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Comparing deliantra/server/server/player.C (file contents):
Revision 1.218 by root, Sun Dec 28 10:05:42 2008 UTC vs.
Revision 1.263 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 (©) 2005,2006,2007,2008 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,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
140 {
141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 break;
143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
146 }
147 }
148
149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 close_and_delete (fp, comp);
152}
153
154/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
155static void 41static void
156set_first_map (object *op) 42set_first_map (object *op)
157{ 43{
158 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
221 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
222 108
223 ob->update_weight (); 109 ob->update_weight ();
224 link_skills (); 110 link_skills ();
225 111
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
229 113
230 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
232 { 116 {
233 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
234 118
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
250 134
251 ns->floorbox_update (); 135 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
254 138
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
255 activate (); 174 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260 175
261 INVOKE_PLAYER (CONNECT, this); 176 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 177 INVOKE_PLAYER (LOGIN, this);
263} 178}
264 179
281 ns->reset_stats (); 196 ns->reset_stats ();
282 ns->pl = 0; 197 ns->pl = 0;
283 ns = 0; 198 ns = 0;
284 } 199 }
285 200
286 observe = ob; 201 // this is important for the player scheduler to get the correct refcount
202 // when ns = 0
203 observe = viewpoint = ob;
287 204
288 deactivate (); 205 deactivate ();
289} 206}
207
208//-GPL
290 209
291// the need for this function can be explained 210// the need for this function can be explained
292// by load_object not returning the object 211// by load_object not returning the object
293void 212void
294player::set_object (object *op) 213player::set_object (object *op)
295{ 214{
296 ob = observe = op; 215 ob = observe = viewpoint = op;
297 ob->contr = this; /* this aren't yet in archetype */ 216 ob->contr = this; /* this aren't yet in archetype */
298 217
299 ob->speed = 1.0f; 218 ob->speed = 1.0f;
300 ob->speed_left = 0.5f; 219 ob->speed_left = 0.5f;
301 220
302 ob->direction = 5; /* So player faces south */ 221 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330} 222}
331 223
332void 224void
333player::set_observe (object *op) 225player::set_observe (object *op)
334{ 226{
335 observe = op ? op : ob; 227 observe = viewpoint = op ? op : ob;
336 do_los = 1; 228 do_los = 1;
337} 229}
230
231void
232player::set_viewpoint (object *op)
233{
234 viewpoint = op ? op : (object *)observe;
235 do_los = 1;
236}
237
238//+GPL
338 239
339player::player () 240player::player ()
340{ 241{
341 /* There are some elements we want initialised to non zero value - 242 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 243 * we deal with that below this point.
369 { 270 {
370 ob->destroy_inv (false); 271 ob->destroy_inv (false);
371 ob->destroy (); 272 ob->destroy ();
372 } 273 }
373 274
374 ob = observe = 0; 275 ob = observe = viewpoint = 0;
375} 276}
376 277
377player::~player () 278player::~player ()
378{ 279{
379 /* Clear item stack */ 280 /* Clear item stack */
380 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 }
381} 310}
382 311
383/* Tries to add player on the connection passed in ns. 312/* Tries to add player on the connection passed in ns.
384 * All we can really get in this is some settings like host and display 313 * All we can really get in this is some settings like host and display
385 * mode. 314 * mode.
387player * 316player *
388player::create () 317player::create ()
389{ 318{
390 player *pl = new player; 319 player *pl = new player;
391 320
392 pl->set_object (arch_to_object (get_player_archetype (0))); 321 pl->set_object (get_player_archetype (0)->instance ());
393 322
394 pl->ob->roll_stats (); 323 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2; 324 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */ 325 pl->ob->run_away = 25; /* Then we panick... */
397 326
398 set_first_map (pl->ob); 327 set_first_map (pl->ob);
399 328
400 return pl; 329 return pl;
401}
402
403/*
404 * get_player_archetype() return next player archetype from archetype
405 * list. Not very efficient routine, but used only creating new players.
406 * Note: there MUST be at least one player archetype!
407 */
408archetype *
409get_player_archetype (archetype *at)
410{
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
418
419 for (;;)
420 {
421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429} 330}
430 331
431object * 332object *
432get_nearest_player (object *mon) 333get_nearest_player (object *mon)
433{ 334{
673 op->destroy (); 574 op->destroy ();
674 continue; 575 continue;
675 } 576 }
676 } 577 }
677 578
678 /* This really needs to be better - we should really give 579 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 580 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 581 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 582 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 583 if (op->type == SKILL)
685 { 584 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 585 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 586 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 587 {
694 op->destroy (); 588 op->destroy ();
589 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 591 break;
697 } 592 }
698 593
699 if (op->nrof > 1) 594 if (op->nrof > 1)
700 op->nrof = 1; 595 op->nrof = 1;
701 } 596 }
702 597
748 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:");
749} 644}
750 645
751/* 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. */
752static int 647static int
753roll_stat (void) 648roll_stat ()
754{ 649{
755 int a[4], i, j, k; 650 int a[4], i, j, k;
756 651
757 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1; 653 a[i] = (int) rndm (6) + 1;
855player::chargen_race_done () 750player::chargen_race_done ()
856{ 751{
857 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
858 esrv_new_player (ob->contr); 753 esrv_new_player (ob->contr);
859 754
860 treasurelist *tl = treasurelist::find ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
861 if (tl) 756 if (tl)
862 create_treasure (tl, ob, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
863 758
864 INVOKE_PLAYER (BIRTH, ob->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
865 INVOKE_PLAYER (LOGIN, ob->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
918 ob->stats.hp = ob->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
919 ob->stats.sp = ob->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
920 ob->stats.grace = 0; 815 ob->stats.grace = 0;
921} 816}
922 817
923void 818static void
924flee_player (object *op) 819flee_player (object *op)
925{ 820{
926 int dir, diff; 821 int dir, diff;
927 rv_vector rv; 822 rv_vector rv;
928 823
952 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
953 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
954 { 849 {
955 int m = 1 - rndm (2) * 2; 850 int m = 1 - rndm (2) * 2;
956 851
957 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))))
958 return; 853 return;
959 } 854 }
960 855
961 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
962 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
972{ 867{
973 object *tmp, *next; 868 object *tmp, *next;
974 int stop = 0; 869 int stop = 0;
975 int wvratio; 870 int wvratio;
976 871
977 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
978 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
979 return 1; 874 return 1;
980 875
981 next = op->below; 876 next = op->below;
982 877
983 int cnt = MAX_ITEM_PER_DROP; 878 int cnt = MAX_ITEM_PER_ACTION;
984#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)
985 880
986 /* 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
987 * destroyed */ 882 * destroyed */
988 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
1008 CHK_PICK_PICKUP; 903 CHK_PICK_PICKUP;
1009 904
1010 continue; 905 continue;
1011 } 906 }
1012 907
1013 /* 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? */
1014 if (!(op->contr->mode & PU_NEWMODE)) 968 if (op->contr->mode & PU_FOOD)
969 if (tmp->type == FOOD)
1015 { 970 {
1016 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)
1017 { 1034 {
1018 case 0:
1019 return 1; /* don't pick up */
1020 case 1:
1021 CHK_PICK_PICKUP; 1035 CHK_PICK_PICKUP;
1022 return 1; 1036 continue;
1023 case 2:
1024 CHK_PICK_PICKUP;
1025 return 0;
1026 case 3:
1027 return 0; /* stop before pickup */
1028 case 4:
1029 CHK_PICK_PICKUP;
1030 break;
1031 case 5:
1032 CHK_PICK_PICKUP;
1033 stop = 1;
1034 break;
1035 case 6:
1036 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1037 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1038 CHK_PICK_PICKUP;
1039 break;
1040
1041 case 7:
1042 if (tmp->type == MONEY || tmp->type == GEM)
1043 CHK_PICK_PICKUP;
1044 break;
1045
1046 default:
1047 /* use value density */
1048 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1049 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1050 CHK_PICK_PICKUP;
1051 } 1037 }
1052 } 1038 }
1053 else 1039
1054 { /* old model */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1055 /* NEW pickup handling */
1056 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)
1057 { 1046 {
1058 /* some debugging code to figure out item information */ 1047 CHK_PICK_PICKUP;
1059 const char *str = tmp->name
1060 ? format ("item name: %s item type: %d weight/value: %d",
1061 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1062 : format ("item name: %s item type: %d weight/value: %d",
1063 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1064
1065 new_draw_info (NDI_UNIQUE, 0, op, str);
1066 }
1067
1068 /* philosophy:
1069 * It's easy to grab an item type from a pile, as long as it's
1070 * generic. This takes no game-time. For more detailed pickups
1071 * and selections, select-items should be used. This is a
1072 * grab-as-you-run type mode that's really useful for arrows for
1073 * example.
1074 * The drawback: right now it has no frontend, so you need to
1075 * stick the bits you want into a calculator in hex mode and then
1076 * convert to decimal and then 'pickup <#>
1077 */
1078
1079 /* the first two modes are exclusive: if NOTHING we return, if
1080 * STOP then we stop. All the rest are applied sequentially,
1081 * meaning if any test passes, the item gets picked up. */
1082
1083 /* if mode is set to pick nothing up, return */
1084
1085 if (op->contr->mode & PU_NOTHING)
1086 return 1;
1087
1088 /* if mode is set to stop when encountering objects, return */
1089 /* take STOP before INHIBIT since it doesn't actually pick
1090 * anything up */
1091
1092 if (op->contr->mode & PU_STOP)
1093 return 0;
1094
1095 /* useful for going into stores and not losing your settings... */
1096 /* and for battles wher you don't want to get loaded down while
1097 * fighting */
1098 if (op->contr->mode & PU_INHIBIT)
1099 return 1;
1100
1101 /* prevent us from turning into auto-thieves :) */
1102 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1103 continue; 1048 continue;
1049 }
1104 1050
1105 /* ignore known cursed objects */ 1051 /* we don't forget dragon food */
1106 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;
1107 continue; 1056 continue;
1057 }
1108 1058
1109 /* all food and drink if desired */ 1059 /* bows and arrows. Bows are good for selling! */
1110 /* 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
1111 if (op->contr->mode & PU_FOOD) 1096 if (op->contr->mode & PU_BOOTS)
1112 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"))
1113 { 1130 {
1114 CHK_PICK_PICKUP; 1131 CHK_PICK_PICKUP;
1115 continue; 1132 continue;
1116 } 1133 }
1134 }
1117 1135
1136 /* misc stuff that's useful */
1118 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_KEY)
1119 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1120 { 1139 {
1121 CHK_PICK_PICKUP; 1140 CHK_PICK_PICKUP;
1122 continue; 1141 continue;
1123 } 1142 }
1124 1143
1144 /* any of the last 4 bits set means we use the ratio for value
1145 * pickups */
1125 if (op->contr->mode & PU_POTION) 1146 if (op->contr->mode & PU_RATIO)
1126 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
1127 { 1151 */
1128 CHK_PICK_PICKUP;
1129 continue;
1130 }
1131
1132 /* spellbooks, skillscrolls and normal books/scrolls */
1133 if (op->contr->mode & PU_SPELLBOOK)
1134 if (tmp->type == SPELLBOOK)
1135 {
1136 CHK_PICK_PICKUP;
1137 continue;
1138 }
1139
1140 if (op->contr->mode & PU_SKILLSCROLL)
1141 if (tmp->type == SKILLSCROLL)
1142 {
1143 CHK_PICK_PICKUP;
1144 continue;
1145 }
1146
1147 if (op->contr->mode & PU_READABLES)
1148 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1149 {
1150 CHK_PICK_PICKUP;
1151 continue;
1152 }
1153
1154 /* wands/staves/rods/horns */
1155 if (op->contr->mode & PU_MAGIC_DEVICE)
1156 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1157 {
1158 CHK_PICK_PICKUP;
1159 continue;
1160 }
1161
1162 /* pick up all magical items */
1163 if (op->contr->mode & PU_MAGICAL) 1152 wvratio = op->contr->mode & PU_RATIO;
1164 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)
1165 {
1166 CHK_PICK_PICKUP;
1167 continue;
1168 }
1169
1170 if (op->contr->mode & PU_VALUABLES)
1171 { 1154 {
1172 if (tmp->type == MONEY || tmp->type == GEM) 1155#if 0
1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1157 if (tmp->name != NULL)
1173 { 1158 {
1174 CHK_PICK_PICKUP; 1159 fprintf (stderr, "%s", tmp->name);
1175 continue;
1176 } 1160 }
1177 }
1178
1179 /* rings & amulets - talismans seems to be typed AMULET */
1180 if (op->contr->mode & PU_JEWELS)
1181 if (tmp->type == RING || tmp->type == AMULET)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 /* we don't forget dragon food */
1188 if (op->contr->mode & PU_FLESH)
1189 if (tmp->type == FLESH)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 /* bows and arrows. Bows are good for selling! */
1196 if (op->contr->mode & PU_BOW)
1197 if (tmp->type == BOW)
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_ARROW)
1204 if (tmp->type == ARROW)
1205 {
1206 CHK_PICK_PICKUP;
1207 continue;
1208 }
1209
1210 /* all kinds of armor etc. */
1211 if (op->contr->mode & PU_ARMOUR)
1212 if (tmp->type == ARMOUR)
1213 {
1214 CHK_PICK_PICKUP;
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_HELMET)
1219 if (tmp->type == HELMET)
1220 {
1221 CHK_PICK_PICKUP;
1222 continue;
1223 }
1224
1225 if (op->contr->mode & PU_SHIELD)
1226 if (tmp->type == SHIELD)
1227 {
1228 CHK_PICK_PICKUP;
1229 continue;
1230 }
1231
1232 if (op->contr->mode & PU_BOOTS)
1233 if (tmp->type == BOOTS)
1234 {
1235 CHK_PICK_PICKUP;
1236 continue;
1237 }
1238
1239 if (op->contr->mode & PU_GLOVES)
1240 if (tmp->type == GLOVES)
1241 {
1242 CHK_PICK_PICKUP;
1243 continue;
1244 }
1245
1246 if (op->contr->mode & PU_CLOAK)
1247 if (tmp->type == CLOAK)
1248 {
1249 CHK_PICK_PICKUP;
1250 continue;
1251 }
1252
1253 /* hoping to catch throwing daggers here */
1254 if (op->contr->mode & PU_MISSILEWEAPON)
1255 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1256 {
1257 CHK_PICK_PICKUP;
1258 continue;
1259 }
1260
1261 /* careful: chairs and tables are weapons! */
1262 if (op->contr->mode & PU_ALLWEAPON)
1263 {
1264 if (tmp->type == WEAPON && tmp->name != NULL)
1265 {
1266 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1267 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1268 {
1269 CHK_PICK_PICKUP;
1270 continue;
1271 }
1272 }
1273
1274 if (tmp->type == WEAPON && tmp->name == NULL)
1275 {
1276 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1277 {
1278 CHK_PICK_PICKUP;
1279 continue;
1280 }
1281 }
1282 }
1283
1284 /* misc stuff that's useful */
1285 if (op->contr->mode & PU_KEY)
1286 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1287 {
1288 CHK_PICK_PICKUP;
1289 continue;
1290 }
1291
1292 /* any of the last 4 bits set means we use the ratio for value
1293 * pickups */
1294 if (op->contr->mode & PU_RATIO)
1295 {
1296 /* use value density to decide what else to grab */
1297 /* >=7 was >= op->contr->mode */
1298 /* >=7 is the old standard setting. Now we take the last 4 bits
1299 */
1300 wvratio = op->contr->mode & PU_RATIO;
1301 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1302 {
1303 CHK_PICK_PICKUP;
1304#if 0
1305 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1306 if (tmp->name != NULL)
1307 {
1308 fprintf (stderr, "%s", tmp->name);
1309 }
1310 else 1161 else
1311 fprintf (stderr, "%s", tmp->arch->archname); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1312 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1313 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))));
1314#endif 1165#endif
1166 CHK_PICK_PICKUP;
1315 continue; 1167 continue;
1316 }
1317 } 1168 }
1318 } /* the new pickup model */ 1169 } /* the new pickup model */
1319 } 1170 }
1320 1171
1321 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;
1322} 1208}
1323 1209
1324/* 1210/*
1325 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1326 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1327 * found object is returned. 1213 * found object is returned.
1328 */ 1214 */
1329object * 1215static object *
1330find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1331{ 1217{
1332 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1218 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1333 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1334 return splay (tmp); 1220 return splay (tmp);
1348 * 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
1349 * 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
1350 * 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
1351 * 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.
1352 */ 1238 */
1353object * 1239static object *
1354find_better_arrow (object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1355{ 1241{
1356 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1357 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1358 1244
1359 if (!type) 1245 if (!type)
1363 { 1249 {
1364 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))
1365 { 1251 {
1366 i = 0; 1252 i = 0;
1367 ntmp = find_better_arrow (arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1368 if (i > betterby) 1255 if (i > betterby)
1369 { 1256 {
1370 tmp = ntmp; 1257 tmp = ntmp;
1371 betterby = i; 1258 betterby = i;
1372 } 1259 }
1373 } 1260 }
1374 else if (arrow->type == ARROW && arrow->race == type) 1261 else if (arrow->type == ARROW && arrow->race == type)
1375 { 1262 {
1376 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1377 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1264 if (target->race && arrow->slaying.contains (target->race))
1378 { 1265 {
1379 if (arrow->attacktype & AT_DEATH) 1266 if (arrow->attacktype & AT_DEATH)
1380 { 1267 {
1381 *better = 100; 1268 *better = 100;
1382 return arrow; 1269 return arrow;
1397 { 1284 {
1398 tmp = arrow; 1285 tmp = arrow;
1399 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;
1400 } 1287 }
1401 } 1288 }
1289
1402 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1403 { 1291 {
1404 tmp = arrow; 1292 tmp = arrow;
1405 betterby = 2 + arrow->magic + arrow->stats.dam; 1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1406 } 1294 }
1295
1407 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1408 { 1297 {
1409 tmp = arrow; 1298 tmp = arrow;
1410 betterby = 1 + arrow->magic + arrow->stats.dam; 1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1411 } 1300 }
1424 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1425 * op = the shooter 1314 * op = the shooter
1426 * type = bow->race 1315 * type = bow->race
1427 * dir = fire direction 1316 * dir = fire direction
1428 */ 1317 */
1429object * 1318static object *
1430pick_arrow_target (object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1431{ 1320{
1432 object *tmp = NULL; 1321 object *tmp = NULL;
1433 maptile *m; 1322 maptile *m;
1434 int i, mflags, found, number; 1323 int i, mflags, found, number;
1435 sint16 x, y; 1324 sint16 x, y;
1521 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1522 return 0; 1411 return 0;
1523 } 1412 }
1524 1413
1525 // 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
1526 if (bow->below) 1415 splay (bow);
1527 {
1528 bow->remove ();
1529 op->insert (bow);
1530 }
1531 } 1416 }
1532 1417
1533 if (!bow->race || !bow->skill) 1418 if (!bow->race || !bow->skill)
1534 { 1419 {
1535 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);
1581 arrow->direction = dir; 1466 arrow->direction = dir;
1582 1467
1583 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 */
1584 arrow->stats.hp = arrow->stats.dam; 1469 arrow->stats.hp = arrow->stats.dam;
1585 arrow->stats.grace = arrow->attacktype; 1470 arrow->stats.grace = arrow->attacktype;
1586 1471 arrow->custom_name = arrow->slaying;
1587 if (arrow->slaying)
1588 arrow->spellarg = strdup (arrow->slaying);
1589 1472
1590#if 0 1473#if 0
1591 if (player *pl = op->contr) 1474 if (player *pl = op->contr)
1592 { 1475 {
1593 float speed = pl->weapon_sp; 1476 float speed = pl->weapon_sp;
1655 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1656 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1657 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1658 * hence the function name. 1541 * hence the function name.
1659 */ 1542 */
1660int 1543static int
1661player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1662{ 1545{
1663 int ret; 1546 int ret;
1664 1547
1665 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1693} 1576}
1694 1577
1695/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1696 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1697 */ 1580 */
1698void 1581static void
1699fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1700{ 1583{
1701 object *item = op->contr->ranged_ob; 1584 object *item = op->contr->ranged_ob;
1702 1585
1703 if (!item) 1586 if (!item)
1710 { 1593 {
1711 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1712 return; 1595 return;
1713 } 1596 }
1714 1597
1715 if (!op->change_weapon (item)) 1598 if (!op->apply (item))
1716 return; 1599 return;
1717 1600
1718 if (item->type == WAND) 1601 if (item->type == WAND)
1719 { 1602 {
1720 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1725 return; 1608 return;
1726 } 1609 }
1727 } 1610 }
1728 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1729 { 1612 {
1730 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1613 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1731 1614
1732 // using the maximum of the rods charge allows at least one spell cast 1615 // using the maximum of the rods charge allows at least one spell cast
1733 // for a rod or horn, this fixes some broken rods. 1616 // for a rod or horn, this fixes some broken rods.
1734 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1617 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1735 { 1618 {
1736 op->contr->play_sound (sound_find ("wand_poof")); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1737 1620
1738 if (item->type == ROD) 1621 if (item->type == ROD)
1739 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1771} 1654}
1772 1655
1773/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1774 */ 1657 */
1775bool 1658bool
1776fire (object *op, int dir) 1659fire (object *who, int dir)
1777{ 1660{
1778 int spellcost = 0; 1661 int spellcost = 0;
1779 1662
1780 player *pl = op->contr; 1663 player *pl = who->contr;
1781 1664
1782 if (pl->golem) 1665 if (pl->golem)
1783 { 1666 {
1784 control_golem (op->contr->golem, dir); 1667 control_golem (who->contr->golem, dir);
1785 return false; 1668 return false;
1786 } 1669 }
1787 1670
1788 object *ob = pl->ranged_ob; 1671 object *ob = pl->ranged_ob;
1789 1672
1790 if (!ob) 1673 if (!ob)
1791 return false; 1674 return false;
1792 1675
1793 if (op->speed_left > 0.f) 1676 if (who->speed_left > 0.f)
1794 --op->speed_left; 1677 --who->speed_left;
1795 else 1678 else
1796 return false; 1679 return false;
1797 1680
1798 if (!op->change_weapon (ob)) 1681 if (!who->apply (ob))
1799 return false; 1682 return false;
1800 1683
1801 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
1802 if (action_makes_visible (op)) 1685 if (action_makes_visible (who))
1803 make_visible (op); 1686 make_visible (who);
1804 1687
1805 switch (ob->type) 1688 switch (ob->type)
1806 { 1689 {
1807 case BOW: 1690 case BOW:
1808 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
1809 break; 1692 break;
1810 1693
1811 case SPELL: 1694 case SPELL:
1812 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);
1813 break; 1696 break;
1814 1697
1815 case BUILDER: 1698 case BUILDER:
1816 apply_map_builder (op, dir); 1699 apply_map_builder (who, dir);
1817 break; 1700 break;
1818 1701
1819 case SKILL: 1702 case SKILL:
1820 do_skill (op, op, ob, dir, 0); 1703 do_skill (who, who, ob, dir, 0);
1821 break; 1704 break;
1822 1705
1706 case RANGED:
1707 do_skill (who, ob, who->chosen_skill, dir, 0);
1708 break;
1709
1823 default: 1710 default:
1824 fire_misc_object (op, dir); 1711 fire_misc_object (who, dir);
1825 break; 1712 break;
1826 } 1713 }
1827 1714
1828 return true; 1715 return true;
1829} 1716}
1830 1717
1831/* find_key 1718static object *
1832 * We try to find a key for the door as passed. If we find a key
1833 * and successfully use it, we return the key, otherwise NULL
1834 * This function merges both normal and locked door, since the logic
1835 * for both is the same - just the specific key is different.
1836 * pl is the player,
1837 * inv is the objects inventory to searched
1838 * door is the door we are trying to match against.
1839 * This function can be called recursively to search containers.
1840 */
1841object *
1842find_key (object *pl, object *container, object *door) 1719find_key_ (object *pl, object *container, object *door)
1843{ 1720{
1844 object *tmp, *key; 1721 object *tmp, *key;
1845 1722
1846 /* Should not happen, but sanity checking is never bad */ 1723 /* Should not happen, but sanity checking is never bad */
1847 if (!container->inv) 1724 if (!container->inv)
1850 /* 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 */
1851 for (tmp = container->inv; tmp; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1852 { 1729 {
1853 if (door->type == DOOR && tmp->type == KEY) 1730 if (door->type == DOOR && tmp->type == KEY)
1854 break; 1731 break;
1732
1855 /* For sanity, we should really check door type, but other stuff 1733 /* For sanity, we should really check door type, but other stuff
1856 * (like containers) can be locked with special keys 1734 * (like containers) can be locked with special keys
1857 */ 1735 */
1858 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1859 break; 1737 break;
1865 * a key, return 1743 * a key, return
1866 */ 1744 */
1867 if (!tmp) 1745 if (!tmp)
1868 { 1746 {
1869 for (tmp = container->inv; tmp; tmp = tmp->below) 1747 for (tmp = container->inv; tmp; tmp = tmp->below)
1870 {
1871 /* No reason to search empty containers */ 1748 /* No reason to search empty containers */
1872 if (tmp->type == CONTAINER && tmp->inv) 1749 if (tmp->type == CONTAINER && tmp->inv)
1873 {
1874 if ((key = find_key (pl, tmp, door))) 1750 if ((key = find_key_ (pl, tmp, door)))
1875 return key; 1751 return key;
1876 }
1877 }
1878 1752
1879 if (!tmp) 1753 if (!tmp)
1880 return NULL; 1754 return 0;
1881 } 1755 }
1882 1756
1883 /* 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,
1884 * see if we actually want to use it 1758 * see if we actually want to use it
1885 */ 1759 */
1886 if (pl != container) 1760 if (pl != container)
1887 { 1761 {
1888 /* Only let players use keys in containers */ 1762 /* Only let players use keys in containers */
1889 if (!pl->contr) 1763 if (!pl->contr)
1890 return NULL; 1764 return 0;
1765
1891 /* cases where this fails: 1766 /* cases where this fails:
1892 * If we only search the player inventory, return now since we 1767 * If we only search the player inventory, return now since we
1893 * are not in the players inventory. 1768 * are not in the players inventory.
1894 * If the container is not active, return now since only active 1769 * If the container is not active, return now since only active
1895 * containers can be used. 1770 * containers can be used.
1899 * inv must have been an container and must have been active. 1774 * inv must have been an container and must have been active.
1900 * 1775 *
1901 * Change the color so that the message doesn't disappear with 1776 * Change the color so that the message doesn't disappear with
1902 * all the others. 1777 * all the others.
1903 */ 1778 */
1904 if (pl->contr->usekeys == key_inventory || 1779 if (pl->contr->usekeys == key_inventory
1905 !QUERY_FLAG (container, FLAG_APPLIED) || 1780 || !QUERY_FLAG (container, FLAG_APPLIED)
1906 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1907 { 1782 {
1908 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1783 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1909 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1784 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1910 return NULL; 1785 return NULL;
1911 } 1786 }
1912 } 1787 }
1913 1788
1914 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);
1915} 1815}
1916 1816
1917/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
1918 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
1919 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
1969 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
1970 */ 1870 */
1971bool 1871bool
1972move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
1973{ 1873{
1974 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 }
1975 1879
1976 sint16 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
1977 sint16 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
1978 1882
1979 on_battleground = op_on_battleground (op, 0, 0);
1980
1981 if (out_of_map (op->map, nx, ny)) 1883 if (out_of_map (op->map, nx, ny))
1982 return false; 1884 return false;
1983
1984 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1985 {
1986 --op->speed_left;
1987 return true;
1988 }
1989 1885
1990 /* 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
1991 * 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
1992 * 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
1993 * player. This is a pretty nasty hack, because if we could 1889 * player. This is a pretty nasty hack, because if we could
2062 } 1958 }
2063 else 1959 else
2064 return false; 1960 return false;
2065 } 1961 }
2066 1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
1964
2067 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2068 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2069 * 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
2070 * attack them either. 1968 * attack them either.
2071 */ 1969 */
2135} 2033}
2136 2034
2137bool 2035bool
2138move_player (object *op, int dir) 2036move_player (object *op, int dir)
2139{ 2037{
2140 int pick;
2141
2142 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2143 return 0; 2039 return 0;
2144 2040
2145 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2146 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
2147 { 2043 {
2148 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2149 return 0; 2045 return 0;
2150 } 2046 }
2151 2047
2157 2053
2158 if (op->flag [FLAG_HIDDEN]) 2054 if (op->flag [FLAG_HIDDEN])
2159 do_hidden_move (op); 2055 do_hidden_move (op);
2160 2056
2161 bool retval; 2057 bool retval;
2058 int pick = 0;
2162 2059
2163 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2164 retval = RESULT_INT (0); 2061 retval = RESULT_INT (0);
2165 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2166 retval = fire (op, dir); 2063 retval = fire (op, dir);
2223 return move_player (op, op->direction); 2120 return move_player (op, op->direction);
2224 2121
2225 return false; 2122 return false;
2226} 2123}
2227 2124
2228int 2125static int
2229save_life (object *op) 2126save_life (object *op)
2230{ 2127{
2231 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2232 return 0; 2129 return 0;
2233 2130
2242 2139
2243 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2244 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2245 2142
2246 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2247 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2248 2145
2249 op->update_stats (); 2146 op->update_stats ();
2250 return 1; 2147 return 1;
2251 } 2148 }
2252 2149
2280void 2177void
2281object::drop_unpaid_items () 2178object::drop_unpaid_items ()
2282{ 2179{
2283 if (!flag [FLAG_REMOVED]) 2180 if (!flag [FLAG_REMOVED])
2284 ::drop_unpaid_items (inv, this); 2181 ::drop_unpaid_items (inv, this);
2285}
2286
2287/*
2288 * Returns pointer a static string containing gravestone text
2289 * Moved from apply.c to player.c - player.c is what
2290 * actually uses this function. player.c may not be quite the
2291 * best, a misc file for object actions is probably better,
2292 * but there isn't one in the server directory.
2293 */
2294const char *
2295gravestone_text (object *op)
2296{
2297 static dynbuf_text buf;
2298
2299 buf << "---- R.I.P. ----\n\n"
2300 << op->name;
2301
2302 if (op->type == PLAYER)
2303 buf << " the " << op->contr->title;
2304
2305 buf << "\n\n";
2306
2307 buf << "who was level ";
2308 buf << (sint32)op->level << "\n\n" // OO breakdown
2309 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2310
2311 if (op->type == PLAYER)
2312 buf << "by " << op->contr->killer_name () << ".\n\n";
2313
2314 {
2315 static char buf2[128];
2316 time_t now = time (NULL);
2317 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2318 buf << buf2;
2319 }
2320
2321 return buf;
2322} 2182}
2323 2183
2324void 2184void
2325do_some_living (object *op) 2185do_some_living (object *op)
2326{ 2186{
2518 2378
2519 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2520 { 2380 {
2521 op->statusmsg ("You blindly grab for a bite of food. " 2381 op->statusmsg ("You blindly grab for a bite of food. "
2522 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2523 manual_apply (op, tmp, 0); 2383 op->apply (tmp);
2524 2384
2525 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2526 break; 2386 break;
2527 } 2387 }
2528 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2534 */ 2394 */
2535 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2536 { 2396 {
2537 op->statusmsg ("You blindly grab for a bite of food. " 2397 op->statusmsg ("You blindly grab for a bite of food. "
2538 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2398 "H<To prevent you from starving, you ate some random item from your backpack.>");
2539 manual_apply (op, flesh, 0); 2399 op->apply (flesh);
2540 } 2400 }
2541 2401
2542 // If player is still starving, alert him! 2402 // If player is still starving, alert him!
2543 if (op->stats.food < 0) 2403 if (op->stats.food < 0)
2544 op->failmsg ("You are starving! " 2404 op->failmsg ("You are starving! "
2570 */ 2430 */
2571void 2431void
2572kill_player (object *op) 2432kill_player (object *op)
2573{ 2433{
2574 int x, y; 2434 int x, y;
2575 char buf[MAX_BUF];
2576 maptile *map; /* this is for resurrection */ 2435 maptile *map; /* this is for resurrection */
2577 int will_kill_again; 2436 int will_kill_again;
2578 archetype *at; 2437 archetype *at;
2579 object *tmp; 2438 object *tmp;
2580 2439
2581 if (save_life (op)) 2440 if (save_life (op))
2582 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 }
2583 2478
2584 /* 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
2585 * 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.
2586 * Look at op_on_battleground() for more info --AndreasV 2481 * Look at op_on_battleground() for more info --AndreasV
2587 */ 2482 */
2588 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2589 { 2484 {
2590 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";
2591 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2592
2593 /* restore player */
2594 at = archetype::find ("poisoning");
2595 if (object *tmp = present_arch_in_ob (at, op))
2596 {
2597 tmp->destroy ();
2598 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2599 }
2600
2601 at = archetype::find ("confusion");
2602 if (object *tmp = present_arch_in_ob (at, op))
2603 {
2604 tmp->destroy ();
2605 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2606 }
2607
2608 cure_disease (op, 0, 0); /* remove any disease */
2609 op->stats.hp = op->stats.maxhp;
2610 if (op->stats.food <= 0)
2611 op->stats.food = 999;
2612 2486
2613 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2614 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2615 { 2489
2616 tmp->name = format ("%s's finger" , &op->name); 2490 tmp->name = format ("%s's finger" , &op->name);
2617 tmp->name_pl = format ("%s's fingers", &op->name); 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2618 tmp->msg = format ( 2492 tmp->msg = format (
2619 "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",
2620 &op->name, op->contr->title, 2494 &op->name, op->contr->title,
2621 (int)op->level, 2495 (int)op->level,
2622 op->contr->killer_name () 2496 op->contr->killer_name ()
2623 ); 2497 );
2624 tmp->value = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2625 tmp->materialname = "organics"; 2499 tmp->material = name_to_material (shstr_organic);
2626 tmp->insert_at (op, tmp); 2500 tmp->insert_at (op, tmp);
2627 }
2628 2501
2629 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2630 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced = 0; 2504 op->contr->braced = 0;
2505
2506 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2632 return; 2507 return;
2633 } 2508 }
2509
2510 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2511 deathtab << "T<YOU HAVE DIED>\n\n";
2634 2512
2635 INVOKE_PLAYER (DEATH, op->contr); 2513 INVOKE_PLAYER (DEATH, op->contr);
2636 2514
2637 command_kill_pets (op, 0); 2515 command_kill_pets (op, 0);
2638 2516
2689 lost_a_stat = 1; 2567 lost_a_stat = 1;
2690 } 2568 }
2691 else 2569 else
2692 { 2570 {
2693 /* deplete a stat */ 2571 /* deplete a stat */
2694 archetype *deparch = archetype::find ("depletion"); 2572 archetype *deparch = archetype::find (shstr_depletion);
2695 object *dep; 2573 object *dep;
2696 2574
2697 dep = present_arch_in_ob (deparch, op); 2575 dep = present_arch_in_ob (deparch, op);
2698 if (!dep) 2576 if (!dep)
2699 { 2577 {
2700 dep = arch_to_object (deparch); 2578 dep = deparch->instance ();
2701 insert_ob_in_ob (dep, op); 2579 insert_ob_in_ob (dep, op);
2702 } 2580 }
2703 lose_this_stat = 1; 2581 lose_this_stat = 1;
2704 if (settings.balanced_stat_loss) 2582 if (settings.balanced_stat_loss)
2705 { 2583 {
2733 } 2611 }
2734 } 2612 }
2735 2613
2736 if (lose_this_stat) 2614 if (lose_this_stat)
2737 { 2615 {
2738 this_stat = get_attr_value (&(dep->stats), i); 2616 this_stat = get_attr_value (&dep->stats, i);
2739 /* We could try to do something clever like find another 2617 /* We could try to do something clever like find another
2740 * stat to reduce if this fails. But chances are, if 2618 * stat to reduce if this fails. But chances are, if
2741 * stats have been depleted to -50, all are pretty low 2619 * stats have been depleted to -50, all are pretty low
2742 * 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
2743 * difference. 2621 * difference.
2757 /* If no stat lost, tell the player. */ 2635 /* If no stat lost, tell the player. */
2758 if (!lost_a_stat) 2636 if (!lost_a_stat)
2759 { 2637 {
2760 /* determine_god() seems to not work sometimes... why is this? 2638 /* determine_god() seems to not work sometimes... why is this?
2761 Should I be using something else? GD */ 2639 Should I be using something else? GD */
2762 const char *god = determine_god (op); 2640 shstr_tmp god = determine_god (op);
2763 2641
2764 if (god && (strcmp (god, "none"))) 2642 if (god != shstr_none)
2765 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2643 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2766 else 2644 else
2767 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";
2768 } 2646 }
2769#else 2647#else
2770 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.";
2771#endif 2649#endif
2772 2650
2773 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2774 * exp loss on the stone. 2652 * exp loss on the stone.
2775 */ 2653 */
2776 tmp = arch_to_object (archetype::find ("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2777 tmp->name = format ("%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2778 tmp->name_pl = format ("%s's gravestones", &op->name); 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2779 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2657 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2780 &op->name, op->contr->title, op->contr->killer_name ()); 2658 &op->name, op->contr->title, op->contr->killer_name ());
2781 tmp->x = op->x, tmp->y = op->y; 2659 tmp->x = op->x, tmp->y = op->y;
2782 insert_ob_in_map (tmp, op->map, NULL, 0); 2660 insert_ob_in_map (tmp, op->map, NULL, 0);
2783 2661
2784 /**************************************/ 2662 /**************************************/
2785 /* */ 2663 /* */
2786 /* Subtract the experience points, */ 2664 /* Subtract the experience points, */
2787 /* if we died cause of food, give us */
2788 /* food, and reset HP's... */
2789 /* */ 2665 /* */
2790 /**************************************/ 2666 /**************************************/
2791 2667
2792 /* remove any poisoning and confusion the character may be suffering. */
2793 /* restore player */
2794 at = archetype::find ("poisoning");
2795 tmp = present_arch_in_ob (at, op);
2796
2797 if (tmp)
2798 {
2799 tmp->destroy ();
2800 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2801 }
2802
2803 at = archetype::find ("confusion");
2804 tmp = present_arch_in_ob (at, op);
2805 if (tmp)
2806 {
2807 tmp->destroy ();
2808 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2809 }
2810
2811 cure_disease (op, 0, 0); /* remove any disease */
2812
2813 // remove all spell effects that are active
2814 // to avoid long-term effects such as word-of-recall
2815 for (object *item = op->inv; item; )
2816 {
2817 object *next = item->below;
2818
2819 if (item->type == SPELL_EFFECT && item->active)
2820 item->destroy ();
2821
2822 item = next;
2823 }
2824
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2668 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty (op); 2669 apply_death_exp_penalty (op);
2827
2828 if (op->stats.food < 100)
2829 op->stats.food = 900;
2830
2831 op->stats.hp = op->stats.maxhp;
2832 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2833 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2834 2670
2835 /* 2671 /*
2836 * 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
2837 * and put them back in the map. 2673 * and put them back in the map.
2838 */ 2674 */
2875 2711
2876 insert_ob_in_ob (force, op); 2712 insert_ob_in_ob (force, op);
2877 op->update_stats (); 2713 op->update_stats ();
2878 } 2714 }
2879 2715
2880 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2881} 2717}
2882 2718
2883void 2719static void
2884loot_object (object *op) 2720loot_object (object *op)
2885{ /* Grab and destroy some treasure */ 2721{ /* Grab and destroy some treasure */
2886 object *tmp, *tmp2, *next; 2722 object *tmp, *tmp2, *next;
2887 2723
2888 op->close_container (); /* close open sack first */ 2724 op->close_container (); /* close open sack first */
2919 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
2920 * 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
2921 * was changed. 2757 * was changed.
2922 */ 2758 */
2923void 2759void
2924fix_weight (void) 2760fix_weight ()
2925{ 2761{
2926 for_all_players (pl) 2762 for_all_players (pl)
2927 { 2763 {
2928 sint32 old = pl->ob->carrying; 2764 sint32 old = pl->ob->carrying;
2929 2765
2936 } 2772 }
2937 } 2773 }
2938} 2774}
2939 2775
2940void 2776void
2941fix_luck (void) 2777fix_luck ()
2942{ 2778{
2943 for_all_players (pl) 2779 for_all_players (pl)
2944 if (!pl->ob->contr->ns->state) 2780 if (!pl->ob->contr->ns->state)
2945 pl->ob->change_luck (0); 2781 pl->ob->change_luck (0);
2946} 2782}
3023 level = ob->map->darklevel () - 2; 2859 level = ob->map->darklevel () - 2;
3024 2860
3025 /* this also picks up whether the object is glowing. 2861 /* this also picks up whether the object is glowing.
3026 * 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
3027 * as bad as carrying a light on a pitch dark map */ 2863 * as bad as carrying a light on a pitch dark map */
3028 if (has_carried_lights (ob)) 2864 if (ob->has_carried_lights ())
3029 level = -(10 + (2 * ob->map->darklevel ())); 2865 level = -(10 + (2 * ob->map->darklevel ()));
3030 2866
3031 /* scan through all nearby squares for terrain to hide in */ 2867 /* scan through all nearby squares for terrain to hide in */
3032 for (i = 0, x = ob->x, y = ob->y; 2868 for (i = 0, x = ob->x, y = ob->y;
3033 i <= SIZEOFFREE1; 2869 i <= SIZEOFFREE1;
3190 } 3026 }
3191 3027
3192 return 0; 3028 return 0;
3193} 3029}
3194 3030
3195/* routine for both players and monsters. We call this when
3196 * there is a possibility for our action distrubing our hiding
3197 * place or invisiblity spell. Artefact invisiblity causes
3198 * "noise" instead. If we arent invisible to begin with, we
3199 * return 0.
3200 */
3201int
3202action_makes_visible (object *op)
3203{
3204 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3205 {
3206 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3207 {
3208 // artefact invisibility is permanent, but we still make noise
3209 // this is important for game-balance.
3210 if (op->contr)
3211 op->make_noise ();
3212
3213 return 0;
3214 }
3215
3216 if (op->contr && op->contr->tmp_invis == 0)
3217 return 0;
3218
3219 /* If monsters, they should become visible */
3220 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3221 {
3222 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3223 return 1;
3224 }
3225 }
3226
3227 return 0;
3228}
3229
3230/* op_on_battleground - checks if the given object op (usually 3031/* op_on_battleground - checks if the given object op (usually
3231 * a player) is standing on a valid battleground-tile, 3032 * a player) is standing on a valid battleground-tile,
3232 * function returns TRUE/FALSE. If true x, y returns the battleground 3033 * function returns TRUE/FALSE. If true x, y returns the battleground
3233 * -exit-coord. (and if x, y not NULL) 3034 * -exit-coord. (and if x, y not NULL)
3234 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3035 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3253 && tmp->name == shstr_battleground 3054 && tmp->name == shstr_battleground
3254 && EXIT_X (tmp) && EXIT_Y (tmp)) 3055 && EXIT_X (tmp) && EXIT_Y (tmp))
3255 { 3056 {
3256 /* before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3257 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))
3258 {
3259 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)
3260 { 3061 {
3261 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3262 {
3263 if (x && y) 3062 if (x && y)
3264 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3265 3064
3266 return 1; 3065 return 1;
3267 }
3268 } 3066 }
3269 }
3270 3067
3271 if (x && y) 3068 if (x && y)
3272 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3273 3070
3274 return 1; 3071 return 1;
3431 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3432 } 3229 }
3433 else 3230 else
3434 { 3231 {
3435 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3436 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3437 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));
3438 who->insert (tmp); 3235 who->insert (tmp);
3439 } 3236 }
3440} 3237}
3441 3238
3442/** 3239//-GPL
3443 * Unready an object for a player. This function does nothing if the object was
3444 * not readied.
3445 */
3446void
3447player_unready_range_ob (player *pl, object *ob)
3448{
3449 if (pl->ob->current_weapon == ob)
3450 pl->ob->current_weapon = 0;
3451
3452 if (pl->combat_ob == ob)
3453 pl->combat_ob = 0;
3454
3455 if (pl->ranged_ob == ob)
3456 pl->ranged_ob = 0;
3457}
3458 3240
3459sint8 3241sint8
3460player::darkness_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3461{ 3243{
3462 if (!ns) 3244 if (!ns)

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