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Comparing deliantra/server/server/player.C (file contents):
Revision 1.182 by root, Thu Apr 17 14:06:03 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);
326 ob->deactivate (); // change_Weapon activates, fix this better 215 ob->deactivate (); // change_weapon activates, fix this better
327} 216}
328 217
329void 218void
330player::set_observe (object *op) 219player::set_observe (object *op)
331{ 220{
332 observe = op ? op : ob; 221 observe = viewpoint = op ? op : ob;
333 do_los = 1; 222 do_los = 1;
334} 223}
224
225void
226player::set_viewpoint (object *op)
227{
228 viewpoint = op ? op : (object *)observe;
229 do_los = 1;
230}
231
232//+GPL
335 233
336player::player () 234player::player ()
337{ 235{
338 /* There are some elements we want initialised to non zero value - 236 /* There are some elements we want initialised to non zero value -
339 * we deal with that below this point. 237 * we deal with that below this point.
345 savebed_map = first_map_path; /* Init. respawn position */ 243 savebed_map = first_map_path; /* Init. respawn position */
346 244
347 gen_sp_armour = 10; 245 gen_sp_armour = 10;
348 bowtype = bow_normal; 246 bowtype = bow_normal;
349 petmode = pet_normal; 247 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers; 248 usekeys = containers;
352 peaceful = 1; /* default peaceful */ 249 peaceful = 1; /* default peaceful */
353 do_los = 1; 250 do_los = 1;
354 251
355 weapon_sp = 1.0f; 252 weapon_sp = 1.0f;
367 { 264 {
368 ob->destroy_inv (false); 265 ob->destroy_inv (false);
369 ob->destroy (); 266 ob->destroy ();
370 } 267 }
371 268
372 ob = observe = 0; 269 ob = observe = viewpoint = 0;
373} 270}
374 271
375player::~player () 272player::~player ()
376{ 273{
377 /* Clear item stack */ 274 /* Clear item stack */
378 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 }
379} 304}
380 305
381/* Tries to add player on the connection passed in ns. 306/* Tries to add player on the connection passed in ns.
382 * 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
383 * mode. 308 * mode.
394 pl->ob->run_away = 25; /* Then we panick... */ 319 pl->ob->run_away = 25; /* Then we panick... */
395 320
396 set_first_map (pl->ob); 321 set_first_map (pl->ob);
397 322
398 return pl; 323 return pl;
399}
400
401/*
402 * get_player_archetype() return next player archetype from archetype
403 * list. Not very efficient routine, but used only creating new players.
404 * Note: there MUST be at least one player archetype!
405 */
406archetype *
407get_player_archetype (archetype *at)
408{
409 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
410
411 for (;;)
412 {
413 if (++i == archetypes.end ())
414 i = archetypes.begin ();
415 else if (*i == at)
416 cleanup ("not a single player archetype found");
417
418 if ((*i)->type == PLAYER)
419 return *i;
420 }
421} 324}
422 325
423object * 326object *
424get_nearest_player (object *mon) 327get_nearest_player (object *mon)
425{ 328{
665 op->destroy (); 568 op->destroy ();
666 continue; 569 continue;
667 } 570 }
668 } 571 }
669 572
670 /* This really needs to be better - we should really give 573 /* Here we remove duplicated skills (as duplicated spell objects have
671 * a substitute spellbook. The problem is that we don't really 574 * _very_ confusing effects for players), which could for instance be
672 * have a good idea what to replace it with (need something like 575 * generated by bad treasurelists. - elmex
673 * a first level treasurelist for each skill.)
674 * remove duplicate skills also
675 */ 576 */
676 if (op->type == SPELLBOOK || op->type == SKILL) 577 if (op->type == SKILL)
677 { 578 {
678 object *tmp;
679
680 for (tmp = op->below; tmp; tmp = tmp->below) 579 for (object *tmp = op->below; tmp; tmp = tmp->below)
681 if (tmp->type == op->type && tmp->name == op->name) 580 if (tmp->type == op->type && tmp->name == op->name)
682 break;
683
684 if (tmp)
685 { 581 {
686 op->destroy (); 582 op->destroy ();
583 LOG (llevError,
687 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
688 continue; 585 break;
689 } 586 }
690 587
691 if (op->nrof > 1) 588 if (op->nrof > 1)
692 op->nrof = 1; 589 op->nrof = 1;
693 } 590 }
694 591
720 else /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
721 SET_FLAG (op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
722 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
723 620
724 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
725 link_player_skills (pl); 622 pl->contr->link_skills ();
726} 623}
727 624
728void 625void
729get_party_password (object *op, partylist *party) 626get_party_password (object *op, partylist *party)
730{ 627{
845 */ 742 */
846void 743void
847player::chargen_race_done () 744player::chargen_race_done ()
848{ 745{
849 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
850 esrv_new_player (ob->contr, ob->weight + ob->carrying); 747 esrv_new_player (ob->contr);
851 748
852 treasurelist *tl = treasurelist::find ("starting_wealth"); 749 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
853 if (tl) 750 if (tl)
854 create_treasure (tl, ob, 0, 0, 0); 751 create_treasure (tl, ob, 0, 0, 0);
855 752
856 INVOKE_PLAYER (BIRTH, ob->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
857 INVOKE_PLAYER (LOGIN, ob->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
858 755
859 ob->contr->ns->state = ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
860 757
861 if (ob->msg) 758 if (ob->msg)
862 ob->msg = 0; 759 ob->msg = 0;
863
864 /* We create this now because some of the unique maps will need it
865 * to save here.
866 */
867 {
868 char buf[MAX_BUF];
869 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
870 make_path_to_file (buf);
871 }
872 760
873 start_info (ob); 761 start_info (ob);
874 CLEAR_FLAG (ob, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
875 give_initial_items (ob, ob->randomitems); 763 give_initial_items (ob, ob->randomitems);
876 link_player_skills (ob);
877 esrv_send_inventory (ob, ob); 764 esrv_send_inventory (ob, ob);
878 ob->update_stats (); 765 ob->update_stats ();
879 766
880 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
881 * is one for this race 768 * is one for this race
882 */ 769 */
883 if (*first_map_ext_path) 770 if (*first_map_ext_path)
884 { 771 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
885 object *tmp;
886 char mapname[MAX_BUF];
887
888 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
889 tmp = object::create ();
890 EXIT_PATH (tmp) = mapname;
891 EXIT_X (tmp) = ob->x;
892 EXIT_Y (tmp) = ob->y;
893 ob->enter_exit (tmp); /* we don't really care if it succeeded;
894 * if the map isn't there, then stay on the
895 * default initial map */
896 tmp->destroy ();
897 }
898 else 772 else
899 LOG (llevDebug, "first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
900} 774}
901 775
902void 776void
933 ob->stats.hp = ob->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
934 ob->stats.sp = ob->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
935 ob->stats.grace = 0; 809 ob->stats.grace = 0;
936} 810}
937 811
938void 812static void
939flee_player (object *op) 813flee_player (object *op)
940{ 814{
941 int dir, diff; 815 int dir, diff;
942 rv_vector rv; 816 rv_vector rv;
943 817
946 LOG (llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
947 CLEAR_FLAG (op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
948 return; 822 return;
949 } 823 }
950 824
951 if (op->enemy == NULL) 825 if (!op->enemy)
952 { 826 {
953 LOG (llevDebug, "Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
954 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
955 return; 829 return;
956 } 830 }
957 831
958 /* Seen some crashes here. Since we don't store an
959 * op->enemy_count, it is possible that something destroys the
960 * actual enemy, and the object is recycled.
961 */
962 if (op->enemy->map == NULL)
963 {
964 CLEAR_FLAG (op, FLAG_SCARED);
965 op->enemy = NULL;
966 return;
967 }
968
969 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))
970 { 833 {
971 op->enemy = NULL; 834 op->enemy = NULL;
972 CLEAR_FLAG (op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
973 return; 836 return;
976 get_rangevector (op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
977 840
978 dir = absdir (4 + rv.direction); 841 dir = absdir (4 + rv.direction);
979 for (diff = 0; diff < 3; diff++) 842 for (diff = 0; diff < 3; diff++)
980 { 843 {
981 int m = 1 - (RANDOM () & 2); 844 int m = 1 - rndm (2) * 2;
982 845
983 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)))
984 return; 847 return;
985 } 848 }
986 849
997check_pick (object *op) 860check_pick (object *op)
998{ 861{
999 object *tmp, *next; 862 object *tmp, *next;
1000 int stop = 0; 863 int stop = 0;
1001 int wvratio; 864 int wvratio;
1002 char putstring[128];
1003 865
1004 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1005 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1006 return 1; 868 return 1;
1007 869
1031 893
1032 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1033 { 895 {
1034 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1035 CHK_PICK_PICKUP; 897 CHK_PICK_PICKUP;
898
1036 continue; 899 continue;
1037 } 900 }
1038 901
1039 /* 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? */
1040 if (!(op->contr->mode & PU_NEWMODE)) 962 if (op->contr->mode & PU_FOOD)
963 if (tmp->type == FOOD)
1041 { 964 {
1042 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)
1043 { 1024 {
1044 case 0:
1045 return 1; /* don't pick up */
1046 case 1:
1047 CHK_PICK_PICKUP; 1025 CHK_PICK_PICKUP;
1048 return 1; 1026 continue;
1049 case 2:
1050 CHK_PICK_PICKUP;
1051 return 0;
1052 case 3:
1053 return 0; /* stop before pickup */
1054 case 4:
1055 CHK_PICK_PICKUP;
1056 break;
1057 case 5:
1058 CHK_PICK_PICKUP;
1059 stop = 1;
1060 break;
1061 case 6:
1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1063 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1064 CHK_PICK_PICKUP;
1065 break;
1066
1067 case 7:
1068 if (tmp->type == MONEY || tmp->type == GEM)
1069 CHK_PICK_PICKUP;
1070 break;
1071
1072 default:
1073 /* use value density */
1074 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1075 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1076 CHK_PICK_PICKUP;
1077 } 1027 }
1078 } 1028 }
1079 else 1029
1080 { /* old model */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1081 /* NEW pickup handling */
1082 if (op->contr->mode & PU_DEBUG) 1031 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET)
1083 { 1033 {
1084 /* some debugging code to figure out item information */ 1034 CHK_PICK_PICKUP;
1085 if (tmp->name != NULL)
1086 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1087 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1088 else
1089 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1090 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1091
1092 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1093 }
1094
1095 /* philosophy:
1096 * It's easy to grab an item type from a pile, as long as it's
1097 * generic. This takes no game-time. For more detailed pickups
1098 * and selections, select-items should be used. This is a
1099 * grab-as-you-run type mode that's really useful for arrows for
1100 * example.
1101 * The drawback: right now it has no frontend, so you need to
1102 * stick the bits you want into a calculator in hex mode and then
1103 * convert to decimal and then 'pickup <#>
1104 */
1105
1106 /* the first two modes are exclusive: if NOTHING we return, if
1107 * STOP then we stop. All the rest are applied sequentially,
1108 * meaning if any test passes, the item gets picked up. */
1109
1110 /* if mode is set to pick nothing up, return */
1111
1112 if (op->contr->mode & PU_NOTHING)
1113 return 1;
1114
1115 /* if mode is set to stop when encountering objects, return */
1116 /* take STOP before INHIBIT since it doesn't actually pick
1117 * anything up */
1118
1119 if (op->contr->mode & PU_STOP)
1120 return 0;
1121
1122 /* useful for going into stores and not losing your settings... */
1123 /* and for battles wher you don't want to get loaded down while
1124 * fighting */
1125 if (op->contr->mode & PU_INHIBIT)
1126 return 1;
1127
1128 /* prevent us from turning into auto-thieves :) */
1129 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1130 continue; 1035 continue;
1036 }
1131 1037
1132 /* ignore known cursed objects */ 1038 /* we don't forget dragon food */
1133 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;
1134 continue; 1043 continue;
1044 }
1135 1045
1136 /* all food and drink if desired */ 1046 /* bows and arrows. Bows are good for selling! */
1137 /* 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
1138 if (op->contr->mode & PU_FOOD) 1083 if (op->contr->mode & PU_BOOTS)
1139 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"))
1140 { 1117 {
1141 CHK_PICK_PICKUP; 1118 CHK_PICK_PICKUP;
1142 continue; 1119 continue;
1143 } 1120 }
1121 }
1144 1122
1123 /* misc stuff that's useful */
1145 if (op->contr->mode & PU_DRINK) 1124 if (op->contr->mode & PU_KEY)
1146 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1147 { 1126 {
1148 CHK_PICK_PICKUP; 1127 CHK_PICK_PICKUP;
1149 continue; 1128 continue;
1150 } 1129 }
1151 1130
1131 /* any of the last 4 bits set means we use the ratio for value
1132 * pickups */
1152 if (op->contr->mode & PU_POTION) 1133 if (op->contr->mode & PU_RATIO)
1153 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
1154 { 1138 */
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 /* spellbooks, skillscrolls and normal books/scrolls */
1160 if (op->contr->mode & PU_SPELLBOOK)
1161 if (tmp->type == SPELLBOOK)
1162 {
1163 CHK_PICK_PICKUP;
1164 continue;
1165 }
1166
1167 if (op->contr->mode & PU_SKILLSCROLL)
1168 if (tmp->type == SKILLSCROLL)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 if (op->contr->mode & PU_READABLES)
1175 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1181 /* wands/staves/rods/horns */
1182 if (op->contr->mode & PU_MAGIC_DEVICE)
1183 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1184 {
1185 CHK_PICK_PICKUP;
1186 continue;
1187 }
1188
1189 /* pick up all magical items */
1190 if (op->contr->mode & PU_MAGICAL) 1139 wvratio = op->contr->mode & PU_RATIO;
1191 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)
1192 {
1193 CHK_PICK_PICKUP;
1194 continue;
1195 }
1196
1197 if (op->contr->mode & PU_VALUABLES)
1198 { 1141 {
1199 if (tmp->type == MONEY || tmp->type == GEM) 1142#if 0
1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1144 if (tmp->name != NULL)
1200 { 1145 {
1201 CHK_PICK_PICKUP; 1146 fprintf (stderr, "%s", tmp->name);
1202 continue;
1203 } 1147 }
1204 }
1205
1206 /* rings & amulets - talismans seems to be typed AMULET */
1207 if (op->contr->mode & PU_JEWELS)
1208 if (tmp->type == RING || tmp->type == AMULET)
1209 {
1210 CHK_PICK_PICKUP;
1211 continue;
1212 }
1213
1214 /* we don't forget dragon food */
1215 if (op->contr->mode & PU_FLESH)
1216 if (tmp->type == FLESH)
1217 {
1218 CHK_PICK_PICKUP;
1219 continue;
1220 }
1221
1222 /* bows and arrows. Bows are good for selling! */
1223 if (op->contr->mode & PU_BOW)
1224 if (tmp->type == BOW)
1225 {
1226 CHK_PICK_PICKUP;
1227 continue;
1228 }
1229
1230 if (op->contr->mode & PU_ARROW)
1231 if (tmp->type == ARROW)
1232 {
1233 CHK_PICK_PICKUP;
1234 continue;
1235 }
1236
1237 /* all kinds of armor etc. */
1238 if (op->contr->mode & PU_ARMOUR)
1239 if (tmp->type == ARMOUR)
1240 {
1241 CHK_PICK_PICKUP;
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_HELMET)
1246 if (tmp->type == HELMET)
1247 {
1248 CHK_PICK_PICKUP;
1249 continue;
1250 }
1251
1252 if (op->contr->mode & PU_SHIELD)
1253 if (tmp->type == SHIELD)
1254 {
1255 CHK_PICK_PICKUP;
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_BOOTS)
1260 if (tmp->type == BOOTS)
1261 {
1262 CHK_PICK_PICKUP;
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_GLOVES)
1267 if (tmp->type == GLOVES)
1268 {
1269 CHK_PICK_PICKUP;
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_CLOAK)
1274 if (tmp->type == CLOAK)
1275 {
1276 CHK_PICK_PICKUP;
1277 continue;
1278 }
1279
1280 /* hoping to catch throwing daggers here */
1281 if (op->contr->mode & PU_MISSILEWEAPON)
1282 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1283 {
1284 CHK_PICK_PICKUP;
1285 continue;
1286 }
1287
1288 /* careful: chairs and tables are weapons! */
1289 if (op->contr->mode & PU_ALLWEAPON)
1290 {
1291 if (tmp->type == WEAPON && tmp->name != NULL)
1292 {
1293 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1294 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1295 {
1296 CHK_PICK_PICKUP;
1297 continue;
1298 }
1299 }
1300
1301 if (tmp->type == WEAPON && tmp->name == NULL)
1302 {
1303 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1304 {
1305 CHK_PICK_PICKUP;
1306 continue;
1307 }
1308 }
1309 }
1310
1311 /* misc stuff that's useful */
1312 if (op->contr->mode & PU_KEY)
1313 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1314 {
1315 CHK_PICK_PICKUP;
1316 continue;
1317 }
1318
1319 /* any of the last 4 bits set means we use the ratio for value
1320 * pickups */
1321 if (op->contr->mode & PU_RATIO)
1322 {
1323 /* use value density to decide what else to grab */
1324 /* >=7 was >= op->contr->mode */
1325 /* >=7 is the old standard setting. Now we take the last 4 bits
1326 * and multiply them by 5, giving 0..15*5== 5..75 */
1327 wvratio = (op->contr->mode & PU_RATIO) * 5;
1328 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1329 {
1330 CHK_PICK_PICKUP;
1331#if 0
1332 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1333 if (tmp->name != NULL)
1334 {
1335 fprintf (stderr, "%s", tmp->name);
1336 }
1337 else 1148 else
1338 fprintf (stderr, "%s", tmp->arch->archname); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1339 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1340 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))));
1341#endif 1152#endif
1153 CHK_PICK_PICKUP;
1342 continue; 1154 continue;
1343 }
1344 } 1155 }
1345 } /* the new pickup model */ 1156 } /* the new pickup model */
1346 } 1157 }
1347 1158
1348 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;
1349} 1195}
1350 1196
1351/* 1197/*
1352 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1353 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1354 * found object is returned. 1200 * found object is returned.
1355 */ 1201 */
1356object * 1202static object *
1357find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1358{ 1204{
1359 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1360 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1361 return splay (tmp); 1207 return splay (tmp);
1375 * 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
1376 * 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
1377 * 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
1378 * 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.
1379 */ 1225 */
1380object * 1226static object *
1381find_better_arrow (object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1382{ 1228{
1383 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1384 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1385 1231
1386 if (!type) 1232 if (!type)
1390 { 1236 {
1391 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))
1392 { 1238 {
1393 i = 0; 1239 i = 0;
1394 ntmp = find_better_arrow (arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1395 if (i > betterby) 1242 if (i > betterby)
1396 { 1243 {
1397 tmp = ntmp; 1244 tmp = ntmp;
1398 betterby = i; 1245 betterby = i;
1399 } 1246 }
1400 } 1247 }
1401 else if (arrow->type == ARROW && arrow->race == type) 1248 else if (arrow->type == ARROW && arrow->race == type)
1402 { 1249 {
1403 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1404 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1251 if (target->race && arrow->slaying.contains (target->race))
1405 { 1252 {
1406 if (arrow->attacktype & AT_DEATH) 1253 if (arrow->attacktype & AT_DEATH)
1407 { 1254 {
1408 *better = 100; 1255 *better = 100;
1409 return arrow; 1256 return arrow;
1424 { 1271 {
1425 tmp = arrow; 1272 tmp = arrow;
1426 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;
1427 } 1274 }
1428 } 1275 }
1276
1429 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1430 { 1278 {
1431 tmp = arrow; 1279 tmp = arrow;
1432 betterby = 2 + arrow->magic + arrow->stats.dam; 1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1433 } 1281 }
1282
1434 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1435 { 1284 {
1436 tmp = arrow; 1285 tmp = arrow;
1437 betterby = 1 + arrow->magic + arrow->stats.dam; 1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1438 } 1287 }
1439 } 1288 }
1440 } 1289 }
1441 } 1290 }
1291
1442 if (tmp == NULL && arrow == NULL) 1292 if (tmp == NULL && arrow == NULL)
1443 return find_arrow (op, type); 1293 return find_arrow (op, type);
1444 1294
1445 *better = betterby; 1295 *better = betterby;
1446 return tmp; 1296 return tmp;
1450 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1451 * op = the shooter 1301 * op = the shooter
1452 * type = bow->race 1302 * type = bow->race
1453 * dir = fire direction 1303 * dir = fire direction
1454 */ 1304 */
1455object * 1305static object *
1456pick_arrow_target (object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1457{ 1307{
1458 object *tmp = NULL; 1308 object *tmp = NULL;
1459 maptile *m; 1309 maptile *m;
1460 int i, mflags, found, number; 1310 int i, mflags, found, number;
1461 sint16 x, y; 1311 sint16 x, y;
1476 for (i = 0, found = 0; i < 20; i++) 1326 for (i = 0, found = 0; i < 20; i++)
1477 { 1327 {
1478 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1479 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1480 mflags = get_map_flags (m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1481 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1482 { 1333 {
1483 tmp = NULL; 1334 tmp = 0;
1484 break; 1335 break;
1485 } 1336 }
1486 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)
1487 { 1338 {
1488 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1489 * perhaps a bad assumption. 1340 * perhaps a bad assumption.
1490 */ 1341 */
1491 tmp = NULL; 1342 tmp = 0;
1492 break; 1343 break;
1493 } 1344 }
1345
1494 if (mflags & P_IS_ALIVE) 1346 if (mflags & P_IS_ALIVE)
1495 {
1496 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)
1497 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1498 {
1499 found++;
1500 break;
1501 }
1502 if (found)
1503 break; 1349 break;
1504 }
1505 } 1350 }
1506 if (tmp == NULL) 1351
1352 if (!tmp)
1507 return find_arrow (op, type); 1353 return find_arrow (op, type);
1508 1354
1509 if (tmp->head) 1355 if (tmp->head)
1510 tmp = tmp->head; 1356 tmp = tmp->head;
1511 1357
1551 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1552 return 0; 1398 return 0;
1553 } 1399 }
1554 1400
1555 // 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
1556 if (bow->below) 1402 splay (bow);
1557 {
1558 bow->remove ();
1559 op->insert (bow);
1560 }
1561
1562 } 1403 }
1563 1404
1564 if (!bow->race || !bow->skill) 1405 if (!bow->race || !bow->skill)
1565 { 1406 {
1566 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);
1592 } 1433 }
1593 1434
1594 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1595 if (arrow->nrof == 0) 1436 if (arrow->nrof == 0)
1596 { 1437 {
1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1597 arrow->destroy (); 1439 arrow->destroy ();
1598 return 0; 1440 return 0;
1599 } 1441 }
1600 1442
1601 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1602 arrow = get_split_ob (arrow, 1); 1444 arrow = arrow->split ();
1603 if (!arrow) 1445 if (!arrow)
1604 { 1446 {
1605 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);
1606 return 0; 1448 return 0;
1607 } 1449 }
1611 arrow->direction = dir; 1453 arrow->direction = dir;
1612 1454
1613 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 */
1614 arrow->stats.hp = arrow->stats.dam; 1456 arrow->stats.hp = arrow->stats.dam;
1615 arrow->stats.grace = arrow->attacktype; 1457 arrow->stats.grace = arrow->attacktype;
1616 1458 arrow->custom_name = arrow->slaying;
1617 if (arrow->slaying)
1618 arrow->spellarg = strdup (arrow->slaying);
1619 1459
1620#if 0 1460#if 0
1621 if (player *pl = op->contr) 1461 if (player *pl = op->contr)
1622 { 1462 {
1623 float speed = pl->weapon_sp; 1463 float speed = pl->weapon_sp;
1674 op->play_sound (sound_find ("fire_arrow")); 1514 op->play_sound (sound_find ("fire_arrow"));
1675 m->insert (arrow, sx, sy, op); 1515 m->insert (arrow, sx, sy, op);
1676 1516
1677 if (!arrow->destroyed ()) 1517 if (!arrow->destroyed ())
1678 move_arrow (arrow); 1518 move_arrow (arrow);
1679
1680 if (op->type == PLAYER)
1681 {
1682 if (left->destroyed ())
1683 esrv_del_item (op->contr, left->count);
1684 else
1685 esrv_send_item (op, left);
1686 }
1687 1519
1688 return 1; 1520 return 1;
1689} 1521}
1690 1522
1691/* Special fire code for players - this takes into 1523/* Special fire code for players - this takes into
1693 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1694 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1695 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1696 * hence the function name. 1528 * hence the function name.
1697 */ 1529 */
1698int 1530static int
1699player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
1700{ 1532{
1701 int ret = 0, wcmod = 0; 1533 int ret;
1702 1534
1703 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
1704 { 1536 {
1705 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);
1706 } 1538 }
1707 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)
1708 { 1540 {
1709 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1541 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1710 wcmod = -1;
1711
1712 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);
1713 } 1543 }
1714 else if (op->contr->bowtype == bow_threewide) 1544 else if (op->contr->bowtype == bow_threewide)
1715 { 1545 {
1716 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);
1717 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)]);
1718 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)]);
1719 } 1549 }
1720 else if (op->contr->bowtype == bow_spreadshot) 1550 else if (op->contr->bowtype == bow_spreadshot)
1721 { 1551 {
1722 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);
1723 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);
1724 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);
1725 } 1555 }
1726 else 1556 else
1727 { 1557 {
1733} 1563}
1734 1564
1735/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1736 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1737 */ 1567 */
1738void 1568static void
1739fire_misc_object (object *op, int dir) 1569fire_misc_object (object *op, int dir)
1740{ 1570{
1741 object *item = op->contr->ranged_ob; 1571 object *item = op->contr->ranged_ob;
1742 1572
1743 if (!item) 1573 if (!item)
1765 return; 1595 return;
1766 } 1596 }
1767 } 1597 }
1768 else if (item->type == ROD || item->type == HORN) 1598 else if (item->type == ROD || item->type == HORN)
1769 { 1599 {
1770 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))
1771 { 1605 {
1772 op->contr->play_sound (sound_find ("wand_poof")); 1606 op->contr->play_sound (sound_find ("wand_poof"));
1773 1607
1774 if (item->type == ROD) 1608 if (item->type == ROD)
1775 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));
1780 } 1614 }
1781 } 1615 }
1782 1616
1783 if (cast_spell (op, item, dir, item->inv, NULL)) 1617 if (cast_spell (op, item, dir, item->inv, NULL))
1784 { 1618 {
1785 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
1786 if (item->type == WAND) 1621 if (item->type == WAND)
1787 { 1622 {
1788 if (!(--item->stats.food)) 1623 if (!(--item->stats.food))
1789 { 1624 {
1790 object *tmp; 1625 object *tmp;
1794 CLEAR_FLAG (item, FLAG_ANIMATE); 1629 CLEAR_FLAG (item, FLAG_ANIMATE);
1795 item->face = item->arch->face; 1630 item->face = item->arch->face;
1796 item->set_speed (0); 1631 item->set_speed (0);
1797 } 1632 }
1798 1633
1799 if ((tmp = item->in_player ())) 1634 if (object *pl = item->visible_to ())
1800 esrv_update_item (UPD_ANIM, tmp, item); 1635 esrv_update_item (UPD_ANIM, pl, item);
1801 } 1636 }
1802 } 1637 }
1803 else if (item->type == ROD || item->type == HORN) 1638 else if (item->type == ROD || item->type == HORN)
1804 drain_rod_charge (item); 1639 drain_rod_charge (item);
1805 } 1640 }
1810bool 1645bool
1811fire (object *op, int dir) 1646fire (object *op, int dir)
1812{ 1647{
1813 int spellcost = 0; 1648 int spellcost = 0;
1814 1649
1815 /* check for loss of invisiblity/hide */
1816 if (action_makes_visible (op))
1817 make_visible (op);
1818
1819 player *pl = op->contr; 1650 player *pl = op->contr;
1820 1651
1821 if (pl->golem) 1652 if (pl->golem)
1822 { 1653 {
1823 control_golem (op->contr->golem, dir); 1654 control_golem (op->contr->golem, dir);
1825 } 1656 }
1826 1657
1827 object *ob = pl->ranged_ob; 1658 object *ob = pl->ranged_ob;
1828 1659
1829 if (!ob) 1660 if (!ob)
1830 return false;
1831
1832 if (!op->change_weapon (ob))
1833 return false; 1661 return false;
1834 1662
1835 if (op->speed_left > 0.f) 1663 if (op->speed_left > 0.f)
1836 --op->speed_left; 1664 --op->speed_left;
1837 else 1665 else
1838 return false; 1666 return false;
1839 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
1840 switch (ob->type) 1675 switch (ob->type)
1841 { 1676 {
1842 case BOW: 1677 case BOW:
1843 player_fire_bow (op, dir); 1678 player_fire_bow (op, dir);
1844 break; 1679 break;
1845 1680
1846 case SPELL: 1681 case SPELL:
1847 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);
1848 break; 1683 break;
1849 1684
1850 case BUILDER: 1685 case BUILDER:
1851 apply_map_builder (op, dir); 1686 apply_map_builder (op, dir);
1852 break; 1687 break;
1861 } 1696 }
1862 1697
1863 return true; 1698 return true;
1864} 1699}
1865 1700
1866/* find_key 1701static object *
1867 * We try to find a key for the door as passed. If we find a key
1868 * and successfully use it, we return the key, otherwise NULL
1869 * This function merges both normal and locked door, since the logic
1870 * for both is the same - just the specific key is different.
1871 * pl is the player,
1872 * inv is the objects inventory to searched
1873 * door is the door we are trying to match against.
1874 * This function can be called recursively to search containers.
1875 */
1876object *
1877find_key (object *pl, object *container, object *door) 1702find_key_ (object *pl, object *container, object *door)
1878{ 1703{
1879 object *tmp, *key; 1704 object *tmp, *key;
1880 1705
1881 /* Should not happen, but sanity checking is never bad */ 1706 /* Should not happen, but sanity checking is never bad */
1882 if (!container->inv) 1707 if (!container->inv)
1885 /* 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 */
1886 for (tmp = container->inv; tmp; tmp = tmp->below) 1711 for (tmp = container->inv; tmp; tmp = tmp->below)
1887 { 1712 {
1888 if (door->type == DOOR && tmp->type == KEY) 1713 if (door->type == DOOR && tmp->type == KEY)
1889 break; 1714 break;
1715
1890 /* For sanity, we should really check door type, but other stuff 1716 /* For sanity, we should really check door type, but other stuff
1891 * (like containers) can be locked with special keys 1717 * (like containers) can be locked with special keys
1892 */ 1718 */
1893 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1894 break; 1720 break;
1900 * a key, return 1726 * a key, return
1901 */ 1727 */
1902 if (!tmp) 1728 if (!tmp)
1903 { 1729 {
1904 for (tmp = container->inv; tmp; tmp = tmp->below) 1730 for (tmp = container->inv; tmp; tmp = tmp->below)
1905 {
1906 /* No reason to search empty containers */ 1731 /* No reason to search empty containers */
1907 if (tmp->type == CONTAINER && tmp->inv) 1732 if (tmp->type == CONTAINER && tmp->inv)
1908 {
1909 if ((key = find_key (pl, tmp, door))) 1733 if ((key = find_key_ (pl, tmp, door)))
1910 return key; 1734 return key;
1911 }
1912 }
1913 1735
1914 if (!tmp) 1736 if (!tmp)
1915 return NULL; 1737 return 0;
1916 } 1738 }
1917 1739
1918 /* 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,
1919 * see if we actually want to use it 1741 * see if we actually want to use it
1920 */ 1742 */
1921 if (pl != container) 1743 if (pl != container)
1922 { 1744 {
1923 /* Only let players use keys in containers */ 1745 /* Only let players use keys in containers */
1924 if (!pl->contr) 1746 if (!pl->contr)
1925 return NULL; 1747 return 0;
1748
1926 /* cases where this fails: 1749 /* cases where this fails:
1927 * If we only search the player inventory, return now since we 1750 * If we only search the player inventory, return now since we
1928 * are not in the players inventory. 1751 * are not in the players inventory.
1929 * If the container is not active, return now since only active 1752 * If the container is not active, return now since only active
1930 * containers can be used. 1753 * containers can be used.
1934 * inv must have been an container and must have been active. 1757 * inv must have been an container and must have been active.
1935 * 1758 *
1936 * Change the color so that the message doesn't disappear with 1759 * Change the color so that the message doesn't disappear with
1937 * all the others. 1760 * all the others.
1938 */ 1761 */
1939 if (pl->contr->usekeys == key_inventory || 1762 if (pl->contr->usekeys == key_inventory
1940 !QUERY_FLAG (container, FLAG_APPLIED) || 1763 || !QUERY_FLAG (container, FLAG_APPLIED)
1941 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1942 { 1765 {
1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1944 "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));
1945 return NULL; 1768 return NULL;
1946 } 1769 }
1947 } 1770 }
1948 1771
1949 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);
1950} 1798}
1951 1799
1952/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
1953 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
1954 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
1981 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);
1982 remove_door2 (door); /* remove door without violence ;-) */ 1830 remove_door2 (door); /* remove door without violence ;-) */
1983 } 1831 }
1984 1832
1985 /* Do this after we print the message */ 1833 /* Do this after we print the message */
1986 decrease_ob (key); /* Use up one of the keys */ 1834 key->decrease (); /* Use up one of the keys */
1987 /* Need to update the weight the container the key was in */
1988 if (container != op)
1989 esrv_update_item (UPD_WEIGHT, op, container);
1990 1835
1991 return 1; /* Nothing more to do below */ 1836 return 1; /* Nothing more to do below */
1992 } 1837 }
1993 else if (door->type == LOCKED_DOOR) 1838 else if (door->type == LOCKED_DOOR)
1994 { 1839 {
2007 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
2008 */ 1853 */
2009bool 1854bool
2010move_player_attack (object *op, int dir) 1855move_player_attack (object *op, int dir)
2011{ 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
2012 int on_battleground; 1863 int on_battleground;
2013 1864
2014 sint16 nx = freearr_x[dir] + op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
2015 sint16 ny = freearr_y[dir] + op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
2016 1867
2017 on_battleground = op_on_battleground (op, 0, 0); 1868 on_battleground = op_on_battleground (op, 0, 0);
2018 1869
2019 if (out_of_map (op->map, nx, ny)) 1870 if (out_of_map (op->map, nx, ny))
2020 return false; 1871 return false;
2021
2022 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2023 {
2024 --op->speed_left;
2025 return true;
2026 }
2027 1872
2028 /* 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
2029 * 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
2030 * 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
2031 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2091 --op->speed_left; 1936 --op->speed_left;
2092 1937
2093 op->play_sound (sound_find ("push_player")); 1938 op->play_sound (sound_find ("push_player"));
2094 push_ob (mon, dir, op); 1939 push_ob (mon, dir, op);
2095 1940
2096 if (op->contr->tmp_invis || op->hide) 1941 if (action_makes_visible (op))
2097 make_visible (op); 1942 make_visible (op);
2098 1943
2099 return true; 1944 return true;
2100 } 1945 }
2101 else 1946 else
2123 push_ob (mon, dir, op); 1968 push_ob (mon, dir, op);
2124 } 1969 }
2125 else 1970 else
2126 op->statusmsg ("You withhold your attack"); 1971 op->statusmsg ("You withhold your attack");
2127 1972
2128 if (op->contr->tmp_invis || op->hide) 1973 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2129 make_visible (op); 1974 make_visible (op);
2130 1975
2131 return true; 1976 return true;
2132 } 1977 }
2133 } 1978 }
2173} 2018}
2174 2019
2175bool 2020bool
2176move_player (object *op, int dir) 2021move_player (object *op, int dir)
2177{ 2022{
2178 int pick;
2179
2180 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2023 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2181 return 0; 2024 return 0;
2182 2025
2183 /* Sanity check: make sure dir is valid */ 2026 /* Sanity check: make sure dir is valid */
2184 if ((dir < 0) || (dir >= 9)) 2027 if ((dir < 0) || (dir >= 9))
2191 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2192 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2035 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2193 2036
2194 op->facing = dir; 2037 op->facing = dir;
2195 2038
2196 if (op->hide) 2039 if (op->flag [FLAG_HIDDEN])
2197 do_hidden_move (op); 2040 do_hidden_move (op);
2198 2041
2199 bool retval; 2042 bool retval;
2043 int pick = 0;
2200 2044
2201 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2045 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2202 retval = RESULT_INT (0); 2046 retval = RESULT_INT (0);
2203 else if (op->contr->fire_on) 2047 else if (op->contr->fire_on)
2204 retval = fire (op, dir); 2048 retval = fire (op, dir);
2261 return move_player (op, op->direction); 2105 return move_player (op, op->direction);
2262 2106
2263 return false; 2107 return false;
2264} 2108}
2265 2109
2266int 2110static int
2267save_life (object *op) 2111save_life (object *op)
2268{ 2112{
2269 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2270 return 0; 2114 return 0;
2271 2115
2273 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2274 { 2118 {
2275 op->play_sound (sound_find ("ob_evaporate")); 2119 op->play_sound (sound_find ("ob_evaporate"));
2276 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));
2277 2121
2278 if (op->contr)
2279 esrv_del_item (op->contr, tmp->count);
2280
2281 tmp->destroy (); 2122 tmp->destroy ();
2282 CLEAR_FLAG (op, FLAG_LIFESAVE); 2123 CLEAR_FLAG (op, FLAG_LIFESAVE);
2283 2124
2284 if (op->stats.hp < 0) 2125 if (op->stats.hp < 0)
2285 op->stats.hp = op->stats.maxhp; 2126 op->stats.hp = op->stats.maxhp;
2297 return 0; 2138 return 0;
2298} 2139}
2299 2140
2300/* 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
2301 * 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
2302 * 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
2303 * from. 2144 * from.
2304 */ 2145 */
2305static void 2146static void
2306drop_unpaid_items (object *op, object *env) 2147drop_unpaid_items (object *op, object *env)
2307{ 2148{
2308 while (op) 2149 while (op)
2309 { 2150 {
2310 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' */
2311 2152
2312 if (QUERY_FLAG (op, FLAG_UNPAID)) 2153 if (QUERY_FLAG (op, FLAG_UNPAID))
2313 {
2314 if (env->type == PLAYER)
2315 esrv_del_item (env->contr, op->count);
2316
2317 op->insert_at (env); 2154 op->insert_at (env);
2318 }
2319 else if (op->inv) 2155 else if (op->inv)
2320 drop_unpaid_items (op->inv, env); 2156 drop_unpaid_items (op->inv, env);
2321 2157
2322 op = next; 2158 op = next;
2323 } 2159 }
2326void 2162void
2327object::drop_unpaid_items () 2163object::drop_unpaid_items ()
2328{ 2164{
2329 if (!flag [FLAG_REMOVED]) 2165 if (!flag [FLAG_REMOVED])
2330 ::drop_unpaid_items (inv, this); 2166 ::drop_unpaid_items (inv, this);
2331}
2332
2333/*
2334 * Returns pointer a static string containing gravestone text
2335 * Moved from apply.c to player.c - player.c is what
2336 * actually uses this function. player.c may not be quite the
2337 * best, a misc file for object actions is probably better,
2338 * but there isn't one in the server directory.
2339 */
2340char *
2341gravestone_text (object *op)
2342{
2343 static char buf2[MAX_BUF];
2344 char buf[MAX_BUF];
2345 time_t now = time (NULL);
2346
2347 strcpy (buf2, " R.I.P.\n\n");
2348 if (op->type == PLAYER)
2349 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2350 else
2351 sprintf (buf, "%s\n", &op->name);
2352
2353 strncat (buf2, " ", 20 - strlen (buf) / 2);
2354 strcat (buf2, buf);
2355 if (op->type == PLAYER)
2356 sprintf (buf, "who was in level %d when killed\n", op->level);
2357 else
2358 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2359
2360 strncat (buf2, " ", 20 - strlen (buf) / 2);
2361 strcat (buf2, buf);
2362 if (op->type == PLAYER)
2363 {
2364 sprintf (buf, "by %s.\n\n", op->contr->killer);
2365 strncat (buf2, " ", 21 - strlen (buf) / 2);
2366 strcat (buf2, buf);
2367 }
2368
2369 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf);
2372
2373 return buf2;
2374} 2167}
2375 2168
2376void 2169void
2377do_some_living (object *op) 2170do_some_living (object *op)
2378{ 2171{
2533 { 2326 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2327 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535 2328
2536 if (over_hp > 0) 2329 if (over_hp > 0)
2537 { 2330 {
2538 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;
2539 op->last_heal = 0; 2332 op->last_heal = 0;
2540 } 2333 }
2541 else 2334 else
2542 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);
2543 } 2336 }
2559 op->stats.food--; 2352 op->stats.food--;
2560 } 2353 }
2561 2354
2562 if (op->stats.food < 0 && op->stats.hp >= 0) 2355 if (op->stats.food < 0 && op->stats.hp >= 0)
2563 { 2356 {
2564 object *tmp, *flesh = 0; 2357 object *flesh = 0;
2565 2358
2566 for (tmp = op->inv; tmp; tmp = tmp->below) 2359 for_inv_removable (op, tmp)
2567 { 2360 {
2568 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)
2569 { 2365 {
2570 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2366 op->statusmsg ("You blindly grab for a bite of food. "
2571 { 2367 "H<To prevent you from starving, you ate some random item from your backpack.>");
2572 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply (op, tmp, 0); 2368 manual_apply (op, tmp, 0);
2369
2574 if (op->stats.food >= 0 || op->stats.hp < 0) 2370 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2371 break;
2576 } 2372 }
2577 else if (tmp->type == FLESH) 2373 else if (tmp->type == FLESH)
2578 flesh = tmp; 2374 flesh = tmp;
2579 } /* End if paid for object */ 2375 }
2580 } /* end of for loop */
2581 2376
2582 /* 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
2583 * eat flesh instead. 2378 * eat flesh instead.
2584 */ 2379 */
2585 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2586 { 2381 {
2587 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.>");
2588 manual_apply (op, flesh, 0); 2384 manual_apply (op, flesh, 0);
2589 } 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.>");
2590 } 2391 }
2591 2392
2592 if (op->stats.food < 0) 2393 if (op->stats.food < 0)
2593 { 2394 {
2594 op->stats.hp += op->stats.food; 2395 op->stats.hp += op->stats.food;
2595 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 ();
2596 } 2402 }
2403 }
2597 2404
2405 /* killer should be set here already */
2598 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2406 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2599 kill_player (op); 2407 kill_player (op);
2600 } 2408 }
2601} 2409}
2602 2410
2607 */ 2415 */
2608void 2416void
2609kill_player (object *op) 2417kill_player (object *op)
2610{ 2418{
2611 int x, y; 2419 int x, y;
2612 char buf[MAX_BUF];
2613 maptile *map; /* this is for resurrection */ 2420 maptile *map; /* this is for resurrection */
2614 int will_kill_again; 2421 int will_kill_again;
2615 archetype *at; 2422 archetype *at;
2616 object *tmp; 2423 object *tmp;
2617 2424
2618 if (save_life (op)) 2425 if (save_life (op))
2619 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 }
2620 2465
2621 /* 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
2622 * 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.
2623 * Look at op_on_battleground() for more info --AndreasV 2468 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2469 */
2625 if (op_on_battleground (op, &x, &y)) 2470 if (op_on_battleground (op, &x, &y))
2626 { 2471 {
2627 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";
2628 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629
2630 /* restore player */
2631 at = archetype::find ("poisoning");
2632 if (object *tmp = present_arch_in_ob (at, op))
2633 {
2634 tmp->destroy ();
2635 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2636 }
2637
2638 at = archetype::find ("confusion");
2639 if (object *tmp = present_arch_in_ob (at, op))
2640 {
2641 tmp->destroy ();
2642 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2643 }
2644
2645 cure_disease (op, 0, 0); /* remove any disease */
2646 op->stats.hp = op->stats.maxhp;
2647 if (op->stats.food <= 0)
2648 op->stats.food = 999;
2649 2473
2650 /* create a bodypart-trophy to make the winner happy */ 2474 /* create a bodypart-trophy to make the winner happy */
2651 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2652 { 2476 {
2653 tmp->name = format ("%s's finger" , &op->name); 2477 tmp->name = format ("%s's finger" , &op->name);
2654 tmp->name_pl = format ("%s's fingers", &op->name); 2478 tmp->name_pl = format ("%s's fingers", &op->name);
2655 tmp->msg = format ( 2479 tmp->msg = format (
2656 "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",
2657 &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 ()
2658 ); 2484 );
2659 tmp->value = 0, tmp->type = 0; 2485 tmp->value = 0, tmp->type = 0;
2660 tmp->materialname = "organics"; 2486 tmp->materialname = "organics";
2661 tmp->insert_at (op, tmp); 2487 tmp->insert_at (op, tmp);
2662 } 2488 }
2663 2489
2664 /* teleport defeated player to new destination */ 2490 /* teleport defeated player to new destination */
2665 transfer_ob (op, x, y, 0, NULL); 2491 transfer_ob (op, x, y, 0, NULL);
2666 op->contr->braced = 0; 2492 op->contr->braced = 0;
2493
2494 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2667 return; 2495 return;
2668 } 2496 }
2669 2497
2498 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2499 deathtab << "T<YOU HAVE DIED>\n\n";
2500
2670 INVOKE_PLAYER (DEATH, op->contr); 2501 INVOKE_PLAYER (DEATH, op->contr);
2671 2502
2672 command_kill_pets (op, 0); 2503 command_kill_pets (op, 0);
2673
2674 if (op->stats.food < 0)
2675 strcpy (op->contr->killer, "starvation");
2676 2504
2677 op->contr->play_sound (sound_find ("player_dies")); 2505 op->contr->play_sound (sound_find ("player_dies"));
2678 2506
2679 /* save the map location for corpse, gravestone */ 2507 /* save the map location for corpse, gravestone */
2680 x = op->x; 2508 x = op->x;
2710 2538
2711 lost_a_stat = 0; 2539 lost_a_stat = 0;
2712 2540
2713 for (z = 0; z < num_stats_lose; z++) 2541 for (z = 0; z < num_stats_lose; z++)
2714 { 2542 {
2715 i = RANDOM () % NUM_STATS; 2543 i = rndm (NUM_STATS);
2716 2544
2717 if (settings.stat_loss_on_death) 2545 if (settings.stat_loss_on_death)
2718 { 2546 {
2719 /* Pick a random stat and take a point off it. Tell the player 2547 /* Pick a random stat and take a point off it. Tell the player
2720 * what he lost. 2548 * what he lost.
2727 lost_a_stat = 1; 2555 lost_a_stat = 1;
2728 } 2556 }
2729 else 2557 else
2730 { 2558 {
2731 /* deplete a stat */ 2559 /* deplete a stat */
2732 archetype *deparch = archetype::find ("depletion"); 2560 archetype *deparch = archetype::find (shstr_depletion);
2733 object *dep; 2561 object *dep;
2734 2562
2735 dep = present_arch_in_ob (deparch, op); 2563 dep = present_arch_in_ob (deparch, op);
2736 if (!dep) 2564 if (!dep)
2737 { 2565 {
2771 } 2599 }
2772 } 2600 }
2773 2601
2774 if (lose_this_stat) 2602 if (lose_this_stat)
2775 { 2603 {
2776 this_stat = get_attr_value (&(dep->stats), i); 2604 this_stat = get_attr_value (&dep->stats, i);
2777 /* We could try to do something clever like find another 2605 /* We could try to do something clever like find another
2778 * stat to reduce if this fails. But chances are, if 2606 * stat to reduce if this fails. But chances are, if
2779 * stats have been depleted to -50, all are pretty low 2607 * stats have been depleted to -50, all are pretty low
2780 * and should be roughly the same, so it shouldn't make a 2608 * and should be roughly the same, so it shouldn't make a
2781 * difference. 2609 * difference.
2789 lost_a_stat = 1; 2617 lost_a_stat = 1;
2790 } 2618 }
2791 } 2619 }
2792 } 2620 }
2793 } 2621 }
2622
2794 /* If no stat lost, tell the player. */ 2623 /* If no stat lost, tell the player. */
2795 if (!lost_a_stat) 2624 if (!lost_a_stat)
2796 { 2625 {
2797 /* determine_god() seems to not work sometimes... why is this? 2626 /* determine_god() seems to not work sometimes... why is this?
2798 Should I be using something else? GD */ 2627 Should I be using something else? GD */
2799 const char *god = determine_god (op); 2628 shstr_tmp god = determine_god (op);
2800 2629
2801 if (god && (strcmp (god, "none"))) 2630 if (god != shstr_none)
2802 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2631 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2803 else 2632 else
2804 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2633 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2805 } 2634 }
2806#else 2635#else
2807 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2636 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2808#endif 2637#endif
2809 2638
2810 /* Put a gravestone up where the character 'almost' died. List the 2639 /* Put a gravestone up where the character 'almost' died. List the
2811 * exp loss on the stone. 2640 * exp loss on the stone.
2812 */ 2641 */
2813 tmp = arch_to_object (archetype::find ("gravestone")); 2642 tmp = arch_to_object (archetype::find (shstr_gravestone));
2814 sprintf (buf, "%s's gravestone", &op->name); 2643 tmp->name = format ("%s's gravestone", &op->name);
2815 tmp->name = buf; 2644 tmp->name_pl = format ("%s's gravestones", &op->name);
2816 sprintf (buf, "%s's gravestones", &op->name); 2645 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2817 tmp->name_pl = buf; 2646 &op->name, op->contr->title, op->contr->killer_name ());
2818 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2819 tmp->msg = buf;
2820 tmp->x = op->x, tmp->y = op->y; 2647 tmp->x = op->x, tmp->y = op->y;
2821 insert_ob_in_map (tmp, op->map, NULL, 0); 2648 insert_ob_in_map (tmp, op->map, NULL, 0);
2822 2649
2823 /**************************************/ 2650 /**************************************/
2824 /* */ 2651 /* */
2825 /* Subtract the experience points, */ 2652 /* Subtract the experience points, */
2826 /* if we died cause of food, give us */
2827 /* food, and reset HP's... */
2828 /* */ 2653 /* */
2829 /**************************************/ 2654 /**************************************/
2830 2655
2831 /* remove any poisoning and confusion the character may be suffering. */
2832 /* restore player */
2833 at = archetype::find ("poisoning");
2834 tmp = present_arch_in_ob (at, op);
2835
2836 if (tmp)
2837 {
2838 tmp->destroy ();
2839 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2840 }
2841
2842 at = archetype::find ("confusion");
2843 tmp = present_arch_in_ob (at, op);
2844 if (tmp)
2845 {
2846 tmp->destroy ();
2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2848 }
2849
2850 cure_disease (op, 0, 0); /* remove any disease */
2851
2852 /*add_exp(op, (op->stats.exp * -0.20)); */ 2656 /*add_exp(op, (op->stats.exp * -0.20)); */
2853 apply_death_exp_penalty (op); 2657 apply_death_exp_penalty (op);
2854 if (op->stats.food < 100)
2855 op->stats.food = 900;
2856 op->stats.hp = op->stats.maxhp;
2857 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2858 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2859 2658
2860 /* 2659 /*
2861 * Check to see if the player has any unpaid items. If so, remove them 2660 * Check to see if the player has any unpaid items. If so, remove them
2862 * and put them back in the map. 2661 * and put them back in the map.
2863 */ 2662 */
2898 if (will_kill_again & (1 << at)) 2697 if (will_kill_again & (1 << at))
2899 force->resist[at] = 100; 2698 force->resist[at] = 100;
2900 2699
2901 insert_ob_in_ob (force, op); 2700 insert_ob_in_ob (force, op);
2902 op->update_stats (); 2701 op->update_stats ();
2903
2904 } 2702 }
2905 2703
2906 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2704 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2907} 2705}
2908 2706
2909void 2707static void
2910loot_object (object *op) 2708loot_object (object *op)
2911{ /* Grab and destroy some treasure */ 2709{ /* Grab and destroy some treasure */
2912 object *tmp, *tmp2, *next; 2710 object *tmp, *tmp2, *next;
2913 2711
2914 op->close_container (); /* close open sack first */ 2712 op->close_container (); /* close open sack first */
2928 2726
2929 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2727 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2930 { 2728 {
2931 if (tmp->nrof > 1) 2729 if (tmp->nrof > 1)
2932 { 2730 {
2933 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2731 tmp->decrease (rndm (1, tmp->nrof - 1));
2934 tmp2->destroy ();
2935 insert_ob_in_map (tmp, op->map, NULL, 0); 2732 insert_ob_in_map (tmp, op->map, NULL, 0);
2936 } 2733 }
2937 else 2734 else
2938 tmp->destroy (); 2735 tmp->destroy ();
2939 } 2736 }
2950void 2747void
2951fix_weight (void) 2748fix_weight (void)
2952{ 2749{
2953 for_all_players (pl) 2750 for_all_players (pl)
2954 { 2751 {
2955 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2752 sint32 old = pl->ob->carrying;
2956 2753
2957 if (old == sum) 2754 pl->ob->update_weight ();
2958 continue; 2755
2756 if (old != pl->ob->carrying)
2757 {
2959 pl->ob->update_stats (); 2758 pl->ob->update_stats ();
2960 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2759 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2760 }
2961 } 2761 }
2962} 2762}
2963 2763
2964void 2764void
2965fix_luck (void) 2765fix_luck (void)
3007} 2807}
3008 2808
3009void 2809void
3010make_visible (object *op) 2810make_visible (object *op)
3011{ 2811{
3012 op->hide = 0; 2812 op->flag [FLAG_HIDDEN] = 0;
3013 op->invisible = 0; 2813 op->invisible = 0;
3014 2814
3015 if (op->type == PLAYER) 2815 if (op->type == PLAYER)
3016 { 2816 {
3017 op->contr->tmp_invis = 0; 2817 op->contr->tmp_invis = 0;
3042 2842
3043 if (!ob || !ob->map) 2843 if (!ob || !ob->map)
3044 return 0; 2844 return 0;
3045 2845
3046 /* so, on normal lighted maps, its hard to hide */ 2846 /* so, on normal lighted maps, its hard to hide */
3047 level = ob->map->darkness - 2; 2847 level = ob->map->darklevel () - 2;
3048 2848
3049 /* this also picks up whether the object is glowing. 2849 /* this also picks up whether the object is glowing.
3050 * If you carry a light on a non-dark map, its not 2850 * If you carry a light on a non-dark map, its not
3051 * as bad as carrying a light on a pitch dark map */ 2851 * as bad as carrying a light on a pitch dark map */
3052 if (has_carried_lights (ob)) 2852 if (ob->has_carried_lights ())
3053 level = -(10 + (2 * ob->map->darkness)); 2853 level = -(10 + (2 * ob->map->darklevel ()));
3054 2854
3055 /* scan through all nearby squares for terrain to hide in */ 2855 /* scan through all nearby squares for terrain to hide in */
3056 for (i = 0, x = ob->x, y = ob->y; 2856 for (i = 0, x = ob->x, y = ob->y;
3057 i <= SIZEOFFREE1; 2857 i <= SIZEOFFREE1;
3058 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2858 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3079 * spot (surrounded by clear terrain in broad daylight). -b.t. 2879 * spot (surrounded by clear terrain in broad daylight). -b.t.
3080 */ 2880 */
3081void 2881void
3082do_hidden_move (object *op) 2882do_hidden_move (object *op)
3083{ 2883{
3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2884 int hide = 0;
3085 object *skop;
3086 2885
3087 if (!op || !op->map) 2886 if (!op || !op->map)
3088 return; 2887 return;
3089 2888
3090 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);
3091 2891
3092 /* 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! */
3093 if (op->type == PLAYER && op->contr->run_on) 2893 if (op->type == PLAYER && op->contr->run_on)
3094 if (!skop || num >= skop->level) 2894 if (!skop || num >= skop->level)
3095 { 2895 {
3105 num -= hide; 2905 num -= hide;
3106 2906
3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2907 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3108 { 2908 {
3109 make_visible (op); 2909 make_visible (op);
2910
3110 if (op->type == PLAYER) 2911 if (op->type == PLAYER)
3111 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!");
3112 } 2913 }
3113 else if (op->type == PLAYER && skop) 2914 else if (op->type == PLAYER && skop)
3114 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);
3204 while (op) 3005 while (op)
3205 { 3006 {
3206 dx = rv.distance_x + op->arch->x; 3007 dx = rv.distance_x + op->arch->x;
3207 dy = rv.distance_y + op->arch->y; 3008 dy = rv.distance_y + op->arch->y;
3208 3009
3209 /* only the viewable area the player sees is updated by LOS 3010 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3210 * code, so we need to restrict ourselves to that range of values
3211 * for any meaningful values.
3212 */
3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3216 return 1; 3011 return 1;
3217 3012
3218 op = op->more; 3013 op = op->more;
3219 }
3220
3221 return 0;
3222}
3223
3224/* routine for both players and monsters. We call this when
3225 * there is a possibility for our action distrubing our hiding
3226 * place or invisiblity spell. Artefact invisiblity is not
3227 * effected by this. If we arent invisible to begin with, we
3228 * return 0.
3229 */
3230int
3231action_makes_visible (object *op)
3232{
3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3234 {
3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3236 return 0;
3237
3238 if (op->contr && op->contr->tmp_invis == 0)
3239 return 0;
3240
3241 /* If monsters, they should become visible */
3242 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3243 {
3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3245 return 1;
3246 }
3247 } 3014 }
3248 3015
3249 return 0; 3016 return 0;
3250} 3017}
3251 3018
3455 else 3222 else
3456 { 3223 {
3457 /* generate misc. treasure */ 3224 /* generate misc. treasure */
3458 tmp = arch_to_object (tr->item); 3225 tmp = arch_to_object (tr->item);
3459 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));
3460 tmp = insert_ob_in_ob (tmp, who); 3227 who->insert (tmp);
3461 if (who->type == PLAYER)
3462 esrv_send_item (who, tmp);
3463 } 3228 }
3464} 3229}
3465 3230
3466/** 3231/**
3467 * 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
3478 3243
3479 if (pl->ranged_ob == ob) 3244 if (pl->ranged_ob == ob)
3480 pl->ranged_ob = 0; 3245 pl->ranged_ob = 0;
3481} 3246}
3482 3247
3248//-GPL
3249
3483sint8 3250sint8
3484player::visibility_at (maptile *map, int x, int y) const 3251player::darkness_at (maptile *map, int x, int y) const
3485{ 3252{
3486 if (!ns) 3253 if (!ns)
3487 return 0; 3254 return LOS_BLOCKED;
3488 3255
3489 int dx, dy; 3256 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3257 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0; 3258 return LOS_BLOCKED;
3492 3259
3493 x += dx - ns->current_x + ns->mapx / 2; 3260 x += dx - ns->current_x;
3494 y += dy - ns->current_y + ns->mapy / 2; 3261 y += dy - ns->current_y;
3495 3262
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y]; 3263 return blocked_los (x, y);
3500} 3264}
3501 3265
3502void 3266void
3503player::infobox (const char *title, const char *msg, int color) 3267player::infobox (const char *title, const char *msg, int color)
3504{ 3268{

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