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Comparing deliantra/server/server/player.C (file contents):
Revision 1.179 by root, Sun Jan 13 13:20:43 2008 UTC vs.
Revision 1.263 by root, Sat Apr 3 22:30:21 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 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 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
207 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
208 97
209 ns->update_look = 0; 98 ns->update_look = 0;
210 ns->look_position = 0; 99 ns->look_position = 0;
211 100
212 clear_los (this); 101 clear_los ();
213 102
214 ns->reset_stats (); 103 ns->reset_stats ();
215 104
216 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
219 108
220 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
221 link_player_skills (ob); 110 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 111
225 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
226 113
227 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
229 { 116 {
230 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
231 118
232 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
239 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
240 } 127 }
241 128
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 130
244 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
245 132
246 ob->update_stats (); 133 ob->update_stats ();
247 134
248 ns->floorbox_update (); 135 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
251 138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
143
144 for (object *op = ob->inv; op; op = op->below)
145 if (op->flag [FLAG_APPLIED])
146 switch (op->type)
147 {
148 case SKILL:
149 op->flag [FLAG_APPLIED] = false;
150 break;
151
152 case SPELL:
153 case WAND:
154 case ROD:
155 case HORN:
156 case BOW:
157 case RANGED:
158 ranged_ob = op;
159 op->flag [FLAG_APPLIED] = false;
160 break;
161
162 case WEAPON:
163 combat_ob = op;
164 op->flag [FLAG_APPLIED] = false;
165 break;
166 }
167
168 ob->update_stats (); // we unapplied stuff above
169
170 ob->current_weapon = 0;
171 if (object *item = combat_ob ? combat_ob : ranged_ob)
172 ob->apply (item);
173
252 activate (); 174 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257 175
258 INVOKE_PLAYER (CONNECT, this); 176 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this); 177 INVOKE_PLAYER (LOGIN, this);
260} 178}
261 179
278 ns->reset_stats (); 196 ns->reset_stats ();
279 ns->pl = 0; 197 ns->pl = 0;
280 ns = 0; 198 ns = 0;
281 } 199 }
282 200
283 observe = ob; 201 // this is important for the player scheduler to get the correct refcount
202 // when ns = 0
203 observe = viewpoint = ob;
284 204
285 deactivate (); 205 deactivate ();
286} 206}
207
208//-GPL
287 209
288// the need for this function can be explained 210// the need for this function can be explained
289// by load_object not returning the object 211// by load_object not returning the object
290void 212void
291player::set_object (object *op) 213player::set_object (object *op)
292{ 214{
293 ob = observe = op; 215 ob = observe = viewpoint = op;
294 ob->contr = this; /* this aren't yet in archetype */ 216 ob->contr = this; /* this aren't yet in archetype */
295 217
296 ob->speed = 1.0f; 218 ob->speed = 1.0f;
297 ob->speed_left = 0.5f; 219 ob->speed_left = 0.5f;
298 220
299 ob->direction = 5; /* So player faces south */ 221 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326} 222}
327 223
328void 224void
329player::set_observe (object *op) 225player::set_observe (object *op)
330{ 226{
331 observe = op ? op : ob; 227 observe = viewpoint = op ? op : ob;
332 do_los = 1; 228 do_los = 1;
333} 229}
230
231void
232player::set_viewpoint (object *op)
233{
234 viewpoint = op ? op : (object *)observe;
235 do_los = 1;
236}
237
238//+GPL
334 239
335player::player () 240player::player ()
336{ 241{
337 /* There are some elements we want initialised to non zero value - 242 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point. 243 * we deal with that below this point.
344 savebed_map = first_map_path; /* Init. respawn position */ 249 savebed_map = first_map_path; /* Init. respawn position */
345 250
346 gen_sp_armour = 10; 251 gen_sp_armour = 10;
347 bowtype = bow_normal; 252 bowtype = bow_normal;
348 petmode = pet_normal; 253 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers; 254 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 255 peaceful = 1; /* default peaceful */
352 do_los = 1; 256 do_los = 1;
353 257
354 weapon_sp = 1.0f; 258 weapon_sp = 1.0f;
366 { 270 {
367 ob->destroy_inv (false); 271 ob->destroy_inv (false);
368 ob->destroy (); 272 ob->destroy ();
369 } 273 }
370 274
371 ob = observe = 0; 275 ob = observe = viewpoint = 0;
372} 276}
373 277
374player::~player () 278player::~player ()
375{ 279{
376 /* Clear item stack */ 280 /* Clear item stack */
377 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 }
378} 310}
379 311
380/* Tries to add player on the connection passed in ns. 312/* Tries to add player on the connection passed in ns.
381 * 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
382 * mode. 314 * mode.
384player * 316player *
385player::create () 317player::create ()
386{ 318{
387 player *pl = new player; 319 player *pl = new player;
388 320
389 pl->set_object (arch_to_object (get_player_archetype (0))); 321 pl->set_object (get_player_archetype (0)->instance ());
390 322
391 pl->ob->roll_stats (); 323 pl->ob->roll_stats ();
392 pl->ob->stats.wc = 2; 324 pl->ob->stats.wc = 2;
393 pl->ob->run_away = 25; /* Then we panick... */ 325 pl->ob->run_away = 25; /* Then we panick... */
394 326
395 set_first_map (pl->ob); 327 set_first_map (pl->ob);
396 328
397 return pl; 329 return pl;
398}
399
400/*
401 * get_player_archetype() return next player archetype from archetype
402 * list. Not very efficient routine, but used only creating new players.
403 * Note: there MUST be at least one player archetype!
404 */
405archetype *
406get_player_archetype (archetype *at)
407{
408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
409
410 for (;;)
411 {
412 if (++i == archetypes.end ())
413 i = archetypes.begin ();
414 else if (*i == at)
415 cleanup ("not a single player archetype found");
416
417 if ((*i)->type == PLAYER)
418 return *i;
419 }
420} 330}
421 331
422object * 332object *
423get_nearest_player (object *mon) 333get_nearest_player (object *mon)
424{ 334{
631 541
632 return firstdir; 542 return firstdir;
633} 543}
634 544
635void 545void
636give_initial_items (object *pl, treasurelist * items) 546give_initial_items (object *pl, treasurelist *items)
637{ 547{
638 if (pl->randomitems) 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 (object *next, *op = pl->inv; op; op = next) 551 for (object *next, *op = pl->inv; op; op = next)
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 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
694 600
695 /* Give starting characters identified, uncursed, and undamned 601 /* Give starting characters identified, uncursed, and undamned
696 * 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
697 * merged properly. 603 * merged properly.
698 */ 604 */
699 if (need_identify (op)) 605 if (need_identify (op))
700 { 606 {
701 SET_FLAG (op, FLAG_IDENTIFIED); 607 SET_FLAG (op, FLAG_IDENTIFIED);
702 CLEAR_FLAG (op, FLAG_CURSED); 608 CLEAR_FLAG (op, FLAG_CURSED);
703 CLEAR_FLAG (op, FLAG_DAMNED); 609 CLEAR_FLAG (op, FLAG_DAMNED);
704 } 610 }
611
705 if (op->type == SPELL) 612 if (op->type == SPELL)
706 { 613 {
707 op->destroy (); 614 op->destroy ();
708 continue; 615 continue;
709 } 616 }
711 { 618 {
712 SET_FLAG (op, FLAG_CAN_USE_SKILL); 619 SET_FLAG (op, FLAG_CAN_USE_SKILL);
713 op->stats.exp = 0; 620 op->stats.exp = 0;
714 op->level = 1; 621 op->level = 1;
715 } 622 }
716 /* lock all 'normal items by default */ 623 else /* lock all 'normal items by default */
717 else
718 SET_FLAG (op, FLAG_INV_LOCKED); 624 SET_FLAG (op, FLAG_INV_LOCKED);
719 } /* for loop of objects in player inv */ 625 } /* for loop of objects in player inv */
720 626
721 /* Need to set up the skill pointers */ 627 /* Need to set up the skill pointers */
722 link_player_skills (pl); 628 pl->contr->link_skills ();
723} 629}
724 630
725void 631void
726get_party_password (object *op, partylist *party) 632get_party_password (object *op, partylist *party)
727{ 633{
737 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:");
738} 644}
739 645
740/* 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. */
741static int 647static int
742roll_stat (void) 648roll_stat ()
743{ 649{
744 int a[4], i, j, k; 650 int a[4], i, j, k;
745 651
746 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
747 a[i] = (int) rndm (6) + 1; 653 a[i] = (int) rndm (6) + 1;
842 */ 748 */
843void 749void
844player::chargen_race_done () 750player::chargen_race_done ()
845{ 751{
846 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
847 esrv_new_player (ob->contr, ob->weight + ob->carrying); 753 esrv_new_player (ob->contr);
848 754
849 treasurelist *tl = treasurelist::find ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
850 if (tl) 756 if (tl)
851 create_treasure (tl, ob, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
852 758
853 INVOKE_PLAYER (BIRTH, ob->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
854 INVOKE_PLAYER (LOGIN, ob->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
855 761
856 ob->contr->ns->state = ST_PLAYING; 762 ob->contr->ns->state = ST_PLAYING;
857 763
858 if (ob->msg) 764 if (ob->msg)
859 ob->msg = 0; 765 ob->msg = 0;
860
861 /* We create this now because some of the unique maps will need it
862 * to save here.
863 */
864 {
865 char buf[MAX_BUF];
866 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
867 make_path_to_file (buf);
868 }
869 766
870 start_info (ob); 767 start_info (ob);
871 CLEAR_FLAG (ob, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
872 give_initial_items (ob, ob->randomitems); 769 give_initial_items (ob, ob->randomitems);
873 link_player_skills (ob);
874 esrv_send_inventory (ob, ob); 770 esrv_send_inventory (ob, ob);
875 ob->update_stats (); 771 ob->update_stats ();
876 772
877 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
878 * is one for this race 774 * is one for this race
879 */ 775 */
880 if (*first_map_ext_path) 776 if (*first_map_ext_path)
881 { 777 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
882 object *tmp;
883 char mapname[MAX_BUF];
884
885 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
886 tmp = object::create ();
887 EXIT_PATH (tmp) = mapname;
888 EXIT_X (tmp) = ob->x;
889 EXIT_Y (tmp) = ob->y;
890 ob->enter_exit (tmp); /* we don't really care if it succeeded;
891 * if the map isn't there, then stay on the
892 * default initial map */
893 tmp->destroy ();
894 }
895 else 778 else
896 LOG (llevDebug, "first_map_ext_path not set\n"); 779 LOG (llevDebug, "first_map_ext_path not set\n");
897} 780}
898 781
899void 782void
930 ob->stats.hp = ob->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
931 ob->stats.sp = ob->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
932 ob->stats.grace = 0; 815 ob->stats.grace = 0;
933} 816}
934 817
935void 818static void
936flee_player (object *op) 819flee_player (object *op)
937{ 820{
938 int dir, diff; 821 int dir, diff;
939 rv_vector rv; 822 rv_vector rv;
940 823
943 LOG (llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
944 CLEAR_FLAG (op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
945 return; 828 return;
946 } 829 }
947 830
948 if (op->enemy == NULL) 831 if (!op->enemy)
949 { 832 {
950 LOG (llevDebug, "Fleeing player had no enemy.\n"); 833 LOG (llevDebug, "Fleeing player had no enemy.\n");
951 CLEAR_FLAG (op, FLAG_SCARED); 834 CLEAR_FLAG (op, FLAG_SCARED);
952 return; 835 return;
953 } 836 }
954 837
955 /* Seen some crashes here. Since we don't store an
956 * op->enemy_count, it is possible that something destroys the
957 * actual enemy, and the object is recycled.
958 */
959 if (op->enemy->map == NULL)
960 {
961 CLEAR_FLAG (op, FLAG_SCARED);
962 op->enemy = NULL;
963 return;
964 }
965
966 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))
967 { 839 {
968 op->enemy = NULL; 840 op->enemy = NULL;
969 CLEAR_FLAG (op, FLAG_SCARED); 841 CLEAR_FLAG (op, FLAG_SCARED);
970 return; 842 return;
973 get_rangevector (op, op->enemy, &rv, 0); 845 get_rangevector (op, op->enemy, &rv, 0);
974 846
975 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
976 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
977 { 849 {
978 int m = 1 - (RANDOM () & 2); 850 int m = 1 - rndm (2) * 2;
979 851
980 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))))
981 return; 853 return;
982 } 854 }
983 855
984 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
985 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
994check_pick (object *op) 866check_pick (object *op)
995{ 867{
996 object *tmp, *next; 868 object *tmp, *next;
997 int stop = 0; 869 int stop = 0;
998 int wvratio; 870 int wvratio;
999 char putstring[128];
1000 871
1001 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
1002 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
1003 return 1; 874 return 1;
1004 875
1005 next = op->below; 876 next = op->below;
1006 877
1007 int cnt = MAX_ITEM_PER_DROP; 878 int cnt = MAX_ITEM_PER_ACTION;
1008#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 879#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1009 880
1010 /* 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
1011 * destroyed */ 882 * destroyed */
1012 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
1028 899
1029 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1030 { 901 {
1031 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1032 CHK_PICK_PICKUP; 903 CHK_PICK_PICKUP;
904
1033 continue; 905 continue;
1034 } 906 }
1035 907
1036 /* 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? */
1037 if (!(op->contr->mode & PU_NEWMODE)) 968 if (op->contr->mode & PU_FOOD)
969 if (tmp->type == FOOD)
1038 { 970 {
1039 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)
1040 { 1034 {
1041 case 0:
1042 return 1; /* don't pick up */
1043 case 1:
1044 CHK_PICK_PICKUP; 1035 CHK_PICK_PICKUP;
1045 return 1; 1036 continue;
1046 case 2:
1047 CHK_PICK_PICKUP;
1048 return 0;
1049 case 3:
1050 return 0; /* stop before pickup */
1051 case 4:
1052 CHK_PICK_PICKUP;
1053 break;
1054 case 5:
1055 CHK_PICK_PICKUP;
1056 stop = 1;
1057 break;
1058 case 6:
1059 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1060 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1061 CHK_PICK_PICKUP;
1062 break;
1063
1064 case 7:
1065 if (tmp->type == MONEY || tmp->type == GEM)
1066 CHK_PICK_PICKUP;
1067 break;
1068
1069 default:
1070 /* use value density */
1071 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1072 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1073 CHK_PICK_PICKUP;
1074 } 1037 }
1075 } 1038 }
1076 else 1039
1077 { /* old model */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1078 /* NEW pickup handling */
1079 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)
1080 { 1046 {
1081 /* some debugging code to figure out item information */ 1047 CHK_PICK_PICKUP;
1082 if (tmp->name != NULL)
1083 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1084 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1085 else
1086 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1087 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1088
1089 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1090 }
1091
1092 /* philosophy:
1093 * It's easy to grab an item type from a pile, as long as it's
1094 * generic. This takes no game-time. For more detailed pickups
1095 * and selections, select-items should be used. This is a
1096 * grab-as-you-run type mode that's really useful for arrows for
1097 * example.
1098 * The drawback: right now it has no frontend, so you need to
1099 * stick the bits you want into a calculator in hex mode and then
1100 * convert to decimal and then 'pickup <#>
1101 */
1102
1103 /* the first two modes are exclusive: if NOTHING we return, if
1104 * STOP then we stop. All the rest are applied sequentially,
1105 * meaning if any test passes, the item gets picked up. */
1106
1107 /* if mode is set to pick nothing up, return */
1108
1109 if (op->contr->mode & PU_NOTHING)
1110 return 1;
1111
1112 /* if mode is set to stop when encountering objects, return */
1113 /* take STOP before INHIBIT since it doesn't actually pick
1114 * anything up */
1115
1116 if (op->contr->mode & PU_STOP)
1117 return 0;
1118
1119 /* useful for going into stores and not losing your settings... */
1120 /* and for battles wher you don't want to get loaded down while
1121 * fighting */
1122 if (op->contr->mode & PU_INHIBIT)
1123 return 1;
1124
1125 /* prevent us from turning into auto-thieves :) */
1126 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1127 continue; 1048 continue;
1049 }
1128 1050
1129 /* ignore known cursed objects */ 1051 /* we don't forget dragon food */
1130 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;
1131 continue; 1056 continue;
1057 }
1132 1058
1133 /* all food and drink if desired */ 1059 /* bows and arrows. Bows are good for selling! */
1134 /* 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
1135 if (op->contr->mode & PU_FOOD) 1096 if (op->contr->mode & PU_BOOTS)
1136 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"))
1137 { 1130 {
1138 CHK_PICK_PICKUP; 1131 CHK_PICK_PICKUP;
1139 continue; 1132 continue;
1140 } 1133 }
1134 }
1141 1135
1136 /* misc stuff that's useful */
1142 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_KEY)
1143 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1144 { 1139 {
1145 CHK_PICK_PICKUP; 1140 CHK_PICK_PICKUP;
1146 continue; 1141 continue;
1147 } 1142 }
1148 1143
1144 /* any of the last 4 bits set means we use the ratio for value
1145 * pickups */
1149 if (op->contr->mode & PU_POTION) 1146 if (op->contr->mode & PU_RATIO)
1150 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
1151 { 1151 */
1152 CHK_PICK_PICKUP;
1153 continue;
1154 }
1155
1156 /* spellbooks, skillscrolls and normal books/scrolls */
1157 if (op->contr->mode & PU_SPELLBOOK)
1158 if (tmp->type == SPELLBOOK)
1159 {
1160 CHK_PICK_PICKUP;
1161 continue;
1162 }
1163
1164 if (op->contr->mode & PU_SKILLSCROLL)
1165 if (tmp->type == SKILLSCROLL)
1166 {
1167 CHK_PICK_PICKUP;
1168 continue;
1169 }
1170
1171 if (op->contr->mode & PU_READABLES)
1172 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1173 {
1174 CHK_PICK_PICKUP;
1175 continue;
1176 }
1177
1178 /* wands/staves/rods/horns */
1179 if (op->contr->mode & PU_MAGIC_DEVICE)
1180 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1181 {
1182 CHK_PICK_PICKUP;
1183 continue;
1184 }
1185
1186 /* pick up all magical items */
1187 if (op->contr->mode & PU_MAGICAL) 1152 wvratio = op->contr->mode & PU_RATIO;
1188 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)
1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_VALUABLES)
1195 { 1154 {
1196 if (tmp->type == MONEY || tmp->type == GEM) 1155#if 0
1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1157 if (tmp->name != NULL)
1197 { 1158 {
1198 CHK_PICK_PICKUP; 1159 fprintf (stderr, "%s", tmp->name);
1199 continue;
1200 } 1160 }
1201 }
1202
1203 /* rings & amulets - talismans seems to be typed AMULET */
1204 if (op->contr->mode & PU_JEWELS)
1205 if (tmp->type == RING || tmp->type == AMULET)
1206 {
1207 CHK_PICK_PICKUP;
1208 continue;
1209 }
1210
1211 /* we don't forget dragon food */
1212 if (op->contr->mode & PU_FLESH)
1213 if (tmp->type == FLESH)
1214 {
1215 CHK_PICK_PICKUP;
1216 continue;
1217 }
1218
1219 /* bows and arrows. Bows are good for selling! */
1220 if (op->contr->mode & PU_BOW)
1221 if (tmp->type == BOW)
1222 {
1223 CHK_PICK_PICKUP;
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_ARROW)
1228 if (tmp->type == ARROW)
1229 {
1230 CHK_PICK_PICKUP;
1231 continue;
1232 }
1233
1234 /* all kinds of armor etc. */
1235 if (op->contr->mode & PU_ARMOUR)
1236 if (tmp->type == ARMOUR)
1237 {
1238 CHK_PICK_PICKUP;
1239 continue;
1240 }
1241
1242 if (op->contr->mode & PU_HELMET)
1243 if (tmp->type == HELMET)
1244 {
1245 CHK_PICK_PICKUP;
1246 continue;
1247 }
1248
1249 if (op->contr->mode & PU_SHIELD)
1250 if (tmp->type == SHIELD)
1251 {
1252 CHK_PICK_PICKUP;
1253 continue;
1254 }
1255
1256 if (op->contr->mode & PU_BOOTS)
1257 if (tmp->type == BOOTS)
1258 {
1259 CHK_PICK_PICKUP;
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_GLOVES)
1264 if (tmp->type == GLOVES)
1265 {
1266 CHK_PICK_PICKUP;
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_CLOAK)
1271 if (tmp->type == CLOAK)
1272 {
1273 CHK_PICK_PICKUP;
1274 continue;
1275 }
1276
1277 /* hoping to catch throwing daggers here */
1278 if (op->contr->mode & PU_MISSILEWEAPON)
1279 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1280 {
1281 CHK_PICK_PICKUP;
1282 continue;
1283 }
1284
1285 /* careful: chairs and tables are weapons! */
1286 if (op->contr->mode & PU_ALLWEAPON)
1287 {
1288 if (tmp->type == WEAPON && tmp->name != NULL)
1289 {
1290 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1291 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1292 {
1293 CHK_PICK_PICKUP;
1294 continue;
1295 }
1296 }
1297
1298 if (tmp->type == WEAPON && tmp->name == NULL)
1299 {
1300 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305 }
1306 }
1307
1308 /* misc stuff that's useful */
1309 if (op->contr->mode & PU_KEY)
1310 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1311 {
1312 CHK_PICK_PICKUP;
1313 continue;
1314 }
1315
1316 /* any of the last 4 bits set means we use the ratio for value
1317 * pickups */
1318 if (op->contr->mode & PU_RATIO)
1319 {
1320 /* use value density to decide what else to grab */
1321 /* >=7 was >= op->contr->mode */
1322 /* >=7 is the old standard setting. Now we take the last 4 bits
1323 * and multiply them by 5, giving 0..15*5== 5..75 */
1324 wvratio = (op->contr->mode & PU_RATIO) * 5;
1325 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1326 {
1327 CHK_PICK_PICKUP;
1328#if 0
1329 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1330 if (tmp->name != NULL)
1331 {
1332 fprintf (stderr, "%s", tmp->name);
1333 }
1334 else 1161 else
1335 fprintf (stderr, "%s", tmp->arch->archname); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1336 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1337 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))));
1338#endif 1165#endif
1166 CHK_PICK_PICKUP;
1339 continue; 1167 continue;
1340 }
1341 } 1168 }
1342 } /* the new pickup model */ 1169 } /* the new pickup model */
1343 } 1170 }
1344 1171
1345 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;
1346} 1208}
1347 1209
1348/* 1210/*
1349 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1350 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1351 * found object is returned. 1213 * found object is returned.
1352 */ 1214 */
1353object * 1215static object *
1354find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1355{ 1217{
1356 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1218 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1357 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1358 return splay (tmp); 1220 return splay (tmp);
1372 * 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
1373 * 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
1374 * 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
1375 * 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.
1376 */ 1238 */
1377object * 1239static object *
1378find_better_arrow (object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1379{ 1241{
1380 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1381 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1382 1244
1383 if (!type) 1245 if (!type)
1387 { 1249 {
1388 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))
1389 { 1251 {
1390 i = 0; 1252 i = 0;
1391 ntmp = find_better_arrow (arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1392 if (i > betterby) 1255 if (i > betterby)
1393 { 1256 {
1394 tmp = ntmp; 1257 tmp = ntmp;
1395 betterby = i; 1258 betterby = i;
1396 } 1259 }
1397 } 1260 }
1398 else if (arrow->type == ARROW && arrow->race == type) 1261 else if (arrow->type == ARROW && arrow->race == type)
1399 { 1262 {
1400 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1401 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1264 if (target->race && arrow->slaying.contains (target->race))
1402 { 1265 {
1403 if (arrow->attacktype & AT_DEATH) 1266 if (arrow->attacktype & AT_DEATH)
1404 { 1267 {
1405 *better = 100; 1268 *better = 100;
1406 return arrow; 1269 return arrow;
1421 { 1284 {
1422 tmp = arrow; 1285 tmp = arrow;
1423 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;
1424 } 1287 }
1425 } 1288 }
1289
1426 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1427 { 1291 {
1428 tmp = arrow; 1292 tmp = arrow;
1429 betterby = 2 + arrow->magic + arrow->stats.dam; 1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1430 } 1294 }
1295
1431 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1432 { 1297 {
1433 tmp = arrow; 1298 tmp = arrow;
1434 betterby = 1 + arrow->magic + arrow->stats.dam; 1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1435 } 1300 }
1436 } 1301 }
1437 } 1302 }
1438 } 1303 }
1304
1439 if (tmp == NULL && arrow == NULL) 1305 if (tmp == NULL && arrow == NULL)
1440 return find_arrow (op, type); 1306 return find_arrow (op, type);
1441 1307
1442 *better = betterby; 1308 *better = betterby;
1443 return tmp; 1309 return tmp;
1447 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1448 * op = the shooter 1314 * op = the shooter
1449 * type = bow->race 1315 * type = bow->race
1450 * dir = fire direction 1316 * dir = fire direction
1451 */ 1317 */
1452object * 1318static object *
1453pick_arrow_target (object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1454{ 1320{
1455 object *tmp = NULL; 1321 object *tmp = NULL;
1456 maptile *m; 1322 maptile *m;
1457 int i, mflags, found, number; 1323 int i, mflags, found, number;
1458 sint16 x, y; 1324 sint16 x, y;
1473 for (i = 0, found = 0; i < 20; i++) 1339 for (i = 0, found = 0; i < 20; i++)
1474 { 1340 {
1475 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1476 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1477 mflags = get_map_flags (m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1478 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1479 { 1346 {
1480 tmp = NULL; 1347 tmp = 0;
1481 break; 1348 break;
1482 } 1349 }
1483 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)
1484 { 1351 {
1485 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1486 * perhaps a bad assumption. 1353 * perhaps a bad assumption.
1487 */ 1354 */
1488 tmp = NULL; 1355 tmp = 0;
1489 break; 1356 break;
1490 } 1357 }
1358
1491 if (mflags & P_IS_ALIVE) 1359 if (mflags & P_IS_ALIVE)
1492 {
1493 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)
1494 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1495 {
1496 found++;
1497 break;
1498 }
1499 if (found)
1500 break; 1362 break;
1501 }
1502 } 1363 }
1503 if (tmp == NULL) 1364
1365 if (!tmp)
1504 return find_arrow (op, type); 1366 return find_arrow (op, type);
1505 1367
1506 if (tmp->head) 1368 if (tmp->head)
1507 tmp = tmp->head; 1369 tmp = tmp->head;
1508 1370
1548 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1549 return 0; 1411 return 0;
1550 } 1412 }
1551 1413
1552 // 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
1553 if (bow->below) 1415 splay (bow);
1554 {
1555 bow->remove ();
1556 op->insert (bow);
1557 }
1558
1559 } 1416 }
1560 1417
1561 if (!bow->race || !bow->skill) 1418 if (!bow->race || !bow->skill)
1562 { 1419 {
1563 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);
1589 } 1446 }
1590 1447
1591 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1592 if (arrow->nrof == 0) 1449 if (arrow->nrof == 0)
1593 { 1450 {
1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1594 arrow->destroy (); 1452 arrow->destroy ();
1595 return 0; 1453 return 0;
1596 } 1454 }
1597 1455
1598 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1599 arrow = get_split_ob (arrow, 1); 1457 arrow = arrow->split ();
1600 if (!arrow) 1458 if (!arrow)
1601 { 1459 {
1602 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);
1603 return 0; 1461 return 0;
1604 } 1462 }
1608 arrow->direction = dir; 1466 arrow->direction = dir;
1609 1467
1610 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 */
1611 arrow->stats.hp = arrow->stats.dam; 1469 arrow->stats.hp = arrow->stats.dam;
1612 arrow->stats.grace = arrow->attacktype; 1470 arrow->stats.grace = arrow->attacktype;
1613 1471 arrow->custom_name = arrow->slaying;
1614 if (arrow->slaying)
1615 arrow->spellarg = strdup (arrow->slaying);
1616 1472
1617#if 0 1473#if 0
1618 if (player *pl = op->contr) 1474 if (player *pl = op->contr)
1619 { 1475 {
1620 float speed = pl->weapon_sp; 1476 float speed = pl->weapon_sp;
1671 op->play_sound (sound_find ("fire_arrow")); 1527 op->play_sound (sound_find ("fire_arrow"));
1672 m->insert (arrow, sx, sy, op); 1528 m->insert (arrow, sx, sy, op);
1673 1529
1674 if (!arrow->destroyed ()) 1530 if (!arrow->destroyed ())
1675 move_arrow (arrow); 1531 move_arrow (arrow);
1676
1677 if (op->type == PLAYER)
1678 {
1679 if (left->destroyed ())
1680 esrv_del_item (op->contr, left->count);
1681 else
1682 esrv_send_item (op, left);
1683 }
1684 1532
1685 return 1; 1533 return 1;
1686} 1534}
1687 1535
1688/* Special fire code for players - this takes into 1536/* Special fire code for players - this takes into
1690 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1691 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1692 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1693 * hence the function name. 1541 * hence the function name.
1694 */ 1542 */
1695int 1543static int
1696player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1697{ 1545{
1698 int ret = 0, wcmod = 0; 1546 int ret;
1699 1547
1700 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1701 { 1549 {
1702 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);
1703 } 1551 }
1704 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)
1705 { 1553 {
1706 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1554 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1707 wcmod = -1;
1708
1709 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);
1710 } 1556 }
1711 else if (op->contr->bowtype == bow_threewide) 1557 else if (op->contr->bowtype == bow_threewide)
1712 { 1558 {
1713 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);
1714 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)]);
1715 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)]);
1716 } 1562 }
1717 else if (op->contr->bowtype == bow_spreadshot) 1563 else if (op->contr->bowtype == bow_spreadshot)
1718 { 1564 {
1719 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);
1720 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);
1721 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);
1722 } 1568 }
1723 else 1569 else
1724 { 1570 {
1730} 1576}
1731 1577
1732/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1733 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1734 */ 1580 */
1735void 1581static void
1736fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1737{ 1583{
1738 object *item = op->contr->ranged_ob; 1584 object *item = op->contr->ranged_ob;
1739 1585
1740 if (!item) 1586 if (!item)
1747 { 1593 {
1748 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1749 return; 1595 return;
1750 } 1596 }
1751 1597
1752 if (!op->change_weapon (item)) 1598 if (!op->apply (item))
1753 return; 1599 return;
1754 1600
1755 if (item->type == WAND) 1601 if (item->type == WAND)
1756 { 1602 {
1757 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1762 return; 1608 return;
1763 } 1609 }
1764 } 1610 }
1765 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1766 { 1612 {
1767 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))
1768 { 1618 {
1769 op->contr->play_sound (sound_find ("wand_poof")); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1770 1620
1771 if (item->type == ROD) 1621 if (item->type == ROD)
1772 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));
1777 } 1627 }
1778 } 1628 }
1779 1629
1780 if (cast_spell (op, item, dir, item->inv, NULL)) 1630 if (cast_spell (op, item, dir, item->inv, NULL))
1781 { 1631 {
1782 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
1783 if (item->type == WAND) 1634 if (item->type == WAND)
1784 { 1635 {
1785 if (!(--item->stats.food)) 1636 if (!(--item->stats.food))
1786 { 1637 {
1787 object *tmp; 1638 object *tmp;
1791 CLEAR_FLAG (item, FLAG_ANIMATE); 1642 CLEAR_FLAG (item, FLAG_ANIMATE);
1792 item->face = item->arch->face; 1643 item->face = item->arch->face;
1793 item->set_speed (0); 1644 item->set_speed (0);
1794 } 1645 }
1795 1646
1796 if ((tmp = item->in_player ())) 1647 if (object *pl = item->visible_to ())
1797 esrv_update_item (UPD_ANIM, tmp, item); 1648 esrv_update_item (UPD_ANIM, pl, item);
1798 } 1649 }
1799 } 1650 }
1800 else if (item->type == ROD || item->type == HORN) 1651 else if (item->type == ROD || item->type == HORN)
1801 drain_rod_charge (item); 1652 drain_rod_charge (item);
1802 } 1653 }
1803} 1654}
1804 1655
1805/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1806 */ 1657 */
1807bool 1658bool
1808fire (object *op, int dir) 1659fire (object *who, int dir)
1809{ 1660{
1810 int spellcost = 0; 1661 int spellcost = 0;
1811 1662
1812 /* check for loss of invisiblity/hide */
1813 if (action_makes_visible (op))
1814 make_visible (op);
1815
1816 player *pl = op->contr; 1663 player *pl = who->contr;
1817 1664
1818 if (pl->golem) 1665 if (pl->golem)
1819 { 1666 {
1820 control_golem (op->contr->golem, dir); 1667 control_golem (who->contr->golem, dir);
1821 return false; 1668 return false;
1822 } 1669 }
1823 1670
1824 object *ob = pl->ranged_ob; 1671 object *ob = pl->ranged_ob;
1825 1672
1826 if (!ob) 1673 if (!ob)
1827 return false; 1674 return false;
1828 1675
1829 if (!op->change_weapon (ob))
1830 return false;
1831
1832 if (op->speed_left > 0.f) 1676 if (who->speed_left > 0.f)
1833 --op->speed_left; 1677 --who->speed_left;
1834 else 1678 else
1835 return false; 1679 return false;
1836 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
1837 switch (ob->type) 1688 switch (ob->type)
1838 { 1689 {
1839 case BOW: 1690 case BOW:
1840 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
1841 break; 1692 break;
1842 1693
1843 case SPELL: 1694 case SPELL:
1844 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);
1845 break; 1696 break;
1846 1697
1847 case BUILDER: 1698 case BUILDER:
1848 apply_map_builder (op, dir); 1699 apply_map_builder (who, dir);
1849 break; 1700 break;
1850 1701
1851 case SKILL: 1702 case SKILL:
1852 do_skill (op, op, ob, dir, 0); 1703 do_skill (who, who, ob, dir, 0);
1853 break; 1704 break;
1854 1705
1706 case RANGED:
1707 do_skill (who, ob, who->chosen_skill, dir, 0);
1708 break;
1709
1855 default: 1710 default:
1856 fire_misc_object (op, dir); 1711 fire_misc_object (who, dir);
1857 break; 1712 break;
1858 } 1713 }
1859 1714
1860 return true; 1715 return true;
1861} 1716}
1862 1717
1863/* find_key 1718static object *
1864 * We try to find a key for the door as passed. If we find a key
1865 * and successfully use it, we return the key, otherwise NULL
1866 * This function merges both normal and locked door, since the logic
1867 * for both is the same - just the specific key is different.
1868 * pl is the player,
1869 * inv is the objects inventory to searched
1870 * door is the door we are trying to match against.
1871 * This function can be called recursively to search containers.
1872 */
1873object *
1874find_key (object *pl, object *container, object *door) 1719find_key_ (object *pl, object *container, object *door)
1875{ 1720{
1876 object *tmp, *key; 1721 object *tmp, *key;
1877 1722
1878 /* Should not happen, but sanity checking is never bad */ 1723 /* Should not happen, but sanity checking is never bad */
1879 if (!container->inv) 1724 if (!container->inv)
1882 /* 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 */
1883 for (tmp = container->inv; tmp; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1884 { 1729 {
1885 if (door->type == DOOR && tmp->type == KEY) 1730 if (door->type == DOOR && tmp->type == KEY)
1886 break; 1731 break;
1732
1887 /* For sanity, we should really check door type, but other stuff 1733 /* For sanity, we should really check door type, but other stuff
1888 * (like containers) can be locked with special keys 1734 * (like containers) can be locked with special keys
1889 */ 1735 */
1890 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1891 break; 1737 break;
1897 * a key, return 1743 * a key, return
1898 */ 1744 */
1899 if (!tmp) 1745 if (!tmp)
1900 { 1746 {
1901 for (tmp = container->inv; tmp; tmp = tmp->below) 1747 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 {
1903 /* No reason to search empty containers */ 1748 /* No reason to search empty containers */
1904 if (tmp->type == CONTAINER && tmp->inv) 1749 if (tmp->type == CONTAINER && tmp->inv)
1905 {
1906 if ((key = find_key (pl, tmp, door))) 1750 if ((key = find_key_ (pl, tmp, door)))
1907 return key; 1751 return key;
1908 }
1909 }
1910 1752
1911 if (!tmp) 1753 if (!tmp)
1912 return NULL; 1754 return 0;
1913 } 1755 }
1914 1756
1915 /* 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,
1916 * see if we actually want to use it 1758 * see if we actually want to use it
1917 */ 1759 */
1918 if (pl != container) 1760 if (pl != container)
1919 { 1761 {
1920 /* Only let players use keys in containers */ 1762 /* Only let players use keys in containers */
1921 if (!pl->contr) 1763 if (!pl->contr)
1922 return NULL; 1764 return 0;
1765
1923 /* cases where this fails: 1766 /* cases where this fails:
1924 * If we only search the player inventory, return now since we 1767 * If we only search the player inventory, return now since we
1925 * are not in the players inventory. 1768 * are not in the players inventory.
1926 * If the container is not active, return now since only active 1769 * If the container is not active, return now since only active
1927 * containers can be used. 1770 * containers can be used.
1931 * inv must have been an container and must have been active. 1774 * inv must have been an container and must have been active.
1932 * 1775 *
1933 * Change the color so that the message doesn't disappear with 1776 * Change the color so that the message doesn't disappear with
1934 * all the others. 1777 * all the others.
1935 */ 1778 */
1936 if (pl->contr->usekeys == key_inventory || 1779 if (pl->contr->usekeys == key_inventory
1937 !QUERY_FLAG (container, FLAG_APPLIED) || 1780 || !QUERY_FLAG (container, FLAG_APPLIED)
1938 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1939 { 1782 {
1940 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1783 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1941 "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));
1942 return NULL; 1785 return NULL;
1943 } 1786 }
1944 } 1787 }
1945 1788
1946 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);
1947} 1815}
1948 1816
1949/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
1950 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
1951 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
1978 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); 1846 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1979 remove_door2 (door); /* remove door without violence ;-) */ 1847 remove_door2 (door); /* remove door without violence ;-) */
1980 } 1848 }
1981 1849
1982 /* Do this after we print the message */ 1850 /* Do this after we print the message */
1983 decrease_ob (key); /* Use up one of the keys */ 1851 key->decrease (); /* Use up one of the keys */
1984 /* Need to update the weight the container the key was in */
1985 if (container != op)
1986 esrv_update_item (UPD_WEIGHT, op, container);
1987 1852
1988 return 1; /* Nothing more to do below */ 1853 return 1; /* Nothing more to do below */
1989 } 1854 }
1990 else if (door->type == LOCKED_DOOR) 1855 else if (door->type == LOCKED_DOOR)
1991 { 1856 {
2004 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
2005 */ 1870 */
2006bool 1871bool
2007move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
2008{ 1873{
2009 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 }
2010 1879
2011 sint16 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
2012 sint16 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
2013 1882
2014 on_battleground = op_on_battleground (op, 0, 0);
2015
2016 if (out_of_map (op->map, nx, ny)) 1883 if (out_of_map (op->map, nx, ny))
2017 return false; 1884 return false;
2018
2019 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2020 {
2021 --op->speed_left;
2022 return true;
2023 }
2024 1885
2025 /* 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
2026 * 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
2027 * 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
2028 * player. This is a pretty nasty hack, because if we could 1889 * player. This is a pretty nasty hack, because if we could
2088 --op->speed_left; 1949 --op->speed_left;
2089 1950
2090 op->play_sound (sound_find ("push_player")); 1951 op->play_sound (sound_find ("push_player"));
2091 push_ob (mon, dir, op); 1952 push_ob (mon, dir, op);
2092 1953
2093 if (op->contr->tmp_invis || op->hide) 1954 if (action_makes_visible (op))
2094 make_visible (op); 1955 make_visible (op);
2095 1956
2096 return true; 1957 return true;
2097 } 1958 }
2098 else 1959 else
2099 return false; 1960 return false;
2100 } 1961 }
1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
2101 1964
2102 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2103 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2104 * 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
2105 * attack them either. 1968 * attack them either.
2120 push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2121 } 1984 }
2122 else 1985 else
2123 op->statusmsg ("You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2124 1987
2125 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2126 make_visible (op); 1989 make_visible (op);
2127 1990
2128 return true; 1991 return true;
2129 } 1992 }
2130 } 1993 }
2170} 2033}
2171 2034
2172bool 2035bool
2173move_player (object *op, int dir) 2036move_player (object *op, int dir)
2174{ 2037{
2175 int pick;
2176
2177 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2178 return 0; 2039 return 0;
2179 2040
2180 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2181 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
2182 { 2043 {
2183 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2184 return 0; 2045 return 0;
2185 } 2046 }
2186 2047
2188 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2189 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2190 2051
2191 op->facing = dir; 2052 op->facing = dir;
2192 2053
2193 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2194 do_hidden_move (op); 2055 do_hidden_move (op);
2195 2056
2196 bool retval; 2057 bool retval;
2058 int pick = 0;
2197 2059
2198 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2199 retval = RESULT_INT (0); 2061 retval = RESULT_INT (0);
2200 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2201 retval = fire (op, dir); 2063 retval = fire (op, dir);
2258 return move_player (op, op->direction); 2120 return move_player (op, op->direction);
2259 2121
2260 return false; 2122 return false;
2261} 2123}
2262 2124
2263int 2125static int
2264save_life (object *op) 2126save_life (object *op)
2265{ 2127{
2266 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2267 return 0; 2129 return 0;
2268 2130
2270 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2271 { 2133 {
2272 op->play_sound (sound_find ("ob_evaporate")); 2134 op->play_sound (sound_find ("ob_evaporate"));
2273 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));
2274 2136
2275 if (op->contr)
2276 esrv_del_item (op->contr, tmp->count);
2277
2278 tmp->destroy (); 2137 tmp->destroy ();
2279 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2280 2139
2281 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2282 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2283 2142
2284 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2285 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2286 2145
2287 op->update_stats (); 2146 op->update_stats ();
2288 return 1; 2147 return 1;
2289 } 2148 }
2290 2149
2294 return 0; 2153 return 0;
2295} 2154}
2296 2155
2297/* 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
2298 * 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
2299 * 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
2300 * from. 2159 * from.
2301 */ 2160 */
2302static void 2161static void
2303drop_unpaid_items (object *op, object *env) 2162drop_unpaid_items (object *op, object *env)
2304{ 2163{
2305 while (op) 2164 while (op)
2306 { 2165 {
2307 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' */
2308 2167
2309 if (QUERY_FLAG (op, FLAG_UNPAID)) 2168 if (QUERY_FLAG (op, FLAG_UNPAID))
2310 {
2311 if (env->type == PLAYER)
2312 esrv_del_item (env->contr, op->count);
2313
2314 op->insert_at (env); 2169 op->insert_at (env);
2315 }
2316 else if (op->inv) 2170 else if (op->inv)
2317 drop_unpaid_items (op->inv, env); 2171 drop_unpaid_items (op->inv, env);
2318 2172
2319 op = next; 2173 op = next;
2320 } 2174 }
2323void 2177void
2324object::drop_unpaid_items () 2178object::drop_unpaid_items ()
2325{ 2179{
2326 if (!flag [FLAG_REMOVED]) 2180 if (!flag [FLAG_REMOVED])
2327 ::drop_unpaid_items (inv, this); 2181 ::drop_unpaid_items (inv, this);
2328}
2329
2330/*
2331 * Returns pointer a static string containing gravestone text
2332 * Moved from apply.c to player.c - player.c is what
2333 * actually uses this function. player.c may not be quite the
2334 * best, a misc file for object actions is probably better,
2335 * but there isn't one in the server directory.
2336 */
2337char *
2338gravestone_text (object *op)
2339{
2340 static char buf2[MAX_BUF];
2341 char buf[MAX_BUF];
2342 time_t now = time (NULL);
2343
2344 strcpy (buf2, " R.I.P.\n\n");
2345 if (op->type == PLAYER)
2346 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2347 else
2348 sprintf (buf, "%s\n", &op->name);
2349
2350 strncat (buf2, " ", 20 - strlen (buf) / 2);
2351 strcat (buf2, buf);
2352 if (op->type == PLAYER)
2353 sprintf (buf, "who was in level %d when killed\n", op->level);
2354 else
2355 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2356
2357 strncat (buf2, " ", 20 - strlen (buf) / 2);
2358 strcat (buf2, buf);
2359 if (op->type == PLAYER)
2360 {
2361 sprintf (buf, "by %s.\n\n", op->contr->killer);
2362 strncat (buf2, " ", 21 - strlen (buf) / 2);
2363 strcat (buf2, buf);
2364 }
2365
2366 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf);
2369
2370 return buf2;
2371} 2182}
2372 2183
2373void 2184void
2374do_some_living (object *op) 2185do_some_living (object *op)
2375{ 2186{
2530 { 2341 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2342 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532 2343
2533 if (over_hp > 0) 2344 if (over_hp > 0)
2534 { 2345 {
2535 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;
2536 op->last_heal = 0; 2347 op->last_heal = 0;
2537 } 2348 }
2538 else 2349 else
2539 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);
2540 } 2351 }
2556 op->stats.food--; 2367 op->stats.food--;
2557 } 2368 }
2558 2369
2559 if (op->stats.food < 0 && op->stats.hp >= 0) 2370 if (op->stats.food < 0 && op->stats.hp >= 0)
2560 { 2371 {
2561 object *tmp, *flesh = 0; 2372 object *flesh = 0;
2562 2373
2563 for (tmp = op->inv; tmp; tmp = tmp->below) 2374 for_inv_removable (op, tmp)
2564 { 2375 {
2565 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)
2566 { 2380 {
2567 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 op->statusmsg ("You blindly grab for a bite of food. "
2568 { 2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2569 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2383 op->apply (tmp);
2570 manual_apply (op, tmp, 0); 2384
2571 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2572 break; 2386 break;
2573 } 2387 }
2574 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2575 flesh = tmp; 2389 flesh = tmp;
2576 } /* End if paid for object */ 2390 }
2577 } /* end of for loop */
2578 2391
2579 /* 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
2580 * eat flesh instead. 2393 * eat flesh instead.
2581 */ 2394 */
2582 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2583 { 2396 {
2584 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.>");
2585 manual_apply (op, flesh, 0); 2399 op->apply (flesh);
2586 } 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.>");
2587 } 2406 }
2588 2407
2589 if (op->stats.food < 0) 2408 if (op->stats.food < 0)
2590 { 2409 {
2591 op->stats.hp += op->stats.food; 2410 op->stats.hp += op->stats.food;
2592 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 ();
2593 } 2417 }
2418 }
2594 2419
2420 /* killer should be set here already */
2595 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2421 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2596 kill_player (op); 2422 kill_player (op);
2597 } 2423 }
2598} 2424}
2599 2425
2604 */ 2430 */
2605void 2431void
2606kill_player (object *op) 2432kill_player (object *op)
2607{ 2433{
2608 int x, y; 2434 int x, y;
2609 char buf[MAX_BUF];
2610 maptile *map; /* this is for resurrection */ 2435 maptile *map; /* this is for resurrection */
2611 int will_kill_again; 2436 int will_kill_again;
2612 archetype *at; 2437 archetype *at;
2613 object *tmp; 2438 object *tmp;
2614 2439
2615 if (save_life (op)) 2440 if (save_life (op))
2616 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 }
2617 2478
2618 /* 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
2619 * 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.
2620 * Look at op_on_battleground() for more info --AndreasV 2481 * Look at op_on_battleground() for more info --AndreasV
2621 */ 2482 */
2622 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2623 { 2484 {
2624 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";
2625 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2626
2627 /* restore player */
2628 at = archetype::find ("poisoning");
2629 if (object *tmp = present_arch_in_ob (at, op))
2630 {
2631 tmp->destroy ();
2632 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2633 }
2634
2635 at = archetype::find ("confusion");
2636 if (object *tmp = present_arch_in_ob (at, op))
2637 {
2638 tmp->destroy ();
2639 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2640 }
2641
2642 cure_disease (op, 0, 0); /* remove any disease */
2643 op->stats.hp = op->stats.maxhp;
2644 if (op->stats.food <= 0)
2645 op->stats.food = 999;
2646 2486
2647 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2648 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2649 { 2489
2650 tmp->name = format ("%s's finger" , &op->name); 2490 tmp->name = format ("%s's finger" , &op->name);
2651 tmp->name_pl = format ("%s's fingers", &op->name); 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2652 tmp->msg = format ( 2492 tmp->msg = format (
2653 "This finger has been cut off of %s the %s, when he was defeated at 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",
2654 &op->name, op->contr->title, (int) (op->level), op->contr->killer 2494 &op->name, op->contr->title,
2495 (int)op->level,
2496 op->contr->killer_name ()
2655 ); 2497 );
2656 tmp->value = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2657 tmp->materialname = "organics"; 2499 tmp->material = name_to_material (shstr_organic);
2658 tmp->insert_at (op, tmp); 2500 tmp->insert_at (op, tmp);
2659 }
2660 2501
2661 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2662 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2663 op->contr->braced = 0; 2504 op->contr->braced = 0;
2505
2506 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2664 return; 2507 return;
2665 } 2508 }
2666 2509
2510 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2511 deathtab << "T<YOU HAVE DIED>\n\n";
2512
2667 INVOKE_PLAYER (DEATH, op->contr); 2513 INVOKE_PLAYER (DEATH, op->contr);
2668 2514
2669 command_kill_pets (op, 0); 2515 command_kill_pets (op, 0);
2670
2671 if (op->stats.food < 0)
2672 strcpy (op->contr->killer, "starvation");
2673 2516
2674 op->contr->play_sound (sound_find ("player_dies")); 2517 op->contr->play_sound (sound_find ("player_dies"));
2675 2518
2676 /* save the map location for corpse, gravestone */ 2519 /* save the map location for corpse, gravestone */
2677 x = op->x; 2520 x = op->x;
2707 2550
2708 lost_a_stat = 0; 2551 lost_a_stat = 0;
2709 2552
2710 for (z = 0; z < num_stats_lose; z++) 2553 for (z = 0; z < num_stats_lose; z++)
2711 { 2554 {
2712 i = RANDOM () % NUM_STATS; 2555 i = rndm (NUM_STATS);
2713 2556
2714 if (settings.stat_loss_on_death) 2557 if (settings.stat_loss_on_death)
2715 { 2558 {
2716 /* 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
2717 * what he lost. 2560 * what he lost.
2724 lost_a_stat = 1; 2567 lost_a_stat = 1;
2725 } 2568 }
2726 else 2569 else
2727 { 2570 {
2728 /* deplete a stat */ 2571 /* deplete a stat */
2729 archetype *deparch = archetype::find ("depletion"); 2572 archetype *deparch = archetype::find (shstr_depletion);
2730 object *dep; 2573 object *dep;
2731 2574
2732 dep = present_arch_in_ob (deparch, op); 2575 dep = present_arch_in_ob (deparch, op);
2733 if (!dep) 2576 if (!dep)
2734 { 2577 {
2735 dep = arch_to_object (deparch); 2578 dep = deparch->instance ();
2736 insert_ob_in_ob (dep, op); 2579 insert_ob_in_ob (dep, op);
2737 } 2580 }
2738 lose_this_stat = 1; 2581 lose_this_stat = 1;
2739 if (settings.balanced_stat_loss) 2582 if (settings.balanced_stat_loss)
2740 { 2583 {
2768 } 2611 }
2769 } 2612 }
2770 2613
2771 if (lose_this_stat) 2614 if (lose_this_stat)
2772 { 2615 {
2773 this_stat = get_attr_value (&(dep->stats), i); 2616 this_stat = get_attr_value (&dep->stats, i);
2774 /* We could try to do something clever like find another 2617 /* We could try to do something clever like find another
2775 * stat to reduce if this fails. But chances are, if 2618 * stat to reduce if this fails. But chances are, if
2776 * stats have been depleted to -50, all are pretty low 2619 * stats have been depleted to -50, all are pretty low
2777 * 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
2778 * difference. 2621 * difference.
2786 lost_a_stat = 1; 2629 lost_a_stat = 1;
2787 } 2630 }
2788 } 2631 }
2789 } 2632 }
2790 } 2633 }
2634
2791 /* If no stat lost, tell the player. */ 2635 /* If no stat lost, tell the player. */
2792 if (!lost_a_stat) 2636 if (!lost_a_stat)
2793 { 2637 {
2794 /* determine_god() seems to not work sometimes... why is this? 2638 /* determine_god() seems to not work sometimes... why is this?
2795 Should I be using something else? GD */ 2639 Should I be using something else? GD */
2796 const char *god = determine_god (op); 2640 shstr_tmp god = determine_god (op);
2797 2641
2798 if (god && (strcmp (god, "none"))) 2642 if (god != shstr_none)
2799 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";
2800 else 2644 else
2801 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";
2802 } 2646 }
2803#else 2647#else
2804 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.";
2805#endif 2649#endif
2806 2650
2807 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2808 * exp loss on the stone. 2652 * exp loss on the stone.
2809 */ 2653 */
2810 tmp = arch_to_object (archetype::find ("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2811 sprintf (buf, "%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2812 tmp->name = buf; 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2813 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",
2814 tmp->name_pl = buf; 2658 &op->name, op->contr->title, op->contr->killer_name ());
2815 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);
2816 tmp->msg = buf;
2817 tmp->x = op->x, tmp->y = op->y; 2659 tmp->x = op->x, tmp->y = op->y;
2818 insert_ob_in_map (tmp, op->map, NULL, 0); 2660 insert_ob_in_map (tmp, op->map, NULL, 0);
2819 2661
2820 /**************************************/ 2662 /**************************************/
2821 /* */ 2663 /* */
2822 /* Subtract the experience points, */ 2664 /* Subtract the experience points, */
2823 /* if we died cause of food, give us */
2824 /* food, and reset HP's... */
2825 /* */ 2665 /* */
2826 /**************************************/ 2666 /**************************************/
2827 2667
2828 /* remove any poisoning and confusion the character may be suffering. */
2829 /* restore player */
2830 at = archetype::find ("poisoning");
2831 tmp = present_arch_in_ob (at, op);
2832
2833 if (tmp)
2834 {
2835 tmp->destroy ();
2836 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2837 }
2838
2839 at = archetype::find ("confusion");
2840 tmp = present_arch_in_ob (at, op);
2841 if (tmp)
2842 {
2843 tmp->destroy ();
2844 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2845 }
2846
2847 cure_disease (op, 0, 0); /* remove any disease */
2848
2849 /*add_exp(op, (op->stats.exp * -0.20)); */ 2668 /*add_exp(op, (op->stats.exp * -0.20)); */
2850 apply_death_exp_penalty (op); 2669 apply_death_exp_penalty (op);
2851 if (op->stats.food < 100)
2852 op->stats.food = 900;
2853 op->stats.hp = op->stats.maxhp;
2854 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2855 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2856 2670
2857 /* 2671 /*
2858 * 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
2859 * and put them back in the map. 2673 * and put them back in the map.
2860 */ 2674 */
2895 if (will_kill_again & (1 << at)) 2709 if (will_kill_again & (1 << at))
2896 force->resist[at] = 100; 2710 force->resist[at] = 100;
2897 2711
2898 insert_ob_in_ob (force, op); 2712 insert_ob_in_ob (force, op);
2899 op->update_stats (); 2713 op->update_stats ();
2900
2901 } 2714 }
2902 2715
2903 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2904} 2717}
2905 2718
2906void 2719static void
2907loot_object (object *op) 2720loot_object (object *op)
2908{ /* Grab and destroy some treasure */ 2721{ /* Grab and destroy some treasure */
2909 object *tmp, *tmp2, *next; 2722 object *tmp, *tmp2, *next;
2910 2723
2911 op->close_container (); /* close open sack first */ 2724 op->close_container (); /* close open sack first */
2925 2738
2926 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))))
2927 { 2740 {
2928 if (tmp->nrof > 1) 2741 if (tmp->nrof > 1)
2929 { 2742 {
2930 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2743 tmp->decrease (rndm (1, tmp->nrof - 1));
2931 tmp2->destroy ();
2932 insert_ob_in_map (tmp, op->map, NULL, 0); 2744 insert_ob_in_map (tmp, op->map, NULL, 0);
2933 } 2745 }
2934 else 2746 else
2935 tmp->destroy (); 2747 tmp->destroy ();
2936 } 2748 }
2943 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
2944 * 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
2945 * was changed. 2757 * was changed.
2946 */ 2758 */
2947void 2759void
2948fix_weight (void) 2760fix_weight ()
2949{ 2761{
2950 for_all_players (pl) 2762 for_all_players (pl)
2951 { 2763 {
2952 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2764 sint32 old = pl->ob->carrying;
2953 2765
2954 if (old == sum) 2766 pl->ob->update_weight ();
2955 continue; 2767
2768 if (old != pl->ob->carrying)
2769 {
2956 pl->ob->update_stats (); 2770 pl->ob->update_stats ();
2957 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 }
2958 } 2773 }
2959} 2774}
2960 2775
2961void 2776void
2962fix_luck (void) 2777fix_luck ()
2963{ 2778{
2964 for_all_players (pl) 2779 for_all_players (pl)
2965 if (!pl->ob->contr->ns->state) 2780 if (!pl->ob->contr->ns->state)
2966 pl->ob->change_luck (0); 2781 pl->ob->change_luck (0);
2967} 2782}
3004} 2819}
3005 2820
3006void 2821void
3007make_visible (object *op) 2822make_visible (object *op)
3008{ 2823{
3009 op->hide = 0; 2824 op->flag [FLAG_HIDDEN] = 0;
3010 op->invisible = 0; 2825 op->invisible = 0;
3011 2826
3012 if (op->type == PLAYER) 2827 if (op->type == PLAYER)
3013 { 2828 {
3014 op->contr->tmp_invis = 0; 2829 op->contr->tmp_invis = 0;
3039 2854
3040 if (!ob || !ob->map) 2855 if (!ob || !ob->map)
3041 return 0; 2856 return 0;
3042 2857
3043 /* so, on normal lighted maps, its hard to hide */ 2858 /* so, on normal lighted maps, its hard to hide */
3044 level = ob->map->darkness - 2; 2859 level = ob->map->darklevel () - 2;
3045 2860
3046 /* this also picks up whether the object is glowing. 2861 /* this also picks up whether the object is glowing.
3047 * 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
3048 * as bad as carrying a light on a pitch dark map */ 2863 * as bad as carrying a light on a pitch dark map */
3049 if (has_carried_lights (ob)) 2864 if (ob->has_carried_lights ())
3050 level = -(10 + (2 * ob->map->darkness)); 2865 level = -(10 + (2 * ob->map->darklevel ()));
3051 2866
3052 /* scan through all nearby squares for terrain to hide in */ 2867 /* scan through all nearby squares for terrain to hide in */
3053 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])
3054 { 2871 {
3055 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2872 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3056 if (mflag & P_OUT_OF_MAP) 2873 if (mflag & P_OUT_OF_MAP)
3057 {
3058 continue; 2874 continue;
3059 } 2875
3060 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2876 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3061 level += 2; 2877 level += 2;
3062 else /* open terrain! */ 2878 else /* open terrain! */
3063 level -= 1; 2879 level -= 1;
3064 } 2880 }
3075 * spot (surrounded by clear terrain in broad daylight). -b.t. 2891 * spot (surrounded by clear terrain in broad daylight). -b.t.
3076 */ 2892 */
3077void 2893void
3078do_hidden_move (object *op) 2894do_hidden_move (object *op)
3079{ 2895{
3080 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2896 int hide = 0;
3081 object *skop;
3082 2897
3083 if (!op || !op->map) 2898 if (!op || !op->map)
3084 return; 2899 return;
3085 2900
3086 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);
3087 2903
3088 /* 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! */
3089 if (op->type == PLAYER && op->contr->run_on) 2905 if (op->type == PLAYER && op->contr->run_on)
3090 if (!skop || num >= skop->level) 2906 if (!skop || num >= skop->level)
3091 { 2907 {
3101 num -= hide; 2917 num -= hide;
3102 2918
3103 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2919 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3104 { 2920 {
3105 make_visible (op); 2921 make_visible (op);
2922
3106 if (op->type == PLAYER) 2923 if (op->type == PLAYER)
3107 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!");
3108 } 2925 }
3109 else if (op->type == PLAYER && skop) 2926 else if (op->type == PLAYER && skop)
3110 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);
3200 while (op) 3017 while (op)
3201 { 3018 {
3202 dx = rv.distance_x + op->arch->x; 3019 dx = rv.distance_x + op->arch->x;
3203 dy = rv.distance_y + op->arch->y; 3020 dy = rv.distance_y + op->arch->y;
3204 3021
3205 /* only the viewable area the player sees is updated by LOS 3022 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3206 * code, so we need to restrict ourselves to that range of values
3207 * for any meaningful values.
3208 */
3209 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3210 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3211 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3212 return 1; 3023 return 1;
3213 3024
3214 op = op->more; 3025 op = op->more;
3215 }
3216
3217 return 0;
3218}
3219
3220/* routine for both players and monsters. We call this when
3221 * there is a possibility for our action distrubing our hiding
3222 * place or invisiblity spell. Artefact invisiblity is not
3223 * effected by this. If we arent invisible to begin with, we
3224 * return 0.
3225 */
3226int
3227action_makes_visible (object *op)
3228{
3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3230 {
3231 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3232 return 0;
3233
3234 if (op->contr && op->contr->tmp_invis == 0)
3235 return 0;
3236
3237 /* If monsters, they should become visible */
3238 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3239 {
3240 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3241 return 1;
3242 }
3243 } 3026 }
3244 3027
3245 return 0; 3028 return 0;
3246} 3029}
3247 3030
3271 && tmp->name == shstr_battleground 3054 && tmp->name == shstr_battleground
3272 && EXIT_X (tmp) && EXIT_Y (tmp)) 3055 && EXIT_X (tmp) && EXIT_Y (tmp))
3273 { 3056 {
3274 /* before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3275 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))
3276 {
3277 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3059 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3060 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3278 { 3061 {
3279 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3280 {
3281 if (x && y) 3062 if (x && y)
3282 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3283 3064
3284 return 1; 3065 return 1;
3285 }
3286 } 3066 }
3287 }
3288 3067
3289 if (x && y) 3068 if (x && y)
3290 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291 3070
3292 return 1; 3071 return 1;
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}
3497 3256
3498void 3257void
3499player::infobox (const char *title, const char *msg, int color) 3258player::infobox (const char *title, const char *msg, int color)
3500{ 3259{

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