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Comparing deliantra/server/server/player.C (file contents):
Revision 1.161 by root, Thu Aug 23 15:20:33 2007 UTC vs.
Revision 1.263 by root, Sat Apr 3 22:30:21 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
183 72
184 if (ob->map) 73 if (ob->map)
185 maplevel = ob->map->path; 74 maplevel = ob->map->path;
186 75
187 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 78 ob->map = 0;
189 party = 0; 79 party = 0;
190 80
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 82
206 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
207 97
208 ns->update_look = 0; 98 ns->update_look = 0;
209 ns->look_position = 0; 99 ns->look_position = 0;
210 100
211 clear_los (this); 101 clear_los ();
212 102
213 ns->reset_stats (); 103 ns->reset_stats ();
214 104
215 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
218 108
219 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
220 link_player_skills (ob); 110 link_skills ();
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 111
224 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
225 113
226 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
228 { 116 {
229 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
230 118
231 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
238 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
239 } 127 }
240 128
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 130
243 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
244 138
245 ob->flag [FLAG_READY_WEAPON] = false; 139 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
247 ob->flag [FLAG_READY_BOW] = false; 142 ob->flag [FLAG_READY_BOW] = false;
248 143
249 for (object *op = ob->inv; op; op = op->below) 144 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED]) 145 if (op->flag [FLAG_APPLIED])
251 switch (op->type) 146 switch (op->type)
252 { 147 {
253 case SKILL: 148 case SKILL:
254 ob->flag [FLAG_APPLIED] = false; 149 op->flag [FLAG_APPLIED] = false;
255 break; 150 break;
256 151
152 case SPELL:
257 case WAND: 153 case WAND:
258 case ROD: 154 case ROD:
259 case HORN: 155 case HORN:
260 case BOW: 156 case BOW:
157 case RANGED:
261 ranged_ob = op; 158 ranged_ob = op;
159 op->flag [FLAG_APPLIED] = false;
262 break; 160 break;
263 161
264 case WEAPON: 162 case WEAPON:
265 combat_ob = op; 163 combat_ob = op;
164 op->flag [FLAG_APPLIED] = false;
266 break; 165 break;
267 } 166 }
268 167
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 168 ob->update_stats (); // we unapplied stuff above
270 ob->update_stats ();
271 169
272 ns->floorbox_update (); 170 ob->current_weapon = 0;
273 esrv_send_inventory (ob, ob); 171 if (object *item = combat_ob ? combat_ob : ranged_ob)
274 esrv_add_spells (this, 0); 172 ob->apply (item);
275 173
276 activate (); 174 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281 175
282 INVOKE_PLAYER (CONNECT, this); 176 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this); 177 INVOKE_PLAYER (LOGIN, this);
284} 178}
285 179
302 ns->reset_stats (); 196 ns->reset_stats ();
303 ns->pl = 0; 197 ns->pl = 0;
304 ns = 0; 198 ns = 0;
305 } 199 }
306 200
307 observe = ob; 201 // this is important for the player scheduler to get the correct refcount
202 // when ns = 0
203 observe = viewpoint = ob;
308 204
309 deactivate (); 205 deactivate ();
310} 206}
207
208//-GPL
311 209
312// the need for this function can be explained 210// the need for this function can be explained
313// by load_object not returning the object 211// by load_object not returning the object
314void 212void
315player::set_object (object *op) 213player::set_object (object *op)
316{ 214{
317 ob = observe = op; 215 ob = observe = viewpoint = op;
318 ob->contr = this; /* this aren't yet in archetype */ 216 ob->contr = this; /* this aren't yet in archetype */
319 217
320 ob->speed = 1.0f; 218 ob->speed = 1.0f;
321 ob->speed_left = 0.5f; 219 ob->speed_left = 0.5f;
322 220
323 ob->direction = 5; /* So player faces south */ 221 ob->direction = 5; /* So player faces south */
324} 222}
325 223
326void 224void
327player::set_observe (object *op) 225player::set_observe (object *op)
328{ 226{
329 observe = op ? op : ob; 227 observe = viewpoint = op ? op : ob;
330 do_los = 1; 228 do_los = 1;
331} 229}
230
231void
232player::set_viewpoint (object *op)
233{
234 viewpoint = op ? op : (object *)observe;
235 do_los = 1;
236}
237
238//+GPL
332 239
333player::player () 240player::player ()
334{ 241{
335 /* There are some elements we want initialised to non zero value - 242 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point. 243 * we deal with that below this point.
342 savebed_map = first_map_path; /* Init. respawn position */ 249 savebed_map = first_map_path; /* Init. respawn position */
343 250
344 gen_sp_armour = 10; 251 gen_sp_armour = 10;
345 bowtype = bow_normal; 252 bowtype = bow_normal;
346 petmode = pet_normal; 253 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers; 254 usekeys = containers;
349 peaceful = 1; /* default peaceful */ 255 peaceful = 1; /* default peaceful */
350 do_los = 1; 256 do_los = 1;
351 257
352 weapon_sp = 1.0f; 258 weapon_sp = 1.0f;
364 { 270 {
365 ob->destroy_inv (false); 271 ob->destroy_inv (false);
366 ob->destroy (); 272 ob->destroy ();
367 } 273 }
368 274
369 ob = observe = 0; 275 ob = observe = viewpoint = 0;
370} 276}
371 277
372player::~player () 278player::~player ()
373{ 279{
374 /* Clear item stack */ 280 /* Clear item stack */
375 free (stack_items); 281 free (stack_items);
282}
283
284/*
285 * get_player_archetype() return next player archetype from archetype
286 * list. Not very efficient routine, but used only creating new players.
287 * Note: there MUST be at least one player archetype!
288 */
289static archetype *
290get_player_archetype (archetype *at)
291{
292 // archetypes could have been reloaded
293 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
294
295 if (!nat)
296 return at;
297
298 archvec::iterator i = archetypes.find (nat);
299
300 for (;;)
301 {
302 if (++i == archetypes.end ())
303 i = archetypes.begin ();
304 else if (*i == at)
305 cleanup ("not a single player archetype found");
306
307 if ((*i)->type == PLAYER)
308 return *i;
309 }
376} 310}
377 311
378/* Tries to add player on the connection passed in ns. 312/* Tries to add player on the connection passed in ns.
379 * All we can really get in this is some settings like host and display 313 * All we can really get in this is some settings like host and display
380 * mode. 314 * mode.
382player * 316player *
383player::create () 317player::create ()
384{ 318{
385 player *pl = new player; 319 player *pl = new player;
386 320
387 pl->set_object (arch_to_object (get_player_archetype (0))); 321 pl->set_object (get_player_archetype (0)->instance ());
388 322
389 pl->ob->roll_stats (); 323 pl->ob->roll_stats ();
390 pl->ob->stats.wc = 2; 324 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */ 325 pl->ob->run_away = 25; /* Then we panick... */
392 326
393 set_first_map (pl->ob); 327 set_first_map (pl->ob);
394 328
395 return pl; 329 return pl;
396}
397
398/*
399 * get_player_archetype() return next player archetype from archetype
400 * list. Not very efficient routine, but used only creating new players.
401 * Note: there MUST be at least one player archetype!
402 */
403archetype *
404get_player_archetype (archetype *at)
405{
406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
408 for (;;)
409 {
410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418} 330}
419 331
420object * 332object *
421get_nearest_player (object *mon) 333get_nearest_player (object *mon)
422{ 334{
629 541
630 return firstdir; 542 return firstdir;
631} 543}
632 544
633void 545void
634give_initial_items (object *pl, treasurelist * items) 546give_initial_items (object *pl, treasurelist *items)
635{ 547{
636 object *op, *next = NULL;
637
638 if (pl->randomitems != NULL) 548 if (pl->randomitems)
639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 549 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
640 550
641 for (op = pl->inv; op; op = next) 551 for (object *next, *op = pl->inv; op; op = next)
642 { 552 {
643 next = op->below; 553 next = op->below;
644 554
645 /* Forces get applied per default, unless they have the 555 /* Forces get applied per default, unless they have the
646 * flag "neutral" set. Sorry but I can't think of a better way 556 * flag "neutral" set. Sorry but I can't think of a better way
651 /* we never give weapons/armour if these cannot be used 561 /* we never give weapons/armour if these cannot be used
652 * by this player due to race restrictions 562 * by this player due to race restrictions
653 */ 563 */
654 if (pl->type == PLAYER) 564 if (pl->type == PLAYER)
655 { 565 {
656 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
567 &&
657 (op->type == ARMOUR || op->type == BOOTS || 568 (op->type == ARMOUR || op->type == BOOTS
658 op->type == CLOAK || op->type == HELMET || 569 || op->type == CLOAK || op->type == HELMET
659 op->type == SHIELD || op->type == GLOVES || 570 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE))
660 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 572 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
661 { 573 {
662 op->destroy (); 574 op->destroy ();
663 continue; 575 continue;
664 } 576 }
665 } 577 }
666 578
667 /* This really needs to be better - we should really give 579 /* Here we remove duplicated skills (as duplicated spell objects have
668 * a substitute spellbook. The problem is that we don't really 580 * _very_ confusing effects for players), which could for instance be
669 * have a good idea what to replace it with (need something like 581 * generated by bad treasurelists. - elmex
670 * a first level treasurelist for each skill.)
671 * remove duplicate skills also
672 */ 582 */
673 if (op->type == SPELLBOOK || op->type == SKILL) 583 if (op->type == SKILL)
674 { 584 {
675 object *tmp;
676
677 for (tmp = op->below; tmp; tmp = tmp->below) 585 for (object *tmp = op->below; tmp; tmp = tmp->below)
678 if (tmp->type == op->type && tmp->name == op->name) 586 if (tmp->type == op->type && tmp->name == op->name)
679 break;
680
681 if (tmp)
682 { 587 {
683 op->destroy (); 588 op->destroy ();
589 LOG (llevError,
684 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
685 continue; 591 break;
686 } 592 }
687 593
688 if (op->nrof > 1) 594 if (op->nrof > 1)
689 op->nrof = 1; 595 op->nrof = 1;
690 } 596 }
691 597
692 if (op->type == SPELLBOOK && op->inv) 598 if (op->type == SPELLBOOK && op->inv)
693 {
694 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
695 }
696 600
697 /* Give starting characters identified, uncursed, and undamned 601 /* Give starting characters identified, uncursed, and undamned
698 * items. Just don't identify gold or silver, or it won't be 602 * items. Just don't identify gold or silver, or it won't be
699 * merged properly. 603 * merged properly.
700 */ 604 */
701 if (need_identify (op)) 605 if (need_identify (op))
702 { 606 {
703 SET_FLAG (op, FLAG_IDENTIFIED); 607 SET_FLAG (op, FLAG_IDENTIFIED);
704 CLEAR_FLAG (op, FLAG_CURSED); 608 CLEAR_FLAG (op, FLAG_CURSED);
705 CLEAR_FLAG (op, FLAG_DAMNED); 609 CLEAR_FLAG (op, FLAG_DAMNED);
706 } 610 }
611
707 if (op->type == SPELL) 612 if (op->type == SPELL)
708 { 613 {
709 op->destroy (); 614 op->destroy ();
710 continue; 615 continue;
711 } 616 }
713 { 618 {
714 SET_FLAG (op, FLAG_CAN_USE_SKILL); 619 SET_FLAG (op, FLAG_CAN_USE_SKILL);
715 op->stats.exp = 0; 620 op->stats.exp = 0;
716 op->level = 1; 621 op->level = 1;
717 } 622 }
718 /* lock all 'normal items by default */ 623 else /* lock all 'normal items by default */
719 else
720 SET_FLAG (op, FLAG_INV_LOCKED); 624 SET_FLAG (op, FLAG_INV_LOCKED);
721 } /* for loop of objects in player inv */ 625 } /* for loop of objects in player inv */
722 626
723 /* Need to set up the skill pointers */ 627 /* Need to set up the skill pointers */
724 link_player_skills (pl); 628 pl->contr->link_skills ();
725} 629}
726 630
727void 631void
728get_party_password (object *op, partylist *party) 632get_party_password (object *op, partylist *party)
729{ 633{
739 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 643 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
740} 644}
741 645
742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 646/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
743static int 647static int
744roll_stat (void) 648roll_stat ()
745{ 649{
746 int a[4], i, j, k; 650 int a[4], i, j, k;
747 651
748 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
749 a[i] = (int) rndm (6) + 1; 653 a[i] = (int) rndm (6) + 1;
830static void 734static void
831start_info (object *op) 735start_info (object *op)
832{ 736{
833 char buf[MAX_BUF]; 737 char buf[MAX_BUF];
834 738
835 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 739 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
836 new_draw_info (NDI_UNIQUE, 0, op, buf); 740 new_draw_info (NDI_UNIQUE, 0, op, buf);
837 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
838 //new_draw_info (NDI_UNIQUE, 0, op, " ");
839} 741}
840 742
841/* This function takes the key that is passed, and does the 743/* This function takes the key that is passed, and does the
842 * appropriate action with it (change race, or other things). 744 * appropriate action with it (change race, or other things).
843 * The function name is for historical reasons - now we have 745 * The function name is for historical reasons - now we have
846 */ 748 */
847void 749void
848player::chargen_race_done () 750player::chargen_race_done ()
849{ 751{
850 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
851 esrv_new_player (ob->contr, ob->weight + ob->carrying); 753 esrv_new_player (ob->contr);
852 754
853 treasurelist *tl = treasurelist::find ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
854 if (tl) 756 if (tl)
855 create_treasure (tl, ob, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
856 758
857 INVOKE_PLAYER (BIRTH, ob->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
858 INVOKE_PLAYER (LOGIN, ob->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
859 761
860 ob->contr->ns->state = ST_PLAYING; 762 ob->contr->ns->state = ST_PLAYING;
861 763
862 if (ob->msg) 764 if (ob->msg)
863 ob->msg = 0; 765 ob->msg = 0;
864
865 /* We create this now because some of the unique maps will need it
866 * to save here.
867 */
868 {
869 char buf[MAX_BUF];
870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
871 make_path_to_file (buf);
872 }
873 766
874 start_info (ob); 767 start_info (ob);
875 CLEAR_FLAG (ob, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
876 give_initial_items (ob, ob->randomitems); 769 give_initial_items (ob, ob->randomitems);
877 link_player_skills (ob);
878 esrv_send_inventory (ob, ob); 770 esrv_send_inventory (ob, ob);
879 ob->update_stats (); 771 ob->update_stats ();
880 772
881 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
882 * is one for this race 774 * is one for this race
883 */ 775 */
884 if (*first_map_ext_path) 776 if (*first_map_ext_path)
885 { 777 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
886 object *tmp;
887 char mapname[MAX_BUF];
888
889 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
890 tmp = object::create ();
891 EXIT_PATH (tmp) = mapname;
892 EXIT_X (tmp) = ob->x;
893 EXIT_Y (tmp) = ob->y;
894 ob->enter_exit (tmp); /* we don't really care if it succeeded;
895 * if the map isn't there, then stay on the
896 * default initial map */
897 tmp->destroy ();
898 }
899 else 778 else
900 LOG (llevDebug, "first_map_ext_path not set\n"); 779 LOG (llevDebug, "first_map_ext_path not set\n");
901} 780}
902 781
903void 782void
934 ob->stats.hp = ob->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
935 ob->stats.sp = ob->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
936 ob->stats.grace = 0; 815 ob->stats.grace = 0;
937} 816}
938 817
939void 818static void
940flee_player (object *op) 819flee_player (object *op)
941{ 820{
942 int dir, diff; 821 int dir, diff;
943 rv_vector rv; 822 rv_vector rv;
944 823
947 LOG (llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
948 CLEAR_FLAG (op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
949 return; 828 return;
950 } 829 }
951 830
952 if (op->enemy == NULL) 831 if (!op->enemy)
953 { 832 {
954 LOG (llevDebug, "Fleeing player had no enemy.\n"); 833 LOG (llevDebug, "Fleeing player had no enemy.\n");
955 CLEAR_FLAG (op, FLAG_SCARED); 834 CLEAR_FLAG (op, FLAG_SCARED);
956 return; 835 return;
957 } 836 }
958 837
959 /* Seen some crashes here. Since we don't store an
960 * op->enemy_count, it is possible that something destroys the
961 * actual enemy, and the object is recycled.
962 */
963 if (op->enemy->map == NULL)
964 {
965 CLEAR_FLAG (op, FLAG_SCARED);
966 op->enemy = NULL;
967 return;
968 }
969
970 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 838 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
971 { 839 {
972 op->enemy = NULL; 840 op->enemy = NULL;
973 CLEAR_FLAG (op, FLAG_SCARED); 841 CLEAR_FLAG (op, FLAG_SCARED);
974 return; 842 return;
977 get_rangevector (op, op->enemy, &rv, 0); 845 get_rangevector (op, op->enemy, &rv, 0);
978 846
979 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
980 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
981 { 849 {
982 int m = 1 - (RANDOM () & 2); 850 int m = 1 - rndm (2) * 2;
983 851
984 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
985 return; 853 return;
986 } 854 }
987 855
988 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
989 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
998check_pick (object *op) 866check_pick (object *op)
999{ 867{
1000 object *tmp, *next; 868 object *tmp, *next;
1001 int stop = 0; 869 int stop = 0;
1002 int wvratio; 870 int wvratio;
1003 char putstring[128];
1004 871
1005 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
1006 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
1007 return 1; 874 return 1;
1008 875
1009 next = op->below; 876 next = op->below;
877
878 int cnt = MAX_ITEM_PER_ACTION;
879#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1010 880
1011 /* loop while there are items on the floor that are not marked as 881 /* loop while there are items on the floor that are not marked as
1012 * destroyed */ 882 * destroyed */
1013 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
1014 { 884 {
1015 tmp = next; 885 tmp = next;
1016 next = tmp->below; 886 next = tmp->below;
1017 887
888 if (cnt <= 0)
889 {
890 op->failmsg ("Couldn't pickup all items at once.");
891 return 0;
892 }
893
1018 if (op->destroyed ()) 894 if (op->destroyed ())
1019 return 0; 895 return 0;
1020 896
1021 if (!can_pick (op, tmp)) 897 if (!can_pick (op, tmp))
1022 continue; 898 continue;
1023 899
1024 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1025 { 901 {
1026 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1027 pick_up (op, tmp); 903 CHK_PICK_PICKUP;
904
1028 continue; 905 continue;
1029 } 906 }
1030 907
1031 /* high not bit set? We're using the old autopickup model */ 908 /* pickup handling */
909 if (op->contr->mode & PU_DEBUG)
910 {
911 /* some debugging code to figure out item information */
912 const char *str = tmp->name
913 ? format ("item name: %s item type: %d weight/value: %d",
914 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
915 : format ("item name: %s item type: %d weight/value: %d",
916 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
917
918 new_draw_info (NDI_UNIQUE, 0, op, str);
919 }
920
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
925 return 1;
926
927 /* philosophy:
928 * It's easy to grab an item type from a pile, as long as it's
929 * generic. This takes no game-time. For more detailed pickups
930 * and selections, select-items should be used. This is a
931 * grab-as-you-run type mode that's really useful for arrows for
932 * example.
933 * The drawback: right now it has no frontend, so you need to
934 * stick the bits you want into a calculator in hex mode and then
935 * convert to decimal and then 'pickup <#>
936 */
937
938 /* the first two modes are exclusive: if NOTHING we return, if
939 * STOP then we stop. All the rest are applied sequentially,
940 * meaning if any test passes, the item gets picked up. */
941
942 /* if mode is set to pick nothing up, return */
943 if (op->contr->mode == PU_NOTHING)
944 return 1;
945
946 /* if mode is set to stop when encountering objects, return */
947 /* take STOP before INHIBIT since it doesn't actually pick
948 * anything up */
949 if (op->contr->mode & PU_STOP)
950 return 0;
951
952 /* useful for going into stores and not losing your settings... */
953 /* and for battles wher you don't want to get loaded down while
954 * fighting */
955 if (op->contr->mode & PU_INHIBIT)
956 return 1;
957
958 /* prevent us from turning into auto-thieves :) */
959 if (QUERY_FLAG (tmp, FLAG_UNPAID))
960 continue;
961
962 /* ignore known cursed objects */
963 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
964 continue;
965
966 /* all food and drink if desired */
967 /* question: don't pick up known-poisonous stuff? */
1032 if (!(op->contr->mode & PU_NEWMODE)) 968 if (op->contr->mode & PU_FOOD)
969 if (tmp->type == FOOD)
1033 { 970 {
1034 switch (op->contr->mode) 971 CHK_PICK_PICKUP;
972 continue;
973 }
974
975 if (op->contr->mode & PU_DRINK)
976 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 if (op->contr->mode & PU_POTION)
983 if (tmp->type == POTION)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 /* spellbooks, skillscrolls and normal books/scrolls */
990 if (op->contr->mode & PU_SPELLBOOK)
991 if (tmp->type == SPELLBOOK)
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 if (op->contr->mode & PU_SKILLSCROLL)
998 if (tmp->type == SKILLSCROLL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1004 if (op->contr->mode & PU_READABLES)
1005 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1006 {
1007 CHK_PICK_PICKUP;
1008 continue;
1009 }
1010
1011 /* wands/staves/rods/horns */
1012 if (op->contr->mode & PU_MAGIC_DEVICE)
1013 if (tmp->type == WAND
1014 || tmp->type == ROD
1015 || tmp->type == HORN
1016 || tmp->type == POWER_CRYSTAL)
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 /* pick up all magical items */
1023 if (op->contr->mode & PU_MAGICAL)
1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 if (op->contr->mode & PU_VALUABLES)
1032 {
1033 if (tmp->type == MONEY || tmp->type == GEM)
1035 { 1034 {
1036 case 0: 1035 CHK_PICK_PICKUP;
1037 return 1; /* don't pick up */ 1036 continue;
1038 case 1:
1039 pick_up (op, tmp);
1040 return 1;
1041 case 2:
1042 pick_up (op, tmp);
1043 return 0;
1044 case 3:
1045 return 0; /* stop before pickup */
1046 case 4:
1047 pick_up (op, tmp);
1048 break;
1049 case 5:
1050 pick_up (op, tmp);
1051 stop = 1;
1052 break;
1053 case 6:
1054 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1055 pick_up (op, tmp);
1056 break;
1057
1058 case 7:
1059 if (tmp->type == MONEY || tmp->type == GEM)
1060 pick_up (op, tmp);
1061 break;
1062
1063 default:
1064 /* use value density */
1065 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1066 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1067 pick_up (op, tmp);
1068 } 1037 }
1069 } 1038 }
1070 else 1039
1071 { /* old model */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1072 /* NEW pickup handling */
1073 if (op->contr->mode & PU_DEBUG) 1041 if (op->contr->mode & PU_JEWELS)
1042 if (tmp->type == RING
1043 || tmp->type == AMULET
1044 || tmp->type == GIRDLE
1045 || tmp->type == SKILL_TOOL)
1074 { 1046 {
1075 /* some debugging code to figure out item information */ 1047 CHK_PICK_PICKUP;
1076 if (tmp->name != NULL)
1077 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1078 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1079 else
1080 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1081 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1082
1083 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1084 }
1085
1086 /* philosophy:
1087 * It's easy to grab an item type from a pile, as long as it's
1088 * generic. This takes no game-time. For more detailed pickups
1089 * and selections, select-items should be used. This is a
1090 * grab-as-you-run type mode that's really useful for arrows for
1091 * example.
1092 * The drawback: right now it has no frontend, so you need to
1093 * stick the bits you want into a calculator in hex mode and then
1094 * convert to decimal and then 'pickup <#>
1095 */
1096
1097 /* the first two modes are exclusive: if NOTHING we return, if
1098 * STOP then we stop. All the rest are applied sequentially,
1099 * meaning if any test passes, the item gets picked up. */
1100
1101 /* if mode is set to pick nothing up, return */
1102
1103 if (op->contr->mode & PU_NOTHING)
1104 return 1;
1105
1106 /* if mode is set to stop when encountering objects, return */
1107 /* take STOP before INHIBIT since it doesn't actually pick
1108 * anything up */
1109
1110 if (op->contr->mode & PU_STOP)
1111 return 0;
1112
1113 /* useful for going into stores and not losing your settings... */
1114 /* and for battles wher you don't want to get loaded down while
1115 * fighting */
1116 if (op->contr->mode & PU_INHIBIT)
1117 return 1;
1118
1119 /* prevent us from turning into auto-thieves :) */
1120 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1121 continue; 1048 continue;
1049 }
1122 1050
1123 /* ignore known cursed objects */ 1051 /* we don't forget dragon food */
1124 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1052 if (op->contr->mode & PU_FLESH)
1053 if (tmp->type == FLESH)
1054 {
1055 CHK_PICK_PICKUP;
1125 continue; 1056 continue;
1057 }
1126 1058
1127 /* all food and drink if desired */ 1059 /* bows and arrows. Bows are good for selling! */
1128 /* question: don't pick up known-poisonous stuff? */ 1060 if (op->contr->mode & PU_BOW)
1061 if (tmp->type == BOW)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_ARROW)
1068 if (tmp->type == ARROW)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* all kinds of armor etc. */
1075 if (op->contr->mode & PU_ARMOUR)
1076 if (tmp->type == ARMOUR)
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_HELMET)
1083 if (tmp->type == HELMET)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 if (op->contr->mode & PU_SHIELD)
1090 if (tmp->type == SHIELD)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1129 if (op->contr->mode & PU_FOOD) 1096 if (op->contr->mode & PU_BOOTS)
1130 if (tmp->type == FOOD) 1097 if (tmp->type == BOOTS)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_GLOVES)
1104 if (tmp->type == GLOVES || tmp->type == BRACERS)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 if (op->contr->mode & PU_CLOAK)
1111 if (tmp->type == CLOAK)
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* hoping to catch throwing daggers here */
1118 if (op->contr->mode & PU_MISSILEWEAPON)
1119 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1120 {
1121 CHK_PICK_PICKUP;
1122 continue;
1123 }
1124
1125 /* careful: chairs and tables are weapons! */
1126 if (op->contr->mode & PU_ALLWEAPON)
1127 {
1128 if (tmp->type == WEAPON)
1129 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1131 { 1130 {
1132 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1133 continue; 1132 continue;
1134 } 1133 }
1134 }
1135 1135
1136 /* misc stuff that's useful */
1136 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_KEY)
1137 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1138 { 1139 {
1139 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1140 continue; 1141 continue;
1141 } 1142 }
1142 1143
1144 /* any of the last 4 bits set means we use the ratio for value
1145 * pickups */
1143 if (op->contr->mode & PU_POTION) 1146 if (op->contr->mode & PU_RATIO)
1144 if (tmp->type == POTION) 1147 {
1148 /* use value density to decide what else to grab */
1149 /* >=7 was >= op->contr->mode */
1150 /* >=7 is the old standard setting. Now we take the last 4 bits
1145 { 1151 */
1146 pick_up (op, tmp);
1147 continue;
1148 }
1149
1150 /* spellbooks, skillscrolls and normal books/scrolls */
1151 if (op->contr->mode & PU_SPELLBOOK)
1152 if (tmp->type == SPELLBOOK)
1153 {
1154 pick_up (op, tmp);
1155 continue;
1156 }
1157
1158 if (op->contr->mode & PU_SKILLSCROLL)
1159 if (tmp->type == SKILLSCROLL)
1160 {
1161 pick_up (op, tmp);
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_READABLES)
1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1167 {
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 /* wands/staves/rods/horns */
1173 if (op->contr->mode & PU_MAGIC_DEVICE)
1174 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* pick up all magical items */
1181 if (op->contr->mode & PU_MAGICAL) 1152 wvratio = op->contr->mode & PU_RATIO;
1182 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1153 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_VALUABLES)
1189 { 1154 {
1190 if (tmp->type == MONEY || tmp->type == GEM) 1155#if 0
1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1157 if (tmp->name != NULL)
1191 { 1158 {
1192 pick_up (op, tmp); 1159 fprintf (stderr, "%s", tmp->name);
1193 continue;
1194 } 1160 }
1195 }
1196
1197 /* rings & amulets - talismans seems to be typed AMULET */
1198 if (op->contr->mode & PU_JEWELS)
1199 if (tmp->type == RING || tmp->type == AMULET)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* we don't forget dragon food */
1206 if (op->contr->mode & PU_FLESH)
1207 if (tmp->type == FLESH)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* bows and arrows. Bows are good for selling! */
1214 if (op->contr->mode & PU_BOW)
1215 if (tmp->type == BOW)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_ARROW)
1222 if (tmp->type == ARROW)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 /* all kinds of armor etc. */
1229 if (op->contr->mode & PU_ARMOUR)
1230 if (tmp->type == ARMOUR)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_HELMET)
1237 if (tmp->type == HELMET)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_SHIELD)
1244 if (tmp->type == SHIELD)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_BOOTS)
1251 if (tmp->type == BOOTS)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_GLOVES)
1258 if (tmp->type == GLOVES)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 if (op->contr->mode & PU_CLOAK)
1265 if (tmp->type == CLOAK)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 /* hoping to catch throwing daggers here */
1272 if (op->contr->mode & PU_MISSILEWEAPON)
1273 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 /* careful: chairs and tables are weapons! */
1280 if (op->contr->mode & PU_ALLWEAPON)
1281 {
1282 if (tmp->type == WEAPON && tmp->name != NULL)
1283 {
1284 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1285 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290 }
1291
1292 if (tmp->type == WEAPON && tmp->name == NULL)
1293 {
1294 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299 }
1300 }
1301
1302 /* misc stuff that's useful */
1303 if (op->contr->mode & PU_KEY)
1304 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 /* any of the last 4 bits set means we use the ratio for value
1311 * pickups */
1312 if (op->contr->mode & PU_RATIO)
1313 {
1314 /* use value density to decide what else to grab */
1315 /* >=7 was >= op->contr->mode */
1316 /* >=7 is the old standard setting. Now we take the last 4 bits
1317 * and multiply them by 5, giving 0..15*5== 5..75 */
1318 wvratio = (op->contr->mode & PU_RATIO) * 5;
1319 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1320 {
1321 pick_up (op, tmp);
1322#if 0
1323 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1324 if (tmp->name != NULL)
1325 {
1326 fprintf (stderr, "%s", tmp->name);
1327 }
1328 else 1161 else
1329 fprintf (stderr, "%s", tmp->arch->archname); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1330 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1331 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1164 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1332#endif 1165#endif
1166 CHK_PICK_PICKUP;
1333 continue; 1167 continue;
1334 }
1335 } 1168 }
1336 } /* the new pickup model */ 1169 } /* the new pickup model */
1337 } 1170 }
1338 1171
1339 return !stop; 1172 return !stop;
1173}
1174
1175/* routine for both players and monsters. We call this when
1176 * there is a possibility for our action distrubing our hiding
1177 * place or invisiblity spell. Artefact invisiblity causes
1178 * "noise" instead. If we arent invisible to begin with, we
1179 * return 0.
1180 */
1181static int
1182action_makes_visible (object *op)
1183{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1185 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1187 {
1188 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance.
1190 if (op->contr)
1191 op->make_noise ();
1192
1193 return 0;
1194 }
1195
1196 if (op->contr && op->contr->tmp_invis == 0)
1197 return 0;
1198
1199 /* If monsters, they should become visible */
1200 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1201 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1203 return 1;
1204 }
1205 }
1206
1207 return 0;
1340} 1208}
1341 1209
1342/* 1210/*
1343 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1344 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1345 * found object is returned. 1213 * found object is returned.
1346 */ 1214 */
1347object * 1215static object *
1348find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1349{ 1217{
1350 object *tmp = 0;
1351
1352 for (op = op->inv; op; op = op->below) 1218 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1353 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1354 tmp = find_arrow (op, type);
1355 else if (op->type == ARROW && op->race == type) 1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1220 return splay (tmp);
1221
1222 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1223 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1224 if (object *arrow = find_arrow (tmp, type))
1225 {
1226 splay (tmp);
1356 return op; 1227 return arrow;
1228 }
1357 1229
1358 return tmp; 1230 return 0;
1359} 1231}
1360 1232
1361/* 1233/*
1362 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1234 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1363 * against the target. A full test is not performed, simply a basic test 1235 * against the target. A full test is not performed, simply a basic test
1364 * of resistances. The archer is making a quick guess at what he sees down 1236 * of resistances. The archer is making a quick guess at what he sees down
1365 * the hall. Failing that it does it's best to pick the highest plus arrow. 1237 * the hall. Failing that it does it's best to pick the highest plus arrow.
1366 */ 1238 */
1367object * 1239static object *
1368find_better_arrow (object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1369{ 1241{
1370 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1371 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1372 1244
1373 if (!type) 1245 if (!type)
1377 { 1249 {
1378 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1250 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1379 { 1251 {
1380 i = 0; 1252 i = 0;
1381 ntmp = find_better_arrow (arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1382 if (i > betterby) 1255 if (i > betterby)
1383 { 1256 {
1384 tmp = ntmp; 1257 tmp = ntmp;
1385 betterby = i; 1258 betterby = i;
1386 } 1259 }
1387 } 1260 }
1388 else if (arrow->type == ARROW && arrow->race == type) 1261 else if (arrow->type == ARROW && arrow->race == type)
1389 { 1262 {
1390 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1391 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1264 if (target->race && arrow->slaying.contains (target->race))
1392 { 1265 {
1393 if (arrow->attacktype & AT_DEATH) 1266 if (arrow->attacktype & AT_DEATH)
1394 { 1267 {
1395 *better = 100; 1268 *better = 100;
1396 return arrow; 1269 return arrow;
1411 { 1284 {
1412 tmp = arrow; 1285 tmp = arrow;
1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1286 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1414 } 1287 }
1415 } 1288 }
1289
1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1417 { 1291 {
1418 tmp = arrow; 1292 tmp = arrow;
1419 betterby = 2 + arrow->magic + arrow->stats.dam; 1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1420 } 1294 }
1295
1421 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1422 { 1297 {
1423 tmp = arrow; 1298 tmp = arrow;
1424 betterby = 1 + arrow->magic + arrow->stats.dam; 1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1425 } 1300 }
1426 } 1301 }
1427 } 1302 }
1428 } 1303 }
1304
1429 if (tmp == NULL && arrow == NULL) 1305 if (tmp == NULL && arrow == NULL)
1430 return find_arrow (op, type); 1306 return find_arrow (op, type);
1431 1307
1432 *better = betterby; 1308 *better = betterby;
1433 return tmp; 1309 return tmp;
1437 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1438 * op = the shooter 1314 * op = the shooter
1439 * type = bow->race 1315 * type = bow->race
1440 * dir = fire direction 1316 * dir = fire direction
1441 */ 1317 */
1442object * 1318static object *
1443pick_arrow_target (object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1444{ 1320{
1445 object *tmp = NULL; 1321 object *tmp = NULL;
1446 maptile *m; 1322 maptile *m;
1447 int i, mflags, found, number; 1323 int i, mflags, found, number;
1448 sint16 x, y; 1324 sint16 x, y;
1463 for (i = 0, found = 0; i < 20; i++) 1339 for (i = 0, found = 0; i < 20; i++)
1464 { 1340 {
1465 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1466 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1467 mflags = get_map_flags (m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1468 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1469 { 1346 {
1470 tmp = NULL; 1347 tmp = 0;
1471 break; 1348 break;
1472 } 1349 }
1473 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1350 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1474 { 1351 {
1475 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1476 * perhaps a bad assumption. 1353 * perhaps a bad assumption.
1477 */ 1354 */
1478 tmp = NULL; 1355 tmp = 0;
1479 break; 1356 break;
1480 } 1357 }
1358
1481 if (mflags & P_IS_ALIVE) 1359 if (mflags & P_IS_ALIVE)
1482 {
1483 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1360 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1484 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1485 {
1486 found++;
1487 break;
1488 }
1489 if (found)
1490 break; 1362 break;
1491 }
1492 } 1363 }
1493 if (tmp == NULL) 1364
1365 if (!tmp)
1494 return find_arrow (op, type); 1366 return find_arrow (op, type);
1495 1367
1496 if (tmp->head) 1368 if (tmp->head)
1497 tmp = tmp->head; 1369 tmp = tmp->head;
1498 1370
1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1539 return 0; 1411 return 0;
1540 } 1412 }
1541 1413
1542 // optimisation: move object to top so we will find it quickly again 1414 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below) 1415 splay (bow);
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1549 } 1416 }
1550 1417
1551 if (!bow->race || !bow->skill) 1418 if (!bow->race || !bow->skill)
1552 { 1419 {
1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1579 } 1446 }
1580 1447
1581 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1582 if (arrow->nrof == 0) 1449 if (arrow->nrof == 0)
1583 { 1450 {
1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1584 arrow->destroy (); 1452 arrow->destroy ();
1585 return 0; 1453 return 0;
1586 } 1454 }
1587 1455
1588 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1589 arrow = get_split_ob (arrow, 1); 1457 arrow = arrow->split ();
1590 if (!arrow) 1458 if (!arrow)
1591 { 1459 {
1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1460 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1593 return 0; 1461 return 0;
1594 } 1462 }
1598 arrow->direction = dir; 1466 arrow->direction = dir;
1599 1467
1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1468 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam; 1469 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype; 1470 arrow->stats.grace = arrow->attacktype;
1603 1471 arrow->custom_name = arrow->slaying;
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606 1472
1607#if 0 1473#if 0
1608 if (player *pl = op->contr) 1474 if (player *pl = op->contr)
1609 { 1475 {
1610 float speed = pl->weapon_sp; 1476 float speed = pl->weapon_sp;
1661 op->play_sound (sound_find ("fire_arrow")); 1527 op->play_sound (sound_find ("fire_arrow"));
1662 m->insert (arrow, sx, sy, op); 1528 m->insert (arrow, sx, sy, op);
1663 1529
1664 if (!arrow->destroyed ()) 1530 if (!arrow->destroyed ())
1665 move_arrow (arrow); 1531 move_arrow (arrow);
1666
1667 if (op->type == PLAYER)
1668 {
1669 if (left->destroyed ())
1670 esrv_del_item (op->contr, left->count);
1671 else
1672 esrv_send_item (op, left);
1673 }
1674 1532
1675 return 1; 1533 return 1;
1676} 1534}
1677 1535
1678/* Special fire code for players - this takes into 1536/* Special fire code for players - this takes into
1680 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1681 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1682 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1683 * hence the function name. 1541 * hence the function name.
1684 */ 1542 */
1685int 1543static int
1686player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1687{ 1545{
1688 int ret = 0, wcmod = 0; 1546 int ret;
1689 1547
1690 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1691 { 1549 {
1692 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1693 } 1551 }
1694 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1552 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1695 { 1553 {
1696 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1554 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1697 wcmod = -1;
1698
1699 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1555 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1700 } 1556 }
1701 else if (op->contr->bowtype == bow_threewide) 1557 else if (op->contr->bowtype == bow_threewide)
1702 { 1558 {
1703 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1559 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1704 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1560 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1705 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1561 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1706 } 1562 }
1707 else if (op->contr->bowtype == bow_spreadshot) 1563 else if (op->contr->bowtype == bow_spreadshot)
1708 { 1564 {
1709 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1565 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1710 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1566 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1711 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1567 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1712 } 1568 }
1713 else 1569 else
1714 { 1570 {
1720} 1576}
1721 1577
1722/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1723 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1724 */ 1580 */
1725void 1581static void
1726fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1727{ 1583{
1728 object *item = op->contr->ranged_ob; 1584 object *item = op->contr->ranged_ob;
1729 1585
1730 if (!item) 1586 if (!item)
1737 { 1593 {
1738 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1739 return; 1595 return;
1740 } 1596 }
1741 1597
1742 if (!op->change_weapon (item)) 1598 if (!op->apply (item))
1743 return; 1599 return;
1744 1600
1745 if (item->type == WAND) 1601 if (item->type == WAND)
1746 { 1602 {
1747 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1752 return; 1608 return;
1753 } 1609 }
1754 } 1610 }
1755 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1756 { 1612 {
1757 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1613 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1614
1615 // using the maximum of the rods charge allows at least one spell cast
1616 // for a rod or horn, this fixes some broken rods.
1617 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1758 { 1618 {
1759 op->contr->play_sound (sound_find ("wand_poof")); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1760 1620
1761 if (item->type == ROD) 1621 if (item->type == ROD)
1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1767 } 1627 }
1768 } 1628 }
1769 1629
1770 if (cast_spell (op, item, dir, item->inv, NULL)) 1630 if (cast_spell (op, item, dir, item->inv, NULL))
1771 { 1631 {
1772 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1632 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1633
1773 if (item->type == WAND) 1634 if (item->type == WAND)
1774 { 1635 {
1775 if (!(--item->stats.food)) 1636 if (!(--item->stats.food))
1776 { 1637 {
1777 object *tmp; 1638 object *tmp;
1781 CLEAR_FLAG (item, FLAG_ANIMATE); 1642 CLEAR_FLAG (item, FLAG_ANIMATE);
1782 item->face = item->arch->face; 1643 item->face = item->arch->face;
1783 item->set_speed (0); 1644 item->set_speed (0);
1784 } 1645 }
1785 1646
1786 if ((tmp = item->in_player ())) 1647 if (object *pl = item->visible_to ())
1787 esrv_update_item (UPD_ANIM, tmp, item); 1648 esrv_update_item (UPD_ANIM, pl, item);
1788 } 1649 }
1789 } 1650 }
1790 else if (item->type == ROD || item->type == HORN) 1651 else if (item->type == ROD || item->type == HORN)
1791 drain_rod_charge (item); 1652 drain_rod_charge (item);
1792 } 1653 }
1793} 1654}
1794 1655
1795/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1796 */ 1657 */
1797bool 1658bool
1798fire (object *op, int dir) 1659fire (object *who, int dir)
1799{ 1660{
1800 int spellcost = 0; 1661 int spellcost = 0;
1801 1662
1802 /* check for loss of invisiblity/hide */
1803 if (action_makes_visible (op))
1804 make_visible (op);
1805
1806 player *pl = op->contr; 1663 player *pl = who->contr;
1807 1664
1808 if (pl->golem) 1665 if (pl->golem)
1809 { 1666 {
1810 control_golem (op->contr->golem, dir); 1667 control_golem (who->contr->golem, dir);
1811 return false; 1668 return false;
1812 } 1669 }
1813 1670
1814 object *ob = pl->ranged_ob; 1671 object *ob = pl->ranged_ob;
1815 1672
1816 if (!ob) 1673 if (!ob)
1817 return false; 1674 return false;
1818 1675
1819 if (!op->change_weapon (ob))
1820 return false;
1821
1822 if (op->speed_left > 0.f) 1676 if (who->speed_left > 0.f)
1823 --op->speed_left; 1677 --who->speed_left;
1824 else 1678 else
1825 return false; 1679 return false;
1826 1680
1681 if (!who->apply (ob))
1682 return false;
1683
1684 /* check for loss of invisiblity/hide */
1685 if (action_makes_visible (who))
1686 make_visible (who);
1687
1827 switch (ob->type) 1688 switch (ob->type)
1828 { 1689 {
1829 case BOW: 1690 case BOW:
1830 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
1831 break; 1692 break;
1832 1693
1833 case SPELL: 1694 case SPELL:
1834 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1695 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1835 break; 1696 break;
1836 1697
1837 case BUILDER: 1698 case BUILDER:
1838 apply_map_builder (op, dir); 1699 apply_map_builder (who, dir);
1839 break; 1700 break;
1840 1701
1841 case SKILL: 1702 case SKILL:
1842 do_skill (op, op, ob, dir, 0); 1703 do_skill (who, who, ob, dir, 0);
1843 break; 1704 break;
1844 1705
1706 case RANGED:
1707 do_skill (who, ob, who->chosen_skill, dir, 0);
1708 break;
1709
1845 default: 1710 default:
1846 fire_misc_object (op, dir); 1711 fire_misc_object (who, dir);
1847 break; 1712 break;
1848 } 1713 }
1849 1714
1850 return true; 1715 return true;
1851} 1716}
1852 1717
1853/* find_key 1718static object *
1854 * We try to find a key for the door as passed. If we find a key
1855 * and successfully use it, we return the key, otherwise NULL
1856 * This function merges both normal and locked door, since the logic
1857 * for both is the same - just the specific key is different.
1858 * pl is the player,
1859 * inv is the objects inventory to searched
1860 * door is the door we are trying to match against.
1861 * This function can be called recursively to search containers.
1862 */
1863object *
1864find_key (object *pl, object *container, object *door) 1719find_key_ (object *pl, object *container, object *door)
1865{ 1720{
1866 object *tmp, *key; 1721 object *tmp, *key;
1867 1722
1868 /* Should not happen, but sanity checking is never bad */ 1723 /* Should not happen, but sanity checking is never bad */
1869 if (!container->inv) 1724 if (!container->inv)
1872 /* First, lets try to find a key in the top level inventory */ 1727 /* First, lets try to find a key in the top level inventory */
1873 for (tmp = container->inv; tmp; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1874 { 1729 {
1875 if (door->type == DOOR && tmp->type == KEY) 1730 if (door->type == DOOR && tmp->type == KEY)
1876 break; 1731 break;
1732
1877 /* For sanity, we should really check door type, but other stuff 1733 /* For sanity, we should really check door type, but other stuff
1878 * (like containers) can be locked with special keys 1734 * (like containers) can be locked with special keys
1879 */ 1735 */
1880 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1881 break; 1737 break;
1887 * a key, return 1743 * a key, return
1888 */ 1744 */
1889 if (!tmp) 1745 if (!tmp)
1890 { 1746 {
1891 for (tmp = container->inv; tmp; tmp = tmp->below) 1747 for (tmp = container->inv; tmp; tmp = tmp->below)
1892 {
1893 /* No reason to search empty containers */ 1748 /* No reason to search empty containers */
1894 if (tmp->type == CONTAINER && tmp->inv) 1749 if (tmp->type == CONTAINER && tmp->inv)
1895 {
1896 if ((key = find_key (pl, tmp, door))) 1750 if ((key = find_key_ (pl, tmp, door)))
1897 return key; 1751 return key;
1898 }
1899 }
1900 1752
1901 if (!tmp) 1753 if (!tmp)
1902 return NULL; 1754 return 0;
1903 } 1755 }
1904 1756
1905 /* We get down here if we have found a key. Now if its in a container, 1757 /* We get down here if we have found a key. Now if its in a container,
1906 * see if we actually want to use it 1758 * see if we actually want to use it
1907 */ 1759 */
1908 if (pl != container) 1760 if (pl != container)
1909 { 1761 {
1910 /* Only let players use keys in containers */ 1762 /* Only let players use keys in containers */
1911 if (!pl->contr) 1763 if (!pl->contr)
1912 return NULL; 1764 return 0;
1765
1913 /* cases where this fails: 1766 /* cases where this fails:
1914 * If we only search the player inventory, return now since we 1767 * If we only search the player inventory, return now since we
1915 * are not in the players inventory. 1768 * are not in the players inventory.
1916 * If the container is not active, return now since only active 1769 * If the container is not active, return now since only active
1917 * containers can be used. 1770 * containers can be used.
1921 * inv must have been an container and must have been active. 1774 * inv must have been an container and must have been active.
1922 * 1775 *
1923 * Change the color so that the message doesn't disappear with 1776 * Change the color so that the message doesn't disappear with
1924 * all the others. 1777 * all the others.
1925 */ 1778 */
1926 if (pl->contr->usekeys == key_inventory || 1779 if (pl->contr->usekeys == key_inventory
1927 !QUERY_FLAG (container, FLAG_APPLIED) || 1780 || !QUERY_FLAG (container, FLAG_APPLIED)
1928 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1929 { 1782 {
1930 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1783 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1931 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1784 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1932 return NULL; 1785 return NULL;
1933 } 1786 }
1934 } 1787 }
1935 1788
1936 return tmp; 1789 return tmp;
1790}
1791
1792/* find_key
1793 * We try to find a key for the door as passed. If we find a key
1794 * and successfully use it, we return the key, otherwise NULL
1795 * This function merges both normal and locked door, since the logic
1796 * for both is the same - just the specific key is different.
1797 * pl is the player,
1798 * inv is the objects inventory to searched
1799 * door is the door we are trying to match against.
1800 * This function can be called recursively to search containers.
1801 */
1802object *
1803find_key (object *pl, object *container, object *door)
1804{
1805 if (door->slaying && is_match_expr (door->slaying))
1806 {
1807 // for match expressions, we try to find the key by applying the match
1808 // to the op itself, which is supposed to find the "key", instead
1809 // of searching through containers ourselves.
1810
1811 return match_one (door->slaying, container, door, pl, pl);
1812 }
1813 else
1814 return find_key_ (pl, container, door);
1937} 1815}
1938 1816
1939/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
1940 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
1941 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
1963 1841
1964 if (door->type == DOOR) 1842 if (door->type == DOOR)
1965 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1843 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1966 else if (door->type == LOCKED_DOOR) 1844 else if (door->type == LOCKED_DOOR)
1967 { 1845 {
1968 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1846 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1969 remove_door2 (door); /* remove door without violence ;-) */ 1847 remove_door2 (door); /* remove door without violence ;-) */
1970 } 1848 }
1971 1849
1972 /* Do this after we print the message */ 1850 /* Do this after we print the message */
1973 decrease_ob (key); /* Use up one of the keys */ 1851 key->decrease (); /* Use up one of the keys */
1974 /* Need to update the weight the container the key was in */
1975 if (container != op)
1976 esrv_update_item (UPD_WEIGHT, op, container);
1977 1852
1978 return 1; /* Nothing more to do below */ 1853 return 1; /* Nothing more to do below */
1979 } 1854 }
1980 else if (door->type == LOCKED_DOOR) 1855 else if (door->type == LOCKED_DOOR)
1981 { 1856 {
1982 /* Might as well return now - no other way to open this */ 1857 /* Might as well return now - no other way to open this */
1983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1858 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1984 return 1; 1859 return 1;
1985 } 1860 }
1986 1861
1987 return 0; 1862 return 0;
1988} 1863}
1994 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
1995 */ 1870 */
1996bool 1871bool
1997move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
1998{ 1873{
1999 int on_battleground; 1874 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1875 {
1876 --op->speed_left;
1877 return true;
1878 }
2000 1879
2001 sint16 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
2002 sint16 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
2003 1882
2004 on_battleground = op_on_battleground (op, 0, 0);
2005
2006 if (out_of_map (op->map, nx, ny)) 1883 if (out_of_map (op->map, nx, ny))
2007 return false; 1884 return false;
2008
2009 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2010 {
2011 --op->speed_left;
2012 return true;
2013 }
2014 1885
2015 /* If braced, or can't move to the square, and it is not out of the 1886 /* If braced, or can't move to the square, and it is not out of the
2016 * map, attack it. Note order of if statement is important - don't 1887 * map, attack it. Note order of if statement is important - don't
2017 * want to be calling move_ob if braced, because move_ob will move the 1888 * want to be calling move_ob if braced, because move_ob will move the
2018 * player. This is a pretty nasty hack, because if we could 1889 * player. This is a pretty nasty hack, because if we could
2078 --op->speed_left; 1949 --op->speed_left;
2079 1950
2080 op->play_sound (sound_find ("push_player")); 1951 op->play_sound (sound_find ("push_player"));
2081 push_ob (mon, dir, op); 1952 push_ob (mon, dir, op);
2082 1953
2083 if (op->contr->tmp_invis || op->hide) 1954 if (action_makes_visible (op))
2084 make_visible (op); 1955 make_visible (op);
2085 1956
2086 return true; 1957 return true;
2087 } 1958 }
2088 else 1959 else
2089 return false; 1960 return false;
2090 } 1961 }
1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
2091 1964
2092 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2093 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2094 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
2095 * attack them either. 1968 * attack them either.
2108 { 1981 {
2109 op->play_sound (sound_find ("push_player")); 1982 op->play_sound (sound_find ("push_player"));
2110 push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2111 } 1984 }
2112 else 1985 else
2113 new_draw_info (0, 0, op, "You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2114 1987
2115 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2116 make_visible (op); 1989 make_visible (op);
2117 1990
2118 return true; 1991 return true;
2119 } 1992 }
2120 } 1993 }
2160} 2033}
2161 2034
2162bool 2035bool
2163move_player (object *op, int dir) 2036move_player (object *op, int dir)
2164{ 2037{
2165 int pick;
2166
2167 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2168 return 0; 2039 return 0;
2169 2040
2170 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2171 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
2172 { 2043 {
2173 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2174 return 0; 2045 return 0;
2175 } 2046 }
2176 2047
2178 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2179 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2180 2051
2181 op->facing = dir; 2052 op->facing = dir;
2182 2053
2183 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2184 do_hidden_move (op); 2055 do_hidden_move (op);
2185 2056
2186 bool retval; 2057 bool retval;
2058 int pick = 0;
2187 2059
2188 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2189 retval = RESULT_INT (0); 2061 retval = RESULT_INT (0);
2190 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2191 retval = fire (op, dir); 2063 retval = fire (op, dir);
2248 return move_player (op, op->direction); 2120 return move_player (op, op->direction);
2249 2121
2250 return false; 2122 return false;
2251} 2123}
2252 2124
2253int 2125static int
2254save_life (object *op) 2126save_life (object *op)
2255{ 2127{
2256 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2257 return 0; 2129 return 0;
2258 2130
2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2261 { 2133 {
2262 op->play_sound (sound_find ("ob_evaporate")); 2134 op->play_sound (sound_find ("ob_evaporate"));
2263 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2135 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2264 2136
2265 if (op->contr)
2266 esrv_del_item (op->contr, tmp->count);
2267
2268 tmp->destroy (); 2137 tmp->destroy ();
2269 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2270 2139
2271 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2272 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2273 2142
2274 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2275 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2276 2145
2277 op->update_stats (); 2146 op->update_stats ();
2278 return 1; 2147 return 1;
2279 } 2148 }
2280 2149
2284 return 0; 2153 return 0;
2285} 2154}
2286 2155
2287/* This goes throws the inventory and removes unpaid objects, and puts them 2156/* This goes throws the inventory and removes unpaid objects, and puts them
2288 * back in the map (location and map determined by values of env). This 2157 * back in the map (location and map determined by values of env). This
2289 * function will descend into containers. op is the object to start the search 2158 * function will descend into containers. op is the object to start the search
2290 * from. 2159 * from.
2291 */ 2160 */
2292static void 2161static void
2293drop_unpaid_items (object *op, object *env) 2162drop_unpaid_items (object *op, object *env)
2294{ 2163{
2295 while (op) 2164 while (op)
2296 { 2165 {
2297 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2298 2167
2299 if (QUERY_FLAG (op, FLAG_UNPAID)) 2168 if (QUERY_FLAG (op, FLAG_UNPAID))
2300 {
2301 if (env->type == PLAYER)
2302 esrv_del_item (env->contr, op->count);
2303
2304 op->insert_at (env); 2169 op->insert_at (env);
2305 }
2306 else if (op->inv) 2170 else if (op->inv)
2307 drop_unpaid_items (op->inv, env); 2171 drop_unpaid_items (op->inv, env);
2308 2172
2309 op = next; 2173 op = next;
2310 } 2174 }
2313void 2177void
2314object::drop_unpaid_items () 2178object::drop_unpaid_items ()
2315{ 2179{
2316 if (!flag [FLAG_REMOVED]) 2180 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this); 2181 ::drop_unpaid_items (inv, this);
2318}
2319
2320/*
2321 * Returns pointer a static string containing gravestone text
2322 * Moved from apply.c to player.c - player.c is what
2323 * actually uses this function. player.c may not be quite the
2324 * best, a misc file for object actions is probably better,
2325 * but there isn't one in the server directory.
2326 */
2327char *
2328gravestone_text (object *op)
2329{
2330 static char buf2[MAX_BUF];
2331 char buf[MAX_BUF];
2332 time_t now = time (NULL);
2333
2334 strcpy (buf2, " R.I.P.\n\n");
2335 if (op->type == PLAYER)
2336 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2337 else
2338 sprintf (buf, "%s\n", &op->name);
2339
2340 strncat (buf2, " ", 20 - strlen (buf) / 2);
2341 strcat (buf2, buf);
2342 if (op->type == PLAYER)
2343 sprintf (buf, "who was in level %d when killed\n", op->level);
2344 else
2345 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2346
2347 strncat (buf2, " ", 20 - strlen (buf) / 2);
2348 strcat (buf2, buf);
2349 if (op->type == PLAYER)
2350 {
2351 sprintf (buf, "by %s.\n\n", op->contr->killer);
2352 strncat (buf2, " ", 21 - strlen (buf) / 2);
2353 strcat (buf2, buf);
2354 }
2355
2356 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2357 strncat (buf2, " ", 20 - strlen (buf) / 2);
2358 strcat (buf2, buf);
2359
2360 return buf2;
2361} 2182}
2362 2183
2363void 2184void
2364do_some_living (object *op) 2185do_some_living (object *op)
2365{ 2186{
2520 { 2341 {
2521 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2342 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2522 2343
2523 if (over_hp > 0) 2344 if (over_hp > 0)
2524 { 2345 {
2525 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2346 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2526 op->last_heal = 0; 2347 op->last_heal = 0;
2527 } 2348 }
2528 else 2349 else
2529 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2350 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2530 } 2351 }
2546 op->stats.food--; 2367 op->stats.food--;
2547 } 2368 }
2548 2369
2549 if (op->stats.food < 0 && op->stats.hp >= 0) 2370 if (op->stats.food < 0 && op->stats.hp >= 0)
2550 { 2371 {
2551 object *tmp, *flesh = 0; 2372 object *flesh = 0;
2552 2373
2553 for (tmp = op->inv; tmp; tmp = tmp->below) 2374 for_inv_removable (op, tmp)
2554 { 2375 {
2555 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2376 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2377 continue;
2378
2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2556 { 2380 {
2557 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 op->statusmsg ("You blindly grab for a bite of food. "
2558 { 2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2559 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2383 op->apply (tmp);
2560 manual_apply (op, tmp, 0); 2384
2561 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2562 break; 2386 break;
2563 } 2387 }
2564 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2565 flesh = tmp; 2389 flesh = tmp;
2566 } /* End if paid for object */ 2390 }
2567 } /* end of for loop */
2568 2391
2569 /* If player is still starving, it means they don't have any food, so 2392 /* If player is still starving, it means they don't have any food, so
2570 * eat flesh instead. 2393 * eat flesh instead.
2571 */ 2394 */
2572 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2573 { 2396 {
2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2397 op->statusmsg ("You blindly grab for a bite of food. "
2398 "H<To prevent you from starving, you ate some random item from your backpack.>");
2575 manual_apply (op, flesh, 0); 2399 op->apply (flesh);
2576 } 2400 }
2401
2402 // If player is still starving, alert him!
2403 if (op->stats.food < 0)
2404 op->failmsg ("You are starving! "
2405 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2577 } 2406 }
2578 2407
2579 if (op->stats.food < 0) 2408 if (op->stats.food < 0)
2580 { 2409 {
2581 op->stats.hp += op->stats.food; 2410 op->stats.hp += op->stats.food;
2582 op->stats.food = 0; 2411 op->stats.food = 0;
2412
2413 if (op->stats.hp < 0)
2414 {
2415 op->contr->killer = archetype::get ("killer_starvation");
2416 op->contr->killer->destroy ();
2583 } 2417 }
2418 }
2584 2419
2420 /* killer should be set here already */
2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2421 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2586 kill_player (op); 2422 kill_player (op);
2587 } 2423 }
2588} 2424}
2589 2425
2593 * file. 2429 * file.
2594 */ 2430 */
2595void 2431void
2596kill_player (object *op) 2432kill_player (object *op)
2597{ 2433{
2598 char buf[MAX_BUF];
2599 int x, y; 2434 int x, y;
2600
2601 //int i;
2602 maptile *map; /* this is for resurrection */ 2435 maptile *map; /* this is for resurrection */
2603
2604 /* int z;
2605 int num_stats_lose;
2606 int lost_a_stat;
2607 int lose_this_stat;
2608 int this_stat; */
2609 int will_kill_again; 2436 int will_kill_again;
2610 archetype *at; 2437 archetype *at;
2611 object *tmp; 2438 object *tmp;
2612 2439
2613 if (save_life (op)) 2440 if (save_life (op))
2614 return; 2441 return;
2442
2443 dynbuf_text deathtab;
2444
2445 /* restore player */
2446 at = archetype::find (shstr_poisoning);
2447 if (object *tmp = present_arch_in_ob (at, op))
2448 {
2449 tmp->destroy ();
2450 deathtab << "Your body feels cleansed...\r";
2451 }
2452
2453 at = archetype::find (shstr_confusion);
2454 if (object *tmp = present_arch_in_ob (at, op))
2455 {
2456 tmp->destroy ();
2457 deathtab << "Your mind feels clearer...\r";
2458 }
2459
2460 cure_disease (op, 0, 0); /* remove any disease */
2461
2462 max_it (op->stats.hp , op->stats.maxhp);
2463 max_it (op->stats.sp , op->stats.maxsp);
2464 max_it (op->stats.grace, op->stats.maxgrace);
2465 max_it (op->stats.food , 200);
2466
2467 // remove all spell effects that are active
2468 // to avoid long-term effects such as word-of-recall
2469 for (object *item = op->inv; item; )
2470 {
2471 object *next = item->below;
2472
2473 if (item->type == SPELL_EFFECT && item->active)
2474 item->destroy ();
2475
2476 item = next;
2477 }
2615 2478
2616 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2479 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2617 * in cities ONLY!!! It is very important that this doesn't get abused. 2480 * in cities ONLY!!! It is very important that this doesn't get abused.
2618 * Look at op_on_battleground() for more info --AndreasV 2481 * Look at op_on_battleground() for more info --AndreasV
2619 */ 2482 */
2620 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2621 { 2484 {
2622 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2485 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2624
2625 /* restore player */
2626 at = archetype::find ("poisoning");
2627 if (object *tmp = present_arch_in_ob (at, op))
2628 {
2629 tmp->destroy ();
2630 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2631 }
2632
2633 at = archetype::find ("confusion");
2634 if (object *tmp = present_arch_in_ob (at, op))
2635 {
2636 tmp->destroy ();
2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2638 }
2639
2640 cure_disease (op, 0); /* remove any disease */
2641 op->stats.hp = op->stats.maxhp;
2642 if (op->stats.food <= 0)
2643 op->stats.food = 999;
2644 2486
2645 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2646 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2647 { 2489
2648 sprintf (buf, "%s's finger", &op->name); 2490 tmp->name = format ("%s's finger" , &op->name);
2649 tmp->name = buf; 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2650 sprintf (buf, " This finger has been cut off %s\n" 2492 tmp->msg = format (
2651 " the %s, when he was defeated at\n level %d by %s.\n", 2493 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2494 &op->name, op->contr->title,
2653 tmp->msg = buf; 2495 (int)op->level,
2496 op->contr->killer_name ()
2497 );
2654 tmp->value = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2655 tmp->materialname = "organics"; 2499 tmp->material = name_to_material (shstr_organic);
2656 tmp->insert_at (op, tmp); 2500 tmp->insert_at (op, tmp);
2657 }
2658 2501
2659 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2660 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2661 op->contr->braced = 0; 2504 op->contr->braced = 0;
2505
2506 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2662 return; 2507 return;
2663 } 2508 }
2664 2509
2510 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2511 deathtab << "T<YOU HAVE DIED>\n\n";
2512
2665 INVOKE_PLAYER (DEATH, op->contr); 2513 INVOKE_PLAYER (DEATH, op->contr);
2666 2514
2667 command_kill_pets (op, 0); 2515 command_kill_pets (op, 0);
2668
2669 if (op->stats.food < 0)
2670 {
2671 sprintf (buf, "%s starved to death.", &op->name);
2672 strcpy (op->contr->killer, "starvation");
2673 }
2674 else
2675 sprintf (buf, "%s died.", &op->name);
2676 2516
2677 op->contr->play_sound (sound_find ("player_dies")); 2517 op->contr->play_sound (sound_find ("player_dies"));
2678 2518
2679 /* save the map location for corpse, gravestone */ 2519 /* save the map location for corpse, gravestone */
2680 x = op->x; 2520 x = op->x;
2710 2550
2711 lost_a_stat = 0; 2551 lost_a_stat = 0;
2712 2552
2713 for (z = 0; z < num_stats_lose; z++) 2553 for (z = 0; z < num_stats_lose; z++)
2714 { 2554 {
2715 i = RANDOM () % NUM_STATS; 2555 i = rndm (NUM_STATS);
2716 2556
2717 if (settings.stat_loss_on_death) 2557 if (settings.stat_loss_on_death)
2718 { 2558 {
2719 /* Pick a random stat and take a point off it. Tell the player 2559 /* Pick a random stat and take a point off it. Tell the player
2720 * what he lost. 2560 * what he lost.
2727 lost_a_stat = 1; 2567 lost_a_stat = 1;
2728 } 2568 }
2729 else 2569 else
2730 { 2570 {
2731 /* deplete a stat */ 2571 /* deplete a stat */
2732 archetype *deparch = archetype::find ("depletion"); 2572 archetype *deparch = archetype::find (shstr_depletion);
2733 object *dep; 2573 object *dep;
2734 2574
2735 dep = present_arch_in_ob (deparch, op); 2575 dep = present_arch_in_ob (deparch, op);
2736 if (!dep) 2576 if (!dep)
2737 { 2577 {
2738 dep = arch_to_object (deparch); 2578 dep = deparch->instance ();
2739 insert_ob_in_ob (dep, op); 2579 insert_ob_in_ob (dep, op);
2740 } 2580 }
2741 lose_this_stat = 1; 2581 lose_this_stat = 1;
2742 if (settings.balanced_stat_loss) 2582 if (settings.balanced_stat_loss)
2743 { 2583 {
2771 } 2611 }
2772 } 2612 }
2773 2613
2774 if (lose_this_stat) 2614 if (lose_this_stat)
2775 { 2615 {
2776 this_stat = get_attr_value (&(dep->stats), i); 2616 this_stat = get_attr_value (&dep->stats, i);
2777 /* We could try to do something clever like find another 2617 /* We could try to do something clever like find another
2778 * stat to reduce if this fails. But chances are, if 2618 * stat to reduce if this fails. But chances are, if
2779 * stats have been depleted to -50, all are pretty low 2619 * stats have been depleted to -50, all are pretty low
2780 * and should be roughly the same, so it shouldn't make a 2620 * and should be roughly the same, so it shouldn't make a
2781 * difference. 2621 * difference.
2789 lost_a_stat = 1; 2629 lost_a_stat = 1;
2790 } 2630 }
2791 } 2631 }
2792 } 2632 }
2793 } 2633 }
2634
2794 /* If no stat lost, tell the player. */ 2635 /* If no stat lost, tell the player. */
2795 if (!lost_a_stat) 2636 if (!lost_a_stat)
2796 { 2637 {
2797 /* determine_god() seems to not work sometimes... why is this? 2638 /* determine_god() seems to not work sometimes... why is this?
2798 Should I be using something else? GD */ 2639 Should I be using something else? GD */
2799 const char *god = determine_god (op); 2640 shstr_tmp god = determine_god (op);
2800 2641
2801 if (god && (strcmp (god, "none"))) 2642 if (god != shstr_none)
2802 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2643 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2803 else 2644 else
2804 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2645 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2805 } 2646 }
2806#else 2647#else
2807 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2648 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2808#endif 2649#endif
2809 2650
2810 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2811 * exp loss on the stone. 2652 * exp loss on the stone.
2812 */ 2653 */
2813 tmp = arch_to_object (archetype::find ("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2814 sprintf (buf, "%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2815 tmp->name = buf; 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2816 sprintf (buf, "%s's gravestones", &op->name); 2657 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2817 tmp->name_pl = buf; 2658 &op->name, op->contr->title, op->contr->killer_name ());
2818 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2819 tmp->msg = buf;
2820 tmp->x = op->x, tmp->y = op->y; 2659 tmp->x = op->x, tmp->y = op->y;
2821 insert_ob_in_map (tmp, op->map, NULL, 0); 2660 insert_ob_in_map (tmp, op->map, NULL, 0);
2822 2661
2823 /**************************************/ 2662 /**************************************/
2824 /* */ 2663 /* */
2825 /* Subtract the experience points, */ 2664 /* Subtract the experience points, */
2826 /* if we died cause of food, give us */
2827 /* food, and reset HP's... */
2828 /* */ 2665 /* */
2829 /**************************************/ 2666 /**************************************/
2830 2667
2831 /* remove any poisoning and confusion the character may be suffering. */
2832 /* restore player */
2833 at = archetype::find ("poisoning");
2834 tmp = present_arch_in_ob (at, op);
2835
2836 if (tmp)
2837 {
2838 tmp->destroy ();
2839 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2840 }
2841
2842 at = archetype::find ("confusion");
2843 tmp = present_arch_in_ob (at, op);
2844 if (tmp)
2845 {
2846 tmp->destroy ();
2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2848 }
2849
2850 cure_disease (op, 0); /* remove any disease */
2851
2852 /*add_exp(op, (op->stats.exp * -0.20)); */ 2668 /*add_exp(op, (op->stats.exp * -0.20)); */
2853 apply_death_exp_penalty (op); 2669 apply_death_exp_penalty (op);
2854 if (op->stats.food < 100)
2855 op->stats.food = 900;
2856 op->stats.hp = op->stats.maxhp;
2857 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2858 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2859 2670
2860 /* 2671 /*
2861 * Check to see if the player has any unpaid items. If so, remove them 2672 * Check to see if the player has any unpaid items. If so, remove them
2862 * and put them back in the map. 2673 * and put them back in the map.
2863 */ 2674 */
2898 if (will_kill_again & (1 << at)) 2709 if (will_kill_again & (1 << at))
2899 force->resist[at] = 100; 2710 force->resist[at] = 100;
2900 2711
2901 insert_ob_in_ob (force, op); 2712 insert_ob_in_ob (force, op);
2902 op->update_stats (); 2713 op->update_stats ();
2903
2904 } 2714 }
2905 2715
2906 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2907} 2717}
2908 2718
2909void 2719static void
2910loot_object (object *op) 2720loot_object (object *op)
2911{ /* Grab and destroy some treasure */ 2721{ /* Grab and destroy some treasure */
2912 object *tmp, *tmp2, *next; 2722 object *tmp, *tmp2, *next;
2913 2723
2914 op->close_container (); /* close open sack first */ 2724 op->close_container (); /* close open sack first */
2928 2738
2929 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2739 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2930 { 2740 {
2931 if (tmp->nrof > 1) 2741 if (tmp->nrof > 1)
2932 { 2742 {
2933 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2743 tmp->decrease (rndm (1, tmp->nrof - 1));
2934 tmp2->destroy ();
2935 insert_ob_in_map (tmp, op->map, NULL, 0); 2744 insert_ob_in_map (tmp, op->map, NULL, 0);
2936 } 2745 }
2937 else 2746 else
2938 tmp->destroy (); 2747 tmp->destroy ();
2939 } 2748 }
2946 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
2947 * what needs to be fixed. Refresh windows and fix speed if anything 2756 * what needs to be fixed. Refresh windows and fix speed if anything
2948 * was changed. 2757 * was changed.
2949 */ 2758 */
2950void 2759void
2951fix_weight (void) 2760fix_weight ()
2952{ 2761{
2953 for_all_players (pl) 2762 for_all_players (pl)
2954 { 2763 {
2955 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2764 sint32 old = pl->ob->carrying;
2956 2765
2957 if (old == sum) 2766 pl->ob->update_weight ();
2958 continue; 2767
2768 if (old != pl->ob->carrying)
2769 {
2959 pl->ob->update_stats (); 2770 pl->ob->update_stats ();
2960 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2771 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2772 }
2961 } 2773 }
2962} 2774}
2963 2775
2964void 2776void
2965fix_luck (void) 2777fix_luck ()
2966{ 2778{
2967 for_all_players (pl) 2779 for_all_players (pl)
2968 if (!pl->ob->contr->ns->state) 2780 if (!pl->ob->contr->ns->state)
2969 pl->ob->change_luck (0); 2781 pl->ob->change_luck (0);
2970} 2782}
3007} 2819}
3008 2820
3009void 2821void
3010make_visible (object *op) 2822make_visible (object *op)
3011{ 2823{
3012 op->hide = 0; 2824 op->flag [FLAG_HIDDEN] = 0;
3013 op->invisible = 0; 2825 op->invisible = 0;
2826
3014 if (op->type == PLAYER) 2827 if (op->type == PLAYER)
3015 { 2828 {
3016 op->contr->tmp_invis = 0; 2829 op->contr->tmp_invis = 0;
3017 op->contr->invis_race = 0; 2830 op->contr->invis_race = 0;
3018 } 2831 }
3031 2844
3032/* look at the surrounding terrain to determine 2845/* look at the surrounding terrain to determine
3033 * the hideability of this object. Positive levels 2846 * the hideability of this object. Positive levels
3034 * indicate greater hideability. 2847 * indicate greater hideability.
3035 */ 2848 */
3036
3037int 2849int
3038hideability (object *ob) 2850hideability (object *ob)
3039{ 2851{
3040 int i, level = 0, mflag; 2852 int i, level = 0, mflag;
3041 sint16 x, y; 2853 sint16 x, y;
3042 2854
3043 if (!ob || !ob->map) 2855 if (!ob || !ob->map)
3044 return 0; 2856 return 0;
3045 2857
3046 /* so, on normal lighted maps, its hard to hide */ 2858 /* so, on normal lighted maps, its hard to hide */
3047 level = ob->map->darkness - 2; 2859 level = ob->map->darklevel () - 2;
3048 2860
3049 /* this also picks up whether the object is glowing. 2861 /* this also picks up whether the object is glowing.
3050 * If you carry a light on a non-dark map, its not 2862 * If you carry a light on a non-dark map, its not
3051 * as bad as carrying a light on a pitch dark map */ 2863 * as bad as carrying a light on a pitch dark map */
3052 if (has_carried_lights (ob)) 2864 if (ob->has_carried_lights ())
3053 level = -(10 + (2 * ob->map->darkness)); 2865 level = -(10 + (2 * ob->map->darklevel ()));
3054 2866
3055 /* scan through all nearby squares for terrain to hide in */ 2867 /* scan through all nearby squares for terrain to hide in */
3056 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2868 for (i = 0, x = ob->x, y = ob->y;
2869 i <= SIZEOFFREE1;
2870 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3057 { 2871 {
3058 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2872 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3059 if (mflag & P_OUT_OF_MAP) 2873 if (mflag & P_OUT_OF_MAP)
3060 {
3061 continue; 2874 continue;
3062 } 2875
3063 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2876 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3064 level += 2; 2877 level += 2;
3065 else /* open terrain! */ 2878 else /* open terrain! */
3066 level -= 1; 2879 level -= 1;
3067 } 2880 }
3078 * spot (surrounded by clear terrain in broad daylight). -b.t. 2891 * spot (surrounded by clear terrain in broad daylight). -b.t.
3079 */ 2892 */
3080void 2893void
3081do_hidden_move (object *op) 2894do_hidden_move (object *op)
3082{ 2895{
3083 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2896 int hide = 0;
3084 object *skop;
3085 2897
3086 if (!op || !op->map) 2898 if (!op || !op->map)
3087 return; 2899 return;
3088 2900
3089 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2901 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2902 int num = random_roll (0, 19, op, PREFER_LOW);
3090 2903
3091 /* its *extremely* hard to run and sneak/hide at the same time! */ 2904 /* its *extremely* hard to run and sneak/hide at the same time! */
3092 if (op->type == PLAYER && op->contr->run_on) 2905 if (op->type == PLAYER && op->contr->run_on)
3093 if (!skop || num >= skop->level) 2906 if (!skop || num >= skop->level)
3094 { 2907 {
3104 num -= hide; 2917 num -= hide;
3105 2918
3106 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2919 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3107 { 2920 {
3108 make_visible (op); 2921 make_visible (op);
2922
3109 if (op->type == PLAYER) 2923 if (op->type == PLAYER)
3110 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2924 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3111 } 2925 }
3112 else if (op->type == PLAYER && skop) 2926 else if (op->type == PLAYER && skop)
3113 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2927 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3166 * object op. This function works fine for monsters, 2980 * object op. This function works fine for monsters,
3167 * but we dont worry if the object isnt the top one in 2981 * but we dont worry if the object isnt the top one in
3168 * a pile (say a coin under a table would return "viewable" 2982 * a pile (say a coin under a table would return "viewable"
3169 * by this routine). Another question, should we be 2983 * by this routine). Another question, should we be
3170 * concerned with the direction the player is looking 2984 * concerned with the direction the player is looking
3171 * in? Realistically, most of use cant see stuff behind 2985 * in? Realistically, most of us can't see stuff behind
3172 * our backs...on the other hand, does the "facing" direction 2986 * our backs...on the other hand, does the "facing" direction
3173 * imply the way your head, or body is facing? Its possible 2987 * imply the way your head, or body is facing? It's possible
3174 * for them to differ. Sigh, this fctn could get a bit more complex. 2988 * for them to differ. Sigh, this fctn could get a bit more complex.
3175 * -b.t. 2989 * -b.t.
3176 * This function is now map tiling safe. 2990 * This function is now map tiling safe.
3177 */ 2991 */
3178
3179int 2992int
3180player_can_view (object *pl, object *op) 2993player_can_view (object *pl, object *op)
3181{ 2994{
3182 rv_vector rv; 2995 rv_vector rv;
3183 int dx, dy; 2996 int dx, dy;
3195 3008
3196 get_rangevector (pl, op, &rv, 0x1); 3009 get_rangevector (pl, op, &rv, 0x1);
3197 3010
3198 /* starting with the 'head' part, lets loop 3011 /* starting with the 'head' part, lets loop
3199 * through the object and find if it has any 3012 * through the object and find if it has any
3200 * part that is in the los array but isnt on 3013 * part that is in the los array but isn't on
3201 * a blocked los square. 3014 * a blocked los square.
3202 * we use the archetype to figure out offsets. 3015 * we use the archetype to figure out offsets.
3203 */ 3016 */
3204 while (op) 3017 while (op)
3205 { 3018 {
3206 dx = rv.distance_x + op->arch->x; 3019 dx = rv.distance_x + op->arch->x;
3207 dy = rv.distance_y + op->arch->y; 3020 dy = rv.distance_y + op->arch->y;
3208 3021
3209 /* only the viewable area the player sees is updated by LOS 3022 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 (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3214 FABS (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; 3023 return 1;
3024
3217 op = op->more; 3025 op = op->more;
3218 } 3026 }
3219 return 0;
3220}
3221 3027
3222/* routine for both players and monsters. We call this when
3223 * there is a possibility for our action distrubing our hiding
3224 * place or invisiblity spell. Artefact invisiblity is not
3225 * effected by this. If we arent invisible to begin with, we
3226 * return 0.
3227 */
3228int
3229action_makes_visible (object *op)
3230{
3231
3232 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3233 {
3234 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3235 return 0;
3236
3237 if (op->contr && op->contr->tmp_invis == 0)
3238 return 0;
3239
3240 /* If monsters, they should become visible */
3241 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3242 {
3243 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3244 return 1;
3245 }
3246 }
3247 return 0; 3028 return 0;
3248} 3029}
3249 3030
3250/* op_on_battleground - checks if the given object op (usually 3031/* op_on_battleground - checks if the given object op (usually
3251 * a player) is standing on a valid battleground-tile, 3032 * a player) is standing on a valid battleground-tile,
3256 * Default is to do the same as before, so only people wanting to have different points need worry about this 3037 * Default is to do the same as before, so only people wanting to have different points need worry about this
3257 */ 3038 */
3258int 3039int
3259op_on_battleground (object *op, int *x, int *y) 3040op_on_battleground (object *op, int *x, int *y)
3260{ 3041{
3261 object *tmp;
3262
3263 /* A battleground-tile needs the following attributes to be valid: 3042 /* A battleground-tile needs the following attributes to be valid:
3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3043 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3044 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3045 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3046 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3047 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3048 for (object *tmp = op->below; tmp; tmp = tmp->below)
3270 { 3049 {
3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3050 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3272 { 3051 {
3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3052 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3274 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3053 && tmp->type == BATTLEGROUND
3054 && tmp->name == shstr_battleground
3055 && EXIT_X (tmp) && EXIT_Y (tmp))
3275 { 3056 {
3276 /*before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3277 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3058 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3278 {
3279 object *invtmp;
3280
3281 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3059 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3060 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3282 { 3061 {
3283 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3284 {
3285 if (x != NULL && y != NULL) 3062 if (x && y)
3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3064
3287 return 1; 3065 return 1;
3288 }
3289 } 3066 }
3290 } 3067
3291 if (x != NULL && y != NULL) 3068 if (x && y)
3292 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070
3293 return 1; 3071 return 1;
3294 } 3072 }
3295 } 3073 }
3296 } 3074 }
3075
3297 /* If we got here, did not find a battleground */ 3076 /* If we got here, did not find a battleground */
3298 return 0; 3077 return 0;
3299} 3078}
3300 3079
3301/* 3080/*
3317 char buf[MAX_BUF]; /* tmp. string buffer */ 3096 char buf[MAX_BUF]; /* tmp. string buffer */
3318 int i = 0, j = 0; 3097 int i = 0, j = 0;
3319 3098
3320 /* get the appropriate treasurelist */ 3099 /* get the appropriate treasurelist */
3321 if (atnr == ATNR_FIRE) 3100 if (atnr == ATNR_FIRE)
3322 trlist = treasurelist::find ("dragon_ability_fire"); 3101 trlist = treasurelist::find (shstr_dragon_ability_fire);
3323 else if (atnr == ATNR_COLD) 3102 else if (atnr == ATNR_COLD)
3324 trlist = treasurelist::find ("dragon_ability_cold"); 3103 trlist = treasurelist::find (shstr_dragon_ability_cold);
3325 else if (atnr == ATNR_ELECTRICITY) 3104 else if (atnr == ATNR_ELECTRICITY)
3326 trlist = treasurelist::find ("dragon_ability_elec"); 3105 trlist = treasurelist::find (shstr_dragon_ability_elec);
3327 else if (atnr == ATNR_POISON) 3106 else if (atnr == ATNR_POISON)
3328 trlist = treasurelist::find ("dragon_ability_poison"); 3107 trlist = treasurelist::find (shstr_dragon_ability_poison);
3329 3108
3330 if (trlist == NULL || who->type != PLAYER) 3109 if (trlist == NULL || who->type != PLAYER)
3331 return; 3110 return;
3332 3111
3333 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3112 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3450 } 3229 }
3451 else 3230 else
3452 { 3231 {
3453 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3454 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3455 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3456 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3457 if (who->type == PLAYER)
3458 esrv_send_item (who, tmp);
3459 } 3236 }
3460} 3237}
3461 3238
3462/** 3239//-GPL
3463 * Unready an object for a player. This function does nothing if the object was
3464 * not readied.
3465 */
3466void
3467player_unready_range_ob (player *pl, object *ob)
3468{
3469 if (pl->ob->current_weapon == ob)
3470 pl->ob->current_weapon = 0;
3471
3472 if (pl->combat_ob == ob)
3473 pl->combat_ob = 0;
3474
3475 if (pl->ranged_ob == ob)
3476 pl->ranged_ob = 0;
3477}
3478 3240
3479sint8 3241sint8
3480player::visibility_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3481{ 3243{
3482 if (!ns) 3244 if (!ns)
3483 return 0; 3245 return LOS_BLOCKED;
3484 3246
3485 int dx, dy; 3247 int dx, dy;
3486 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3487 return 0; 3249 return LOS_BLOCKED;
3488 3250
3489 x += dx - ns->current_x + ns->mapx / 2; 3251 x += dx - ns->current_x;
3490 y += dy - ns->current_y + ns->mapy / 2; 3252 y += dy - ns->current_y;
3491 3253
3492 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3493 return 0;
3494
3495 return 100 - blocked_los [x][y]; 3254 return blocked_los (x, y);
3496} 3255}
3256
3257void
3258player::infobox (const char *title, const char *msg, int color)
3259{
3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3261}
3262
3263void
3264player::statusmsg (const char *msg, int color)
3265{
3266 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3267}
3268
3269void
3270player::failmsg (const char *msg, int color)
3271{
3272 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color);
3274}
3275

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