ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.165 by root, Mon Aug 27 05:10:51 2007 UTC vs.
Revision 1.268 by root, Wed Apr 7 19:54:45 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
183 72
184 if (ob->map) 73 if (ob->map)
185 maplevel = ob->map->path; 74 maplevel = ob->map->path;
186 75
187 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 78 ob->map = 0;
189 party = 0; 79 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 80
193 players.erase (this); 81 players.erase (this);
194} 82}
195 83
196// connect the player with a specific client 84// connect the player with a specific client
206 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
207 95
208 ns->update_look = 0; 96 ns->update_look = 0;
209 ns->look_position = 0; 97 ns->look_position = 0;
210 98
211 clear_los (this); 99 clear_los ();
212 100
213 ns->reset_stats (); 101 ns->reset_stats ();
214 102
215 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
218 106
219 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
220 link_player_skills (ob); 108 link_skills ();
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 109
224 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
225 111
226 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
228 { 114 {
229 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
230 116
231 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
238 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
239 } 125 }
240 126
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 128
243 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
244 130
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats (); 131 ob->update_stats ();
271 132
272 ns->floorbox_update (); 133 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
275 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
276 activate (); 143 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281 144
282 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
284} 147}
285 148
302 ns->reset_stats (); 165 ns->reset_stats ();
303 ns->pl = 0; 166 ns->pl = 0;
304 ns = 0; 167 ns = 0;
305 } 168 }
306 169
307 observe = ob; 170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
308 173
309 deactivate (); 174 deactivate ();
310} 175}
176
177//-GPL
311 178
312// the need for this function can be explained 179// the need for this function can be explained
313// by load_object not returning the object 180// by load_object not returning the object
314void 181void
315player::set_object (object *op) 182player::set_object (object *op)
316{ 183{
317 ob = observe = op; 184 ob = observe = viewpoint = op;
318 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
319 186
320 ob->speed = 1.0f; 187 ob->speed = 1.0f;
321 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
322 189
323 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
324} 191}
325 192
326void 193void
327player::set_observe (object *op) 194player::set_observe (object *op)
328{ 195{
329 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
330 do_los = 1; 197 do_los = 1;
331} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
332 208
333player::player () 209player::player ()
334{ 210{
335 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point. 212 * we deal with that below this point.
342 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
343 219
344 gen_sp_armour = 10; 220 gen_sp_armour = 10;
345 bowtype = bow_normal; 221 bowtype = bow_normal;
346 petmode = pet_normal; 222 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers; 223 usekeys = containers;
349 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
350 do_los = 1; 225 do_los = 1;
351 226
352 weapon_sp = 1.0f; 227 weapon_sp = 1.0f;
359 disconnect (); 234 disconnect ();
360 235
361 attachable::do_destroy (); 236 attachable::do_destroy ();
362 237
363 if (ob) 238 if (ob)
364 {
365 ob->destroy_inv (false);
366 ob->destroy (); 239 ob->destroy ();
367 }
368 240
369 ob = observe = 0; 241 ob = observe = viewpoint = 0;
370} 242}
371 243
372player::~player () 244player::~player ()
373{ 245{
374 /* Clear item stack */ 246 /* Clear item stack */
375 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
376} 276}
377 277
378/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
379 * All we can really get in this is some settings like host and display 279 * All we can really get in this is some settings like host and display
380 * mode. 280 * mode.
382player * 282player *
383player::create () 283player::create ()
384{ 284{
385 player *pl = new player; 285 player *pl = new player;
386 286
387 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
388 288
389 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
390 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
392 292
393 set_first_map (pl->ob); 293 set_first_map (pl->ob);
394 294
395 return pl; 295 return pl;
396}
397
398/*
399 * get_player_archetype() return next player archetype from archetype
400 * list. Not very efficient routine, but used only creating new players.
401 * Note: there MUST be at least one player archetype!
402 */
403archetype *
404get_player_archetype (archetype *at)
405{
406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
408 for (;;)
409 {
410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418} 296}
419 297
420object * 298object *
421get_nearest_player (object *mon) 299get_nearest_player (object *mon)
422{ 300{
629 507
630 return firstdir; 508 return firstdir;
631} 509}
632 510
633void 511void
634give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
635{ 513{
636 object *op, *next = NULL;
637
638 if (pl->randomitems != NULL) 514 if (pl->randomitems)
639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
640 516
641 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
642 { 518 {
643 next = op->below; 519 next = op->below;
644 520
645 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
646 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
651 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
652 * by this player due to race restrictions 528 * by this player due to race restrictions
653 */ 529 */
654 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
655 { 531 {
656 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
533 &&
657 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
658 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
659 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
537 || op->type == BRACERS || op->type == GIRDLE))
660 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 538 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
661 { 539 {
662 op->destroy (); 540 op->destroy ();
663 continue; 541 continue;
664 } 542 }
665 } 543 }
666 544
667 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
668 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
669 * have a good idea what to replace it with (need something like 547 * generated by bad treasurelists. - elmex
670 * a first level treasurelist for each skill.)
671 * remove duplicate skills also
672 */ 548 */
673 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
674 { 550 {
675 object *tmp;
676
677 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
678 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
679 break;
680
681 if (tmp)
682 { 553 {
683 op->destroy (); 554 op->destroy ();
555 LOG (llevError,
684 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
685 continue; 557 break;
686 } 558 }
687 559
688 if (op->nrof > 1) 560 if (op->nrof > 1)
689 op->nrof = 1; 561 op->nrof = 1;
690 } 562 }
691 563
692 if (op->type == SPELLBOOK && op->inv) 564 if (op->type == SPELLBOOK && op->inv)
693 {
694 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 565 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
695 }
696 566
697 /* Give starting characters identified, uncursed, and undamned 567 /* Give starting characters identified, uncursed, and undamned
698 * items. Just don't identify gold or silver, or it won't be 568 * items. Just don't identify gold or silver, or it won't be
699 * merged properly. 569 * merged properly.
700 */ 570 */
701 if (need_identify (op)) 571 if (need_identify (op))
702 { 572 {
703 SET_FLAG (op, FLAG_IDENTIFIED); 573 SET_FLAG (op, FLAG_IDENTIFIED);
704 CLEAR_FLAG (op, FLAG_CURSED); 574 CLEAR_FLAG (op, FLAG_CURSED);
705 CLEAR_FLAG (op, FLAG_DAMNED); 575 CLEAR_FLAG (op, FLAG_DAMNED);
706 } 576 }
577
707 if (op->type == SPELL) 578 if (op->type == SPELL)
708 { 579 {
709 op->destroy (); 580 op->destroy ();
710 continue; 581 continue;
711 } 582 }
713 { 584 {
714 SET_FLAG (op, FLAG_CAN_USE_SKILL); 585 SET_FLAG (op, FLAG_CAN_USE_SKILL);
715 op->stats.exp = 0; 586 op->stats.exp = 0;
716 op->level = 1; 587 op->level = 1;
717 } 588 }
718 /* lock all 'normal items by default */ 589 else /* lock all 'normal items by default */
719 else
720 SET_FLAG (op, FLAG_INV_LOCKED); 590 SET_FLAG (op, FLAG_INV_LOCKED);
721 } /* for loop of objects in player inv */ 591 } /* for loop of objects in player inv */
722 592
723 /* Need to set up the skill pointers */ 593 /* Need to set up the skill pointers */
724 link_player_skills (pl); 594 pl->contr->link_skills ();
725} 595}
726 596
727void 597void
728get_party_password (object *op, partylist *party) 598get_party_password (object *op, partylist *party)
729{ 599{
739 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 609 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
740} 610}
741 611
742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 612/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
743static int 613static int
744roll_stat (void) 614roll_stat ()
745{ 615{
746 int a[4], i, j, k; 616 int a[4], i, j, k;
747 617
748 for (i = 0; i < 4; i++) 618 for (i = 0; i < 4; i++)
749 a[i] = (int) rndm (6) + 1; 619 a[i] = (int) rndm (6) + 1;
830static void 700static void
831start_info (object *op) 701start_info (object *op)
832{ 702{
833 char buf[MAX_BUF]; 703 char buf[MAX_BUF];
834 704
835 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 705 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
836 new_draw_info (NDI_UNIQUE, 0, op, buf); 706 new_draw_info (NDI_UNIQUE, 0, op, buf);
837 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
838 //new_draw_info (NDI_UNIQUE, 0, op, " ");
839} 707}
840 708
841/* This function takes the key that is passed, and does the 709/* This function takes the key that is passed, and does the
842 * appropriate action with it (change race, or other things). 710 * appropriate action with it (change race, or other things).
843 * The function name is for historical reasons - now we have 711 * The function name is for historical reasons - now we have
846 */ 714 */
847void 715void
848player::chargen_race_done () 716player::chargen_race_done ()
849{ 717{
850 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
851 esrv_new_player (ob->contr, ob->weight + ob->carrying); 719 esrv_new_player (ob->contr);
852 720
853 treasurelist *tl = treasurelist::find ("starting_wealth"); 721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
854 if (tl) 722 if (tl)
855 create_treasure (tl, ob, 0, 0, 0); 723 create_treasure (tl, ob, 0, 0, 0);
856 724
857 INVOKE_PLAYER (BIRTH, ob->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
858 INVOKE_PLAYER (LOGIN, ob->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
859 727
860 ob->contr->ns->state = ST_PLAYING; 728 ob->contr->ns->state = ST_PLAYING;
861 729
862 if (ob->msg) 730 if (ob->msg)
863 ob->msg = 0; 731 ob->msg = 0;
864
865 /* We create this now because some of the unique maps will need it
866 * to save here.
867 */
868 {
869 char buf[MAX_BUF];
870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
871 make_path_to_file (buf);
872 }
873 732
874 start_info (ob); 733 start_info (ob);
875 CLEAR_FLAG (ob, FLAG_WIZ); 734 CLEAR_FLAG (ob, FLAG_WIZ);
876 give_initial_items (ob, ob->randomitems); 735 give_initial_items (ob, ob->randomitems);
877 link_player_skills (ob);
878 esrv_send_inventory (ob, ob); 736 esrv_send_inventory (ob, ob);
879 ob->update_stats (); 737 ob->update_stats ();
880 738
881 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
882 * is one for this race 740 * is one for this race
883 */ 741 */
884 if (*first_map_ext_path) 742 if (*first_map_ext_path)
885 { 743 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
886 object *tmp;
887 char mapname[MAX_BUF];
888
889 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
890 tmp = object::create ();
891 EXIT_PATH (tmp) = mapname;
892 EXIT_X (tmp) = ob->x;
893 EXIT_Y (tmp) = ob->y;
894 ob->enter_exit (tmp); /* we don't really care if it succeeded;
895 * if the map isn't there, then stay on the
896 * default initial map */
897 tmp->destroy ();
898 }
899 else 744 else
900 LOG (llevDebug, "first_map_ext_path not set\n"); 745 LOG (llevDebug, "first_map_ext_path not set\n");
901} 746}
902 747
903void 748void
934 ob->stats.hp = ob->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
935 ob->stats.sp = ob->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
936 ob->stats.grace = 0; 781 ob->stats.grace = 0;
937} 782}
938 783
939void 784static void
940flee_player (object *op) 785flee_player (object *op)
941{ 786{
942 int dir, diff; 787 int dir, diff;
943 rv_vector rv; 788 rv_vector rv;
944 789
947 LOG (llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
948 CLEAR_FLAG (op, FLAG_SCARED); 793 CLEAR_FLAG (op, FLAG_SCARED);
949 return; 794 return;
950 } 795 }
951 796
952 if (op->enemy == NULL) 797 if (!op->enemy)
953 { 798 {
954 LOG (llevDebug, "Fleeing player had no enemy.\n"); 799 LOG (llevDebug, "Fleeing player had no enemy.\n");
955 CLEAR_FLAG (op, FLAG_SCARED); 800 CLEAR_FLAG (op, FLAG_SCARED);
956 return; 801 return;
957 } 802 }
958 803
959 /* Seen some crashes here. Since we don't store an
960 * op->enemy_count, it is possible that something destroys the
961 * actual enemy, and the object is recycled.
962 */
963 if (op->enemy->map == NULL)
964 {
965 CLEAR_FLAG (op, FLAG_SCARED);
966 op->enemy = NULL;
967 return;
968 }
969
970 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 804 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
971 { 805 {
972 op->enemy = NULL; 806 op->enemy = NULL;
973 CLEAR_FLAG (op, FLAG_SCARED); 807 CLEAR_FLAG (op, FLAG_SCARED);
974 return; 808 return;
977 get_rangevector (op, op->enemy, &rv, 0); 811 get_rangevector (op, op->enemy, &rv, 0);
978 812
979 dir = absdir (4 + rv.direction); 813 dir = absdir (4 + rv.direction);
980 for (diff = 0; diff < 3; diff++) 814 for (diff = 0; diff < 3; diff++)
981 { 815 {
982 int m = 1 - (RANDOM () & 2); 816 int m = 1 - rndm (2) * 2;
983 817
984 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 818 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
985 return; 819 return;
986 } 820 }
987 821
988 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
989 CLEAR_FLAG (op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
998check_pick (object *op) 832check_pick (object *op)
999{ 833{
1000 object *tmp, *next; 834 object *tmp, *next;
1001 int stop = 0; 835 int stop = 0;
1002 int wvratio; 836 int wvratio;
1003 char putstring[128];
1004 837
1005 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
1006 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
1007 return 1; 840 return 1;
1008 841
1009 next = op->below; 842 next = op->below;
843
844 int cnt = MAX_ITEM_PER_ACTION;
845#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1010 846
1011 /* loop while there are items on the floor that are not marked as 847 /* loop while there are items on the floor that are not marked as
1012 * destroyed */ 848 * destroyed */
1013 while (next && !next->destroyed ()) 849 while (next && !next->destroyed ())
1014 { 850 {
1015 tmp = next; 851 tmp = next;
1016 next = tmp->below; 852 next = tmp->below;
1017 853
854 if (cnt <= 0)
855 {
856 op->failmsg ("Couldn't pickup all items at once.");
857 return 0;
858 }
859
1018 if (op->destroyed ()) 860 if (op->destroyed ())
1019 return 0; 861 return 0;
1020 862
1021 if (!can_pick (op, tmp)) 863 if (!can_pick (op, tmp))
1022 continue; 864 continue;
1023 865
1024 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 866 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1025 { 867 {
1026 if (item_matched_string (op, tmp, op->contr->search_str)) 868 if (item_matched_string (op, tmp, op->contr->search_str))
1027 pick_up (op, tmp); 869 CHK_PICK_PICKUP;
870
1028 continue; 871 continue;
1029 } 872 }
1030 873
1031 /* high not bit set? We're using the old autopickup model */ 874 /* pickup handling */
875 if (op->contr->mode & PU_DEBUG)
876 {
877 /* some debugging code to figure out item information */
878 const char *str = tmp->name
879 ? format ("item name: %s item type: %d weight/value: %d",
880 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
881 : format ("item name: %s item type: %d weight/value: %d",
882 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
883
884 new_draw_info (NDI_UNIQUE, 0, op, str);
885 }
886
887 if (op->contr->mode & PU_INHIBIT)
888 return 1;
889
890 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
891 return 1;
892
893 /* philosophy:
894 * It's easy to grab an item type from a pile, as long as it's
895 * generic. This takes no game-time. For more detailed pickups
896 * and selections, select-items should be used. This is a
897 * grab-as-you-run type mode that's really useful for arrows for
898 * example.
899 * The drawback: right now it has no frontend, so you need to
900 * stick the bits you want into a calculator in hex mode and then
901 * convert to decimal and then 'pickup <#>
902 */
903
904 /* the first two modes are exclusive: if NOTHING we return, if
905 * STOP then we stop. All the rest are applied sequentially,
906 * meaning if any test passes, the item gets picked up. */
907
908 /* if mode is set to pick nothing up, return */
909 if (op->contr->mode == PU_NOTHING)
910 return 1;
911
912 /* if mode is set to stop when encountering objects, return */
913 /* take STOP before INHIBIT since it doesn't actually pick
914 * anything up */
915 if (op->contr->mode & PU_STOP)
916 return 0;
917
918 /* useful for going into stores and not losing your settings... */
919 /* and for battles wher you don't want to get loaded down while
920 * fighting */
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 /* prevent us from turning into auto-thieves :) */
925 if (QUERY_FLAG (tmp, FLAG_UNPAID))
926 continue;
927
928 /* ignore known cursed objects */
929 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
930 continue;
931
932 /* all food and drink if desired */
933 /* question: don't pick up known-poisonous stuff? */
1032 if (!(op->contr->mode & PU_NEWMODE)) 934 if (op->contr->mode & PU_FOOD)
935 if (tmp->type == FOOD)
1033 { 936 {
1034 switch (op->contr->mode) 937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_DRINK)
942 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 if (op->contr->mode & PU_POTION)
949 if (tmp->type == POTION)
950 {
951 CHK_PICK_PICKUP;
952 continue;
953 }
954
955 /* spellbooks, skillscrolls and normal books/scrolls */
956 if (op->contr->mode & PU_SPELLBOOK)
957 if (tmp->type == SPELLBOOK)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_SKILLSCROLL)
964 if (tmp->type == SKILLSCROLL)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 if (op->contr->mode & PU_READABLES)
971 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
976
977 /* wands/staves/rods/horns */
978 if (op->contr->mode & PU_MAGIC_DEVICE)
979 if (tmp->type == WAND
980 || tmp->type == ROD
981 || tmp->type == HORN
982 || tmp->type == POWER_CRYSTAL)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 /* pick up all magical items */
989 if (op->contr->mode & PU_MAGICAL)
990 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
991 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 if (op->contr->mode & PU_VALUABLES)
998 {
999 if (tmp->type == MONEY || tmp->type == GEM)
1035 { 1000 {
1036 case 0: 1001 CHK_PICK_PICKUP;
1037 return 1; /* don't pick up */ 1002 continue;
1038 case 1:
1039 pick_up (op, tmp);
1040 return 1;
1041 case 2:
1042 pick_up (op, tmp);
1043 return 0;
1044 case 3:
1045 return 0; /* stop before pickup */
1046 case 4:
1047 pick_up (op, tmp);
1048 break;
1049 case 5:
1050 pick_up (op, tmp);
1051 stop = 1;
1052 break;
1053 case 6:
1054 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1055 pick_up (op, tmp);
1056 break;
1057
1058 case 7:
1059 if (tmp->type == MONEY || tmp->type == GEM)
1060 pick_up (op, tmp);
1061 break;
1062
1063 default:
1064 /* use value density */
1065 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1066 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1067 pick_up (op, tmp);
1068 } 1003 }
1069 } 1004 }
1070 else 1005
1071 { /* old model */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1072 /* NEW pickup handling */
1073 if (op->contr->mode & PU_DEBUG) 1007 if (op->contr->mode & PU_JEWELS)
1008 if (tmp->type == RING
1009 || tmp->type == AMULET
1010 || tmp->type == GIRDLE
1011 || tmp->type == SKILL_TOOL)
1074 { 1012 {
1075 /* some debugging code to figure out item information */ 1013 CHK_PICK_PICKUP;
1076 if (tmp->name != NULL)
1077 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1078 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1079 else
1080 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1081 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1082
1083 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1084 }
1085
1086 /* philosophy:
1087 * It's easy to grab an item type from a pile, as long as it's
1088 * generic. This takes no game-time. For more detailed pickups
1089 * and selections, select-items should be used. This is a
1090 * grab-as-you-run type mode that's really useful for arrows for
1091 * example.
1092 * The drawback: right now it has no frontend, so you need to
1093 * stick the bits you want into a calculator in hex mode and then
1094 * convert to decimal and then 'pickup <#>
1095 */
1096
1097 /* the first two modes are exclusive: if NOTHING we return, if
1098 * STOP then we stop. All the rest are applied sequentially,
1099 * meaning if any test passes, the item gets picked up. */
1100
1101 /* if mode is set to pick nothing up, return */
1102
1103 if (op->contr->mode & PU_NOTHING)
1104 return 1;
1105
1106 /* if mode is set to stop when encountering objects, return */
1107 /* take STOP before INHIBIT since it doesn't actually pick
1108 * anything up */
1109
1110 if (op->contr->mode & PU_STOP)
1111 return 0;
1112
1113 /* useful for going into stores and not losing your settings... */
1114 /* and for battles wher you don't want to get loaded down while
1115 * fighting */
1116 if (op->contr->mode & PU_INHIBIT)
1117 return 1;
1118
1119 /* prevent us from turning into auto-thieves :) */
1120 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1121 continue; 1014 continue;
1015 }
1122 1016
1123 /* ignore known cursed objects */ 1017 /* we don't forget dragon food */
1124 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1018 if (op->contr->mode & PU_FLESH)
1019 if (tmp->type == FLESH)
1020 {
1021 CHK_PICK_PICKUP;
1125 continue; 1022 continue;
1023 }
1126 1024
1127 /* all food and drink if desired */ 1025 /* bows and arrows. Bows are good for selling! */
1128 /* question: don't pick up known-poisonous stuff? */ 1026 if (op->contr->mode & PU_BOW)
1027 if (tmp->type == BOW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 if (op->contr->mode & PU_ARROW)
1034 if (tmp->type == ARROW)
1035 {
1036 CHK_PICK_PICKUP;
1037 continue;
1038 }
1039
1040 /* all kinds of armor etc. */
1041 if (op->contr->mode & PU_ARMOUR)
1042 if (tmp->type == ARMOUR)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_HELMET)
1049 if (tmp->type == HELMET)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 if (op->contr->mode & PU_SHIELD)
1056 if (tmp->type == SHIELD)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1129 if (op->contr->mode & PU_FOOD) 1062 if (op->contr->mode & PU_BOOTS)
1130 if (tmp->type == FOOD) 1063 if (tmp->type == BOOTS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_GLOVES)
1070 if (tmp->type == GLOVES || tmp->type == BRACERS)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 if (op->contr->mode & PU_CLOAK)
1077 if (tmp->type == CLOAK)
1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1083 /* hoping to catch throwing daggers here */
1084 if (op->contr->mode & PU_MISSILEWEAPON)
1085 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 /* careful: chairs and tables are weapons! */
1092 if (op->contr->mode & PU_ALLWEAPON)
1093 {
1094 if (tmp->type == WEAPON)
1095 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1131 { 1096 {
1132 pick_up (op, tmp); 1097 CHK_PICK_PICKUP;
1133 continue; 1098 continue;
1134 } 1099 }
1100 }
1135 1101
1102 /* misc stuff that's useful */
1136 if (op->contr->mode & PU_DRINK) 1103 if (op->contr->mode & PU_KEY)
1137 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1104 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1138 { 1105 {
1139 pick_up (op, tmp); 1106 CHK_PICK_PICKUP;
1140 continue; 1107 continue;
1141 } 1108 }
1142 1109
1110 /* any of the last 4 bits set means we use the ratio for value
1111 * pickups */
1143 if (op->contr->mode & PU_POTION) 1112 if (op->contr->mode & PU_RATIO)
1144 if (tmp->type == POTION) 1113 {
1114 /* use value density to decide what else to grab */
1115 /* >=7 was >= op->contr->mode */
1116 /* >=7 is the old standard setting. Now we take the last 4 bits
1145 { 1117 */
1146 pick_up (op, tmp);
1147 continue;
1148 }
1149
1150 /* spellbooks, skillscrolls and normal books/scrolls */
1151 if (op->contr->mode & PU_SPELLBOOK)
1152 if (tmp->type == SPELLBOOK)
1153 {
1154 pick_up (op, tmp);
1155 continue;
1156 }
1157
1158 if (op->contr->mode & PU_SKILLSCROLL)
1159 if (tmp->type == SKILLSCROLL)
1160 {
1161 pick_up (op, tmp);
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_READABLES)
1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1167 {
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 /* wands/staves/rods/horns */
1173 if (op->contr->mode & PU_MAGIC_DEVICE)
1174 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* pick up all magical items */
1181 if (op->contr->mode & PU_MAGICAL) 1118 wvratio = op->contr->mode & PU_RATIO;
1182 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1119 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_VALUABLES)
1189 { 1120 {
1190 if (tmp->type == MONEY || tmp->type == GEM) 1121#if 0
1122 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1123 if (tmp->name != NULL)
1191 { 1124 {
1192 pick_up (op, tmp); 1125 fprintf (stderr, "%s", tmp->name);
1193 continue;
1194 } 1126 }
1195 }
1196
1197 /* rings & amulets - talismans seems to be typed AMULET */
1198 if (op->contr->mode & PU_JEWELS)
1199 if (tmp->type == RING || tmp->type == AMULET)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* we don't forget dragon food */
1206 if (op->contr->mode & PU_FLESH)
1207 if (tmp->type == FLESH)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* bows and arrows. Bows are good for selling! */
1214 if (op->contr->mode & PU_BOW)
1215 if (tmp->type == BOW)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_ARROW)
1222 if (tmp->type == ARROW)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 /* all kinds of armor etc. */
1229 if (op->contr->mode & PU_ARMOUR)
1230 if (tmp->type == ARMOUR)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_HELMET)
1237 if (tmp->type == HELMET)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_SHIELD)
1244 if (tmp->type == SHIELD)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_BOOTS)
1251 if (tmp->type == BOOTS)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_GLOVES)
1258 if (tmp->type == GLOVES)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 if (op->contr->mode & PU_CLOAK)
1265 if (tmp->type == CLOAK)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 /* hoping to catch throwing daggers here */
1272 if (op->contr->mode & PU_MISSILEWEAPON)
1273 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 /* careful: chairs and tables are weapons! */
1280 if (op->contr->mode & PU_ALLWEAPON)
1281 {
1282 if (tmp->type == WEAPON && tmp->name != NULL)
1283 {
1284 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1285 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290 }
1291
1292 if (tmp->type == WEAPON && tmp->name == NULL)
1293 {
1294 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299 }
1300 }
1301
1302 /* misc stuff that's useful */
1303 if (op->contr->mode & PU_KEY)
1304 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 /* any of the last 4 bits set means we use the ratio for value
1311 * pickups */
1312 if (op->contr->mode & PU_RATIO)
1313 {
1314 /* use value density to decide what else to grab */
1315 /* >=7 was >= op->contr->mode */
1316 /* >=7 is the old standard setting. Now we take the last 4 bits
1317 * and multiply them by 5, giving 0..15*5== 5..75 */
1318 wvratio = (op->contr->mode & PU_RATIO) * 5;
1319 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1320 {
1321 pick_up (op, tmp);
1322#if 0
1323 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1324 if (tmp->name != NULL)
1325 {
1326 fprintf (stderr, "%s", tmp->name);
1327 }
1328 else 1127 else
1329 fprintf (stderr, "%s", tmp->arch->archname); 1128 fprintf (stderr, "%s", tmp->arch->archname);
1330 fprintf (stderr, ",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1331 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1130 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1332#endif 1131#endif
1132 CHK_PICK_PICKUP;
1333 continue; 1133 continue;
1334 }
1335 } 1134 }
1336 } /* the new pickup model */ 1135 } /* the new pickup model */
1337 } 1136 }
1338 1137
1339 return !stop; 1138 return !stop;
1139}
1140
1141/* routine for both players and monsters. We call this when
1142 * there is a possibility for our action distrubing our hiding
1143 * place or invisiblity spell. Artefact invisiblity causes
1144 * "noise" instead. If we arent invisible to begin with, we
1145 * return 0.
1146 */
1147static int
1148action_makes_visible (object *op)
1149{
1150 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1151 {
1152 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1153 {
1154 // artefact invisibility is permanent, but we still make noise
1155 // this is important for game-balance.
1156 if (op->contr)
1157 op->make_noise ();
1158
1159 return 0;
1160 }
1161
1162 if (op->contr && op->contr->tmp_invis == 0)
1163 return 0;
1164
1165 /* If monsters, they should become visible */
1166 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1167 {
1168 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1169 return 1;
1170 }
1171 }
1172
1173 return 0;
1340} 1174}
1341 1175
1342/* 1176/*
1343 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1344 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1345 * found object is returned. 1179 * found object is returned.
1346 */ 1180 */
1347object * 1181static object *
1348find_arrow (object *op, const char *type) 1182find_arrow (object *op, const char *type)
1349{ 1183{
1350 object *tmp = 0;
1351
1352 for (op = op->inv; op; op = op->below) 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1353 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1354 tmp = find_arrow (op, type);
1355 else if (op->type == ARROW && op->race == type) 1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1186 return splay (tmp);
1187
1188 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1189 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1190 if (object *arrow = find_arrow (tmp, type))
1191 {
1192 splay (tmp);
1356 return op; 1193 return arrow;
1194 }
1357 1195
1358 return tmp; 1196 return 0;
1359} 1197}
1360 1198
1361/* 1199/*
1362 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1200 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1363 * against the target. A full test is not performed, simply a basic test 1201 * against the target. A full test is not performed, simply a basic test
1364 * of resistances. The archer is making a quick guess at what he sees down 1202 * of resistances. The archer is making a quick guess at what he sees down
1365 * the hall. Failing that it does it's best to pick the highest plus arrow. 1203 * the hall. Failing that it does it's best to pick the highest plus arrow.
1366 */ 1204 */
1367object * 1205static object *
1368find_better_arrow (object *op, object *target, const char *type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1369{ 1207{
1370 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1371 int attacknum, attacktype, betterby = 0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1372 1210
1373 if (!type) 1211 if (!type)
1377 { 1215 {
1378 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1216 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1379 { 1217 {
1380 i = 0; 1218 i = 0;
1381 ntmp = find_better_arrow (arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1220
1382 if (i > betterby) 1221 if (i > betterby)
1383 { 1222 {
1384 tmp = ntmp; 1223 tmp = ntmp;
1385 betterby = i; 1224 betterby = i;
1386 } 1225 }
1387 } 1226 }
1388 else if (arrow->type == ARROW && arrow->race == type) 1227 else if (arrow->type == ARROW && arrow->race == type)
1389 { 1228 {
1390 /* allways prefer assasination/slaying */ 1229 /* allways prefer assasination/slaying */
1391 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1230 if (target->race && arrow->slaying.contains (target->race))
1392 { 1231 {
1393 if (arrow->attacktype & AT_DEATH) 1232 if (arrow->attacktype & AT_DEATH)
1394 { 1233 {
1395 *better = 100; 1234 *better = 100;
1396 return arrow; 1235 return arrow;
1411 { 1250 {
1412 tmp = arrow; 1251 tmp = arrow;
1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1252 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1414 } 1253 }
1415 } 1254 }
1255
1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1256 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1417 { 1257 {
1418 tmp = arrow; 1258 tmp = arrow;
1419 betterby = 2 + arrow->magic + arrow->stats.dam; 1259 betterby = 2 + arrow->magic + arrow->stats.dam;
1420 } 1260 }
1261
1421 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1262 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1422 { 1263 {
1423 tmp = arrow; 1264 tmp = arrow;
1424 betterby = 1 + arrow->magic + arrow->stats.dam; 1265 betterby = 1 + arrow->magic + arrow->stats.dam;
1425 } 1266 }
1426 } 1267 }
1427 } 1268 }
1428 } 1269 }
1270
1429 if (tmp == NULL && arrow == NULL) 1271 if (tmp == NULL && arrow == NULL)
1430 return find_arrow (op, type); 1272 return find_arrow (op, type);
1431 1273
1432 *better = betterby; 1274 *better = betterby;
1433 return tmp; 1275 return tmp;
1437 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1438 * op = the shooter 1280 * op = the shooter
1439 * type = bow->race 1281 * type = bow->race
1440 * dir = fire direction 1282 * dir = fire direction
1441 */ 1283 */
1442object * 1284static object *
1443pick_arrow_target (object *op, const char *type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1444{ 1286{
1445 object *tmp = NULL; 1287 object *tmp = NULL;
1446 maptile *m; 1288 maptile *m;
1447 int i, mflags, found, number; 1289 int i, mflags, found, number;
1448 sint16 x, y; 1290 sint16 x, y;
1463 for (i = 0, found = 0; i < 20; i++) 1305 for (i = 0, found = 0; i < 20; i++)
1464 { 1306 {
1465 x += freearr_x[dir]; 1307 x += freearr_x[dir];
1466 y += freearr_y[dir]; 1308 y += freearr_y[dir];
1467 mflags = get_map_flags (m, &m, x, y, &x, &y); 1309 mflags = get_map_flags (m, &m, x, y, &x, &y);
1310
1468 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1311 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1469 { 1312 {
1470 tmp = NULL; 1313 tmp = 0;
1471 break; 1314 break;
1472 } 1315 }
1473 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1316 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1474 { 1317 {
1475 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1318 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1476 * perhaps a bad assumption. 1319 * perhaps a bad assumption.
1477 */ 1320 */
1478 tmp = NULL; 1321 tmp = 0;
1479 break; 1322 break;
1480 } 1323 }
1324
1481 if (mflags & P_IS_ALIVE) 1325 if (mflags & P_IS_ALIVE)
1482 {
1483 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1326 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1484 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1485 {
1486 found++;
1487 break;
1488 }
1489 if (found)
1490 break; 1328 break;
1491 }
1492 } 1329 }
1493 if (tmp == NULL) 1330
1331 if (!tmp)
1494 return find_arrow (op, type); 1332 return find_arrow (op, type);
1495 1333
1496 if (tmp->head) 1334 if (tmp->head)
1497 tmp = tmp->head; 1335 tmp = tmp->head;
1498 1336
1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1376 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1539 return 0; 1377 return 0;
1540 } 1378 }
1541 1379
1542 // optimisation: move object to top so we will find it quickly again 1380 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below) 1381 splay (bow);
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1549 } 1382 }
1550 1383
1551 if (!bow->race || !bow->skill) 1384 if (!bow->race || !bow->skill)
1552 { 1385 {
1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1579 } 1412 }
1580 1413
1581 /* this should not happen, but sometimes does */ 1414 /* this should not happen, but sometimes does */
1582 if (arrow->nrof == 0) 1415 if (arrow->nrof == 0)
1583 { 1416 {
1417 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1584 arrow->destroy (); 1418 arrow->destroy ();
1585 return 0; 1419 return 0;
1586 } 1420 }
1587 1421
1588 left = arrow; /* these are arrows left to the player */ 1422 left = arrow; /* these are arrows left to the player */
1589 arrow = get_split_ob (arrow, 1); 1423 arrow = arrow->split ();
1590 if (!arrow) 1424 if (!arrow)
1591 { 1425 {
1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1426 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1593 return 0; 1427 return 0;
1594 } 1428 }
1598 arrow->direction = dir; 1432 arrow->direction = dir;
1599 1433
1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1434 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam; 1435 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype; 1436 arrow->stats.grace = arrow->attacktype;
1603 1437 arrow->custom_name = arrow->slaying;
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606 1438
1607#if 0 1439#if 0
1608 if (player *pl = op->contr) 1440 if (player *pl = op->contr)
1609 { 1441 {
1610 float speed = pl->weapon_sp; 1442 float speed = pl->weapon_sp;
1661 op->play_sound (sound_find ("fire_arrow")); 1493 op->play_sound (sound_find ("fire_arrow"));
1662 m->insert (arrow, sx, sy, op); 1494 m->insert (arrow, sx, sy, op);
1663 1495
1664 if (!arrow->destroyed ()) 1496 if (!arrow->destroyed ())
1665 move_arrow (arrow); 1497 move_arrow (arrow);
1666
1667 if (op->type == PLAYER)
1668 {
1669 if (left->destroyed ())
1670 esrv_del_item (op->contr, left->count);
1671 else
1672 esrv_send_item (op, left);
1673 }
1674 1498
1675 return 1; 1499 return 1;
1676} 1500}
1677 1501
1678/* Special fire code for players - this takes into 1502/* Special fire code for players - this takes into
1680 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1681 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1682 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1683 * hence the function name. 1507 * hence the function name.
1684 */ 1508 */
1685int 1509static int
1686player_fire_bow (object *op, int dir) 1510player_fire_bow (object *op, int dir)
1687{ 1511{
1688 int ret = 0, wcmod = 0; 1512 int ret;
1689 1513
1690 if (op->contr->bowtype == bow_bestarrow) 1514 if (op->contr->bowtype == bow_bestarrow)
1691 { 1515 {
1692 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1516 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1693 } 1517 }
1694 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1518 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1695 { 1519 {
1696 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1520 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1697 wcmod = -1;
1698
1699 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1521 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1700 } 1522 }
1701 else if (op->contr->bowtype == bow_threewide) 1523 else if (op->contr->bowtype == bow_threewide)
1702 { 1524 {
1703 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1704 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1526 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1705 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1527 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1706 } 1528 }
1707 else if (op->contr->bowtype == bow_spreadshot) 1529 else if (op->contr->bowtype == bow_spreadshot)
1708 { 1530 {
1709 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1531 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1710 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1532 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1711 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1533 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1712 } 1534 }
1713 else 1535 else
1714 { 1536 {
1720} 1542}
1721 1543
1722/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1723 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1724 */ 1546 */
1725void 1547static void
1726fire_misc_object (object *op, int dir) 1548fire_misc_object (object *op, int dir)
1727{ 1549{
1728 object *item = op->contr->ranged_ob; 1550 object *item = op->contr->ranged_ob;
1729 1551
1730 if (!item) 1552 if (!item)
1737 { 1559 {
1738 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1739 return; 1561 return;
1740 } 1562 }
1741 1563
1742 if (!op->change_weapon (item)) 1564 if (!op->apply (item))
1743 return; 1565 return;
1744 1566
1745 if (item->type == WAND) 1567 if (item->type == WAND)
1746 { 1568 {
1747 if (item->stats.food <= 0) 1569 if (item->stats.food <= 0)
1752 return; 1574 return;
1753 } 1575 }
1754 } 1576 }
1755 else if (item->type == ROD || item->type == HORN) 1577 else if (item->type == ROD || item->type == HORN)
1756 { 1578 {
1757 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1579 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1580
1581 // using the maximum of the rods charge allows at least one spell cast
1582 // for a rod or horn, this fixes some broken rods.
1583 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1758 { 1584 {
1759 op->contr->play_sound (sound_find ("wand_poof")); 1585 op->contr->play_sound (sound_find ("wand_poof"));
1760 1586
1761 if (item->type == ROD) 1587 if (item->type == ROD)
1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1767 } 1593 }
1768 } 1594 }
1769 1595
1770 if (cast_spell (op, item, dir, item->inv, NULL)) 1596 if (cast_spell (op, item, dir, item->inv, NULL))
1771 { 1597 {
1772 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1598 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1599
1773 if (item->type == WAND) 1600 if (item->type == WAND)
1774 { 1601 {
1775 if (!(--item->stats.food)) 1602 if (!(--item->stats.food))
1776 { 1603 {
1777 object *tmp; 1604 object *tmp;
1781 CLEAR_FLAG (item, FLAG_ANIMATE); 1608 CLEAR_FLAG (item, FLAG_ANIMATE);
1782 item->face = item->arch->face; 1609 item->face = item->arch->face;
1783 item->set_speed (0); 1610 item->set_speed (0);
1784 } 1611 }
1785 1612
1786 if ((tmp = item->in_player ())) 1613 if (object *pl = item->visible_to ())
1787 esrv_update_item (UPD_ANIM, tmp, item); 1614 esrv_update_item (UPD_ANIM, pl, item);
1788 } 1615 }
1789 } 1616 }
1790 else if (item->type == ROD || item->type == HORN) 1617 else if (item->type == ROD || item->type == HORN)
1791 drain_rod_charge (item); 1618 drain_rod_charge (item);
1792 } 1619 }
1793} 1620}
1794 1621
1795/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1796 */ 1623 */
1797bool 1624bool
1798fire (object *op, int dir) 1625fire (object *who, int dir)
1799{ 1626{
1800 int spellcost = 0; 1627 int spellcost = 0;
1801 1628
1802 /* check for loss of invisiblity/hide */
1803 if (action_makes_visible (op))
1804 make_visible (op);
1805
1806 player *pl = op->contr; 1629 player *pl = who->contr;
1807 1630
1808 if (pl->golem) 1631 if (pl->golem)
1809 { 1632 {
1810 control_golem (op->contr->golem, dir); 1633 control_golem (who->contr->golem, dir);
1811 return false; 1634 return false;
1812 } 1635 }
1813 1636
1814 object *ob = pl->ranged_ob; 1637 object *ob = pl->ranged_ob;
1815 1638
1816 if (!ob) 1639 if (!ob)
1817 return false; 1640 return false;
1818 1641
1819 if (!op->change_weapon (ob))
1820 return false;
1821
1822 if (op->speed_left > 0.f) 1642 if (who->speed_left > 0.f)
1823 --op->speed_left; 1643 --who->speed_left;
1824 else 1644 else
1825 return false; 1645 return false;
1826 1646
1647 if (!who->apply (ob))
1648 return false;
1649
1650 /* check for loss of invisiblity/hide */
1651 if (action_makes_visible (who))
1652 make_visible (who);
1653
1827 switch (ob->type) 1654 switch (ob->type)
1828 { 1655 {
1829 case BOW: 1656 case BOW:
1830 player_fire_bow (op, dir); 1657 player_fire_bow (who, dir);
1831 break; 1658 break;
1832 1659
1833 case SPELL: 1660 case SPELL:
1834 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1661 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1835 break; 1662 break;
1836 1663
1837 case BUILDER: 1664 case BUILDER:
1838 apply_map_builder (op, dir); 1665 apply_map_builder (who, dir);
1839 break; 1666 break;
1840 1667
1841 case SKILL: 1668 case SKILL:
1842 do_skill (op, op, ob, dir, 0); 1669 do_skill (who, who, ob, dir, 0);
1843 break; 1670 break;
1844 1671
1672 case RANGED:
1673 do_skill (who, ob, who->chosen_skill, dir, 0);
1674 break;
1675
1845 default: 1676 default:
1846 fire_misc_object (op, dir); 1677 fire_misc_object (who, dir);
1847 break; 1678 break;
1848 } 1679 }
1849 1680
1850 return true; 1681 return true;
1851} 1682}
1852 1683
1853/* find_key 1684static object *
1854 * We try to find a key for the door as passed. If we find a key
1855 * and successfully use it, we return the key, otherwise NULL
1856 * This function merges both normal and locked door, since the logic
1857 * for both is the same - just the specific key is different.
1858 * pl is the player,
1859 * inv is the objects inventory to searched
1860 * door is the door we are trying to match against.
1861 * This function can be called recursively to search containers.
1862 */
1863object *
1864find_key (object *pl, object *container, object *door) 1685find_key_ (object *pl, object *container, object *door)
1865{ 1686{
1866 object *tmp, *key; 1687 object *tmp, *key;
1867 1688
1868 /* Should not happen, but sanity checking is never bad */ 1689 /* Should not happen, but sanity checking is never bad */
1869 if (!container->inv) 1690 if (!container->inv)
1872 /* First, lets try to find a key in the top level inventory */ 1693 /* First, lets try to find a key in the top level inventory */
1873 for (tmp = container->inv; tmp; tmp = tmp->below) 1694 for (tmp = container->inv; tmp; tmp = tmp->below)
1874 { 1695 {
1875 if (door->type == DOOR && tmp->type == KEY) 1696 if (door->type == DOOR && tmp->type == KEY)
1876 break; 1697 break;
1698
1877 /* For sanity, we should really check door type, but other stuff 1699 /* For sanity, we should really check door type, but other stuff
1878 * (like containers) can be locked with special keys 1700 * (like containers) can be locked with special keys
1879 */ 1701 */
1880 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1702 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1881 break; 1703 break;
1887 * a key, return 1709 * a key, return
1888 */ 1710 */
1889 if (!tmp) 1711 if (!tmp)
1890 { 1712 {
1891 for (tmp = container->inv; tmp; tmp = tmp->below) 1713 for (tmp = container->inv; tmp; tmp = tmp->below)
1892 {
1893 /* No reason to search empty containers */ 1714 /* No reason to search empty containers */
1894 if (tmp->type == CONTAINER && tmp->inv) 1715 if (tmp->type == CONTAINER && tmp->inv)
1895 {
1896 if ((key = find_key (pl, tmp, door))) 1716 if ((key = find_key_ (pl, tmp, door)))
1897 return key; 1717 return key;
1898 }
1899 }
1900 1718
1901 if (!tmp) 1719 if (!tmp)
1902 return NULL; 1720 return 0;
1903 } 1721 }
1904 1722
1905 /* We get down here if we have found a key. Now if its in a container, 1723 /* We get down here if we have found a key. Now if its in a container,
1906 * see if we actually want to use it 1724 * see if we actually want to use it
1907 */ 1725 */
1908 if (pl != container) 1726 if (pl != container)
1909 { 1727 {
1910 /* Only let players use keys in containers */ 1728 /* Only let players use keys in containers */
1911 if (!pl->contr) 1729 if (!pl->contr)
1912 return NULL; 1730 return 0;
1731
1913 /* cases where this fails: 1732 /* cases where this fails:
1914 * If we only search the player inventory, return now since we 1733 * If we only search the player inventory, return now since we
1915 * are not in the players inventory. 1734 * are not in the players inventory.
1916 * If the container is not active, return now since only active 1735 * If the container is not active, return now since only active
1917 * containers can be used. 1736 * containers can be used.
1921 * inv must have been an container and must have been active. 1740 * inv must have been an container and must have been active.
1922 * 1741 *
1923 * Change the color so that the message doesn't disappear with 1742 * Change the color so that the message doesn't disappear with
1924 * all the others. 1743 * all the others.
1925 */ 1744 */
1926 if (pl->contr->usekeys == key_inventory || 1745 if (pl->contr->usekeys == key_inventory
1927 !QUERY_FLAG (container, FLAG_APPLIED) || 1746 || !QUERY_FLAG (container, FLAG_APPLIED)
1928 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1929 { 1748 {
1930 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1931 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1750 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1932 return NULL; 1751 return NULL;
1933 } 1752 }
1934 } 1753 }
1935 1754
1936 return tmp; 1755 return tmp;
1756}
1757
1758/* find_key
1759 * We try to find a key for the door as passed. If we find a key
1760 * and successfully use it, we return the key, otherwise NULL
1761 * This function merges both normal and locked door, since the logic
1762 * for both is the same - just the specific key is different.
1763 * pl is the player,
1764 * inv is the objects inventory to searched
1765 * door is the door we are trying to match against.
1766 * This function can be called recursively to search containers.
1767 */
1768object *
1769find_key (object *pl, object *container, object *door)
1770{
1771 if (door->slaying && is_match_expr (door->slaying))
1772 {
1773 // for match expressions, we try to find the key by applying the match
1774 // to the op itself, which is supposed to find the "key", instead
1775 // of searching through containers ourselves.
1776
1777 return match_one (door->slaying, container, door, pl, pl);
1778 }
1779 else
1780 return find_key_ (pl, container, door);
1937} 1781}
1938 1782
1939/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
1940 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
1941 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
1963 1807
1964 if (door->type == DOOR) 1808 if (door->type == DOOR)
1965 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1809 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1966 else if (door->type == LOCKED_DOOR) 1810 else if (door->type == LOCKED_DOOR)
1967 { 1811 {
1968 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1812 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1969 remove_door2 (door); /* remove door without violence ;-) */ 1813 remove_door2 (door); /* remove door without violence ;-) */
1970 } 1814 }
1971 1815
1972 /* Do this after we print the message */ 1816 /* Do this after we print the message */
1973 decrease_ob (key); /* Use up one of the keys */ 1817 key->decrease (); /* Use up one of the keys */
1974 /* Need to update the weight the container the key was in */
1975 if (container != op)
1976 esrv_update_item (UPD_WEIGHT, op, container);
1977 1818
1978 return 1; /* Nothing more to do below */ 1819 return 1; /* Nothing more to do below */
1979 } 1820 }
1980 else if (door->type == LOCKED_DOOR) 1821 else if (door->type == LOCKED_DOOR)
1981 { 1822 {
1982 /* Might as well return now - no other way to open this */ 1823 /* Might as well return now - no other way to open this */
1983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1824 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1984 return 1; 1825 return 1;
1985 } 1826 }
1986 1827
1987 return 0; 1828 return 0;
1988} 1829}
1994 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
1995 */ 1836 */
1996bool 1837bool
1997move_player_attack (object *op, int dir) 1838move_player_attack (object *op, int dir)
1998{ 1839{
1999 int on_battleground; 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1841 {
1842 --op->speed_left;
1843 return true;
1844 }
2000 1845
2001 sint16 nx = freearr_x[dir] + op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
2002 sint16 ny = freearr_y[dir] + op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
2003 1848
2004 on_battleground = op_on_battleground (op, 0, 0);
2005
2006 if (out_of_map (op->map, nx, ny)) 1849 if (out_of_map (op->map, nx, ny))
2007 return false; 1850 return false;
2008
2009 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2010 {
2011 --op->speed_left;
2012 return true;
2013 }
2014 1851
2015 /* If braced, or can't move to the square, and it is not out of the 1852 /* If braced, or can't move to the square, and it is not out of the
2016 * map, attack it. Note order of if statement is important - don't 1853 * map, attack it. Note order of if statement is important - don't
2017 * want to be calling move_ob if braced, because move_ob will move the 1854 * want to be calling move_ob if braced, because move_ob will move the
2018 * player. This is a pretty nasty hack, because if we could 1855 * player. This is a pretty nasty hack, because if we could
2078 --op->speed_left; 1915 --op->speed_left;
2079 1916
2080 op->play_sound (sound_find ("push_player")); 1917 op->play_sound (sound_find ("push_player"));
2081 push_ob (mon, dir, op); 1918 push_ob (mon, dir, op);
2082 1919
2083 if (op->contr->tmp_invis || op->hide) 1920 if (action_makes_visible (op))
2084 make_visible (op); 1921 make_visible (op);
2085 1922
2086 return true; 1923 return true;
2087 } 1924 }
2088 else 1925 else
2089 return false; 1926 return false;
2090 } 1927 }
1928
1929 bool on_battleground = op_on_battleground (op, 0, 0);
2091 1930
2092 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
2093 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
2094 * someone, but put it inside this loop so that you won't 1933 * someone, but put it inside this loop so that you won't
2095 * attack them either. 1934 * attack them either.
2108 { 1947 {
2109 op->play_sound (sound_find ("push_player")); 1948 op->play_sound (sound_find ("push_player"));
2110 push_ob (mon, dir, op); 1949 push_ob (mon, dir, op);
2111 } 1950 }
2112 else 1951 else
2113 new_draw_info (0, 0, op, "You withhold your attack"); 1952 op->statusmsg ("You withhold your attack");
2114 1953
2115 if (op->contr->tmp_invis || op->hide) 1954 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2116 make_visible (op); 1955 make_visible (op);
2117 1956
2118 return true; 1957 return true;
2119 } 1958 }
2120 } 1959 }
2160} 1999}
2161 2000
2162bool 2001bool
2163move_player (object *op, int dir) 2002move_player (object *op, int dir)
2164{ 2003{
2165 int pick;
2166
2167 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2168 return 0; 2005 return 0;
2169 2006
2170 /* Sanity check: make sure dir is valid */ 2007 /* Sanity check: make sure dir is valid */
2171 if ((dir < 0) || (dir >= 9)) 2008 if (dir < 0 || dir >= 9)
2172 { 2009 {
2173 LOG (llevError, "move_player: invalid direction %d\n", dir); 2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2174 return 0; 2011 return 0;
2175 } 2012 }
2176 2013
2178 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2015 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2179 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2180 2017
2181 op->facing = dir; 2018 op->facing = dir;
2182 2019
2183 if (op->hide) 2020 if (op->flag [FLAG_HIDDEN])
2184 do_hidden_move (op); 2021 do_hidden_move (op);
2185 2022
2186 bool retval; 2023 bool retval;
2024 int pick = 0;
2187 2025
2188 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2026 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2189 retval = RESULT_INT (0); 2027 retval = RESULT_INT (0);
2190 else if (op->contr->fire_on) 2028 else if (op->contr->fire_on)
2191 retval = fire (op, dir); 2029 retval = fire (op, dir);
2248 return move_player (op, op->direction); 2086 return move_player (op, op->direction);
2249 2087
2250 return false; 2088 return false;
2251} 2089}
2252 2090
2253int 2091static int
2254save_life (object *op) 2092save_life (object *op)
2255{ 2093{
2256 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2257 return 0; 2095 return 0;
2258 2096
2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2098 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2261 { 2099 {
2262 op->play_sound (sound_find ("ob_evaporate")); 2100 op->play_sound (sound_find ("ob_evaporate"));
2263 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2101 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2264 2102
2265 if (op->contr)
2266 esrv_del_item (op->contr, tmp->count);
2267
2268 tmp->destroy (); 2103 tmp->destroy ();
2269 CLEAR_FLAG (op, FLAG_LIFESAVE); 2104 CLEAR_FLAG (op, FLAG_LIFESAVE);
2270 2105
2271 if (op->stats.hp < 0) 2106 if (op->stats.hp < 0)
2272 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2273 2108
2274 if (op->stats.food < 0) 2109 if (op->stats.food < 0)
2275 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2276 2111
2277 op->update_stats (); 2112 op->update_stats ();
2278 return 1; 2113 return 1;
2279 } 2114 }
2280 2115
2284 return 0; 2119 return 0;
2285} 2120}
2286 2121
2287/* This goes throws the inventory and removes unpaid objects, and puts them 2122/* This goes throws the inventory and removes unpaid objects, and puts them
2288 * back in the map (location and map determined by values of env). This 2123 * back in the map (location and map determined by values of env). This
2289 * function will descend into containers. op is the object to start the search 2124 * function will descend into containers. op is the object to start the search
2290 * from. 2125 * from.
2291 */ 2126 */
2292static void 2127static void
2293drop_unpaid_items (object *op, object *env) 2128drop_unpaid_items (object *op, object *env)
2294{ 2129{
2295 while (op) 2130 while (op)
2296 { 2131 {
2297 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2132 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2298 2133
2299 if (QUERY_FLAG (op, FLAG_UNPAID)) 2134 if (QUERY_FLAG (op, FLAG_UNPAID))
2300 {
2301 if (env->type == PLAYER)
2302 esrv_del_item (env->contr, op->count);
2303
2304 op->insert_at (env); 2135 op->insert_at (env);
2305 }
2306 else if (op->inv) 2136 else if (op->inv)
2307 drop_unpaid_items (op->inv, env); 2137 drop_unpaid_items (op->inv, env);
2308 2138
2309 op = next; 2139 op = next;
2310 } 2140 }
2313void 2143void
2314object::drop_unpaid_items () 2144object::drop_unpaid_items ()
2315{ 2145{
2316 if (!flag [FLAG_REMOVED]) 2146 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this); 2147 ::drop_unpaid_items (inv, this);
2318}
2319
2320/*
2321 * Returns pointer a static string containing gravestone text
2322 * Moved from apply.c to player.c - player.c is what
2323 * actually uses this function. player.c may not be quite the
2324 * best, a misc file for object actions is probably better,
2325 * but there isn't one in the server directory.
2326 */
2327char *
2328gravestone_text (object *op)
2329{
2330 static char buf2[MAX_BUF];
2331 char buf[MAX_BUF];
2332 time_t now = time (NULL);
2333
2334 strcpy (buf2, " R.I.P.\n\n");
2335 if (op->type == PLAYER)
2336 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2337 else
2338 sprintf (buf, "%s\n", &op->name);
2339
2340 strncat (buf2, " ", 20 - strlen (buf) / 2);
2341 strcat (buf2, buf);
2342 if (op->type == PLAYER)
2343 sprintf (buf, "who was in level %d when killed\n", op->level);
2344 else
2345 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2346
2347 strncat (buf2, " ", 20 - strlen (buf) / 2);
2348 strcat (buf2, buf);
2349 if (op->type == PLAYER)
2350 {
2351 sprintf (buf, "by %s.\n\n", op->contr->killer);
2352 strncat (buf2, " ", 21 - strlen (buf) / 2);
2353 strcat (buf2, buf);
2354 }
2355
2356 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2357 strncat (buf2, " ", 20 - strlen (buf) / 2);
2358 strcat (buf2, buf);
2359
2360 return buf2;
2361} 2148}
2362 2149
2363void 2150void
2364do_some_living (object *op) 2151do_some_living (object *op)
2365{ 2152{
2520 { 2307 {
2521 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2308 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2522 2309
2523 if (over_hp > 0) 2310 if (over_hp > 0)
2524 { 2311 {
2525 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2312 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2526 op->last_heal = 0; 2313 op->last_heal = 0;
2527 } 2314 }
2528 else 2315 else
2529 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2316 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2530 } 2317 }
2546 op->stats.food--; 2333 op->stats.food--;
2547 } 2334 }
2548 2335
2549 if (op->stats.food < 0 && op->stats.hp >= 0) 2336 if (op->stats.food < 0 && op->stats.hp >= 0)
2550 { 2337 {
2551 object *tmp, *flesh = 0; 2338 object *flesh = 0;
2552 2339
2553 for (tmp = op->inv; tmp; tmp = tmp->below) 2340 for_inv_removable (op, tmp)
2554 { 2341 {
2555 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2342 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2343 continue;
2344
2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2556 { 2346 {
2557 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2347 op->statusmsg ("You blindly grab for a bite of food. "
2558 { 2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2559 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2349 op->apply (tmp);
2560 manual_apply (op, tmp, 0); 2350
2561 if (op->stats.food >= 0 || op->stats.hp < 0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2562 break; 2352 break;
2563 } 2353 }
2564 else if (tmp->type == FLESH) 2354 else if (tmp->type == FLESH)
2565 flesh = tmp; 2355 flesh = tmp;
2566 } /* End if paid for object */ 2356 }
2567 } /* end of for loop */
2568 2357
2569 /* If player is still starving, it means they don't have any food, so 2358 /* If player is still starving, it means they don't have any food, so
2570 * eat flesh instead. 2359 * eat flesh instead.
2571 */ 2360 */
2572 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2573 { 2362 {
2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2363 op->statusmsg ("You blindly grab for a bite of food. "
2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2575 manual_apply (op, flesh, 0); 2365 op->apply (flesh);
2576 } 2366 }
2367
2368 // If player is still starving, alert him!
2369 if (op->stats.food < 0)
2370 op->failmsg ("You are starving! "
2371 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2577 } 2372 }
2578 2373
2579 if (op->stats.food < 0) 2374 if (op->stats.food < 0)
2580 { 2375 {
2581 op->stats.hp += op->stats.food; 2376 op->stats.hp += op->stats.food;
2582 op->stats.food = 0; 2377 op->stats.food = 0;
2378
2379 if (op->stats.hp < 0)
2380 {
2381 op->contr->killer = archetype::get ("killer_starvation");
2382 op->contr->killer->destroy ();
2583 } 2383 }
2384 }
2584 2385
2386 /* killer should be set here already */
2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2387 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2586 kill_player (op); 2388 kill_player (op);
2587 } 2389 }
2588} 2390}
2589 2391
2593 * file. 2395 * file.
2594 */ 2396 */
2595void 2397void
2596kill_player (object *op) 2398kill_player (object *op)
2597{ 2399{
2598 char buf[MAX_BUF];
2599 int x, y; 2400 int x, y;
2600
2601 //int i;
2602 maptile *map; /* this is for resurrection */ 2401 maptile *map; /* this is for resurrection */
2603
2604 /* int z;
2605 int num_stats_lose;
2606 int lost_a_stat;
2607 int lose_this_stat;
2608 int this_stat; */
2609 int will_kill_again; 2402 int will_kill_again;
2610 archetype *at; 2403 archetype *at;
2611 object *tmp; 2404 object *tmp;
2612 2405
2613 if (save_life (op)) 2406 if (save_life (op))
2614 return; 2407 return;
2408
2409 dynbuf_text deathtab;
2410
2411 /* restore player */
2412 at = archetype::find (shstr_poisoning);
2413 if (object *tmp = present_arch_in_ob (at, op))
2414 {
2415 tmp->destroy ();
2416 deathtab << "Your body feels cleansed...\r";
2417 }
2418
2419 at = archetype::find (shstr_confusion);
2420 if (object *tmp = present_arch_in_ob (at, op))
2421 {
2422 tmp->destroy ();
2423 deathtab << "Your mind feels clearer...\r";
2424 }
2425
2426 cure_disease (op, 0, 0); /* remove any disease */
2427
2428 max_it (op->stats.hp , op->stats.maxhp);
2429 max_it (op->stats.sp , op->stats.maxsp);
2430 max_it (op->stats.grace, op->stats.maxgrace);
2431 max_it (op->stats.food , 200);
2432
2433 // remove all spell effects that are active
2434 // to avoid long-term effects such as word-of-recall
2435 for (object *item = op->inv; item; )
2436 {
2437 object *next = item->below;
2438
2439 if (item->type == SPELL_EFFECT && item->active)
2440 item->destroy ();
2441
2442 item = next;
2443 }
2615 2444
2616 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2445 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2617 * in cities ONLY!!! It is very important that this doesn't get abused. 2446 * in cities ONLY!!! It is very important that this doesn't get abused.
2618 * Look at op_on_battleground() for more info --AndreasV 2447 * Look at op_on_battleground() for more info --AndreasV
2619 */ 2448 */
2620 if (op_on_battleground (op, &x, &y)) 2449 if (op_on_battleground (op, &x, &y))
2621 { 2450 {
2622 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2451 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2624
2625 /* restore player */
2626 at = archetype::find ("poisoning");
2627 if (object *tmp = present_arch_in_ob (at, op))
2628 {
2629 tmp->destroy ();
2630 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2631 }
2632
2633 at = archetype::find ("confusion");
2634 if (object *tmp = present_arch_in_ob (at, op))
2635 {
2636 tmp->destroy ();
2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2638 }
2639
2640 cure_disease (op, 0, 0); /* remove any disease */
2641 op->stats.hp = op->stats.maxhp;
2642 if (op->stats.food <= 0)
2643 op->stats.food = 999;
2644 2452
2645 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2646 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2647 { 2455
2648 sprintf (buf, "%s's finger", &op->name); 2456 tmp->name = format ("%s's finger" , &op->name);
2649 tmp->name = buf; 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2650 sprintf (buf, " This finger has been cut off %s\n" 2458 tmp->msg = format (
2651 " the %s, when he was defeated at\n level %d by %s.\n", 2459 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2460 &op->name, op->contr->title,
2653 tmp->msg = buf; 2461 (int)op->level,
2462 op->contr->killer_name ()
2463 );
2654 tmp->value = 0, tmp->type = 0; 2464 tmp->value = 0, tmp->type = 0;
2655 tmp->materialname = "organics"; 2465 tmp->material = name_to_material (shstr_organic);
2656 tmp->insert_at (op, tmp); 2466 tmp->insert_at (op, tmp);
2657 }
2658 2467
2659 /* teleport defeated player to new destination */ 2468 /* teleport defeated player to new destination */
2660 transfer_ob (op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2661 op->contr->braced = 0; 2470 op->contr->braced = 0;
2471
2472 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2662 return; 2473 return;
2663 } 2474 }
2664 2475
2476 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2477 deathtab << "T<YOU HAVE DIED>\n\n";
2478
2665 INVOKE_PLAYER (DEATH, op->contr); 2479 INVOKE_PLAYER (DEATH, op->contr);
2666 2480
2667 command_kill_pets (op, 0); 2481 command_kill_pets (op, 0);
2668
2669 if (op->stats.food < 0)
2670 {
2671 sprintf (buf, "%s starved to death.", &op->name);
2672 strcpy (op->contr->killer, "starvation");
2673 }
2674 else
2675 sprintf (buf, "%s died.", &op->name);
2676 2482
2677 op->contr->play_sound (sound_find ("player_dies")); 2483 op->contr->play_sound (sound_find ("player_dies"));
2678 2484
2679 /* save the map location for corpse, gravestone */ 2485 /* save the map location for corpse, gravestone */
2680 x = op->x; 2486 x = op->x;
2710 2516
2711 lost_a_stat = 0; 2517 lost_a_stat = 0;
2712 2518
2713 for (z = 0; z < num_stats_lose; z++) 2519 for (z = 0; z < num_stats_lose; z++)
2714 { 2520 {
2715 i = RANDOM () % NUM_STATS; 2521 i = rndm (NUM_STATS);
2716 2522
2717 if (settings.stat_loss_on_death) 2523 if (settings.stat_loss_on_death)
2718 { 2524 {
2719 /* Pick a random stat and take a point off it. Tell the player 2525 /* Pick a random stat and take a point off it. Tell the player
2720 * what he lost. 2526 * what he lost.
2727 lost_a_stat = 1; 2533 lost_a_stat = 1;
2728 } 2534 }
2729 else 2535 else
2730 { 2536 {
2731 /* deplete a stat */ 2537 /* deplete a stat */
2732 archetype *deparch = archetype::find ("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2733 object *dep; 2539 object *dep;
2734 2540
2735 dep = present_arch_in_ob (deparch, op); 2541 dep = present_arch_in_ob (deparch, op);
2736 if (!dep) 2542 if (!dep)
2737 { 2543 {
2738 dep = arch_to_object (deparch); 2544 dep = deparch->instance ();
2739 insert_ob_in_ob (dep, op); 2545 insert_ob_in_ob (dep, op);
2740 } 2546 }
2741 lose_this_stat = 1; 2547 lose_this_stat = 1;
2742 if (settings.balanced_stat_loss) 2548 if (settings.balanced_stat_loss)
2743 { 2549 {
2771 } 2577 }
2772 } 2578 }
2773 2579
2774 if (lose_this_stat) 2580 if (lose_this_stat)
2775 { 2581 {
2776 this_stat = get_attr_value (&(dep->stats), i); 2582 this_stat = get_attr_value (&dep->stats, i);
2777 /* We could try to do something clever like find another 2583 /* We could try to do something clever like find another
2778 * stat to reduce if this fails. But chances are, if 2584 * stat to reduce if this fails. But chances are, if
2779 * stats have been depleted to -50, all are pretty low 2585 * stats have been depleted to -50, all are pretty low
2780 * and should be roughly the same, so it shouldn't make a 2586 * and should be roughly the same, so it shouldn't make a
2781 * difference. 2587 * difference.
2789 lost_a_stat = 1; 2595 lost_a_stat = 1;
2790 } 2596 }
2791 } 2597 }
2792 } 2598 }
2793 } 2599 }
2600
2794 /* If no stat lost, tell the player. */ 2601 /* If no stat lost, tell the player. */
2795 if (!lost_a_stat) 2602 if (!lost_a_stat)
2796 { 2603 {
2797 /* determine_god() seems to not work sometimes... why is this? 2604 /* determine_god() seems to not work sometimes... why is this?
2798 Should I be using something else? GD */ 2605 Should I be using something else? GD */
2799 const char *god = determine_god (op); 2606 shstr_tmp god = determine_god (op);
2800 2607
2801 if (god && (strcmp (god, "none"))) 2608 if (god != shstr_none)
2802 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2609 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2803 else 2610 else
2804 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2611 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2805 } 2612 }
2806#else 2613#else
2807 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2614 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2808#endif 2615#endif
2809 2616
2810 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2811 * exp loss on the stone. 2618 * exp loss on the stone.
2812 */ 2619 */
2813 tmp = arch_to_object (archetype::find ("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2814 sprintf (buf, "%s's gravestone", &op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
2815 tmp->name = buf; 2622 tmp->name_pl = format ("%s's gravestones", &op->name);
2816 sprintf (buf, "%s's gravestones", &op->name); 2623 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2817 tmp->name_pl = buf; 2624 &op->name, op->contr->title, op->contr->killer_name ());
2818 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2819 tmp->msg = buf;
2820 tmp->x = op->x, tmp->y = op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2821 insert_ob_in_map (tmp, op->map, NULL, 0); 2626 insert_ob_in_map (tmp, op->map, NULL, 0);
2822 2627
2823 /**************************************/ 2628 /**************************************/
2824 /* */ 2629 /* */
2825 /* Subtract the experience points, */ 2630 /* Subtract the experience points, */
2826 /* if we died cause of food, give us */
2827 /* food, and reset HP's... */
2828 /* */ 2631 /* */
2829 /**************************************/ 2632 /**************************************/
2830 2633
2831 /* remove any poisoning and confusion the character may be suffering. */
2832 /* restore player */
2833 at = archetype::find ("poisoning");
2834 tmp = present_arch_in_ob (at, op);
2835
2836 if (tmp)
2837 {
2838 tmp->destroy ();
2839 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2840 }
2841
2842 at = archetype::find ("confusion");
2843 tmp = present_arch_in_ob (at, op);
2844 if (tmp)
2845 {
2846 tmp->destroy ();
2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2848 }
2849
2850 cure_disease (op, 0, 0); /* remove any disease */
2851
2852 /*add_exp(op, (op->stats.exp * -0.20)); */ 2634 /*add_exp(op, (op->stats.exp * -0.20)); */
2853 apply_death_exp_penalty (op); 2635 apply_death_exp_penalty (op);
2854 if (op->stats.food < 100)
2855 op->stats.food = 900;
2856 op->stats.hp = op->stats.maxhp;
2857 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2858 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2859 2636
2860 /* 2637 /*
2861 * Check to see if the player has any unpaid items. If so, remove them 2638 * Check to see if the player has any unpaid items. If so, remove them
2862 * and put them back in the map. 2639 * and put them back in the map.
2863 */ 2640 */
2898 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
2899 force->resist[at] = 100; 2676 force->resist[at] = 100;
2900 2677
2901 insert_ob_in_ob (force, op); 2678 insert_ob_in_ob (force, op);
2902 op->update_stats (); 2679 op->update_stats ();
2903
2904 } 2680 }
2905 2681
2906 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2907} 2683}
2908 2684
2909void 2685static void
2910loot_object (object *op) 2686loot_object (object *op)
2911{ /* Grab and destroy some treasure */ 2687{ /* Grab and destroy some treasure */
2912 object *tmp, *tmp2, *next; 2688 object *tmp, *tmp2, *next;
2913 2689
2914 op->close_container (); /* close open sack first */ 2690 op->close_container (); /* close open sack first */
2928 2704
2929 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2705 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2930 { 2706 {
2931 if (tmp->nrof > 1) 2707 if (tmp->nrof > 1)
2932 { 2708 {
2933 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2709 tmp->decrease (rndm (1, tmp->nrof - 1));
2934 tmp2->destroy ();
2935 insert_ob_in_map (tmp, op->map, NULL, 0); 2710 insert_ob_in_map (tmp, op->map, NULL, 0);
2936 } 2711 }
2937 else 2712 else
2938 tmp->destroy (); 2713 tmp->destroy ();
2939 } 2714 }
2946 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
2947 * what needs to be fixed. Refresh windows and fix speed if anything 2722 * what needs to be fixed. Refresh windows and fix speed if anything
2948 * was changed. 2723 * was changed.
2949 */ 2724 */
2950void 2725void
2951fix_weight (void) 2726fix_weight ()
2952{ 2727{
2953 for_all_players (pl) 2728 for_all_players (pl)
2954 { 2729 {
2955 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2730 sint32 old = pl->ob->carrying;
2956 2731
2957 if (old == sum) 2732 pl->ob->update_weight ();
2958 continue; 2733
2734 if (old != pl->ob->carrying)
2735 {
2959 pl->ob->update_stats (); 2736 pl->ob->update_stats ();
2960 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2737 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2738 }
2961 } 2739 }
2962} 2740}
2963 2741
2964void 2742void
2965fix_luck (void) 2743fix_luck ()
2966{ 2744{
2967 for_all_players (pl) 2745 for_all_players (pl)
2968 if (!pl->ob->contr->ns->state) 2746 if (!pl->ob->contr->ns->state)
2969 pl->ob->change_luck (0); 2747 pl->ob->change_luck (0);
2970} 2748}
3007} 2785}
3008 2786
3009void 2787void
3010make_visible (object *op) 2788make_visible (object *op)
3011{ 2789{
3012 op->hide = 0; 2790 op->flag [FLAG_HIDDEN] = 0;
3013 op->invisible = 0; 2791 op->invisible = 0;
3014 2792
3015 if (op->type == PLAYER) 2793 if (op->type == PLAYER)
3016 { 2794 {
3017 op->contr->tmp_invis = 0; 2795 op->contr->tmp_invis = 0;
3042 2820
3043 if (!ob || !ob->map) 2821 if (!ob || !ob->map)
3044 return 0; 2822 return 0;
3045 2823
3046 /* so, on normal lighted maps, its hard to hide */ 2824 /* so, on normal lighted maps, its hard to hide */
3047 level = ob->map->darkness - 2; 2825 level = ob->map->darklevel () - 2;
3048 2826
3049 /* this also picks up whether the object is glowing. 2827 /* this also picks up whether the object is glowing.
3050 * If you carry a light on a non-dark map, its not 2828 * If you carry a light on a non-dark map, its not
3051 * as bad as carrying a light on a pitch dark map */ 2829 * as bad as carrying a light on a pitch dark map */
3052 if (has_carried_lights (ob)) 2830 if (ob->has_carried_lights ())
3053 level = -(10 + (2 * ob->map->darkness)); 2831 level = -(10 + (2 * ob->map->darklevel ()));
3054 2832
3055 /* scan through all nearby squares for terrain to hide in */ 2833 /* scan through all nearby squares for terrain to hide in */
3056 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2834 for (i = 0, x = ob->x, y = ob->y;
2835 i <= SIZEOFFREE1;
2836 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3057 { 2837 {
3058 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2838 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3059 if (mflag & P_OUT_OF_MAP) 2839 if (mflag & P_OUT_OF_MAP)
3060 {
3061 continue; 2840 continue;
3062 } 2841
3063 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2842 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3064 level += 2; 2843 level += 2;
3065 else /* open terrain! */ 2844 else /* open terrain! */
3066 level -= 1; 2845 level -= 1;
3067 } 2846 }
3078 * spot (surrounded by clear terrain in broad daylight). -b.t. 2857 * spot (surrounded by clear terrain in broad daylight). -b.t.
3079 */ 2858 */
3080void 2859void
3081do_hidden_move (object *op) 2860do_hidden_move (object *op)
3082{ 2861{
3083 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2862 int hide = 0;
3084 object *skop;
3085 2863
3086 if (!op || !op->map) 2864 if (!op || !op->map)
3087 return; 2865 return;
3088 2866
3089 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2867 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2868 int num = random_roll (0, 19, op, PREFER_LOW);
3090 2869
3091 /* its *extremely* hard to run and sneak/hide at the same time! */ 2870 /* its *extremely* hard to run and sneak/hide at the same time! */
3092 if (op->type == PLAYER && op->contr->run_on) 2871 if (op->type == PLAYER && op->contr->run_on)
3093 if (!skop || num >= skop->level) 2872 if (!skop || num >= skop->level)
3094 { 2873 {
3104 num -= hide; 2883 num -= hide;
3105 2884
3106 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2885 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3107 { 2886 {
3108 make_visible (op); 2887 make_visible (op);
2888
3109 if (op->type == PLAYER) 2889 if (op->type == PLAYER)
3110 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2890 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3111 } 2891 }
3112 else if (op->type == PLAYER && skop) 2892 else if (op->type == PLAYER && skop)
3113 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2893 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3203 while (op) 2983 while (op)
3204 { 2984 {
3205 dx = rv.distance_x + op->arch->x; 2985 dx = rv.distance_x + op->arch->x;
3206 dy = rv.distance_y + op->arch->y; 2986 dy = rv.distance_y + op->arch->y;
3207 2987
3208 /* only the viewable area the player sees is updated by LOS 2988 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3209 * code, so we need to restrict ourselves to that range of values
3210 * for any meaningful values.
3211 */
3212 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3213 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3214 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3215 return 1; 2989 return 1;
3216 2990
3217 op = op->more; 2991 op = op->more;
3218 }
3219
3220 return 0;
3221}
3222
3223/* routine for both players and monsters. We call this when
3224 * there is a possibility for our action distrubing our hiding
3225 * place or invisiblity spell. Artefact invisiblity is not
3226 * effected by this. If we arent invisible to begin with, we
3227 * return 0.
3228 */
3229int
3230action_makes_visible (object *op)
3231{
3232 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3233 {
3234 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3235 return 0;
3236
3237 if (op->contr && op->contr->tmp_invis == 0)
3238 return 0;
3239
3240 /* If monsters, they should become visible */
3241 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3242 {
3243 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3244 return 1;
3245 }
3246 } 2992 }
3247 2993
3248 return 0; 2994 return 0;
3249} 2995}
3250 2996
3274 && tmp->name == shstr_battleground 3020 && tmp->name == shstr_battleground
3275 && EXIT_X (tmp) && EXIT_Y (tmp)) 3021 && EXIT_X (tmp) && EXIT_Y (tmp))
3276 { 3022 {
3277 /* before we assign the exit, check if this is a teambattle */ 3023 /* before we assign the exit, check if this is a teambattle */
3278 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3024 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3279 {
3280 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3025 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3026 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3281 { 3027 {
3282 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3283 {
3284 if (x && y) 3028 if (x && y)
3285 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 3030
3287 return 1; 3031 return 1;
3288 }
3289 } 3032 }
3290 }
3291 3033
3292 if (x && y) 3034 if (x && y)
3293 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3294 3036
3295 return 1; 3037 return 1;
3433 else 3175 else
3434 j = 1; 3176 j = 1;
3435 strcat (buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3436 } 3178 }
3437 } 3179 }
3180
3438 strcat (buf, "."); 3181 strcat (buf, ".");
3439 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3440 } 3183 }
3441 3184
3442 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3452 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3453 } 3196 }
3454 else 3197 else
3455 { 3198 {
3456 /* generate misc. treasure */ 3199 /* generate misc. treasure */
3457 tmp = arch_to_object (tr->item); 3200 tmp = tr->item->instance ();
3458 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3201 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3459 tmp = insert_ob_in_ob (tmp, who); 3202 who->insert (tmp);
3460 if (who->type == PLAYER)
3461 esrv_send_item (who, tmp);
3462 } 3203 }
3463} 3204}
3464 3205
3465/** 3206//-GPL
3466 * Unready an object for a player. This function does nothing if the object was
3467 * not readied.
3468 */
3469void
3470player_unready_range_ob (player *pl, object *ob)
3471{
3472 if (pl->ob->current_weapon == ob)
3473 pl->ob->current_weapon = 0;
3474
3475 if (pl->combat_ob == ob)
3476 pl->combat_ob = 0;
3477
3478 if (pl->ranged_ob == ob)
3479 pl->ranged_ob = 0;
3480}
3481 3207
3482sint8 3208sint8
3483player::visibility_at (maptile *map, int x, int y) const 3209player::darkness_at (maptile *map, int x, int y) const
3484{ 3210{
3485 if (!ns) 3211 if (!ns)
3486 return 0; 3212 return LOS_BLOCKED;
3487 3213
3488 int dx, dy; 3214 int dx, dy;
3489 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3215 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3490 return 0; 3216 return LOS_BLOCKED;
3491 3217
3492 x += dx - ns->current_x + ns->mapx / 2; 3218 x += dx - ns->current_x;
3493 y += dy - ns->current_y + ns->mapy / 2; 3219 y += dy - ns->current_y;
3494 3220
3495 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3496 return 0;
3497
3498 return 100 - blocked_los [x][y]; 3221 return blocked_los (x, y);
3499} 3222}
3223
3224void
3225player::infobox (const char *title, const char *msg, int color)
3226{
3227 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3228}
3229
3230void
3231player::statusmsg (const char *msg, int color)
3232{
3233 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3234}
3235
3236void
3237player::failmsg (const char *msg, int color)
3238{
3239 play_sound (sound_find ("generic_failure"));
3240 statusmsg (msg, color);
3241}
3242

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines