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Comparing deliantra/server/server/player.C (file contents):
Revision 1.196 by root, Mon May 5 15:54:39 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
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->update_weight (); 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
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
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 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
416
417 for (;;)
418 {
419 if (++i == archetypes.end ())
420 i = archetypes.begin ();
421 else if (*i == at)
422 cleanup ("not a single player archetype found");
423
424 if ((*i)->type == PLAYER)
425 return *i;
426 }
427} 324}
428 325
429object * 326object *
430get_nearest_player (object *mon) 327get_nearest_player (object *mon)
431{ 328{
671 op->destroy (); 568 op->destroy ();
672 continue; 569 continue;
673 } 570 }
674 } 571 }
675 572
676 /* This really needs to be better - we should really give 573 /* Here we remove duplicated skills (as duplicated spell objects have
677 * a substitute spellbook. The problem is that we don't really 574 * _very_ confusing effects for players), which could for instance be
678 * have a good idea what to replace it with (need something like 575 * generated by bad treasurelists. - elmex
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */ 576 */
682 if (op->type == SPELLBOOK || op->type == SKILL) 577 if (op->type == SKILL)
683 { 578 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below) 579 for (object *tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name) 580 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 { 581 {
692 op->destroy (); 582 op->destroy ();
583 LOG (llevError,
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
694 continue; 585 break;
695 } 586 }
696 587
697 if (op->nrof > 1) 588 if (op->nrof > 1)
698 op->nrof = 1; 589 op->nrof = 1;
699 } 590 }
700 591
726 else /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
729 620
730 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
731 link_player_skills (pl); 622 pl->contr->link_skills ();
732} 623}
733 624
734void 625void
735get_party_password (object *op, partylist *party) 626get_party_password (object *op, partylist *party)
736{ 627{
853player::chargen_race_done () 744player::chargen_race_done ()
854{ 745{
855 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
856 esrv_new_player (ob->contr); 747 esrv_new_player (ob->contr);
857 748
858 treasurelist *tl = treasurelist::find ("starting_wealth"); 749 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
859 if (tl) 750 if (tl)
860 create_treasure (tl, ob, 0, 0, 0); 751 create_treasure (tl, ob, 0, 0, 0);
861 752
862 INVOKE_PLAYER (BIRTH, ob->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
863 INVOKE_PLAYER (LOGIN, ob->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
864 755
865 ob->contr->ns->state = ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
866 757
867 if (ob->msg) 758 if (ob->msg)
868 ob->msg = 0; 759 ob->msg = 0;
869
870 /* We create this now because some of the unique maps will need it
871 * to save here.
872 */
873 {
874 char buf[MAX_BUF];
875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
876 make_path_to_file (buf);
877 }
878 760
879 start_info (ob); 761 start_info (ob);
880 CLEAR_FLAG (ob, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
881 give_initial_items (ob, ob->randomitems); 763 give_initial_items (ob, ob->randomitems);
882 link_player_skills (ob);
883 esrv_send_inventory (ob, ob); 764 esrv_send_inventory (ob, ob);
884 ob->update_stats (); 765 ob->update_stats ();
885 766
886 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
887 * is one for this race 768 * is one for this race
888 */ 769 */
889 if (*first_map_ext_path) 770 if (*first_map_ext_path)
890 { 771 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
891 object *tmp;
892 char mapname[MAX_BUF];
893
894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
895 tmp = object::create ();
896 EXIT_PATH (tmp) = mapname;
897 EXIT_X (tmp) = ob->x;
898 EXIT_Y (tmp) = ob->y;
899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
900 * if the map isn't there, then stay on the
901 * default initial map */
902 tmp->destroy ();
903 }
904 else 772 else
905 LOG (llevDebug, "first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
906} 774}
907 775
908void 776void
939 ob->stats.hp = ob->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
940 ob->stats.sp = ob->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
941 ob->stats.grace = 0; 809 ob->stats.grace = 0;
942} 810}
943 811
944void 812static void
945flee_player (object *op) 813flee_player (object *op)
946{ 814{
947 int dir, diff; 815 int dir, diff;
948 rv_vector rv; 816 rv_vector rv;
949 817
952 LOG (llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
953 CLEAR_FLAG (op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
954 return; 822 return;
955 } 823 }
956 824
957 if (op->enemy == NULL) 825 if (!op->enemy)
958 { 826 {
959 LOG (llevDebug, "Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
960 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
961 return; 829 return;
962 } 830 }
963 831
964 /* Seen some crashes here. Since we don't store an
965 * op->enemy_count, it is possible that something destroys the
966 * actual enemy, and the object is recycled.
967 */
968 if (op->enemy->map == NULL)
969 {
970 CLEAR_FLAG (op, FLAG_SCARED);
971 op->enemy = NULL;
972 return;
973 }
974
975 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
976 { 833 {
977 op->enemy = NULL; 834 op->enemy = NULL;
978 CLEAR_FLAG (op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 836 return;
982 get_rangevector (op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
983 840
984 dir = absdir (4 + rv.direction); 841 dir = absdir (4 + rv.direction);
985 for (diff = 0; diff < 3; diff++) 842 for (diff = 0; diff < 3; diff++)
986 { 843 {
987 int m = 1 - (RANDOM () & 2); 844 int m = 1 - rndm (2) * 2;
988 845
989 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)))
990 return; 847 return;
991 } 848 }
992 849
1003check_pick (object *op) 860check_pick (object *op)
1004{ 861{
1005 object *tmp, *next; 862 object *tmp, *next;
1006 int stop = 0; 863 int stop = 0;
1007 int wvratio; 864 int wvratio;
1008 char putstring[128];
1009 865
1010 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1011 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1012 return 1; 868 return 1;
1013 869
1037 893
1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1039 { 895 {
1040 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1041 CHK_PICK_PICKUP; 897 CHK_PICK_PICKUP;
898
1042 continue; 899 continue;
1043 } 900 }
1044 901
1045 /* 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? */
1046 if (!(op->contr->mode & PU_NEWMODE)) 962 if (op->contr->mode & PU_FOOD)
963 if (tmp->type == FOOD)
1047 { 964 {
1048 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)
1049 { 1024 {
1050 case 0:
1051 return 1; /* don't pick up */
1052 case 1:
1053 CHK_PICK_PICKUP; 1025 CHK_PICK_PICKUP;
1054 return 1; 1026 continue;
1055 case 2:
1056 CHK_PICK_PICKUP;
1057 return 0;
1058 case 3:
1059 return 0; /* stop before pickup */
1060 case 4:
1061 CHK_PICK_PICKUP;
1062 break;
1063 case 5:
1064 CHK_PICK_PICKUP;
1065 stop = 1;
1066 break;
1067 case 6:
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1071 break;
1072
1073 case 7:
1074 if (tmp->type == MONEY || tmp->type == GEM)
1075 CHK_PICK_PICKUP;
1076 break;
1077
1078 default:
1079 /* use value density */
1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1082 CHK_PICK_PICKUP;
1083 } 1027 }
1084 } 1028 }
1085 else 1029
1086 { /* old model */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1087 /* NEW pickup handling */
1088 if (op->contr->mode & PU_DEBUG) 1031 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET)
1089 { 1033 {
1090 /* some debugging code to figure out item information */ 1034 CHK_PICK_PICKUP;
1091 if (tmp->name != NULL)
1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1094 else
1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1097
1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1099 }
1100
1101 /* philosophy:
1102 * It's easy to grab an item type from a pile, as long as it's
1103 * generic. This takes no game-time. For more detailed pickups
1104 * and selections, select-items should be used. This is a
1105 * grab-as-you-run type mode that's really useful for arrows for
1106 * example.
1107 * The drawback: right now it has no frontend, so you need to
1108 * stick the bits you want into a calculator in hex mode and then
1109 * convert to decimal and then 'pickup <#>
1110 */
1111
1112 /* the first two modes are exclusive: if NOTHING we return, if
1113 * STOP then we stop. All the rest are applied sequentially,
1114 * meaning if any test passes, the item gets picked up. */
1115
1116 /* if mode is set to pick nothing up, return */
1117
1118 if (op->contr->mode & PU_NOTHING)
1119 return 1;
1120
1121 /* if mode is set to stop when encountering objects, return */
1122 /* take STOP before INHIBIT since it doesn't actually pick
1123 * anything up */
1124
1125 if (op->contr->mode & PU_STOP)
1126 return 0;
1127
1128 /* useful for going into stores and not losing your settings... */
1129 /* and for battles wher you don't want to get loaded down while
1130 * fighting */
1131 if (op->contr->mode & PU_INHIBIT)
1132 return 1;
1133
1134 /* prevent us from turning into auto-thieves :) */
1135 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1136 continue; 1035 continue;
1036 }
1137 1037
1138 /* ignore known cursed objects */ 1038 /* we don't forget dragon food */
1139 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;
1140 continue; 1043 continue;
1044 }
1141 1045
1142 /* all food and drink if desired */ 1046 /* bows and arrows. Bows are good for selling! */
1143 /* 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
1144 if (op->contr->mode & PU_FOOD) 1083 if (op->contr->mode & PU_BOOTS)
1145 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"))
1146 { 1117 {
1147 CHK_PICK_PICKUP; 1118 CHK_PICK_PICKUP;
1148 continue; 1119 continue;
1149 } 1120 }
1121 }
1150 1122
1123 /* misc stuff that's useful */
1151 if (op->contr->mode & PU_DRINK) 1124 if (op->contr->mode & PU_KEY)
1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1153 { 1126 {
1154 CHK_PICK_PICKUP; 1127 CHK_PICK_PICKUP;
1155 continue; 1128 continue;
1156 } 1129 }
1157 1130
1131 /* any of the last 4 bits set means we use the ratio for value
1132 * pickups */
1158 if (op->contr->mode & PU_POTION) 1133 if (op->contr->mode & PU_RATIO)
1159 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
1160 { 1138 */
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 /* spellbooks, skillscrolls and normal books/scrolls */
1166 if (op->contr->mode & PU_SPELLBOOK)
1167 if (tmp->type == SPELLBOOK)
1168 {
1169 CHK_PICK_PICKUP;
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_SKILLSCROLL)
1174 if (tmp->type == SKILLSCROLL)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_READABLES)
1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 /* wands/staves/rods/horns */
1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 /* pick up all magical items */
1196 if (op->contr->mode & PU_MAGICAL) 1139 wvratio = op->contr->mode & PU_RATIO;
1197 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)
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_VALUABLES)
1204 { 1141 {
1205 if (tmp->type == MONEY || tmp->type == GEM) 1142#if 0
1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1144 if (tmp->name != NULL)
1206 { 1145 {
1207 CHK_PICK_PICKUP; 1146 fprintf (stderr, "%s", tmp->name);
1208 continue;
1209 } 1147 }
1210 }
1211
1212 /* rings & amulets - talismans seems to be typed AMULET */
1213 if (op->contr->mode & PU_JEWELS)
1214 if (tmp->type == RING || tmp->type == AMULET)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 /* we don't forget dragon food */
1221 if (op->contr->mode & PU_FLESH)
1222 if (tmp->type == FLESH)
1223 {
1224 CHK_PICK_PICKUP;
1225 continue;
1226 }
1227
1228 /* bows and arrows. Bows are good for selling! */
1229 if (op->contr->mode & PU_BOW)
1230 if (tmp->type == BOW)
1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_ARROW)
1237 if (tmp->type == ARROW)
1238 {
1239 CHK_PICK_PICKUP;
1240 continue;
1241 }
1242
1243 /* all kinds of armor etc. */
1244 if (op->contr->mode & PU_ARMOUR)
1245 if (tmp->type == ARMOUR)
1246 {
1247 CHK_PICK_PICKUP;
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_HELMET)
1252 if (tmp->type == HELMET)
1253 {
1254 CHK_PICK_PICKUP;
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_SHIELD)
1259 if (tmp->type == SHIELD)
1260 {
1261 CHK_PICK_PICKUP;
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_BOOTS)
1266 if (tmp->type == BOOTS)
1267 {
1268 CHK_PICK_PICKUP;
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_GLOVES)
1273 if (tmp->type == GLOVES)
1274 {
1275 CHK_PICK_PICKUP;
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_CLOAK)
1280 if (tmp->type == CLOAK)
1281 {
1282 CHK_PICK_PICKUP;
1283 continue;
1284 }
1285
1286 /* hoping to catch throwing daggers here */
1287 if (op->contr->mode & PU_MISSILEWEAPON)
1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293
1294 /* careful: chairs and tables are weapons! */
1295 if (op->contr->mode & PU_ALLWEAPON)
1296 {
1297 if (tmp->type == WEAPON && tmp->name != NULL)
1298 {
1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305 }
1306
1307 if (tmp->type == WEAPON && tmp->name == NULL)
1308 {
1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1310 {
1311 CHK_PICK_PICKUP;
1312 continue;
1313 }
1314 }
1315 }
1316
1317 /* misc stuff that's useful */
1318 if (op->contr->mode & PU_KEY)
1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1320 {
1321 CHK_PICK_PICKUP;
1322 continue;
1323 }
1324
1325 /* any of the last 4 bits set means we use the ratio for value
1326 * pickups */
1327 if (op->contr->mode & PU_RATIO)
1328 {
1329 /* use value density to decide what else to grab */
1330 /* >=7 was >= op->contr->mode */
1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1335 {
1336 CHK_PICK_PICKUP;
1337#if 0
1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1339 if (tmp->name != NULL)
1340 {
1341 fprintf (stderr, "%s", tmp->name);
1342 }
1343 else 1148 else
1344 fprintf (stderr, "%s", tmp->arch->archname); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1345 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1346 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))));
1347#endif 1152#endif
1153 CHK_PICK_PICKUP;
1348 continue; 1154 continue;
1349 }
1350 } 1155 }
1351 } /* the new pickup model */ 1156 } /* the new pickup model */
1352 } 1157 }
1353 1158
1354 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;
1355} 1195}
1356 1196
1357/* 1197/*
1358 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1359 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1360 * found object is returned. 1200 * found object is returned.
1361 */ 1201 */
1362object * 1202static object *
1363find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1364{ 1204{
1365 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp); 1207 return splay (tmp);
1381 * 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
1382 * 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
1383 * 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
1384 * 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.
1385 */ 1225 */
1386object * 1226static object *
1387find_better_arrow (object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1388{ 1228{
1389 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1390 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1391 1231
1392 if (!type) 1232 if (!type)
1396 { 1236 {
1397 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))
1398 { 1238 {
1399 i = 0; 1239 i = 0;
1400 ntmp = find_better_arrow (arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1401 if (i > betterby) 1242 if (i > betterby)
1402 { 1243 {
1403 tmp = ntmp; 1244 tmp = ntmp;
1404 betterby = i; 1245 betterby = i;
1405 } 1246 }
1406 } 1247 }
1407 else if (arrow->type == ARROW && arrow->race == type) 1248 else if (arrow->type == ARROW && arrow->race == type)
1408 { 1249 {
1409 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1410 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1251 if (target->race && arrow->slaying.contains (target->race))
1411 { 1252 {
1412 if (arrow->attacktype & AT_DEATH) 1253 if (arrow->attacktype & AT_DEATH)
1413 { 1254 {
1414 *better = 100; 1255 *better = 100;
1415 return arrow; 1256 return arrow;
1430 { 1271 {
1431 tmp = arrow; 1272 tmp = arrow;
1432 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;
1433 } 1274 }
1434 } 1275 }
1276
1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1436 { 1278 {
1437 tmp = arrow; 1279 tmp = arrow;
1438 betterby = 2 + arrow->magic + arrow->stats.dam; 1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1439 } 1281 }
1282
1440 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1284 {
1442 tmp = arrow; 1285 tmp = arrow;
1443 betterby = 1 + arrow->magic + arrow->stats.dam; 1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1444 } 1287 }
1457 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1458 * op = the shooter 1301 * op = the shooter
1459 * type = bow->race 1302 * type = bow->race
1460 * dir = fire direction 1303 * dir = fire direction
1461 */ 1304 */
1462object * 1305static object *
1463pick_arrow_target (object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1464{ 1307{
1465 object *tmp = NULL; 1308 object *tmp = NULL;
1466 maptile *m; 1309 maptile *m;
1467 int i, mflags, found, number; 1310 int i, mflags, found, number;
1468 sint16 x, y; 1311 sint16 x, y;
1483 for (i = 0, found = 0; i < 20; i++) 1326 for (i = 0, found = 0; i < 20; i++)
1484 { 1327 {
1485 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1486 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1487 mflags = get_map_flags (m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1488 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1489 { 1333 {
1490 tmp = NULL; 1334 tmp = 0;
1491 break; 1335 break;
1492 } 1336 }
1493 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)
1494 { 1338 {
1495 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1496 * perhaps a bad assumption. 1340 * perhaps a bad assumption.
1497 */ 1341 */
1498 tmp = NULL; 1342 tmp = 0;
1499 break; 1343 break;
1500 } 1344 }
1345
1501 if (mflags & P_IS_ALIVE) 1346 if (mflags & P_IS_ALIVE)
1502 {
1503 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)
1504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1505 {
1506 found++;
1507 break;
1508 }
1509 if (found)
1510 break; 1349 break;
1511 }
1512 } 1350 }
1513 if (tmp == NULL) 1351
1352 if (!tmp)
1514 return find_arrow (op, type); 1353 return find_arrow (op, type);
1515 1354
1516 if (tmp->head) 1355 if (tmp->head)
1517 tmp = tmp->head; 1356 tmp = tmp->head;
1518 1357
1558 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1559 return 0; 1398 return 0;
1560 } 1399 }
1561 1400
1562 // 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
1563 if (bow->below) 1402 splay (bow);
1564 {
1565 bow->remove ();
1566 op->insert (bow);
1567 }
1568
1569 } 1403 }
1570 1404
1571 if (!bow->race || !bow->skill) 1405 if (!bow->race || !bow->skill)
1572 { 1406 {
1573 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);
1599 } 1433 }
1600 1434
1601 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1602 if (arrow->nrof == 0) 1436 if (arrow->nrof == 0)
1603 { 1437 {
1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1604 arrow->destroy (); 1439 arrow->destroy ();
1605 return 0; 1440 return 0;
1606 } 1441 }
1607 1442
1608 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1618 arrow->direction = dir; 1453 arrow->direction = dir;
1619 1454
1620 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 */
1621 arrow->stats.hp = arrow->stats.dam; 1456 arrow->stats.hp = arrow->stats.dam;
1622 arrow->stats.grace = arrow->attacktype; 1457 arrow->stats.grace = arrow->attacktype;
1623 1458 arrow->custom_name = arrow->slaying;
1624 if (arrow->slaying)
1625 arrow->spellarg = strdup (arrow->slaying);
1626 1459
1627#if 0 1460#if 0
1628 if (player *pl = op->contr) 1461 if (player *pl = op->contr)
1629 { 1462 {
1630 float speed = pl->weapon_sp; 1463 float speed = pl->weapon_sp;
1692 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1693 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1694 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1695 * hence the function name. 1528 * hence the function name.
1696 */ 1529 */
1697int 1530static int
1698player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
1699{ 1532{
1700 int ret = 0, wcmod = 0; 1533 int ret;
1701 1534
1702 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
1703 { 1536 {
1704 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);
1705 } 1538 }
1706 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)
1707 { 1540 {
1708 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1541 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1709 wcmod = -1;
1710
1711 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);
1712 } 1543 }
1713 else if (op->contr->bowtype == bow_threewide) 1544 else if (op->contr->bowtype == bow_threewide)
1714 { 1545 {
1715 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);
1716 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)]);
1717 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)]);
1718 } 1549 }
1719 else if (op->contr->bowtype == bow_spreadshot) 1550 else if (op->contr->bowtype == bow_spreadshot)
1720 { 1551 {
1721 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);
1722 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);
1723 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);
1724 } 1555 }
1725 else 1556 else
1726 { 1557 {
1732} 1563}
1733 1564
1734/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1735 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1736 */ 1567 */
1737void 1568static void
1738fire_misc_object (object *op, int dir) 1569fire_misc_object (object *op, int dir)
1739{ 1570{
1740 object *item = op->contr->ranged_ob; 1571 object *item = op->contr->ranged_ob;
1741 1572
1742 if (!item) 1573 if (!item)
1764 return; 1595 return;
1765 } 1596 }
1766 } 1597 }
1767 else if (item->type == ROD || item->type == HORN) 1598 else if (item->type == ROD || item->type == HORN)
1768 { 1599 {
1769 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1600 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1770 1601
1771 // using the maximum of the rods charge allows at least one spell cast 1602 // using the maximum of the rods charge allows at least one spell cast
1772 // for a rod or horn, this fixes some broken rods. 1603 // for a rod or horn, this fixes some broken rods.
1773 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1604 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1774 { 1605 {
1775 op->contr->play_sound (sound_find ("wand_poof")); 1606 op->contr->play_sound (sound_find ("wand_poof"));
1776 1607
1777 if (item->type == ROD) 1608 if (item->type == ROD)
1778 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));
1783 } 1614 }
1784 } 1615 }
1785 1616
1786 if (cast_spell (op, item, dir, item->inv, NULL)) 1617 if (cast_spell (op, item, dir, item->inv, NULL))
1787 { 1618 {
1788 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
1789 if (item->type == WAND) 1621 if (item->type == WAND)
1790 { 1622 {
1791 if (!(--item->stats.food)) 1623 if (!(--item->stats.food))
1792 { 1624 {
1793 object *tmp; 1625 object *tmp;
1813bool 1645bool
1814fire (object *op, int dir) 1646fire (object *op, int dir)
1815{ 1647{
1816 int spellcost = 0; 1648 int spellcost = 0;
1817 1649
1818 /* check for loss of invisiblity/hide */
1819 if (action_makes_visible (op))
1820 make_visible (op);
1821
1822 player *pl = op->contr; 1650 player *pl = op->contr;
1823 1651
1824 if (pl->golem) 1652 if (pl->golem)
1825 { 1653 {
1826 control_golem (op->contr->golem, dir); 1654 control_golem (op->contr->golem, dir);
1828 } 1656 }
1829 1657
1830 object *ob = pl->ranged_ob; 1658 object *ob = pl->ranged_ob;
1831 1659
1832 if (!ob) 1660 if (!ob)
1833 return false;
1834
1835 if (!op->change_weapon (ob))
1836 return false; 1661 return false;
1837 1662
1838 if (op->speed_left > 0.f) 1663 if (op->speed_left > 0.f)
1839 --op->speed_left; 1664 --op->speed_left;
1840 else 1665 else
1841 return false; 1666 return false;
1842 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
1843 switch (ob->type) 1675 switch (ob->type)
1844 { 1676 {
1845 case BOW: 1677 case BOW:
1846 player_fire_bow (op, dir); 1678 player_fire_bow (op, dir);
1847 break; 1679 break;
1848 1680
1849 case SPELL: 1681 case SPELL:
1850 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);
1851 break; 1683 break;
1852 1684
1853 case BUILDER: 1685 case BUILDER:
1854 apply_map_builder (op, dir); 1686 apply_map_builder (op, dir);
1855 break; 1687 break;
1864 } 1696 }
1865 1697
1866 return true; 1698 return true;
1867} 1699}
1868 1700
1869/* find_key 1701static object *
1870 * We try to find a key for the door as passed. If we find a key
1871 * and successfully use it, we return the key, otherwise NULL
1872 * This function merges both normal and locked door, since the logic
1873 * for both is the same - just the specific key is different.
1874 * pl is the player,
1875 * inv is the objects inventory to searched
1876 * door is the door we are trying to match against.
1877 * This function can be called recursively to search containers.
1878 */
1879object *
1880find_key (object *pl, object *container, object *door) 1702find_key_ (object *pl, object *container, object *door)
1881{ 1703{
1882 object *tmp, *key; 1704 object *tmp, *key;
1883 1705
1884 /* Should not happen, but sanity checking is never bad */ 1706 /* Should not happen, but sanity checking is never bad */
1885 if (!container->inv) 1707 if (!container->inv)
1888 /* 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 */
1889 for (tmp = container->inv; tmp; tmp = tmp->below) 1711 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1712 {
1891 if (door->type == DOOR && tmp->type == KEY) 1713 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1714 break;
1715
1893 /* For sanity, we should really check door type, but other stuff 1716 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1717 * (like containers) can be locked with special keys
1895 */ 1718 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1720 break;
1903 * a key, return 1726 * a key, return
1904 */ 1727 */
1905 if (!tmp) 1728 if (!tmp)
1906 { 1729 {
1907 for (tmp = container->inv; tmp; tmp = tmp->below) 1730 for (tmp = container->inv; tmp; tmp = tmp->below)
1908 {
1909 /* No reason to search empty containers */ 1731 /* No reason to search empty containers */
1910 if (tmp->type == CONTAINER && tmp->inv) 1732 if (tmp->type == CONTAINER && tmp->inv)
1911 {
1912 if ((key = find_key (pl, tmp, door))) 1733 if ((key = find_key_ (pl, tmp, door)))
1913 return key; 1734 return key;
1914 }
1915 }
1916 1735
1917 if (!tmp) 1736 if (!tmp)
1918 return NULL; 1737 return 0;
1919 } 1738 }
1920 1739
1921 /* 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,
1922 * see if we actually want to use it 1741 * see if we actually want to use it
1923 */ 1742 */
1924 if (pl != container) 1743 if (pl != container)
1925 { 1744 {
1926 /* Only let players use keys in containers */ 1745 /* Only let players use keys in containers */
1927 if (!pl->contr) 1746 if (!pl->contr)
1928 return NULL; 1747 return 0;
1748
1929 /* cases where this fails: 1749 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 1750 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 1751 * are not in the players inventory.
1932 * If the container is not active, return now since only active 1752 * If the container is not active, return now since only active
1933 * containers can be used. 1753 * containers can be used.
1937 * inv must have been an container and must have been active. 1757 * inv must have been an container and must have been active.
1938 * 1758 *
1939 * Change the color so that the message doesn't disappear with 1759 * Change the color so that the message doesn't disappear with
1940 * all the others. 1760 * all the others.
1941 */ 1761 */
1942 if (pl->contr->usekeys == key_inventory || 1762 if (pl->contr->usekeys == key_inventory
1943 !QUERY_FLAG (container, FLAG_APPLIED) || 1763 || !QUERY_FLAG (container, FLAG_APPLIED)
1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1945 { 1765 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1947 "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));
1948 return NULL; 1768 return NULL;
1949 } 1769 }
1950 } 1770 }
1951 1771
1952 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);
1953} 1798}
1954 1799
1955/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
1957 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
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
2318void 2162void
2319object::drop_unpaid_items () 2163object::drop_unpaid_items ()
2320{ 2164{
2321 if (!flag [FLAG_REMOVED]) 2165 if (!flag [FLAG_REMOVED])
2322 ::drop_unpaid_items (inv, this); 2166 ::drop_unpaid_items (inv, this);
2323}
2324
2325/*
2326 * Returns pointer a static string containing gravestone text
2327 * Moved from apply.c to player.c - player.c is what
2328 * actually uses this function. player.c may not be quite the
2329 * best, a misc file for object actions is probably better,
2330 * but there isn't one in the server directory.
2331 */
2332const char *
2333gravestone_text (object *op)
2334{
2335 static dynbuf_text buf;
2336
2337 buf << "---- R.I.P. ----\n\n";
2338 op->name;
2339
2340 if (op->type == PLAYER)
2341 buf << " the " << op->contr->title;
2342
2343 buf << "\n\n";
2344
2345 buf << "who was level ";
2346 buf << (sint32)op->level << "\n\n" // OO breakdown
2347 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2348
2349 if (op->type == PLAYER)
2350 buf << "by " << op->contr->killer_name () << ".\n\n";
2351
2352 {
2353 static char buf2[128];
2354 time_t now = time (NULL);
2355 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2356 buf << buf2;
2357 }
2358
2359 return buf;
2360} 2167}
2361 2168
2362void 2169void
2363do_some_living (object *op) 2170do_some_living (object *op)
2364{ 2171{
2519 { 2326 {
2520 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2327 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2521 2328
2522 if (over_hp > 0) 2329 if (over_hp > 0)
2523 { 2330 {
2524 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;
2525 op->last_heal = 0; 2332 op->last_heal = 0;
2526 } 2333 }
2527 else 2334 else
2528 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);
2529 } 2336 }
2585 2392
2586 if (op->stats.food < 0) 2393 if (op->stats.food < 0)
2587 { 2394 {
2588 op->stats.hp += op->stats.food; 2395 op->stats.hp += op->stats.food;
2589 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 ();
2590 } 2402 }
2403 }
2591 2404
2405 /* killer should be set here already */
2592 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2406 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player (op); 2407 kill_player (op);
2594 } 2408 }
2595} 2409}
2596 2410
2601 */ 2415 */
2602void 2416void
2603kill_player (object *op) 2417kill_player (object *op)
2604{ 2418{
2605 int x, y; 2419 int x, y;
2606 char buf[MAX_BUF];
2607 maptile *map; /* this is for resurrection */ 2420 maptile *map; /* this is for resurrection */
2608 int will_kill_again; 2421 int will_kill_again;
2609 archetype *at; 2422 archetype *at;
2610 object *tmp; 2423 object *tmp;
2611 2424
2612 if (save_life (op)) 2425 if (save_life (op))
2613 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 }
2614 2465
2615 /* 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
2616 * 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.
2617 * Look at op_on_battleground() for more info --AndreasV 2468 * Look at op_on_battleground() for more info --AndreasV
2618 */ 2469 */
2619 if (op_on_battleground (op, &x, &y)) 2470 if (op_on_battleground (op, &x, &y))
2620 { 2471 {
2621 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";
2622 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2623
2624 /* restore player */
2625 at = archetype::find ("poisoning");
2626 if (object *tmp = present_arch_in_ob (at, op))
2627 {
2628 tmp->destroy ();
2629 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2630 }
2631
2632 at = archetype::find ("confusion");
2633 if (object *tmp = present_arch_in_ob (at, op))
2634 {
2635 tmp->destroy ();
2636 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2637 }
2638
2639 cure_disease (op, 0, 0); /* remove any disease */
2640 op->stats.hp = op->stats.maxhp;
2641 if (op->stats.food <= 0)
2642 op->stats.food = 999;
2643 2473
2644 /* create a bodypart-trophy to make the winner happy */ 2474 /* create a bodypart-trophy to make the winner happy */
2645 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2646 { 2476 {
2647 tmp->name = format ("%s's finger" , &op->name); 2477 tmp->name = format ("%s's finger" , &op->name);
2648 tmp->name_pl = format ("%s's fingers", &op->name); 2478 tmp->name_pl = format ("%s's fingers", &op->name);
2649 tmp->msg = format ( 2479 tmp->msg = format (
2650 "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",
2658 } 2488 }
2659 2489
2660 /* teleport defeated player to new destination */ 2490 /* teleport defeated player to new destination */
2661 transfer_ob (op, x, y, 0, NULL); 2491 transfer_ob (op, x, y, 0, NULL);
2662 op->contr->braced = 0; 2492 op->contr->braced = 0;
2493
2494 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2663 return; 2495 return;
2664 } 2496 }
2665 2497
2498 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2499 deathtab << "T<YOU HAVE DIED>\n\n";
2500
2666 INVOKE_PLAYER (DEATH, op->contr); 2501 INVOKE_PLAYER (DEATH, op->contr);
2667 2502
2668 command_kill_pets (op, 0); 2503 command_kill_pets (op, 0);
2669
2670 if (op->stats.food < 0)
2671 {
2672 op->contr->killer = archetype::get ("killer_starvation");
2673 op->contr->killer->destroy ();
2674 }
2675 2504
2676 op->contr->play_sound (sound_find ("player_dies")); 2505 op->contr->play_sound (sound_find ("player_dies"));
2677 2506
2678 /* save the map location for corpse, gravestone */ 2507 /* save the map location for corpse, gravestone */
2679 x = op->x; 2508 x = op->x;
2709 2538
2710 lost_a_stat = 0; 2539 lost_a_stat = 0;
2711 2540
2712 for (z = 0; z < num_stats_lose; z++) 2541 for (z = 0; z < num_stats_lose; z++)
2713 { 2542 {
2714 i = RANDOM () % NUM_STATS; 2543 i = rndm (NUM_STATS);
2715 2544
2716 if (settings.stat_loss_on_death) 2545 if (settings.stat_loss_on_death)
2717 { 2546 {
2718 /* 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
2719 * what he lost. 2548 * what he lost.
2726 lost_a_stat = 1; 2555 lost_a_stat = 1;
2727 } 2556 }
2728 else 2557 else
2729 { 2558 {
2730 /* deplete a stat */ 2559 /* deplete a stat */
2731 archetype *deparch = archetype::find ("depletion"); 2560 archetype *deparch = archetype::find (shstr_depletion);
2732 object *dep; 2561 object *dep;
2733 2562
2734 dep = present_arch_in_ob (deparch, op); 2563 dep = present_arch_in_ob (deparch, op);
2735 if (!dep) 2564 if (!dep)
2736 { 2565 {
2770 } 2599 }
2771 } 2600 }
2772 2601
2773 if (lose_this_stat) 2602 if (lose_this_stat)
2774 { 2603 {
2775 this_stat = get_attr_value (&(dep->stats), i); 2604 this_stat = get_attr_value (&dep->stats, i);
2776 /* We could try to do something clever like find another 2605 /* We could try to do something clever like find another
2777 * stat to reduce if this fails. But chances are, if 2606 * stat to reduce if this fails. But chances are, if
2778 * stats have been depleted to -50, all are pretty low 2607 * stats have been depleted to -50, all are pretty low
2779 * 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
2780 * difference. 2609 * difference.
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 tmp->name = format ("%s's gravestone", &op->name); 2643 tmp->name = format ("%s's gravestone", &op->name);
2815 tmp->name_pl = format ("%s's gravestones", &op->name); 2644 tmp->name_pl = format ("%s's gravestones", &op->name);
2816 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ()); 2645 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2646 &op->name, op->contr->title, op->contr->killer_name ());
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 // remove all spell effects that are active
2850 // to avoid long-term effects such as word-of-recall
2851 for (object *item = op->inv; item; )
2852 {
2853 object *next = item->below;
2854
2855 if (item->type == SPELL_EFFECT && item->active)
2856 item->destroy ();
2857
2858 item = next;
2859 }
2860
2861 /*add_exp(op, (op->stats.exp * -0.20)); */ 2656 /*add_exp(op, (op->stats.exp * -0.20)); */
2862 apply_death_exp_penalty (op); 2657 apply_death_exp_penalty (op);
2863
2864 if (op->stats.food < 100)
2865 op->stats.food = 900;
2866
2867 op->stats.hp = op->stats.maxhp;
2868 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2869 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2870 2658
2871 /* 2659 /*
2872 * 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
2873 * and put them back in the map. 2661 * and put them back in the map.
2874 */ 2662 */
2909 if (will_kill_again & (1 << at)) 2697 if (will_kill_again & (1 << at))
2910 force->resist[at] = 100; 2698 force->resist[at] = 100;
2911 2699
2912 insert_ob_in_ob (force, op); 2700 insert_ob_in_ob (force, op);
2913 op->update_stats (); 2701 op->update_stats ();
2914
2915 } 2702 }
2916 2703
2917 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2704 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2918} 2705}
2919 2706
2920void 2707static void
2921loot_object (object *op) 2708loot_object (object *op)
2922{ /* Grab and destroy some treasure */ 2709{ /* Grab and destroy some treasure */
2923 object *tmp, *tmp2, *next; 2710 object *tmp, *tmp2, *next;
2924 2711
2925 op->close_container (); /* close open sack first */ 2712 op->close_container (); /* close open sack first */
3020} 2807}
3021 2808
3022void 2809void
3023make_visible (object *op) 2810make_visible (object *op)
3024{ 2811{
3025 op->hide = 0; 2812 op->flag [FLAG_HIDDEN] = 0;
3026 op->invisible = 0; 2813 op->invisible = 0;
3027 2814
3028 if (op->type == PLAYER) 2815 if (op->type == PLAYER)
3029 { 2816 {
3030 op->contr->tmp_invis = 0; 2817 op->contr->tmp_invis = 0;
3055 2842
3056 if (!ob || !ob->map) 2843 if (!ob || !ob->map)
3057 return 0; 2844 return 0;
3058 2845
3059 /* so, on normal lighted maps, its hard to hide */ 2846 /* so, on normal lighted maps, its hard to hide */
3060 level = ob->map->darkness - 2; 2847 level = ob->map->darklevel () - 2;
3061 2848
3062 /* this also picks up whether the object is glowing. 2849 /* this also picks up whether the object is glowing.
3063 * 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
3064 * as bad as carrying a light on a pitch dark map */ 2851 * as bad as carrying a light on a pitch dark map */
3065 if (has_carried_lights (ob)) 2852 if (ob->has_carried_lights ())
3066 level = -(10 + (2 * ob->map->darkness)); 2853 level = -(10 + (2 * ob->map->darklevel ()));
3067 2854
3068 /* scan through all nearby squares for terrain to hide in */ 2855 /* scan through all nearby squares for terrain to hide in */
3069 for (i = 0, x = ob->x, y = ob->y; 2856 for (i = 0, x = ob->x, y = ob->y;
3070 i <= SIZEOFFREE1; 2857 i <= SIZEOFFREE1;
3071 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])
3218 while (op) 3005 while (op)
3219 { 3006 {
3220 dx = rv.distance_x + op->arch->x; 3007 dx = rv.distance_x + op->arch->x;
3221 dy = rv.distance_y + op->arch->y; 3008 dy = rv.distance_y + op->arch->y;
3222 3009
3223 /* only the viewable area the player sees is updated by LOS 3010 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3224 * code, so we need to restrict ourselves to that range of values
3225 * for any meaningful values.
3226 */
3227 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3228 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3229 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3230 return 1; 3011 return 1;
3231 3012
3232 op = op->more; 3013 op = op->more;
3233 }
3234
3235 return 0;
3236}
3237
3238/* routine for both players and monsters. We call this when
3239 * there is a possibility for our action distrubing our hiding
3240 * place or invisiblity spell. Artefact invisiblity is not
3241 * effected by this. If we arent invisible to begin with, we
3242 * return 0.
3243 */
3244int
3245action_makes_visible (object *op)
3246{
3247 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3248 {
3249 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3250 return 0;
3251
3252 if (op->contr && op->contr->tmp_invis == 0)
3253 return 0;
3254
3255 /* If monsters, they should become visible */
3256 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3257 {
3258 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3259 return 1;
3260 }
3261 } 3014 }
3262 3015
3263 return 0; 3016 return 0;
3264} 3017}
3265 3018
3490 3243
3491 if (pl->ranged_ob == ob) 3244 if (pl->ranged_ob == ob)
3492 pl->ranged_ob = 0; 3245 pl->ranged_ob = 0;
3493} 3246}
3494 3247
3248//-GPL
3249
3495sint8 3250sint8
3496player::visibility_at (maptile *map, int x, int y) const 3251player::darkness_at (maptile *map, int x, int y) const
3497{ 3252{
3498 if (!ns) 3253 if (!ns)
3499 return 0; 3254 return LOS_BLOCKED;
3500 3255
3501 int dx, dy; 3256 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3257 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0; 3258 return LOS_BLOCKED;
3504 3259
3505 x += dx - ns->current_x + ns->mapx / 2; 3260 x += dx - ns->current_x;
3506 y += dy - ns->current_y + ns->mapy / 2; 3261 y += dy - ns->current_y;
3507 3262
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0;
3510
3511 return 100 - blocked_los [x][y]; 3263 return blocked_los (x, y);
3512} 3264}
3513 3265
3514void 3266void
3515player::infobox (const char *title, const char *msg, int color) 3267player::infobox (const char *title, const char *msg, int color)
3516{ 3268{

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