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Comparing deliantra/server/server/player.C (file contents):
Revision 1.164 by root, Thu Aug 23 17:56:25 2007 UTC vs.
Revision 1.243 by root, Sat Nov 7 18:30:06 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
183 72
184 if (ob->map) 73 if (ob->map)
185 maplevel = ob->map->path; 74 maplevel = ob->map->path;
186 75
187 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 78 ob->map = 0;
189 party = 0; 79 party = 0;
190 80
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 82
206 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
207 97
208 ns->update_look = 0; 98 ns->update_look = 0;
209 ns->look_position = 0; 99 ns->look_position = 0;
210 100
211 clear_los (this); 101 clear_los ();
212 102
213 ns->reset_stats (); 103 ns->reset_stats ();
214 104
215 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
218 108
219 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
220 link_player_skills (ob); 110 link_skills ();
221 111
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 113
224 assign (title, ob->arch->object::name); 114 assign (title, ob->arch->object::name);
225 115
238 set_dragon_name (ob, abil, skin); 128 set_dragon_name (ob, abil, skin);
239 } 129 }
240 130
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 131 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 132
243 esrv_new_player (this, ob->weight + ob->carrying); 133 esrv_new_player (this);
134
135 ob->update_stats ();
136
137 ns->floorbox_update ();
138 esrv_send_inventory (ob, ob);
139 esrv_add_spells (this, 0);
140
141 activate ();
142
143 INVOKE_PLAYER (CONNECT, this);
144 INVOKE_PLAYER (LOGIN, this);
145}
146
147void
148player::disconnect ()
149{
150 if (ob)
151 {
152 ob->close_container (); //TODO: client-specific
153 ob->drop_unpaid_items ();
154 }
155
156 if (ns)
157 {
158 if (active)
159 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
160
161 INVOKE_PLAYER (DISCONNECT, this);
162
163 ns->reset_stats ();
164 ns->pl = 0;
165 ns = 0;
166 }
167
168 // this is important for the player scheduler to get the correct refcount
169 // when ns = 0
170 observe = viewpoint = ob;
171
172 deactivate ();
173}
174
175//-GPL
176
177// the need for this function can be explained
178// by load_object not returning the object
179void
180player::set_object (object *op)
181{
182 ob = observe = viewpoint = op;
183 ob->contr = this; /* this aren't yet in archetype */
184
185 ob->speed = 1.0f;
186 ob->speed_left = 0.5f;
187
188 ob->direction = 5; /* So player faces south */
244 189
245 ob->flag [FLAG_READY_WEAPON] = false; 190 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 191 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false; 192 ob->flag [FLAG_READY_BOW] = false;
248 193
265 combat_ob = op; 210 combat_ob = op;
266 break; 211 break;
267 } 212 }
268 213
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats (); 215 ob->deactivate (); // change_weapon activates, fix this better
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ob)
290 {
291 ob->close_container (); //TODO: client-specific
292 ob->drop_unpaid_items ();
293 }
294
295 if (ns)
296 {
297 if (active)
298 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
299
300 INVOKE_PLAYER (DISCONNECT, this);
301
302 ns->reset_stats ();
303 ns->pl = 0;
304 ns = 0;
305 }
306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324} 216}
325 217
326void 218void
327player::set_observe (object *op) 219player::set_observe (object *op)
328{ 220{
329 observe = op ? op : ob; 221 observe = viewpoint = op ? op : ob;
330 do_los = 1; 222 do_los = 1;
331} 223}
224
225void
226player::set_viewpoint (object *op)
227{
228 viewpoint = op ? op : (object *)observe;
229 do_los = 1;
230}
231
232//+GPL
332 233
333player::player () 234player::player ()
334{ 235{
335 /* There are some elements we want initialised to non zero value - 236 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point. 237 * we deal with that below this point.
342 savebed_map = first_map_path; /* Init. respawn position */ 243 savebed_map = first_map_path; /* Init. respawn position */
343 244
344 gen_sp_armour = 10; 245 gen_sp_armour = 10;
345 bowtype = bow_normal; 246 bowtype = bow_normal;
346 petmode = pet_normal; 247 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers; 248 usekeys = containers;
349 peaceful = 1; /* default peaceful */ 249 peaceful = 1; /* default peaceful */
350 do_los = 1; 250 do_los = 1;
351 251
352 weapon_sp = 1.0f; 252 weapon_sp = 1.0f;
364 { 264 {
365 ob->destroy_inv (false); 265 ob->destroy_inv (false);
366 ob->destroy (); 266 ob->destroy ();
367 } 267 }
368 268
369 ob = observe = 0; 269 ob = observe = viewpoint = 0;
370} 270}
371 271
372player::~player () 272player::~player ()
373{ 273{
374 /* Clear item stack */ 274 /* Clear item stack */
375 free (stack_items); 275 free (stack_items);
276}
277
278/*
279 * get_player_archetype() return next player archetype from archetype
280 * list. Not very efficient routine, but used only creating new players.
281 * Note: there MUST be at least one player archetype!
282 */
283static archetype *
284get_player_archetype (archetype *at)
285{
286 // archetypes could have been reloaded
287 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
288
289 if (!nat)
290 return at;
291
292 archvec::iterator i = archetypes.find (nat);
293
294 for (;;)
295 {
296 if (++i == archetypes.end ())
297 i = archetypes.begin ();
298 else if (*i == at)
299 cleanup ("not a single player archetype found");
300
301 if ((*i)->type == PLAYER)
302 return *i;
303 }
376} 304}
377 305
378/* Tries to add player on the connection passed in ns. 306/* Tries to add player on the connection passed in ns.
379 * All we can really get in this is some settings like host and display 307 * All we can really get in this is some settings like host and display
380 * mode. 308 * mode.
391 pl->ob->run_away = 25; /* Then we panick... */ 319 pl->ob->run_away = 25; /* Then we panick... */
392 320
393 set_first_map (pl->ob); 321 set_first_map (pl->ob);
394 322
395 return pl; 323 return pl;
396}
397
398/*
399 * get_player_archetype() return next player archetype from archetype
400 * list. Not very efficient routine, but used only creating new players.
401 * Note: there MUST be at least one player archetype!
402 */
403archetype *
404get_player_archetype (archetype *at)
405{
406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
408 for (;;)
409 {
410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418} 324}
419 325
420object * 326object *
421get_nearest_player (object *mon) 327get_nearest_player (object *mon)
422{ 328{
629 535
630 return firstdir; 536 return firstdir;
631} 537}
632 538
633void 539void
634give_initial_items (object *pl, treasurelist * items) 540give_initial_items (object *pl, treasurelist *items)
635{ 541{
636 object *op, *next = NULL;
637
638 if (pl->randomitems != NULL) 542 if (pl->randomitems)
639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 543 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
640 544
641 for (op = pl->inv; op; op = next) 545 for (object *next, *op = pl->inv; op; op = next)
642 { 546 {
643 next = op->below; 547 next = op->below;
644 548
645 /* Forces get applied per default, unless they have the 549 /* Forces get applied per default, unless they have the
646 * flag "neutral" set. Sorry but I can't think of a better way 550 * flag "neutral" set. Sorry but I can't think of a better way
651 /* we never give weapons/armour if these cannot be used 555 /* we never give weapons/armour if these cannot be used
652 * by this player due to race restrictions 556 * by this player due to race restrictions
653 */ 557 */
654 if (pl->type == PLAYER) 558 if (pl->type == PLAYER)
655 { 559 {
656 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
561 &&
657 (op->type == ARMOUR || op->type == BOOTS || 562 (op->type == ARMOUR || op->type == BOOTS
658 op->type == CLOAK || op->type == HELMET || 563 || op->type == CLOAK || op->type == HELMET
659 op->type == SHIELD || op->type == GLOVES || 564 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE))
660 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
661 { 567 {
662 op->destroy (); 568 op->destroy ();
663 continue; 569 continue;
664 } 570 }
665 } 571 }
666 572
667 /* This really needs to be better - we should really give 573 /* Here we remove duplicated skills (as duplicated spell objects have
668 * a substitute spellbook. The problem is that we don't really 574 * _very_ confusing effects for players), which could for instance be
669 * have a good idea what to replace it with (need something like 575 * generated by bad treasurelists. - elmex
670 * a first level treasurelist for each skill.)
671 * remove duplicate skills also
672 */ 576 */
673 if (op->type == SPELLBOOK || op->type == SKILL) 577 if (op->type == SKILL)
674 { 578 {
675 object *tmp;
676
677 for (tmp = op->below; tmp; tmp = tmp->below) 579 for (object *tmp = op->below; tmp; tmp = tmp->below)
678 if (tmp->type == op->type && tmp->name == op->name) 580 if (tmp->type == op->type && tmp->name == op->name)
679 break;
680
681 if (tmp)
682 { 581 {
683 op->destroy (); 582 op->destroy ();
583 LOG (llevError,
684 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
685 continue; 585 break;
686 } 586 }
687 587
688 if (op->nrof > 1) 588 if (op->nrof > 1)
689 op->nrof = 1; 589 op->nrof = 1;
690 } 590 }
691 591
692 if (op->type == SPELLBOOK && op->inv) 592 if (op->type == SPELLBOOK && op->inv)
693 {
694 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
695 }
696 594
697 /* Give starting characters identified, uncursed, and undamned 595 /* Give starting characters identified, uncursed, and undamned
698 * items. Just don't identify gold or silver, or it won't be 596 * items. Just don't identify gold or silver, or it won't be
699 * merged properly. 597 * merged properly.
700 */ 598 */
701 if (need_identify (op)) 599 if (need_identify (op))
702 { 600 {
703 SET_FLAG (op, FLAG_IDENTIFIED); 601 SET_FLAG (op, FLAG_IDENTIFIED);
704 CLEAR_FLAG (op, FLAG_CURSED); 602 CLEAR_FLAG (op, FLAG_CURSED);
705 CLEAR_FLAG (op, FLAG_DAMNED); 603 CLEAR_FLAG (op, FLAG_DAMNED);
706 } 604 }
605
707 if (op->type == SPELL) 606 if (op->type == SPELL)
708 { 607 {
709 op->destroy (); 608 op->destroy ();
710 continue; 609 continue;
711 } 610 }
713 { 612 {
714 SET_FLAG (op, FLAG_CAN_USE_SKILL); 613 SET_FLAG (op, FLAG_CAN_USE_SKILL);
715 op->stats.exp = 0; 614 op->stats.exp = 0;
716 op->level = 1; 615 op->level = 1;
717 } 616 }
718 /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
719 else
720 SET_FLAG (op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
721 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
722 620
723 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
724 link_player_skills (pl); 622 pl->contr->link_skills ();
725} 623}
726 624
727void 625void
728get_party_password (object *op, partylist *party) 626get_party_password (object *op, partylist *party)
729{ 627{
830static void 728static void
831start_info (object *op) 729start_info (object *op)
832{ 730{
833 char buf[MAX_BUF]; 731 char buf[MAX_BUF];
834 732
835 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 733 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
836 new_draw_info (NDI_UNIQUE, 0, op, buf); 734 new_draw_info (NDI_UNIQUE, 0, op, buf);
837 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
838 //new_draw_info (NDI_UNIQUE, 0, op, " ");
839} 735}
840 736
841/* This function takes the key that is passed, and does the 737/* This function takes the key that is passed, and does the
842 * appropriate action with it (change race, or other things). 738 * appropriate action with it (change race, or other things).
843 * The function name is for historical reasons - now we have 739 * The function name is for historical reasons - now we have
846 */ 742 */
847void 743void
848player::chargen_race_done () 744player::chargen_race_done ()
849{ 745{
850 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
851 esrv_new_player (ob->contr, ob->weight + ob->carrying); 747 esrv_new_player (ob->contr);
852 748
853 treasurelist *tl = treasurelist::find ("starting_wealth"); 749 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
854 if (tl) 750 if (tl)
855 create_treasure (tl, ob, 0, 0, 0); 751 create_treasure (tl, ob, 0, 0, 0);
856 752
857 INVOKE_PLAYER (BIRTH, ob->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
858 INVOKE_PLAYER (LOGIN, ob->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
859 755
860 ob->contr->ns->state = ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
861 757
862 if (ob->msg) 758 if (ob->msg)
863 ob->msg = 0; 759 ob->msg = 0;
864
865 /* We create this now because some of the unique maps will need it
866 * to save here.
867 */
868 {
869 char buf[MAX_BUF];
870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
871 make_path_to_file (buf);
872 }
873 760
874 start_info (ob); 761 start_info (ob);
875 CLEAR_FLAG (ob, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
876 give_initial_items (ob, ob->randomitems); 763 give_initial_items (ob, ob->randomitems);
877 link_player_skills (ob);
878 esrv_send_inventory (ob, ob); 764 esrv_send_inventory (ob, ob);
879 ob->update_stats (); 765 ob->update_stats ();
880 766
881 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
882 * is one for this race 768 * is one for this race
883 */ 769 */
884 if (*first_map_ext_path) 770 if (*first_map_ext_path)
885 { 771 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
886 object *tmp;
887 char mapname[MAX_BUF];
888
889 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
890 tmp = object::create ();
891 EXIT_PATH (tmp) = mapname;
892 EXIT_X (tmp) = ob->x;
893 EXIT_Y (tmp) = ob->y;
894 ob->enter_exit (tmp); /* we don't really care if it succeeded;
895 * if the map isn't there, then stay on the
896 * default initial map */
897 tmp->destroy ();
898 }
899 else 772 else
900 LOG (llevDebug, "first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
901} 774}
902 775
903void 776void
934 ob->stats.hp = ob->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
935 ob->stats.sp = ob->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
936 ob->stats.grace = 0; 809 ob->stats.grace = 0;
937} 810}
938 811
939void 812static void
940flee_player (object *op) 813flee_player (object *op)
941{ 814{
942 int dir, diff; 815 int dir, diff;
943 rv_vector rv; 816 rv_vector rv;
944 817
947 LOG (llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
948 CLEAR_FLAG (op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
949 return; 822 return;
950 } 823 }
951 824
952 if (op->enemy == NULL) 825 if (!op->enemy)
953 { 826 {
954 LOG (llevDebug, "Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
955 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
956 return; 829 return;
957 } 830 }
958 831
959 /* Seen some crashes here. Since we don't store an
960 * op->enemy_count, it is possible that something destroys the
961 * actual enemy, and the object is recycled.
962 */
963 if (op->enemy->map == NULL)
964 {
965 CLEAR_FLAG (op, FLAG_SCARED);
966 op->enemy = NULL;
967 return;
968 }
969
970 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
971 { 833 {
972 op->enemy = NULL; 834 op->enemy = NULL;
973 CLEAR_FLAG (op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
974 return; 836 return;
977 get_rangevector (op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
978 840
979 dir = absdir (4 + rv.direction); 841 dir = absdir (4 + rv.direction);
980 for (diff = 0; diff < 3; diff++) 842 for (diff = 0; diff < 3; diff++)
981 { 843 {
982 int m = 1 - (RANDOM () & 2); 844 int m = 1 - rndm (2) * 2;
983 845
984 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
985 return; 847 return;
986 } 848 }
987 849
998check_pick (object *op) 860check_pick (object *op)
999{ 861{
1000 object *tmp, *next; 862 object *tmp, *next;
1001 int stop = 0; 863 int stop = 0;
1002 int wvratio; 864 int wvratio;
1003 char putstring[128];
1004 865
1005 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1006 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1007 return 1; 868 return 1;
1008 869
1009 next = op->below; 870 next = op->below;
1010 871
872 int cnt = MAX_ITEM_PER_DROP;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874
1011 /* loop while there are items on the floor that are not marked as 875 /* loop while there are items on the floor that are not marked as
1012 * destroyed */ 876 * destroyed */
1013 while (next && !next->destroyed ()) 877 while (next && !next->destroyed ())
1014 { 878 {
1015 tmp = next; 879 tmp = next;
1016 next = tmp->below; 880 next = tmp->below;
1017 881
882 if (cnt <= 0)
883 {
884 op->failmsg ("Couldn't pickup all items at once.");
885 return 0;
886 }
887
1018 if (op->destroyed ()) 888 if (op->destroyed ())
1019 return 0; 889 return 0;
1020 890
1021 if (!can_pick (op, tmp)) 891 if (!can_pick (op, tmp))
1022 continue; 892 continue;
1023 893
1024 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1025 { 895 {
1026 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1027 pick_up (op, tmp); 897 CHK_PICK_PICKUP;
898
1028 continue; 899 continue;
1029 } 900 }
1030 901
1031 /* high not bit set? We're using the old autopickup model */ 902 /* pickup handling */
903 if (op->contr->mode & PU_DEBUG)
904 {
905 /* some debugging code to figure out item information */
906 const char *str = tmp->name
907 ? format ("item name: %s item type: %d weight/value: %d",
908 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
909 : format ("item name: %s item type: %d weight/value: %d",
910 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
911
912 new_draw_info (NDI_UNIQUE, 0, op, str);
913 }
914
915 if (op->contr->mode & PU_INHIBIT)
916 return 1;
917
918 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
919 return 1;
920
921 /* philosophy:
922 * It's easy to grab an item type from a pile, as long as it's
923 * generic. This takes no game-time. For more detailed pickups
924 * and selections, select-items should be used. This is a
925 * grab-as-you-run type mode that's really useful for arrows for
926 * example.
927 * The drawback: right now it has no frontend, so you need to
928 * stick the bits you want into a calculator in hex mode and then
929 * convert to decimal and then 'pickup <#>
930 */
931
932 /* the first two modes are exclusive: if NOTHING we return, if
933 * STOP then we stop. All the rest are applied sequentially,
934 * meaning if any test passes, the item gets picked up. */
935
936 /* if mode is set to pick nothing up, return */
937 if (op->contr->mode == PU_NOTHING)
938 return 1;
939
940 /* if mode is set to stop when encountering objects, return */
941 /* take STOP before INHIBIT since it doesn't actually pick
942 * anything up */
943 if (op->contr->mode & PU_STOP)
944 return 0;
945
946 /* useful for going into stores and not losing your settings... */
947 /* and for battles wher you don't want to get loaded down while
948 * fighting */
949 if (op->contr->mode & PU_INHIBIT)
950 return 1;
951
952 /* prevent us from turning into auto-thieves :) */
953 if (QUERY_FLAG (tmp, FLAG_UNPAID))
954 continue;
955
956 /* ignore known cursed objects */
957 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
958 continue;
959
960 /* all food and drink if desired */
961 /* question: don't pick up known-poisonous stuff? */
1032 if (!(op->contr->mode & PU_NEWMODE)) 962 if (op->contr->mode & PU_FOOD)
963 if (tmp->type == FOOD)
1033 { 964 {
1034 switch (op->contr->mode) 965 CHK_PICK_PICKUP;
966 continue;
967 }
968
969 if (op->contr->mode & PU_DRINK)
970 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
976 if (op->contr->mode & PU_POTION)
977 if (tmp->type == POTION)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 /* spellbooks, skillscrolls and normal books/scrolls */
984 if (op->contr->mode & PU_SPELLBOOK)
985 if (tmp->type == SPELLBOOK)
986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
991 if (op->contr->mode & PU_SKILLSCROLL)
992 if (tmp->type == SKILLSCROLL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 if (op->contr->mode & PU_READABLES)
999 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1000 {
1001 CHK_PICK_PICKUP;
1002 continue;
1003 }
1004
1005 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1020
1021 if (op->contr->mode & PU_VALUABLES)
1022 {
1023 if (tmp->type == MONEY || tmp->type == GEM)
1035 { 1024 {
1036 case 0: 1025 CHK_PICK_PICKUP;
1037 return 1; /* don't pick up */ 1026 continue;
1038 case 1:
1039 pick_up (op, tmp);
1040 return 1;
1041 case 2:
1042 pick_up (op, tmp);
1043 return 0;
1044 case 3:
1045 return 0; /* stop before pickup */
1046 case 4:
1047 pick_up (op, tmp);
1048 break;
1049 case 5:
1050 pick_up (op, tmp);
1051 stop = 1;
1052 break;
1053 case 6:
1054 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1055 pick_up (op, tmp);
1056 break;
1057
1058 case 7:
1059 if (tmp->type == MONEY || tmp->type == GEM)
1060 pick_up (op, tmp);
1061 break;
1062
1063 default:
1064 /* use value density */
1065 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1066 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1067 pick_up (op, tmp);
1068 } 1027 }
1069 } 1028 }
1070 else 1029
1071 { /* old model */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1072 /* NEW pickup handling */
1073 if (op->contr->mode & PU_DEBUG) 1031 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET)
1074 { 1033 {
1075 /* some debugging code to figure out item information */ 1034 CHK_PICK_PICKUP;
1076 if (tmp->name != NULL)
1077 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1078 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1079 else
1080 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1081 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1082
1083 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1084 }
1085
1086 /* philosophy:
1087 * It's easy to grab an item type from a pile, as long as it's
1088 * generic. This takes no game-time. For more detailed pickups
1089 * and selections, select-items should be used. This is a
1090 * grab-as-you-run type mode that's really useful for arrows for
1091 * example.
1092 * The drawback: right now it has no frontend, so you need to
1093 * stick the bits you want into a calculator in hex mode and then
1094 * convert to decimal and then 'pickup <#>
1095 */
1096
1097 /* the first two modes are exclusive: if NOTHING we return, if
1098 * STOP then we stop. All the rest are applied sequentially,
1099 * meaning if any test passes, the item gets picked up. */
1100
1101 /* if mode is set to pick nothing up, return */
1102
1103 if (op->contr->mode & PU_NOTHING)
1104 return 1;
1105
1106 /* if mode is set to stop when encountering objects, return */
1107 /* take STOP before INHIBIT since it doesn't actually pick
1108 * anything up */
1109
1110 if (op->contr->mode & PU_STOP)
1111 return 0;
1112
1113 /* useful for going into stores and not losing your settings... */
1114 /* and for battles wher you don't want to get loaded down while
1115 * fighting */
1116 if (op->contr->mode & PU_INHIBIT)
1117 return 1;
1118
1119 /* prevent us from turning into auto-thieves :) */
1120 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1121 continue; 1035 continue;
1036 }
1122 1037
1123 /* ignore known cursed objects */ 1038 /* we don't forget dragon food */
1124 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1039 if (op->contr->mode & PU_FLESH)
1040 if (tmp->type == FLESH)
1041 {
1042 CHK_PICK_PICKUP;
1125 continue; 1043 continue;
1044 }
1126 1045
1127 /* all food and drink if desired */ 1046 /* bows and arrows. Bows are good for selling! */
1128 /* question: don't pick up known-poisonous stuff? */ 1047 if (op->contr->mode & PU_BOW)
1048 if (tmp->type == BOW)
1049 {
1050 CHK_PICK_PICKUP;
1051 continue;
1052 }
1053
1054 if (op->contr->mode & PU_ARROW)
1055 if (tmp->type == ARROW)
1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1061 /* all kinds of armor etc. */
1062 if (op->contr->mode & PU_ARMOUR)
1063 if (tmp->type == ARMOUR)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_HELMET)
1070 if (tmp->type == HELMET)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 if (op->contr->mode & PU_SHIELD)
1077 if (tmp->type == SHIELD)
1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1129 if (op->contr->mode & PU_FOOD) 1083 if (op->contr->mode & PU_BOOTS)
1130 if (tmp->type == FOOD) 1084 if (tmp->type == BOOTS)
1085 {
1086 CHK_PICK_PICKUP;
1087 continue;
1088 }
1089
1090 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES)
1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1097 if (op->contr->mode & PU_CLOAK)
1098 if (tmp->type == CLOAK)
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 /* hoping to catch throwing daggers here */
1105 if (op->contr->mode & PU_MISSILEWEAPON)
1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1107 {
1108 CHK_PICK_PICKUP;
1109 continue;
1110 }
1111
1112 /* careful: chairs and tables are weapons! */
1113 if (op->contr->mode & PU_ALLWEAPON)
1114 {
1115 if (tmp->type == WEAPON)
1116 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1131 { 1117 {
1132 pick_up (op, tmp); 1118 CHK_PICK_PICKUP;
1133 continue; 1119 continue;
1134 } 1120 }
1121 }
1135 1122
1123 /* misc stuff that's useful */
1136 if (op->contr->mode & PU_DRINK) 1124 if (op->contr->mode & PU_KEY)
1137 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1138 { 1126 {
1139 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1140 continue; 1128 continue;
1141 } 1129 }
1142 1130
1131 /* any of the last 4 bits set means we use the ratio for value
1132 * pickups */
1143 if (op->contr->mode & PU_POTION) 1133 if (op->contr->mode & PU_RATIO)
1144 if (tmp->type == POTION) 1134 {
1135 /* use value density to decide what else to grab */
1136 /* >=7 was >= op->contr->mode */
1137 /* >=7 is the old standard setting. Now we take the last 4 bits
1145 { 1138 */
1146 pick_up (op, tmp);
1147 continue;
1148 }
1149
1150 /* spellbooks, skillscrolls and normal books/scrolls */
1151 if (op->contr->mode & PU_SPELLBOOK)
1152 if (tmp->type == SPELLBOOK)
1153 {
1154 pick_up (op, tmp);
1155 continue;
1156 }
1157
1158 if (op->contr->mode & PU_SKILLSCROLL)
1159 if (tmp->type == SKILLSCROLL)
1160 {
1161 pick_up (op, tmp);
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_READABLES)
1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1167 {
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 /* wands/staves/rods/horns */
1173 if (op->contr->mode & PU_MAGIC_DEVICE)
1174 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* pick up all magical items */
1181 if (op->contr->mode & PU_MAGICAL) 1139 wvratio = op->contr->mode & PU_RATIO;
1182 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1140 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_VALUABLES)
1189 { 1141 {
1190 if (tmp->type == MONEY || tmp->type == GEM) 1142#if 0
1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1144 if (tmp->name != NULL)
1191 { 1145 {
1192 pick_up (op, tmp); 1146 fprintf (stderr, "%s", tmp->name);
1193 continue;
1194 } 1147 }
1195 }
1196
1197 /* rings & amulets - talismans seems to be typed AMULET */
1198 if (op->contr->mode & PU_JEWELS)
1199 if (tmp->type == RING || tmp->type == AMULET)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* we don't forget dragon food */
1206 if (op->contr->mode & PU_FLESH)
1207 if (tmp->type == FLESH)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* bows and arrows. Bows are good for selling! */
1214 if (op->contr->mode & PU_BOW)
1215 if (tmp->type == BOW)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_ARROW)
1222 if (tmp->type == ARROW)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 /* all kinds of armor etc. */
1229 if (op->contr->mode & PU_ARMOUR)
1230 if (tmp->type == ARMOUR)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_HELMET)
1237 if (tmp->type == HELMET)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_SHIELD)
1244 if (tmp->type == SHIELD)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_BOOTS)
1251 if (tmp->type == BOOTS)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_GLOVES)
1258 if (tmp->type == GLOVES)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 if (op->contr->mode & PU_CLOAK)
1265 if (tmp->type == CLOAK)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 /* hoping to catch throwing daggers here */
1272 if (op->contr->mode & PU_MISSILEWEAPON)
1273 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 /* careful: chairs and tables are weapons! */
1280 if (op->contr->mode & PU_ALLWEAPON)
1281 {
1282 if (tmp->type == WEAPON && tmp->name != NULL)
1283 {
1284 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1285 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290 }
1291
1292 if (tmp->type == WEAPON && tmp->name == NULL)
1293 {
1294 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299 }
1300 }
1301
1302 /* misc stuff that's useful */
1303 if (op->contr->mode & PU_KEY)
1304 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 /* any of the last 4 bits set means we use the ratio for value
1311 * pickups */
1312 if (op->contr->mode & PU_RATIO)
1313 {
1314 /* use value density to decide what else to grab */
1315 /* >=7 was >= op->contr->mode */
1316 /* >=7 is the old standard setting. Now we take the last 4 bits
1317 * and multiply them by 5, giving 0..15*5== 5..75 */
1318 wvratio = (op->contr->mode & PU_RATIO) * 5;
1319 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1320 {
1321 pick_up (op, tmp);
1322#if 0
1323 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1324 if (tmp->name != NULL)
1325 {
1326 fprintf (stderr, "%s", tmp->name);
1327 }
1328 else 1148 else
1329 fprintf (stderr, "%s", tmp->arch->archname); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1330 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1331 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1151 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1332#endif 1152#endif
1153 CHK_PICK_PICKUP;
1333 continue; 1154 continue;
1334 }
1335 } 1155 }
1336 } /* the new pickup model */ 1156 } /* the new pickup model */
1337 } 1157 }
1338 1158
1339 return !stop; 1159 return !stop;
1160}
1161
1162/* routine for both players and monsters. We call this when
1163 * there is a possibility for our action distrubing our hiding
1164 * place or invisiblity spell. Artefact invisiblity causes
1165 * "noise" instead. If we arent invisible to begin with, we
1166 * return 0.
1167 */
1168static int
1169action_makes_visible (object *op)
1170{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1172 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1174 {
1175 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance.
1177 if (op->contr)
1178 op->make_noise ();
1179
1180 return 0;
1181 }
1182
1183 if (op->contr && op->contr->tmp_invis == 0)
1184 return 0;
1185
1186 /* If monsters, they should become visible */
1187 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1188 {
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1190 return 1;
1191 }
1192 }
1193
1194 return 0;
1340} 1195}
1341 1196
1342/* 1197/*
1343 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1344 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1345 * found object is returned. 1200 * found object is returned.
1346 */ 1201 */
1347object * 1202static object *
1348find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1349{ 1204{
1350 object *tmp = 0;
1351
1352 for (op = op->inv; op; op = op->below) 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1353 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1354 tmp = find_arrow (op, type);
1355 else if (op->type == ARROW && op->race == type) 1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1207 return splay (tmp);
1208
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1211 if (object *arrow = find_arrow (tmp, type))
1212 {
1213 splay (tmp);
1356 return op; 1214 return arrow;
1215 }
1357 1216
1358 return tmp; 1217 return 0;
1359} 1218}
1360 1219
1361/* 1220/*
1362 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1221 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1363 * against the target. A full test is not performed, simply a basic test 1222 * against the target. A full test is not performed, simply a basic test
1364 * of resistances. The archer is making a quick guess at what he sees down 1223 * of resistances. The archer is making a quick guess at what he sees down
1365 * the hall. Failing that it does it's best to pick the highest plus arrow. 1224 * the hall. Failing that it does it's best to pick the highest plus arrow.
1366 */ 1225 */
1367object * 1226static object *
1368find_better_arrow (object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1369{ 1228{
1370 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1371 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1372 1231
1373 if (!type) 1232 if (!type)
1377 { 1236 {
1378 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1237 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1379 { 1238 {
1380 i = 0; 1239 i = 0;
1381 ntmp = find_better_arrow (arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1382 if (i > betterby) 1242 if (i > betterby)
1383 { 1243 {
1384 tmp = ntmp; 1244 tmp = ntmp;
1385 betterby = i; 1245 betterby = i;
1386 } 1246 }
1387 } 1247 }
1388 else if (arrow->type == ARROW && arrow->race == type) 1248 else if (arrow->type == ARROW && arrow->race == type)
1389 { 1249 {
1390 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1391 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1251 if (target->race && arrow->slaying.contains (target->race))
1392 { 1252 {
1393 if (arrow->attacktype & AT_DEATH) 1253 if (arrow->attacktype & AT_DEATH)
1394 { 1254 {
1395 *better = 100; 1255 *better = 100;
1396 return arrow; 1256 return arrow;
1411 { 1271 {
1412 tmp = arrow; 1272 tmp = arrow;
1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1273 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1414 } 1274 }
1415 } 1275 }
1276
1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1417 { 1278 {
1418 tmp = arrow; 1279 tmp = arrow;
1419 betterby = 2 + arrow->magic + arrow->stats.dam; 1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1420 } 1281 }
1282
1421 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1422 { 1284 {
1423 tmp = arrow; 1285 tmp = arrow;
1424 betterby = 1 + arrow->magic + arrow->stats.dam; 1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1425 } 1287 }
1426 } 1288 }
1427 } 1289 }
1428 } 1290 }
1291
1429 if (tmp == NULL && arrow == NULL) 1292 if (tmp == NULL && arrow == NULL)
1430 return find_arrow (op, type); 1293 return find_arrow (op, type);
1431 1294
1432 *better = betterby; 1295 *better = betterby;
1433 return tmp; 1296 return tmp;
1437 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1438 * op = the shooter 1301 * op = the shooter
1439 * type = bow->race 1302 * type = bow->race
1440 * dir = fire direction 1303 * dir = fire direction
1441 */ 1304 */
1442object * 1305static object *
1443pick_arrow_target (object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1444{ 1307{
1445 object *tmp = NULL; 1308 object *tmp = NULL;
1446 maptile *m; 1309 maptile *m;
1447 int i, mflags, found, number; 1310 int i, mflags, found, number;
1448 sint16 x, y; 1311 sint16 x, y;
1463 for (i = 0, found = 0; i < 20; i++) 1326 for (i = 0, found = 0; i < 20; i++)
1464 { 1327 {
1465 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1466 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1467 mflags = get_map_flags (m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1468 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1469 { 1333 {
1470 tmp = NULL; 1334 tmp = 0;
1471 break; 1335 break;
1472 } 1336 }
1473 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1337 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1474 { 1338 {
1475 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1476 * perhaps a bad assumption. 1340 * perhaps a bad assumption.
1477 */ 1341 */
1478 tmp = NULL; 1342 tmp = 0;
1479 break; 1343 break;
1480 } 1344 }
1345
1481 if (mflags & P_IS_ALIVE) 1346 if (mflags & P_IS_ALIVE)
1482 {
1483 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1347 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1484 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1485 {
1486 found++;
1487 break;
1488 }
1489 if (found)
1490 break; 1349 break;
1491 }
1492 } 1350 }
1493 if (tmp == NULL) 1351
1352 if (!tmp)
1494 return find_arrow (op, type); 1353 return find_arrow (op, type);
1495 1354
1496 if (tmp->head) 1355 if (tmp->head)
1497 tmp = tmp->head; 1356 tmp = tmp->head;
1498 1357
1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1539 return 0; 1398 return 0;
1540 } 1399 }
1541 1400
1542 // optimisation: move object to top so we will find it quickly again 1401 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below) 1402 splay (bow);
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1549 } 1403 }
1550 1404
1551 if (!bow->race || !bow->skill) 1405 if (!bow->race || !bow->skill)
1552 { 1406 {
1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1407 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1579 } 1433 }
1580 1434
1581 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1582 if (arrow->nrof == 0) 1436 if (arrow->nrof == 0)
1583 { 1437 {
1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1584 arrow->destroy (); 1439 arrow->destroy ();
1585 return 0; 1440 return 0;
1586 } 1441 }
1587 1442
1588 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1589 arrow = get_split_ob (arrow, 1); 1444 arrow = arrow->split ();
1590 if (!arrow) 1445 if (!arrow)
1591 { 1446 {
1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1447 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1593 return 0; 1448 return 0;
1594 } 1449 }
1598 arrow->direction = dir; 1453 arrow->direction = dir;
1599 1454
1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1455 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam; 1456 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype; 1457 arrow->stats.grace = arrow->attacktype;
1603 1458 arrow->custom_name = arrow->slaying;
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606 1459
1607#if 0 1460#if 0
1608 if (player *pl = op->contr) 1461 if (player *pl = op->contr)
1609 { 1462 {
1610 float speed = pl->weapon_sp; 1463 float speed = pl->weapon_sp;
1661 op->play_sound (sound_find ("fire_arrow")); 1514 op->play_sound (sound_find ("fire_arrow"));
1662 m->insert (arrow, sx, sy, op); 1515 m->insert (arrow, sx, sy, op);
1663 1516
1664 if (!arrow->destroyed ()) 1517 if (!arrow->destroyed ())
1665 move_arrow (arrow); 1518 move_arrow (arrow);
1666
1667 if (op->type == PLAYER)
1668 {
1669 if (left->destroyed ())
1670 esrv_del_item (op->contr, left->count);
1671 else
1672 esrv_send_item (op, left);
1673 }
1674 1519
1675 return 1; 1520 return 1;
1676} 1521}
1677 1522
1678/* Special fire code for players - this takes into 1523/* Special fire code for players - this takes into
1680 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1681 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1682 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1683 * hence the function name. 1528 * hence the function name.
1684 */ 1529 */
1685int 1530static int
1686player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
1687{ 1532{
1688 int ret = 0, wcmod = 0; 1533 int ret;
1689 1534
1690 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
1691 { 1536 {
1692 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1537 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1693 } 1538 }
1694 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1539 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1695 { 1540 {
1696 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1541 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1697 wcmod = -1;
1698
1699 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1542 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1700 } 1543 }
1701 else if (op->contr->bowtype == bow_threewide) 1544 else if (op->contr->bowtype == bow_threewide)
1702 { 1545 {
1703 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1704 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1547 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1705 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1548 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1706 } 1549 }
1707 else if (op->contr->bowtype == bow_spreadshot) 1550 else if (op->contr->bowtype == bow_spreadshot)
1708 { 1551 {
1709 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1552 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1710 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1553 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1711 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1554 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1712 } 1555 }
1713 else 1556 else
1714 { 1557 {
1720} 1563}
1721 1564
1722/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1723 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1724 */ 1567 */
1725void 1568static void
1726fire_misc_object (object *op, int dir) 1569fire_misc_object (object *op, int dir)
1727{ 1570{
1728 object *item = op->contr->ranged_ob; 1571 object *item = op->contr->ranged_ob;
1729 1572
1730 if (!item) 1573 if (!item)
1752 return; 1595 return;
1753 } 1596 }
1754 } 1597 }
1755 else if (item->type == ROD || item->type == HORN) 1598 else if (item->type == ROD || item->type == HORN)
1756 { 1599 {
1757 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1600 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1601
1602 // using the maximum of the rods charge allows at least one spell cast
1603 // for a rod or horn, this fixes some broken rods.
1604 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1758 { 1605 {
1759 op->contr->play_sound (sound_find ("wand_poof")); 1606 op->contr->play_sound (sound_find ("wand_poof"));
1760 1607
1761 if (item->type == ROD) 1608 if (item->type == ROD)
1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1767 } 1614 }
1768 } 1615 }
1769 1616
1770 if (cast_spell (op, item, dir, item->inv, NULL)) 1617 if (cast_spell (op, item, dir, item->inv, NULL))
1771 { 1618 {
1772 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1619 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1620
1773 if (item->type == WAND) 1621 if (item->type == WAND)
1774 { 1622 {
1775 if (!(--item->stats.food)) 1623 if (!(--item->stats.food))
1776 { 1624 {
1777 object *tmp; 1625 object *tmp;
1781 CLEAR_FLAG (item, FLAG_ANIMATE); 1629 CLEAR_FLAG (item, FLAG_ANIMATE);
1782 item->face = item->arch->face; 1630 item->face = item->arch->face;
1783 item->set_speed (0); 1631 item->set_speed (0);
1784 } 1632 }
1785 1633
1786 if ((tmp = item->in_player ())) 1634 if (object *pl = item->visible_to ())
1787 esrv_update_item (UPD_ANIM, tmp, item); 1635 esrv_update_item (UPD_ANIM, pl, item);
1788 } 1636 }
1789 } 1637 }
1790 else if (item->type == ROD || item->type == HORN) 1638 else if (item->type == ROD || item->type == HORN)
1791 drain_rod_charge (item); 1639 drain_rod_charge (item);
1792 } 1640 }
1797bool 1645bool
1798fire (object *op, int dir) 1646fire (object *op, int dir)
1799{ 1647{
1800 int spellcost = 0; 1648 int spellcost = 0;
1801 1649
1802 /* check for loss of invisiblity/hide */
1803 if (action_makes_visible (op))
1804 make_visible (op);
1805
1806 player *pl = op->contr; 1650 player *pl = op->contr;
1807 1651
1808 if (pl->golem) 1652 if (pl->golem)
1809 { 1653 {
1810 control_golem (op->contr->golem, dir); 1654 control_golem (op->contr->golem, dir);
1812 } 1656 }
1813 1657
1814 object *ob = pl->ranged_ob; 1658 object *ob = pl->ranged_ob;
1815 1659
1816 if (!ob) 1660 if (!ob)
1817 return false;
1818
1819 if (!op->change_weapon (ob))
1820 return false; 1661 return false;
1821 1662
1822 if (op->speed_left > 0.f) 1663 if (op->speed_left > 0.f)
1823 --op->speed_left; 1664 --op->speed_left;
1824 else 1665 else
1825 return false; 1666 return false;
1826 1667
1668 if (!op->change_weapon (ob))
1669 return false;
1670
1671 /* check for loss of invisiblity/hide */
1672 if (action_makes_visible (op))
1673 make_visible (op);
1674
1827 switch (ob->type) 1675 switch (ob->type)
1828 { 1676 {
1829 case BOW: 1677 case BOW:
1830 player_fire_bow (op, dir); 1678 player_fire_bow (op, dir);
1831 break; 1679 break;
1832 1680
1833 case SPELL: 1681 case SPELL:
1834 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1682 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1835 break; 1683 break;
1836 1684
1837 case BUILDER: 1685 case BUILDER:
1838 apply_map_builder (op, dir); 1686 apply_map_builder (op, dir);
1839 break; 1687 break;
1848 } 1696 }
1849 1697
1850 return true; 1698 return true;
1851} 1699}
1852 1700
1853/* find_key 1701static object *
1854 * We try to find a key for the door as passed. If we find a key
1855 * and successfully use it, we return the key, otherwise NULL
1856 * This function merges both normal and locked door, since the logic
1857 * for both is the same - just the specific key is different.
1858 * pl is the player,
1859 * inv is the objects inventory to searched
1860 * door is the door we are trying to match against.
1861 * This function can be called recursively to search containers.
1862 */
1863object *
1864find_key (object *pl, object *container, object *door) 1702find_key_ (object *pl, object *container, object *door)
1865{ 1703{
1866 object *tmp, *key; 1704 object *tmp, *key;
1867 1705
1868 /* Should not happen, but sanity checking is never bad */ 1706 /* Should not happen, but sanity checking is never bad */
1869 if (!container->inv) 1707 if (!container->inv)
1872 /* First, lets try to find a key in the top level inventory */ 1710 /* First, lets try to find a key in the top level inventory */
1873 for (tmp = container->inv; tmp; tmp = tmp->below) 1711 for (tmp = container->inv; tmp; tmp = tmp->below)
1874 { 1712 {
1875 if (door->type == DOOR && tmp->type == KEY) 1713 if (door->type == DOOR && tmp->type == KEY)
1876 break; 1714 break;
1715
1877 /* For sanity, we should really check door type, but other stuff 1716 /* For sanity, we should really check door type, but other stuff
1878 * (like containers) can be locked with special keys 1717 * (like containers) can be locked with special keys
1879 */ 1718 */
1880 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1881 break; 1720 break;
1887 * a key, return 1726 * a key, return
1888 */ 1727 */
1889 if (!tmp) 1728 if (!tmp)
1890 { 1729 {
1891 for (tmp = container->inv; tmp; tmp = tmp->below) 1730 for (tmp = container->inv; tmp; tmp = tmp->below)
1892 {
1893 /* No reason to search empty containers */ 1731 /* No reason to search empty containers */
1894 if (tmp->type == CONTAINER && tmp->inv) 1732 if (tmp->type == CONTAINER && tmp->inv)
1895 {
1896 if ((key = find_key (pl, tmp, door))) 1733 if ((key = find_key_ (pl, tmp, door)))
1897 return key; 1734 return key;
1898 }
1899 }
1900 1735
1901 if (!tmp) 1736 if (!tmp)
1902 return NULL; 1737 return 0;
1903 } 1738 }
1904 1739
1905 /* We get down here if we have found a key. Now if its in a container, 1740 /* We get down here if we have found a key. Now if its in a container,
1906 * see if we actually want to use it 1741 * see if we actually want to use it
1907 */ 1742 */
1908 if (pl != container) 1743 if (pl != container)
1909 { 1744 {
1910 /* Only let players use keys in containers */ 1745 /* Only let players use keys in containers */
1911 if (!pl->contr) 1746 if (!pl->contr)
1912 return NULL; 1747 return 0;
1748
1913 /* cases where this fails: 1749 /* cases where this fails:
1914 * If we only search the player inventory, return now since we 1750 * If we only search the player inventory, return now since we
1915 * are not in the players inventory. 1751 * are not in the players inventory.
1916 * If the container is not active, return now since only active 1752 * If the container is not active, return now since only active
1917 * containers can be used. 1753 * containers can be used.
1921 * inv must have been an container and must have been active. 1757 * inv must have been an container and must have been active.
1922 * 1758 *
1923 * Change the color so that the message doesn't disappear with 1759 * Change the color so that the message doesn't disappear with
1924 * all the others. 1760 * all the others.
1925 */ 1761 */
1926 if (pl->contr->usekeys == key_inventory || 1762 if (pl->contr->usekeys == key_inventory
1927 !QUERY_FLAG (container, FLAG_APPLIED) || 1763 || !QUERY_FLAG (container, FLAG_APPLIED)
1928 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1929 { 1765 {
1930 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1931 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1767 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1932 return NULL; 1768 return NULL;
1933 } 1769 }
1934 } 1770 }
1935 1771
1936 return tmp; 1772 return tmp;
1773}
1774
1775/* find_key
1776 * We try to find a key for the door as passed. If we find a key
1777 * and successfully use it, we return the key, otherwise NULL
1778 * This function merges both normal and locked door, since the logic
1779 * for both is the same - just the specific key is different.
1780 * pl is the player,
1781 * inv is the objects inventory to searched
1782 * door is the door we are trying to match against.
1783 * This function can be called recursively to search containers.
1784 */
1785object *
1786find_key (object *pl, object *container, object *door)
1787{
1788 if (door->slaying && is_match_expr (door->slaying))
1789 {
1790 // for match expressions, we try to find the key by applying the match
1791 // to the op itself, which is supposed to find the "key", instead
1792 // of searching through containers ourselves.
1793
1794 return match_one (door->slaying, container, door, pl, pl);
1795 }
1796 else
1797 return find_key_ (pl, container, door);
1937} 1798}
1938 1799
1939/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
1940 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
1941 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
1963 1824
1964 if (door->type == DOOR) 1825 if (door->type == DOOR)
1965 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1826 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1966 else if (door->type == LOCKED_DOOR) 1827 else if (door->type == LOCKED_DOOR)
1967 { 1828 {
1968 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1829 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1969 remove_door2 (door); /* remove door without violence ;-) */ 1830 remove_door2 (door); /* remove door without violence ;-) */
1970 } 1831 }
1971 1832
1972 /* Do this after we print the message */ 1833 /* Do this after we print the message */
1973 decrease_ob (key); /* Use up one of the keys */ 1834 key->decrease (); /* Use up one of the keys */
1974 /* Need to update the weight the container the key was in */
1975 if (container != op)
1976 esrv_update_item (UPD_WEIGHT, op, container);
1977 1835
1978 return 1; /* Nothing more to do below */ 1836 return 1; /* Nothing more to do below */
1979 } 1837 }
1980 else if (door->type == LOCKED_DOOR) 1838 else if (door->type == LOCKED_DOOR)
1981 { 1839 {
1982 /* Might as well return now - no other way to open this */ 1840 /* Might as well return now - no other way to open this */
1983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1841 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1984 return 1; 1842 return 1;
1985 } 1843 }
1986 1844
1987 return 0; 1845 return 0;
1988} 1846}
1994 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
1995 */ 1853 */
1996bool 1854bool
1997move_player_attack (object *op, int dir) 1855move_player_attack (object *op, int dir)
1998{ 1856{
1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1858 {
1859 --op->speed_left;
1860 return true;
1861 }
1862
1999 int on_battleground; 1863 int on_battleground;
2000 1864
2001 sint16 nx = freearr_x[dir] + op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
2002 sint16 ny = freearr_y[dir] + op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
2003 1867
2004 on_battleground = op_on_battleground (op, 0, 0); 1868 on_battleground = op_on_battleground (op, 0, 0);
2005 1869
2006 if (out_of_map (op->map, nx, ny)) 1870 if (out_of_map (op->map, nx, ny))
2007 return false; 1871 return false;
2008
2009 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2010 {
2011 --op->speed_left;
2012 return true;
2013 }
2014 1872
2015 /* If braced, or can't move to the square, and it is not out of the 1873 /* If braced, or can't move to the square, and it is not out of the
2016 * map, attack it. Note order of if statement is important - don't 1874 * map, attack it. Note order of if statement is important - don't
2017 * want to be calling move_ob if braced, because move_ob will move the 1875 * want to be calling move_ob if braced, because move_ob will move the
2018 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2078 --op->speed_left; 1936 --op->speed_left;
2079 1937
2080 op->play_sound (sound_find ("push_player")); 1938 op->play_sound (sound_find ("push_player"));
2081 push_ob (mon, dir, op); 1939 push_ob (mon, dir, op);
2082 1940
2083 if (op->contr->tmp_invis || op->hide) 1941 if (action_makes_visible (op))
2084 make_visible (op); 1942 make_visible (op);
2085 1943
2086 return true; 1944 return true;
2087 } 1945 }
2088 else 1946 else
2108 { 1966 {
2109 op->play_sound (sound_find ("push_player")); 1967 op->play_sound (sound_find ("push_player"));
2110 push_ob (mon, dir, op); 1968 push_ob (mon, dir, op);
2111 } 1969 }
2112 else 1970 else
2113 new_draw_info (0, 0, op, "You withhold your attack"); 1971 op->statusmsg ("You withhold your attack");
2114 1972
2115 if (op->contr->tmp_invis || op->hide) 1973 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2116 make_visible (op); 1974 make_visible (op);
2117 1975
2118 return true; 1976 return true;
2119 } 1977 }
2120 } 1978 }
2160} 2018}
2161 2019
2162bool 2020bool
2163move_player (object *op, int dir) 2021move_player (object *op, int dir)
2164{ 2022{
2165 int pick;
2166
2167 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2023 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2168 return 0; 2024 return 0;
2169 2025
2170 /* Sanity check: make sure dir is valid */ 2026 /* Sanity check: make sure dir is valid */
2171 if ((dir < 0) || (dir >= 9)) 2027 if ((dir < 0) || (dir >= 9))
2172 { 2028 {
2178 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2179 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2035 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2180 2036
2181 op->facing = dir; 2037 op->facing = dir;
2182 2038
2183 if (op->hide) 2039 if (op->flag [FLAG_HIDDEN])
2184 do_hidden_move (op); 2040 do_hidden_move (op);
2185 2041
2186 bool retval; 2042 bool retval;
2043 int pick = 0;
2187 2044
2188 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2045 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2189 retval = RESULT_INT (0); 2046 retval = RESULT_INT (0);
2190 else if (op->contr->fire_on) 2047 else if (op->contr->fire_on)
2191 retval = fire (op, dir); 2048 retval = fire (op, dir);
2248 return move_player (op, op->direction); 2105 return move_player (op, op->direction);
2249 2106
2250 return false; 2107 return false;
2251} 2108}
2252 2109
2253int 2110static int
2254save_life (object *op) 2111save_life (object *op)
2255{ 2112{
2256 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2257 return 0; 2114 return 0;
2258 2115
2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2261 { 2118 {
2262 op->play_sound (sound_find ("ob_evaporate")); 2119 op->play_sound (sound_find ("ob_evaporate"));
2263 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2120 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2264 2121
2265 if (op->contr)
2266 esrv_del_item (op->contr, tmp->count);
2267
2268 tmp->destroy (); 2122 tmp->destroy ();
2269 CLEAR_FLAG (op, FLAG_LIFESAVE); 2123 CLEAR_FLAG (op, FLAG_LIFESAVE);
2270 2124
2271 if (op->stats.hp < 0) 2125 if (op->stats.hp < 0)
2272 op->stats.hp = op->stats.maxhp; 2126 op->stats.hp = op->stats.maxhp;
2284 return 0; 2138 return 0;
2285} 2139}
2286 2140
2287/* This goes throws the inventory and removes unpaid objects, and puts them 2141/* This goes throws the inventory and removes unpaid objects, and puts them
2288 * back in the map (location and map determined by values of env). This 2142 * back in the map (location and map determined by values of env). This
2289 * function will descend into containers. op is the object to start the search 2143 * function will descend into containers. op is the object to start the search
2290 * from. 2144 * from.
2291 */ 2145 */
2292static void 2146static void
2293drop_unpaid_items (object *op, object *env) 2147drop_unpaid_items (object *op, object *env)
2294{ 2148{
2295 while (op) 2149 while (op)
2296 { 2150 {
2297 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2151 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2298 2152
2299 if (QUERY_FLAG (op, FLAG_UNPAID)) 2153 if (QUERY_FLAG (op, FLAG_UNPAID))
2300 {
2301 if (env->type == PLAYER)
2302 esrv_del_item (env->contr, op->count);
2303
2304 op->insert_at (env); 2154 op->insert_at (env);
2305 }
2306 else if (op->inv) 2155 else if (op->inv)
2307 drop_unpaid_items (op->inv, env); 2156 drop_unpaid_items (op->inv, env);
2308 2157
2309 op = next; 2158 op = next;
2310 } 2159 }
2313void 2162void
2314object::drop_unpaid_items () 2163object::drop_unpaid_items ()
2315{ 2164{
2316 if (!flag [FLAG_REMOVED]) 2165 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this); 2166 ::drop_unpaid_items (inv, this);
2318}
2319
2320/*
2321 * Returns pointer a static string containing gravestone text
2322 * Moved from apply.c to player.c - player.c is what
2323 * actually uses this function. player.c may not be quite the
2324 * best, a misc file for object actions is probably better,
2325 * but there isn't one in the server directory.
2326 */
2327char *
2328gravestone_text (object *op)
2329{
2330 static char buf2[MAX_BUF];
2331 char buf[MAX_BUF];
2332 time_t now = time (NULL);
2333
2334 strcpy (buf2, " R.I.P.\n\n");
2335 if (op->type == PLAYER)
2336 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2337 else
2338 sprintf (buf, "%s\n", &op->name);
2339
2340 strncat (buf2, " ", 20 - strlen (buf) / 2);
2341 strcat (buf2, buf);
2342 if (op->type == PLAYER)
2343 sprintf (buf, "who was in level %d when killed\n", op->level);
2344 else
2345 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2346
2347 strncat (buf2, " ", 20 - strlen (buf) / 2);
2348 strcat (buf2, buf);
2349 if (op->type == PLAYER)
2350 {
2351 sprintf (buf, "by %s.\n\n", op->contr->killer);
2352 strncat (buf2, " ", 21 - strlen (buf) / 2);
2353 strcat (buf2, buf);
2354 }
2355
2356 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2357 strncat (buf2, " ", 20 - strlen (buf) / 2);
2358 strcat (buf2, buf);
2359
2360 return buf2;
2361} 2167}
2362 2168
2363void 2169void
2364do_some_living (object *op) 2170do_some_living (object *op)
2365{ 2171{
2520 { 2326 {
2521 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2327 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2522 2328
2523 if (over_hp > 0) 2329 if (over_hp > 0)
2524 { 2330 {
2525 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2331 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2526 op->last_heal = 0; 2332 op->last_heal = 0;
2527 } 2333 }
2528 else 2334 else
2529 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2335 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2530 } 2336 }
2546 op->stats.food--; 2352 op->stats.food--;
2547 } 2353 }
2548 2354
2549 if (op->stats.food < 0 && op->stats.hp >= 0) 2355 if (op->stats.food < 0 && op->stats.hp >= 0)
2550 { 2356 {
2551 object *tmp, *flesh = 0; 2357 object *flesh = 0;
2552 2358
2553 for (tmp = op->inv; tmp; tmp = tmp->below) 2359 for_inv_removable (op, tmp)
2554 { 2360 {
2555 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2361 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2362 continue;
2363
2364 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2556 { 2365 {
2557 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2366 op->statusmsg ("You blindly grab for a bite of food. "
2558 { 2367 "H<To prevent you from starving, you ate some random item from your backpack.>");
2559 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply (op, tmp, 0); 2368 manual_apply (op, tmp, 0);
2369
2561 if (op->stats.food >= 0 || op->stats.hp < 0) 2370 if (op->stats.food >= 0 || op->stats.hp < 0)
2562 break; 2371 break;
2563 } 2372 }
2564 else if (tmp->type == FLESH) 2373 else if (tmp->type == FLESH)
2565 flesh = tmp; 2374 flesh = tmp;
2566 } /* End if paid for object */ 2375 }
2567 } /* end of for loop */
2568 2376
2569 /* If player is still starving, it means they don't have any food, so 2377 /* If player is still starving, it means they don't have any food, so
2570 * eat flesh instead. 2378 * eat flesh instead.
2571 */ 2379 */
2572 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2573 { 2381 {
2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2382 op->statusmsg ("You blindly grab for a bite of food. "
2383 "H<To prevent you from starving, you ate some random item from your backpack.>");
2575 manual_apply (op, flesh, 0); 2384 manual_apply (op, flesh, 0);
2576 } 2385 }
2386
2387 // If player is still starving, alert him!
2388 if (op->stats.food < 0)
2389 op->failmsg ("You are starving! "
2390 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2577 } 2391 }
2578 2392
2579 if (op->stats.food < 0) 2393 if (op->stats.food < 0)
2580 { 2394 {
2581 op->stats.hp += op->stats.food; 2395 op->stats.hp += op->stats.food;
2582 op->stats.food = 0; 2396 op->stats.food = 0;
2397
2398 if (op->stats.hp < 0)
2399 {
2400 op->contr->killer = archetype::get ("killer_starvation");
2401 op->contr->killer->destroy ();
2583 } 2402 }
2403 }
2584 2404
2405 /* killer should be set here already */
2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2406 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2586 kill_player (op); 2407 kill_player (op);
2587 } 2408 }
2588} 2409}
2589 2410
2593 * file. 2414 * file.
2594 */ 2415 */
2595void 2416void
2596kill_player (object *op) 2417kill_player (object *op)
2597{ 2418{
2598 char buf[MAX_BUF];
2599 int x, y; 2419 int x, y;
2600
2601 //int i;
2602 maptile *map; /* this is for resurrection */ 2420 maptile *map; /* this is for resurrection */
2603
2604 /* int z;
2605 int num_stats_lose;
2606 int lost_a_stat;
2607 int lose_this_stat;
2608 int this_stat; */
2609 int will_kill_again; 2421 int will_kill_again;
2610 archetype *at; 2422 archetype *at;
2611 object *tmp; 2423 object *tmp;
2612 2424
2613 if (save_life (op)) 2425 if (save_life (op))
2614 return; 2426 return;
2427
2428 dynbuf_text deathtab;
2429
2430 /* restore player */
2431 at = archetype::find (shstr_poisoning);
2432 if (object *tmp = present_arch_in_ob (at, op))
2433 {
2434 tmp->destroy ();
2435 deathtab << "Your body feels cleansed...\r";
2436 }
2437
2438 at = archetype::find (shstr_confusion);
2439 if (object *tmp = present_arch_in_ob (at, op))
2440 {
2441 tmp->destroy ();
2442 deathtab << "Your mind feels clearer...\r";
2443 }
2444
2445 cure_disease (op, 0, 0); /* remove any disease */
2446
2447 max_it (op->stats.hp , op->stats.maxhp);
2448 max_it (op->stats.sp , op->stats.maxsp);
2449 max_it (op->stats.grace, op->stats.maxgrace);
2450
2451 if (op->stats.food <= 0)
2452 op->stats.food = 999;
2453
2454 // remove all spell effects that are active
2455 // to avoid long-term effects such as word-of-recall
2456 for (object *item = op->inv; item; )
2457 {
2458 object *next = item->below;
2459
2460 if (item->type == SPELL_EFFECT && item->active)
2461 item->destroy ();
2462
2463 item = next;
2464 }
2615 2465
2616 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2466 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2617 * in cities ONLY!!! It is very important that this doesn't get abused. 2467 * in cities ONLY!!! It is very important that this doesn't get abused.
2618 * Look at op_on_battleground() for more info --AndreasV 2468 * Look at op_on_battleground() for more info --AndreasV
2619 */ 2469 */
2620 if (op_on_battleground (op, &x, &y)) 2470 if (op_on_battleground (op, &x, &y))
2621 { 2471 {
2622 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2472 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2624
2625 /* restore player */
2626 at = archetype::find ("poisoning");
2627 if (object *tmp = present_arch_in_ob (at, op))
2628 {
2629 tmp->destroy ();
2630 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2631 }
2632
2633 at = archetype::find ("confusion");
2634 if (object *tmp = present_arch_in_ob (at, op))
2635 {
2636 tmp->destroy ();
2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2638 }
2639
2640 cure_disease (op, 0); /* remove any disease */
2641 op->stats.hp = op->stats.maxhp;
2642 if (op->stats.food <= 0)
2643 op->stats.food = 999;
2644 2473
2645 /* create a bodypart-trophy to make the winner happy */ 2474 /* create a bodypart-trophy to make the winner happy */
2646 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2647 { 2476 {
2648 sprintf (buf, "%s's finger", &op->name); 2477 tmp->name = format ("%s's finger" , &op->name);
2649 tmp->name = buf; 2478 tmp->name_pl = format ("%s's fingers", &op->name);
2650 sprintf (buf, " This finger has been cut off %s\n"
2651 " the %s, when he was defeated at\n level %d by %s.\n",
2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2653 tmp->msg = buf; 2479 tmp->msg = format (
2480 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2481 &op->name, op->contr->title,
2482 (int)op->level,
2483 op->contr->killer_name ()
2484 );
2654 tmp->value = 0, tmp->type = 0; 2485 tmp->value = 0, tmp->type = 0;
2655 tmp->materialname = "organics"; 2486 tmp->materialname = "organics";
2656 tmp->insert_at (op, tmp); 2487 tmp->insert_at (op, tmp);
2657 } 2488 }
2658 2489
2659 /* teleport defeated player to new destination */ 2490 /* teleport defeated player to new destination */
2660 transfer_ob (op, x, y, 0, NULL); 2491 transfer_ob (op, x, y, 0, NULL);
2661 op->contr->braced = 0; 2492 op->contr->braced = 0;
2493
2494 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2662 return; 2495 return;
2663 } 2496 }
2664 2497
2498 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2499 deathtab << "T<YOU HAVE DIED>\n\n";
2500
2665 INVOKE_PLAYER (DEATH, op->contr); 2501 INVOKE_PLAYER (DEATH, op->contr);
2666 2502
2667 command_kill_pets (op, 0); 2503 command_kill_pets (op, 0);
2668
2669 if (op->stats.food < 0)
2670 {
2671 sprintf (buf, "%s starved to death.", &op->name);
2672 strcpy (op->contr->killer, "starvation");
2673 }
2674 else
2675 sprintf (buf, "%s died.", &op->name);
2676 2504
2677 op->contr->play_sound (sound_find ("player_dies")); 2505 op->contr->play_sound (sound_find ("player_dies"));
2678 2506
2679 /* save the map location for corpse, gravestone */ 2507 /* save the map location for corpse, gravestone */
2680 x = op->x; 2508 x = op->x;
2710 2538
2711 lost_a_stat = 0; 2539 lost_a_stat = 0;
2712 2540
2713 for (z = 0; z < num_stats_lose; z++) 2541 for (z = 0; z < num_stats_lose; z++)
2714 { 2542 {
2715 i = RANDOM () % NUM_STATS; 2543 i = rndm (NUM_STATS);
2716 2544
2717 if (settings.stat_loss_on_death) 2545 if (settings.stat_loss_on_death)
2718 { 2546 {
2719 /* Pick a random stat and take a point off it. Tell the player 2547 /* Pick a random stat and take a point off it. Tell the player
2720 * what he lost. 2548 * what he lost.
2727 lost_a_stat = 1; 2555 lost_a_stat = 1;
2728 } 2556 }
2729 else 2557 else
2730 { 2558 {
2731 /* deplete a stat */ 2559 /* deplete a stat */
2732 archetype *deparch = archetype::find ("depletion"); 2560 archetype *deparch = archetype::find (shstr_depletion);
2733 object *dep; 2561 object *dep;
2734 2562
2735 dep = present_arch_in_ob (deparch, op); 2563 dep = present_arch_in_ob (deparch, op);
2736 if (!dep) 2564 if (!dep)
2737 { 2565 {
2771 } 2599 }
2772 } 2600 }
2773 2601
2774 if (lose_this_stat) 2602 if (lose_this_stat)
2775 { 2603 {
2776 this_stat = get_attr_value (&(dep->stats), i); 2604 this_stat = get_attr_value (&dep->stats, i);
2777 /* We could try to do something clever like find another 2605 /* We could try to do something clever like find another
2778 * stat to reduce if this fails. But chances are, if 2606 * stat to reduce if this fails. But chances are, if
2779 * stats have been depleted to -50, all are pretty low 2607 * stats have been depleted to -50, all are pretty low
2780 * and should be roughly the same, so it shouldn't make a 2608 * and should be roughly the same, so it shouldn't make a
2781 * difference. 2609 * difference.
2789 lost_a_stat = 1; 2617 lost_a_stat = 1;
2790 } 2618 }
2791 } 2619 }
2792 } 2620 }
2793 } 2621 }
2622
2794 /* If no stat lost, tell the player. */ 2623 /* If no stat lost, tell the player. */
2795 if (!lost_a_stat) 2624 if (!lost_a_stat)
2796 { 2625 {
2797 /* determine_god() seems to not work sometimes... why is this? 2626 /* determine_god() seems to not work sometimes... why is this?
2798 Should I be using something else? GD */ 2627 Should I be using something else? GD */
2799 const char *god = determine_god (op); 2628 shstr_tmp god = determine_god (op);
2800 2629
2801 if (god && (strcmp (god, "none"))) 2630 if (god != shstr_none)
2802 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2631 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2803 else 2632 else
2804 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2633 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2805 } 2634 }
2806#else 2635#else
2807 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2636 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2808#endif 2637#endif
2809 2638
2810 /* Put a gravestone up where the character 'almost' died. List the 2639 /* Put a gravestone up where the character 'almost' died. List the
2811 * exp loss on the stone. 2640 * exp loss on the stone.
2812 */ 2641 */
2813 tmp = arch_to_object (archetype::find ("gravestone")); 2642 tmp = arch_to_object (archetype::find (shstr_gravestone));
2814 sprintf (buf, "%s's gravestone", &op->name); 2643 tmp->name = format ("%s's gravestone", &op->name);
2815 tmp->name = buf; 2644 tmp->name_pl = format ("%s's gravestones", &op->name);
2816 sprintf (buf, "%s's gravestones", &op->name); 2645 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2817 tmp->name_pl = buf; 2646 &op->name, op->contr->title, op->contr->killer_name ());
2818 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);
2819 tmp->msg = buf;
2820 tmp->x = op->x, tmp->y = op->y; 2647 tmp->x = op->x, tmp->y = op->y;
2821 insert_ob_in_map (tmp, op->map, NULL, 0); 2648 insert_ob_in_map (tmp, op->map, NULL, 0);
2822 2649
2823 /**************************************/ 2650 /**************************************/
2824 /* */ 2651 /* */
2825 /* Subtract the experience points, */ 2652 /* Subtract the experience points, */
2826 /* if we died cause of food, give us */
2827 /* food, and reset HP's... */
2828 /* */ 2653 /* */
2829 /**************************************/ 2654 /**************************************/
2830 2655
2831 /* remove any poisoning and confusion the character may be suffering. */
2832 /* restore player */
2833 at = archetype::find ("poisoning");
2834 tmp = present_arch_in_ob (at, op);
2835
2836 if (tmp)
2837 {
2838 tmp->destroy ();
2839 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2840 }
2841
2842 at = archetype::find ("confusion");
2843 tmp = present_arch_in_ob (at, op);
2844 if (tmp)
2845 {
2846 tmp->destroy ();
2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2848 }
2849
2850 cure_disease (op, 0); /* remove any disease */
2851
2852 /*add_exp(op, (op->stats.exp * -0.20)); */ 2656 /*add_exp(op, (op->stats.exp * -0.20)); */
2853 apply_death_exp_penalty (op); 2657 apply_death_exp_penalty (op);
2854 if (op->stats.food < 100)
2855 op->stats.food = 900;
2856 op->stats.hp = op->stats.maxhp;
2857 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2858 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2859 2658
2860 /* 2659 /*
2861 * Check to see if the player has any unpaid items. If so, remove them 2660 * Check to see if the player has any unpaid items. If so, remove them
2862 * and put them back in the map. 2661 * and put them back in the map.
2863 */ 2662 */
2898 if (will_kill_again & (1 << at)) 2697 if (will_kill_again & (1 << at))
2899 force->resist[at] = 100; 2698 force->resist[at] = 100;
2900 2699
2901 insert_ob_in_ob (force, op); 2700 insert_ob_in_ob (force, op);
2902 op->update_stats (); 2701 op->update_stats ();
2903
2904 } 2702 }
2905 2703
2906 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2704 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2907} 2705}
2908 2706
2909void 2707static void
2910loot_object (object *op) 2708loot_object (object *op)
2911{ /* Grab and destroy some treasure */ 2709{ /* Grab and destroy some treasure */
2912 object *tmp, *tmp2, *next; 2710 object *tmp, *tmp2, *next;
2913 2711
2914 op->close_container (); /* close open sack first */ 2712 op->close_container (); /* close open sack first */
2928 2726
2929 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2727 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2930 { 2728 {
2931 if (tmp->nrof > 1) 2729 if (tmp->nrof > 1)
2932 { 2730 {
2933 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2731 tmp->decrease (rndm (1, tmp->nrof - 1));
2934 tmp2->destroy ();
2935 insert_ob_in_map (tmp, op->map, NULL, 0); 2732 insert_ob_in_map (tmp, op->map, NULL, 0);
2936 } 2733 }
2937 else 2734 else
2938 tmp->destroy (); 2735 tmp->destroy ();
2939 } 2736 }
2950void 2747void
2951fix_weight (void) 2748fix_weight (void)
2952{ 2749{
2953 for_all_players (pl) 2750 for_all_players (pl)
2954 { 2751 {
2955 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2752 sint32 old = pl->ob->carrying;
2956 2753
2957 if (old == sum) 2754 pl->ob->update_weight ();
2958 continue; 2755
2756 if (old != pl->ob->carrying)
2757 {
2959 pl->ob->update_stats (); 2758 pl->ob->update_stats ();
2960 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2759 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2760 }
2961 } 2761 }
2962} 2762}
2963 2763
2964void 2764void
2965fix_luck (void) 2765fix_luck (void)
3007} 2807}
3008 2808
3009void 2809void
3010make_visible (object *op) 2810make_visible (object *op)
3011{ 2811{
3012 op->hide = 0; 2812 op->flag [FLAG_HIDDEN] = 0;
3013 op->invisible = 0; 2813 op->invisible = 0;
3014 2814
3015 if (op->type == PLAYER) 2815 if (op->type == PLAYER)
3016 { 2816 {
3017 op->contr->tmp_invis = 0; 2817 op->contr->tmp_invis = 0;
3042 2842
3043 if (!ob || !ob->map) 2843 if (!ob || !ob->map)
3044 return 0; 2844 return 0;
3045 2845
3046 /* so, on normal lighted maps, its hard to hide */ 2846 /* so, on normal lighted maps, its hard to hide */
3047 level = ob->map->darkness - 2; 2847 level = ob->map->darklevel () - 2;
3048 2848
3049 /* this also picks up whether the object is glowing. 2849 /* this also picks up whether the object is glowing.
3050 * If you carry a light on a non-dark map, its not 2850 * If you carry a light on a non-dark map, its not
3051 * as bad as carrying a light on a pitch dark map */ 2851 * as bad as carrying a light on a pitch dark map */
3052 if (has_carried_lights (ob)) 2852 if (ob->has_carried_lights ())
3053 level = -(10 + (2 * ob->map->darkness)); 2853 level = -(10 + (2 * ob->map->darklevel ()));
3054 2854
3055 /* scan through all nearby squares for terrain to hide in */ 2855 /* scan through all nearby squares for terrain to hide in */
3056 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2856 for (i = 0, x = ob->x, y = ob->y;
2857 i <= SIZEOFFREE1;
2858 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3057 { 2859 {
3058 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2860 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3059 if (mflag & P_OUT_OF_MAP) 2861 if (mflag & P_OUT_OF_MAP)
3060 {
3061 continue; 2862 continue;
3062 } 2863
3063 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2864 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3064 level += 2; 2865 level += 2;
3065 else /* open terrain! */ 2866 else /* open terrain! */
3066 level -= 1; 2867 level -= 1;
3067 } 2868 }
3078 * spot (surrounded by clear terrain in broad daylight). -b.t. 2879 * spot (surrounded by clear terrain in broad daylight). -b.t.
3079 */ 2880 */
3080void 2881void
3081do_hidden_move (object *op) 2882do_hidden_move (object *op)
3082{ 2883{
3083 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2884 int hide = 0;
3084 object *skop;
3085 2885
3086 if (!op || !op->map) 2886 if (!op || !op->map)
3087 return; 2887 return;
3088 2888
3089 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2889 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2890 int num = random_roll (0, 19, op, PREFER_LOW);
3090 2891
3091 /* its *extremely* hard to run and sneak/hide at the same time! */ 2892 /* its *extremely* hard to run and sneak/hide at the same time! */
3092 if (op->type == PLAYER && op->contr->run_on) 2893 if (op->type == PLAYER && op->contr->run_on)
3093 if (!skop || num >= skop->level) 2894 if (!skop || num >= skop->level)
3094 { 2895 {
3104 num -= hide; 2905 num -= hide;
3105 2906
3106 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2907 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3107 { 2908 {
3108 make_visible (op); 2909 make_visible (op);
2910
3109 if (op->type == PLAYER) 2911 if (op->type == PLAYER)
3110 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2912 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3111 } 2913 }
3112 else if (op->type == PLAYER && skop) 2914 else if (op->type == PLAYER && skop)
3113 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2915 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3203 while (op) 3005 while (op)
3204 { 3006 {
3205 dx = rv.distance_x + op->arch->x; 3007 dx = rv.distance_x + op->arch->x;
3206 dy = rv.distance_y + op->arch->y; 3008 dy = rv.distance_y + op->arch->y;
3207 3009
3208 /* only the viewable area the player sees is updated by LOS 3010 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3209 * code, so we need to restrict ourselves to that range of values
3210 * for any meaningful values.
3211 */
3212 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3213 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3214 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3215 return 1; 3011 return 1;
3216 3012
3217 op = op->more; 3013 op = op->more;
3218 }
3219
3220 return 0;
3221}
3222
3223/* routine for both players and monsters. We call this when
3224 * there is a possibility for our action distrubing our hiding
3225 * place or invisiblity spell. Artefact invisiblity is not
3226 * effected by this. If we arent invisible to begin with, we
3227 * return 0.
3228 */
3229int
3230action_makes_visible (object *op)
3231{
3232 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3233 {
3234 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3235 return 0;
3236
3237 if (op->contr && op->contr->tmp_invis == 0)
3238 return 0;
3239
3240 /* If monsters, they should become visible */
3241 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3242 {
3243 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3244 return 1;
3245 }
3246 } 3014 }
3247 3015
3248 return 0; 3016 return 0;
3249} 3017}
3250 3018
3454 else 3222 else
3455 { 3223 {
3456 /* generate misc. treasure */ 3224 /* generate misc. treasure */
3457 tmp = arch_to_object (tr->item); 3225 tmp = arch_to_object (tr->item);
3458 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3226 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3459 tmp = insert_ob_in_ob (tmp, who); 3227 who->insert (tmp);
3460 if (who->type == PLAYER)
3461 esrv_send_item (who, tmp);
3462 } 3228 }
3463} 3229}
3464 3230
3465/** 3231/**
3466 * Unready an object for a player. This function does nothing if the object was 3232 * Unready an object for a player. This function does nothing if the object was
3477 3243
3478 if (pl->ranged_ob == ob) 3244 if (pl->ranged_ob == ob)
3479 pl->ranged_ob = 0; 3245 pl->ranged_ob = 0;
3480} 3246}
3481 3247
3248//-GPL
3249
3482sint8 3250sint8
3483player::visibility_at (maptile *map, int x, int y) const 3251player::darkness_at (maptile *map, int x, int y) const
3484{ 3252{
3485 if (!ns) 3253 if (!ns)
3486 return 0; 3254 return LOS_BLOCKED;
3487 3255
3488 int dx, dy; 3256 int dx, dy;
3489 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3257 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3490 return 0; 3258 return LOS_BLOCKED;
3491 3259
3492 x += dx - ns->current_x + ns->mapx / 2; 3260 x += dx - ns->current_x;
3493 y += dy - ns->current_y + ns->mapy / 2; 3261 y += dy - ns->current_y;
3494 3262
3495 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3496 return 0;
3497
3498 return 100 - blocked_los [x][y]; 3263 return blocked_los (x, y);
3499} 3264}
3265
3266void
3267player::infobox (const char *title, const char *msg, int color)
3268{
3269 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3270}
3271
3272void
3273player::statusmsg (const char *msg, int color)
3274{
3275 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3276}
3277
3278void
3279player::failmsg (const char *msg, int color)
3280{
3281 play_sound (sound_find ("generic_failure"));
3282 statusmsg (msg, color);
3283}
3284

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