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Comparing deliantra/server/server/player.C (file contents):
Revision 1.214 by root, Sat Dec 27 02:31:19 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 (©) 2005,2006,2007,2008 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 */
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,
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. */ 38/* This loads the first map an puts the player on it. */
155static void 39static void
156set_first_map (object *op) 40set_first_map (object *op)
157{ 41{
158 op->contr->maplevel = first_map_path; 42 op->contr->maplevel = first_map_path;
252 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
254 138
255 activate (); 139 activate ();
256 140
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this); 141 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 142 INVOKE_PLAYER (LOGIN, this);
263} 143}
264 144
265void 145void
281 ns->reset_stats (); 161 ns->reset_stats ();
282 ns->pl = 0; 162 ns->pl = 0;
283 ns = 0; 163 ns = 0;
284 } 164 }
285 165
286 observe = ob; 166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
287 169
288 deactivate (); 170 deactivate ();
289} 171}
290 172
291// the need for this function can be explained 173// the need for this function can be explained
292// by load_object not returning the object 174// by load_object not returning the object
293void 175void
294player::set_object (object *op) 176player::set_object (object *op)
295{ 177{
296 ob = observe = op; 178 ob = observe = viewpoint = op;
297 ob->contr = this; /* this aren't yet in archetype */ 179 ob->contr = this; /* this aren't yet in archetype */
298 180
299 ob->speed = 1.0f; 181 ob->speed = 1.0f;
300 ob->speed_left = 0.5f; 182 ob->speed_left = 0.5f;
301 183
330} 212}
331 213
332void 214void
333player::set_observe (object *op) 215player::set_observe (object *op)
334{ 216{
335 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;
336 do_los = 1; 225 do_los = 1;
337} 226}
338 227
339player::player () 228player::player ()
340{ 229{
369 { 258 {
370 ob->destroy_inv (false); 259 ob->destroy_inv (false);
371 ob->destroy (); 260 ob->destroy ();
372 } 261 }
373 262
374 ob = observe = 0; 263 ob = observe = viewpoint = 0;
375} 264}
376 265
377player::~player () 266player::~player ()
378{ 267{
379 /* Clear item stack */ 268 /* Clear item stack */
673 op->destroy (); 562 op->destroy ();
674 continue; 563 continue;
675 } 564 }
676 } 565 }
677 566
678 /* This really needs to be better - we should really give 567 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 568 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 569 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 570 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 571 if (op->type == SKILL)
685 { 572 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 573 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 574 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 575 {
694 op->destroy (); 576 op->destroy ();
577 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 579 break;
697 } 580 }
698 581
699 if (op->nrof > 1) 582 if (op->nrof > 1)
700 op->nrof = 1; 583 op->nrof = 1;
701 } 584 }
702 585
971check_pick (object *op) 854check_pick (object *op)
972{ 855{
973 object *tmp, *next; 856 object *tmp, *next;
974 int stop = 0; 857 int stop = 0;
975 int wvratio; 858 int wvratio;
976 char putstring[128];
977 859
978 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
979 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
980 return 1; 862 return 1;
981 863
1009 CHK_PICK_PICKUP; 891 CHK_PICK_PICKUP;
1010 892
1011 continue; 893 continue;
1012 } 894 }
1013 895
1014 /* 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? */
1015 if (!(op->contr->mode & PU_NEWMODE)) 956 if (op->contr->mode & PU_FOOD)
957 if (tmp->type == FOOD)
1016 { 958 {
1017 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)
1018 { 1018 {
1019 case 0:
1020 return 1; /* don't pick up */
1021 case 1:
1022 CHK_PICK_PICKUP; 1019 CHK_PICK_PICKUP;
1023 return 1; 1020 continue;
1024 case 2:
1025 CHK_PICK_PICKUP;
1026 return 0;
1027 case 3:
1028 return 0; /* stop before pickup */
1029 case 4:
1030 CHK_PICK_PICKUP;
1031 break;
1032 case 5:
1033 CHK_PICK_PICKUP;
1034 stop = 1;
1035 break;
1036 case 6:
1037 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1038 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1039 CHK_PICK_PICKUP;
1040 break;
1041
1042 case 7:
1043 if (tmp->type == MONEY || tmp->type == GEM)
1044 CHK_PICK_PICKUP;
1045 break;
1046
1047 default:
1048 /* use value density */
1049 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1050 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1051 CHK_PICK_PICKUP;
1052 } 1021 }
1053 } 1022 }
1054 else 1023
1055 { /* old model */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1056 /* NEW pickup handling */
1057 if (op->contr->mode & PU_DEBUG) 1025 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET)
1058 { 1027 {
1059 /* some debugging code to figure out item information */ 1028 CHK_PICK_PICKUP;
1060 if (tmp->name != NULL)
1061 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1062 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1063 else
1064 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1065 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1066
1067 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1068 }
1069
1070 /* philosophy:
1071 * It's easy to grab an item type from a pile, as long as it's
1072 * generic. This takes no game-time. For more detailed pickups
1073 * and selections, select-items should be used. This is a
1074 * grab-as-you-run type mode that's really useful for arrows for
1075 * example.
1076 * The drawback: right now it has no frontend, so you need to
1077 * stick the bits you want into a calculator in hex mode and then
1078 * convert to decimal and then 'pickup <#>
1079 */
1080
1081 /* the first two modes are exclusive: if NOTHING we return, if
1082 * STOP then we stop. All the rest are applied sequentially,
1083 * meaning if any test passes, the item gets picked up. */
1084
1085 /* if mode is set to pick nothing up, return */
1086
1087 if (op->contr->mode & PU_NOTHING)
1088 return 1;
1089
1090 /* if mode is set to stop when encountering objects, return */
1091 /* take STOP before INHIBIT since it doesn't actually pick
1092 * anything up */
1093
1094 if (op->contr->mode & PU_STOP)
1095 return 0;
1096
1097 /* useful for going into stores and not losing your settings... */
1098 /* and for battles wher you don't want to get loaded down while
1099 * fighting */
1100 if (op->contr->mode & PU_INHIBIT)
1101 return 1;
1102
1103 /* prevent us from turning into auto-thieves :) */
1104 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1105 continue; 1029 continue;
1030 }
1106 1031
1107 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1108 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;
1109 continue; 1037 continue;
1038 }
1110 1039
1111 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1112 /* 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
1113 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1114 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"))
1115 { 1111 {
1116 CHK_PICK_PICKUP; 1112 CHK_PICK_PICKUP;
1117 continue; 1113 continue;
1118 } 1114 }
1115 }
1119 1116
1117 /* misc stuff that's useful */
1120 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1121 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1122 { 1120 {
1123 CHK_PICK_PICKUP; 1121 CHK_PICK_PICKUP;
1124 continue; 1122 continue;
1125 } 1123 }
1126 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1127 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1128 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
1129 { 1132 */
1130 CHK_PICK_PICKUP;
1131 continue;
1132 }
1133
1134 /* spellbooks, skillscrolls and normal books/scrolls */
1135 if (op->contr->mode & PU_SPELLBOOK)
1136 if (tmp->type == SPELLBOOK)
1137 {
1138 CHK_PICK_PICKUP;
1139 continue;
1140 }
1141
1142 if (op->contr->mode & PU_SKILLSCROLL)
1143 if (tmp->type == SKILLSCROLL)
1144 {
1145 CHK_PICK_PICKUP;
1146 continue;
1147 }
1148
1149 if (op->contr->mode & PU_READABLES)
1150 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1151 {
1152 CHK_PICK_PICKUP;
1153 continue;
1154 }
1155
1156 /* wands/staves/rods/horns */
1157 if (op->contr->mode & PU_MAGIC_DEVICE)
1158 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1159 {
1160 CHK_PICK_PICKUP;
1161 continue;
1162 }
1163
1164 /* pick up all magical items */
1165 if (op->contr->mode & PU_MAGICAL) 1133 wvratio = op->contr->mode & PU_RATIO;
1166 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)
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 if (op->contr->mode & PU_VALUABLES)
1173 { 1135 {
1174 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1175 { 1139 {
1176 CHK_PICK_PICKUP; 1140 fprintf (stderr, "%s", tmp->name);
1177 continue;
1178 } 1141 }
1179 }
1180
1181 /* rings & amulets - talismans seems to be typed AMULET */
1182 if (op->contr->mode & PU_JEWELS)
1183 if (tmp->type == RING || tmp->type == AMULET)
1184 {
1185 CHK_PICK_PICKUP;
1186 continue;
1187 }
1188
1189 /* we don't forget dragon food */
1190 if (op->contr->mode & PU_FLESH)
1191 if (tmp->type == FLESH)
1192 {
1193 CHK_PICK_PICKUP;
1194 continue;
1195 }
1196
1197 /* bows and arrows. Bows are good for selling! */
1198 if (op->contr->mode & PU_BOW)
1199 if (tmp->type == BOW)
1200 {
1201 CHK_PICK_PICKUP;
1202 continue;
1203 }
1204
1205 if (op->contr->mode & PU_ARROW)
1206 if (tmp->type == ARROW)
1207 {
1208 CHK_PICK_PICKUP;
1209 continue;
1210 }
1211
1212 /* all kinds of armor etc. */
1213 if (op->contr->mode & PU_ARMOUR)
1214 if (tmp->type == ARMOUR)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 if (op->contr->mode & PU_HELMET)
1221 if (tmp->type == HELMET)
1222 {
1223 CHK_PICK_PICKUP;
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_SHIELD)
1228 if (tmp->type == SHIELD)
1229 {
1230 CHK_PICK_PICKUP;
1231 continue;
1232 }
1233
1234 if (op->contr->mode & PU_BOOTS)
1235 if (tmp->type == BOOTS)
1236 {
1237 CHK_PICK_PICKUP;
1238 continue;
1239 }
1240
1241 if (op->contr->mode & PU_GLOVES)
1242 if (tmp->type == GLOVES)
1243 {
1244 CHK_PICK_PICKUP;
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_CLOAK)
1249 if (tmp->type == CLOAK)
1250 {
1251 CHK_PICK_PICKUP;
1252 continue;
1253 }
1254
1255 /* hoping to catch throwing daggers here */
1256 if (op->contr->mode & PU_MISSILEWEAPON)
1257 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1258 {
1259 CHK_PICK_PICKUP;
1260 continue;
1261 }
1262
1263 /* careful: chairs and tables are weapons! */
1264 if (op->contr->mode & PU_ALLWEAPON)
1265 {
1266 if (tmp->type == WEAPON && tmp->name != NULL)
1267 {
1268 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1269 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1270 {
1271 CHK_PICK_PICKUP;
1272 continue;
1273 }
1274 }
1275
1276 if (tmp->type == WEAPON && tmp->name == NULL)
1277 {
1278 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1279 {
1280 CHK_PICK_PICKUP;
1281 continue;
1282 }
1283 }
1284 }
1285
1286 /* misc stuff that's useful */
1287 if (op->contr->mode & PU_KEY)
1288 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293
1294 /* any of the last 4 bits set means we use the ratio for value
1295 * pickups */
1296 if (op->contr->mode & PU_RATIO)
1297 {
1298 /* use value density to decide what else to grab */
1299 /* >=7 was >= op->contr->mode */
1300 /* >=7 is the old standard setting. Now we take the last 4 bits
1301 */
1302 wvratio = op->contr->mode & PU_RATIO;
1303 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1304 {
1305 CHK_PICK_PICKUP;
1306#if 0
1307 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1308 if (tmp->name != NULL)
1309 {
1310 fprintf (stderr, "%s", tmp->name);
1311 }
1312 else 1142 else
1313 fprintf (stderr, "%s", tmp->arch->archname); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1314 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1315 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))));
1316#endif 1146#endif
1147 CHK_PICK_PICKUP;
1317 continue; 1148 continue;
1318 }
1319 } 1149 }
1320 } /* the new pickup model */ 1150 } /* the new pickup model */
1321 } 1151 }
1322 1152
1323 return !stop; 1153 return !stop;
1351 * 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
1352 * 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
1353 * 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.
1354 */ 1184 */
1355object * 1185object *
1356find_better_arrow (object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1357{ 1187{
1358 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1359 int attacknum, attacktype, betterby = 0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1360 1190
1361 if (!type) 1191 if (!type)
1365 { 1195 {
1366 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))
1367 { 1197 {
1368 i = 0; 1198 i = 0;
1369 ntmp = find_better_arrow (arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1370 if (i > betterby) 1201 if (i > betterby)
1371 { 1202 {
1372 tmp = ntmp; 1203 tmp = ntmp;
1373 betterby = i; 1204 betterby = i;
1374 } 1205 }
1375 } 1206 }
1376 else if (arrow->type == ARROW && arrow->race == type) 1207 else if (arrow->type == ARROW && arrow->race == type)
1377 { 1208 {
1378 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1379 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1210 if (target->race && arrow->slaying.contains (target->race))
1380 { 1211 {
1381 if (arrow->attacktype & AT_DEATH) 1212 if (arrow->attacktype & AT_DEATH)
1382 { 1213 {
1383 *better = 100; 1214 *better = 100;
1384 return arrow; 1215 return arrow;
1399 { 1230 {
1400 tmp = arrow; 1231 tmp = arrow;
1401 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;
1402 } 1233 }
1403 } 1234 }
1235
1404 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1405 { 1237 {
1406 tmp = arrow; 1238 tmp = arrow;
1407 betterby = 2 + arrow->magic + arrow->stats.dam; 1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1408 } 1240 }
1241
1409 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1410 { 1243 {
1411 tmp = arrow; 1244 tmp = arrow;
1412 betterby = 1 + arrow->magic + arrow->stats.dam; 1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1413 } 1246 }
1427 * op = the shooter 1260 * op = the shooter
1428 * type = bow->race 1261 * type = bow->race
1429 * dir = fire direction 1262 * dir = fire direction
1430 */ 1263 */
1431object * 1264object *
1432pick_arrow_target (object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1433{ 1266{
1434 object *tmp = NULL; 1267 object *tmp = NULL;
1435 maptile *m; 1268 maptile *m;
1436 int i, mflags, found, number; 1269 int i, mflags, found, number;
1437 sint16 x, y; 1270 sint16 x, y;
1523 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1524 return 0; 1357 return 0;
1525 } 1358 }
1526 1359
1527 // 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
1528 if (bow->below) 1361 splay (bow);
1529 {
1530 bow->remove ();
1531 op->insert (bow);
1532 }
1533 } 1362 }
1534 1363
1535 if (!bow->race || !bow->skill) 1364 if (!bow->race || !bow->skill)
1536 { 1365 {
1537 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);
1583 arrow->direction = dir; 1412 arrow->direction = dir;
1584 1413
1585 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 */
1586 arrow->stats.hp = arrow->stats.dam; 1415 arrow->stats.hp = arrow->stats.dam;
1587 arrow->stats.grace = arrow->attacktype; 1416 arrow->stats.grace = arrow->attacktype;
1588 1417 arrow->custom_name = arrow->slaying;
1589 if (arrow->slaying)
1590 arrow->spellarg = strdup (arrow->slaying);
1591 1418
1592#if 0 1419#if 0
1593 if (player *pl = op->contr) 1420 if (player *pl = op->contr)
1594 { 1421 {
1595 float speed = pl->weapon_sp; 1422 float speed = pl->weapon_sp;
1809 case BOW: 1636 case BOW:
1810 player_fire_bow (op, dir); 1637 player_fire_bow (op, dir);
1811 break; 1638 break;
1812 1639
1813 case SPELL: 1640 case SPELL:
1814 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);
1815 break; 1642 break;
1816 1643
1817 case BUILDER: 1644 case BUILDER:
1818 apply_map_builder (op, dir); 1645 apply_map_builder (op, dir);
1819 break; 1646 break;
1828 } 1655 }
1829 1656
1830 return true; 1657 return true;
1831} 1658}
1832 1659
1833/* find_key 1660static object *
1834 * We try to find a key for the door as passed. If we find a key
1835 * and successfully use it, we return the key, otherwise NULL
1836 * This function merges both normal and locked door, since the logic
1837 * for both is the same - just the specific key is different.
1838 * pl is the player,
1839 * inv is the objects inventory to searched
1840 * door is the door we are trying to match against.
1841 * This function can be called recursively to search containers.
1842 */
1843object *
1844find_key (object *pl, object *container, object *door) 1661find_key_ (object *pl, object *container, object *door)
1845{ 1662{
1846 object *tmp, *key; 1663 object *tmp, *key;
1847 1664
1848 /* Should not happen, but sanity checking is never bad */ 1665 /* Should not happen, but sanity checking is never bad */
1849 if (!container->inv) 1666 if (!container->inv)
1852 /* 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 */
1853 for (tmp = container->inv; tmp; tmp = tmp->below) 1670 for (tmp = container->inv; tmp; tmp = tmp->below)
1854 { 1671 {
1855 if (door->type == DOOR && tmp->type == KEY) 1672 if (door->type == DOOR && tmp->type == KEY)
1856 break; 1673 break;
1674
1857 /* For sanity, we should really check door type, but other stuff 1675 /* For sanity, we should really check door type, but other stuff
1858 * (like containers) can be locked with special keys 1676 * (like containers) can be locked with special keys
1859 */ 1677 */
1860 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1678 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1861 break; 1679 break;
1867 * a key, return 1685 * a key, return
1868 */ 1686 */
1869 if (!tmp) 1687 if (!tmp)
1870 { 1688 {
1871 for (tmp = container->inv; tmp; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1872 {
1873 /* No reason to search empty containers */ 1690 /* No reason to search empty containers */
1874 if (tmp->type == CONTAINER && tmp->inv) 1691 if (tmp->type == CONTAINER && tmp->inv)
1875 {
1876 if ((key = find_key (pl, tmp, door))) 1692 if ((key = find_key_ (pl, tmp, door)))
1877 return key; 1693 return key;
1878 }
1879 }
1880 1694
1881 if (!tmp) 1695 if (!tmp)
1882 return NULL; 1696 return 0;
1883 } 1697 }
1884 1698
1885 /* 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,
1886 * see if we actually want to use it 1700 * see if we actually want to use it
1887 */ 1701 */
1888 if (pl != container) 1702 if (pl != container)
1889 { 1703 {
1890 /* Only let players use keys in containers */ 1704 /* Only let players use keys in containers */
1891 if (!pl->contr) 1705 if (!pl->contr)
1892 return NULL; 1706 return 0;
1707
1893 /* cases where this fails: 1708 /* cases where this fails:
1894 * If we only search the player inventory, return now since we 1709 * If we only search the player inventory, return now since we
1895 * are not in the players inventory. 1710 * are not in the players inventory.
1896 * If the container is not active, return now since only active 1711 * If the container is not active, return now since only active
1897 * containers can be used. 1712 * containers can be used.
1901 * inv must have been an container and must have been active. 1716 * inv must have been an container and must have been active.
1902 * 1717 *
1903 * Change the color so that the message doesn't disappear with 1718 * Change the color so that the message doesn't disappear with
1904 * all the others. 1719 * all the others.
1905 */ 1720 */
1906 if (pl->contr->usekeys == key_inventory || 1721 if (pl->contr->usekeys == key_inventory
1907 !QUERY_FLAG (container, FLAG_APPLIED) || 1722 || !QUERY_FLAG (container, FLAG_APPLIED)
1908 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1723 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1909 { 1724 {
1910 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1725 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1911 "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));
1912 return NULL; 1727 return NULL;
1913 } 1728 }
1914 } 1729 }
1915 1730
1916 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);
1917} 1757}
1918 1758
1919/* moved door processing out of move_player_attack. 1759/* moved door processing out of move_player_attack.
1920 * returns 1 if player has opened the door with a key 1760 * returns 1 if player has opened the door with a key
1921 * such that the caller should not do anything more, 1761 * such that the caller should not do anything more,
1971 * going to try and move (not fire weapons). 1811 * going to try and move (not fire weapons).
1972 */ 1812 */
1973bool 1813bool
1974move_player_attack (object *op, int dir) 1814move_player_attack (object *op, int dir)
1975{ 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
1976 int on_battleground; 1822 int on_battleground;
1977 1823
1978 sint16 nx = freearr_x[dir] + op->x; 1824 sint16 nx = freearr_x[dir] + op->x;
1979 sint16 ny = freearr_y[dir] + op->y; 1825 sint16 ny = freearr_y[dir] + op->y;
1980 1826
1981 on_battleground = op_on_battleground (op, 0, 0); 1827 on_battleground = op_on_battleground (op, 0, 0);
1982 1828
1983 if (out_of_map (op->map, nx, ny)) 1829 if (out_of_map (op->map, nx, ny))
1984 return false; 1830 return false;
1985
1986 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1987 {
1988 --op->speed_left;
1989 return true;
1990 }
1991 1831
1992 /* 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
1993 * 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
1994 * 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
1995 * player. This is a pretty nasty hack, because if we could 1835 * player. This is a pretty nasty hack, because if we could
2572 */ 2412 */
2573void 2413void
2574kill_player (object *op) 2414kill_player (object *op)
2575{ 2415{
2576 int x, y; 2416 int x, y;
2577 char buf[MAX_BUF];
2578 maptile *map; /* this is for resurrection */ 2417 maptile *map; /* this is for resurrection */
2579 int will_kill_again; 2418 int will_kill_again;
2580 archetype *at; 2419 archetype *at;
2581 object *tmp; 2420 object *tmp;
2582 2421
2583 if (save_life (op)) 2422 if (save_life (op))
2584 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 }
2585 2462
2586 /* 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
2587 * 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.
2588 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2589 */ 2466 */
2590 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2591 { 2468 {
2592 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";
2593 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2594
2595 /* restore player */
2596 at = archetype::find ("poisoning");
2597 if (object *tmp = present_arch_in_ob (at, op))
2598 {
2599 tmp->destroy ();
2600 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2601 }
2602
2603 at = archetype::find ("confusion");
2604 if (object *tmp = present_arch_in_ob (at, op))
2605 {
2606 tmp->destroy ();
2607 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2608 }
2609
2610 cure_disease (op, 0, 0); /* remove any disease */
2611 op->stats.hp = op->stats.maxhp;
2612 if (op->stats.food <= 0)
2613 op->stats.food = 999;
2614 2470
2615 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2616 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2472 if (object *tmp = arch_to_object (archetype::find ("finger")))
2617 { 2473 {
2618 tmp->name = format ("%s's finger" , &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2629 } 2485 }
2630 2486
2631 /* teleport defeated player to new destination */ 2487 /* teleport defeated player to new destination */
2632 transfer_ob (op, x, y, 0, NULL); 2488 transfer_ob (op, x, y, 0, NULL);
2633 op->contr->braced = 0; 2489 op->contr->braced = 0;
2490
2491 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2634 return; 2492 return;
2635 } 2493 }
2494
2495 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2496 deathtab << "T<YOU HAVE DIED>\n\n";
2636 2497
2637 INVOKE_PLAYER (DEATH, op->contr); 2498 INVOKE_PLAYER (DEATH, op->contr);
2638 2499
2639 command_kill_pets (op, 0); 2500 command_kill_pets (op, 0);
2640 2501
2735 } 2596 }
2736 } 2597 }
2737 2598
2738 if (lose_this_stat) 2599 if (lose_this_stat)
2739 { 2600 {
2740 this_stat = get_attr_value (&(dep->stats), i); 2601 this_stat = get_attr_value (&dep->stats, i);
2741 /* We could try to do something clever like find another 2602 /* We could try to do something clever like find another
2742 * stat to reduce if this fails. But chances are, if 2603 * stat to reduce if this fails. But chances are, if
2743 * stats have been depleted to -50, all are pretty low 2604 * stats have been depleted to -50, all are pretty low
2744 * 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
2745 * difference. 2606 * difference.
2759 /* If no stat lost, tell the player. */ 2620 /* If no stat lost, tell the player. */
2760 if (!lost_a_stat) 2621 if (!lost_a_stat)
2761 { 2622 {
2762 /* determine_god() seems to not work sometimes... why is this? 2623 /* determine_god() seems to not work sometimes... why is this?
2763 Should I be using something else? GD */ 2624 Should I be using something else? GD */
2764 const char *god = determine_god (op); 2625 shstr_tmp god = determine_god (op);
2765 2626
2766 if (god && (strcmp (god, "none"))) 2627 if (god != shstr_none)
2767 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";
2768 else 2629 else
2769 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";
2770 } 2631 }
2771#else 2632#else
2772 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.";
2773#endif 2634#endif
2774 2635
2775 /* Put a gravestone up where the character 'almost' died. List the 2636 /* Put a gravestone up where the character 'almost' died. List the
2776 * exp loss on the stone. 2637 * exp loss on the stone.
2777 */ 2638 */
2784 insert_ob_in_map (tmp, op->map, NULL, 0); 2645 insert_ob_in_map (tmp, op->map, NULL, 0);
2785 2646
2786 /**************************************/ 2647 /**************************************/
2787 /* */ 2648 /* */
2788 /* Subtract the experience points, */ 2649 /* Subtract the experience points, */
2789 /* if we died cause of food, give us */
2790 /* food, and reset HP's... */
2791 /* */ 2650 /* */
2792 /**************************************/ 2651 /**************************************/
2793 2652
2794 /* remove any poisoning and confusion the character may be suffering. */
2795 /* restore player */
2796 at = archetype::find ("poisoning");
2797 tmp = present_arch_in_ob (at, op);
2798
2799 if (tmp)
2800 {
2801 tmp->destroy ();
2802 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2803 }
2804
2805 at = archetype::find ("confusion");
2806 tmp = present_arch_in_ob (at, op);
2807 if (tmp)
2808 {
2809 tmp->destroy ();
2810 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2811 }
2812
2813 cure_disease (op, 0, 0); /* remove any disease */
2814
2815 // remove all spell effects that are active
2816 // to avoid long-term effects such as word-of-recall
2817 for (object *item = op->inv; item; )
2818 {
2819 object *next = item->below;
2820
2821 if (item->type == SPELL_EFFECT && item->active)
2822 item->destroy ();
2823
2824 item = next;
2825 }
2826
2827 /*add_exp(op, (op->stats.exp * -0.20)); */ 2653 /*add_exp(op, (op->stats.exp * -0.20)); */
2828 apply_death_exp_penalty (op); 2654 apply_death_exp_penalty (op);
2829
2830 if (op->stats.food < 100)
2831 op->stats.food = 900;
2832
2833 op->stats.hp = op->stats.maxhp;
2834 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2835 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2836 2655
2837 /* 2656 /*
2838 * 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
2839 * and put them back in the map. 2658 * and put them back in the map.
2840 */ 2659 */
2877 2696
2878 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
2879 op->update_stats (); 2698 op->update_stats ();
2880 } 2699 }
2881 2700
2882 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2883} 2702}
2884 2703
2885void 2704void
2886loot_object (object *op) 2705loot_object (object *op)
2887{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
3025 level = ob->map->darklevel () - 2; 2844 level = ob->map->darklevel () - 2;
3026 2845
3027 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3028 * 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
3029 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3030 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3031 level = -(10 + (2 * ob->map->darklevel ())); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3032 2851
3033 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3034 for (i = 0, x = ob->x, y = ob->y; 2853 for (i = 0, x = ob->x, y = ob->y;
3035 i <= SIZEOFFREE1; 2854 i <= SIZEOFFREE1;
3183 while (op) 3002 while (op)
3184 { 3003 {
3185 dx = rv.distance_x + op->arch->x; 3004 dx = rv.distance_x + op->arch->x;
3186 dy = rv.distance_y + op->arch->y; 3005 dy = rv.distance_y + op->arch->y;
3187 3006
3188 /* only the viewable area the player sees is updated by LOS
3189 * code, so we need to restrict ourselves to that range of values
3190 * for any meaningful values.
3191 */
3192 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3193 return 1; 3008 return 1;
3194 3009
3195 op = op->more; 3010 op = op->more;
3196 } 3011 }
3461 if (pl->ranged_ob == ob) 3276 if (pl->ranged_ob == ob)
3462 pl->ranged_ob = 0; 3277 pl->ranged_ob = 0;
3463} 3278}
3464 3279
3465sint8 3280sint8
3466player::visibility_at (maptile *map, int x, int y) const 3281player::darkness_at (maptile *map, int x, int y) const
3467{ 3282{
3468 if (!ns) 3283 if (!ns)
3469 return 0; 3284 return LOS_BLOCKED;
3470 3285
3471 int dx, dy; 3286 int dx, dy;
3472 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3287 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3473 return 0; 3288 return LOS_BLOCKED;
3474 3289
3475 x += dx - ns->current_x; 3290 x += dx - ns->current_x;
3476 y += dy - ns->current_y; 3291 y += dy - ns->current_y;
3477 3292
3478 return 100 - blocked_los (x, y); 3293 return blocked_los (x, y);
3479} 3294}
3480 3295
3481void 3296void
3482player::infobox (const char *title, const char *msg, int color) 3297player::infobox (const char *title, const char *msg, int color)
3483{ 3298{

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