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Comparing deliantra/server/server/player.C (file contents):
Revision 1.163 by root, Thu Aug 23 17:16:17 2007 UTC vs.
Revision 1.250 by root, Sat Dec 12 03:17:21 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
183 72
184 if (ob->map) 73 if (ob->map)
185 maplevel = ob->map->path; 74 maplevel = ob->map->path;
186 75
187 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 78 ob->map = 0;
189 party = 0; 79 party = 0;
190 80
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 82
206 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
207 97
208 ns->update_look = 0; 98 ns->update_look = 0;
209 ns->look_position = 0; 99 ns->look_position = 0;
210 100
211 clear_los (this); 101 clear_los ();
212 102
213 ns->reset_stats (); 103 ns->reset_stats ();
214 104
215 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
218 108
219 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
220 link_player_skills (ob); 110 link_skills ();
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 111
224 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
225 113
226 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob)) 115 if (is_dragon_pl (ob))
238 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
239 } 127 }
240 128
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 130
243 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
244 138
245 ob->flag [FLAG_READY_WEAPON] = false; 139 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 140 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false; 141 ob->flag [FLAG_READY_BOW] = false;
248 142
249 for (object *op = ob->inv; op; op = op->below) 143 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED]) 144 if (op->flag [FLAG_APPLIED])
251 switch (op->type) 145 switch (op->type)
252 { 146 {
253 case SKILL: 147 case SKILL:
254 ob->flag [FLAG_APPLIED] = false; 148 op->flag [FLAG_APPLIED] = false;
255 break; 149 break;
256 150
257 case WAND: 151 case WAND:
258 case ROD: 152 case ROD:
259 case HORN: 153 case HORN:
264 case WEAPON: 158 case WEAPON:
265 combat_ob = op; 159 combat_ob = op;
266 break; 160 break;
267 } 161 }
268 162
163 ob->current_weapon = 0;
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats (); 165 activate (); // change_weapon also activates, but this doesn't hurt
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281 166
282 INVOKE_PLAYER (CONNECT, this); 167 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this); 168 INVOKE_PLAYER (LOGIN, this);
284} 169}
285 170
302 ns->reset_stats (); 187 ns->reset_stats ();
303 ns->pl = 0; 188 ns->pl = 0;
304 ns = 0; 189 ns = 0;
305 } 190 }
306 191
307 observe = ob; 192 // this is important for the player scheduler to get the correct refcount
193 // when ns = 0
194 observe = viewpoint = ob;
308 195
309 deactivate (); 196 deactivate ();
310} 197}
198
199//-GPL
311 200
312// the need for this function can be explained 201// the need for this function can be explained
313// by load_object not returning the object 202// by load_object not returning the object
314void 203void
315player::set_object (object *op) 204player::set_object (object *op)
316{ 205{
317 ob = observe = op; 206 ob = observe = viewpoint = op;
318 ob->contr = this; /* this aren't yet in archetype */ 207 ob->contr = this; /* this aren't yet in archetype */
319 208
320 ob->speed = 1.0f; 209 ob->speed = 1.0f;
321 ob->speed_left = 0.5f; 210 ob->speed_left = 0.5f;
322 211
323 ob->direction = 5; /* So player faces south */ 212 ob->direction = 5; /* So player faces south */
324} 213}
325 214
326void 215void
327player::set_observe (object *op) 216player::set_observe (object *op)
328{ 217{
329 observe = op ? op : ob; 218 observe = viewpoint = op ? op : ob;
330 do_los = 1; 219 do_los = 1;
331} 220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
332 230
333player::player () 231player::player ()
334{ 232{
335 /* There are some elements we want initialised to non zero value - 233 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point. 234 * we deal with that below this point.
342 savebed_map = first_map_path; /* Init. respawn position */ 240 savebed_map = first_map_path; /* Init. respawn position */
343 241
344 gen_sp_armour = 10; 242 gen_sp_armour = 10;
345 bowtype = bow_normal; 243 bowtype = bow_normal;
346 petmode = pet_normal; 244 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers; 245 usekeys = containers;
349 peaceful = 1; /* default peaceful */ 246 peaceful = 1; /* default peaceful */
350 do_los = 1; 247 do_los = 1;
351 248
352 weapon_sp = 1.0f; 249 weapon_sp = 1.0f;
364 { 261 {
365 ob->destroy_inv (false); 262 ob->destroy_inv (false);
366 ob->destroy (); 263 ob->destroy ();
367 } 264 }
368 265
369 ob = observe = 0; 266 ob = observe = viewpoint = 0;
370} 267}
371 268
372player::~player () 269player::~player ()
373{ 270{
374 /* Clear item stack */ 271 /* Clear item stack */
375 free (stack_items); 272 free (stack_items);
273}
274
275/*
276 * get_player_archetype() return next player archetype from archetype
277 * list. Not very efficient routine, but used only creating new players.
278 * Note: there MUST be at least one player archetype!
279 */
280static archetype *
281get_player_archetype (archetype *at)
282{
283 // archetypes could have been reloaded
284 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
285
286 if (!nat)
287 return at;
288
289 archvec::iterator i = archetypes.find (nat);
290
291 for (;;)
292 {
293 if (++i == archetypes.end ())
294 i = archetypes.begin ();
295 else if (*i == at)
296 cleanup ("not a single player archetype found");
297
298 if ((*i)->type == PLAYER)
299 return *i;
300 }
376} 301}
377 302
378/* Tries to add player on the connection passed in ns. 303/* Tries to add player on the connection passed in ns.
379 * All we can really get in this is some settings like host and display 304 * All we can really get in this is some settings like host and display
380 * mode. 305 * mode.
382player * 307player *
383player::create () 308player::create ()
384{ 309{
385 player *pl = new player; 310 player *pl = new player;
386 311
387 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
388 313
389 pl->ob->roll_stats (); 314 pl->ob->roll_stats ();
390 pl->ob->stats.wc = 2; 315 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */ 316 pl->ob->run_away = 25; /* Then we panick... */
392 317
393 set_first_map (pl->ob); 318 set_first_map (pl->ob);
394 319
395 return pl; 320 return pl;
396}
397
398/*
399 * get_player_archetype() return next player archetype from archetype
400 * list. Not very efficient routine, but used only creating new players.
401 * Note: there MUST be at least one player archetype!
402 */
403archetype *
404get_player_archetype (archetype *at)
405{
406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
408 for (;;)
409 {
410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418} 321}
419 322
420object * 323object *
421get_nearest_player (object *mon) 324get_nearest_player (object *mon)
422{ 325{
629 532
630 return firstdir; 533 return firstdir;
631} 534}
632 535
633void 536void
634give_initial_items (object *pl, treasurelist * items) 537give_initial_items (object *pl, treasurelist *items)
635{ 538{
636 object *op, *next = NULL;
637
638 if (pl->randomitems != NULL) 539 if (pl->randomitems)
639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
640 541
641 for (op = pl->inv; op; op = next) 542 for (object *next, *op = pl->inv; op; op = next)
642 { 543 {
643 next = op->below; 544 next = op->below;
644 545
645 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
646 * flag "neutral" set. Sorry but I can't think of a better way 547 * flag "neutral" set. Sorry but I can't think of a better way
651 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
652 * by this player due to race restrictions 553 * by this player due to race restrictions
653 */ 554 */
654 if (pl->type == PLAYER) 555 if (pl->type == PLAYER)
655 { 556 {
656 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
657 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
658 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
659 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
660 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
661 { 564 {
662 op->destroy (); 565 op->destroy ();
663 continue; 566 continue;
664 } 567 }
665 } 568 }
666 569
667 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
668 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
669 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
670 * a first level treasurelist for each skill.)
671 * remove duplicate skills also
672 */ 573 */
673 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
674 { 575 {
675 object *tmp;
676
677 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
678 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
679 break;
680
681 if (tmp)
682 { 578 {
683 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
684 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
685 continue; 582 break;
686 } 583 }
687 584
688 if (op->nrof > 1) 585 if (op->nrof > 1)
689 op->nrof = 1; 586 op->nrof = 1;
690 } 587 }
691 588
692 if (op->type == SPELLBOOK && op->inv) 589 if (op->type == SPELLBOOK && op->inv)
693 {
694 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
695 }
696 591
697 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
698 * items. Just don't identify gold or silver, or it won't be 593 * items. Just don't identify gold or silver, or it won't be
699 * merged properly. 594 * merged properly.
700 */ 595 */
701 if (need_identify (op)) 596 if (need_identify (op))
702 { 597 {
703 SET_FLAG (op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
704 CLEAR_FLAG (op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
705 CLEAR_FLAG (op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
706 } 601 }
602
707 if (op->type == SPELL) 603 if (op->type == SPELL)
708 { 604 {
709 op->destroy (); 605 op->destroy ();
710 continue; 606 continue;
711 } 607 }
713 { 609 {
714 SET_FLAG (op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
715 op->stats.exp = 0; 611 op->stats.exp = 0;
716 op->level = 1; 612 op->level = 1;
717 } 613 }
718 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
719 else
720 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
721 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
722 617
723 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
724 link_player_skills (pl); 619 pl->contr->link_skills ();
725} 620}
726 621
727void 622void
728get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
729{ 624{
739 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 634 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
740} 635}
741 636
742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 637/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
743static int 638static int
744roll_stat (void) 639roll_stat ()
745{ 640{
746 int a[4], i, j, k; 641 int a[4], i, j, k;
747 642
748 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
749 a[i] = (int) rndm (6) + 1; 644 a[i] = (int) rndm (6) + 1;
830static void 725static void
831start_info (object *op) 726start_info (object *op)
832{ 727{
833 char buf[MAX_BUF]; 728 char buf[MAX_BUF];
834 729
835 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 730 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
836 new_draw_info (NDI_UNIQUE, 0, op, buf); 731 new_draw_info (NDI_UNIQUE, 0, op, buf);
837 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
838 //new_draw_info (NDI_UNIQUE, 0, op, " ");
839} 732}
840 733
841/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
842 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
843 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
846 */ 739 */
847void 740void
848player::chargen_race_done () 741player::chargen_race_done ()
849{ 742{
850 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
851 esrv_new_player (ob->contr, ob->weight + ob->carrying); 744 esrv_new_player (ob->contr);
852 745
853 treasurelist *tl = treasurelist::find ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
854 if (tl) 747 if (tl)
855 create_treasure (tl, ob, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
856 749
857 INVOKE_PLAYER (BIRTH, ob->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
858 INVOKE_PLAYER (LOGIN, ob->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
859 752
860 ob->contr->ns->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
861 754
862 if (ob->msg) 755 if (ob->msg)
863 ob->msg = 0; 756 ob->msg = 0;
864
865 /* We create this now because some of the unique maps will need it
866 * to save here.
867 */
868 {
869 char buf[MAX_BUF];
870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
871 make_path_to_file (buf);
872 }
873 757
874 start_info (ob); 758 start_info (ob);
875 CLEAR_FLAG (ob, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
876 give_initial_items (ob, ob->randomitems); 760 give_initial_items (ob, ob->randomitems);
877 link_player_skills (ob);
878 esrv_send_inventory (ob, ob); 761 esrv_send_inventory (ob, ob);
879 ob->update_stats (); 762 ob->update_stats ();
880 763
881 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
882 * is one for this race 765 * is one for this race
883 */ 766 */
884 if (*first_map_ext_path) 767 if (*first_map_ext_path)
885 { 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
886 object *tmp;
887 char mapname[MAX_BUF];
888
889 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
890 tmp = object::create ();
891 EXIT_PATH (tmp) = mapname;
892 EXIT_X (tmp) = ob->x;
893 EXIT_Y (tmp) = ob->y;
894 ob->enter_exit (tmp); /* we don't really care if it succeeded;
895 * if the map isn't there, then stay on the
896 * default initial map */
897 tmp->destroy ();
898 }
899 else 769 else
900 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
901} 771}
902 772
903void 773void
934 ob->stats.hp = ob->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
935 ob->stats.sp = ob->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
936 ob->stats.grace = 0; 806 ob->stats.grace = 0;
937} 807}
938 808
939void 809static void
940flee_player (object *op) 810flee_player (object *op)
941{ 811{
942 int dir, diff; 812 int dir, diff;
943 rv_vector rv; 813 rv_vector rv;
944 814
947 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
948 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
949 return; 819 return;
950 } 820 }
951 821
952 if (op->enemy == NULL) 822 if (!op->enemy)
953 { 823 {
954 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
955 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
956 return; 826 return;
957 } 827 }
958 828
959 /* Seen some crashes here. Since we don't store an
960 * op->enemy_count, it is possible that something destroys the
961 * actual enemy, and the object is recycled.
962 */
963 if (op->enemy->map == NULL)
964 {
965 CLEAR_FLAG (op, FLAG_SCARED);
966 op->enemy = NULL;
967 return;
968 }
969
970 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
971 { 830 {
972 op->enemy = NULL; 831 op->enemy = NULL;
973 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
974 return; 833 return;
977 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
978 837
979 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
980 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
981 { 840 {
982 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
983 842
984 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 843 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
985 return; 844 return;
986 } 845 }
987 846
998check_pick (object *op) 857check_pick (object *op)
999{ 858{
1000 object *tmp, *next; 859 object *tmp, *next;
1001 int stop = 0; 860 int stop = 0;
1002 int wvratio; 861 int wvratio;
1003 char putstring[128];
1004 862
1005 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1006 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1007 return 1; 865 return 1;
1008 866
1009 next = op->below; 867 next = op->below;
1010 868
869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
871
1011 /* loop while there are items on the floor that are not marked as 872 /* loop while there are items on the floor that are not marked as
1012 * destroyed */ 873 * destroyed */
1013 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1014 { 875 {
1015 tmp = next; 876 tmp = next;
1016 next = tmp->below; 877 next = tmp->below;
1017 878
879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
1018 if (op->destroyed ()) 885 if (op->destroyed ())
1019 return 0; 886 return 0;
1020 887
1021 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1022 continue; 889 continue;
1023 890
1024 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1025 { 892 {
1026 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1027 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1028 continue; 896 continue;
1029 } 897 }
1030 898
1031 /* high not bit set? We're using the old autopickup model */ 899 /* pickup handling */
900 if (op->contr->mode & PU_DEBUG)
901 {
902 /* some debugging code to figure out item information */
903 const char *str = tmp->name
904 ? format ("item name: %s item type: %d weight/value: %d",
905 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
906 : format ("item name: %s item type: %d weight/value: %d",
907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
908
909 new_draw_info (NDI_UNIQUE, 0, op, str);
910 }
911
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
916 return 1;
917
918 /* philosophy:
919 * It's easy to grab an item type from a pile, as long as it's
920 * generic. This takes no game-time. For more detailed pickups
921 * and selections, select-items should be used. This is a
922 * grab-as-you-run type mode that's really useful for arrows for
923 * example.
924 * The drawback: right now it has no frontend, so you need to
925 * stick the bits you want into a calculator in hex mode and then
926 * convert to decimal and then 'pickup <#>
927 */
928
929 /* the first two modes are exclusive: if NOTHING we return, if
930 * STOP then we stop. All the rest are applied sequentially,
931 * meaning if any test passes, the item gets picked up. */
932
933 /* if mode is set to pick nothing up, return */
934 if (op->contr->mode == PU_NOTHING)
935 return 1;
936
937 /* if mode is set to stop when encountering objects, return */
938 /* take STOP before INHIBIT since it doesn't actually pick
939 * anything up */
940 if (op->contr->mode & PU_STOP)
941 return 0;
942
943 /* useful for going into stores and not losing your settings... */
944 /* and for battles wher you don't want to get loaded down while
945 * fighting */
946 if (op->contr->mode & PU_INHIBIT)
947 return 1;
948
949 /* prevent us from turning into auto-thieves :) */
950 if (QUERY_FLAG (tmp, FLAG_UNPAID))
951 continue;
952
953 /* ignore known cursed objects */
954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
955 continue;
956
957 /* all food and drink if desired */
958 /* question: don't pick up known-poisonous stuff? */
1032 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1033 { 961 {
1034 switch (op->contr->mode) 962 CHK_PICK_PICKUP;
963 continue;
964 }
965
966 if (op->contr->mode & PU_DRINK)
967 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_POTION)
974 if (tmp->type == POTION)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 /* spellbooks, skillscrolls and normal books/scrolls */
981 if (op->contr->mode & PU_SPELLBOOK)
982 if (tmp->type == SPELLBOOK)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_SKILLSCROLL)
989 if (tmp->type == SKILLSCROLL)
990 {
991 CHK_PICK_PICKUP;
992 continue;
993 }
994
995 if (op->contr->mode & PU_READABLES)
996 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1001
1002 /* wands/staves/rods/horns */
1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1004 if (tmp->type == WAND
1005 || tmp->type == ROD
1006 || tmp->type == HORN
1007 || tmp->type == POWER_CRYSTAL)
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)
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 if (op->contr->mode & PU_VALUABLES)
1023 {
1024 if (tmp->type == MONEY || tmp->type == GEM)
1035 { 1025 {
1036 case 0: 1026 CHK_PICK_PICKUP;
1037 return 1; /* don't pick up */ 1027 continue;
1038 case 1:
1039 pick_up (op, tmp);
1040 return 1;
1041 case 2:
1042 pick_up (op, tmp);
1043 return 0;
1044 case 3:
1045 return 0; /* stop before pickup */
1046 case 4:
1047 pick_up (op, tmp);
1048 break;
1049 case 5:
1050 pick_up (op, tmp);
1051 stop = 1;
1052 break;
1053 case 6:
1054 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1055 pick_up (op, tmp);
1056 break;
1057
1058 case 7:
1059 if (tmp->type == MONEY || tmp->type == GEM)
1060 pick_up (op, tmp);
1061 break;
1062
1063 default:
1064 /* use value density */
1065 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1066 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1067 pick_up (op, tmp);
1068 } 1028 }
1069 } 1029 }
1070 else 1030
1071 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1072 /* NEW pickup handling */
1073 if (op->contr->mode & PU_DEBUG) 1032 if (op->contr->mode & PU_JEWELS)
1033 if (tmp->type == RING
1034 || tmp->type == AMULET
1035 || tmp->type == GIRDLE
1036 || tmp->type == SKILL_TOOL)
1074 { 1037 {
1075 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1076 if (tmp->name != NULL)
1077 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1078 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1079 else
1080 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1081 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1082
1083 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1084 }
1085
1086 /* philosophy:
1087 * It's easy to grab an item type from a pile, as long as it's
1088 * generic. This takes no game-time. For more detailed pickups
1089 * and selections, select-items should be used. This is a
1090 * grab-as-you-run type mode that's really useful for arrows for
1091 * example.
1092 * The drawback: right now it has no frontend, so you need to
1093 * stick the bits you want into a calculator in hex mode and then
1094 * convert to decimal and then 'pickup <#>
1095 */
1096
1097 /* the first two modes are exclusive: if NOTHING we return, if
1098 * STOP then we stop. All the rest are applied sequentially,
1099 * meaning if any test passes, the item gets picked up. */
1100
1101 /* if mode is set to pick nothing up, return */
1102
1103 if (op->contr->mode & PU_NOTHING)
1104 return 1;
1105
1106 /* if mode is set to stop when encountering objects, return */
1107 /* take STOP before INHIBIT since it doesn't actually pick
1108 * anything up */
1109
1110 if (op->contr->mode & PU_STOP)
1111 return 0;
1112
1113 /* useful for going into stores and not losing your settings... */
1114 /* and for battles wher you don't want to get loaded down while
1115 * fighting */
1116 if (op->contr->mode & PU_INHIBIT)
1117 return 1;
1118
1119 /* prevent us from turning into auto-thieves :) */
1120 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1121 continue; 1039 continue;
1040 }
1122 1041
1123 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1124 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1043 if (op->contr->mode & PU_FLESH)
1044 if (tmp->type == FLESH)
1045 {
1046 CHK_PICK_PICKUP;
1125 continue; 1047 continue;
1048 }
1126 1049
1127 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1128 /* question: don't pick up known-poisonous stuff? */ 1051 if (op->contr->mode & PU_BOW)
1052 if (tmp->type == BOW)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_ARROW)
1059 if (tmp->type == ARROW)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 /* all kinds of armor etc. */
1066 if (op->contr->mode & PU_ARMOUR)
1067 if (tmp->type == ARMOUR)
1068 {
1069 CHK_PICK_PICKUP;
1070 continue;
1071 }
1072
1073 if (op->contr->mode & PU_HELMET)
1074 if (tmp->type == HELMET)
1075 {
1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_SHIELD)
1081 if (tmp->type == SHIELD)
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1129 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1130 if (tmp->type == FOOD) 1088 if (tmp->type == BOOTS)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 if (op->contr->mode & PU_GLOVES)
1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 if (op->contr->mode & PU_CLOAK)
1102 if (tmp->type == CLOAK)
1103 {
1104 CHK_PICK_PICKUP;
1105 continue;
1106 }
1107
1108 /* hoping to catch throwing daggers here */
1109 if (op->contr->mode & PU_MISSILEWEAPON)
1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* careful: chairs and tables are weapons! */
1117 if (op->contr->mode & PU_ALLWEAPON)
1118 {
1119 if (tmp->type == WEAPON)
1120 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1131 { 1121 {
1132 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1133 continue; 1123 continue;
1134 } 1124 }
1125 }
1135 1126
1127 /* misc stuff that's useful */
1136 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1137 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1138 { 1130 {
1139 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1140 continue; 1132 continue;
1141 } 1133 }
1142 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1143 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1144 if (tmp->type == POTION) 1138 {
1139 /* use value density to decide what else to grab */
1140 /* >=7 was >= op->contr->mode */
1141 /* >=7 is the old standard setting. Now we take the last 4 bits
1145 { 1142 */
1146 pick_up (op, tmp);
1147 continue;
1148 }
1149
1150 /* spellbooks, skillscrolls and normal books/scrolls */
1151 if (op->contr->mode & PU_SPELLBOOK)
1152 if (tmp->type == SPELLBOOK)
1153 {
1154 pick_up (op, tmp);
1155 continue;
1156 }
1157
1158 if (op->contr->mode & PU_SKILLSCROLL)
1159 if (tmp->type == SKILLSCROLL)
1160 {
1161 pick_up (op, tmp);
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_READABLES)
1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1167 {
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 /* wands/staves/rods/horns */
1173 if (op->contr->mode & PU_MAGIC_DEVICE)
1174 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* pick up all magical items */
1181 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1182 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1144 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_VALUABLES)
1189 { 1145 {
1190 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1191 { 1149 {
1192 pick_up (op, tmp); 1150 fprintf (stderr, "%s", tmp->name);
1193 continue;
1194 } 1151 }
1195 }
1196
1197 /* rings & amulets - talismans seems to be typed AMULET */
1198 if (op->contr->mode & PU_JEWELS)
1199 if (tmp->type == RING || tmp->type == AMULET)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* we don't forget dragon food */
1206 if (op->contr->mode & PU_FLESH)
1207 if (tmp->type == FLESH)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* bows and arrows. Bows are good for selling! */
1214 if (op->contr->mode & PU_BOW)
1215 if (tmp->type == BOW)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_ARROW)
1222 if (tmp->type == ARROW)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 /* all kinds of armor etc. */
1229 if (op->contr->mode & PU_ARMOUR)
1230 if (tmp->type == ARMOUR)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_HELMET)
1237 if (tmp->type == HELMET)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_SHIELD)
1244 if (tmp->type == SHIELD)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_BOOTS)
1251 if (tmp->type == BOOTS)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_GLOVES)
1258 if (tmp->type == GLOVES)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 if (op->contr->mode & PU_CLOAK)
1265 if (tmp->type == CLOAK)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 /* hoping to catch throwing daggers here */
1272 if (op->contr->mode & PU_MISSILEWEAPON)
1273 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 /* careful: chairs and tables are weapons! */
1280 if (op->contr->mode & PU_ALLWEAPON)
1281 {
1282 if (tmp->type == WEAPON && tmp->name != NULL)
1283 {
1284 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1285 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290 }
1291
1292 if (tmp->type == WEAPON && tmp->name == NULL)
1293 {
1294 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299 }
1300 }
1301
1302 /* misc stuff that's useful */
1303 if (op->contr->mode & PU_KEY)
1304 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 /* any of the last 4 bits set means we use the ratio for value
1311 * pickups */
1312 if (op->contr->mode & PU_RATIO)
1313 {
1314 /* use value density to decide what else to grab */
1315 /* >=7 was >= op->contr->mode */
1316 /* >=7 is the old standard setting. Now we take the last 4 bits
1317 * and multiply them by 5, giving 0..15*5== 5..75 */
1318 wvratio = (op->contr->mode & PU_RATIO) * 5;
1319 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1320 {
1321 pick_up (op, tmp);
1322#if 0
1323 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1324 if (tmp->name != NULL)
1325 {
1326 fprintf (stderr, "%s", tmp->name);
1327 }
1328 else 1152 else
1329 fprintf (stderr, "%s", tmp->arch->archname); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1330 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1331 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1155 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1332#endif 1156#endif
1157 CHK_PICK_PICKUP;
1333 continue; 1158 continue;
1334 }
1335 } 1159 }
1336 } /* the new pickup model */ 1160 } /* the new pickup model */
1337 } 1161 }
1338 1162
1339 return !stop; 1163 return !stop;
1164}
1165
1166/* routine for both players and monsters. We call this when
1167 * there is a possibility for our action distrubing our hiding
1168 * place or invisiblity spell. Artefact invisiblity causes
1169 * "noise" instead. If we arent invisible to begin with, we
1170 * return 0.
1171 */
1172static int
1173action_makes_visible (object *op)
1174{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1176 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1178 {
1179 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance.
1181 if (op->contr)
1182 op->make_noise ();
1183
1184 return 0;
1185 }
1186
1187 if (op->contr && op->contr->tmp_invis == 0)
1188 return 0;
1189
1190 /* If monsters, they should become visible */
1191 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1192 {
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1194 return 1;
1195 }
1196 }
1197
1198 return 0;
1340} 1199}
1341 1200
1342/* 1201/*
1343 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1344 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1345 * found object is returned. 1204 * found object is returned.
1346 */ 1205 */
1347object * 1206static object *
1348find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1349{ 1208{
1350 object *tmp = 0;
1351
1352 for (op = op->inv; op; op = op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1353 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1354 tmp = find_arrow (op, type);
1355 else if (op->type == ARROW && op->race == type) 1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp);
1212
1213 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1215 if (object *arrow = find_arrow (tmp, type))
1216 {
1217 splay (tmp);
1356 return op; 1218 return arrow;
1219 }
1357 1220
1358 return tmp; 1221 return 0;
1359} 1222}
1360 1223
1361/* 1224/*
1362 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1225 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1363 * against the target. A full test is not performed, simply a basic test 1226 * against the target. A full test is not performed, simply a basic test
1364 * of resistances. The archer is making a quick guess at what he sees down 1227 * of resistances. The archer is making a quick guess at what he sees down
1365 * the hall. Failing that it does it's best to pick the highest plus arrow. 1228 * the hall. Failing that it does it's best to pick the highest plus arrow.
1366 */ 1229 */
1367object * 1230static object *
1368find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1369{ 1232{
1370 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1371 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1372 1235
1373 if (!type) 1236 if (!type)
1377 { 1240 {
1378 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1379 { 1242 {
1380 i = 0; 1243 i = 0;
1381 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1382 if (i > betterby) 1246 if (i > betterby)
1383 { 1247 {
1384 tmp = ntmp; 1248 tmp = ntmp;
1385 betterby = i; 1249 betterby = i;
1386 } 1250 }
1387 } 1251 }
1388 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1389 { 1253 {
1390 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1391 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1392 { 1256 {
1393 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1394 { 1258 {
1395 *better = 100; 1259 *better = 100;
1396 return arrow; 1260 return arrow;
1411 { 1275 {
1412 tmp = arrow; 1276 tmp = arrow;
1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1277 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1414 } 1278 }
1415 } 1279 }
1280
1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1417 { 1282 {
1418 tmp = arrow; 1283 tmp = arrow;
1419 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1420 } 1285 }
1286
1421 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1422 { 1288 {
1423 tmp = arrow; 1289 tmp = arrow;
1424 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1425 } 1291 }
1426 } 1292 }
1427 } 1293 }
1428 } 1294 }
1295
1429 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1430 return find_arrow (op, type); 1297 return find_arrow (op, type);
1431 1298
1432 *better = betterby; 1299 *better = betterby;
1433 return tmp; 1300 return tmp;
1437 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1438 * op = the shooter 1305 * op = the shooter
1439 * type = bow->race 1306 * type = bow->race
1440 * dir = fire direction 1307 * dir = fire direction
1441 */ 1308 */
1442object * 1309static object *
1443pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1444{ 1311{
1445 object *tmp = NULL; 1312 object *tmp = NULL;
1446 maptile *m; 1313 maptile *m;
1447 int i, mflags, found, number; 1314 int i, mflags, found, number;
1448 sint16 x, y; 1315 sint16 x, y;
1463 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1464 { 1331 {
1465 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1466 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1467 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1468 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1469 { 1337 {
1470 tmp = NULL; 1338 tmp = 0;
1471 break; 1339 break;
1472 } 1340 }
1473 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1341 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1474 { 1342 {
1475 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1476 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1477 */ 1345 */
1478 tmp = NULL; 1346 tmp = 0;
1479 break; 1347 break;
1480 } 1348 }
1349
1481 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1482 {
1483 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1484 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1485 {
1486 found++;
1487 break;
1488 }
1489 if (found)
1490 break; 1353 break;
1491 }
1492 } 1354 }
1493 if (tmp == NULL) 1355
1356 if (!tmp)
1494 return find_arrow (op, type); 1357 return find_arrow (op, type);
1495 1358
1496 if (tmp->head) 1359 if (tmp->head)
1497 tmp = tmp->head; 1360 tmp = tmp->head;
1498 1361
1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1539 return 0; 1402 return 0;
1540 } 1403 }
1541 1404
1542 // optimisation: move object to top so we will find it quickly again 1405 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below) 1406 splay (bow);
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1549 } 1407 }
1550 1408
1551 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1552 { 1410 {
1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1579 } 1437 }
1580 1438
1581 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1582 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1583 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1584 arrow->destroy (); 1443 arrow->destroy ();
1585 return 0; 1444 return 0;
1586 } 1445 }
1587 1446
1588 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1589 arrow = get_split_ob (arrow, 1); 1448 arrow = arrow->split ();
1590 if (!arrow) 1449 if (!arrow)
1591 { 1450 {
1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1451 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1593 return 0; 1452 return 0;
1594 } 1453 }
1598 arrow->direction = dir; 1457 arrow->direction = dir;
1599 1458
1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1459 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam; 1460 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype; 1461 arrow->stats.grace = arrow->attacktype;
1603 1462 arrow->custom_name = arrow->slaying;
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606 1463
1607#if 0 1464#if 0
1608 if (player *pl = op->contr) 1465 if (player *pl = op->contr)
1609 { 1466 {
1610 float speed = pl->weapon_sp; 1467 float speed = pl->weapon_sp;
1661 op->play_sound (sound_find ("fire_arrow")); 1518 op->play_sound (sound_find ("fire_arrow"));
1662 m->insert (arrow, sx, sy, op); 1519 m->insert (arrow, sx, sy, op);
1663 1520
1664 if (!arrow->destroyed ()) 1521 if (!arrow->destroyed ())
1665 move_arrow (arrow); 1522 move_arrow (arrow);
1666
1667 if (op->type == PLAYER)
1668 {
1669 if (left->destroyed ())
1670 esrv_del_item (op->contr, left->count);
1671 else
1672 esrv_send_item (op, left);
1673 }
1674 1523
1675 return 1; 1524 return 1;
1676} 1525}
1677 1526
1678/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1680 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1681 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1682 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1683 * hence the function name. 1532 * hence the function name.
1684 */ 1533 */
1685int 1534static int
1686player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1687{ 1536{
1688 int ret = 0, wcmod = 0; 1537 int ret;
1689 1538
1690 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1691 { 1540 {
1692 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1541 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1693 } 1542 }
1694 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1543 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1695 { 1544 {
1696 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1697 wcmod = -1;
1698
1699 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1700 } 1547 }
1701 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1702 { 1549 {
1703 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1704 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1551 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1705 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1706 } 1553 }
1707 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1708 { 1555 {
1709 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1710 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1557 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1711 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1558 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1712 } 1559 }
1713 else 1560 else
1714 { 1561 {
1720} 1567}
1721 1568
1722/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1723 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1724 */ 1571 */
1725void 1572static void
1726fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1727{ 1574{
1728 object *item = op->contr->ranged_ob; 1575 object *item = op->contr->ranged_ob;
1729 1576
1730 if (!item) 1577 if (!item)
1752 return; 1599 return;
1753 } 1600 }
1754 } 1601 }
1755 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1756 { 1603 {
1757 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1605
1606 // using the maximum of the rods charge allows at least one spell cast
1607 // for a rod or horn, this fixes some broken rods.
1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1758 { 1609 {
1759 op->contr->play_sound (sound_find ("wand_poof")); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1760 1611
1761 if (item->type == ROD) 1612 if (item->type == ROD)
1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1767 } 1618 }
1768 } 1619 }
1769 1620
1770 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1771 { 1622 {
1772 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1623 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1624
1773 if (item->type == WAND) 1625 if (item->type == WAND)
1774 { 1626 {
1775 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
1776 { 1628 {
1777 object *tmp; 1629 object *tmp;
1781 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1782 item->face = item->arch->face; 1634 item->face = item->arch->face;
1783 item->set_speed (0); 1635 item->set_speed (0);
1784 } 1636 }
1785 1637
1786 if ((tmp = item->in_player ())) 1638 if (object *pl = item->visible_to ())
1787 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
1788 } 1640 }
1789 } 1641 }
1790 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
1791 drain_rod_charge (item); 1643 drain_rod_charge (item);
1792 } 1644 }
1797bool 1649bool
1798fire (object *op, int dir) 1650fire (object *op, int dir)
1799{ 1651{
1800 int spellcost = 0; 1652 int spellcost = 0;
1801 1653
1802 /* check for loss of invisiblity/hide */
1803 if (action_makes_visible (op))
1804 make_visible (op);
1805
1806 player *pl = op->contr; 1654 player *pl = op->contr;
1807 1655
1808 if (pl->golem) 1656 if (pl->golem)
1809 { 1657 {
1810 control_golem (op->contr->golem, dir); 1658 control_golem (op->contr->golem, dir);
1812 } 1660 }
1813 1661
1814 object *ob = pl->ranged_ob; 1662 object *ob = pl->ranged_ob;
1815 1663
1816 if (!ob) 1664 if (!ob)
1817 return false;
1818
1819 if (!op->change_weapon (ob))
1820 return false; 1665 return false;
1821 1666
1822 if (op->speed_left > 0.f) 1667 if (op->speed_left > 0.f)
1823 --op->speed_left; 1668 --op->speed_left;
1824 else 1669 else
1825 return false; 1670 return false;
1826 1671
1672 if (!op->change_weapon (ob))
1673 return false;
1674
1675 /* check for loss of invisiblity/hide */
1676 if (action_makes_visible (op))
1677 make_visible (op);
1678
1827 switch (ob->type) 1679 switch (ob->type)
1828 { 1680 {
1829 case BOW: 1681 case BOW:
1830 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1831 break; 1683 break;
1832 1684
1833 case SPELL: 1685 case SPELL:
1834 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1835 break; 1687 break;
1836 1688
1837 case BUILDER: 1689 case BUILDER:
1838 apply_map_builder (op, dir); 1690 apply_map_builder (op, dir);
1839 break; 1691 break;
1848 } 1700 }
1849 1701
1850 return true; 1702 return true;
1851} 1703}
1852 1704
1853/* find_key 1705static object *
1854 * We try to find a key for the door as passed. If we find a key
1855 * and successfully use it, we return the key, otherwise NULL
1856 * This function merges both normal and locked door, since the logic
1857 * for both is the same - just the specific key is different.
1858 * pl is the player,
1859 * inv is the objects inventory to searched
1860 * door is the door we are trying to match against.
1861 * This function can be called recursively to search containers.
1862 */
1863object *
1864find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1865{ 1707{
1866 object *tmp, *key; 1708 object *tmp, *key;
1867 1709
1868 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1869 if (!container->inv) 1711 if (!container->inv)
1872 /* First, lets try to find a key in the top level inventory */ 1714 /* First, lets try to find a key in the top level inventory */
1873 for (tmp = container->inv; tmp; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1874 { 1716 {
1875 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1876 break; 1718 break;
1719
1877 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1878 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1879 */ 1722 */
1880 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1881 break; 1724 break;
1887 * a key, return 1730 * a key, return
1888 */ 1731 */
1889 if (!tmp) 1732 if (!tmp)
1890 { 1733 {
1891 for (tmp = container->inv; tmp; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1892 {
1893 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1894 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1895 {
1896 if ((key = find_key (pl, tmp, door))) 1737 if ((key = find_key_ (pl, tmp, door)))
1897 return key; 1738 return key;
1898 }
1899 }
1900 1739
1901 if (!tmp) 1740 if (!tmp)
1902 return NULL; 1741 return 0;
1903 } 1742 }
1904 1743
1905 /* We get down here if we have found a key. Now if its in a container, 1744 /* We get down here if we have found a key. Now if its in a container,
1906 * see if we actually want to use it 1745 * see if we actually want to use it
1907 */ 1746 */
1908 if (pl != container) 1747 if (pl != container)
1909 { 1748 {
1910 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1911 if (!pl->contr) 1750 if (!pl->contr)
1912 return NULL; 1751 return 0;
1752
1913 /* cases where this fails: 1753 /* cases where this fails:
1914 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1915 * are not in the players inventory. 1755 * are not in the players inventory.
1916 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1917 * containers can be used. 1757 * containers can be used.
1921 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1922 * 1762 *
1923 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1924 * all the others. 1764 * all the others.
1925 */ 1765 */
1926 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1927 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1928 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1929 { 1769 {
1930 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1931 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1932 return NULL; 1772 return NULL;
1933 } 1773 }
1934 } 1774 }
1935 1775
1936 return tmp; 1776 return tmp;
1777}
1778
1779/* find_key
1780 * We try to find a key for the door as passed. If we find a key
1781 * and successfully use it, we return the key, otherwise NULL
1782 * This function merges both normal and locked door, since the logic
1783 * for both is the same - just the specific key is different.
1784 * pl is the player,
1785 * inv is the objects inventory to searched
1786 * door is the door we are trying to match against.
1787 * This function can be called recursively to search containers.
1788 */
1789object *
1790find_key (object *pl, object *container, object *door)
1791{
1792 if (door->slaying && is_match_expr (door->slaying))
1793 {
1794 // for match expressions, we try to find the key by applying the match
1795 // to the op itself, which is supposed to find the "key", instead
1796 // of searching through containers ourselves.
1797
1798 return match_one (door->slaying, container, door, pl, pl);
1799 }
1800 else
1801 return find_key_ (pl, container, door);
1937} 1802}
1938 1803
1939/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1940 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1941 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1963 1828
1964 if (door->type == DOOR) 1829 if (door->type == DOOR)
1965 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1830 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1966 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
1967 { 1832 {
1968 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1833 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1969 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
1970 } 1835 }
1971 1836
1972 /* Do this after we print the message */ 1837 /* Do this after we print the message */
1973 decrease_ob (key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
1974 /* Need to update the weight the container the key was in */
1975 if (container != op)
1976 esrv_update_item (UPD_WEIGHT, op, container);
1977 1839
1978 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
1979 } 1841 }
1980 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
1981 { 1843 {
1982 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
1983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1845 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1984 return 1; 1846 return 1;
1985 } 1847 }
1986 1848
1987 return 0; 1849 return 0;
1988} 1850}
1994 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
1995 */ 1857 */
1996bool 1858bool
1997move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
1998{ 1860{
1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1862 {
1863 --op->speed_left;
1864 return true;
1865 }
1866
1999 int on_battleground; 1867 int on_battleground;
2000 1868
2001 sint16 nx = freearr_x[dir] + op->x; 1869 sint16 nx = freearr_x[dir] + op->x;
2002 sint16 ny = freearr_y[dir] + op->y; 1870 sint16 ny = freearr_y[dir] + op->y;
2003 1871
2004 on_battleground = op_on_battleground (op, 0, 0); 1872 on_battleground = op_on_battleground (op, 0, 0);
2005 1873
2006 if (out_of_map (op->map, nx, ny)) 1874 if (out_of_map (op->map, nx, ny))
2007 return false; 1875 return false;
2008
2009 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2010 {
2011 --op->speed_left;
2012 return true;
2013 }
2014 1876
2015 /* If braced, or can't move to the square, and it is not out of the 1877 /* If braced, or can't move to the square, and it is not out of the
2016 * map, attack it. Note order of if statement is important - don't 1878 * map, attack it. Note order of if statement is important - don't
2017 * want to be calling move_ob if braced, because move_ob will move the 1879 * want to be calling move_ob if braced, because move_ob will move the
2018 * player. This is a pretty nasty hack, because if we could 1880 * player. This is a pretty nasty hack, because if we could
2078 --op->speed_left; 1940 --op->speed_left;
2079 1941
2080 op->play_sound (sound_find ("push_player")); 1942 op->play_sound (sound_find ("push_player"));
2081 push_ob (mon, dir, op); 1943 push_ob (mon, dir, op);
2082 1944
2083 if (op->contr->tmp_invis || op->hide) 1945 if (action_makes_visible (op))
2084 make_visible (op); 1946 make_visible (op);
2085 1947
2086 return true; 1948 return true;
2087 } 1949 }
2088 else 1950 else
2108 { 1970 {
2109 op->play_sound (sound_find ("push_player")); 1971 op->play_sound (sound_find ("push_player"));
2110 push_ob (mon, dir, op); 1972 push_ob (mon, dir, op);
2111 } 1973 }
2112 else 1974 else
2113 new_draw_info (0, 0, op, "You withhold your attack"); 1975 op->statusmsg ("You withhold your attack");
2114 1976
2115 if (op->contr->tmp_invis || op->hide) 1977 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2116 make_visible (op); 1978 make_visible (op);
2117 1979
2118 return true; 1980 return true;
2119 } 1981 }
2120 } 1982 }
2160} 2022}
2161 2023
2162bool 2024bool
2163move_player (object *op, int dir) 2025move_player (object *op, int dir)
2164{ 2026{
2165 int pick;
2166
2167 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2027 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2168 return 0; 2028 return 0;
2169 2029
2170 /* Sanity check: make sure dir is valid */ 2030 /* Sanity check: make sure dir is valid */
2171 if ((dir < 0) || (dir >= 9)) 2031 if ((dir < 0) || (dir >= 9))
2172 { 2032 {
2178 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2038 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2179 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2039 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2180 2040
2181 op->facing = dir; 2041 op->facing = dir;
2182 2042
2183 if (op->hide) 2043 if (op->flag [FLAG_HIDDEN])
2184 do_hidden_move (op); 2044 do_hidden_move (op);
2185 2045
2186 bool retval; 2046 bool retval;
2047 int pick = 0;
2187 2048
2188 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2049 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2189 retval = RESULT_INT (0); 2050 retval = RESULT_INT (0);
2190 else if (op->contr->fire_on) 2051 else if (op->contr->fire_on)
2191 retval = fire (op, dir); 2052 retval = fire (op, dir);
2248 return move_player (op, op->direction); 2109 return move_player (op, op->direction);
2249 2110
2250 return false; 2111 return false;
2251} 2112}
2252 2113
2253int 2114static int
2254save_life (object *op) 2115save_life (object *op)
2255{ 2116{
2256 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2117 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2257 return 0; 2118 return 0;
2258 2119
2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2121 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2261 { 2122 {
2262 op->play_sound (sound_find ("ob_evaporate")); 2123 op->play_sound (sound_find ("ob_evaporate"));
2263 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2124 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2264 2125
2265 if (op->contr)
2266 esrv_del_item (op->contr, tmp->count);
2267
2268 tmp->destroy (); 2126 tmp->destroy ();
2269 CLEAR_FLAG (op, FLAG_LIFESAVE); 2127 CLEAR_FLAG (op, FLAG_LIFESAVE);
2270 2128
2271 if (op->stats.hp < 0) 2129 if (op->stats.hp < 0)
2272 op->stats.hp = op->stats.maxhp; 2130 op->stats.hp = op->stats.maxhp;
2284 return 0; 2142 return 0;
2285} 2143}
2286 2144
2287/* This goes throws the inventory and removes unpaid objects, and puts them 2145/* This goes throws the inventory and removes unpaid objects, and puts them
2288 * back in the map (location and map determined by values of env). This 2146 * back in the map (location and map determined by values of env). This
2289 * function will descend into containers. op is the object to start the search 2147 * function will descend into containers. op is the object to start the search
2290 * from. 2148 * from.
2291 */ 2149 */
2292static void 2150static void
2293drop_unpaid_items (object *op, object *env) 2151drop_unpaid_items (object *op, object *env)
2294{ 2152{
2295 while (op) 2153 while (op)
2296 { 2154 {
2297 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2155 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2298 2156
2299 if (QUERY_FLAG (op, FLAG_UNPAID)) 2157 if (QUERY_FLAG (op, FLAG_UNPAID))
2300 {
2301 if (env->type == PLAYER)
2302 esrv_del_item (env->contr, op->count);
2303
2304 op->insert_at (env); 2158 op->insert_at (env);
2305 }
2306 else if (op->inv) 2159 else if (op->inv)
2307 drop_unpaid_items (op->inv, env); 2160 drop_unpaid_items (op->inv, env);
2308 2161
2309 op = next; 2162 op = next;
2310 } 2163 }
2313void 2166void
2314object::drop_unpaid_items () 2167object::drop_unpaid_items ()
2315{ 2168{
2316 if (!flag [FLAG_REMOVED]) 2169 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this); 2170 ::drop_unpaid_items (inv, this);
2318}
2319
2320/*
2321 * Returns pointer a static string containing gravestone text
2322 * Moved from apply.c to player.c - player.c is what
2323 * actually uses this function. player.c may not be quite the
2324 * best, a misc file for object actions is probably better,
2325 * but there isn't one in the server directory.
2326 */
2327char *
2328gravestone_text (object *op)
2329{
2330 static char buf2[MAX_BUF];
2331 char buf[MAX_BUF];
2332 time_t now = time (NULL);
2333
2334 strcpy (buf2, " R.I.P.\n\n");
2335 if (op->type == PLAYER)
2336 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2337 else
2338 sprintf (buf, "%s\n", &op->name);
2339
2340 strncat (buf2, " ", 20 - strlen (buf) / 2);
2341 strcat (buf2, buf);
2342 if (op->type == PLAYER)
2343 sprintf (buf, "who was in level %d when killed\n", op->level);
2344 else
2345 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2346
2347 strncat (buf2, " ", 20 - strlen (buf) / 2);
2348 strcat (buf2, buf);
2349 if (op->type == PLAYER)
2350 {
2351 sprintf (buf, "by %s.\n\n", op->contr->killer);
2352 strncat (buf2, " ", 21 - strlen (buf) / 2);
2353 strcat (buf2, buf);
2354 }
2355
2356 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2357 strncat (buf2, " ", 20 - strlen (buf) / 2);
2358 strcat (buf2, buf);
2359
2360 return buf2;
2361} 2171}
2362 2172
2363void 2173void
2364do_some_living (object *op) 2174do_some_living (object *op)
2365{ 2175{
2520 { 2330 {
2521 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2331 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2522 2332
2523 if (over_hp > 0) 2333 if (over_hp > 0)
2524 { 2334 {
2525 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2335 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2526 op->last_heal = 0; 2336 op->last_heal = 0;
2527 } 2337 }
2528 else 2338 else
2529 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2339 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2530 } 2340 }
2546 op->stats.food--; 2356 op->stats.food--;
2547 } 2357 }
2548 2358
2549 if (op->stats.food < 0 && op->stats.hp >= 0) 2359 if (op->stats.food < 0 && op->stats.hp >= 0)
2550 { 2360 {
2551 object *tmp, *flesh = 0; 2361 object *flesh = 0;
2552 2362
2553 for (tmp = op->inv; tmp; tmp = tmp->below) 2363 for_inv_removable (op, tmp)
2554 { 2364 {
2555 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2365 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2366 continue;
2367
2368 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2556 { 2369 {
2557 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2370 op->statusmsg ("You blindly grab for a bite of food. "
2558 { 2371 "H<To prevent you from starving, you ate some random item from your backpack.>");
2559 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply (op, tmp, 0); 2372 manual_apply (op, tmp, 0);
2373
2561 if (op->stats.food >= 0 || op->stats.hp < 0) 2374 if (op->stats.food >= 0 || op->stats.hp < 0)
2562 break; 2375 break;
2563 } 2376 }
2564 else if (tmp->type == FLESH) 2377 else if (tmp->type == FLESH)
2565 flesh = tmp; 2378 flesh = tmp;
2566 } /* End if paid for object */ 2379 }
2567 } /* end of for loop */
2568 2380
2569 /* If player is still starving, it means they don't have any food, so 2381 /* If player is still starving, it means they don't have any food, so
2570 * eat flesh instead. 2382 * eat flesh instead.
2571 */ 2383 */
2572 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2384 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2573 { 2385 {
2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2386 op->statusmsg ("You blindly grab for a bite of food. "
2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2575 manual_apply (op, flesh, 0); 2388 manual_apply (op, flesh, 0);
2576 } 2389 }
2390
2391 // If player is still starving, alert him!
2392 if (op->stats.food < 0)
2393 op->failmsg ("You are starving! "
2394 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2577 } 2395 }
2578 2396
2579 if (op->stats.food < 0) 2397 if (op->stats.food < 0)
2580 { 2398 {
2581 op->stats.hp += op->stats.food; 2399 op->stats.hp += op->stats.food;
2582 op->stats.food = 0; 2400 op->stats.food = 0;
2401
2402 if (op->stats.hp < 0)
2403 {
2404 op->contr->killer = archetype::get ("killer_starvation");
2405 op->contr->killer->destroy ();
2583 } 2406 }
2407 }
2584 2408
2409 /* killer should be set here already */
2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2410 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2586 kill_player (op); 2411 kill_player (op);
2587 } 2412 }
2588} 2413}
2589 2414
2593 * file. 2418 * file.
2594 */ 2419 */
2595void 2420void
2596kill_player (object *op) 2421kill_player (object *op)
2597{ 2422{
2598 char buf[MAX_BUF];
2599 int x, y; 2423 int x, y;
2600
2601 //int i;
2602 maptile *map; /* this is for resurrection */ 2424 maptile *map; /* this is for resurrection */
2603
2604 /* int z;
2605 int num_stats_lose;
2606 int lost_a_stat;
2607 int lose_this_stat;
2608 int this_stat; */
2609 int will_kill_again; 2425 int will_kill_again;
2610 archetype *at; 2426 archetype *at;
2611 object *tmp; 2427 object *tmp;
2612 2428
2613 if (save_life (op)) 2429 if (save_life (op))
2614 return; 2430 return;
2431
2432 dynbuf_text deathtab;
2433
2434 /* restore player */
2435 at = archetype::find (shstr_poisoning);
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your body feels cleansed...\r";
2440 }
2441
2442 at = archetype::find (shstr_confusion);
2443 if (object *tmp = present_arch_in_ob (at, op))
2444 {
2445 tmp->destroy ();
2446 deathtab << "Your mind feels clearer...\r";
2447 }
2448
2449 cure_disease (op, 0, 0); /* remove any disease */
2450
2451 max_it (op->stats.hp , op->stats.maxhp);
2452 max_it (op->stats.sp , op->stats.maxsp);
2453 max_it (op->stats.grace, op->stats.maxgrace);
2454
2455 if (op->stats.food <= 0)
2456 op->stats.food = 999;
2457
2458 // remove all spell effects that are active
2459 // to avoid long-term effects such as word-of-recall
2460 for (object *item = op->inv; item; )
2461 {
2462 object *next = item->below;
2463
2464 if (item->type == SPELL_EFFECT && item->active)
2465 item->destroy ();
2466
2467 item = next;
2468 }
2615 2469
2616 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2470 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2617 * in cities ONLY!!! It is very important that this doesn't get abused. 2471 * in cities ONLY!!! It is very important that this doesn't get abused.
2618 * Look at op_on_battleground() for more info --AndreasV 2472 * Look at op_on_battleground() for more info --AndreasV
2619 */ 2473 */
2620 if (op_on_battleground (op, &x, &y)) 2474 if (op_on_battleground (op, &x, &y))
2621 { 2475 {
2622 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2476 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2624
2625 /* restore player */
2626 at = archetype::find ("poisoning");
2627 if (object *tmp = present_arch_in_ob (at, op))
2628 {
2629 tmp->destroy ();
2630 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2631 }
2632
2633 at = archetype::find ("confusion");
2634 if (object *tmp = present_arch_in_ob (at, op))
2635 {
2636 tmp->destroy ();
2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2638 }
2639
2640 cure_disease (op, 0); /* remove any disease */
2641 op->stats.hp = op->stats.maxhp;
2642 if (op->stats.food <= 0)
2643 op->stats.food = 999;
2644 2477
2645 /* create a bodypart-trophy to make the winner happy */ 2478 /* create a bodypart-trophy to make the winner happy */
2646 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2479 object *tmp = archetype::find (shstr_finger)->instance ();
2647 { 2480
2648 sprintf (buf, "%s's finger", &op->name); 2481 tmp->name = format ("%s's finger" , &op->name);
2649 tmp->name = buf; 2482 tmp->name_pl = format ("%s's fingers", &op->name);
2650 sprintf (buf, " This finger has been cut off %s\n" 2483 tmp->msg = format (
2651 " the %s, when he was defeated at\n level %d by %s.\n", 2484 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2485 &op->name, op->contr->title,
2653 tmp->msg = buf; 2486 (int)op->level,
2487 op->contr->killer_name ()
2488 );
2654 tmp->value = 0, tmp->type = 0; 2489 tmp->value = 0, tmp->type = 0;
2655 tmp->materialname = "organics"; 2490 tmp->material = name_to_material (shstr_organic);
2656 tmp->insert_at (op, tmp); 2491 tmp->insert_at (op, tmp);
2657 }
2658 2492
2659 /* teleport defeated player to new destination */ 2493 /* teleport defeated player to new destination */
2660 transfer_ob (op, x, y, 0, NULL); 2494 transfer_ob (op, x, y, 0, NULL);
2661 op->contr->braced = 0; 2495 op->contr->braced = 0;
2496
2497 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2662 return; 2498 return;
2663 } 2499 }
2664 2500
2501 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2502 deathtab << "T<YOU HAVE DIED>\n\n";
2503
2665 INVOKE_PLAYER (DEATH, op->contr); 2504 INVOKE_PLAYER (DEATH, op->contr);
2666 2505
2667 command_kill_pets (op, 0); 2506 command_kill_pets (op, 0);
2668
2669 if (op->stats.food < 0)
2670 {
2671 sprintf (buf, "%s starved to death.", &op->name);
2672 strcpy (op->contr->killer, "starvation");
2673 }
2674 else
2675 sprintf (buf, "%s died.", &op->name);
2676 2507
2677 op->contr->play_sound (sound_find ("player_dies")); 2508 op->contr->play_sound (sound_find ("player_dies"));
2678 2509
2679 /* save the map location for corpse, gravestone */ 2510 /* save the map location for corpse, gravestone */
2680 x = op->x; 2511 x = op->x;
2710 2541
2711 lost_a_stat = 0; 2542 lost_a_stat = 0;
2712 2543
2713 for (z = 0; z < num_stats_lose; z++) 2544 for (z = 0; z < num_stats_lose; z++)
2714 { 2545 {
2715 i = RANDOM () % NUM_STATS; 2546 i = rndm (NUM_STATS);
2716 2547
2717 if (settings.stat_loss_on_death) 2548 if (settings.stat_loss_on_death)
2718 { 2549 {
2719 /* Pick a random stat and take a point off it. Tell the player 2550 /* Pick a random stat and take a point off it. Tell the player
2720 * what he lost. 2551 * what he lost.
2727 lost_a_stat = 1; 2558 lost_a_stat = 1;
2728 } 2559 }
2729 else 2560 else
2730 { 2561 {
2731 /* deplete a stat */ 2562 /* deplete a stat */
2732 archetype *deparch = archetype::find ("depletion"); 2563 archetype *deparch = archetype::find (shstr_depletion);
2733 object *dep; 2564 object *dep;
2734 2565
2735 dep = present_arch_in_ob (deparch, op); 2566 dep = present_arch_in_ob (deparch, op);
2736 if (!dep) 2567 if (!dep)
2737 { 2568 {
2738 dep = arch_to_object (deparch); 2569 dep = deparch->instance ();
2739 insert_ob_in_ob (dep, op); 2570 insert_ob_in_ob (dep, op);
2740 } 2571 }
2741 lose_this_stat = 1; 2572 lose_this_stat = 1;
2742 if (settings.balanced_stat_loss) 2573 if (settings.balanced_stat_loss)
2743 { 2574 {
2771 } 2602 }
2772 } 2603 }
2773 2604
2774 if (lose_this_stat) 2605 if (lose_this_stat)
2775 { 2606 {
2776 this_stat = get_attr_value (&(dep->stats), i); 2607 this_stat = get_attr_value (&dep->stats, i);
2777 /* We could try to do something clever like find another 2608 /* We could try to do something clever like find another
2778 * stat to reduce if this fails. But chances are, if 2609 * stat to reduce if this fails. But chances are, if
2779 * stats have been depleted to -50, all are pretty low 2610 * stats have been depleted to -50, all are pretty low
2780 * and should be roughly the same, so it shouldn't make a 2611 * and should be roughly the same, so it shouldn't make a
2781 * difference. 2612 * difference.
2789 lost_a_stat = 1; 2620 lost_a_stat = 1;
2790 } 2621 }
2791 } 2622 }
2792 } 2623 }
2793 } 2624 }
2625
2794 /* If no stat lost, tell the player. */ 2626 /* If no stat lost, tell the player. */
2795 if (!lost_a_stat) 2627 if (!lost_a_stat)
2796 { 2628 {
2797 /* determine_god() seems to not work sometimes... why is this? 2629 /* determine_god() seems to not work sometimes... why is this?
2798 Should I be using something else? GD */ 2630 Should I be using something else? GD */
2799 const char *god = determine_god (op); 2631 shstr_tmp god = determine_god (op);
2800 2632
2801 if (god && (strcmp (god, "none"))) 2633 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); 2634 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2803 else 2635 else
2804 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2636 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2805 } 2637 }
2806#else 2638#else
2807 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2639 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2808#endif 2640#endif
2809 2641
2810 /* Put a gravestone up where the character 'almost' died. List the 2642 /* Put a gravestone up where the character 'almost' died. List the
2811 * exp loss on the stone. 2643 * exp loss on the stone.
2812 */ 2644 */
2813 tmp = arch_to_object (archetype::find ("gravestone")); 2645 tmp = archetype::find (shstr_gravestone)->instance ();
2814 sprintf (buf, "%s's gravestone", &op->name); 2646 tmp->name = format ("%s's gravestone", &op->name);
2815 tmp->name = buf; 2647 tmp->name_pl = format ("%s's gravestones", &op->name);
2816 sprintf (buf, "%s's gravestones", &op->name); 2648 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2817 tmp->name_pl = buf; 2649 &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; 2650 tmp->x = op->x, tmp->y = op->y;
2821 insert_ob_in_map (tmp, op->map, NULL, 0); 2651 insert_ob_in_map (tmp, op->map, NULL, 0);
2822 2652
2823 /**************************************/ 2653 /**************************************/
2824 /* */ 2654 /* */
2825 /* Subtract the experience points, */ 2655 /* Subtract the experience points, */
2826 /* if we died cause of food, give us */
2827 /* food, and reset HP's... */
2828 /* */ 2656 /* */
2829 /**************************************/ 2657 /**************************************/
2830 2658
2831 /* remove any poisoning and confusion the character may be suffering. */
2832 /* restore player */
2833 at = archetype::find ("poisoning");
2834 tmp = present_arch_in_ob (at, op);
2835
2836 if (tmp)
2837 {
2838 tmp->destroy ();
2839 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2840 }
2841
2842 at = archetype::find ("confusion");
2843 tmp = present_arch_in_ob (at, op);
2844 if (tmp)
2845 {
2846 tmp->destroy ();
2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2848 }
2849
2850 cure_disease (op, 0); /* remove any disease */
2851
2852 /*add_exp(op, (op->stats.exp * -0.20)); */ 2659 /*add_exp(op, (op->stats.exp * -0.20)); */
2853 apply_death_exp_penalty (op); 2660 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 2661
2860 /* 2662 /*
2861 * Check to see if the player has any unpaid items. If so, remove them 2663 * Check to see if the player has any unpaid items. If so, remove them
2862 * and put them back in the map. 2664 * and put them back in the map.
2863 */ 2665 */
2898 if (will_kill_again & (1 << at)) 2700 if (will_kill_again & (1 << at))
2899 force->resist[at] = 100; 2701 force->resist[at] = 100;
2900 2702
2901 insert_ob_in_ob (force, op); 2703 insert_ob_in_ob (force, op);
2902 op->update_stats (); 2704 op->update_stats ();
2903
2904 } 2705 }
2905 2706
2906 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2707 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2907} 2708}
2908 2709
2909void 2710static void
2910loot_object (object *op) 2711loot_object (object *op)
2911{ /* Grab and destroy some treasure */ 2712{ /* Grab and destroy some treasure */
2912 object *tmp, *tmp2, *next; 2713 object *tmp, *tmp2, *next;
2913 2714
2914 op->close_container (); /* close open sack first */ 2715 op->close_container (); /* close open sack first */
2928 2729
2929 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2730 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2930 { 2731 {
2931 if (tmp->nrof > 1) 2732 if (tmp->nrof > 1)
2932 { 2733 {
2933 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2734 tmp->decrease (rndm (1, tmp->nrof - 1));
2934 tmp2->destroy ();
2935 insert_ob_in_map (tmp, op->map, NULL, 0); 2735 insert_ob_in_map (tmp, op->map, NULL, 0);
2936 } 2736 }
2937 else 2737 else
2938 tmp->destroy (); 2738 tmp->destroy ();
2939 } 2739 }
2946 * fix_weight(): Check recursively the weight of all players, and fix 2746 * fix_weight(): Check recursively the weight of all players, and fix
2947 * what needs to be fixed. Refresh windows and fix speed if anything 2747 * what needs to be fixed. Refresh windows and fix speed if anything
2948 * was changed. 2748 * was changed.
2949 */ 2749 */
2950void 2750void
2951fix_weight (void) 2751fix_weight ()
2952{ 2752{
2953 for_all_players (pl) 2753 for_all_players (pl)
2954 { 2754 {
2955 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2755 sint32 old = pl->ob->carrying;
2956 2756
2957 if (old == sum) 2757 pl->ob->update_weight ();
2958 continue; 2758
2759 if (old != pl->ob->carrying)
2760 {
2959 pl->ob->update_stats (); 2761 pl->ob->update_stats ();
2960 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2762 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2763 }
2961 } 2764 }
2962} 2765}
2963 2766
2964void 2767void
2965fix_luck (void) 2768fix_luck ()
2966{ 2769{
2967 for_all_players (pl) 2770 for_all_players (pl)
2968 if (!pl->ob->contr->ns->state) 2771 if (!pl->ob->contr->ns->state)
2969 pl->ob->change_luck (0); 2772 pl->ob->change_luck (0);
2970} 2773}
3007} 2810}
3008 2811
3009void 2812void
3010make_visible (object *op) 2813make_visible (object *op)
3011{ 2814{
3012 op->hide = 0; 2815 op->flag [FLAG_HIDDEN] = 0;
3013 op->invisible = 0; 2816 op->invisible = 0;
2817
3014 if (op->type == PLAYER) 2818 if (op->type == PLAYER)
3015 { 2819 {
3016 op->contr->tmp_invis = 0; 2820 op->contr->tmp_invis = 0;
3017 op->contr->invis_race = 0; 2821 op->contr->invis_race = 0;
3018 } 2822 }
3031 2835
3032/* look at the surrounding terrain to determine 2836/* look at the surrounding terrain to determine
3033 * the hideability of this object. Positive levels 2837 * the hideability of this object. Positive levels
3034 * indicate greater hideability. 2838 * indicate greater hideability.
3035 */ 2839 */
3036
3037int 2840int
3038hideability (object *ob) 2841hideability (object *ob)
3039{ 2842{
3040 int i, level = 0, mflag; 2843 int i, level = 0, mflag;
3041 sint16 x, y; 2844 sint16 x, y;
3042 2845
3043 if (!ob || !ob->map) 2846 if (!ob || !ob->map)
3044 return 0; 2847 return 0;
3045 2848
3046 /* so, on normal lighted maps, its hard to hide */ 2849 /* so, on normal lighted maps, its hard to hide */
3047 level = ob->map->darkness - 2; 2850 level = ob->map->darklevel () - 2;
3048 2851
3049 /* this also picks up whether the object is glowing. 2852 /* this also picks up whether the object is glowing.
3050 * If you carry a light on a non-dark map, its not 2853 * If you carry a light on a non-dark map, its not
3051 * as bad as carrying a light on a pitch dark map */ 2854 * as bad as carrying a light on a pitch dark map */
3052 if (has_carried_lights (ob)) 2855 if (ob->has_carried_lights ())
3053 level = -(10 + (2 * ob->map->darkness)); 2856 level = -(10 + (2 * ob->map->darklevel ()));
3054 2857
3055 /* scan through all nearby squares for terrain to hide in */ 2858 /* scan through all nearby squares for terrain to hide in */
3056 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2859 for (i = 0, x = ob->x, y = ob->y;
2860 i <= SIZEOFFREE1;
2861 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3057 { 2862 {
3058 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2863 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3059 if (mflag & P_OUT_OF_MAP) 2864 if (mflag & P_OUT_OF_MAP)
3060 {
3061 continue; 2865 continue;
3062 } 2866
3063 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2867 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3064 level += 2; 2868 level += 2;
3065 else /* open terrain! */ 2869 else /* open terrain! */
3066 level -= 1; 2870 level -= 1;
3067 } 2871 }
3078 * spot (surrounded by clear terrain in broad daylight). -b.t. 2882 * spot (surrounded by clear terrain in broad daylight). -b.t.
3079 */ 2883 */
3080void 2884void
3081do_hidden_move (object *op) 2885do_hidden_move (object *op)
3082{ 2886{
3083 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2887 int hide = 0;
3084 object *skop;
3085 2888
3086 if (!op || !op->map) 2889 if (!op || !op->map)
3087 return; 2890 return;
3088 2891
3089 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2892 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2893 int num = random_roll (0, 19, op, PREFER_LOW);
3090 2894
3091 /* its *extremely* hard to run and sneak/hide at the same time! */ 2895 /* its *extremely* hard to run and sneak/hide at the same time! */
3092 if (op->type == PLAYER && op->contr->run_on) 2896 if (op->type == PLAYER && op->contr->run_on)
3093 if (!skop || num >= skop->level) 2897 if (!skop || num >= skop->level)
3094 { 2898 {
3104 num -= hide; 2908 num -= hide;
3105 2909
3106 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2910 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3107 { 2911 {
3108 make_visible (op); 2912 make_visible (op);
2913
3109 if (op->type == PLAYER) 2914 if (op->type == PLAYER)
3110 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2915 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3111 } 2916 }
3112 else if (op->type == PLAYER && skop) 2917 else if (op->type == PLAYER && skop)
3113 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2918 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3203 while (op) 3008 while (op)
3204 { 3009 {
3205 dx = rv.distance_x + op->arch->x; 3010 dx = rv.distance_x + op->arch->x;
3206 dy = rv.distance_y + op->arch->y; 3011 dy = rv.distance_y + op->arch->y;
3207 3012
3208 /* only the viewable area the player sees is updated by LOS 3013 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3209 * code, so we need to restrict ourselves to that range of values
3210 * for any meaningful values.
3211 */
3212 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3213 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3214 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3215 return 1; 3014 return 1;
3216 3015
3217 op = op->more; 3016 op = op->more;
3218 }
3219
3220 return 0;
3221}
3222
3223/* routine for both players and monsters. We call this when
3224 * there is a possibility for our action distrubing our hiding
3225 * place or invisiblity spell. Artefact invisiblity is not
3226 * effected by this. If we arent invisible to begin with, we
3227 * return 0.
3228 */
3229int
3230action_makes_visible (object *op)
3231{
3232 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3233 {
3234 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3235 return 0;
3236
3237 if (op->contr && op->contr->tmp_invis == 0)
3238 return 0;
3239
3240 /* If monsters, they should become visible */
3241 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3242 {
3243 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3244 return 1;
3245 }
3246 } 3017 }
3247 3018
3248 return 0; 3019 return 0;
3249} 3020}
3250 3021
3452 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3223 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3453 } 3224 }
3454 else 3225 else
3455 { 3226 {
3456 /* generate misc. treasure */ 3227 /* generate misc. treasure */
3457 tmp = arch_to_object (tr->item); 3228 tmp = tr->item->instance ();
3458 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3229 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3459 tmp = insert_ob_in_ob (tmp, who); 3230 who->insert (tmp);
3460 if (who->type == PLAYER)
3461 esrv_send_item (who, tmp);
3462 } 3231 }
3463} 3232}
3464 3233
3465/** 3234/**
3466 * Unready an object for a player. This function does nothing if the object was 3235 * Unready an object for a player. This function does nothing if the object was
3477 3246
3478 if (pl->ranged_ob == ob) 3247 if (pl->ranged_ob == ob)
3479 pl->ranged_ob = 0; 3248 pl->ranged_ob = 0;
3480} 3249}
3481 3250
3251//-GPL
3252
3482sint8 3253sint8
3483player::visibility_at (maptile *map, int x, int y) const 3254player::darkness_at (maptile *map, int x, int y) const
3484{ 3255{
3485 if (!ns) 3256 if (!ns)
3486 return 0; 3257 return LOS_BLOCKED;
3487 3258
3488 int dx, dy; 3259 int dx, dy;
3489 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3260 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3490 return 0; 3261 return LOS_BLOCKED;
3491 3262
3492 x += dx - ns->current_x + ns->mapx / 2; 3263 x += dx - ns->current_x;
3493 y += dy - ns->current_y + ns->mapy / 2; 3264 y += dy - ns->current_y;
3494 3265
3495 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3496 return 0;
3497
3498 return 100 - blocked_los [x][y]; 3266 return blocked_los (x, y);
3499} 3267}
3268
3269void
3270player::infobox (const char *title, const char *msg, int color)
3271{
3272 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3273}
3274
3275void
3276player::statusmsg (const char *msg, int color)
3277{
3278 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3279}
3280
3281void
3282player::failmsg (const char *msg, int color)
3283{
3284 play_sound (sound_find ("generic_failure"));
3285 statusmsg (msg, color);
3286}
3287

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