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Comparing deliantra/server/server/player.C (file contents):
Revision 1.179 by root, Sun Jan 13 13:20:43 2008 UTC vs.
Revision 1.243 by root, Sat Nov 7 18:30:06 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
207 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
208 97
209 ns->update_look = 0; 98 ns->update_look = 0;
210 ns->look_position = 0; 99 ns->look_position = 0;
211 100
212 clear_los (this); 101 clear_los ();
213 102
214 ns->reset_stats (); 103 ns->reset_stats ();
215 104
216 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
219 108
220 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
221 link_player_skills (ob); 110 link_skills ();
222 111
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 113
225 assign (title, ob->arch->object::name); 114 assign (title, ob->arch->object::name);
226 115
239 set_dragon_name (ob, abil, skin); 128 set_dragon_name (ob, abil, skin);
240 } 129 }
241 130
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 131 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 132
244 esrv_new_player (this, ob->weight + ob->carrying); 133 esrv_new_player (this);
245 134
246 ob->update_stats (); 135 ob->update_stats ();
247 136
248 ns->floorbox_update (); 137 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 138 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0); 139 esrv_add_spells (this, 0);
251 140
252 activate (); 141 activate ();
253 142
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this); 143 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this); 144 INVOKE_PLAYER (LOGIN, this);
260} 145}
261 146
262void 147void
278 ns->reset_stats (); 163 ns->reset_stats ();
279 ns->pl = 0; 164 ns->pl = 0;
280 ns = 0; 165 ns = 0;
281 } 166 }
282 167
283 observe = ob; 168 // this is important for the player scheduler to get the correct refcount
169 // when ns = 0
170 observe = viewpoint = ob;
284 171
285 deactivate (); 172 deactivate ();
286} 173}
174
175//-GPL
287 176
288// the need for this function can be explained 177// the need for this function can be explained
289// by load_object not returning the object 178// by load_object not returning the object
290void 179void
291player::set_object (object *op) 180player::set_object (object *op)
292{ 181{
293 ob = observe = op; 182 ob = observe = viewpoint = op;
294 ob->contr = this; /* this aren't yet in archetype */ 183 ob->contr = this; /* this aren't yet in archetype */
295 184
296 ob->speed = 1.0f; 185 ob->speed = 1.0f;
297 ob->speed_left = 0.5f; 186 ob->speed_left = 0.5f;
298 187
299 ob->direction = 5; /* So player faces south */ 188 ob->direction = 5; /* So player faces south */
300 189
301 ob->flag [FLAG_READY_WEAPON] = false; 190 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false; 191 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false; 192 ob->flag [FLAG_READY_BOW] = false;
304 193
321 combat_ob = op; 210 combat_ob = op;
322 break; 211 break;
323 } 212 }
324 213
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
215 ob->deactivate (); // change_weapon activates, fix this better
326} 216}
327 217
328void 218void
329player::set_observe (object *op) 219player::set_observe (object *op)
330{ 220{
331 observe = op ? op : ob; 221 observe = viewpoint = op ? op : ob;
332 do_los = 1; 222 do_los = 1;
333} 223}
224
225void
226player::set_viewpoint (object *op)
227{
228 viewpoint = op ? op : (object *)observe;
229 do_los = 1;
230}
231
232//+GPL
334 233
335player::player () 234player::player ()
336{ 235{
337 /* There are some elements we want initialised to non zero value - 236 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point. 237 * we deal with that below this point.
344 savebed_map = first_map_path; /* Init. respawn position */ 243 savebed_map = first_map_path; /* Init. respawn position */
345 244
346 gen_sp_armour = 10; 245 gen_sp_armour = 10;
347 bowtype = bow_normal; 246 bowtype = bow_normal;
348 petmode = pet_normal; 247 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers; 248 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 249 peaceful = 1; /* default peaceful */
352 do_los = 1; 250 do_los = 1;
353 251
354 weapon_sp = 1.0f; 252 weapon_sp = 1.0f;
366 { 264 {
367 ob->destroy_inv (false); 265 ob->destroy_inv (false);
368 ob->destroy (); 266 ob->destroy ();
369 } 267 }
370 268
371 ob = observe = 0; 269 ob = observe = viewpoint = 0;
372} 270}
373 271
374player::~player () 272player::~player ()
375{ 273{
376 /* Clear item stack */ 274 /* Clear item stack */
377 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 }
378} 304}
379 305
380/* Tries to add player on the connection passed in ns. 306/* Tries to add player on the connection passed in ns.
381 * 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
382 * mode. 308 * mode.
393 pl->ob->run_away = 25; /* Then we panick... */ 319 pl->ob->run_away = 25; /* Then we panick... */
394 320
395 set_first_map (pl->ob); 321 set_first_map (pl->ob);
396 322
397 return pl; 323 return pl;
398}
399
400/*
401 * get_player_archetype() return next player archetype from archetype
402 * list. Not very efficient routine, but used only creating new players.
403 * Note: there MUST be at least one player archetype!
404 */
405archetype *
406get_player_archetype (archetype *at)
407{
408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
409
410 for (;;)
411 {
412 if (++i == archetypes.end ())
413 i = archetypes.begin ();
414 else if (*i == at)
415 cleanup ("not a single player archetype found");
416
417 if ((*i)->type == PLAYER)
418 return *i;
419 }
420} 324}
421 325
422object * 326object *
423get_nearest_player (object *mon) 327get_nearest_player (object *mon)
424{ 328{
631 535
632 return firstdir; 536 return firstdir;
633} 537}
634 538
635void 539void
636give_initial_items (object *pl, treasurelist * items) 540give_initial_items (object *pl, treasurelist *items)
637{ 541{
638 if (pl->randomitems) 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 (object *next, *op = pl->inv; op; op = next) 545 for (object *next, *op = pl->inv; op; op = next)
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 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
694 594
695 /* Give starting characters identified, uncursed, and undamned 595 /* Give starting characters identified, uncursed, and undamned
696 * 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
697 * merged properly. 597 * merged properly.
698 */ 598 */
699 if (need_identify (op)) 599 if (need_identify (op))
700 { 600 {
701 SET_FLAG (op, FLAG_IDENTIFIED); 601 SET_FLAG (op, FLAG_IDENTIFIED);
702 CLEAR_FLAG (op, FLAG_CURSED); 602 CLEAR_FLAG (op, FLAG_CURSED);
703 CLEAR_FLAG (op, FLAG_DAMNED); 603 CLEAR_FLAG (op, FLAG_DAMNED);
704 } 604 }
605
705 if (op->type == SPELL) 606 if (op->type == SPELL)
706 { 607 {
707 op->destroy (); 608 op->destroy ();
708 continue; 609 continue;
709 } 610 }
711 { 612 {
712 SET_FLAG (op, FLAG_CAN_USE_SKILL); 613 SET_FLAG (op, FLAG_CAN_USE_SKILL);
713 op->stats.exp = 0; 614 op->stats.exp = 0;
714 op->level = 1; 615 op->level = 1;
715 } 616 }
716 /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
717 else
718 SET_FLAG (op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
719 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
720 620
721 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
722 link_player_skills (pl); 622 pl->contr->link_skills ();
723} 623}
724 624
725void 625void
726get_party_password (object *op, partylist *party) 626get_party_password (object *op, partylist *party)
727{ 627{
842 */ 742 */
843void 743void
844player::chargen_race_done () 744player::chargen_race_done ()
845{ 745{
846 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
847 esrv_new_player (ob->contr, ob->weight + ob->carrying); 747 esrv_new_player (ob->contr);
848 748
849 treasurelist *tl = treasurelist::find ("starting_wealth"); 749 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
850 if (tl) 750 if (tl)
851 create_treasure (tl, ob, 0, 0, 0); 751 create_treasure (tl, ob, 0, 0, 0);
852 752
853 INVOKE_PLAYER (BIRTH, ob->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
854 INVOKE_PLAYER (LOGIN, ob->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
855 755
856 ob->contr->ns->state = ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
857 757
858 if (ob->msg) 758 if (ob->msg)
859 ob->msg = 0; 759 ob->msg = 0;
860
861 /* We create this now because some of the unique maps will need it
862 * to save here.
863 */
864 {
865 char buf[MAX_BUF];
866 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
867 make_path_to_file (buf);
868 }
869 760
870 start_info (ob); 761 start_info (ob);
871 CLEAR_FLAG (ob, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
872 give_initial_items (ob, ob->randomitems); 763 give_initial_items (ob, ob->randomitems);
873 link_player_skills (ob);
874 esrv_send_inventory (ob, ob); 764 esrv_send_inventory (ob, ob);
875 ob->update_stats (); 765 ob->update_stats ();
876 766
877 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
878 * is one for this race 768 * is one for this race
879 */ 769 */
880 if (*first_map_ext_path) 770 if (*first_map_ext_path)
881 { 771 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
882 object *tmp;
883 char mapname[MAX_BUF];
884
885 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
886 tmp = object::create ();
887 EXIT_PATH (tmp) = mapname;
888 EXIT_X (tmp) = ob->x;
889 EXIT_Y (tmp) = ob->y;
890 ob->enter_exit (tmp); /* we don't really care if it succeeded;
891 * if the map isn't there, then stay on the
892 * default initial map */
893 tmp->destroy ();
894 }
895 else 772 else
896 LOG (llevDebug, "first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
897} 774}
898 775
899void 776void
930 ob->stats.hp = ob->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
931 ob->stats.sp = ob->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
932 ob->stats.grace = 0; 809 ob->stats.grace = 0;
933} 810}
934 811
935void 812static void
936flee_player (object *op) 813flee_player (object *op)
937{ 814{
938 int dir, diff; 815 int dir, diff;
939 rv_vector rv; 816 rv_vector rv;
940 817
943 LOG (llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
944 CLEAR_FLAG (op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
945 return; 822 return;
946 } 823 }
947 824
948 if (op->enemy == NULL) 825 if (!op->enemy)
949 { 826 {
950 LOG (llevDebug, "Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
951 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
952 return; 829 return;
953 } 830 }
954 831
955 /* Seen some crashes here. Since we don't store an
956 * op->enemy_count, it is possible that something destroys the
957 * actual enemy, and the object is recycled.
958 */
959 if (op->enemy->map == NULL)
960 {
961 CLEAR_FLAG (op, FLAG_SCARED);
962 op->enemy = NULL;
963 return;
964 }
965
966 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))
967 { 833 {
968 op->enemy = NULL; 834 op->enemy = NULL;
969 CLEAR_FLAG (op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
970 return; 836 return;
973 get_rangevector (op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
974 840
975 dir = absdir (4 + rv.direction); 841 dir = absdir (4 + rv.direction);
976 for (diff = 0; diff < 3; diff++) 842 for (diff = 0; diff < 3; diff++)
977 { 843 {
978 int m = 1 - (RANDOM () & 2); 844 int m = 1 - rndm (2) * 2;
979 845
980 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)))
981 return; 847 return;
982 } 848 }
983 849
994check_pick (object *op) 860check_pick (object *op)
995{ 861{
996 object *tmp, *next; 862 object *tmp, *next;
997 int stop = 0; 863 int stop = 0;
998 int wvratio; 864 int wvratio;
999 char putstring[128];
1000 865
1001 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1002 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1003 return 1; 868 return 1;
1004 869
1028 893
1029 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1030 { 895 {
1031 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1032 CHK_PICK_PICKUP; 897 CHK_PICK_PICKUP;
898
1033 continue; 899 continue;
1034 } 900 }
1035 901
1036 /* 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? */
1037 if (!(op->contr->mode & PU_NEWMODE)) 962 if (op->contr->mode & PU_FOOD)
963 if (tmp->type == FOOD)
1038 { 964 {
1039 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)
1040 { 1024 {
1041 case 0:
1042 return 1; /* don't pick up */
1043 case 1:
1044 CHK_PICK_PICKUP; 1025 CHK_PICK_PICKUP;
1045 return 1; 1026 continue;
1046 case 2:
1047 CHK_PICK_PICKUP;
1048 return 0;
1049 case 3:
1050 return 0; /* stop before pickup */
1051 case 4:
1052 CHK_PICK_PICKUP;
1053 break;
1054 case 5:
1055 CHK_PICK_PICKUP;
1056 stop = 1;
1057 break;
1058 case 6:
1059 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1060 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1061 CHK_PICK_PICKUP;
1062 break;
1063
1064 case 7:
1065 if (tmp->type == MONEY || tmp->type == GEM)
1066 CHK_PICK_PICKUP;
1067 break;
1068
1069 default:
1070 /* use value density */
1071 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1072 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1073 CHK_PICK_PICKUP;
1074 } 1027 }
1075 } 1028 }
1076 else 1029
1077 { /* old model */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1078 /* NEW pickup handling */
1079 if (op->contr->mode & PU_DEBUG) 1031 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET)
1080 { 1033 {
1081 /* some debugging code to figure out item information */ 1034 CHK_PICK_PICKUP;
1082 if (tmp->name != NULL)
1083 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1084 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1085 else
1086 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1087 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1088
1089 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1090 }
1091
1092 /* philosophy:
1093 * It's easy to grab an item type from a pile, as long as it's
1094 * generic. This takes no game-time. For more detailed pickups
1095 * and selections, select-items should be used. This is a
1096 * grab-as-you-run type mode that's really useful for arrows for
1097 * example.
1098 * The drawback: right now it has no frontend, so you need to
1099 * stick the bits you want into a calculator in hex mode and then
1100 * convert to decimal and then 'pickup <#>
1101 */
1102
1103 /* the first two modes are exclusive: if NOTHING we return, if
1104 * STOP then we stop. All the rest are applied sequentially,
1105 * meaning if any test passes, the item gets picked up. */
1106
1107 /* if mode is set to pick nothing up, return */
1108
1109 if (op->contr->mode & PU_NOTHING)
1110 return 1;
1111
1112 /* if mode is set to stop when encountering objects, return */
1113 /* take STOP before INHIBIT since it doesn't actually pick
1114 * anything up */
1115
1116 if (op->contr->mode & PU_STOP)
1117 return 0;
1118
1119 /* useful for going into stores and not losing your settings... */
1120 /* and for battles wher you don't want to get loaded down while
1121 * fighting */
1122 if (op->contr->mode & PU_INHIBIT)
1123 return 1;
1124
1125 /* prevent us from turning into auto-thieves :) */
1126 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1127 continue; 1035 continue;
1036 }
1128 1037
1129 /* ignore known cursed objects */ 1038 /* we don't forget dragon food */
1130 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;
1131 continue; 1043 continue;
1044 }
1132 1045
1133 /* all food and drink if desired */ 1046 /* bows and arrows. Bows are good for selling! */
1134 /* 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
1135 if (op->contr->mode & PU_FOOD) 1083 if (op->contr->mode & PU_BOOTS)
1136 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"))
1137 { 1117 {
1138 CHK_PICK_PICKUP; 1118 CHK_PICK_PICKUP;
1139 continue; 1119 continue;
1140 } 1120 }
1121 }
1141 1122
1123 /* misc stuff that's useful */
1142 if (op->contr->mode & PU_DRINK) 1124 if (op->contr->mode & PU_KEY)
1143 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1144 { 1126 {
1145 CHK_PICK_PICKUP; 1127 CHK_PICK_PICKUP;
1146 continue; 1128 continue;
1147 } 1129 }
1148 1130
1131 /* any of the last 4 bits set means we use the ratio for value
1132 * pickups */
1149 if (op->contr->mode & PU_POTION) 1133 if (op->contr->mode & PU_RATIO)
1150 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
1151 { 1138 */
1152 CHK_PICK_PICKUP;
1153 continue;
1154 }
1155
1156 /* spellbooks, skillscrolls and normal books/scrolls */
1157 if (op->contr->mode & PU_SPELLBOOK)
1158 if (tmp->type == SPELLBOOK)
1159 {
1160 CHK_PICK_PICKUP;
1161 continue;
1162 }
1163
1164 if (op->contr->mode & PU_SKILLSCROLL)
1165 if (tmp->type == SKILLSCROLL)
1166 {
1167 CHK_PICK_PICKUP;
1168 continue;
1169 }
1170
1171 if (op->contr->mode & PU_READABLES)
1172 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1173 {
1174 CHK_PICK_PICKUP;
1175 continue;
1176 }
1177
1178 /* wands/staves/rods/horns */
1179 if (op->contr->mode & PU_MAGIC_DEVICE)
1180 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1181 {
1182 CHK_PICK_PICKUP;
1183 continue;
1184 }
1185
1186 /* pick up all magical items */
1187 if (op->contr->mode & PU_MAGICAL) 1139 wvratio = op->contr->mode & PU_RATIO;
1188 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)
1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_VALUABLES)
1195 { 1141 {
1196 if (tmp->type == MONEY || tmp->type == GEM) 1142#if 0
1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1144 if (tmp->name != NULL)
1197 { 1145 {
1198 CHK_PICK_PICKUP; 1146 fprintf (stderr, "%s", tmp->name);
1199 continue;
1200 } 1147 }
1201 }
1202
1203 /* rings & amulets - talismans seems to be typed AMULET */
1204 if (op->contr->mode & PU_JEWELS)
1205 if (tmp->type == RING || tmp->type == AMULET)
1206 {
1207 CHK_PICK_PICKUP;
1208 continue;
1209 }
1210
1211 /* we don't forget dragon food */
1212 if (op->contr->mode & PU_FLESH)
1213 if (tmp->type == FLESH)
1214 {
1215 CHK_PICK_PICKUP;
1216 continue;
1217 }
1218
1219 /* bows and arrows. Bows are good for selling! */
1220 if (op->contr->mode & PU_BOW)
1221 if (tmp->type == BOW)
1222 {
1223 CHK_PICK_PICKUP;
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_ARROW)
1228 if (tmp->type == ARROW)
1229 {
1230 CHK_PICK_PICKUP;
1231 continue;
1232 }
1233
1234 /* all kinds of armor etc. */
1235 if (op->contr->mode & PU_ARMOUR)
1236 if (tmp->type == ARMOUR)
1237 {
1238 CHK_PICK_PICKUP;
1239 continue;
1240 }
1241
1242 if (op->contr->mode & PU_HELMET)
1243 if (tmp->type == HELMET)
1244 {
1245 CHK_PICK_PICKUP;
1246 continue;
1247 }
1248
1249 if (op->contr->mode & PU_SHIELD)
1250 if (tmp->type == SHIELD)
1251 {
1252 CHK_PICK_PICKUP;
1253 continue;
1254 }
1255
1256 if (op->contr->mode & PU_BOOTS)
1257 if (tmp->type == BOOTS)
1258 {
1259 CHK_PICK_PICKUP;
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_GLOVES)
1264 if (tmp->type == GLOVES)
1265 {
1266 CHK_PICK_PICKUP;
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_CLOAK)
1271 if (tmp->type == CLOAK)
1272 {
1273 CHK_PICK_PICKUP;
1274 continue;
1275 }
1276
1277 /* hoping to catch throwing daggers here */
1278 if (op->contr->mode & PU_MISSILEWEAPON)
1279 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1280 {
1281 CHK_PICK_PICKUP;
1282 continue;
1283 }
1284
1285 /* careful: chairs and tables are weapons! */
1286 if (op->contr->mode & PU_ALLWEAPON)
1287 {
1288 if (tmp->type == WEAPON && tmp->name != NULL)
1289 {
1290 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1291 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1292 {
1293 CHK_PICK_PICKUP;
1294 continue;
1295 }
1296 }
1297
1298 if (tmp->type == WEAPON && tmp->name == NULL)
1299 {
1300 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305 }
1306 }
1307
1308 /* misc stuff that's useful */
1309 if (op->contr->mode & PU_KEY)
1310 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1311 {
1312 CHK_PICK_PICKUP;
1313 continue;
1314 }
1315
1316 /* any of the last 4 bits set means we use the ratio for value
1317 * pickups */
1318 if (op->contr->mode & PU_RATIO)
1319 {
1320 /* use value density to decide what else to grab */
1321 /* >=7 was >= op->contr->mode */
1322 /* >=7 is the old standard setting. Now we take the last 4 bits
1323 * and multiply them by 5, giving 0..15*5== 5..75 */
1324 wvratio = (op->contr->mode & PU_RATIO) * 5;
1325 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1326 {
1327 CHK_PICK_PICKUP;
1328#if 0
1329 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1330 if (tmp->name != NULL)
1331 {
1332 fprintf (stderr, "%s", tmp->name);
1333 }
1334 else 1148 else
1335 fprintf (stderr, "%s", tmp->arch->archname); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1336 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1337 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))));
1338#endif 1152#endif
1153 CHK_PICK_PICKUP;
1339 continue; 1154 continue;
1340 }
1341 } 1155 }
1342 } /* the new pickup model */ 1156 } /* the new pickup model */
1343 } 1157 }
1344 1158
1345 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;
1346} 1195}
1347 1196
1348/* 1197/*
1349 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1350 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1351 * found object is returned. 1200 * found object is returned.
1352 */ 1201 */
1353object * 1202static object *
1354find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1355{ 1204{
1356 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1357 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1358 return splay (tmp); 1207 return splay (tmp);
1372 * 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
1373 * 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
1374 * 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
1375 * 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.
1376 */ 1225 */
1377object * 1226static object *
1378find_better_arrow (object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1379{ 1228{
1380 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1381 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1382 1231
1383 if (!type) 1232 if (!type)
1387 { 1236 {
1388 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))
1389 { 1238 {
1390 i = 0; 1239 i = 0;
1391 ntmp = find_better_arrow (arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1392 if (i > betterby) 1242 if (i > betterby)
1393 { 1243 {
1394 tmp = ntmp; 1244 tmp = ntmp;
1395 betterby = i; 1245 betterby = i;
1396 } 1246 }
1397 } 1247 }
1398 else if (arrow->type == ARROW && arrow->race == type) 1248 else if (arrow->type == ARROW && arrow->race == type)
1399 { 1249 {
1400 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1401 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1251 if (target->race && arrow->slaying.contains (target->race))
1402 { 1252 {
1403 if (arrow->attacktype & AT_DEATH) 1253 if (arrow->attacktype & AT_DEATH)
1404 { 1254 {
1405 *better = 100; 1255 *better = 100;
1406 return arrow; 1256 return arrow;
1421 { 1271 {
1422 tmp = arrow; 1272 tmp = arrow;
1423 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;
1424 } 1274 }
1425 } 1275 }
1276
1426 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1427 { 1278 {
1428 tmp = arrow; 1279 tmp = arrow;
1429 betterby = 2 + arrow->magic + arrow->stats.dam; 1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1430 } 1281 }
1282
1431 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1432 { 1284 {
1433 tmp = arrow; 1285 tmp = arrow;
1434 betterby = 1 + arrow->magic + arrow->stats.dam; 1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1435 } 1287 }
1436 } 1288 }
1437 } 1289 }
1438 } 1290 }
1291
1439 if (tmp == NULL && arrow == NULL) 1292 if (tmp == NULL && arrow == NULL)
1440 return find_arrow (op, type); 1293 return find_arrow (op, type);
1441 1294
1442 *better = betterby; 1295 *better = betterby;
1443 return tmp; 1296 return tmp;
1447 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1448 * op = the shooter 1301 * op = the shooter
1449 * type = bow->race 1302 * type = bow->race
1450 * dir = fire direction 1303 * dir = fire direction
1451 */ 1304 */
1452object * 1305static object *
1453pick_arrow_target (object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1454{ 1307{
1455 object *tmp = NULL; 1308 object *tmp = NULL;
1456 maptile *m; 1309 maptile *m;
1457 int i, mflags, found, number; 1310 int i, mflags, found, number;
1458 sint16 x, y; 1311 sint16 x, y;
1473 for (i = 0, found = 0; i < 20; i++) 1326 for (i = 0, found = 0; i < 20; i++)
1474 { 1327 {
1475 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1476 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1477 mflags = get_map_flags (m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1478 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1479 { 1333 {
1480 tmp = NULL; 1334 tmp = 0;
1481 break; 1335 break;
1482 } 1336 }
1483 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)
1484 { 1338 {
1485 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1486 * perhaps a bad assumption. 1340 * perhaps a bad assumption.
1487 */ 1341 */
1488 tmp = NULL; 1342 tmp = 0;
1489 break; 1343 break;
1490 } 1344 }
1345
1491 if (mflags & P_IS_ALIVE) 1346 if (mflags & P_IS_ALIVE)
1492 {
1493 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)
1494 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1495 {
1496 found++;
1497 break;
1498 }
1499 if (found)
1500 break; 1349 break;
1501 }
1502 } 1350 }
1503 if (tmp == NULL) 1351
1352 if (!tmp)
1504 return find_arrow (op, type); 1353 return find_arrow (op, type);
1505 1354
1506 if (tmp->head) 1355 if (tmp->head)
1507 tmp = tmp->head; 1356 tmp = tmp->head;
1508 1357
1548 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1549 return 0; 1398 return 0;
1550 } 1399 }
1551 1400
1552 // 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
1553 if (bow->below) 1402 splay (bow);
1554 {
1555 bow->remove ();
1556 op->insert (bow);
1557 }
1558
1559 } 1403 }
1560 1404
1561 if (!bow->race || !bow->skill) 1405 if (!bow->race || !bow->skill)
1562 { 1406 {
1563 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);
1589 } 1433 }
1590 1434
1591 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1592 if (arrow->nrof == 0) 1436 if (arrow->nrof == 0)
1593 { 1437 {
1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1594 arrow->destroy (); 1439 arrow->destroy ();
1595 return 0; 1440 return 0;
1596 } 1441 }
1597 1442
1598 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1599 arrow = get_split_ob (arrow, 1); 1444 arrow = arrow->split ();
1600 if (!arrow) 1445 if (!arrow)
1601 { 1446 {
1602 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);
1603 return 0; 1448 return 0;
1604 } 1449 }
1608 arrow->direction = dir; 1453 arrow->direction = dir;
1609 1454
1610 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 */
1611 arrow->stats.hp = arrow->stats.dam; 1456 arrow->stats.hp = arrow->stats.dam;
1612 arrow->stats.grace = arrow->attacktype; 1457 arrow->stats.grace = arrow->attacktype;
1613 1458 arrow->custom_name = arrow->slaying;
1614 if (arrow->slaying)
1615 arrow->spellarg = strdup (arrow->slaying);
1616 1459
1617#if 0 1460#if 0
1618 if (player *pl = op->contr) 1461 if (player *pl = op->contr)
1619 { 1462 {
1620 float speed = pl->weapon_sp; 1463 float speed = pl->weapon_sp;
1671 op->play_sound (sound_find ("fire_arrow")); 1514 op->play_sound (sound_find ("fire_arrow"));
1672 m->insert (arrow, sx, sy, op); 1515 m->insert (arrow, sx, sy, op);
1673 1516
1674 if (!arrow->destroyed ()) 1517 if (!arrow->destroyed ())
1675 move_arrow (arrow); 1518 move_arrow (arrow);
1676
1677 if (op->type == PLAYER)
1678 {
1679 if (left->destroyed ())
1680 esrv_del_item (op->contr, left->count);
1681 else
1682 esrv_send_item (op, left);
1683 }
1684 1519
1685 return 1; 1520 return 1;
1686} 1521}
1687 1522
1688/* Special fire code for players - this takes into 1523/* Special fire code for players - this takes into
1690 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1691 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1692 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1693 * hence the function name. 1528 * hence the function name.
1694 */ 1529 */
1695int 1530static int
1696player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
1697{ 1532{
1698 int ret = 0, wcmod = 0; 1533 int ret;
1699 1534
1700 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
1701 { 1536 {
1702 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);
1703 } 1538 }
1704 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)
1705 { 1540 {
1706 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1541 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1707 wcmod = -1;
1708
1709 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);
1710 } 1543 }
1711 else if (op->contr->bowtype == bow_threewide) 1544 else if (op->contr->bowtype == bow_threewide)
1712 { 1545 {
1713 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);
1714 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)]);
1715 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)]);
1716 } 1549 }
1717 else if (op->contr->bowtype == bow_spreadshot) 1550 else if (op->contr->bowtype == bow_spreadshot)
1718 { 1551 {
1719 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);
1720 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);
1721 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);
1722 } 1555 }
1723 else 1556 else
1724 { 1557 {
1730} 1563}
1731 1564
1732/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1733 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1734 */ 1567 */
1735void 1568static void
1736fire_misc_object (object *op, int dir) 1569fire_misc_object (object *op, int dir)
1737{ 1570{
1738 object *item = op->contr->ranged_ob; 1571 object *item = op->contr->ranged_ob;
1739 1572
1740 if (!item) 1573 if (!item)
1762 return; 1595 return;
1763 } 1596 }
1764 } 1597 }
1765 else if (item->type == ROD || item->type == HORN) 1598 else if (item->type == ROD || item->type == HORN)
1766 { 1599 {
1767 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))
1768 { 1605 {
1769 op->contr->play_sound (sound_find ("wand_poof")); 1606 op->contr->play_sound (sound_find ("wand_poof"));
1770 1607
1771 if (item->type == ROD) 1608 if (item->type == ROD)
1772 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));
1777 } 1614 }
1778 } 1615 }
1779 1616
1780 if (cast_spell (op, item, dir, item->inv, NULL)) 1617 if (cast_spell (op, item, dir, item->inv, NULL))
1781 { 1618 {
1782 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
1783 if (item->type == WAND) 1621 if (item->type == WAND)
1784 { 1622 {
1785 if (!(--item->stats.food)) 1623 if (!(--item->stats.food))
1786 { 1624 {
1787 object *tmp; 1625 object *tmp;
1791 CLEAR_FLAG (item, FLAG_ANIMATE); 1629 CLEAR_FLAG (item, FLAG_ANIMATE);
1792 item->face = item->arch->face; 1630 item->face = item->arch->face;
1793 item->set_speed (0); 1631 item->set_speed (0);
1794 } 1632 }
1795 1633
1796 if ((tmp = item->in_player ())) 1634 if (object *pl = item->visible_to ())
1797 esrv_update_item (UPD_ANIM, tmp, item); 1635 esrv_update_item (UPD_ANIM, pl, item);
1798 } 1636 }
1799 } 1637 }
1800 else if (item->type == ROD || item->type == HORN) 1638 else if (item->type == ROD || item->type == HORN)
1801 drain_rod_charge (item); 1639 drain_rod_charge (item);
1802 } 1640 }
1807bool 1645bool
1808fire (object *op, int dir) 1646fire (object *op, int dir)
1809{ 1647{
1810 int spellcost = 0; 1648 int spellcost = 0;
1811 1649
1812 /* check for loss of invisiblity/hide */
1813 if (action_makes_visible (op))
1814 make_visible (op);
1815
1816 player *pl = op->contr; 1650 player *pl = op->contr;
1817 1651
1818 if (pl->golem) 1652 if (pl->golem)
1819 { 1653 {
1820 control_golem (op->contr->golem, dir); 1654 control_golem (op->contr->golem, dir);
1822 } 1656 }
1823 1657
1824 object *ob = pl->ranged_ob; 1658 object *ob = pl->ranged_ob;
1825 1659
1826 if (!ob) 1660 if (!ob)
1827 return false;
1828
1829 if (!op->change_weapon (ob))
1830 return false; 1661 return false;
1831 1662
1832 if (op->speed_left > 0.f) 1663 if (op->speed_left > 0.f)
1833 --op->speed_left; 1664 --op->speed_left;
1834 else 1665 else
1835 return false; 1666 return false;
1836 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
1837 switch (ob->type) 1675 switch (ob->type)
1838 { 1676 {
1839 case BOW: 1677 case BOW:
1840 player_fire_bow (op, dir); 1678 player_fire_bow (op, dir);
1841 break; 1679 break;
1842 1680
1843 case SPELL: 1681 case SPELL:
1844 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);
1845 break; 1683 break;
1846 1684
1847 case BUILDER: 1685 case BUILDER:
1848 apply_map_builder (op, dir); 1686 apply_map_builder (op, dir);
1849 break; 1687 break;
1858 } 1696 }
1859 1697
1860 return true; 1698 return true;
1861} 1699}
1862 1700
1863/* find_key 1701static object *
1864 * We try to find a key for the door as passed. If we find a key
1865 * and successfully use it, we return the key, otherwise NULL
1866 * This function merges both normal and locked door, since the logic
1867 * for both is the same - just the specific key is different.
1868 * pl is the player,
1869 * inv is the objects inventory to searched
1870 * door is the door we are trying to match against.
1871 * This function can be called recursively to search containers.
1872 */
1873object *
1874find_key (object *pl, object *container, object *door) 1702find_key_ (object *pl, object *container, object *door)
1875{ 1703{
1876 object *tmp, *key; 1704 object *tmp, *key;
1877 1705
1878 /* Should not happen, but sanity checking is never bad */ 1706 /* Should not happen, but sanity checking is never bad */
1879 if (!container->inv) 1707 if (!container->inv)
1882 /* 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 */
1883 for (tmp = container->inv; tmp; tmp = tmp->below) 1711 for (tmp = container->inv; tmp; tmp = tmp->below)
1884 { 1712 {
1885 if (door->type == DOOR && tmp->type == KEY) 1713 if (door->type == DOOR && tmp->type == KEY)
1886 break; 1714 break;
1715
1887 /* For sanity, we should really check door type, but other stuff 1716 /* For sanity, we should really check door type, but other stuff
1888 * (like containers) can be locked with special keys 1717 * (like containers) can be locked with special keys
1889 */ 1718 */
1890 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1891 break; 1720 break;
1897 * a key, return 1726 * a key, return
1898 */ 1727 */
1899 if (!tmp) 1728 if (!tmp)
1900 { 1729 {
1901 for (tmp = container->inv; tmp; tmp = tmp->below) 1730 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 {
1903 /* No reason to search empty containers */ 1731 /* No reason to search empty containers */
1904 if (tmp->type == CONTAINER && tmp->inv) 1732 if (tmp->type == CONTAINER && tmp->inv)
1905 {
1906 if ((key = find_key (pl, tmp, door))) 1733 if ((key = find_key_ (pl, tmp, door)))
1907 return key; 1734 return key;
1908 }
1909 }
1910 1735
1911 if (!tmp) 1736 if (!tmp)
1912 return NULL; 1737 return 0;
1913 } 1738 }
1914 1739
1915 /* 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,
1916 * see if we actually want to use it 1741 * see if we actually want to use it
1917 */ 1742 */
1918 if (pl != container) 1743 if (pl != container)
1919 { 1744 {
1920 /* Only let players use keys in containers */ 1745 /* Only let players use keys in containers */
1921 if (!pl->contr) 1746 if (!pl->contr)
1922 return NULL; 1747 return 0;
1748
1923 /* cases where this fails: 1749 /* cases where this fails:
1924 * If we only search the player inventory, return now since we 1750 * If we only search the player inventory, return now since we
1925 * are not in the players inventory. 1751 * are not in the players inventory.
1926 * If the container is not active, return now since only active 1752 * If the container is not active, return now since only active
1927 * containers can be used. 1753 * containers can be used.
1931 * inv must have been an container and must have been active. 1757 * inv must have been an container and must have been active.
1932 * 1758 *
1933 * Change the color so that the message doesn't disappear with 1759 * Change the color so that the message doesn't disappear with
1934 * all the others. 1760 * all the others.
1935 */ 1761 */
1936 if (pl->contr->usekeys == key_inventory || 1762 if (pl->contr->usekeys == key_inventory
1937 !QUERY_FLAG (container, FLAG_APPLIED) || 1763 || !QUERY_FLAG (container, FLAG_APPLIED)
1938 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1939 { 1765 {
1940 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1941 "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));
1942 return NULL; 1768 return NULL;
1943 } 1769 }
1944 } 1770 }
1945 1771
1946 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);
1947} 1798}
1948 1799
1949/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
1950 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
1951 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
1978 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); 1829 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1979 remove_door2 (door); /* remove door without violence ;-) */ 1830 remove_door2 (door); /* remove door without violence ;-) */
1980 } 1831 }
1981 1832
1982 /* Do this after we print the message */ 1833 /* Do this after we print the message */
1983 decrease_ob (key); /* Use up one of the keys */ 1834 key->decrease (); /* Use up one of the keys */
1984 /* Need to update the weight the container the key was in */
1985 if (container != op)
1986 esrv_update_item (UPD_WEIGHT, op, container);
1987 1835
1988 return 1; /* Nothing more to do below */ 1836 return 1; /* Nothing more to do below */
1989 } 1837 }
1990 else if (door->type == LOCKED_DOOR) 1838 else if (door->type == LOCKED_DOOR)
1991 { 1839 {
2004 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
2005 */ 1853 */
2006bool 1854bool
2007move_player_attack (object *op, int dir) 1855move_player_attack (object *op, int dir)
2008{ 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
2009 int on_battleground; 1863 int on_battleground;
2010 1864
2011 sint16 nx = freearr_x[dir] + op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
2012 sint16 ny = freearr_y[dir] + op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
2013 1867
2014 on_battleground = op_on_battleground (op, 0, 0); 1868 on_battleground = op_on_battleground (op, 0, 0);
2015 1869
2016 if (out_of_map (op->map, nx, ny)) 1870 if (out_of_map (op->map, nx, ny))
2017 return false; 1871 return false;
2018
2019 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2020 {
2021 --op->speed_left;
2022 return true;
2023 }
2024 1872
2025 /* 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
2026 * 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
2027 * 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
2028 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2088 --op->speed_left; 1936 --op->speed_left;
2089 1937
2090 op->play_sound (sound_find ("push_player")); 1938 op->play_sound (sound_find ("push_player"));
2091 push_ob (mon, dir, op); 1939 push_ob (mon, dir, op);
2092 1940
2093 if (op->contr->tmp_invis || op->hide) 1941 if (action_makes_visible (op))
2094 make_visible (op); 1942 make_visible (op);
2095 1943
2096 return true; 1944 return true;
2097 } 1945 }
2098 else 1946 else
2120 push_ob (mon, dir, op); 1968 push_ob (mon, dir, op);
2121 } 1969 }
2122 else 1970 else
2123 op->statusmsg ("You withhold your attack"); 1971 op->statusmsg ("You withhold your attack");
2124 1972
2125 if (op->contr->tmp_invis || op->hide) 1973 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2126 make_visible (op); 1974 make_visible (op);
2127 1975
2128 return true; 1976 return true;
2129 } 1977 }
2130 } 1978 }
2170} 2018}
2171 2019
2172bool 2020bool
2173move_player (object *op, int dir) 2021move_player (object *op, int dir)
2174{ 2022{
2175 int pick;
2176
2177 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2023 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2178 return 0; 2024 return 0;
2179 2025
2180 /* Sanity check: make sure dir is valid */ 2026 /* Sanity check: make sure dir is valid */
2181 if ((dir < 0) || (dir >= 9)) 2027 if ((dir < 0) || (dir >= 9))
2182 { 2028 {
2188 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2189 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2035 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2190 2036
2191 op->facing = dir; 2037 op->facing = dir;
2192 2038
2193 if (op->hide) 2039 if (op->flag [FLAG_HIDDEN])
2194 do_hidden_move (op); 2040 do_hidden_move (op);
2195 2041
2196 bool retval; 2042 bool retval;
2043 int pick = 0;
2197 2044
2198 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2045 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2199 retval = RESULT_INT (0); 2046 retval = RESULT_INT (0);
2200 else if (op->contr->fire_on) 2047 else if (op->contr->fire_on)
2201 retval = fire (op, dir); 2048 retval = fire (op, dir);
2258 return move_player (op, op->direction); 2105 return move_player (op, op->direction);
2259 2106
2260 return false; 2107 return false;
2261} 2108}
2262 2109
2263int 2110static int
2264save_life (object *op) 2111save_life (object *op)
2265{ 2112{
2266 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2267 return 0; 2114 return 0;
2268 2115
2270 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2271 { 2118 {
2272 op->play_sound (sound_find ("ob_evaporate")); 2119 op->play_sound (sound_find ("ob_evaporate"));
2273 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));
2274 2121
2275 if (op->contr)
2276 esrv_del_item (op->contr, tmp->count);
2277
2278 tmp->destroy (); 2122 tmp->destroy ();
2279 CLEAR_FLAG (op, FLAG_LIFESAVE); 2123 CLEAR_FLAG (op, FLAG_LIFESAVE);
2280 2124
2281 if (op->stats.hp < 0) 2125 if (op->stats.hp < 0)
2282 op->stats.hp = op->stats.maxhp; 2126 op->stats.hp = op->stats.maxhp;
2294 return 0; 2138 return 0;
2295} 2139}
2296 2140
2297/* 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
2298 * 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
2299 * 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
2300 * from. 2144 * from.
2301 */ 2145 */
2302static void 2146static void
2303drop_unpaid_items (object *op, object *env) 2147drop_unpaid_items (object *op, object *env)
2304{ 2148{
2305 while (op) 2149 while (op)
2306 { 2150 {
2307 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' */
2308 2152
2309 if (QUERY_FLAG (op, FLAG_UNPAID)) 2153 if (QUERY_FLAG (op, FLAG_UNPAID))
2310 {
2311 if (env->type == PLAYER)
2312 esrv_del_item (env->contr, op->count);
2313
2314 op->insert_at (env); 2154 op->insert_at (env);
2315 }
2316 else if (op->inv) 2155 else if (op->inv)
2317 drop_unpaid_items (op->inv, env); 2156 drop_unpaid_items (op->inv, env);
2318 2157
2319 op = next; 2158 op = next;
2320 } 2159 }
2323void 2162void
2324object::drop_unpaid_items () 2163object::drop_unpaid_items ()
2325{ 2164{
2326 if (!flag [FLAG_REMOVED]) 2165 if (!flag [FLAG_REMOVED])
2327 ::drop_unpaid_items (inv, this); 2166 ::drop_unpaid_items (inv, this);
2328}
2329
2330/*
2331 * Returns pointer a static string containing gravestone text
2332 * Moved from apply.c to player.c - player.c is what
2333 * actually uses this function. player.c may not be quite the
2334 * best, a misc file for object actions is probably better,
2335 * but there isn't one in the server directory.
2336 */
2337char *
2338gravestone_text (object *op)
2339{
2340 static char buf2[MAX_BUF];
2341 char buf[MAX_BUF];
2342 time_t now = time (NULL);
2343
2344 strcpy (buf2, " R.I.P.\n\n");
2345 if (op->type == PLAYER)
2346 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2347 else
2348 sprintf (buf, "%s\n", &op->name);
2349
2350 strncat (buf2, " ", 20 - strlen (buf) / 2);
2351 strcat (buf2, buf);
2352 if (op->type == PLAYER)
2353 sprintf (buf, "who was in level %d when killed\n", op->level);
2354 else
2355 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2356
2357 strncat (buf2, " ", 20 - strlen (buf) / 2);
2358 strcat (buf2, buf);
2359 if (op->type == PLAYER)
2360 {
2361 sprintf (buf, "by %s.\n\n", op->contr->killer);
2362 strncat (buf2, " ", 21 - strlen (buf) / 2);
2363 strcat (buf2, buf);
2364 }
2365
2366 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf);
2369
2370 return buf2;
2371} 2167}
2372 2168
2373void 2169void
2374do_some_living (object *op) 2170do_some_living (object *op)
2375{ 2171{
2530 { 2326 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2327 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532 2328
2533 if (over_hp > 0) 2329 if (over_hp > 0)
2534 { 2330 {
2535 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;
2536 op->last_heal = 0; 2332 op->last_heal = 0;
2537 } 2333 }
2538 else 2334 else
2539 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);
2540 } 2336 }
2556 op->stats.food--; 2352 op->stats.food--;
2557 } 2353 }
2558 2354
2559 if (op->stats.food < 0 && op->stats.hp >= 0) 2355 if (op->stats.food < 0 && op->stats.hp >= 0)
2560 { 2356 {
2561 object *tmp, *flesh = 0; 2357 object *flesh = 0;
2562 2358
2563 for (tmp = op->inv; tmp; tmp = tmp->below) 2359 for_inv_removable (op, tmp)
2564 { 2360 {
2565 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)
2566 { 2365 {
2567 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2366 op->statusmsg ("You blindly grab for a bite of food. "
2568 { 2367 "H<To prevent you from starving, you ate some random item from your backpack.>");
2569 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2570 manual_apply (op, tmp, 0); 2368 manual_apply (op, tmp, 0);
2369
2571 if (op->stats.food >= 0 || op->stats.hp < 0) 2370 if (op->stats.food >= 0 || op->stats.hp < 0)
2572 break; 2371 break;
2573 } 2372 }
2574 else if (tmp->type == FLESH) 2373 else if (tmp->type == FLESH)
2575 flesh = tmp; 2374 flesh = tmp;
2576 } /* End if paid for object */ 2375 }
2577 } /* end of for loop */
2578 2376
2579 /* 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
2580 * eat flesh instead. 2378 * eat flesh instead.
2581 */ 2379 */
2582 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2583 { 2381 {
2584 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.>");
2585 manual_apply (op, flesh, 0); 2384 manual_apply (op, flesh, 0);
2586 } 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.>");
2587 } 2391 }
2588 2392
2589 if (op->stats.food < 0) 2393 if (op->stats.food < 0)
2590 { 2394 {
2591 op->stats.hp += op->stats.food; 2395 op->stats.hp += op->stats.food;
2592 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 ();
2593 } 2402 }
2403 }
2594 2404
2405 /* killer should be set here already */
2595 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2406 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2596 kill_player (op); 2407 kill_player (op);
2597 } 2408 }
2598} 2409}
2599 2410
2604 */ 2415 */
2605void 2416void
2606kill_player (object *op) 2417kill_player (object *op)
2607{ 2418{
2608 int x, y; 2419 int x, y;
2609 char buf[MAX_BUF];
2610 maptile *map; /* this is for resurrection */ 2420 maptile *map; /* this is for resurrection */
2611 int will_kill_again; 2421 int will_kill_again;
2612 archetype *at; 2422 archetype *at;
2613 object *tmp; 2423 object *tmp;
2614 2424
2615 if (save_life (op)) 2425 if (save_life (op))
2616 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 }
2617 2465
2618 /* 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
2619 * 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.
2620 * Look at op_on_battleground() for more info --AndreasV 2468 * Look at op_on_battleground() for more info --AndreasV
2621 */ 2469 */
2622 if (op_on_battleground (op, &x, &y)) 2470 if (op_on_battleground (op, &x, &y))
2623 { 2471 {
2624 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";
2625 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2626
2627 /* restore player */
2628 at = archetype::find ("poisoning");
2629 if (object *tmp = present_arch_in_ob (at, op))
2630 {
2631 tmp->destroy ();
2632 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2633 }
2634
2635 at = archetype::find ("confusion");
2636 if (object *tmp = present_arch_in_ob (at, op))
2637 {
2638 tmp->destroy ();
2639 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2640 }
2641
2642 cure_disease (op, 0, 0); /* remove any disease */
2643 op->stats.hp = op->stats.maxhp;
2644 if (op->stats.food <= 0)
2645 op->stats.food = 999;
2646 2473
2647 /* create a bodypart-trophy to make the winner happy */ 2474 /* create a bodypart-trophy to make the winner happy */
2648 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2649 { 2476 {
2650 tmp->name = format ("%s's finger" , &op->name); 2477 tmp->name = format ("%s's finger" , &op->name);
2651 tmp->name_pl = format ("%s's fingers", &op->name); 2478 tmp->name_pl = format ("%s's fingers", &op->name);
2652 tmp->msg = format ( 2479 tmp->msg = format (
2653 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2480 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2654 &op->name, op->contr->title, (int) (op->level), op->contr->killer 2481 &op->name, op->contr->title,
2482 (int)op->level,
2483 op->contr->killer_name ()
2655 ); 2484 );
2656 tmp->value = 0, tmp->type = 0; 2485 tmp->value = 0, tmp->type = 0;
2657 tmp->materialname = "organics"; 2486 tmp->materialname = "organics";
2658 tmp->insert_at (op, tmp); 2487 tmp->insert_at (op, tmp);
2659 } 2488 }
2660 2489
2661 /* teleport defeated player to new destination */ 2490 /* teleport defeated player to new destination */
2662 transfer_ob (op, x, y, 0, NULL); 2491 transfer_ob (op, x, y, 0, NULL);
2663 op->contr->braced = 0; 2492 op->contr->braced = 0;
2493
2494 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2664 return; 2495 return;
2665 } 2496 }
2666 2497
2498 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2499 deathtab << "T<YOU HAVE DIED>\n\n";
2500
2667 INVOKE_PLAYER (DEATH, op->contr); 2501 INVOKE_PLAYER (DEATH, op->contr);
2668 2502
2669 command_kill_pets (op, 0); 2503 command_kill_pets (op, 0);
2670
2671 if (op->stats.food < 0)
2672 strcpy (op->contr->killer, "starvation");
2673 2504
2674 op->contr->play_sound (sound_find ("player_dies")); 2505 op->contr->play_sound (sound_find ("player_dies"));
2675 2506
2676 /* save the map location for corpse, gravestone */ 2507 /* save the map location for corpse, gravestone */
2677 x = op->x; 2508 x = op->x;
2707 2538
2708 lost_a_stat = 0; 2539 lost_a_stat = 0;
2709 2540
2710 for (z = 0; z < num_stats_lose; z++) 2541 for (z = 0; z < num_stats_lose; z++)
2711 { 2542 {
2712 i = RANDOM () % NUM_STATS; 2543 i = rndm (NUM_STATS);
2713 2544
2714 if (settings.stat_loss_on_death) 2545 if (settings.stat_loss_on_death)
2715 { 2546 {
2716 /* 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
2717 * what he lost. 2548 * what he lost.
2724 lost_a_stat = 1; 2555 lost_a_stat = 1;
2725 } 2556 }
2726 else 2557 else
2727 { 2558 {
2728 /* deplete a stat */ 2559 /* deplete a stat */
2729 archetype *deparch = archetype::find ("depletion"); 2560 archetype *deparch = archetype::find (shstr_depletion);
2730 object *dep; 2561 object *dep;
2731 2562
2732 dep = present_arch_in_ob (deparch, op); 2563 dep = present_arch_in_ob (deparch, op);
2733 if (!dep) 2564 if (!dep)
2734 { 2565 {
2768 } 2599 }
2769 } 2600 }
2770 2601
2771 if (lose_this_stat) 2602 if (lose_this_stat)
2772 { 2603 {
2773 this_stat = get_attr_value (&(dep->stats), i); 2604 this_stat = get_attr_value (&dep->stats, i);
2774 /* We could try to do something clever like find another 2605 /* We could try to do something clever like find another
2775 * stat to reduce if this fails. But chances are, if 2606 * stat to reduce if this fails. But chances are, if
2776 * stats have been depleted to -50, all are pretty low 2607 * stats have been depleted to -50, all are pretty low
2777 * 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
2778 * difference. 2609 * difference.
2786 lost_a_stat = 1; 2617 lost_a_stat = 1;
2787 } 2618 }
2788 } 2619 }
2789 } 2620 }
2790 } 2621 }
2622
2791 /* If no stat lost, tell the player. */ 2623 /* If no stat lost, tell the player. */
2792 if (!lost_a_stat) 2624 if (!lost_a_stat)
2793 { 2625 {
2794 /* determine_god() seems to not work sometimes... why is this? 2626 /* determine_god() seems to not work sometimes... why is this?
2795 Should I be using something else? GD */ 2627 Should I be using something else? GD */
2796 const char *god = determine_god (op); 2628 shstr_tmp god = determine_god (op);
2797 2629
2798 if (god && (strcmp (god, "none"))) 2630 if (god != shstr_none)
2799 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";
2800 else 2632 else
2801 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";
2802 } 2634 }
2803#else 2635#else
2804 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.";
2805#endif 2637#endif
2806 2638
2807 /* Put a gravestone up where the character 'almost' died. List the 2639 /* Put a gravestone up where the character 'almost' died. List the
2808 * exp loss on the stone. 2640 * exp loss on the stone.
2809 */ 2641 */
2810 tmp = arch_to_object (archetype::find ("gravestone")); 2642 tmp = arch_to_object (archetype::find (shstr_gravestone));
2811 sprintf (buf, "%s's gravestone", &op->name); 2643 tmp->name = format ("%s's gravestone", &op->name);
2812 tmp->name = buf; 2644 tmp->name_pl = format ("%s's gravestones", &op->name);
2813 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",
2814 tmp->name_pl = buf; 2646 &op->name, op->contr->title, op->contr->killer_name ());
2815 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);
2816 tmp->msg = buf;
2817 tmp->x = op->x, tmp->y = op->y; 2647 tmp->x = op->x, tmp->y = op->y;
2818 insert_ob_in_map (tmp, op->map, NULL, 0); 2648 insert_ob_in_map (tmp, op->map, NULL, 0);
2819 2649
2820 /**************************************/ 2650 /**************************************/
2821 /* */ 2651 /* */
2822 /* Subtract the experience points, */ 2652 /* Subtract the experience points, */
2823 /* if we died cause of food, give us */
2824 /* food, and reset HP's... */
2825 /* */ 2653 /* */
2826 /**************************************/ 2654 /**************************************/
2827 2655
2828 /* remove any poisoning and confusion the character may be suffering. */
2829 /* restore player */
2830 at = archetype::find ("poisoning");
2831 tmp = present_arch_in_ob (at, op);
2832
2833 if (tmp)
2834 {
2835 tmp->destroy ();
2836 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2837 }
2838
2839 at = archetype::find ("confusion");
2840 tmp = present_arch_in_ob (at, op);
2841 if (tmp)
2842 {
2843 tmp->destroy ();
2844 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2845 }
2846
2847 cure_disease (op, 0, 0); /* remove any disease */
2848
2849 /*add_exp(op, (op->stats.exp * -0.20)); */ 2656 /*add_exp(op, (op->stats.exp * -0.20)); */
2850 apply_death_exp_penalty (op); 2657 apply_death_exp_penalty (op);
2851 if (op->stats.food < 100)
2852 op->stats.food = 900;
2853 op->stats.hp = op->stats.maxhp;
2854 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2855 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2856 2658
2857 /* 2659 /*
2858 * 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
2859 * and put them back in the map. 2661 * and put them back in the map.
2860 */ 2662 */
2895 if (will_kill_again & (1 << at)) 2697 if (will_kill_again & (1 << at))
2896 force->resist[at] = 100; 2698 force->resist[at] = 100;
2897 2699
2898 insert_ob_in_ob (force, op); 2700 insert_ob_in_ob (force, op);
2899 op->update_stats (); 2701 op->update_stats ();
2900
2901 } 2702 }
2902 2703
2903 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2704 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2904} 2705}
2905 2706
2906void 2707static void
2907loot_object (object *op) 2708loot_object (object *op)
2908{ /* Grab and destroy some treasure */ 2709{ /* Grab and destroy some treasure */
2909 object *tmp, *tmp2, *next; 2710 object *tmp, *tmp2, *next;
2910 2711
2911 op->close_container (); /* close open sack first */ 2712 op->close_container (); /* close open sack first */
2925 2726
2926 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))))
2927 { 2728 {
2928 if (tmp->nrof > 1) 2729 if (tmp->nrof > 1)
2929 { 2730 {
2930 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2731 tmp->decrease (rndm (1, tmp->nrof - 1));
2931 tmp2->destroy ();
2932 insert_ob_in_map (tmp, op->map, NULL, 0); 2732 insert_ob_in_map (tmp, op->map, NULL, 0);
2933 } 2733 }
2934 else 2734 else
2935 tmp->destroy (); 2735 tmp->destroy ();
2936 } 2736 }
2947void 2747void
2948fix_weight (void) 2748fix_weight (void)
2949{ 2749{
2950 for_all_players (pl) 2750 for_all_players (pl)
2951 { 2751 {
2952 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2752 sint32 old = pl->ob->carrying;
2953 2753
2954 if (old == sum) 2754 pl->ob->update_weight ();
2955 continue; 2755
2756 if (old != pl->ob->carrying)
2757 {
2956 pl->ob->update_stats (); 2758 pl->ob->update_stats ();
2957 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 }
2958 } 2761 }
2959} 2762}
2960 2763
2961void 2764void
2962fix_luck (void) 2765fix_luck (void)
3004} 2807}
3005 2808
3006void 2809void
3007make_visible (object *op) 2810make_visible (object *op)
3008{ 2811{
3009 op->hide = 0; 2812 op->flag [FLAG_HIDDEN] = 0;
3010 op->invisible = 0; 2813 op->invisible = 0;
3011 2814
3012 if (op->type == PLAYER) 2815 if (op->type == PLAYER)
3013 { 2816 {
3014 op->contr->tmp_invis = 0; 2817 op->contr->tmp_invis = 0;
3039 2842
3040 if (!ob || !ob->map) 2843 if (!ob || !ob->map)
3041 return 0; 2844 return 0;
3042 2845
3043 /* so, on normal lighted maps, its hard to hide */ 2846 /* so, on normal lighted maps, its hard to hide */
3044 level = ob->map->darkness - 2; 2847 level = ob->map->darklevel () - 2;
3045 2848
3046 /* this also picks up whether the object is glowing. 2849 /* this also picks up whether the object is glowing.
3047 * 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
3048 * as bad as carrying a light on a pitch dark map */ 2851 * as bad as carrying a light on a pitch dark map */
3049 if (has_carried_lights (ob)) 2852 if (ob->has_carried_lights ())
3050 level = -(10 + (2 * ob->map->darkness)); 2853 level = -(10 + (2 * ob->map->darklevel ()));
3051 2854
3052 /* scan through all nearby squares for terrain to hide in */ 2855 /* scan through all nearby squares for terrain to hide in */
3053 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])
3054 { 2859 {
3055 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2860 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3056 if (mflag & P_OUT_OF_MAP) 2861 if (mflag & P_OUT_OF_MAP)
3057 {
3058 continue; 2862 continue;
3059 } 2863
3060 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2864 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3061 level += 2; 2865 level += 2;
3062 else /* open terrain! */ 2866 else /* open terrain! */
3063 level -= 1; 2867 level -= 1;
3064 } 2868 }
3075 * spot (surrounded by clear terrain in broad daylight). -b.t. 2879 * spot (surrounded by clear terrain in broad daylight). -b.t.
3076 */ 2880 */
3077void 2881void
3078do_hidden_move (object *op) 2882do_hidden_move (object *op)
3079{ 2883{
3080 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2884 int hide = 0;
3081 object *skop;
3082 2885
3083 if (!op || !op->map) 2886 if (!op || !op->map)
3084 return; 2887 return;
3085 2888
3086 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);
3087 2891
3088 /* 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! */
3089 if (op->type == PLAYER && op->contr->run_on) 2893 if (op->type == PLAYER && op->contr->run_on)
3090 if (!skop || num >= skop->level) 2894 if (!skop || num >= skop->level)
3091 { 2895 {
3101 num -= hide; 2905 num -= hide;
3102 2906
3103 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2907 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3104 { 2908 {
3105 make_visible (op); 2909 make_visible (op);
2910
3106 if (op->type == PLAYER) 2911 if (op->type == PLAYER)
3107 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!");
3108 } 2913 }
3109 else if (op->type == PLAYER && skop) 2914 else if (op->type == PLAYER && skop)
3110 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);
3200 while (op) 3005 while (op)
3201 { 3006 {
3202 dx = rv.distance_x + op->arch->x; 3007 dx = rv.distance_x + op->arch->x;
3203 dy = rv.distance_y + op->arch->y; 3008 dy = rv.distance_y + op->arch->y;
3204 3009
3205 /* only the viewable area the player sees is updated by LOS 3010 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3206 * code, so we need to restrict ourselves to that range of values
3207 * for any meaningful values.
3208 */
3209 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3210 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3211 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3212 return 1; 3011 return 1;
3213 3012
3214 op = op->more; 3013 op = op->more;
3215 }
3216
3217 return 0;
3218}
3219
3220/* routine for both players and monsters. We call this when
3221 * there is a possibility for our action distrubing our hiding
3222 * place or invisiblity spell. Artefact invisiblity is not
3223 * effected by this. If we arent invisible to begin with, we
3224 * return 0.
3225 */
3226int
3227action_makes_visible (object *op)
3228{
3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3230 {
3231 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3232 return 0;
3233
3234 if (op->contr && op->contr->tmp_invis == 0)
3235 return 0;
3236
3237 /* If monsters, they should become visible */
3238 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3239 {
3240 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3241 return 1;
3242 }
3243 } 3014 }
3244 3015
3245 return 0; 3016 return 0;
3246} 3017}
3247 3018
3451 else 3222 else
3452 { 3223 {
3453 /* generate misc. treasure */ 3224 /* generate misc. treasure */
3454 tmp = arch_to_object (tr->item); 3225 tmp = arch_to_object (tr->item);
3455 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));
3456 tmp = insert_ob_in_ob (tmp, who); 3227 who->insert (tmp);
3457 if (who->type == PLAYER)
3458 esrv_send_item (who, tmp);
3459 } 3228 }
3460} 3229}
3461 3230
3462/** 3231/**
3463 * 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
3474 3243
3475 if (pl->ranged_ob == ob) 3244 if (pl->ranged_ob == ob)
3476 pl->ranged_ob = 0; 3245 pl->ranged_ob = 0;
3477} 3246}
3478 3247
3248//-GPL
3249
3479sint8 3250sint8
3480player::visibility_at (maptile *map, int x, int y) const 3251player::darkness_at (maptile *map, int x, int y) const
3481{ 3252{
3482 if (!ns) 3253 if (!ns)
3483 return 0; 3254 return LOS_BLOCKED;
3484 3255
3485 int dx, dy; 3256 int dx, dy;
3486 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3257 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3487 return 0; 3258 return LOS_BLOCKED;
3488 3259
3489 x += dx - ns->current_x + ns->mapx / 2; 3260 x += dx - ns->current_x;
3490 y += dy - ns->current_y + ns->mapy / 2; 3261 y += dy - ns->current_y;
3491 3262
3492 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3493 return 0;
3494
3495 return 100 - blocked_los [x][y]; 3263 return blocked_los (x, y);
3496} 3264}
3497 3265
3498void 3266void
3499player::infobox (const char *title, const char *msg, int color) 3267player::infobox (const char *title, const char *msg, int color)
3500{ 3268{

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