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Comparing deliantra/server/server/player.C (file contents):
Revision 1.187 by root, Mon Apr 21 07:07:36 2008 UTC vs.
Revision 1.255 by root, Fri Mar 26 00:53:26 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
207 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
208 97
209 ns->update_look = 0; 98 ns->update_look = 0;
210 ns->look_position = 0; 99 ns->look_position = 0;
211 100
212 clear_los (this); 101 clear_los ();
213 102
214 ns->reset_stats (); 103 ns->reset_stats ();
215 104
216 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
219 108
220 ob->update_weight (); 109 ob->update_weight ();
221 link_player_skills (ob); 110 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 111
225 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
226 113
227 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
229 { 116 {
230 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
231 118
232 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
239 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
240 } 127 }
241 128
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 130
244 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
245 132
246 ob->update_stats (); 133 ob->update_stats ();
247 134
248 ns->floorbox_update (); 135 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
251 138
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false; 139 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false; 140 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false; 141 ob->flag [FLAG_READY_BOW] = false;
304 142
305 for (object *op = ob->inv; op; op = op->below) 143 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED]) 144 if (op->flag [FLAG_APPLIED])
307 switch (op->type) 145 switch (op->type)
308 { 146 {
309 case SKILL: 147 case SKILL:
310 ob->flag [FLAG_APPLIED] = false; 148 op->flag [FLAG_APPLIED] = false;
311 break; 149 break;
312 150
313 case WAND: 151 case WAND:
314 case ROD: 152 case ROD:
315 case HORN: 153 case HORN:
320 case WEAPON: 158 case WEAPON:
321 combat_ob = op; 159 combat_ob = op;
322 break; 160 break;
323 } 161 }
324 162
163 ob->current_weapon = 0;
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 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 */
327} 213}
328 214
329void 215void
330player::set_observe (object *op) 216player::set_observe (object *op)
331{ 217{
332 observe = op ? op : ob; 218 observe = viewpoint = op ? op : ob;
333 do_los = 1; 219 do_los = 1;
334} 220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
335 230
336player::player () 231player::player ()
337{ 232{
338 /* There are some elements we want initialised to non zero value - 233 /* There are some elements we want initialised to non zero value -
339 * we deal with that below this point. 234 * we deal with that below this point.
345 savebed_map = first_map_path; /* Init. respawn position */ 240 savebed_map = first_map_path; /* Init. respawn position */
346 241
347 gen_sp_armour = 10; 242 gen_sp_armour = 10;
348 bowtype = bow_normal; 243 bowtype = bow_normal;
349 petmode = pet_normal; 244 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers; 245 usekeys = containers;
352 peaceful = 1; /* default peaceful */ 246 peaceful = 1; /* default peaceful */
353 do_los = 1; 247 do_los = 1;
354 248
355 weapon_sp = 1.0f; 249 weapon_sp = 1.0f;
367 { 261 {
368 ob->destroy_inv (false); 262 ob->destroy_inv (false);
369 ob->destroy (); 263 ob->destroy ();
370 } 264 }
371 265
372 ob = observe = 0; 266 ob = observe = viewpoint = 0;
373} 267}
374 268
375player::~player () 269player::~player ()
376{ 270{
377 /* Clear item stack */ 271 /* Clear item stack */
378 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 }
379} 301}
380 302
381/* Tries to add player on the connection passed in ns. 303/* Tries to add player on the connection passed in ns.
382 * All we can really get in this is some settings like host and display 304 * All we can really get in this is some settings like host and display
383 * mode. 305 * mode.
385player * 307player *
386player::create () 308player::create ()
387{ 309{
388 player *pl = new player; 310 player *pl = new player;
389 311
390 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
391 313
392 pl->ob->roll_stats (); 314 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2; 315 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */ 316 pl->ob->run_away = 25; /* Then we panick... */
395 317
396 set_first_map (pl->ob); 318 set_first_map (pl->ob);
397 319
398 return pl; 320 return pl;
399}
400
401/*
402 * get_player_archetype() return next player archetype from archetype
403 * list. Not very efficient routine, but used only creating new players.
404 * Note: there MUST be at least one player archetype!
405 */
406archetype *
407get_player_archetype (archetype *at)
408{
409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
416
417 for (;;)
418 {
419 if (++i == archetypes.end ())
420 i = archetypes.begin ();
421 else if (*i == at)
422 cleanup ("not a single player archetype found");
423
424 if ((*i)->type == PLAYER)
425 return *i;
426 }
427} 321}
428 322
429object * 323object *
430get_nearest_player (object *mon) 324get_nearest_player (object *mon)
431{ 325{
671 op->destroy (); 565 op->destroy ();
672 continue; 566 continue;
673 } 567 }
674 } 568 }
675 569
676 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
677 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
678 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */ 573 */
682 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
683 { 575 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 { 578 {
692 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
694 continue; 582 break;
695 } 583 }
696 584
697 if (op->nrof > 1) 585 if (op->nrof > 1)
698 op->nrof = 1; 586 op->nrof = 1;
699 } 587 }
700 588
726 else /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
729 617
730 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
731 link_player_skills (pl); 619 pl->contr->link_skills ();
732} 620}
733 621
734void 622void
735get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
736{ 624{
746 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:");
747} 635}
748 636
749/* 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. */
750static int 638static int
751roll_stat (void) 639roll_stat ()
752{ 640{
753 int a[4], i, j, k; 641 int a[4], i, j, k;
754 642
755 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
756 a[i] = (int) rndm (6) + 1; 644 a[i] = (int) rndm (6) + 1;
851 */ 739 */
852void 740void
853player::chargen_race_done () 741player::chargen_race_done ()
854{ 742{
855 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
856 esrv_new_player (ob->contr, ob->weight + ob->carrying); 744 esrv_new_player (ob->contr);
857 745
858 treasurelist *tl = treasurelist::find ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
859 if (tl) 747 if (tl)
860 create_treasure (tl, ob, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
861 749
862 INVOKE_PLAYER (BIRTH, ob->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
863 INVOKE_PLAYER (LOGIN, ob->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
864 752
865 ob->contr->ns->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
866 754
867 if (ob->msg) 755 if (ob->msg)
868 ob->msg = 0; 756 ob->msg = 0;
869
870 /* We create this now because some of the unique maps will need it
871 * to save here.
872 */
873 {
874 char buf[MAX_BUF];
875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
876 make_path_to_file (buf);
877 }
878 757
879 start_info (ob); 758 start_info (ob);
880 CLEAR_FLAG (ob, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
881 give_initial_items (ob, ob->randomitems); 760 give_initial_items (ob, ob->randomitems);
882 link_player_skills (ob);
883 esrv_send_inventory (ob, ob); 761 esrv_send_inventory (ob, ob);
884 ob->update_stats (); 762 ob->update_stats ();
885 763
886 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
887 * is one for this race 765 * is one for this race
888 */ 766 */
889 if (*first_map_ext_path) 767 if (*first_map_ext_path)
890 { 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
891 object *tmp;
892 char mapname[MAX_BUF];
893
894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
895 tmp = object::create ();
896 EXIT_PATH (tmp) = mapname;
897 EXIT_X (tmp) = ob->x;
898 EXIT_Y (tmp) = ob->y;
899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
900 * if the map isn't there, then stay on the
901 * default initial map */
902 tmp->destroy ();
903 }
904 else 769 else
905 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
906} 771}
907 772
908void 773void
939 ob->stats.hp = ob->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
940 ob->stats.sp = ob->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
941 ob->stats.grace = 0; 806 ob->stats.grace = 0;
942} 807}
943 808
944void 809static void
945flee_player (object *op) 810flee_player (object *op)
946{ 811{
947 int dir, diff; 812 int dir, diff;
948 rv_vector rv; 813 rv_vector rv;
949 814
952 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
953 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
954 return; 819 return;
955 } 820 }
956 821
957 if (op->enemy == NULL) 822 if (!op->enemy)
958 { 823 {
959 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
960 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
961 return; 826 return;
962 } 827 }
963 828
964 /* Seen some crashes here. Since we don't store an
965 * op->enemy_count, it is possible that something destroys the
966 * actual enemy, and the object is recycled.
967 */
968 if (op->enemy->map == NULL)
969 {
970 CLEAR_FLAG (op, FLAG_SCARED);
971 op->enemy = NULL;
972 return;
973 }
974
975 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
976 { 830 {
977 op->enemy = NULL; 831 op->enemy = NULL;
978 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 833 return;
982 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
983 837
984 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
985 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
986 { 840 {
987 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
988 842
989 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 843 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
990 return; 844 return;
991 } 845 }
992 846
993 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
994 CLEAR_FLAG (op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
1003check_pick (object *op) 857check_pick (object *op)
1004{ 858{
1005 object *tmp, *next; 859 object *tmp, *next;
1006 int stop = 0; 860 int stop = 0;
1007 int wvratio; 861 int wvratio;
1008 char putstring[128];
1009 862
1010 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1011 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1012 return 1; 865 return 1;
1013 866
1014 next = op->below; 867 next = op->below;
1015 868
1016 int cnt = MAX_ITEM_PER_DROP; 869 int cnt = MAX_ITEM_PER_ACTION;
1017#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)
1018 871
1019 /* 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
1020 * destroyed */ 873 * destroyed */
1021 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1037 890
1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1039 { 892 {
1040 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1041 CHK_PICK_PICKUP; 894 CHK_PICK_PICKUP;
895
1042 continue; 896 continue;
1043 } 897 }
1044 898
1045 /* 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? */
1046 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1047 { 961 {
1048 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)
1049 { 1025 {
1050 case 0:
1051 return 1; /* don't pick up */
1052 case 1:
1053 CHK_PICK_PICKUP; 1026 CHK_PICK_PICKUP;
1054 return 1; 1027 continue;
1055 case 2:
1056 CHK_PICK_PICKUP;
1057 return 0;
1058 case 3:
1059 return 0; /* stop before pickup */
1060 case 4:
1061 CHK_PICK_PICKUP;
1062 break;
1063 case 5:
1064 CHK_PICK_PICKUP;
1065 stop = 1;
1066 break;
1067 case 6:
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1071 break;
1072
1073 case 7:
1074 if (tmp->type == MONEY || tmp->type == GEM)
1075 CHK_PICK_PICKUP;
1076 break;
1077
1078 default:
1079 /* use value density */
1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1082 CHK_PICK_PICKUP;
1083 } 1028 }
1084 } 1029 }
1085 else 1030
1086 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1087 /* NEW pickup handling */
1088 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)
1089 { 1037 {
1090 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1091 if (tmp->name != NULL)
1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1094 else
1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1097
1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1099 }
1100
1101 /* philosophy:
1102 * It's easy to grab an item type from a pile, as long as it's
1103 * generic. This takes no game-time. For more detailed pickups
1104 * and selections, select-items should be used. This is a
1105 * grab-as-you-run type mode that's really useful for arrows for
1106 * example.
1107 * The drawback: right now it has no frontend, so you need to
1108 * stick the bits you want into a calculator in hex mode and then
1109 * convert to decimal and then 'pickup <#>
1110 */
1111
1112 /* the first two modes are exclusive: if NOTHING we return, if
1113 * STOP then we stop. All the rest are applied sequentially,
1114 * meaning if any test passes, the item gets picked up. */
1115
1116 /* if mode is set to pick nothing up, return */
1117
1118 if (op->contr->mode & PU_NOTHING)
1119 return 1;
1120
1121 /* if mode is set to stop when encountering objects, return */
1122 /* take STOP before INHIBIT since it doesn't actually pick
1123 * anything up */
1124
1125 if (op->contr->mode & PU_STOP)
1126 return 0;
1127
1128 /* useful for going into stores and not losing your settings... */
1129 /* and for battles wher you don't want to get loaded down while
1130 * fighting */
1131 if (op->contr->mode & PU_INHIBIT)
1132 return 1;
1133
1134 /* prevent us from turning into auto-thieves :) */
1135 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1136 continue; 1039 continue;
1040 }
1137 1041
1138 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1139 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;
1140 continue; 1047 continue;
1048 }
1141 1049
1142 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1143 /* 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
1144 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1145 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"))
1146 { 1121 {
1147 CHK_PICK_PICKUP; 1122 CHK_PICK_PICKUP;
1148 continue; 1123 continue;
1149 } 1124 }
1125 }
1150 1126
1127 /* misc stuff that's useful */
1151 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1153 { 1130 {
1154 CHK_PICK_PICKUP; 1131 CHK_PICK_PICKUP;
1155 continue; 1132 continue;
1156 } 1133 }
1157 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1158 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1159 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
1160 { 1142 */
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 /* spellbooks, skillscrolls and normal books/scrolls */
1166 if (op->contr->mode & PU_SPELLBOOK)
1167 if (tmp->type == SPELLBOOK)
1168 {
1169 CHK_PICK_PICKUP;
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_SKILLSCROLL)
1174 if (tmp->type == SKILLSCROLL)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_READABLES)
1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 /* wands/staves/rods/horns */
1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 /* pick up all magical items */
1196 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1197 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)
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_VALUABLES)
1204 { 1145 {
1205 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1206 { 1149 {
1207 CHK_PICK_PICKUP; 1150 fprintf (stderr, "%s", tmp->name);
1208 continue;
1209 } 1151 }
1210 }
1211
1212 /* rings & amulets - talismans seems to be typed AMULET */
1213 if (op->contr->mode & PU_JEWELS)
1214 if (tmp->type == RING || tmp->type == AMULET)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 /* we don't forget dragon food */
1221 if (op->contr->mode & PU_FLESH)
1222 if (tmp->type == FLESH)
1223 {
1224 CHK_PICK_PICKUP;
1225 continue;
1226 }
1227
1228 /* bows and arrows. Bows are good for selling! */
1229 if (op->contr->mode & PU_BOW)
1230 if (tmp->type == BOW)
1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_ARROW)
1237 if (tmp->type == ARROW)
1238 {
1239 CHK_PICK_PICKUP;
1240 continue;
1241 }
1242
1243 /* all kinds of armor etc. */
1244 if (op->contr->mode & PU_ARMOUR)
1245 if (tmp->type == ARMOUR)
1246 {
1247 CHK_PICK_PICKUP;
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_HELMET)
1252 if (tmp->type == HELMET)
1253 {
1254 CHK_PICK_PICKUP;
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_SHIELD)
1259 if (tmp->type == SHIELD)
1260 {
1261 CHK_PICK_PICKUP;
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_BOOTS)
1266 if (tmp->type == BOOTS)
1267 {
1268 CHK_PICK_PICKUP;
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_GLOVES)
1273 if (tmp->type == GLOVES)
1274 {
1275 CHK_PICK_PICKUP;
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_CLOAK)
1280 if (tmp->type == CLOAK)
1281 {
1282 CHK_PICK_PICKUP;
1283 continue;
1284 }
1285
1286 /* hoping to catch throwing daggers here */
1287 if (op->contr->mode & PU_MISSILEWEAPON)
1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293
1294 /* careful: chairs and tables are weapons! */
1295 if (op->contr->mode & PU_ALLWEAPON)
1296 {
1297 if (tmp->type == WEAPON && tmp->name != NULL)
1298 {
1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305 }
1306
1307 if (tmp->type == WEAPON && tmp->name == NULL)
1308 {
1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1310 {
1311 CHK_PICK_PICKUP;
1312 continue;
1313 }
1314 }
1315 }
1316
1317 /* misc stuff that's useful */
1318 if (op->contr->mode & PU_KEY)
1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1320 {
1321 CHK_PICK_PICKUP;
1322 continue;
1323 }
1324
1325 /* any of the last 4 bits set means we use the ratio for value
1326 * pickups */
1327 if (op->contr->mode & PU_RATIO)
1328 {
1329 /* use value density to decide what else to grab */
1330 /* >=7 was >= op->contr->mode */
1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1335 {
1336 CHK_PICK_PICKUP;
1337#if 0
1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1339 if (tmp->name != NULL)
1340 {
1341 fprintf (stderr, "%s", tmp->name);
1342 }
1343 else 1152 else
1344 fprintf (stderr, "%s", tmp->arch->archname); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1345 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1346 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))));
1347#endif 1156#endif
1157 CHK_PICK_PICKUP;
1348 continue; 1158 continue;
1349 }
1350 } 1159 }
1351 } /* the new pickup model */ 1160 } /* the new pickup model */
1352 } 1161 }
1353 1162
1354 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;
1355} 1199}
1356 1200
1357/* 1201/*
1358 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1359 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1360 * found object is returned. 1204 * found object is returned.
1361 */ 1205 */
1362object * 1206static object *
1363find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1364{ 1208{
1365 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp); 1211 return splay (tmp);
1381 * 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
1382 * 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
1383 * 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
1384 * 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.
1385 */ 1229 */
1386object * 1230static object *
1387find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1388{ 1232{
1389 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1390 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1391 1235
1392 if (!type) 1236 if (!type)
1396 { 1240 {
1397 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))
1398 { 1242 {
1399 i = 0; 1243 i = 0;
1400 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1401 if (i > betterby) 1246 if (i > betterby)
1402 { 1247 {
1403 tmp = ntmp; 1248 tmp = ntmp;
1404 betterby = i; 1249 betterby = i;
1405 } 1250 }
1406 } 1251 }
1407 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1408 { 1253 {
1409 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1410 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1411 { 1256 {
1412 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1413 { 1258 {
1414 *better = 100; 1259 *better = 100;
1415 return arrow; 1260 return arrow;
1430 { 1275 {
1431 tmp = arrow; 1276 tmp = arrow;
1432 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;
1433 } 1278 }
1434 } 1279 }
1280
1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1436 { 1282 {
1437 tmp = arrow; 1283 tmp = arrow;
1438 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1439 } 1285 }
1286
1440 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1288 {
1442 tmp = arrow; 1289 tmp = arrow;
1443 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1444 } 1291 }
1445 } 1292 }
1446 } 1293 }
1447 } 1294 }
1295
1448 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1449 return find_arrow (op, type); 1297 return find_arrow (op, type);
1450 1298
1451 *better = betterby; 1299 *better = betterby;
1452 return tmp; 1300 return tmp;
1456 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1457 * op = the shooter 1305 * op = the shooter
1458 * type = bow->race 1306 * type = bow->race
1459 * dir = fire direction 1307 * dir = fire direction
1460 */ 1308 */
1461object * 1309static object *
1462pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1463{ 1311{
1464 object *tmp = NULL; 1312 object *tmp = NULL;
1465 maptile *m; 1313 maptile *m;
1466 int i, mflags, found, number; 1314 int i, mflags, found, number;
1467 sint16 x, y; 1315 sint16 x, y;
1482 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1483 { 1331 {
1484 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1485 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1486 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1487 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1488 { 1337 {
1489 tmp = NULL; 1338 tmp = 0;
1490 break; 1339 break;
1491 } 1340 }
1492 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1341 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1493 { 1342 {
1494 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1495 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1496 */ 1345 */
1497 tmp = NULL; 1346 tmp = 0;
1498 break; 1347 break;
1499 } 1348 }
1349
1500 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1501 {
1502 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1503 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1504 {
1505 found++;
1506 break;
1507 }
1508 if (found)
1509 break; 1353 break;
1510 }
1511 } 1354 }
1512 if (tmp == NULL) 1355
1356 if (!tmp)
1513 return find_arrow (op, type); 1357 return find_arrow (op, type);
1514 1358
1515 if (tmp->head) 1359 if (tmp->head)
1516 tmp = tmp->head; 1360 tmp = tmp->head;
1517 1361
1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1558 return 0; 1402 return 0;
1559 } 1403 }
1560 1404
1561 // 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
1562 if (bow->below) 1406 splay (bow);
1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1568 } 1407 }
1569 1408
1570 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1571 { 1410 {
1572 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);
1598 } 1437 }
1599 1438
1600 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1601 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1602 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1603 arrow->destroy (); 1443 arrow->destroy ();
1604 return 0; 1444 return 0;
1605 } 1445 }
1606 1446
1607 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1617 arrow->direction = dir; 1457 arrow->direction = dir;
1618 1458
1619 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 */
1620 arrow->stats.hp = arrow->stats.dam; 1460 arrow->stats.hp = arrow->stats.dam;
1621 arrow->stats.grace = arrow->attacktype; 1461 arrow->stats.grace = arrow->attacktype;
1622 1462 arrow->custom_name = arrow->slaying;
1623 if (arrow->slaying)
1624 arrow->spellarg = strdup (arrow->slaying);
1625 1463
1626#if 0 1464#if 0
1627 if (player *pl = op->contr) 1465 if (player *pl = op->contr)
1628 { 1466 {
1629 float speed = pl->weapon_sp; 1467 float speed = pl->weapon_sp;
1691 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1692 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1693 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1694 * hence the function name. 1532 * hence the function name.
1695 */ 1533 */
1696int 1534static int
1697player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1698{ 1536{
1699 int ret = 0, wcmod = 0; 1537 int ret;
1700 1538
1701 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1702 { 1540 {
1703 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1541 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1704 } 1542 }
1705 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1543 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1706 { 1544 {
1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1708 wcmod = -1;
1709
1710 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1711 } 1547 }
1712 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1713 { 1549 {
1714 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1715 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1551 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1716 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1717 } 1553 }
1718 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1719 { 1555 {
1720 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1721 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1557 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1722 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1558 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1723 } 1559 }
1724 else 1560 else
1725 { 1561 {
1731} 1567}
1732 1568
1733/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1734 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1735 */ 1571 */
1736void 1572static void
1737fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1738{ 1574{
1739 object *item = op->contr->ranged_ob; 1575 object *item = op->contr->ranged_ob;
1740 1576
1741 if (!item) 1577 if (!item)
1763 return; 1599 return;
1764 } 1600 }
1765 } 1601 }
1766 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1767 { 1603 {
1768 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1605
1606 // using the maximum of the rods charge allows at least one spell cast
1607 // for a rod or horn, this fixes some broken rods.
1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1769 { 1609 {
1770 op->contr->play_sound (sound_find ("wand_poof")); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1771 1611
1772 if (item->type == ROD) 1612 if (item->type == ROD)
1773 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));
1778 } 1618 }
1779 } 1619 }
1780 1620
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1782 { 1622 {
1783 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1623 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1624
1784 if (item->type == WAND) 1625 if (item->type == WAND)
1785 { 1626 {
1786 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
1787 { 1628 {
1788 object *tmp; 1629 object *tmp;
1792 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1793 item->face = item->arch->face; 1634 item->face = item->arch->face;
1794 item->set_speed (0); 1635 item->set_speed (0);
1795 } 1636 }
1796 1637
1797 if ((tmp = item->in_player ())) 1638 if (object *pl = item->visible_to ())
1798 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
1799 } 1640 }
1800 } 1641 }
1801 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
1802 drain_rod_charge (item); 1643 drain_rod_charge (item);
1803 } 1644 }
1808bool 1649bool
1809fire (object *op, int dir) 1650fire (object *op, int dir)
1810{ 1651{
1811 int spellcost = 0; 1652 int spellcost = 0;
1812 1653
1813 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op))
1815 make_visible (op);
1816
1817 player *pl = op->contr; 1654 player *pl = op->contr;
1818 1655
1819 if (pl->golem) 1656 if (pl->golem)
1820 { 1657 {
1821 control_golem (op->contr->golem, dir); 1658 control_golem (op->contr->golem, dir);
1823 } 1660 }
1824 1661
1825 object *ob = pl->ranged_ob; 1662 object *ob = pl->ranged_ob;
1826 1663
1827 if (!ob) 1664 if (!ob)
1828 return false;
1829
1830 if (!op->change_weapon (ob))
1831 return false; 1665 return false;
1832 1666
1833 if (op->speed_left > 0.f) 1667 if (op->speed_left > 0.f)
1834 --op->speed_left; 1668 --op->speed_left;
1835 else 1669 else
1836 return false; 1670 return false;
1837 1671
1672 if (!op->change_weapon (ob))
1673 return false;
1674
1675 /* check for loss of invisiblity/hide */
1676 if (action_makes_visible (op))
1677 make_visible (op);
1678
1838 switch (ob->type) 1679 switch (ob->type)
1839 { 1680 {
1840 case BOW: 1681 case BOW:
1841 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1842 break; 1683 break;
1843 1684
1844 case SPELL: 1685 case SPELL:
1845 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);
1846 break; 1687 break;
1847 1688
1848 case BUILDER: 1689 case BUILDER:
1849 apply_map_builder (op, dir); 1690 apply_map_builder (op, dir);
1850 break; 1691 break;
1859 } 1700 }
1860 1701
1861 return true; 1702 return true;
1862} 1703}
1863 1704
1864/* find_key 1705static object *
1865 * We try to find a key for the door as passed. If we find a key
1866 * and successfully use it, we return the key, otherwise NULL
1867 * This function merges both normal and locked door, since the logic
1868 * for both is the same - just the specific key is different.
1869 * pl is the player,
1870 * inv is the objects inventory to searched
1871 * door is the door we are trying to match against.
1872 * This function can be called recursively to search containers.
1873 */
1874object *
1875find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1876{ 1707{
1877 object *tmp, *key; 1708 object *tmp, *key;
1878 1709
1879 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1880 if (!container->inv) 1711 if (!container->inv)
1883 /* 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 */
1884 for (tmp = container->inv; tmp; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1885 { 1716 {
1886 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1887 break; 1718 break;
1719
1888 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1889 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1890 */ 1722 */
1891 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1892 break; 1724 break;
1898 * a key, return 1730 * a key, return
1899 */ 1731 */
1900 if (!tmp) 1732 if (!tmp)
1901 { 1733 {
1902 for (tmp = container->inv; tmp; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1903 {
1904 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1905 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1906 {
1907 if ((key = find_key (pl, tmp, door))) 1737 if ((key = find_key_ (pl, tmp, door)))
1908 return key; 1738 return key;
1909 }
1910 }
1911 1739
1912 if (!tmp) 1740 if (!tmp)
1913 return NULL; 1741 return 0;
1914 } 1742 }
1915 1743
1916 /* 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,
1917 * see if we actually want to use it 1745 * see if we actually want to use it
1918 */ 1746 */
1919 if (pl != container) 1747 if (pl != container)
1920 { 1748 {
1921 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1922 if (!pl->contr) 1750 if (!pl->contr)
1923 return NULL; 1751 return 0;
1752
1924 /* cases where this fails: 1753 /* cases where this fails:
1925 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1926 * are not in the players inventory. 1755 * are not in the players inventory.
1927 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1928 * containers can be used. 1757 * containers can be used.
1932 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1933 * 1762 *
1934 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1935 * all the others. 1764 * all the others.
1936 */ 1765 */
1937 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1938 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1939 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1940 { 1769 {
1941 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1942 "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));
1943 return NULL; 1772 return NULL;
1944 } 1773 }
1945 } 1774 }
1946 1775
1947 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);
1948} 1802}
1949 1803
1950/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1951 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1952 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1980 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
1981 } 1835 }
1982 1836
1983 /* Do this after we print the message */ 1837 /* Do this after we print the message */
1984 key->decrease (); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */
1986 if (container != op)
1987 esrv_update_item (UPD_WEIGHT, op, container);
1988 1839
1989 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
1990 } 1841 }
1991 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
1992 { 1843 {
2005 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2006 */ 1857 */
2007bool 1858bool
2008move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
2009{ 1860{
2010 int on_battleground; 1861 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1862 {
1863 --op->speed_left;
1864 return true;
1865 }
2011 1866
2012 sint16 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
2013 sint16 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
2014 1869
2015 on_battleground = op_on_battleground (op, 0, 0);
2016
2017 if (out_of_map (op->map, nx, ny)) 1870 if (out_of_map (op->map, nx, ny))
2018 return false; 1871 return false;
2019
2020 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2021 {
2022 --op->speed_left;
2023 return true;
2024 }
2025 1872
2026 /* 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
2027 * 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
2028 * 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
2029 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2089 --op->speed_left; 1936 --op->speed_left;
2090 1937
2091 op->play_sound (sound_find ("push_player")); 1938 op->play_sound (sound_find ("push_player"));
2092 push_ob (mon, dir, op); 1939 push_ob (mon, dir, op);
2093 1940
2094 if (op->contr->tmp_invis || op->hide) 1941 if (action_makes_visible (op))
2095 make_visible (op); 1942 make_visible (op);
2096 1943
2097 return true; 1944 return true;
2098 } 1945 }
2099 else 1946 else
2100 return false; 1947 return false;
2101 } 1948 }
1949
1950 bool on_battleground = op_on_battleground (op, 0, 0);
2102 1951
2103 /* in certain circumstances, you shouldn't attack friendly 1952 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
2105 * 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
2106 * attack them either. 1955 * attack them either.
2121 push_ob (mon, dir, op); 1970 push_ob (mon, dir, op);
2122 } 1971 }
2123 else 1972 else
2124 op->statusmsg ("You withhold your attack"); 1973 op->statusmsg ("You withhold your attack");
2125 1974
2126 if (op->contr->tmp_invis || op->hide) 1975 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2127 make_visible (op); 1976 make_visible (op);
2128 1977
2129 return true; 1978 return true;
2130 } 1979 }
2131 } 1980 }
2171} 2020}
2172 2021
2173bool 2022bool
2174move_player (object *op, int dir) 2023move_player (object *op, int dir)
2175{ 2024{
2176 int pick;
2177
2178 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2179 return 0; 2026 return 0;
2180 2027
2181 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2182 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
2183 { 2030 {
2184 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2185 return 0; 2032 return 0;
2186 } 2033 }
2187 2034
2189 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2190 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2037 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2191 2038
2192 op->facing = dir; 2039 op->facing = dir;
2193 2040
2194 if (op->hide) 2041 if (op->flag [FLAG_HIDDEN])
2195 do_hidden_move (op); 2042 do_hidden_move (op);
2196 2043
2197 bool retval; 2044 bool retval;
2045 int pick = 0;
2198 2046
2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2200 retval = RESULT_INT (0); 2048 retval = RESULT_INT (0);
2201 else if (op->contr->fire_on) 2049 else if (op->contr->fire_on)
2202 retval = fire (op, dir); 2050 retval = fire (op, dir);
2259 return move_player (op, op->direction); 2107 return move_player (op, op->direction);
2260 2108
2261 return false; 2109 return false;
2262} 2110}
2263 2111
2264int 2112static int
2265save_life (object *op) 2113save_life (object *op)
2266{ 2114{
2267 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2268 return 0; 2116 return 0;
2269 2117
2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2119 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2272 { 2120 {
2273 op->play_sound (sound_find ("ob_evaporate")); 2121 op->play_sound (sound_find ("ob_evaporate"));
2274 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2122 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2275 2123
2276 if (op->contr)
2277 esrv_del_item (op->contr, tmp->count);
2278
2279 tmp->destroy (); 2124 tmp->destroy ();
2280 CLEAR_FLAG (op, FLAG_LIFESAVE); 2125 CLEAR_FLAG (op, FLAG_LIFESAVE);
2281 2126
2282 if (op->stats.hp < 0) 2127 if (op->stats.hp < 0)
2283 op->stats.hp = op->stats.maxhp; 2128 op->stats.hp = op->stats.maxhp;
2295 return 0; 2140 return 0;
2296} 2141}
2297 2142
2298/* This goes throws the inventory and removes unpaid objects, and puts them 2143/* This goes throws the inventory and removes unpaid objects, and puts them
2299 * back in the map (location and map determined by values of env). This 2144 * back in the map (location and map determined by values of env). This
2300 * function will descend into containers. op is the object to start the search 2145 * function will descend into containers. op is the object to start the search
2301 * from. 2146 * from.
2302 */ 2147 */
2303static void 2148static void
2304drop_unpaid_items (object *op, object *env) 2149drop_unpaid_items (object *op, object *env)
2305{ 2150{
2306 while (op) 2151 while (op)
2307 { 2152 {
2308 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2153 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2309 2154
2310 if (QUERY_FLAG (op, FLAG_UNPAID)) 2155 if (QUERY_FLAG (op, FLAG_UNPAID))
2311 {
2312 if (env->type == PLAYER)
2313 esrv_del_item (env->contr, op->count);
2314
2315 op->insert_at (env); 2156 op->insert_at (env);
2316 }
2317 else if (op->inv) 2157 else if (op->inv)
2318 drop_unpaid_items (op->inv, env); 2158 drop_unpaid_items (op->inv, env);
2319 2159
2320 op = next; 2160 op = next;
2321 } 2161 }
2324void 2164void
2325object::drop_unpaid_items () 2165object::drop_unpaid_items ()
2326{ 2166{
2327 if (!flag [FLAG_REMOVED]) 2167 if (!flag [FLAG_REMOVED])
2328 ::drop_unpaid_items (inv, this); 2168 ::drop_unpaid_items (inv, this);
2329}
2330
2331/*
2332 * Returns pointer a static string containing gravestone text
2333 * Moved from apply.c to player.c - player.c is what
2334 * actually uses this function. player.c may not be quite the
2335 * best, a misc file for object actions is probably better,
2336 * but there isn't one in the server directory.
2337 */
2338char *
2339gravestone_text (object *op)
2340{
2341 static char buf2[MAX_BUF];
2342 char buf[MAX_BUF];
2343 time_t now = time (NULL);
2344
2345 strcpy (buf2, " R.I.P.\n\n");
2346 if (op->type == PLAYER)
2347 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2348 else
2349 sprintf (buf, "%s\n", &op->name);
2350
2351 strncat (buf2, " ", 20 - strlen (buf) / 2);
2352 strcat (buf2, buf);
2353 if (op->type == PLAYER)
2354 sprintf (buf, "who was in level %d when killed\n", op->level);
2355 else
2356 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2357
2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2359 strcat (buf2, buf);
2360 if (op->type == PLAYER)
2361 {
2362 sprintf (buf, "by %s.\n\n", op->contr->killer);
2363 strncat (buf2, " ", 21 - strlen (buf) / 2);
2364 strcat (buf2, buf);
2365 }
2366
2367 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2369 strcat (buf2, buf);
2370
2371 return buf2;
2372} 2169}
2373 2170
2374void 2171void
2375do_some_living (object *op) 2172do_some_living (object *op)
2376{ 2173{
2531 { 2328 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2329 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533 2330
2534 if (over_hp > 0) 2331 if (over_hp > 0)
2535 { 2332 {
2536 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;
2537 op->last_heal = 0; 2334 op->last_heal = 0;
2538 } 2335 }
2539 else 2336 else
2540 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);
2541 } 2338 }
2557 op->stats.food--; 2354 op->stats.food--;
2558 } 2355 }
2559 2356
2560 if (op->stats.food < 0 && op->stats.hp >= 0) 2357 if (op->stats.food < 0 && op->stats.hp >= 0)
2561 { 2358 {
2562 object *tmp, *flesh = 0; 2359 object *flesh = 0;
2563 2360
2564 for (tmp = op->inv; tmp; tmp = tmp->below) 2361 for_inv_removable (op, tmp)
2565 { 2362 {
2566 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2363 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2364 continue;
2365
2366 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2567 { 2367 {
2568 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2368 op->statusmsg ("You blindly grab for a bite of food. "
2569 { 2369 "H<To prevent you from starving, you ate some random item from your backpack.>");
2570 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2571 manual_apply (op, tmp, 0); 2370 manual_apply (op, tmp, 0);
2371
2572 if (op->stats.food >= 0 || op->stats.hp < 0) 2372 if (op->stats.food >= 0 || op->stats.hp < 0)
2573 break; 2373 break;
2574 } 2374 }
2575 else if (tmp->type == FLESH) 2375 else if (tmp->type == FLESH)
2576 flesh = tmp; 2376 flesh = tmp;
2577 } /* End if paid for object */ 2377 }
2578 } /* end of for loop */
2579 2378
2580 /* If player is still starving, it means they don't have any food, so 2379 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2380 * eat flesh instead.
2582 */ 2381 */
2583 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2382 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2584 { 2383 {
2585 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2384 op->statusmsg ("You blindly grab for a bite of food. "
2385 "H<To prevent you from starving, you ate some random item from your backpack.>");
2586 manual_apply (op, flesh, 0); 2386 manual_apply (op, flesh, 0);
2587 } 2387 }
2388
2389 // If player is still starving, alert him!
2390 if (op->stats.food < 0)
2391 op->failmsg ("You are starving! "
2392 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2588 } 2393 }
2589 2394
2590 if (op->stats.food < 0) 2395 if (op->stats.food < 0)
2591 { 2396 {
2592 op->stats.hp += op->stats.food; 2397 op->stats.hp += op->stats.food;
2593 op->stats.food = 0; 2398 op->stats.food = 0;
2399
2400 if (op->stats.hp < 0)
2401 {
2402 op->contr->killer = archetype::get ("killer_starvation");
2403 op->contr->killer->destroy ();
2594 } 2404 }
2405 }
2595 2406
2407 /* killer should be set here already */
2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2408 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2597 kill_player (op); 2409 kill_player (op);
2598 } 2410 }
2599} 2411}
2600 2412
2605 */ 2417 */
2606void 2418void
2607kill_player (object *op) 2419kill_player (object *op)
2608{ 2420{
2609 int x, y; 2421 int x, y;
2610 char buf[MAX_BUF];
2611 maptile *map; /* this is for resurrection */ 2422 maptile *map; /* this is for resurrection */
2612 int will_kill_again; 2423 int will_kill_again;
2613 archetype *at; 2424 archetype *at;
2614 object *tmp; 2425 object *tmp;
2615 2426
2616 if (save_life (op)) 2427 if (save_life (op))
2617 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 }
2618 2467
2619 /* 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
2620 * 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.
2621 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2622 */ 2471 */
2623 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2624 { 2473 {
2625 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";
2626 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2627
2628 /* restore player */
2629 at = archetype::find ("poisoning");
2630 if (object *tmp = present_arch_in_ob (at, op))
2631 {
2632 tmp->destroy ();
2633 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2634 }
2635
2636 at = archetype::find ("confusion");
2637 if (object *tmp = present_arch_in_ob (at, op))
2638 {
2639 tmp->destroy ();
2640 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2641 }
2642
2643 cure_disease (op, 0, 0); /* remove any disease */
2644 op->stats.hp = op->stats.maxhp;
2645 if (op->stats.food <= 0)
2646 op->stats.food = 999;
2647 2475
2648 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2649 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2650 { 2478
2651 tmp->name = format ("%s's finger" , &op->name); 2479 tmp->name = format ("%s's finger" , &op->name);
2652 tmp->name_pl = format ("%s's fingers", &op->name); 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2653 tmp->msg = format ( 2481 tmp->msg = format (
2654 "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",
2655 &op->name, op->contr->title, (int) (op->level), op->contr->killer 2483 &op->name, op->contr->title,
2484 (int)op->level,
2485 op->contr->killer_name ()
2656 ); 2486 );
2657 tmp->value = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2658 tmp->materialname = "organics"; 2488 tmp->material = name_to_material (shstr_organic);
2659 tmp->insert_at (op, tmp); 2489 tmp->insert_at (op, tmp);
2660 }
2661 2490
2662 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2663 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2664 op->contr->braced = 0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2665 return; 2496 return;
2666 } 2497 }
2667 2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2501
2668 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
2669 2503
2670 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
2671
2672 if (op->stats.food < 0)
2673 strcpy (op->contr->killer, "starvation");
2674 2505
2675 op->contr->play_sound (sound_find ("player_dies")); 2506 op->contr->play_sound (sound_find ("player_dies"));
2676 2507
2677 /* save the map location for corpse, gravestone */ 2508 /* save the map location for corpse, gravestone */
2678 x = op->x; 2509 x = op->x;
2708 2539
2709 lost_a_stat = 0; 2540 lost_a_stat = 0;
2710 2541
2711 for (z = 0; z < num_stats_lose; z++) 2542 for (z = 0; z < num_stats_lose; z++)
2712 { 2543 {
2713 i = RANDOM () % NUM_STATS; 2544 i = rndm (NUM_STATS);
2714 2545
2715 if (settings.stat_loss_on_death) 2546 if (settings.stat_loss_on_death)
2716 { 2547 {
2717 /* 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
2718 * what he lost. 2549 * what he lost.
2725 lost_a_stat = 1; 2556 lost_a_stat = 1;
2726 } 2557 }
2727 else 2558 else
2728 { 2559 {
2729 /* deplete a stat */ 2560 /* deplete a stat */
2730 archetype *deparch = archetype::find ("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2731 object *dep; 2562 object *dep;
2732 2563
2733 dep = present_arch_in_ob (deparch, op); 2564 dep = present_arch_in_ob (deparch, op);
2734 if (!dep) 2565 if (!dep)
2735 { 2566 {
2736 dep = arch_to_object (deparch); 2567 dep = deparch->instance ();
2737 insert_ob_in_ob (dep, op); 2568 insert_ob_in_ob (dep, op);
2738 } 2569 }
2739 lose_this_stat = 1; 2570 lose_this_stat = 1;
2740 if (settings.balanced_stat_loss) 2571 if (settings.balanced_stat_loss)
2741 { 2572 {
2769 } 2600 }
2770 } 2601 }
2771 2602
2772 if (lose_this_stat) 2603 if (lose_this_stat)
2773 { 2604 {
2774 this_stat = get_attr_value (&(dep->stats), i); 2605 this_stat = get_attr_value (&dep->stats, i);
2775 /* We could try to do something clever like find another 2606 /* We could try to do something clever like find another
2776 * stat to reduce if this fails. But chances are, if 2607 * stat to reduce if this fails. But chances are, if
2777 * stats have been depleted to -50, all are pretty low 2608 * stats have been depleted to -50, all are pretty low
2778 * 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
2779 * difference. 2610 * difference.
2787 lost_a_stat = 1; 2618 lost_a_stat = 1;
2788 } 2619 }
2789 } 2620 }
2790 } 2621 }
2791 } 2622 }
2623
2792 /* If no stat lost, tell the player. */ 2624 /* If no stat lost, tell the player. */
2793 if (!lost_a_stat) 2625 if (!lost_a_stat)
2794 { 2626 {
2795 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
2796 Should I be using something else? GD */ 2628 Should I be using something else? GD */
2797 const char *god = determine_god (op); 2629 shstr_tmp god = determine_god (op);
2798 2630
2799 if (god && (strcmp (god, "none"))) 2631 if (god != shstr_none)
2800 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";
2801 else 2633 else
2802 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";
2803 } 2635 }
2804#else 2636#else
2805 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.";
2806#endif 2638#endif
2807 2639
2808 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2809 * exp loss on the stone. 2641 * exp loss on the stone.
2810 */ 2642 */
2811 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2812 sprintf (buf, "%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2813 tmp->name = buf; 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2814 sprintf (buf, "%s's gravestones", &op->name); 2646 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2815 tmp->name_pl = buf; 2647 &op->name, op->contr->title, op->contr->killer_name ());
2816 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2817 tmp->msg = buf;
2818 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2819 insert_ob_in_map (tmp, op->map, NULL, 0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
2820 2650
2821 /**************************************/ 2651 /**************************************/
2822 /* */ 2652 /* */
2823 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
2824 /* if we died cause of food, give us */
2825 /* food, and reset HP's... */
2826 /* */ 2654 /* */
2827 /**************************************/ 2655 /**************************************/
2828 2656
2829 /* remove any poisoning and confusion the character may be suffering. */
2830 /* restore player */
2831 at = archetype::find ("poisoning");
2832 tmp = present_arch_in_ob (at, op);
2833
2834 if (tmp)
2835 {
2836 tmp->destroy ();
2837 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2838 }
2839
2840 at = archetype::find ("confusion");
2841 tmp = present_arch_in_ob (at, op);
2842 if (tmp)
2843 {
2844 tmp->destroy ();
2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2846 }
2847
2848 cure_disease (op, 0, 0); /* remove any disease */
2849
2850 /*add_exp(op, (op->stats.exp * -0.20)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
2851 apply_death_exp_penalty (op); 2658 apply_death_exp_penalty (op);
2852 if (op->stats.food < 100)
2853 op->stats.food = 900;
2854 op->stats.hp = op->stats.maxhp;
2855 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2856 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2857 2659
2858 /* 2660 /*
2859 * 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
2860 * and put them back in the map. 2662 * and put them back in the map.
2861 */ 2663 */
2896 if (will_kill_again & (1 << at)) 2698 if (will_kill_again & (1 << at))
2897 force->resist[at] = 100; 2699 force->resist[at] = 100;
2898 2700
2899 insert_ob_in_ob (force, op); 2701 insert_ob_in_ob (force, op);
2900 op->update_stats (); 2702 op->update_stats ();
2901
2902 } 2703 }
2903 2704
2904 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2905} 2706}
2906 2707
2907void 2708static void
2908loot_object (object *op) 2709loot_object (object *op)
2909{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
2910 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
2911 2712
2912 op->close_container (); /* close open sack first */ 2713 op->close_container (); /* close open sack first */
2943 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
2944 * 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
2945 * was changed. 2746 * was changed.
2946 */ 2747 */
2947void 2748void
2948fix_weight (void) 2749fix_weight ()
2949{ 2750{
2950 for_all_players (pl) 2751 for_all_players (pl)
2951 { 2752 {
2952 sint32 old = pl->ob->carrying; 2753 sint32 old = pl->ob->carrying;
2953 2754
2960 } 2761 }
2961 } 2762 }
2962} 2763}
2963 2764
2964void 2765void
2965fix_luck (void) 2766fix_luck ()
2966{ 2767{
2967 for_all_players (pl) 2768 for_all_players (pl)
2968 if (!pl->ob->contr->ns->state) 2769 if (!pl->ob->contr->ns->state)
2969 pl->ob->change_luck (0); 2770 pl->ob->change_luck (0);
2970} 2771}
3007} 2808}
3008 2809
3009void 2810void
3010make_visible (object *op) 2811make_visible (object *op)
3011{ 2812{
3012 op->hide = 0; 2813 op->flag [FLAG_HIDDEN] = 0;
3013 op->invisible = 0; 2814 op->invisible = 0;
3014 2815
3015 if (op->type == PLAYER) 2816 if (op->type == PLAYER)
3016 { 2817 {
3017 op->contr->tmp_invis = 0; 2818 op->contr->tmp_invis = 0;
3042 2843
3043 if (!ob || !ob->map) 2844 if (!ob || !ob->map)
3044 return 0; 2845 return 0;
3045 2846
3046 /* so, on normal lighted maps, its hard to hide */ 2847 /* so, on normal lighted maps, its hard to hide */
3047 level = ob->map->darkness - 2; 2848 level = ob->map->darklevel () - 2;
3048 2849
3049 /* this also picks up whether the object is glowing. 2850 /* this also picks up whether the object is glowing.
3050 * 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
3051 * as bad as carrying a light on a pitch dark map */ 2852 * as bad as carrying a light on a pitch dark map */
3052 if (has_carried_lights (ob)) 2853 if (ob->has_carried_lights ())
3053 level = -(10 + (2 * ob->map->darkness)); 2854 level = -(10 + (2 * ob->map->darklevel ()));
3054 2855
3055 /* scan through all nearby squares for terrain to hide in */ 2856 /* scan through all nearby squares for terrain to hide in */
3056 for (i = 0, x = ob->x, y = ob->y; 2857 for (i = 0, x = ob->x, y = ob->y;
3057 i <= SIZEOFFREE1; 2858 i <= SIZEOFFREE1;
3058 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])
3079 * spot (surrounded by clear terrain in broad daylight). -b.t. 2880 * spot (surrounded by clear terrain in broad daylight). -b.t.
3080 */ 2881 */
3081void 2882void
3082do_hidden_move (object *op) 2883do_hidden_move (object *op)
3083{ 2884{
3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2885 int hide = 0;
3085 object *skop;
3086 2886
3087 if (!op || !op->map) 2887 if (!op || !op->map)
3088 return; 2888 return;
3089 2889
3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2890 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2891 int num = random_roll (0, 19, op, PREFER_LOW);
3091 2892
3092 /* its *extremely* hard to run and sneak/hide at the same time! */ 2893 /* its *extremely* hard to run and sneak/hide at the same time! */
3093 if (op->type == PLAYER && op->contr->run_on) 2894 if (op->type == PLAYER && op->contr->run_on)
3094 if (!skop || num >= skop->level) 2895 if (!skop || num >= skop->level)
3095 { 2896 {
3105 num -= hide; 2906 num -= hide;
3106 2907
3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2908 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3108 { 2909 {
3109 make_visible (op); 2910 make_visible (op);
2911
3110 if (op->type == PLAYER) 2912 if (op->type == PLAYER)
3111 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2913 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3112 } 2914 }
3113 else if (op->type == PLAYER && skop) 2915 else if (op->type == PLAYER && skop)
3114 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2916 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3204 while (op) 3006 while (op)
3205 { 3007 {
3206 dx = rv.distance_x + op->arch->x; 3008 dx = rv.distance_x + op->arch->x;
3207 dy = rv.distance_y + op->arch->y; 3009 dy = rv.distance_y + op->arch->y;
3208 3010
3209 /* only the viewable area the player sees is updated by LOS 3011 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3210 * code, so we need to restrict ourselves to that range of values
3211 * for any meaningful values.
3212 */
3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3216 return 1; 3012 return 1;
3217 3013
3218 op = op->more; 3014 op = op->more;
3219 }
3220
3221 return 0;
3222}
3223
3224/* routine for both players and monsters. We call this when
3225 * there is a possibility for our action distrubing our hiding
3226 * place or invisiblity spell. Artefact invisiblity is not
3227 * effected by this. If we arent invisible to begin with, we
3228 * return 0.
3229 */
3230int
3231action_makes_visible (object *op)
3232{
3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3234 {
3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3236 return 0;
3237
3238 if (op->contr && op->contr->tmp_invis == 0)
3239 return 0;
3240
3241 /* If monsters, they should become visible */
3242 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3243 {
3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3245 return 1;
3246 }
3247 } 3015 }
3248 3016
3249 return 0; 3017 return 0;
3250} 3018}
3251 3019
3275 && tmp->name == shstr_battleground 3043 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp)) 3044 && EXIT_X (tmp) && EXIT_Y (tmp))
3277 { 3045 {
3278 /* before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3279 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))
3280 {
3281 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)
3282 { 3050 {
3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3284 {
3285 if (x && y) 3051 if (x && y)
3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287 3053
3288 return 1; 3054 return 1;
3289 }
3290 } 3055 }
3291 }
3292 3056
3293 if (x && y) 3057 if (x && y)
3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295 3059
3296 return 1; 3060 return 1;
3453 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3454 } 3218 }
3455 else 3219 else
3456 { 3220 {
3457 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3458 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3459 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));
3460 tmp = insert_ob_in_ob (tmp, who); 3224 who->insert (tmp);
3461 if (who->type == PLAYER)
3462 esrv_send_item (who, tmp);
3463 } 3225 }
3464} 3226}
3465 3227
3466/** 3228/**
3467 * Unready an object for a player. This function does nothing if the object was 3229 * Unready an object for a player. This function does nothing if the object was
3478 3240
3479 if (pl->ranged_ob == ob) 3241 if (pl->ranged_ob == ob)
3480 pl->ranged_ob = 0; 3242 pl->ranged_ob = 0;
3481} 3243}
3482 3244
3245//-GPL
3246
3483sint8 3247sint8
3484player::visibility_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3485{ 3249{
3486 if (!ns) 3250 if (!ns)
3487 return 0; 3251 return LOS_BLOCKED;
3488 3252
3489 int dx, dy; 3253 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0; 3255 return LOS_BLOCKED;
3492 3256
3493 x += dx - ns->current_x + ns->mapx / 2; 3257 x += dx - ns->current_x;
3494 y += dy - ns->current_y + ns->mapy / 2; 3258 y += dy - ns->current_y;
3495 3259
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y]; 3260 return blocked_los (x, y);
3500} 3261}
3501 3262
3502void 3263void
3503player::infobox (const char *title, const char *msg, int color) 3264player::infobox (const char *title, const char *msg, int color)
3504{ 3265{

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