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Comparing deliantra/server/server/player.C (file contents):
Revision 1.212 by root, Tue Dec 23 00:39:48 2008 UTC vs.
Revision 1.254 by root, Fri Mar 26 00:05:45 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
140 {
141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 break;
143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
146 }
147 }
148
149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 close_and_delete (fp, comp);
152}
153
154/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
155static void 41static void
156set_first_map (object *op) 42set_first_map (object *op)
157{ 43{
158 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
221 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
222 108
223 ob->update_weight (); 109 ob->update_weight ();
224 link_skills (); 110 link_skills ();
225 111
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
229 113
230 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
232 { 116 {
233 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
234 118
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
250 134
251 ns->floorbox_update (); 135 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
254 138
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false; 139 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false; 140 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false; 141 ob->flag [FLAG_READY_BOW] = false;
307 142
308 for (object *op = ob->inv; op; op = op->below) 143 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED]) 144 if (op->flag [FLAG_APPLIED])
310 switch (op->type) 145 switch (op->type)
311 { 146 {
312 case SKILL: 147 case SKILL:
313 ob->flag [FLAG_APPLIED] = false; 148 op->flag [FLAG_APPLIED] = false;
314 break; 149 break;
315 150
316 case WAND: 151 case WAND:
317 case ROD: 152 case ROD:
318 case HORN: 153 case HORN:
323 case WEAPON: 158 case WEAPON:
324 combat_ob = op; 159 combat_ob = op;
325 break; 160 break;
326 } 161 }
327 162
163 ob->current_weapon = 0;
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better 165 activate (); // change_weapon also activates, but this doesn't hurt
166
167 INVOKE_PLAYER (CONNECT, this);
168 INVOKE_PLAYER (LOGIN, this);
169}
170
171void
172player::disconnect ()
173{
174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
180 if (ns)
181 {
182 if (active)
183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
184
185 INVOKE_PLAYER (DISCONNECT, this);
186
187 ns->reset_stats ();
188 ns->pl = 0;
189 ns = 0;
190 }
191
192 // this is important for the player scheduler to get the correct refcount
193 // when ns = 0
194 observe = viewpoint = ob;
195
196 deactivate ();
197}
198
199//-GPL
200
201// the need for this function can be explained
202// by load_object not returning the object
203void
204player::set_object (object *op)
205{
206 ob = observe = viewpoint = op;
207 ob->contr = this; /* this aren't yet in archetype */
208
209 ob->speed = 1.0f;
210 ob->speed_left = 0.5f;
211
212 ob->direction = 5; /* So player faces south */
330} 213}
331 214
332void 215void
333player::set_observe (object *op) 216player::set_observe (object *op)
334{ 217{
335 observe = op ? op : ob; 218 observe = viewpoint = op ? op : ob;
336 do_los = 1; 219 do_los = 1;
337} 220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
338 230
339player::player () 231player::player ()
340{ 232{
341 /* There are some elements we want initialised to non zero value - 233 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 234 * we deal with that below this point.
369 { 261 {
370 ob->destroy_inv (false); 262 ob->destroy_inv (false);
371 ob->destroy (); 263 ob->destroy ();
372 } 264 }
373 265
374 ob = observe = 0; 266 ob = observe = viewpoint = 0;
375} 267}
376 268
377player::~player () 269player::~player ()
378{ 270{
379 /* Clear item stack */ 271 /* Clear item stack */
380 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 }
381} 301}
382 302
383/* Tries to add player on the connection passed in ns. 303/* Tries to add player on the connection passed in ns.
384 * 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
385 * mode. 305 * mode.
387player * 307player *
388player::create () 308player::create ()
389{ 309{
390 player *pl = new player; 310 player *pl = new player;
391 311
392 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
393 313
394 pl->ob->roll_stats (); 314 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2; 315 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */ 316 pl->ob->run_away = 25; /* Then we panick... */
397 317
398 set_first_map (pl->ob); 318 set_first_map (pl->ob);
399 319
400 return pl; 320 return pl;
401}
402
403/*
404 * get_player_archetype() return next player archetype from archetype
405 * list. Not very efficient routine, but used only creating new players.
406 * Note: there MUST be at least one player archetype!
407 */
408archetype *
409get_player_archetype (archetype *at)
410{
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
418
419 for (;;)
420 {
421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429} 321}
430 322
431object * 323object *
432get_nearest_player (object *mon) 324get_nearest_player (object *mon)
433{ 325{
673 op->destroy (); 565 op->destroy ();
674 continue; 566 continue;
675 } 567 }
676 } 568 }
677 569
678 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 573 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
685 { 575 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 578 {
694 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 582 break;
697 } 583 }
698 584
699 if (op->nrof > 1) 585 if (op->nrof > 1)
700 op->nrof = 1; 586 op->nrof = 1;
701 } 587 }
702 588
748 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:");
749} 635}
750 636
751/* 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. */
752static int 638static int
753roll_stat (void) 639roll_stat ()
754{ 640{
755 int a[4], i, j, k; 641 int a[4], i, j, k;
756 642
757 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1; 644 a[i] = (int) rndm (6) + 1;
855player::chargen_race_done () 741player::chargen_race_done ()
856{ 742{
857 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
858 esrv_new_player (ob->contr); 744 esrv_new_player (ob->contr);
859 745
860 treasurelist *tl = treasurelist::find ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
861 if (tl) 747 if (tl)
862 create_treasure (tl, ob, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
863 749
864 INVOKE_PLAYER (BIRTH, ob->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
865 INVOKE_PLAYER (LOGIN, ob->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
918 ob->stats.hp = ob->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
919 ob->stats.sp = ob->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
920 ob->stats.grace = 0; 806 ob->stats.grace = 0;
921} 807}
922 808
923void 809static void
924flee_player (object *op) 810flee_player (object *op)
925{ 811{
926 int dir, diff; 812 int dir, diff;
927 rv_vector rv; 813 rv_vector rv;
928 814
950 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
951 837
952 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
953 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
954 { 840 {
955 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
956 842
957 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)))
958 return; 844 return;
959 } 845 }
960 846
971check_pick (object *op) 857check_pick (object *op)
972{ 858{
973 object *tmp, *next; 859 object *tmp, *next;
974 int stop = 0; 860 int stop = 0;
975 int wvratio; 861 int wvratio;
976 char putstring[128];
977 862
978 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
979 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
980 return 1; 865 return 1;
981 866
982 next = op->below; 867 next = op->below;
983 868
984 int cnt = MAX_ITEM_PER_DROP; 869 int cnt = MAX_ITEM_PER_ACTION;
985#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
986 871
987 /* 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
988 * destroyed */ 873 * destroyed */
989 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1009 CHK_PICK_PICKUP; 894 CHK_PICK_PICKUP;
1010 895
1011 continue; 896 continue;
1012 } 897 }
1013 898
1014 /* 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? */
1015 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1016 { 961 {
1017 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)
1018 { 1025 {
1019 case 0:
1020 return 1; /* don't pick up */
1021 case 1:
1022 CHK_PICK_PICKUP; 1026 CHK_PICK_PICKUP;
1023 return 1; 1027 continue;
1024 case 2:
1025 CHK_PICK_PICKUP;
1026 return 0;
1027 case 3:
1028 return 0; /* stop before pickup */
1029 case 4:
1030 CHK_PICK_PICKUP;
1031 break;
1032 case 5:
1033 CHK_PICK_PICKUP;
1034 stop = 1;
1035 break;
1036 case 6:
1037 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1038 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1039 CHK_PICK_PICKUP;
1040 break;
1041
1042 case 7:
1043 if (tmp->type == MONEY || tmp->type == GEM)
1044 CHK_PICK_PICKUP;
1045 break;
1046
1047 default:
1048 /* use value density */
1049 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1050 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1051 CHK_PICK_PICKUP;
1052 } 1028 }
1053 } 1029 }
1054 else 1030
1055 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1056 /* NEW pickup handling */
1057 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)
1058 { 1037 {
1059 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1060 if (tmp->name != NULL)
1061 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1062 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1063 else
1064 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1065 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1066
1067 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1068 }
1069
1070 /* philosophy:
1071 * It's easy to grab an item type from a pile, as long as it's
1072 * generic. This takes no game-time. For more detailed pickups
1073 * and selections, select-items should be used. This is a
1074 * grab-as-you-run type mode that's really useful for arrows for
1075 * example.
1076 * The drawback: right now it has no frontend, so you need to
1077 * stick the bits you want into a calculator in hex mode and then
1078 * convert to decimal and then 'pickup <#>
1079 */
1080
1081 /* the first two modes are exclusive: if NOTHING we return, if
1082 * STOP then we stop. All the rest are applied sequentially,
1083 * meaning if any test passes, the item gets picked up. */
1084
1085 /* if mode is set to pick nothing up, return */
1086
1087 if (op->contr->mode & PU_NOTHING)
1088 return 1;
1089
1090 /* if mode is set to stop when encountering objects, return */
1091 /* take STOP before INHIBIT since it doesn't actually pick
1092 * anything up */
1093
1094 if (op->contr->mode & PU_STOP)
1095 return 0;
1096
1097 /* useful for going into stores and not losing your settings... */
1098 /* and for battles wher you don't want to get loaded down while
1099 * fighting */
1100 if (op->contr->mode & PU_INHIBIT)
1101 return 1;
1102
1103 /* prevent us from turning into auto-thieves :) */
1104 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1105 continue; 1039 continue;
1040 }
1106 1041
1107 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1108 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;
1109 continue; 1047 continue;
1048 }
1110 1049
1111 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1112 /* 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
1113 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1114 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"))
1115 { 1121 {
1116 CHK_PICK_PICKUP; 1122 CHK_PICK_PICKUP;
1117 continue; 1123 continue;
1118 } 1124 }
1125 }
1119 1126
1127 /* misc stuff that's useful */
1120 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1121 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1122 { 1130 {
1123 CHK_PICK_PICKUP; 1131 CHK_PICK_PICKUP;
1124 continue; 1132 continue;
1125 } 1133 }
1126 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1127 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1128 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
1129 { 1142 */
1130 CHK_PICK_PICKUP;
1131 continue;
1132 }
1133
1134 /* spellbooks, skillscrolls and normal books/scrolls */
1135 if (op->contr->mode & PU_SPELLBOOK)
1136 if (tmp->type == SPELLBOOK)
1137 {
1138 CHK_PICK_PICKUP;
1139 continue;
1140 }
1141
1142 if (op->contr->mode & PU_SKILLSCROLL)
1143 if (tmp->type == SKILLSCROLL)
1144 {
1145 CHK_PICK_PICKUP;
1146 continue;
1147 }
1148
1149 if (op->contr->mode & PU_READABLES)
1150 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1151 {
1152 CHK_PICK_PICKUP;
1153 continue;
1154 }
1155
1156 /* wands/staves/rods/horns */
1157 if (op->contr->mode & PU_MAGIC_DEVICE)
1158 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1159 {
1160 CHK_PICK_PICKUP;
1161 continue;
1162 }
1163
1164 /* pick up all magical items */
1165 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1166 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)
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 if (op->contr->mode & PU_VALUABLES)
1173 { 1145 {
1174 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1175 { 1149 {
1176 CHK_PICK_PICKUP; 1150 fprintf (stderr, "%s", tmp->name);
1177 continue;
1178 } 1151 }
1179 }
1180
1181 /* rings & amulets - talismans seems to be typed AMULET */
1182 if (op->contr->mode & PU_JEWELS)
1183 if (tmp->type == RING || tmp->type == AMULET)
1184 {
1185 CHK_PICK_PICKUP;
1186 continue;
1187 }
1188
1189 /* we don't forget dragon food */
1190 if (op->contr->mode & PU_FLESH)
1191 if (tmp->type == FLESH)
1192 {
1193 CHK_PICK_PICKUP;
1194 continue;
1195 }
1196
1197 /* bows and arrows. Bows are good for selling! */
1198 if (op->contr->mode & PU_BOW)
1199 if (tmp->type == BOW)
1200 {
1201 CHK_PICK_PICKUP;
1202 continue;
1203 }
1204
1205 if (op->contr->mode & PU_ARROW)
1206 if (tmp->type == ARROW)
1207 {
1208 CHK_PICK_PICKUP;
1209 continue;
1210 }
1211
1212 /* all kinds of armor etc. */
1213 if (op->contr->mode & PU_ARMOUR)
1214 if (tmp->type == ARMOUR)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 if (op->contr->mode & PU_HELMET)
1221 if (tmp->type == HELMET)
1222 {
1223 CHK_PICK_PICKUP;
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_SHIELD)
1228 if (tmp->type == SHIELD)
1229 {
1230 CHK_PICK_PICKUP;
1231 continue;
1232 }
1233
1234 if (op->contr->mode & PU_BOOTS)
1235 if (tmp->type == BOOTS)
1236 {
1237 CHK_PICK_PICKUP;
1238 continue;
1239 }
1240
1241 if (op->contr->mode & PU_GLOVES)
1242 if (tmp->type == GLOVES)
1243 {
1244 CHK_PICK_PICKUP;
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_CLOAK)
1249 if (tmp->type == CLOAK)
1250 {
1251 CHK_PICK_PICKUP;
1252 continue;
1253 }
1254
1255 /* hoping to catch throwing daggers here */
1256 if (op->contr->mode & PU_MISSILEWEAPON)
1257 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1258 {
1259 CHK_PICK_PICKUP;
1260 continue;
1261 }
1262
1263 /* careful: chairs and tables are weapons! */
1264 if (op->contr->mode & PU_ALLWEAPON)
1265 {
1266 if (tmp->type == WEAPON && tmp->name != NULL)
1267 {
1268 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1269 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1270 {
1271 CHK_PICK_PICKUP;
1272 continue;
1273 }
1274 }
1275
1276 if (tmp->type == WEAPON && tmp->name == NULL)
1277 {
1278 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1279 {
1280 CHK_PICK_PICKUP;
1281 continue;
1282 }
1283 }
1284 }
1285
1286 /* misc stuff that's useful */
1287 if (op->contr->mode & PU_KEY)
1288 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293
1294 /* any of the last 4 bits set means we use the ratio for value
1295 * pickups */
1296 if (op->contr->mode & PU_RATIO)
1297 {
1298 /* use value density to decide what else to grab */
1299 /* >=7 was >= op->contr->mode */
1300 /* >=7 is the old standard setting. Now we take the last 4 bits
1301 */
1302 wvratio = op->contr->mode & PU_RATIO;
1303 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1304 {
1305 CHK_PICK_PICKUP;
1306#if 0
1307 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1308 if (tmp->name != NULL)
1309 {
1310 fprintf (stderr, "%s", tmp->name);
1311 }
1312 else 1152 else
1313 fprintf (stderr, "%s", tmp->arch->archname); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1314 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1315 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))));
1316#endif 1156#endif
1157 CHK_PICK_PICKUP;
1317 continue; 1158 continue;
1318 }
1319 } 1159 }
1320 } /* the new pickup model */ 1160 } /* the new pickup model */
1321 } 1161 }
1322 1162
1323 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;
1324} 1199}
1325 1200
1326/* 1201/*
1327 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1328 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1329 * found object is returned. 1204 * found object is returned.
1330 */ 1205 */
1331object * 1206static object *
1332find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1333{ 1208{
1334 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1335 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1336 return splay (tmp); 1211 return splay (tmp);
1350 * 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
1351 * 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
1352 * 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
1353 * 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.
1354 */ 1229 */
1355object * 1230static object *
1356find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1357{ 1232{
1358 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1359 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1360 1235
1361 if (!type) 1236 if (!type)
1365 { 1240 {
1366 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))
1367 { 1242 {
1368 i = 0; 1243 i = 0;
1369 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1370 if (i > betterby) 1246 if (i > betterby)
1371 { 1247 {
1372 tmp = ntmp; 1248 tmp = ntmp;
1373 betterby = i; 1249 betterby = i;
1374 } 1250 }
1375 } 1251 }
1376 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1377 { 1253 {
1378 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1379 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1380 { 1256 {
1381 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1382 { 1258 {
1383 *better = 100; 1259 *better = 100;
1384 return arrow; 1260 return arrow;
1399 { 1275 {
1400 tmp = arrow; 1276 tmp = arrow;
1401 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;
1402 } 1278 }
1403 } 1279 }
1280
1404 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1405 { 1282 {
1406 tmp = arrow; 1283 tmp = arrow;
1407 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1408 } 1285 }
1286
1409 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1410 { 1288 {
1411 tmp = arrow; 1289 tmp = arrow;
1412 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1413 } 1291 }
1426 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1427 * op = the shooter 1305 * op = the shooter
1428 * type = bow->race 1306 * type = bow->race
1429 * dir = fire direction 1307 * dir = fire direction
1430 */ 1308 */
1431object * 1309static object *
1432pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1433{ 1311{
1434 object *tmp = NULL; 1312 object *tmp = NULL;
1435 maptile *m; 1313 maptile *m;
1436 int i, mflags, found, number; 1314 int i, mflags, found, number;
1437 sint16 x, y; 1315 sint16 x, y;
1523 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1524 return 0; 1402 return 0;
1525 } 1403 }
1526 1404
1527 // 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
1528 if (bow->below) 1406 splay (bow);
1529 {
1530 bow->remove ();
1531 op->insert (bow);
1532 }
1533 } 1407 }
1534 1408
1535 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1536 { 1410 {
1537 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);
1583 arrow->direction = dir; 1457 arrow->direction = dir;
1584 1458
1585 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 */
1586 arrow->stats.hp = arrow->stats.dam; 1460 arrow->stats.hp = arrow->stats.dam;
1587 arrow->stats.grace = arrow->attacktype; 1461 arrow->stats.grace = arrow->attacktype;
1588 1462 arrow->custom_name = arrow->slaying;
1589 if (arrow->slaying)
1590 arrow->spellarg = strdup (arrow->slaying);
1591 1463
1592#if 0 1464#if 0
1593 if (player *pl = op->contr) 1465 if (player *pl = op->contr)
1594 { 1466 {
1595 float speed = pl->weapon_sp; 1467 float speed = pl->weapon_sp;
1657 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1658 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1659 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1660 * hence the function name. 1532 * hence the function name.
1661 */ 1533 */
1662int 1534static int
1663player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1664{ 1536{
1665 int ret; 1537 int ret;
1666 1538
1667 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1695} 1567}
1696 1568
1697/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1698 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1699 */ 1571 */
1700void 1572static void
1701fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1702{ 1574{
1703 object *item = op->contr->ranged_ob; 1575 object *item = op->contr->ranged_ob;
1704 1576
1705 if (!item) 1577 if (!item)
1727 return; 1599 return;
1728 } 1600 }
1729 } 1601 }
1730 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1731 { 1603 {
1732 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1733 1605
1734 // using the maximum of the rods charge allows at least one spell cast 1606 // using the maximum of the rods charge allows at least one spell cast
1735 // for a rod or horn, this fixes some broken rods. 1607 // for a rod or horn, this fixes some broken rods.
1736 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1737 { 1609 {
1738 op->contr->play_sound (sound_find ("wand_poof")); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1739 1611
1740 if (item->type == ROD) 1612 if (item->type == ROD)
1741 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));
1809 case BOW: 1681 case BOW:
1810 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1811 break; 1683 break;
1812 1684
1813 case SPELL: 1685 case SPELL:
1814 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);
1815 break; 1687 break;
1816 1688
1817 case BUILDER: 1689 case BUILDER:
1818 apply_map_builder (op, dir); 1690 apply_map_builder (op, dir);
1819 break; 1691 break;
1828 } 1700 }
1829 1701
1830 return true; 1702 return true;
1831} 1703}
1832 1704
1833/* find_key 1705static object *
1834 * We try to find a key for the door as passed. If we find a key
1835 * and successfully use it, we return the key, otherwise NULL
1836 * This function merges both normal and locked door, since the logic
1837 * for both is the same - just the specific key is different.
1838 * pl is the player,
1839 * inv is the objects inventory to searched
1840 * door is the door we are trying to match against.
1841 * This function can be called recursively to search containers.
1842 */
1843object *
1844find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1845{ 1707{
1846 object *tmp, *key; 1708 object *tmp, *key;
1847 1709
1848 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1849 if (!container->inv) 1711 if (!container->inv)
1852 /* 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 */
1853 for (tmp = container->inv; tmp; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1854 { 1716 {
1855 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1856 break; 1718 break;
1719
1857 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1858 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1859 */ 1722 */
1860 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1861 break; 1724 break;
1867 * a key, return 1730 * a key, return
1868 */ 1731 */
1869 if (!tmp) 1732 if (!tmp)
1870 { 1733 {
1871 for (tmp = container->inv; tmp; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1872 {
1873 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1874 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1875 {
1876 if ((key = find_key (pl, tmp, door))) 1737 if ((key = find_key_ (pl, tmp, door)))
1877 return key; 1738 return key;
1878 }
1879 }
1880 1739
1881 if (!tmp) 1740 if (!tmp)
1882 return NULL; 1741 return 0;
1883 } 1742 }
1884 1743
1885 /* 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,
1886 * see if we actually want to use it 1745 * see if we actually want to use it
1887 */ 1746 */
1888 if (pl != container) 1747 if (pl != container)
1889 { 1748 {
1890 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1891 if (!pl->contr) 1750 if (!pl->contr)
1892 return NULL; 1751 return 0;
1752
1893 /* cases where this fails: 1753 /* cases where this fails:
1894 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1895 * are not in the players inventory. 1755 * are not in the players inventory.
1896 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1897 * containers can be used. 1757 * containers can be used.
1901 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1902 * 1762 *
1903 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1904 * all the others. 1764 * all the others.
1905 */ 1765 */
1906 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1907 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1908 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1909 { 1769 {
1910 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1911 "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));
1912 return NULL; 1772 return NULL;
1913 } 1773 }
1914 } 1774 }
1915 1775
1916 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);
1917} 1802}
1918 1803
1919/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1920 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1921 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1971 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
1972 */ 1857 */
1973bool 1858bool
1974move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
1975{ 1860{
1976 int on_battleground; 1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1862 {
1863 --op->speed_left;
1864 return true;
1865 }
1977 1866
1978 sint16 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
1979 sint16 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
1980 1869
1981 on_battleground = op_on_battleground (op, 0, 0);
1982
1983 if (out_of_map (op->map, nx, ny)) 1870 if (out_of_map (op->map, nx, ny))
1984 return false; 1871 return false;
1985
1986 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1987 {
1988 --op->speed_left;
1989 return true;
1990 }
1991 1872
1992 /* If braced, or can't move to the square, and it is not out of the 1873 /* If braced, or can't move to the square, and it is not out of the
1993 * map, attack it. Note order of if statement is important - don't 1874 * map, attack it. Note order of if statement is important - don't
1994 * want to be calling move_ob if braced, because move_ob will move the 1875 * want to be calling move_ob if braced, because move_ob will move the
1995 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2064 } 1945 }
2065 else 1946 else
2066 return false; 1947 return false;
2067 } 1948 }
2068 1949
1950 bool on_battleground = op_on_battleground (op, 0, 0);
1951
2069 /* in certain circumstances, you shouldn't attack friendly 1952 /* in certain circumstances, you shouldn't attack friendly
2070 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
2071 * someone, but put it inside this loop so that you won't 1954 * someone, but put it inside this loop so that you won't
2072 * attack them either. 1955 * attack them either.
2073 */ 1956 */
2137} 2020}
2138 2021
2139bool 2022bool
2140move_player (object *op, int dir) 2023move_player (object *op, int dir)
2141{ 2024{
2142 int pick;
2143
2144 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2145 return 0; 2026 return 0;
2146 2027
2147 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2148 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
2149 { 2030 {
2150 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2151 return 0; 2032 return 0;
2152 } 2033 }
2153 2034
2159 2040
2160 if (op->flag [FLAG_HIDDEN]) 2041 if (op->flag [FLAG_HIDDEN])
2161 do_hidden_move (op); 2042 do_hidden_move (op);
2162 2043
2163 bool retval; 2044 bool retval;
2045 int pick = 0;
2164 2046
2165 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2166 retval = RESULT_INT (0); 2048 retval = RESULT_INT (0);
2167 else if (op->contr->fire_on) 2049 else if (op->contr->fire_on)
2168 retval = fire (op, dir); 2050 retval = fire (op, dir);
2225 return move_player (op, op->direction); 2107 return move_player (op, op->direction);
2226 2108
2227 return false; 2109 return false;
2228} 2110}
2229 2111
2230int 2112static int
2231save_life (object *op) 2113save_life (object *op)
2232{ 2114{
2233 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2234 return 0; 2116 return 0;
2235 2117
2282void 2164void
2283object::drop_unpaid_items () 2165object::drop_unpaid_items ()
2284{ 2166{
2285 if (!flag [FLAG_REMOVED]) 2167 if (!flag [FLAG_REMOVED])
2286 ::drop_unpaid_items (inv, this); 2168 ::drop_unpaid_items (inv, this);
2287}
2288
2289/*
2290 * Returns pointer a static string containing gravestone text
2291 * Moved from apply.c to player.c - player.c is what
2292 * actually uses this function. player.c may not be quite the
2293 * best, a misc file for object actions is probably better,
2294 * but there isn't one in the server directory.
2295 */
2296const char *
2297gravestone_text (object *op)
2298{
2299 static dynbuf_text buf;
2300
2301 buf << "---- R.I.P. ----\n\n"
2302 << op->name;
2303
2304 if (op->type == PLAYER)
2305 buf << " the " << op->contr->title;
2306
2307 buf << "\n\n";
2308
2309 buf << "who was level ";
2310 buf << (sint32)op->level << "\n\n" // OO breakdown
2311 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2312
2313 if (op->type == PLAYER)
2314 buf << "by " << op->contr->killer_name () << ".\n\n";
2315
2316 {
2317 static char buf2[128];
2318 time_t now = time (NULL);
2319 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2320 buf << buf2;
2321 }
2322
2323 return buf;
2324} 2169}
2325 2170
2326void 2171void
2327do_some_living (object *op) 2172do_some_living (object *op)
2328{ 2173{
2483 { 2328 {
2484 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2329 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2485 2330
2486 if (over_hp > 0) 2331 if (over_hp > 0)
2487 { 2332 {
2488 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2333 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2489 op->last_heal = 0; 2334 op->last_heal = 0;
2490 } 2335 }
2491 else 2336 else
2492 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2337 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2493 } 2338 }
2572 */ 2417 */
2573void 2418void
2574kill_player (object *op) 2419kill_player (object *op)
2575{ 2420{
2576 int x, y; 2421 int x, y;
2577 char buf[MAX_BUF];
2578 maptile *map; /* this is for resurrection */ 2422 maptile *map; /* this is for resurrection */
2579 int will_kill_again; 2423 int will_kill_again;
2580 archetype *at; 2424 archetype *at;
2581 object *tmp; 2425 object *tmp;
2582 2426
2583 if (save_life (op)) 2427 if (save_life (op))
2584 return; 2428 return;
2429
2430 dynbuf_text deathtab;
2431
2432 /* restore player */
2433 at = archetype::find (shstr_poisoning);
2434 if (object *tmp = present_arch_in_ob (at, op))
2435 {
2436 tmp->destroy ();
2437 deathtab << "Your body feels cleansed...\r";
2438 }
2439
2440 at = archetype::find (shstr_confusion);
2441 if (object *tmp = present_arch_in_ob (at, op))
2442 {
2443 tmp->destroy ();
2444 deathtab << "Your mind feels clearer...\r";
2445 }
2446
2447 cure_disease (op, 0, 0); /* remove any disease */
2448
2449 max_it (op->stats.hp , op->stats.maxhp);
2450 max_it (op->stats.sp , op->stats.maxsp);
2451 max_it (op->stats.grace, op->stats.maxgrace);
2452
2453 if (op->stats.food <= 0)
2454 op->stats.food = 999;
2455
2456 // remove all spell effects that are active
2457 // to avoid long-term effects such as word-of-recall
2458 for (object *item = op->inv; item; )
2459 {
2460 object *next = item->below;
2461
2462 if (item->type == SPELL_EFFECT && item->active)
2463 item->destroy ();
2464
2465 item = next;
2466 }
2585 2467
2586 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2468 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2587 * in cities ONLY!!! It is very important that this doesn't get abused. 2469 * in cities ONLY!!! It is very important that this doesn't get abused.
2588 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2589 */ 2471 */
2590 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2591 { 2473 {
2592 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2474 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2593 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2594
2595 /* restore player */
2596 at = archetype::find ("poisoning");
2597 if (object *tmp = present_arch_in_ob (at, op))
2598 {
2599 tmp->destroy ();
2600 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2601 }
2602
2603 at = archetype::find ("confusion");
2604 if (object *tmp = present_arch_in_ob (at, op))
2605 {
2606 tmp->destroy ();
2607 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2608 }
2609
2610 cure_disease (op, 0, 0); /* remove any disease */
2611 op->stats.hp = op->stats.maxhp;
2612 if (op->stats.food <= 0)
2613 op->stats.food = 999;
2614 2475
2615 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2616 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2617 { 2478
2618 tmp->name = format ("%s's finger" , &op->name); 2479 tmp->name = format ("%s's finger" , &op->name);
2619 tmp->name_pl = format ("%s's fingers", &op->name); 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2620 tmp->msg = format ( 2481 tmp->msg = format (
2621 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2482 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2622 &op->name, op->contr->title, 2483 &op->name, op->contr->title,
2623 (int)op->level, 2484 (int)op->level,
2624 op->contr->killer_name () 2485 op->contr->killer_name ()
2625 ); 2486 );
2626 tmp->value = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2627 tmp->materialname = "organics"; 2488 tmp->material = name_to_material (shstr_organic);
2628 tmp->insert_at (op, tmp); 2489 tmp->insert_at (op, tmp);
2629 }
2630 2490
2631 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2632 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2633 op->contr->braced = 0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2634 return; 2496 return;
2635 } 2497 }
2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2636 2501
2637 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
2638 2503
2639 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
2640 2505
2674 2539
2675 lost_a_stat = 0; 2540 lost_a_stat = 0;
2676 2541
2677 for (z = 0; z < num_stats_lose; z++) 2542 for (z = 0; z < num_stats_lose; z++)
2678 { 2543 {
2679 i = RANDOM () % NUM_STATS; 2544 i = rndm (NUM_STATS);
2680 2545
2681 if (settings.stat_loss_on_death) 2546 if (settings.stat_loss_on_death)
2682 { 2547 {
2683 /* Pick a random stat and take a point off it. Tell the player 2548 /* Pick a random stat and take a point off it. Tell the player
2684 * what he lost. 2549 * what he lost.
2691 lost_a_stat = 1; 2556 lost_a_stat = 1;
2692 } 2557 }
2693 else 2558 else
2694 { 2559 {
2695 /* deplete a stat */ 2560 /* deplete a stat */
2696 archetype *deparch = archetype::find ("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2697 object *dep; 2562 object *dep;
2698 2563
2699 dep = present_arch_in_ob (deparch, op); 2564 dep = present_arch_in_ob (deparch, op);
2700 if (!dep) 2565 if (!dep)
2701 { 2566 {
2702 dep = arch_to_object (deparch); 2567 dep = deparch->instance ();
2703 insert_ob_in_ob (dep, op); 2568 insert_ob_in_ob (dep, op);
2704 } 2569 }
2705 lose_this_stat = 1; 2570 lose_this_stat = 1;
2706 if (settings.balanced_stat_loss) 2571 if (settings.balanced_stat_loss)
2707 { 2572 {
2735 } 2600 }
2736 } 2601 }
2737 2602
2738 if (lose_this_stat) 2603 if (lose_this_stat)
2739 { 2604 {
2740 this_stat = get_attr_value (&(dep->stats), i); 2605 this_stat = get_attr_value (&dep->stats, i);
2741 /* We could try to do something clever like find another 2606 /* We could try to do something clever like find another
2742 * stat to reduce if this fails. But chances are, if 2607 * stat to reduce if this fails. But chances are, if
2743 * stats have been depleted to -50, all are pretty low 2608 * stats have been depleted to -50, all are pretty low
2744 * and should be roughly the same, so it shouldn't make a 2609 * and should be roughly the same, so it shouldn't make a
2745 * difference. 2610 * difference.
2759 /* If no stat lost, tell the player. */ 2624 /* If no stat lost, tell the player. */
2760 if (!lost_a_stat) 2625 if (!lost_a_stat)
2761 { 2626 {
2762 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
2763 Should I be using something else? GD */ 2628 Should I be using something else? GD */
2764 const char *god = determine_god (op); 2629 shstr_tmp god = determine_god (op);
2765 2630
2766 if (god && (strcmp (god, "none"))) 2631 if (god != shstr_none)
2767 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2632 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2768 else 2633 else
2769 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2634 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2770 } 2635 }
2771#else 2636#else
2772 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2637 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2773#endif 2638#endif
2774 2639
2775 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2776 * exp loss on the stone. 2641 * exp loss on the stone.
2777 */ 2642 */
2778 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2779 tmp->name = format ("%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2780 tmp->name_pl = format ("%s's gravestones", &op->name); 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2781 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2646 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2782 &op->name, op->contr->title, op->contr->killer_name ()); 2647 &op->name, op->contr->title, op->contr->killer_name ());
2783 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2784 insert_ob_in_map (tmp, op->map, NULL, 0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
2785 2650
2786 /**************************************/ 2651 /**************************************/
2787 /* */ 2652 /* */
2788 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
2789 /* if we died cause of food, give us */
2790 /* food, and reset HP's... */
2791 /* */ 2654 /* */
2792 /**************************************/ 2655 /**************************************/
2793 2656
2794 /* remove any poisoning and confusion the character may be suffering. */
2795 /* restore player */
2796 at = archetype::find ("poisoning");
2797 tmp = present_arch_in_ob (at, op);
2798
2799 if (tmp)
2800 {
2801 tmp->destroy ();
2802 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2803 }
2804
2805 at = archetype::find ("confusion");
2806 tmp = present_arch_in_ob (at, op);
2807 if (tmp)
2808 {
2809 tmp->destroy ();
2810 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2811 }
2812
2813 cure_disease (op, 0, 0); /* remove any disease */
2814
2815 // remove all spell effects that are active
2816 // to avoid long-term effects such as word-of-recall
2817 for (object *item = op->inv; item; )
2818 {
2819 object *next = item->below;
2820
2821 if (item->type == SPELL_EFFECT && item->active)
2822 item->destroy ();
2823
2824 item = next;
2825 }
2826
2827 /*add_exp(op, (op->stats.exp * -0.20)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
2828 apply_death_exp_penalty (op); 2658 apply_death_exp_penalty (op);
2829
2830 if (op->stats.food < 100)
2831 op->stats.food = 900;
2832
2833 op->stats.hp = op->stats.maxhp;
2834 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2835 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2836 2659
2837 /* 2660 /*
2838 * Check to see if the player has any unpaid items. If so, remove them 2661 * Check to see if the player has any unpaid items. If so, remove them
2839 * and put them back in the map. 2662 * and put them back in the map.
2840 */ 2663 */
2877 2700
2878 insert_ob_in_ob (force, op); 2701 insert_ob_in_ob (force, op);
2879 op->update_stats (); 2702 op->update_stats ();
2880 } 2703 }
2881 2704
2882 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2883} 2706}
2884 2707
2885void 2708static void
2886loot_object (object *op) 2709loot_object (object *op)
2887{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
2888 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
2889 2712
2890 op->close_container (); /* close open sack first */ 2713 op->close_container (); /* close open sack first */
2921 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
2922 * what needs to be fixed. Refresh windows and fix speed if anything 2745 * what needs to be fixed. Refresh windows and fix speed if anything
2923 * was changed. 2746 * was changed.
2924 */ 2747 */
2925void 2748void
2926fix_weight (void) 2749fix_weight ()
2927{ 2750{
2928 for_all_players (pl) 2751 for_all_players (pl)
2929 { 2752 {
2930 sint32 old = pl->ob->carrying; 2753 sint32 old = pl->ob->carrying;
2931 2754
2938 } 2761 }
2939 } 2762 }
2940} 2763}
2941 2764
2942void 2765void
2943fix_luck (void) 2766fix_luck ()
2944{ 2767{
2945 for_all_players (pl) 2768 for_all_players (pl)
2946 if (!pl->ob->contr->ns->state) 2769 if (!pl->ob->contr->ns->state)
2947 pl->ob->change_luck (0); 2770 pl->ob->change_luck (0);
2948} 2771}
3020 2843
3021 if (!ob || !ob->map) 2844 if (!ob || !ob->map)
3022 return 0; 2845 return 0;
3023 2846
3024 /* so, on normal lighted maps, its hard to hide */ 2847 /* so, on normal lighted maps, its hard to hide */
3025 level = ob->map->darkness - 2; 2848 level = ob->map->darklevel () - 2;
3026 2849
3027 /* this also picks up whether the object is glowing. 2850 /* this also picks up whether the object is glowing.
3028 * If you carry a light on a non-dark map, its not 2851 * If you carry a light on a non-dark map, its not
3029 * as bad as carrying a light on a pitch dark map */ 2852 * as bad as carrying a light on a pitch dark map */
3030 if (has_carried_lights (ob)) 2853 if (ob->has_carried_lights ())
3031 level = -(10 + (2 * ob->map->darkness)); 2854 level = -(10 + (2 * ob->map->darklevel ()));
3032 2855
3033 /* scan through all nearby squares for terrain to hide in */ 2856 /* scan through all nearby squares for terrain to hide in */
3034 for (i = 0, x = ob->x, y = ob->y; 2857 for (i = 0, x = ob->x, y = ob->y;
3035 i <= SIZEOFFREE1; 2858 i <= SIZEOFFREE1;
3036 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2859 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3183 while (op) 3006 while (op)
3184 { 3007 {
3185 dx = rv.distance_x + op->arch->x; 3008 dx = rv.distance_x + op->arch->x;
3186 dy = rv.distance_y + op->arch->y; 3009 dy = rv.distance_y + op->arch->y;
3187 3010
3188 /* only the viewable area the player sees is updated by LOS
3189 * code, so we need to restrict ourselves to that range of values
3190 * for any meaningful values.
3191 */
3192 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) 3011 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3193 return 1; 3012 return 1;
3194 3013
3195 op = op->more; 3014 op = op->more;
3196 }
3197
3198 return 0;
3199}
3200
3201/* routine for both players and monsters. We call this when
3202 * there is a possibility for our action distrubing our hiding
3203 * place or invisiblity spell. Artefact invisiblity causes
3204 * "noise" instead. If we arent invisible to begin with, we
3205 * return 0.
3206 */
3207int
3208action_makes_visible (object *op)
3209{
3210 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3211 {
3212 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3213 {
3214 // artefact invisibility is permanent, but we still make noise
3215 // this is important for game-balance.
3216 if (op->contr)
3217 op->make_noise ();
3218
3219 return 0;
3220 }
3221
3222 if (op->contr && op->contr->tmp_invis == 0)
3223 return 0;
3224
3225 /* If monsters, they should become visible */
3226 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3227 {
3228 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3229 return 1;
3230 }
3231 } 3015 }
3232 3016
3233 return 0; 3017 return 0;
3234} 3018}
3235 3019
3259 && tmp->name == shstr_battleground 3043 && tmp->name == shstr_battleground
3260 && EXIT_X (tmp) && EXIT_Y (tmp)) 3044 && EXIT_X (tmp) && EXIT_Y (tmp))
3261 { 3045 {
3262 /* before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3263 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3047 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3264 {
3265 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3049 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3266 { 3050 {
3267 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3268 {
3269 if (x && y) 3051 if (x && y)
3270 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3271 3053
3272 return 1; 3054 return 1;
3273 }
3274 } 3055 }
3275 }
3276 3056
3277 if (x && y) 3057 if (x && y)
3278 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3279 3059
3280 return 1; 3060 return 1;
3437 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3438 } 3218 }
3439 else 3219 else
3440 { 3220 {
3441 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3442 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3443 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3223 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3444 who->insert (tmp); 3224 who->insert (tmp);
3445 } 3225 }
3446} 3226}
3447 3227
3460 3240
3461 if (pl->ranged_ob == ob) 3241 if (pl->ranged_ob == ob)
3462 pl->ranged_ob = 0; 3242 pl->ranged_ob = 0;
3463} 3243}
3464 3244
3245//-GPL
3246
3465sint8 3247sint8
3466player::visibility_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3467{ 3249{
3468 if (!ns) 3250 if (!ns)
3469 return 0; 3251 return LOS_BLOCKED;
3470 3252
3471 int dx, dy; 3253 int dx, dy;
3472 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3473 return 0; 3255 return LOS_BLOCKED;
3474 3256
3475 x += dx - ns->current_x; 3257 x += dx - ns->current_x;
3476 y += dy - ns->current_y; 3258 y += dy - ns->current_y;
3477 3259
3478 return 100 - blocked_los (x, y); 3260 return blocked_los (x, y);
3479} 3261}
3480 3262
3481void 3263void
3482player::infobox (const char *title, const char *msg, int color) 3264player::infobox (const char *title, const char *msg, int color)
3483{ 3265{

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