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2377 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2592 { 2378 {
2593 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2379 op->statusmsg ("You blindly grab for a bite of food. "
2380 "H<To prevent you from starving, you ate some random item from your backpack.>");
2594 manual_apply (op, flesh, 0); 2381 manual_apply (op, flesh, 0);
2595 } 2382 }
2383
2384 // If player is still starving, alert him!
2385 if (op->stats.food < 0)
2386 op->failmsg ("You are starving! "
2387 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2596 } 2388 }
2597 2389
2598 if (op->stats.food < 0) 2390 if (op->stats.food < 0)
2599 { 2391 {
2600 op->stats.hp += op->stats.food; 2392 op->stats.hp += op->stats.food;
2601 op->stats.food = 0; 2393 op->stats.food = 0;
2394
2395 if (op->stats.hp < 0)
2396 {
2397 op->contr->killer = archetype::get ("killer_starvation");
2398 op->contr->killer->destroy ();
2602 } 2399 }
2400 }
2603 2401
2402 /* killer should be set here already */
2604 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2403 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2605 kill_player (op); 2404 kill_player (op);
2606 } 2405 }
2607} 2406}
2608 2407
2613 */ 2412 */
2614void 2413void
2615kill_player (object *op) 2414kill_player (object *op)
2616{ 2415{
2617 int x, y; 2416 int x, y;
2618 char buf[MAX_BUF];
2619 maptile *map; /* this is for resurrection */ 2417 maptile *map; /* this is for resurrection */
2620 int will_kill_again; 2418 int will_kill_again;
2621 archetype *at; 2419 archetype *at;
2622 object *tmp; 2420 object *tmp;
2623 2421
2624 if (save_life (op)) 2422 if (save_life (op))
2625 return; 2423 return;
2424
2425 dynbuf_text deathtab;
2426
2427 /* restore player */
2428 at = archetype::find ("poisoning");
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your body feels cleansed...\r";
2433 }
2434
2435 at = archetype::find ("confusion");
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your mind feels clearer...\r";
2440 }
2441
2442 cure_disease (op, 0, 0); /* remove any disease */
2443
2444 max_it (op->stats.hp , op->stats.maxhp);
2445 max_it (op->stats.sp , op->stats.maxsp);
2446 max_it (op->stats.grace, op->stats.maxgrace);
2447
2448 if (op->stats.food <= 0)
2449 op->stats.food = 999;
2450
2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; )
2454 {
2455 object *next = item->below;
2456
2457 if (item->type == SPELL_EFFECT && item->active)
2458 item->destroy ();
2459
2460 item = next;
2461 }
2626 2462
2627 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2463 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2628 * in cities ONLY!!! It is very important that this doesn't get abused. 2464 * in cities ONLY!!! It is very important that this doesn't get abused.
2629 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2630 */ 2466 */
2631 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2632 { 2468 {
2633 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2634 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2635
2636 /* restore player */
2637 at = archetype::find ("poisoning");
2638 if (object *tmp = present_arch_in_ob (at, op))
2639 {
2640 tmp->destroy ();
2641 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2642 }
2643
2644 at = archetype::find ("confusion");
2645 if (object *tmp = present_arch_in_ob (at, op))
2646 {
2647 tmp->destroy ();
2648 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2649 }
2650
2651 cure_disease (op, 0, 0); /* remove any disease */
2652 op->stats.hp = op->stats.maxhp;
2653 if (op->stats.food <= 0)
2654 op->stats.food = 999;
2655 2470
2656 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2657 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2472 if (object *tmp = arch_to_object (archetype::find ("finger")))
2658 { 2473 {
2659 tmp->name = format ("%s's finger" , &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2660 tmp->name_pl = format ("%s's fingers", &op->name); 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2661 tmp->msg = format ( 2476 tmp->msg = format (
2662 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2663 &op->name, op->contr->title, (int) (op->level), op->contr->killer 2478 &op->name, op->contr->title,
2479 (int)op->level,
2480 op->contr->killer_name ()
2664 ); 2481 );
2665 tmp->value = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2666 tmp->materialname = "organics"; 2483 tmp->materialname = "organics";
2667 tmp->insert_at (op, tmp); 2484 tmp->insert_at (op, tmp);
2668 } 2485 }
2669 2486
2670 /* teleport defeated player to new destination */ 2487 /* teleport defeated player to new destination */
2671 transfer_ob (op, x, y, 0, NULL); 2488 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced = 0; 2489 op->contr->braced = 0;
2490
2491 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2673 return; 2492 return;
2674 } 2493 }
2675 2494
2495 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2496 deathtab << "T<YOU HAVE DIED>\n\n";
2497
2676 INVOKE_PLAYER (DEATH, op->contr); 2498 INVOKE_PLAYER (DEATH, op->contr);
2677 2499
2678 command_kill_pets (op, 0); 2500 command_kill_pets (op, 0);
2679
2680 if (op->stats.food < 0)
2681 strcpy (op->contr->killer, "starvation");
2682 2501
2683 op->contr->play_sound (sound_find ("player_dies")); 2502 op->contr->play_sound (sound_find ("player_dies"));
2684 2503
2685 /* save the map location for corpse, gravestone */ 2504 /* save the map location for corpse, gravestone */
2686 x = op->x; 2505 x = op->x;
2716 2535
2717 lost_a_stat = 0; 2536 lost_a_stat = 0;
2718 2537
2719 for (z = 0; z < num_stats_lose; z++) 2538 for (z = 0; z < num_stats_lose; z++)
2720 { 2539 {
2721 i = RANDOM () % NUM_STATS; 2540 i = rndm (NUM_STATS);
2722 2541
2723 if (settings.stat_loss_on_death) 2542 if (settings.stat_loss_on_death)
2724 { 2543 {
2725 /* Pick a random stat and take a point off it. Tell the player 2544 /* Pick a random stat and take a point off it. Tell the player
2726 * what he lost. 2545 * what he lost.
2777 } 2596 }
2778 } 2597 }
2779 2598
2780 if (lose_this_stat) 2599 if (lose_this_stat)
2781 { 2600 {
2782 this_stat = get_attr_value (&(dep->stats), i); 2601 this_stat = get_attr_value (&dep->stats, i);
2783 /* We could try to do something clever like find another 2602 /* We could try to do something clever like find another
2784 * stat to reduce if this fails. But chances are, if 2603 * stat to reduce if this fails. But chances are, if
2785 * stats have been depleted to -50, all are pretty low 2604 * stats have been depleted to -50, all are pretty low
2786 * and should be roughly the same, so it shouldn't make a 2605 * and should be roughly the same, so it shouldn't make a
2787 * difference. 2606 * difference.
2795 lost_a_stat = 1; 2614 lost_a_stat = 1;
2796 } 2615 }
2797 } 2616 }
2798 } 2617 }
2799 } 2618 }
2619
2800 /* If no stat lost, tell the player. */ 2620 /* If no stat lost, tell the player. */
2801 if (!lost_a_stat) 2621 if (!lost_a_stat)
2802 { 2622 {
2803 /* determine_god() seems to not work sometimes... why is this? 2623 /* determine_god() seems to not work sometimes... why is this?
2804 Should I be using something else? GD */ 2624 Should I be using something else? GD */
2805 const char *god = determine_god (op); 2625 shstr_tmp god = determine_god (op);
2806 2626
2807 if (god && (strcmp (god, "none"))) 2627 if (god != shstr_none)
2808 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2628 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2809 else 2629 else
2810 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2630 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2811 } 2631 }
2812#else 2632#else
2813 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2633 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2814#endif 2634#endif
2815 2635
2816 /* Put a gravestone up where the character 'almost' died. List the 2636 /* Put a gravestone up where the character 'almost' died. List the
2817 * exp loss on the stone. 2637 * exp loss on the stone.
2818 */ 2638 */
2819 tmp = arch_to_object (archetype::find ("gravestone")); 2639 tmp = arch_to_object (archetype::find ("gravestone"));
2820 sprintf (buf, "%s's gravestone", &op->name); 2640 tmp->name = format ("%s's gravestone", &op->name);
2821 tmp->name = buf; 2641 tmp->name_pl = format ("%s's gravestones", &op->name);
2822 sprintf (buf, "%s's gravestones", &op->name); 2642 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2823 tmp->name_pl = buf; 2643 &op->name, op->contr->title, op->contr->killer_name ());
2824 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);
2825 tmp->msg = buf;
2826 tmp->x = op->x, tmp->y = op->y; 2644 tmp->x = op->x, tmp->y = op->y;
2827 insert_ob_in_map (tmp, op->map, NULL, 0); 2645 insert_ob_in_map (tmp, op->map, NULL, 0);
2828 2646
2829 /**************************************/ 2647 /**************************************/
2830 /* */ 2648 /* */
2831 /* Subtract the experience points, */ 2649 /* Subtract the experience points, */
2832 /* if we died cause of food, give us */
2833 /* food, and reset HP's... */
2834 /* */ 2650 /* */
2835 /**************************************/ 2651 /**************************************/
2836 2652
2837 /* remove any poisoning and confusion the character may be suffering. */
2838 /* restore player */
2839 at = archetype::find ("poisoning");
2840 tmp = present_arch_in_ob (at, op);
2841
2842 if (tmp)
2843 {
2844 tmp->destroy ();
2845 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2846 }
2847
2848 at = archetype::find ("confusion");
2849 tmp = present_arch_in_ob (at, op);
2850 if (tmp)
2851 {
2852 tmp->destroy ();
2853 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2854 }
2855
2856 cure_disease (op, 0, 0); /* remove any disease */
2857
2858 /*add_exp(op, (op->stats.exp * -0.20)); */ 2653 /*add_exp(op, (op->stats.exp * -0.20)); */
2859 apply_death_exp_penalty (op); 2654 apply_death_exp_penalty (op);
2860 if (op->stats.food < 100)
2861 op->stats.food = 900;
2862 op->stats.hp = op->stats.maxhp;
2863 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2864 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2865 2655
2866 /* 2656 /*
2867 * Check to see if the player has any unpaid items. If so, remove them 2657 * Check to see if the player has any unpaid items. If so, remove them
2868 * and put them back in the map. 2658 * and put them back in the map.
2869 */ 2659 */
2904 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2905 force->resist[at] = 100; 2695 force->resist[at] = 100;
2906 2696
2907 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
2908 op->update_stats (); 2698 op->update_stats ();
2909
2910 } 2699 }
2911 2700
2912 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2913} 2702}
2914 2703
2915void 2704void
2916loot_object (object *op) 2705loot_object (object *op)
2917{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
2934 2723
2935 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2724 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2936 { 2725 {
2937 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
2938 { 2727 {
2939 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
2940 tmp2->destroy ();
2941 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
2942 } 2730 }
2943 else 2731 else
2944 tmp->destroy (); 2732 tmp->destroy ();
2945 } 2733 }
2956void 2744void
2957fix_weight (void) 2745fix_weight (void)
2958{ 2746{
2959 for_all_players (pl) 2747 for_all_players (pl)
2960 { 2748 {
2961 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
2962 2750
2963 if (old == sum) 2751 pl->ob->update_weight ();
2964 continue; 2752
2753 if (old != pl->ob->carrying)
2754 {
2965 pl->ob->update_stats (); 2755 pl->ob->update_stats ();
2966 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2756 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2757 }
2967 } 2758 }
2968} 2759}
2969 2760
2970void 2761void
2971fix_luck (void) 2762fix_luck (void)
3013} 2804}
3014 2805
3015void 2806void
3016make_visible (object *op) 2807make_visible (object *op)
3017{ 2808{
3018 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3019 op->invisible = 0; 2810 op->invisible = 0;
3020 2811
3021 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3022 { 2813 {
3023 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3048 2839
3049 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3050 return 0; 2841 return 0;
3051 2842
3052 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3053 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3054 2845
3055 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3056 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
3057 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3058 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3059 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3060 2851
3061 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3062 for (i = 0, x = ob->x, y = ob->y; 2853 for (i = 0, x = ob->x, y = ob->y;
3063 i <= SIZEOFFREE1; 2854 i <= SIZEOFFREE1;
3064 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2855 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3085 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3086 */ 2877 */
3087void 2878void
3088do_hidden_move (object *op) 2879do_hidden_move (object *op)
3089{ 2880{
3090 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3091 object *skop;
3092 2882
3093 if (!op || !op->map) 2883 if (!op || !op->map)
3094 return; 2884 return;
3095 2885
3096 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2886 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2887 int num = random_roll (0, 19, op, PREFER_LOW);
3097 2888
3098 /* its *extremely* hard to run and sneak/hide at the same time! */ 2889 /* its *extremely* hard to run and sneak/hide at the same time! */
3099 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3100 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3101 { 2892 {
3111 num -= hide; 2902 num -= hide;
3112 2903
3113 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3114 { 2905 {
3115 make_visible (op); 2906 make_visible (op);
2907
3116 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3117 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2909 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3118 } 2910 }
3119 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3120 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2912 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3210 while (op) 3002 while (op)
3211 { 3003 {
3212 dx = rv.distance_x + op->arch->x; 3004 dx = rv.distance_x + op->arch->x;
3213 dy = rv.distance_y + op->arch->y; 3005 dy = rv.distance_y + op->arch->y;
3214 3006
3215 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3216 * code, so we need to restrict ourselves to that range of values
3217 * for any meaningful values.
3218 */
3219 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3220 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3221 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3222 return 1; 3008 return 1;
3223 3009
3224 op = op->more; 3010 op = op->more;
3225 } 3011 }
3226 3012
3227 return 0; 3013 return 0;
3228} 3014}
3229 3015
3230/* routine for both players and monsters. We call this when 3016/* routine for both players and monsters. We call this when
3231 * there is a possibility for our action distrubing our hiding 3017 * there is a possibility for our action distrubing our hiding
3232 * place or invisiblity spell. Artefact invisiblity is not 3018 * place or invisiblity spell. Artefact invisiblity causes
3233 * effected by this. If we arent invisible to begin with, we 3019 * "noise" instead. If we arent invisible to begin with, we
3234 * return 0. 3020 * return 0.
3235 */ 3021 */
3236int 3022int
3237action_makes_visible (object *op) 3023action_makes_visible (object *op)
3238{ 3024{
3239 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3025 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3240 { 3026 {
3241 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3027 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3028 {
3029 // artefact invisibility is permanent, but we still make noise
3030 // this is important for game-balance.
3031 if (op->contr)
3032 op->make_noise ();
3033
3242 return 0; 3034 return 0;
3035 }
3243 3036
3244 if (op->contr && op->contr->tmp_invis == 0) 3037 if (op->contr && op->contr->tmp_invis == 0)
3245 return 0; 3038 return 0;
3246 3039
3247 /* If monsters, they should become visible */ 3040 /* If monsters, they should become visible */
3248 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3041 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3249 { 3042 {
3250 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3043 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3251 return 1; 3044 return 1;
3252 } 3045 }
3253 } 3046 }
3254 3047
3255 return 0; 3048 return 0;
3461 else 3254 else
3462 { 3255 {
3463 /* generate misc. treasure */ 3256 /* generate misc. treasure */
3464 tmp = arch_to_object (tr->item); 3257 tmp = arch_to_object (tr->item);
3465 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3258 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3466 tmp = insert_ob_in_ob (tmp, who); 3259 who->insert (tmp);
3467 if (who->type == PLAYER)
3468 esrv_send_item (who, tmp);
3469 } 3260 }
3470} 3261}
3471 3262
3472/** 3263/**
3473 * Unready an object for a player. This function does nothing if the object was 3264 * Unready an object for a player. This function does nothing if the object was
3485 if (pl->ranged_ob == ob) 3276 if (pl->ranged_ob == ob)
3486 pl->ranged_ob = 0; 3277 pl->ranged_ob = 0;
3487} 3278}
3488 3279
3489sint8 3280sint8
3490player::visibility_at (maptile *map, int x, int y) const 3281player::darkness_at (maptile *map, int x, int y) const
3491{ 3282{
3492 if (!ns) 3283 if (!ns)
3493 return 0; 3284 return LOS_BLOCKED;
3494 3285
3495 int dx, dy; 3286 int dx, dy;
3496 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3287 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3497 return 0; 3288 return LOS_BLOCKED;
3498 3289
3499 x += dx - ns->current_x + ns->mapx / 2; 3290 x += dx - ns->current_x;
3500 y += dy - ns->current_y + ns->mapy / 2; 3291 y += dy - ns->current_y;
3501 3292
3502 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3503 return 0;
3504
3505 return 100 - blocked_los [x][y]; 3293 return blocked_los (x, y);
3506} 3294}
3507 3295
3508void 3296void
3509player::infobox (const char *title, const char *msg, int color) 3297player::infobox (const char *title, const char *msg, int color)
3510{ 3298{

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