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Comparing deliantra/server/server/player.C (file contents):
Revision 1.215 by root, Sat Dec 27 08:01:07 2008 UTC vs.
Revision 1.268 by root, Wed Apr 7 19:54:45 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
140 {
141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 break;
143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
146 }
147 }
148
149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 close_and_delete (fp, comp);
152}
153
154/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
155static void 41static void
156set_first_map (object *op) 42set_first_map (object *op)
157{ 43{
158 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
190 ob->remove (); 76 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0; 78 ob->map = 0;
193 party = 0; 79 party = 0;
194 80
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this); 81 players.erase (this);
198} 82}
199 83
200// connect the player with a specific client 84// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
221 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
222 106
223 ob->update_weight (); 107 ob->update_weight ();
224 link_skills (); 108 link_skills ();
225 109
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
229 111
230 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
232 { 114 {
233 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
234 116
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
250 132
251 ns->floorbox_update (); 133 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
254 136
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
255 activate (); 143 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260 144
261 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
263} 147}
264 148
281 ns->reset_stats (); 165 ns->reset_stats ();
282 ns->pl = 0; 166 ns->pl = 0;
283 ns = 0; 167 ns = 0;
284 } 168 }
285 169
286 observe = ob; 170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
287 173
288 deactivate (); 174 deactivate ();
289} 175}
176
177//-GPL
290 178
291// the need for this function can be explained 179// the need for this function can be explained
292// by load_object not returning the object 180// by load_object not returning the object
293void 181void
294player::set_object (object *op) 182player::set_object (object *op)
295{ 183{
296 ob = observe = op; 184 ob = observe = viewpoint = op;
297 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
298 186
299 ob->speed = 1.0f; 187 ob->speed = 1.0f;
300 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
301 189
302 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330} 191}
331 192
332void 193void
333player::set_observe (object *op) 194player::set_observe (object *op)
334{ 195{
335 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
336 do_los = 1; 197 do_los = 1;
337} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
338 208
339player::player () 209player::player ()
340{ 210{
341 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 212 * we deal with that below this point.
364 disconnect (); 234 disconnect ();
365 235
366 attachable::do_destroy (); 236 attachable::do_destroy ();
367 237
368 if (ob) 238 if (ob)
369 {
370 ob->destroy_inv (false);
371 ob->destroy (); 239 ob->destroy ();
372 }
373 240
374 ob = observe = 0; 241 ob = observe = viewpoint = 0;
375} 242}
376 243
377player::~player () 244player::~player ()
378{ 245{
379 /* Clear item stack */ 246 /* Clear item stack */
380 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 }
381} 276}
382 277
383/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
384 * All we can really get in this is some settings like host and display 279 * All we can really get in this is some settings like host and display
385 * mode. 280 * mode.
387player * 282player *
388player::create () 283player::create ()
389{ 284{
390 player *pl = new player; 285 player *pl = new player;
391 286
392 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
393 288
394 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
397 292
398 set_first_map (pl->ob); 293 set_first_map (pl->ob);
399 294
400 return pl; 295 return pl;
401}
402
403/*
404 * get_player_archetype() return next player archetype from archetype
405 * list. Not very efficient routine, but used only creating new players.
406 * Note: there MUST be at least one player archetype!
407 */
408archetype *
409get_player_archetype (archetype *at)
410{
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
418
419 for (;;)
420 {
421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429} 296}
430 297
431object * 298object *
432get_nearest_player (object *mon) 299get_nearest_player (object *mon)
433{ 300{
673 op->destroy (); 540 op->destroy ();
674 continue; 541 continue;
675 } 542 }
676 } 543 }
677 544
678 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 547 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 548 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
685 { 550 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 553 {
694 op->destroy (); 554 op->destroy ();
555 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 557 break;
697 } 558 }
698 559
699 if (op->nrof > 1) 560 if (op->nrof > 1)
700 op->nrof = 1; 561 op->nrof = 1;
701 } 562 }
702 563
748 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:");
749} 610}
750 611
751/* 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. */
752static int 613static int
753roll_stat (void) 614roll_stat ()
754{ 615{
755 int a[4], i, j, k; 616 int a[4], i, j, k;
756 617
757 for (i = 0; i < 4; i++) 618 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1; 619 a[i] = (int) rndm (6) + 1;
855player::chargen_race_done () 716player::chargen_race_done ()
856{ 717{
857 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
858 esrv_new_player (ob->contr); 719 esrv_new_player (ob->contr);
859 720
860 treasurelist *tl = treasurelist::find ("starting_wealth"); 721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
861 if (tl) 722 if (tl)
862 create_treasure (tl, ob, 0, 0, 0); 723 create_treasure (tl, ob, 0, 0, 0);
863 724
864 INVOKE_PLAYER (BIRTH, ob->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
865 INVOKE_PLAYER (LOGIN, ob->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
918 ob->stats.hp = ob->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
919 ob->stats.sp = ob->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
920 ob->stats.grace = 0; 781 ob->stats.grace = 0;
921} 782}
922 783
923void 784static void
924flee_player (object *op) 785flee_player (object *op)
925{ 786{
926 int dir, diff; 787 int dir, diff;
927 rv_vector rv; 788 rv_vector rv;
928 789
952 dir = absdir (4 + rv.direction); 813 dir = absdir (4 + rv.direction);
953 for (diff = 0; diff < 3; diff++) 814 for (diff = 0; diff < 3; diff++)
954 { 815 {
955 int m = 1 - rndm (2) * 2; 816 int m = 1 - rndm (2) * 2;
956 817
957 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))))
958 return; 819 return;
959 } 820 }
960 821
961 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
962 CLEAR_FLAG (op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
971check_pick (object *op) 832check_pick (object *op)
972{ 833{
973 object *tmp, *next; 834 object *tmp, *next;
974 int stop = 0; 835 int stop = 0;
975 int wvratio; 836 int wvratio;
976 char putstring[128];
977 837
978 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
979 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
980 return 1; 840 return 1;
981 841
982 next = op->below; 842 next = op->below;
983 843
984 int cnt = MAX_ITEM_PER_DROP; 844 int cnt = MAX_ITEM_PER_ACTION;
985#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 845#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
986 846
987 /* 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
988 * destroyed */ 848 * destroyed */
989 while (next && !next->destroyed ()) 849 while (next && !next->destroyed ())
1009 CHK_PICK_PICKUP; 869 CHK_PICK_PICKUP;
1010 870
1011 continue; 871 continue;
1012 } 872 }
1013 873
1014 /* 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? */
1015 if (!(op->contr->mode & PU_NEWMODE)) 934 if (op->contr->mode & PU_FOOD)
935 if (tmp->type == FOOD)
1016 { 936 {
1017 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)
1018 { 1000 {
1019 case 0:
1020 return 1; /* don't pick up */
1021 case 1:
1022 CHK_PICK_PICKUP; 1001 CHK_PICK_PICKUP;
1023 return 1; 1002 continue;
1024 case 2:
1025 CHK_PICK_PICKUP;
1026 return 0;
1027 case 3:
1028 return 0; /* stop before pickup */
1029 case 4:
1030 CHK_PICK_PICKUP;
1031 break;
1032 case 5:
1033 CHK_PICK_PICKUP;
1034 stop = 1;
1035 break;
1036 case 6:
1037 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1038 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1039 CHK_PICK_PICKUP;
1040 break;
1041
1042 case 7:
1043 if (tmp->type == MONEY || tmp->type == GEM)
1044 CHK_PICK_PICKUP;
1045 break;
1046
1047 default:
1048 /* use value density */
1049 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1050 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1051 CHK_PICK_PICKUP;
1052 } 1003 }
1053 } 1004 }
1054 else 1005
1055 { /* old model */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1056 /* NEW pickup handling */
1057 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)
1058 { 1012 {
1059 /* some debugging code to figure out item information */ 1013 CHK_PICK_PICKUP;
1060 if (tmp->name != NULL)
1061 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1062 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1063 else
1064 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1065 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1066
1067 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1068 }
1069
1070 /* philosophy:
1071 * It's easy to grab an item type from a pile, as long as it's
1072 * generic. This takes no game-time. For more detailed pickups
1073 * and selections, select-items should be used. This is a
1074 * grab-as-you-run type mode that's really useful for arrows for
1075 * example.
1076 * The drawback: right now it has no frontend, so you need to
1077 * stick the bits you want into a calculator in hex mode and then
1078 * convert to decimal and then 'pickup <#>
1079 */
1080
1081 /* the first two modes are exclusive: if NOTHING we return, if
1082 * STOP then we stop. All the rest are applied sequentially,
1083 * meaning if any test passes, the item gets picked up. */
1084
1085 /* if mode is set to pick nothing up, return */
1086
1087 if (op->contr->mode & PU_NOTHING)
1088 return 1;
1089
1090 /* if mode is set to stop when encountering objects, return */
1091 /* take STOP before INHIBIT since it doesn't actually pick
1092 * anything up */
1093
1094 if (op->contr->mode & PU_STOP)
1095 return 0;
1096
1097 /* useful for going into stores and not losing your settings... */
1098 /* and for battles wher you don't want to get loaded down while
1099 * fighting */
1100 if (op->contr->mode & PU_INHIBIT)
1101 return 1;
1102
1103 /* prevent us from turning into auto-thieves :) */
1104 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1105 continue; 1014 continue;
1015 }
1106 1016
1107 /* ignore known cursed objects */ 1017 /* we don't forget dragon food */
1108 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;
1109 continue; 1022 continue;
1023 }
1110 1024
1111 /* all food and drink if desired */ 1025 /* bows and arrows. Bows are good for selling! */
1112 /* 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
1113 if (op->contr->mode & PU_FOOD) 1062 if (op->contr->mode & PU_BOOTS)
1114 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"))
1115 { 1096 {
1116 CHK_PICK_PICKUP; 1097 CHK_PICK_PICKUP;
1117 continue; 1098 continue;
1118 } 1099 }
1100 }
1119 1101
1102 /* misc stuff that's useful */
1120 if (op->contr->mode & PU_DRINK) 1103 if (op->contr->mode & PU_KEY)
1121 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1104 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1122 { 1105 {
1123 CHK_PICK_PICKUP; 1106 CHK_PICK_PICKUP;
1124 continue; 1107 continue;
1125 } 1108 }
1126 1109
1110 /* any of the last 4 bits set means we use the ratio for value
1111 * pickups */
1127 if (op->contr->mode & PU_POTION) 1112 if (op->contr->mode & PU_RATIO)
1128 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
1129 { 1117 */
1130 CHK_PICK_PICKUP;
1131 continue;
1132 }
1133
1134 /* spellbooks, skillscrolls and normal books/scrolls */
1135 if (op->contr->mode & PU_SPELLBOOK)
1136 if (tmp->type == SPELLBOOK)
1137 {
1138 CHK_PICK_PICKUP;
1139 continue;
1140 }
1141
1142 if (op->contr->mode & PU_SKILLSCROLL)
1143 if (tmp->type == SKILLSCROLL)
1144 {
1145 CHK_PICK_PICKUP;
1146 continue;
1147 }
1148
1149 if (op->contr->mode & PU_READABLES)
1150 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1151 {
1152 CHK_PICK_PICKUP;
1153 continue;
1154 }
1155
1156 /* wands/staves/rods/horns */
1157 if (op->contr->mode & PU_MAGIC_DEVICE)
1158 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1159 {
1160 CHK_PICK_PICKUP;
1161 continue;
1162 }
1163
1164 /* pick up all magical items */
1165 if (op->contr->mode & PU_MAGICAL) 1118 wvratio = op->contr->mode & PU_RATIO;
1166 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)
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 if (op->contr->mode & PU_VALUABLES)
1173 { 1120 {
1174 if (tmp->type == MONEY || tmp->type == GEM) 1121#if 0
1122 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1123 if (tmp->name != NULL)
1175 { 1124 {
1176 CHK_PICK_PICKUP; 1125 fprintf (stderr, "%s", tmp->name);
1177 continue;
1178 } 1126 }
1179 }
1180
1181 /* rings & amulets - talismans seems to be typed AMULET */
1182 if (op->contr->mode & PU_JEWELS)
1183 if (tmp->type == RING || tmp->type == AMULET)
1184 {
1185 CHK_PICK_PICKUP;
1186 continue;
1187 }
1188
1189 /* we don't forget dragon food */
1190 if (op->contr->mode & PU_FLESH)
1191 if (tmp->type == FLESH)
1192 {
1193 CHK_PICK_PICKUP;
1194 continue;
1195 }
1196
1197 /* bows and arrows. Bows are good for selling! */
1198 if (op->contr->mode & PU_BOW)
1199 if (tmp->type == BOW)
1200 {
1201 CHK_PICK_PICKUP;
1202 continue;
1203 }
1204
1205 if (op->contr->mode & PU_ARROW)
1206 if (tmp->type == ARROW)
1207 {
1208 CHK_PICK_PICKUP;
1209 continue;
1210 }
1211
1212 /* all kinds of armor etc. */
1213 if (op->contr->mode & PU_ARMOUR)
1214 if (tmp->type == ARMOUR)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 if (op->contr->mode & PU_HELMET)
1221 if (tmp->type == HELMET)
1222 {
1223 CHK_PICK_PICKUP;
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_SHIELD)
1228 if (tmp->type == SHIELD)
1229 {
1230 CHK_PICK_PICKUP;
1231 continue;
1232 }
1233
1234 if (op->contr->mode & PU_BOOTS)
1235 if (tmp->type == BOOTS)
1236 {
1237 CHK_PICK_PICKUP;
1238 continue;
1239 }
1240
1241 if (op->contr->mode & PU_GLOVES)
1242 if (tmp->type == GLOVES)
1243 {
1244 CHK_PICK_PICKUP;
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_CLOAK)
1249 if (tmp->type == CLOAK)
1250 {
1251 CHK_PICK_PICKUP;
1252 continue;
1253 }
1254
1255 /* hoping to catch throwing daggers here */
1256 if (op->contr->mode & PU_MISSILEWEAPON)
1257 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1258 {
1259 CHK_PICK_PICKUP;
1260 continue;
1261 }
1262
1263 /* careful: chairs and tables are weapons! */
1264 if (op->contr->mode & PU_ALLWEAPON)
1265 {
1266 if (tmp->type == WEAPON && tmp->name != NULL)
1267 {
1268 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1269 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1270 {
1271 CHK_PICK_PICKUP;
1272 continue;
1273 }
1274 }
1275
1276 if (tmp->type == WEAPON && tmp->name == NULL)
1277 {
1278 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1279 {
1280 CHK_PICK_PICKUP;
1281 continue;
1282 }
1283 }
1284 }
1285
1286 /* misc stuff that's useful */
1287 if (op->contr->mode & PU_KEY)
1288 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293
1294 /* any of the last 4 bits set means we use the ratio for value
1295 * pickups */
1296 if (op->contr->mode & PU_RATIO)
1297 {
1298 /* use value density to decide what else to grab */
1299 /* >=7 was >= op->contr->mode */
1300 /* >=7 is the old standard setting. Now we take the last 4 bits
1301 */
1302 wvratio = op->contr->mode & PU_RATIO;
1303 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1304 {
1305 CHK_PICK_PICKUP;
1306#if 0
1307 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1308 if (tmp->name != NULL)
1309 {
1310 fprintf (stderr, "%s", tmp->name);
1311 }
1312 else 1127 else
1313 fprintf (stderr, "%s", tmp->arch->archname); 1128 fprintf (stderr, "%s", tmp->arch->archname);
1314 fprintf (stderr, ",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1315 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))));
1316#endif 1131#endif
1132 CHK_PICK_PICKUP;
1317 continue; 1133 continue;
1318 }
1319 } 1134 }
1320 } /* the new pickup model */ 1135 } /* the new pickup model */
1321 } 1136 }
1322 1137
1323 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;
1324} 1174}
1325 1175
1326/* 1176/*
1327 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1328 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1329 * found object is returned. 1179 * found object is returned.
1330 */ 1180 */
1331object * 1181static object *
1332find_arrow (object *op, const char *type) 1182find_arrow (object *op, const char *type)
1333{ 1183{
1334 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1335 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1336 return splay (tmp); 1186 return splay (tmp);
1350 * 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
1351 * 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
1352 * 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
1353 * 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.
1354 */ 1204 */
1355object * 1205static object *
1356find_better_arrow (object *op, object *target, const char *type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1357{ 1207{
1358 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1359 int attacknum, attacktype, betterby = 0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1360 1210
1361 if (!type) 1211 if (!type)
1365 { 1215 {
1366 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))
1367 { 1217 {
1368 i = 0; 1218 i = 0;
1369 ntmp = find_better_arrow (arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1220
1370 if (i > betterby) 1221 if (i > betterby)
1371 { 1222 {
1372 tmp = ntmp; 1223 tmp = ntmp;
1373 betterby = i; 1224 betterby = i;
1374 } 1225 }
1375 } 1226 }
1376 else if (arrow->type == ARROW && arrow->race == type) 1227 else if (arrow->type == ARROW && arrow->race == type)
1377 { 1228 {
1378 /* allways prefer assasination/slaying */ 1229 /* allways prefer assasination/slaying */
1379 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1230 if (target->race && arrow->slaying.contains (target->race))
1380 { 1231 {
1381 if (arrow->attacktype & AT_DEATH) 1232 if (arrow->attacktype & AT_DEATH)
1382 { 1233 {
1383 *better = 100; 1234 *better = 100;
1384 return arrow; 1235 return arrow;
1399 { 1250 {
1400 tmp = arrow; 1251 tmp = arrow;
1401 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;
1402 } 1253 }
1403 } 1254 }
1255
1404 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1256 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1405 { 1257 {
1406 tmp = arrow; 1258 tmp = arrow;
1407 betterby = 2 + arrow->magic + arrow->stats.dam; 1259 betterby = 2 + arrow->magic + arrow->stats.dam;
1408 } 1260 }
1261
1409 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1262 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1410 { 1263 {
1411 tmp = arrow; 1264 tmp = arrow;
1412 betterby = 1 + arrow->magic + arrow->stats.dam; 1265 betterby = 1 + arrow->magic + arrow->stats.dam;
1413 } 1266 }
1426 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1427 * op = the shooter 1280 * op = the shooter
1428 * type = bow->race 1281 * type = bow->race
1429 * dir = fire direction 1282 * dir = fire direction
1430 */ 1283 */
1431object * 1284static object *
1432pick_arrow_target (object *op, const char *type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1433{ 1286{
1434 object *tmp = NULL; 1287 object *tmp = NULL;
1435 maptile *m; 1288 maptile *m;
1436 int i, mflags, found, number; 1289 int i, mflags, found, number;
1437 sint16 x, y; 1290 sint16 x, y;
1523 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1376 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1524 return 0; 1377 return 0;
1525 } 1378 }
1526 1379
1527 // 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
1528 if (bow->below) 1381 splay (bow);
1529 {
1530 bow->remove ();
1531 op->insert (bow);
1532 }
1533 } 1382 }
1534 1383
1535 if (!bow->race || !bow->skill) 1384 if (!bow->race || !bow->skill)
1536 { 1385 {
1537 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);
1583 arrow->direction = dir; 1432 arrow->direction = dir;
1584 1433
1585 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 */
1586 arrow->stats.hp = arrow->stats.dam; 1435 arrow->stats.hp = arrow->stats.dam;
1587 arrow->stats.grace = arrow->attacktype; 1436 arrow->stats.grace = arrow->attacktype;
1588 1437 arrow->custom_name = arrow->slaying;
1589 if (arrow->slaying)
1590 arrow->spellarg = strdup (arrow->slaying);
1591 1438
1592#if 0 1439#if 0
1593 if (player *pl = op->contr) 1440 if (player *pl = op->contr)
1594 { 1441 {
1595 float speed = pl->weapon_sp; 1442 float speed = pl->weapon_sp;
1657 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1658 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1659 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1660 * hence the function name. 1507 * hence the function name.
1661 */ 1508 */
1662int 1509static int
1663player_fire_bow (object *op, int dir) 1510player_fire_bow (object *op, int dir)
1664{ 1511{
1665 int ret; 1512 int ret;
1666 1513
1667 if (op->contr->bowtype == bow_bestarrow) 1514 if (op->contr->bowtype == bow_bestarrow)
1695} 1542}
1696 1543
1697/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1698 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1699 */ 1546 */
1700void 1547static void
1701fire_misc_object (object *op, int dir) 1548fire_misc_object (object *op, int dir)
1702{ 1549{
1703 object *item = op->contr->ranged_ob; 1550 object *item = op->contr->ranged_ob;
1704 1551
1705 if (!item) 1552 if (!item)
1712 { 1559 {
1713 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1714 return; 1561 return;
1715 } 1562 }
1716 1563
1717 if (!op->change_weapon (item)) 1564 if (!op->apply (item))
1718 return; 1565 return;
1719 1566
1720 if (item->type == WAND) 1567 if (item->type == WAND)
1721 { 1568 {
1722 if (item->stats.food <= 0) 1569 if (item->stats.food <= 0)
1727 return; 1574 return;
1728 } 1575 }
1729 } 1576 }
1730 else if (item->type == ROD || item->type == HORN) 1577 else if (item->type == ROD || item->type == HORN)
1731 { 1578 {
1732 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1579 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1733 1580
1734 // using the maximum of the rods charge allows at least one spell cast 1581 // using the maximum of the rods charge allows at least one spell cast
1735 // for a rod or horn, this fixes some broken rods. 1582 // for a rod or horn, this fixes some broken rods.
1736 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1583 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1737 { 1584 {
1738 op->contr->play_sound (sound_find ("wand_poof")); 1585 op->contr->play_sound (sound_find ("wand_poof"));
1739 1586
1740 if (item->type == ROD) 1587 if (item->type == ROD)
1741 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));
1773} 1620}
1774 1621
1775/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1776 */ 1623 */
1777bool 1624bool
1778fire (object *op, int dir) 1625fire (object *who, int dir)
1779{ 1626{
1780 int spellcost = 0; 1627 int spellcost = 0;
1781 1628
1782 player *pl = op->contr; 1629 player *pl = who->contr;
1783 1630
1784 if (pl->golem) 1631 if (pl->golem)
1785 { 1632 {
1786 control_golem (op->contr->golem, dir); 1633 control_golem (who->contr->golem, dir);
1787 return false; 1634 return false;
1788 } 1635 }
1789 1636
1790 object *ob = pl->ranged_ob; 1637 object *ob = pl->ranged_ob;
1791 1638
1792 if (!ob) 1639 if (!ob)
1793 return false; 1640 return false;
1794 1641
1795 if (op->speed_left > 0.f) 1642 if (who->speed_left > 0.f)
1796 --op->speed_left; 1643 --who->speed_left;
1797 else 1644 else
1798 return false; 1645 return false;
1799 1646
1800 if (!op->change_weapon (ob)) 1647 if (!who->apply (ob))
1801 return false; 1648 return false;
1802 1649
1803 /* check for loss of invisiblity/hide */ 1650 /* check for loss of invisiblity/hide */
1804 if (action_makes_visible (op)) 1651 if (action_makes_visible (who))
1805 make_visible (op); 1652 make_visible (who);
1806 1653
1807 switch (ob->type) 1654 switch (ob->type)
1808 { 1655 {
1809 case BOW: 1656 case BOW:
1810 player_fire_bow (op, dir); 1657 player_fire_bow (who, dir);
1811 break; 1658 break;
1812 1659
1813 case SPELL: 1660 case SPELL:
1814 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);
1815 break; 1662 break;
1816 1663
1817 case BUILDER: 1664 case BUILDER:
1818 apply_map_builder (op, dir); 1665 apply_map_builder (who, dir);
1819 break; 1666 break;
1820 1667
1821 case SKILL: 1668 case SKILL:
1822 do_skill (op, op, ob, dir, 0); 1669 do_skill (who, who, ob, dir, 0);
1823 break; 1670 break;
1824 1671
1672 case RANGED:
1673 do_skill (who, ob, who->chosen_skill, dir, 0);
1674 break;
1675
1825 default: 1676 default:
1826 fire_misc_object (op, dir); 1677 fire_misc_object (who, dir);
1827 break; 1678 break;
1828 } 1679 }
1829 1680
1830 return true; 1681 return true;
1831} 1682}
1832 1683
1833/* find_key 1684static object *
1834 * We try to find a key for the door as passed. If we find a key
1835 * and successfully use it, we return the key, otherwise NULL
1836 * This function merges both normal and locked door, since the logic
1837 * for both is the same - just the specific key is different.
1838 * pl is the player,
1839 * inv is the objects inventory to searched
1840 * door is the door we are trying to match against.
1841 * This function can be called recursively to search containers.
1842 */
1843object *
1844find_key (object *pl, object *container, object *door) 1685find_key_ (object *pl, object *container, object *door)
1845{ 1686{
1846 object *tmp, *key; 1687 object *tmp, *key;
1847 1688
1848 /* Should not happen, but sanity checking is never bad */ 1689 /* Should not happen, but sanity checking is never bad */
1849 if (!container->inv) 1690 if (!container->inv)
1852 /* 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 */
1853 for (tmp = container->inv; tmp; tmp = tmp->below) 1694 for (tmp = container->inv; tmp; tmp = tmp->below)
1854 { 1695 {
1855 if (door->type == DOOR && tmp->type == KEY) 1696 if (door->type == DOOR && tmp->type == KEY)
1856 break; 1697 break;
1698
1857 /* For sanity, we should really check door type, but other stuff 1699 /* For sanity, we should really check door type, but other stuff
1858 * (like containers) can be locked with special keys 1700 * (like containers) can be locked with special keys
1859 */ 1701 */
1860 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1702 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1861 break; 1703 break;
1867 * a key, return 1709 * a key, return
1868 */ 1710 */
1869 if (!tmp) 1711 if (!tmp)
1870 { 1712 {
1871 for (tmp = container->inv; tmp; tmp = tmp->below) 1713 for (tmp = container->inv; tmp; tmp = tmp->below)
1872 {
1873 /* No reason to search empty containers */ 1714 /* No reason to search empty containers */
1874 if (tmp->type == CONTAINER && tmp->inv) 1715 if (tmp->type == CONTAINER && tmp->inv)
1875 {
1876 if ((key = find_key (pl, tmp, door))) 1716 if ((key = find_key_ (pl, tmp, door)))
1877 return key; 1717 return key;
1878 }
1879 }
1880 1718
1881 if (!tmp) 1719 if (!tmp)
1882 return NULL; 1720 return 0;
1883 } 1721 }
1884 1722
1885 /* 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,
1886 * see if we actually want to use it 1724 * see if we actually want to use it
1887 */ 1725 */
1888 if (pl != container) 1726 if (pl != container)
1889 { 1727 {
1890 /* Only let players use keys in containers */ 1728 /* Only let players use keys in containers */
1891 if (!pl->contr) 1729 if (!pl->contr)
1892 return NULL; 1730 return 0;
1731
1893 /* cases where this fails: 1732 /* cases where this fails:
1894 * If we only search the player inventory, return now since we 1733 * If we only search the player inventory, return now since we
1895 * are not in the players inventory. 1734 * are not in the players inventory.
1896 * If the container is not active, return now since only active 1735 * If the container is not active, return now since only active
1897 * containers can be used. 1736 * containers can be used.
1901 * inv must have been an container and must have been active. 1740 * inv must have been an container and must have been active.
1902 * 1741 *
1903 * Change the color so that the message doesn't disappear with 1742 * Change the color so that the message doesn't disappear with
1904 * all the others. 1743 * all the others.
1905 */ 1744 */
1906 if (pl->contr->usekeys == key_inventory || 1745 if (pl->contr->usekeys == key_inventory
1907 !QUERY_FLAG (container, FLAG_APPLIED) || 1746 || !QUERY_FLAG (container, FLAG_APPLIED)
1908 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1909 { 1748 {
1910 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1911 "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));
1912 return NULL; 1751 return NULL;
1913 } 1752 }
1914 } 1753 }
1915 1754
1916 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);
1917} 1781}
1918 1782
1919/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
1920 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
1921 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
1971 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
1972 */ 1836 */
1973bool 1837bool
1974move_player_attack (object *op, int dir) 1838move_player_attack (object *op, int dir)
1975{ 1839{
1976 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 }
1977 1845
1978 sint16 nx = freearr_x[dir] + op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
1979 sint16 ny = freearr_y[dir] + op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
1980 1848
1981 on_battleground = op_on_battleground (op, 0, 0);
1982
1983 if (out_of_map (op->map, nx, ny)) 1849 if (out_of_map (op->map, nx, ny))
1984 return false; 1850 return false;
1985
1986 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1987 {
1988 --op->speed_left;
1989 return true;
1990 }
1991 1851
1992 /* 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
1993 * 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
1994 * 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
1995 * player. This is a pretty nasty hack, because if we could 1855 * player. This is a pretty nasty hack, because if we could
2064 } 1924 }
2065 else 1925 else
2066 return false; 1926 return false;
2067 } 1927 }
2068 1928
1929 bool on_battleground = op_on_battleground (op, 0, 0);
1930
2069 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
2070 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
2071 * 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
2072 * attack them either. 1934 * attack them either.
2073 */ 1935 */
2137} 1999}
2138 2000
2139bool 2001bool
2140move_player (object *op, int dir) 2002move_player (object *op, int dir)
2141{ 2003{
2142 int pick;
2143
2144 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2145 return 0; 2005 return 0;
2146 2006
2147 /* Sanity check: make sure dir is valid */ 2007 /* Sanity check: make sure dir is valid */
2148 if ((dir < 0) || (dir >= 9)) 2008 if (dir < 0 || dir >= 9)
2149 { 2009 {
2150 LOG (llevError, "move_player: invalid direction %d\n", dir); 2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2151 return 0; 2011 return 0;
2152 } 2012 }
2153 2013
2159 2019
2160 if (op->flag [FLAG_HIDDEN]) 2020 if (op->flag [FLAG_HIDDEN])
2161 do_hidden_move (op); 2021 do_hidden_move (op);
2162 2022
2163 bool retval; 2023 bool retval;
2024 int pick = 0;
2164 2025
2165 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2026 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2166 retval = RESULT_INT (0); 2027 retval = RESULT_INT (0);
2167 else if (op->contr->fire_on) 2028 else if (op->contr->fire_on)
2168 retval = fire (op, dir); 2029 retval = fire (op, dir);
2225 return move_player (op, op->direction); 2086 return move_player (op, op->direction);
2226 2087
2227 return false; 2088 return false;
2228} 2089}
2229 2090
2230int 2091static int
2231save_life (object *op) 2092save_life (object *op)
2232{ 2093{
2233 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2234 return 0; 2095 return 0;
2235 2096
2244 2105
2245 if (op->stats.hp < 0) 2106 if (op->stats.hp < 0)
2246 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2247 2108
2248 if (op->stats.food < 0) 2109 if (op->stats.food < 0)
2249 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2250 2111
2251 op->update_stats (); 2112 op->update_stats ();
2252 return 1; 2113 return 1;
2253 } 2114 }
2254 2115
2282void 2143void
2283object::drop_unpaid_items () 2144object::drop_unpaid_items ()
2284{ 2145{
2285 if (!flag [FLAG_REMOVED]) 2146 if (!flag [FLAG_REMOVED])
2286 ::drop_unpaid_items (inv, this); 2147 ::drop_unpaid_items (inv, this);
2287}
2288
2289/*
2290 * Returns pointer a static string containing gravestone text
2291 * Moved from apply.c to player.c - player.c is what
2292 * actually uses this function. player.c may not be quite the
2293 * best, a misc file for object actions is probably better,
2294 * but there isn't one in the server directory.
2295 */
2296const char *
2297gravestone_text (object *op)
2298{
2299 static dynbuf_text buf;
2300
2301 buf << "---- R.I.P. ----\n\n"
2302 << op->name;
2303
2304 if (op->type == PLAYER)
2305 buf << " the " << op->contr->title;
2306
2307 buf << "\n\n";
2308
2309 buf << "who was level ";
2310 buf << (sint32)op->level << "\n\n" // OO breakdown
2311 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2312
2313 if (op->type == PLAYER)
2314 buf << "by " << op->contr->killer_name () << ".\n\n";
2315
2316 {
2317 static char buf2[128];
2318 time_t now = time (NULL);
2319 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2320 buf << buf2;
2321 }
2322
2323 return buf;
2324} 2148}
2325 2149
2326void 2150void
2327do_some_living (object *op) 2151do_some_living (object *op)
2328{ 2152{
2520 2344
2521 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2522 { 2346 {
2523 op->statusmsg ("You blindly grab for a bite of food. " 2347 op->statusmsg ("You blindly grab for a bite of food. "
2524 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2525 manual_apply (op, tmp, 0); 2349 op->apply (tmp);
2526 2350
2527 if (op->stats.food >= 0 || op->stats.hp < 0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2528 break; 2352 break;
2529 } 2353 }
2530 else if (tmp->type == FLESH) 2354 else if (tmp->type == FLESH)
2536 */ 2360 */
2537 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2538 { 2362 {
2539 op->statusmsg ("You blindly grab for a bite of food. " 2363 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2541 manual_apply (op, flesh, 0); 2365 op->apply (flesh);
2542 } 2366 }
2543 2367
2544 // If player is still starving, alert him! 2368 // If player is still starving, alert him!
2545 if (op->stats.food < 0) 2369 if (op->stats.food < 0)
2546 op->failmsg ("You are starving! " 2370 op->failmsg ("You are starving! "
2572 */ 2396 */
2573void 2397void
2574kill_player (object *op) 2398kill_player (object *op)
2575{ 2399{
2576 int x, y; 2400 int x, y;
2577 char buf[MAX_BUF];
2578 maptile *map; /* this is for resurrection */ 2401 maptile *map; /* this is for resurrection */
2579 int will_kill_again; 2402 int will_kill_again;
2580 archetype *at; 2403 archetype *at;
2581 object *tmp; 2404 object *tmp;
2582 2405
2583 if (save_life (op)) 2406 if (save_life (op))
2584 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 }
2585 2444
2586 /* 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
2587 * 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.
2588 * Look at op_on_battleground() for more info --AndreasV 2447 * Look at op_on_battleground() for more info --AndreasV
2589 */ 2448 */
2590 if (op_on_battleground (op, &x, &y)) 2449 if (op_on_battleground (op, &x, &y))
2591 { 2450 {
2592 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";
2593 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2594
2595 /* restore player */
2596 at = archetype::find ("poisoning");
2597 if (object *tmp = present_arch_in_ob (at, op))
2598 {
2599 tmp->destroy ();
2600 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2601 }
2602
2603 at = archetype::find ("confusion");
2604 if (object *tmp = present_arch_in_ob (at, op))
2605 {
2606 tmp->destroy ();
2607 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2608 }
2609
2610 cure_disease (op, 0, 0); /* remove any disease */
2611 op->stats.hp = op->stats.maxhp;
2612 if (op->stats.food <= 0)
2613 op->stats.food = 999;
2614 2452
2615 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2616 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2617 { 2455
2618 tmp->name = format ("%s's finger" , &op->name); 2456 tmp->name = format ("%s's finger" , &op->name);
2619 tmp->name_pl = format ("%s's fingers", &op->name); 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2620 tmp->msg = format ( 2458 tmp->msg = format (
2621 "This finger has been cut off of %s the %s, when he was defeated at 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",
2622 &op->name, op->contr->title, 2460 &op->name, op->contr->title,
2623 (int)op->level, 2461 (int)op->level,
2624 op->contr->killer_name () 2462 op->contr->killer_name ()
2625 ); 2463 );
2626 tmp->value = 0, tmp->type = 0; 2464 tmp->value = 0, tmp->type = 0;
2627 tmp->materialname = "organics"; 2465 tmp->material = name_to_material (shstr_organic);
2628 tmp->insert_at (op, tmp); 2466 tmp->insert_at (op, tmp);
2629 }
2630 2467
2631 /* teleport defeated player to new destination */ 2468 /* teleport defeated player to new destination */
2632 transfer_ob (op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2633 op->contr->braced = 0; 2470 op->contr->braced = 0;
2471
2472 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2634 return; 2473 return;
2635 } 2474 }
2475
2476 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2477 deathtab << "T<YOU HAVE DIED>\n\n";
2636 2478
2637 INVOKE_PLAYER (DEATH, op->contr); 2479 INVOKE_PLAYER (DEATH, op->contr);
2638 2480
2639 command_kill_pets (op, 0); 2481 command_kill_pets (op, 0);
2640 2482
2691 lost_a_stat = 1; 2533 lost_a_stat = 1;
2692 } 2534 }
2693 else 2535 else
2694 { 2536 {
2695 /* deplete a stat */ 2537 /* deplete a stat */
2696 archetype *deparch = archetype::find ("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2697 object *dep; 2539 object *dep;
2698 2540
2699 dep = present_arch_in_ob (deparch, op); 2541 dep = present_arch_in_ob (deparch, op);
2700 if (!dep) 2542 if (!dep)
2701 { 2543 {
2702 dep = arch_to_object (deparch); 2544 dep = deparch->instance ();
2703 insert_ob_in_ob (dep, op); 2545 insert_ob_in_ob (dep, op);
2704 } 2546 }
2705 lose_this_stat = 1; 2547 lose_this_stat = 1;
2706 if (settings.balanced_stat_loss) 2548 if (settings.balanced_stat_loss)
2707 { 2549 {
2735 } 2577 }
2736 } 2578 }
2737 2579
2738 if (lose_this_stat) 2580 if (lose_this_stat)
2739 { 2581 {
2740 this_stat = get_attr_value (&(dep->stats), i); 2582 this_stat = get_attr_value (&dep->stats, i);
2741 /* We could try to do something clever like find another 2583 /* We could try to do something clever like find another
2742 * stat to reduce if this fails. But chances are, if 2584 * stat to reduce if this fails. But chances are, if
2743 * stats have been depleted to -50, all are pretty low 2585 * stats have been depleted to -50, all are pretty low
2744 * 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
2745 * difference. 2587 * difference.
2759 /* If no stat lost, tell the player. */ 2601 /* If no stat lost, tell the player. */
2760 if (!lost_a_stat) 2602 if (!lost_a_stat)
2761 { 2603 {
2762 /* determine_god() seems to not work sometimes... why is this? 2604 /* determine_god() seems to not work sometimes... why is this?
2763 Should I be using something else? GD */ 2605 Should I be using something else? GD */
2764 const char *god = determine_god (op); 2606 shstr_tmp god = determine_god (op);
2765 2607
2766 if (god && (strcmp (god, "none"))) 2608 if (god != shstr_none)
2767 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";
2768 else 2610 else
2769 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";
2770 } 2612 }
2771#else 2613#else
2772 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.";
2773#endif 2615#endif
2774 2616
2775 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2776 * exp loss on the stone. 2618 * exp loss on the stone.
2777 */ 2619 */
2778 tmp = arch_to_object (archetype::find ("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2779 tmp->name = format ("%s's gravestone", &op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
2780 tmp->name_pl = format ("%s's gravestones", &op->name); 2622 tmp->name_pl = format ("%s's gravestones", &op->name);
2781 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2623 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2782 &op->name, op->contr->title, op->contr->killer_name ()); 2624 &op->name, op->contr->title, op->contr->killer_name ());
2783 tmp->x = op->x, tmp->y = op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2784 insert_ob_in_map (tmp, op->map, NULL, 0); 2626 insert_ob_in_map (tmp, op->map, NULL, 0);
2785 2627
2786 /**************************************/ 2628 /**************************************/
2787 /* */ 2629 /* */
2788 /* Subtract the experience points, */ 2630 /* Subtract the experience points, */
2789 /* if we died cause of food, give us */
2790 /* food, and reset HP's... */
2791 /* */ 2631 /* */
2792 /**************************************/ 2632 /**************************************/
2793 2633
2794 /* remove any poisoning and confusion the character may be suffering. */
2795 /* restore player */
2796 at = archetype::find ("poisoning");
2797 tmp = present_arch_in_ob (at, op);
2798
2799 if (tmp)
2800 {
2801 tmp->destroy ();
2802 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2803 }
2804
2805 at = archetype::find ("confusion");
2806 tmp = present_arch_in_ob (at, op);
2807 if (tmp)
2808 {
2809 tmp->destroy ();
2810 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2811 }
2812
2813 cure_disease (op, 0, 0); /* remove any disease */
2814
2815 // remove all spell effects that are active
2816 // to avoid long-term effects such as word-of-recall
2817 for (object *item = op->inv; item; )
2818 {
2819 object *next = item->below;
2820
2821 if (item->type == SPELL_EFFECT && item->active)
2822 item->destroy ();
2823
2824 item = next;
2825 }
2826
2827 /*add_exp(op, (op->stats.exp * -0.20)); */ 2634 /*add_exp(op, (op->stats.exp * -0.20)); */
2828 apply_death_exp_penalty (op); 2635 apply_death_exp_penalty (op);
2829
2830 if (op->stats.food < 100)
2831 op->stats.food = 900;
2832
2833 op->stats.hp = op->stats.maxhp;
2834 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2835 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2836 2636
2837 /* 2637 /*
2838 * 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
2839 * and put them back in the map. 2639 * and put them back in the map.
2840 */ 2640 */
2877 2677
2878 insert_ob_in_ob (force, op); 2678 insert_ob_in_ob (force, op);
2879 op->update_stats (); 2679 op->update_stats ();
2880 } 2680 }
2881 2681
2882 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2883} 2683}
2884 2684
2885void 2685static void
2886loot_object (object *op) 2686loot_object (object *op)
2887{ /* Grab and destroy some treasure */ 2687{ /* Grab and destroy some treasure */
2888 object *tmp, *tmp2, *next; 2688 object *tmp, *tmp2, *next;
2889 2689
2890 op->close_container (); /* close open sack first */ 2690 op->close_container (); /* close open sack first */
2921 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
2922 * 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
2923 * was changed. 2723 * was changed.
2924 */ 2724 */
2925void 2725void
2926fix_weight (void) 2726fix_weight ()
2927{ 2727{
2928 for_all_players (pl) 2728 for_all_players (pl)
2929 { 2729 {
2930 sint32 old = pl->ob->carrying; 2730 sint32 old = pl->ob->carrying;
2931 2731
2938 } 2738 }
2939 } 2739 }
2940} 2740}
2941 2741
2942void 2742void
2943fix_luck (void) 2743fix_luck ()
2944{ 2744{
2945 for_all_players (pl) 2745 for_all_players (pl)
2946 if (!pl->ob->contr->ns->state) 2746 if (!pl->ob->contr->ns->state)
2947 pl->ob->change_luck (0); 2747 pl->ob->change_luck (0);
2948} 2748}
3025 level = ob->map->darklevel () - 2; 2825 level = ob->map->darklevel () - 2;
3026 2826
3027 /* this also picks up whether the object is glowing. 2827 /* this also picks up whether the object is glowing.
3028 * 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
3029 * as bad as carrying a light on a pitch dark map */ 2829 * as bad as carrying a light on a pitch dark map */
3030 if (has_carried_lights (ob)) 2830 if (ob->has_carried_lights ())
3031 level = -(10 + (2 * ob->map->darklevel ())); 2831 level = -(10 + (2 * ob->map->darklevel ()));
3032 2832
3033 /* scan through all nearby squares for terrain to hide in */ 2833 /* scan through all nearby squares for terrain to hide in */
3034 for (i = 0, x = ob->x, y = ob->y; 2834 for (i = 0, x = ob->x, y = ob->y;
3035 i <= SIZEOFFREE1; 2835 i <= SIZEOFFREE1;
3183 while (op) 2983 while (op)
3184 { 2984 {
3185 dx = rv.distance_x + op->arch->x; 2985 dx = rv.distance_x + op->arch->x;
3186 dy = rv.distance_y + op->arch->y; 2986 dy = rv.distance_y + op->arch->y;
3187 2987
3188 /* only the viewable area the player sees is updated by LOS
3189 * code, so we need to restrict ourselves to that range of values
3190 * for any meaningful values.
3191 */
3192 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) 2988 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3193 return 1; 2989 return 1;
3194 2990
3195 op = op->more; 2991 op = op->more;
3196 }
3197
3198 return 0;
3199}
3200
3201/* routine for both players and monsters. We call this when
3202 * there is a possibility for our action distrubing our hiding
3203 * place or invisiblity spell. Artefact invisiblity causes
3204 * "noise" instead. If we arent invisible to begin with, we
3205 * return 0.
3206 */
3207int
3208action_makes_visible (object *op)
3209{
3210 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3211 {
3212 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3213 {
3214 // artefact invisibility is permanent, but we still make noise
3215 // this is important for game-balance.
3216 if (op->contr)
3217 op->make_noise ();
3218
3219 return 0;
3220 }
3221
3222 if (op->contr && op->contr->tmp_invis == 0)
3223 return 0;
3224
3225 /* If monsters, they should become visible */
3226 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3227 {
3228 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3229 return 1;
3230 }
3231 } 2992 }
3232 2993
3233 return 0; 2994 return 0;
3234} 2995}
3235 2996
3259 && tmp->name == shstr_battleground 3020 && tmp->name == shstr_battleground
3260 && EXIT_X (tmp) && EXIT_Y (tmp)) 3021 && EXIT_X (tmp) && EXIT_Y (tmp))
3261 { 3022 {
3262 /* before we assign the exit, check if this is a teambattle */ 3023 /* before we assign the exit, check if this is a teambattle */
3263 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))
3264 {
3265 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)
3266 { 3027 {
3267 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3268 {
3269 if (x && y) 3028 if (x && y)
3270 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3271 3030
3272 return 1; 3031 return 1;
3273 }
3274 } 3032 }
3275 }
3276 3033
3277 if (x && y) 3034 if (x && y)
3278 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3279 3036
3280 return 1; 3037 return 1;
3418 else 3175 else
3419 j = 1; 3176 j = 1;
3420 strcat (buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3421 } 3178 }
3422 } 3179 }
3180
3423 strcat (buf, "."); 3181 strcat (buf, ".");
3424 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3425 } 3183 }
3426 3184
3427 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3437 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3438 } 3196 }
3439 else 3197 else
3440 { 3198 {
3441 /* generate misc. treasure */ 3199 /* generate misc. treasure */
3442 tmp = arch_to_object (tr->item); 3200 tmp = tr->item->instance ();
3443 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));
3444 who->insert (tmp); 3202 who->insert (tmp);
3445 } 3203 }
3446} 3204}
3447 3205
3448/** 3206//-GPL
3449 * Unready an object for a player. This function does nothing if the object was
3450 * not readied.
3451 */
3452void
3453player_unready_range_ob (player *pl, object *ob)
3454{
3455 if (pl->ob->current_weapon == ob)
3456 pl->ob->current_weapon = 0;
3457
3458 if (pl->combat_ob == ob)
3459 pl->combat_ob = 0;
3460
3461 if (pl->ranged_ob == ob)
3462 pl->ranged_ob = 0;
3463}
3464 3207
3465sint8 3208sint8
3466player::darkness_at (maptile *map, int x, int y) const 3209player::darkness_at (maptile *map, int x, int y) const
3467{ 3210{
3468 if (ns) 3211 if (!ns)
3469 return LOS_BLOCKED; 3212 return LOS_BLOCKED;
3470 3213
3471 int dx, dy; 3214 int dx, dy;
3472 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3215 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3473 return LOS_BLOCKED; 3216 return LOS_BLOCKED;

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