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Comparing deliantra/server/server/player.C (file contents):
Revision 1.218 by root, Sun Dec 28 10:05:42 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
978 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
979 return 1; 865 return 1;
980 866
981 next = op->below; 867 next = op->below;
982 868
983 int cnt = MAX_ITEM_PER_DROP; 869 int cnt = MAX_ITEM_PER_ACTION;
984#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)
985 871
986 /* 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
987 * destroyed */ 873 * destroyed */
988 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1008 CHK_PICK_PICKUP; 894 CHK_PICK_PICKUP;
1009 895
1010 continue; 896 continue;
1011 } 897 }
1012 898
1013 /* 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? */
1014 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1015 { 961 {
1016 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)
1017 { 1025 {
1018 case 0:
1019 return 1; /* don't pick up */
1020 case 1:
1021 CHK_PICK_PICKUP; 1026 CHK_PICK_PICKUP;
1022 return 1; 1027 continue;
1023 case 2:
1024 CHK_PICK_PICKUP;
1025 return 0;
1026 case 3:
1027 return 0; /* stop before pickup */
1028 case 4:
1029 CHK_PICK_PICKUP;
1030 break;
1031 case 5:
1032 CHK_PICK_PICKUP;
1033 stop = 1;
1034 break;
1035 case 6:
1036 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1037 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1038 CHK_PICK_PICKUP;
1039 break;
1040
1041 case 7:
1042 if (tmp->type == MONEY || tmp->type == GEM)
1043 CHK_PICK_PICKUP;
1044 break;
1045
1046 default:
1047 /* use value density */
1048 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1049 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1050 CHK_PICK_PICKUP;
1051 } 1028 }
1052 } 1029 }
1053 else 1030
1054 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1055 /* NEW pickup handling */
1056 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)
1057 { 1037 {
1058 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1059 const char *str = tmp->name
1060 ? format ("item name: %s item type: %d weight/value: %d",
1061 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1062 : format ("item name: %s item type: %d weight/value: %d",
1063 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1064
1065 new_draw_info (NDI_UNIQUE, 0, op, str);
1066 }
1067
1068 /* philosophy:
1069 * It's easy to grab an item type from a pile, as long as it's
1070 * generic. This takes no game-time. For more detailed pickups
1071 * and selections, select-items should be used. This is a
1072 * grab-as-you-run type mode that's really useful for arrows for
1073 * example.
1074 * The drawback: right now it has no frontend, so you need to
1075 * stick the bits you want into a calculator in hex mode and then
1076 * convert to decimal and then 'pickup <#>
1077 */
1078
1079 /* the first two modes are exclusive: if NOTHING we return, if
1080 * STOP then we stop. All the rest are applied sequentially,
1081 * meaning if any test passes, the item gets picked up. */
1082
1083 /* if mode is set to pick nothing up, return */
1084
1085 if (op->contr->mode & PU_NOTHING)
1086 return 1;
1087
1088 /* if mode is set to stop when encountering objects, return */
1089 /* take STOP before INHIBIT since it doesn't actually pick
1090 * anything up */
1091
1092 if (op->contr->mode & PU_STOP)
1093 return 0;
1094
1095 /* useful for going into stores and not losing your settings... */
1096 /* and for battles wher you don't want to get loaded down while
1097 * fighting */
1098 if (op->contr->mode & PU_INHIBIT)
1099 return 1;
1100
1101 /* prevent us from turning into auto-thieves :) */
1102 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1103 continue; 1039 continue;
1040 }
1104 1041
1105 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1106 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;
1107 continue; 1047 continue;
1048 }
1108 1049
1109 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1110 /* 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
1111 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1112 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"))
1113 { 1121 {
1114 CHK_PICK_PICKUP; 1122 CHK_PICK_PICKUP;
1115 continue; 1123 continue;
1116 } 1124 }
1125 }
1117 1126
1127 /* misc stuff that's useful */
1118 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1119 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1120 { 1130 {
1121 CHK_PICK_PICKUP; 1131 CHK_PICK_PICKUP;
1122 continue; 1132 continue;
1123 } 1133 }
1124 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1125 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1126 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
1127 { 1142 */
1128 CHK_PICK_PICKUP;
1129 continue;
1130 }
1131
1132 /* spellbooks, skillscrolls and normal books/scrolls */
1133 if (op->contr->mode & PU_SPELLBOOK)
1134 if (tmp->type == SPELLBOOK)
1135 {
1136 CHK_PICK_PICKUP;
1137 continue;
1138 }
1139
1140 if (op->contr->mode & PU_SKILLSCROLL)
1141 if (tmp->type == SKILLSCROLL)
1142 {
1143 CHK_PICK_PICKUP;
1144 continue;
1145 }
1146
1147 if (op->contr->mode & PU_READABLES)
1148 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1149 {
1150 CHK_PICK_PICKUP;
1151 continue;
1152 }
1153
1154 /* wands/staves/rods/horns */
1155 if (op->contr->mode & PU_MAGIC_DEVICE)
1156 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1157 {
1158 CHK_PICK_PICKUP;
1159 continue;
1160 }
1161
1162 /* pick up all magical items */
1163 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1164 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)
1165 {
1166 CHK_PICK_PICKUP;
1167 continue;
1168 }
1169
1170 if (op->contr->mode & PU_VALUABLES)
1171 { 1145 {
1172 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1173 { 1149 {
1174 CHK_PICK_PICKUP; 1150 fprintf (stderr, "%s", tmp->name);
1175 continue;
1176 } 1151 }
1177 }
1178
1179 /* rings & amulets - talismans seems to be typed AMULET */
1180 if (op->contr->mode & PU_JEWELS)
1181 if (tmp->type == RING || tmp->type == AMULET)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 /* we don't forget dragon food */
1188 if (op->contr->mode & PU_FLESH)
1189 if (tmp->type == FLESH)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 /* bows and arrows. Bows are good for selling! */
1196 if (op->contr->mode & PU_BOW)
1197 if (tmp->type == BOW)
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_ARROW)
1204 if (tmp->type == ARROW)
1205 {
1206 CHK_PICK_PICKUP;
1207 continue;
1208 }
1209
1210 /* all kinds of armor etc. */
1211 if (op->contr->mode & PU_ARMOUR)
1212 if (tmp->type == ARMOUR)
1213 {
1214 CHK_PICK_PICKUP;
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_HELMET)
1219 if (tmp->type == HELMET)
1220 {
1221 CHK_PICK_PICKUP;
1222 continue;
1223 }
1224
1225 if (op->contr->mode & PU_SHIELD)
1226 if (tmp->type == SHIELD)
1227 {
1228 CHK_PICK_PICKUP;
1229 continue;
1230 }
1231
1232 if (op->contr->mode & PU_BOOTS)
1233 if (tmp->type == BOOTS)
1234 {
1235 CHK_PICK_PICKUP;
1236 continue;
1237 }
1238
1239 if (op->contr->mode & PU_GLOVES)
1240 if (tmp->type == GLOVES)
1241 {
1242 CHK_PICK_PICKUP;
1243 continue;
1244 }
1245
1246 if (op->contr->mode & PU_CLOAK)
1247 if (tmp->type == CLOAK)
1248 {
1249 CHK_PICK_PICKUP;
1250 continue;
1251 }
1252
1253 /* hoping to catch throwing daggers here */
1254 if (op->contr->mode & PU_MISSILEWEAPON)
1255 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1256 {
1257 CHK_PICK_PICKUP;
1258 continue;
1259 }
1260
1261 /* careful: chairs and tables are weapons! */
1262 if (op->contr->mode & PU_ALLWEAPON)
1263 {
1264 if (tmp->type == WEAPON && tmp->name != NULL)
1265 {
1266 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1267 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1268 {
1269 CHK_PICK_PICKUP;
1270 continue;
1271 }
1272 }
1273
1274 if (tmp->type == WEAPON && tmp->name == NULL)
1275 {
1276 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1277 {
1278 CHK_PICK_PICKUP;
1279 continue;
1280 }
1281 }
1282 }
1283
1284 /* misc stuff that's useful */
1285 if (op->contr->mode & PU_KEY)
1286 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1287 {
1288 CHK_PICK_PICKUP;
1289 continue;
1290 }
1291
1292 /* any of the last 4 bits set means we use the ratio for value
1293 * pickups */
1294 if (op->contr->mode & PU_RATIO)
1295 {
1296 /* use value density to decide what else to grab */
1297 /* >=7 was >= op->contr->mode */
1298 /* >=7 is the old standard setting. Now we take the last 4 bits
1299 */
1300 wvratio = op->contr->mode & PU_RATIO;
1301 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1302 {
1303 CHK_PICK_PICKUP;
1304#if 0
1305 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1306 if (tmp->name != NULL)
1307 {
1308 fprintf (stderr, "%s", tmp->name);
1309 }
1310 else 1152 else
1311 fprintf (stderr, "%s", tmp->arch->archname); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1312 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1313 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))));
1314#endif 1156#endif
1157 CHK_PICK_PICKUP;
1315 continue; 1158 continue;
1316 }
1317 } 1159 }
1318 } /* the new pickup model */ 1160 } /* the new pickup model */
1319 } 1161 }
1320 1162
1321 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;
1322} 1199}
1323 1200
1324/* 1201/*
1325 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1326 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1327 * found object is returned. 1204 * found object is returned.
1328 */ 1205 */
1329object * 1206static object *
1330find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1331{ 1208{
1332 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1333 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1334 return splay (tmp); 1211 return splay (tmp);
1348 * 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
1349 * 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
1350 * 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
1351 * 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.
1352 */ 1229 */
1353object * 1230static object *
1354find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1355{ 1232{
1356 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1357 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1358 1235
1359 if (!type) 1236 if (!type)
1363 { 1240 {
1364 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))
1365 { 1242 {
1366 i = 0; 1243 i = 0;
1367 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1368 if (i > betterby) 1246 if (i > betterby)
1369 { 1247 {
1370 tmp = ntmp; 1248 tmp = ntmp;
1371 betterby = i; 1249 betterby = i;
1372 } 1250 }
1373 } 1251 }
1374 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1375 { 1253 {
1376 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1377 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1378 { 1256 {
1379 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1380 { 1258 {
1381 *better = 100; 1259 *better = 100;
1382 return arrow; 1260 return arrow;
1397 { 1275 {
1398 tmp = arrow; 1276 tmp = arrow;
1399 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;
1400 } 1278 }
1401 } 1279 }
1280
1402 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1403 { 1282 {
1404 tmp = arrow; 1283 tmp = arrow;
1405 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1406 } 1285 }
1286
1407 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1408 { 1288 {
1409 tmp = arrow; 1289 tmp = arrow;
1410 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1411 } 1291 }
1424 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1425 * op = the shooter 1305 * op = the shooter
1426 * type = bow->race 1306 * type = bow->race
1427 * dir = fire direction 1307 * dir = fire direction
1428 */ 1308 */
1429object * 1309static object *
1430pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1431{ 1311{
1432 object *tmp = NULL; 1312 object *tmp = NULL;
1433 maptile *m; 1313 maptile *m;
1434 int i, mflags, found, number; 1314 int i, mflags, found, number;
1435 sint16 x, y; 1315 sint16 x, y;
1521 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1522 return 0; 1402 return 0;
1523 } 1403 }
1524 1404
1525 // 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
1526 if (bow->below) 1406 splay (bow);
1527 {
1528 bow->remove ();
1529 op->insert (bow);
1530 }
1531 } 1407 }
1532 1408
1533 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1534 { 1410 {
1535 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);
1581 arrow->direction = dir; 1457 arrow->direction = dir;
1582 1458
1583 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 */
1584 arrow->stats.hp = arrow->stats.dam; 1460 arrow->stats.hp = arrow->stats.dam;
1585 arrow->stats.grace = arrow->attacktype; 1461 arrow->stats.grace = arrow->attacktype;
1586 1462 arrow->custom_name = arrow->slaying;
1587 if (arrow->slaying)
1588 arrow->spellarg = strdup (arrow->slaying);
1589 1463
1590#if 0 1464#if 0
1591 if (player *pl = op->contr) 1465 if (player *pl = op->contr)
1592 { 1466 {
1593 float speed = pl->weapon_sp; 1467 float speed = pl->weapon_sp;
1655 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1656 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1657 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1658 * hence the function name. 1532 * hence the function name.
1659 */ 1533 */
1660int 1534static int
1661player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1662{ 1536{
1663 int ret; 1537 int ret;
1664 1538
1665 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1693} 1567}
1694 1568
1695/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1696 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1697 */ 1571 */
1698void 1572static void
1699fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1700{ 1574{
1701 object *item = op->contr->ranged_ob; 1575 object *item = op->contr->ranged_ob;
1702 1576
1703 if (!item) 1577 if (!item)
1725 return; 1599 return;
1726 } 1600 }
1727 } 1601 }
1728 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1729 { 1603 {
1730 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);
1731 1605
1732 // 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
1733 // for a rod or horn, this fixes some broken rods. 1607 // for a rod or horn, this fixes some broken rods.
1734 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1735 { 1609 {
1736 op->contr->play_sound (sound_find ("wand_poof")); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1737 1611
1738 if (item->type == ROD) 1612 if (item->type == ROD)
1739 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));
1807 case BOW: 1681 case BOW:
1808 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1809 break; 1683 break;
1810 1684
1811 case SPELL: 1685 case SPELL:
1812 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);
1813 break; 1687 break;
1814 1688
1815 case BUILDER: 1689 case BUILDER:
1816 apply_map_builder (op, dir); 1690 apply_map_builder (op, dir);
1817 break; 1691 break;
1826 } 1700 }
1827 1701
1828 return true; 1702 return true;
1829} 1703}
1830 1704
1831/* find_key 1705static object *
1832 * We try to find a key for the door as passed. If we find a key
1833 * and successfully use it, we return the key, otherwise NULL
1834 * This function merges both normal and locked door, since the logic
1835 * for both is the same - just the specific key is different.
1836 * pl is the player,
1837 * inv is the objects inventory to searched
1838 * door is the door we are trying to match against.
1839 * This function can be called recursively to search containers.
1840 */
1841object *
1842find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1843{ 1707{
1844 object *tmp, *key; 1708 object *tmp, *key;
1845 1709
1846 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1847 if (!container->inv) 1711 if (!container->inv)
1850 /* 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 */
1851 for (tmp = container->inv; tmp; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1852 { 1716 {
1853 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1854 break; 1718 break;
1719
1855 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1856 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1857 */ 1722 */
1858 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1859 break; 1724 break;
1865 * a key, return 1730 * a key, return
1866 */ 1731 */
1867 if (!tmp) 1732 if (!tmp)
1868 { 1733 {
1869 for (tmp = container->inv; tmp; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1870 {
1871 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1872 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1873 {
1874 if ((key = find_key (pl, tmp, door))) 1737 if ((key = find_key_ (pl, tmp, door)))
1875 return key; 1738 return key;
1876 }
1877 }
1878 1739
1879 if (!tmp) 1740 if (!tmp)
1880 return NULL; 1741 return 0;
1881 } 1742 }
1882 1743
1883 /* 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,
1884 * see if we actually want to use it 1745 * see if we actually want to use it
1885 */ 1746 */
1886 if (pl != container) 1747 if (pl != container)
1887 { 1748 {
1888 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1889 if (!pl->contr) 1750 if (!pl->contr)
1890 return NULL; 1751 return 0;
1752
1891 /* cases where this fails: 1753 /* cases where this fails:
1892 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1893 * are not in the players inventory. 1755 * are not in the players inventory.
1894 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1895 * containers can be used. 1757 * containers can be used.
1899 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1900 * 1762 *
1901 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1902 * all the others. 1764 * all the others.
1903 */ 1765 */
1904 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1905 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1906 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1907 { 1769 {
1908 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1909 "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));
1910 return NULL; 1772 return NULL;
1911 } 1773 }
1912 } 1774 }
1913 1775
1914 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);
1915} 1802}
1916 1803
1917/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1918 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1919 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1969 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
1970 */ 1857 */
1971bool 1858bool
1972move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
1973{ 1860{
1974 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 }
1975 1866
1976 sint16 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
1977 sint16 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
1978 1869
1979 on_battleground = op_on_battleground (op, 0, 0);
1980
1981 if (out_of_map (op->map, nx, ny)) 1870 if (out_of_map (op->map, nx, ny))
1982 return false; 1871 return false;
1983
1984 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1985 {
1986 --op->speed_left;
1987 return true;
1988 }
1989 1872
1990 /* 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
1991 * 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
1992 * 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
1993 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2062 } 1945 }
2063 else 1946 else
2064 return false; 1947 return false;
2065 } 1948 }
2066 1949
1950 bool on_battleground = op_on_battleground (op, 0, 0);
1951
2067 /* in certain circumstances, you shouldn't attack friendly 1952 /* in certain circumstances, you shouldn't attack friendly
2068 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
2069 * 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
2070 * attack them either. 1955 * attack them either.
2071 */ 1956 */
2135} 2020}
2136 2021
2137bool 2022bool
2138move_player (object *op, int dir) 2023move_player (object *op, int dir)
2139{ 2024{
2140 int pick;
2141
2142 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2143 return 0; 2026 return 0;
2144 2027
2145 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2146 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
2147 { 2030 {
2148 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2149 return 0; 2032 return 0;
2150 } 2033 }
2151 2034
2157 2040
2158 if (op->flag [FLAG_HIDDEN]) 2041 if (op->flag [FLAG_HIDDEN])
2159 do_hidden_move (op); 2042 do_hidden_move (op);
2160 2043
2161 bool retval; 2044 bool retval;
2045 int pick = 0;
2162 2046
2163 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2164 retval = RESULT_INT (0); 2048 retval = RESULT_INT (0);
2165 else if (op->contr->fire_on) 2049 else if (op->contr->fire_on)
2166 retval = fire (op, dir); 2050 retval = fire (op, dir);
2223 return move_player (op, op->direction); 2107 return move_player (op, op->direction);
2224 2108
2225 return false; 2109 return false;
2226} 2110}
2227 2111
2228int 2112static int
2229save_life (object *op) 2113save_life (object *op)
2230{ 2114{
2231 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2232 return 0; 2116 return 0;
2233 2117
2280void 2164void
2281object::drop_unpaid_items () 2165object::drop_unpaid_items ()
2282{ 2166{
2283 if (!flag [FLAG_REMOVED]) 2167 if (!flag [FLAG_REMOVED])
2284 ::drop_unpaid_items (inv, this); 2168 ::drop_unpaid_items (inv, this);
2285}
2286
2287/*
2288 * Returns pointer a static string containing gravestone text
2289 * Moved from apply.c to player.c - player.c is what
2290 * actually uses this function. player.c may not be quite the
2291 * best, a misc file for object actions is probably better,
2292 * but there isn't one in the server directory.
2293 */
2294const char *
2295gravestone_text (object *op)
2296{
2297 static dynbuf_text buf;
2298
2299 buf << "---- R.I.P. ----\n\n"
2300 << op->name;
2301
2302 if (op->type == PLAYER)
2303 buf << " the " << op->contr->title;
2304
2305 buf << "\n\n";
2306
2307 buf << "who was level ";
2308 buf << (sint32)op->level << "\n\n" // OO breakdown
2309 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2310
2311 if (op->type == PLAYER)
2312 buf << "by " << op->contr->killer_name () << ".\n\n";
2313
2314 {
2315 static char buf2[128];
2316 time_t now = time (NULL);
2317 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2318 buf << buf2;
2319 }
2320
2321 return buf;
2322} 2169}
2323 2170
2324void 2171void
2325do_some_living (object *op) 2172do_some_living (object *op)
2326{ 2173{
2570 */ 2417 */
2571void 2418void
2572kill_player (object *op) 2419kill_player (object *op)
2573{ 2420{
2574 int x, y; 2421 int x, y;
2575 char buf[MAX_BUF];
2576 maptile *map; /* this is for resurrection */ 2422 maptile *map; /* this is for resurrection */
2577 int will_kill_again; 2423 int will_kill_again;
2578 archetype *at; 2424 archetype *at;
2579 object *tmp; 2425 object *tmp;
2580 2426
2581 if (save_life (op)) 2427 if (save_life (op))
2582 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 }
2583 2467
2584 /* 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
2585 * 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.
2586 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2587 */ 2471 */
2588 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2589 { 2473 {
2590 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";
2591 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2592
2593 /* restore player */
2594 at = archetype::find ("poisoning");
2595 if (object *tmp = present_arch_in_ob (at, op))
2596 {
2597 tmp->destroy ();
2598 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2599 }
2600
2601 at = archetype::find ("confusion");
2602 if (object *tmp = present_arch_in_ob (at, op))
2603 {
2604 tmp->destroy ();
2605 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2606 }
2607
2608 cure_disease (op, 0, 0); /* remove any disease */
2609 op->stats.hp = op->stats.maxhp;
2610 if (op->stats.food <= 0)
2611 op->stats.food = 999;
2612 2475
2613 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2614 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2615 { 2478
2616 tmp->name = format ("%s's finger" , &op->name); 2479 tmp->name = format ("%s's finger" , &op->name);
2617 tmp->name_pl = format ("%s's fingers", &op->name); 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2618 tmp->msg = format ( 2481 tmp->msg = format (
2619 "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",
2620 &op->name, op->contr->title, 2483 &op->name, op->contr->title,
2621 (int)op->level, 2484 (int)op->level,
2622 op->contr->killer_name () 2485 op->contr->killer_name ()
2623 ); 2486 );
2624 tmp->value = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2625 tmp->materialname = "organics"; 2488 tmp->material = name_to_material (shstr_organic);
2626 tmp->insert_at (op, tmp); 2489 tmp->insert_at (op, tmp);
2627 }
2628 2490
2629 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2630 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced = 0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2632 return; 2496 return;
2633 } 2497 }
2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2634 2501
2635 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
2636 2503
2637 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
2638 2505
2689 lost_a_stat = 1; 2556 lost_a_stat = 1;
2690 } 2557 }
2691 else 2558 else
2692 { 2559 {
2693 /* deplete a stat */ 2560 /* deplete a stat */
2694 archetype *deparch = archetype::find ("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2695 object *dep; 2562 object *dep;
2696 2563
2697 dep = present_arch_in_ob (deparch, op); 2564 dep = present_arch_in_ob (deparch, op);
2698 if (!dep) 2565 if (!dep)
2699 { 2566 {
2700 dep = arch_to_object (deparch); 2567 dep = deparch->instance ();
2701 insert_ob_in_ob (dep, op); 2568 insert_ob_in_ob (dep, op);
2702 } 2569 }
2703 lose_this_stat = 1; 2570 lose_this_stat = 1;
2704 if (settings.balanced_stat_loss) 2571 if (settings.balanced_stat_loss)
2705 { 2572 {
2733 } 2600 }
2734 } 2601 }
2735 2602
2736 if (lose_this_stat) 2603 if (lose_this_stat)
2737 { 2604 {
2738 this_stat = get_attr_value (&(dep->stats), i); 2605 this_stat = get_attr_value (&dep->stats, i);
2739 /* We could try to do something clever like find another 2606 /* We could try to do something clever like find another
2740 * stat to reduce if this fails. But chances are, if 2607 * stat to reduce if this fails. But chances are, if
2741 * stats have been depleted to -50, all are pretty low 2608 * stats have been depleted to -50, all are pretty low
2742 * 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
2743 * difference. 2610 * difference.
2757 /* If no stat lost, tell the player. */ 2624 /* If no stat lost, tell the player. */
2758 if (!lost_a_stat) 2625 if (!lost_a_stat)
2759 { 2626 {
2760 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
2761 Should I be using something else? GD */ 2628 Should I be using something else? GD */
2762 const char *god = determine_god (op); 2629 shstr_tmp god = determine_god (op);
2763 2630
2764 if (god && (strcmp (god, "none"))) 2631 if (god != shstr_none)
2765 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";
2766 else 2633 else
2767 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";
2768 } 2635 }
2769#else 2636#else
2770 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.";
2771#endif 2638#endif
2772 2639
2773 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2774 * exp loss on the stone. 2641 * exp loss on the stone.
2775 */ 2642 */
2776 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2777 tmp->name = format ("%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2778 tmp->name_pl = format ("%s's gravestones", &op->name); 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2779 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",
2780 &op->name, op->contr->title, op->contr->killer_name ()); 2647 &op->name, op->contr->title, op->contr->killer_name ());
2781 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2782 insert_ob_in_map (tmp, op->map, NULL, 0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
2783 2650
2784 /**************************************/ 2651 /**************************************/
2785 /* */ 2652 /* */
2786 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
2787 /* if we died cause of food, give us */
2788 /* food, and reset HP's... */
2789 /* */ 2654 /* */
2790 /**************************************/ 2655 /**************************************/
2791 2656
2792 /* remove any poisoning and confusion the character may be suffering. */
2793 /* restore player */
2794 at = archetype::find ("poisoning");
2795 tmp = present_arch_in_ob (at, op);
2796
2797 if (tmp)
2798 {
2799 tmp->destroy ();
2800 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2801 }
2802
2803 at = archetype::find ("confusion");
2804 tmp = present_arch_in_ob (at, op);
2805 if (tmp)
2806 {
2807 tmp->destroy ();
2808 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2809 }
2810
2811 cure_disease (op, 0, 0); /* remove any disease */
2812
2813 // remove all spell effects that are active
2814 // to avoid long-term effects such as word-of-recall
2815 for (object *item = op->inv; item; )
2816 {
2817 object *next = item->below;
2818
2819 if (item->type == SPELL_EFFECT && item->active)
2820 item->destroy ();
2821
2822 item = next;
2823 }
2824
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty (op); 2658 apply_death_exp_penalty (op);
2827
2828 if (op->stats.food < 100)
2829 op->stats.food = 900;
2830
2831 op->stats.hp = op->stats.maxhp;
2832 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2833 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2834 2659
2835 /* 2660 /*
2836 * 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
2837 * and put them back in the map. 2662 * and put them back in the map.
2838 */ 2663 */
2875 2700
2876 insert_ob_in_ob (force, op); 2701 insert_ob_in_ob (force, op);
2877 op->update_stats (); 2702 op->update_stats ();
2878 } 2703 }
2879 2704
2880 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2881} 2706}
2882 2707
2883void 2708static void
2884loot_object (object *op) 2709loot_object (object *op)
2885{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
2886 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
2887 2712
2888 op->close_container (); /* close open sack first */ 2713 op->close_container (); /* close open sack first */
2919 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
2920 * 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
2921 * was changed. 2746 * was changed.
2922 */ 2747 */
2923void 2748void
2924fix_weight (void) 2749fix_weight ()
2925{ 2750{
2926 for_all_players (pl) 2751 for_all_players (pl)
2927 { 2752 {
2928 sint32 old = pl->ob->carrying; 2753 sint32 old = pl->ob->carrying;
2929 2754
2936 } 2761 }
2937 } 2762 }
2938} 2763}
2939 2764
2940void 2765void
2941fix_luck (void) 2766fix_luck ()
2942{ 2767{
2943 for_all_players (pl) 2768 for_all_players (pl)
2944 if (!pl->ob->contr->ns->state) 2769 if (!pl->ob->contr->ns->state)
2945 pl->ob->change_luck (0); 2770 pl->ob->change_luck (0);
2946} 2771}
3023 level = ob->map->darklevel () - 2; 2848 level = ob->map->darklevel () - 2;
3024 2849
3025 /* this also picks up whether the object is glowing. 2850 /* this also picks up whether the object is glowing.
3026 * 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
3027 * as bad as carrying a light on a pitch dark map */ 2852 * as bad as carrying a light on a pitch dark map */
3028 if (has_carried_lights (ob)) 2853 if (ob->has_carried_lights ())
3029 level = -(10 + (2 * ob->map->darklevel ())); 2854 level = -(10 + (2 * ob->map->darklevel ()));
3030 2855
3031 /* scan through all nearby squares for terrain to hide in */ 2856 /* scan through all nearby squares for terrain to hide in */
3032 for (i = 0, x = ob->x, y = ob->y; 2857 for (i = 0, x = ob->x, y = ob->y;
3033 i <= SIZEOFFREE1; 2858 i <= SIZEOFFREE1;
3190 } 3015 }
3191 3016
3192 return 0; 3017 return 0;
3193} 3018}
3194 3019
3195/* routine for both players and monsters. We call this when
3196 * there is a possibility for our action distrubing our hiding
3197 * place or invisiblity spell. Artefact invisiblity causes
3198 * "noise" instead. If we arent invisible to begin with, we
3199 * return 0.
3200 */
3201int
3202action_makes_visible (object *op)
3203{
3204 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3205 {
3206 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3207 {
3208 // artefact invisibility is permanent, but we still make noise
3209 // this is important for game-balance.
3210 if (op->contr)
3211 op->make_noise ();
3212
3213 return 0;
3214 }
3215
3216 if (op->contr && op->contr->tmp_invis == 0)
3217 return 0;
3218
3219 /* If monsters, they should become visible */
3220 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3221 {
3222 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3223 return 1;
3224 }
3225 }
3226
3227 return 0;
3228}
3229
3230/* op_on_battleground - checks if the given object op (usually 3020/* op_on_battleground - checks if the given object op (usually
3231 * a player) is standing on a valid battleground-tile, 3021 * a player) is standing on a valid battleground-tile,
3232 * function returns TRUE/FALSE. If true x, y returns the battleground 3022 * function returns TRUE/FALSE. If true x, y returns the battleground
3233 * -exit-coord. (and if x, y not NULL) 3023 * -exit-coord. (and if x, y not NULL)
3234 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3024 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3253 && tmp->name == shstr_battleground 3043 && tmp->name == shstr_battleground
3254 && EXIT_X (tmp) && EXIT_Y (tmp)) 3044 && EXIT_X (tmp) && EXIT_Y (tmp))
3255 { 3045 {
3256 /* before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3257 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))
3258 {
3259 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)
3260 { 3050 {
3261 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3262 {
3263 if (x && y) 3051 if (x && y)
3264 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3265 3053
3266 return 1; 3054 return 1;
3267 }
3268 } 3055 }
3269 }
3270 3056
3271 if (x && y) 3057 if (x && y)
3272 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3273 3059
3274 return 1; 3060 return 1;
3431 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3432 } 3218 }
3433 else 3219 else
3434 { 3220 {
3435 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3436 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3437 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));
3438 who->insert (tmp); 3224 who->insert (tmp);
3439 } 3225 }
3440} 3226}
3441 3227
3454 3240
3455 if (pl->ranged_ob == ob) 3241 if (pl->ranged_ob == ob)
3456 pl->ranged_ob = 0; 3242 pl->ranged_ob = 0;
3457} 3243}
3458 3244
3245//-GPL
3246
3459sint8 3247sint8
3460player::darkness_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3461{ 3249{
3462 if (!ns) 3250 if (!ns)
3463 return LOS_BLOCKED; 3251 return LOS_BLOCKED;

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