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Comparing deliantra/server/server/player.C (file contents):
Revision 1.116 by root, Sun Apr 29 03:44:36 2007 UTC vs.
Revision 1.249 by root, Sun Nov 29 17:41:08 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program 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 2 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 28#include <sproto.h>
28#include <sounds.h> 29#include <sounds.h>
29#include <living.h> 30#include <living.h>
30#include <object.h> 31#include <object.h>
31#include <spells.h> 32#include <spells.h>
34#include <algorithm> 35#include <algorithm>
35#include <functional> 36#include <functional>
36 37
37playervec players; 38playervec players;
38 39
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp))
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 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 */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 60 add_friendly_object (ob);
187 enter_map ();
188} 61}
189 62
190void 63void
191player::deactivate () 64player::deactivate ()
192{ 65{
199 72
200 if (ob->map) 73 if (ob->map)
201 maplevel = ob->map->path; 74 maplevel = ob->map->path;
202 75
203 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
204 ob->map = 0; 78 ob->map = 0;
205 party = 0; 79 party = 0;
206 80
207 // for weird reasons, this is often "ob", keeping a circular reference 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 82
210 players.erase (this); 83 players.erase (this);
211} 84}
212 85
213// connect the player with a specific client 86// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 87// also changes, rationalises, and fixes some incorrect settings
215void 88void
216player::connect (client *ns) 89player::connect (client *ns)
217{ 90{
218 this->ns = ns; 91 this->ns = ns;
219 ns->pl = this; 92 ns->pl = this;
223 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
224 97
225 ns->update_look = 0; 98 ns->update_look = 0;
226 ns->look_position = 0; 99 ns->look_position = 0;
227 100
228 clear_los (ob); 101 clear_los ();
229 102
230 ns->reset_stats (); 103 ns->reset_stats ();
231 104
232 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
235 108
236 if (!legal_range (ob, shoottype)) 109 ob->update_weight ();
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 110 link_skills ();
241 111
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
245 113
246 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob)) 115 if (is_dragon_pl (ob))
248 { 116 {
249 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
250 118
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
257 abil = tmp; 122 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
259 skin = tmp; 124 skin = tmp;
260 125
261 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
262 } 127 }
263 128
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 130
266 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
267 132
268 ob->update_stats (); 133 ob->update_stats ();
134
269 ns->floorbox_update (); 135 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
273 138
274 activate (); 139 activate ();
275 140
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this); 141 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this); 142 INVOKE_PLAYER (LOGIN, this);
282} 143}
283 144
284void 145void
285player::disconnect () 146player::disconnect ()
286{ 147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
287 if (ns) 154 if (ns)
288 { 155 {
289 if (active) 156 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291 158
294 ns->reset_stats (); 161 ns->reset_stats ();
295 ns->pl = 0; 162 ns->pl = 0;
296 ns = 0; 163 ns = 0;
297 } 164 }
298 165
299 if (ob) 166 // this is important for the player scheduler to get the correct refcount
300 ob->close_container (); //TODO: client-specific 167 // when ns = 0
168 observe = viewpoint = ob;
301 169
302 deactivate (); 170 deactivate ();
303} 171}
172
173//-GPL
304 174
305// the need for this function can be explained 175// the need for this function can be explained
306// by load_object not returning the object 176// by load_object not returning the object
307void 177void
308player::set_object (object *op) 178player::set_object (object *op)
309{ 179{
310 ob = op; 180 ob = observe = viewpoint = op;
311 ob->contr = this; /* this aren't yet in archetype */ 181 ob->contr = this; /* this aren't yet in archetype */
312 182
313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 183 ob->speed = 1.0f;
184 ob->speed_left = 0.5f;
185
315 ob->direction = 5; /* So player faces south */ 186 ob->direction = 5; /* So player faces south */
187
188 ob->flag [FLAG_READY_WEAPON] = false;
189 ob->flag [FLAG_READY_SKILL] = false;
190 ob->flag [FLAG_READY_BOW] = false;
191
192 for (object *op = ob->inv; op; op = op->below)
193 if (op->flag [FLAG_APPLIED])
194 switch (op->type)
195 {
196 case SKILL:
197 ob->flag [FLAG_APPLIED] = false;
198 break;
199
200 case WAND:
201 case ROD:
202 case HORN:
203 case BOW:
204 ranged_ob = op;
205 break;
206
207 case WEAPON:
208 combat_ob = op;
209 break;
210 }
211
212 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
213 ob->deactivate (); // change_weapon activates, fix this better
316} 214}
215
216void
217player::set_observe (object *op)
218{
219 observe = viewpoint = op ? op : ob;
220 do_los = 1;
221}
222
223void
224player::set_viewpoint (object *op)
225{
226 viewpoint = op ? op : (object *)observe;
227 do_los = 1;
228}
229
230//+GPL
317 231
318player::player () 232player::player ()
319{ 233{
320 /* There are some elements we want initialised to non zero value - 234 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point. 235 * we deal with that below this point.
325 unapply = unapply_nochoice; 239 unapply = unapply_nochoice;
326 240
327 savebed_map = first_map_path; /* Init. respawn position */ 241 savebed_map = first_map_path; /* Init. respawn position */
328 242
329 gen_sp_armour = 10; 243 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 244 bowtype = bow_normal;
332 petmode = pet_normal; 245 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers; 246 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 247 peaceful = 1; /* default peaceful */
336 do_los = 1; 248 do_los = 1;
249
250 weapon_sp = 1.0f;
251 weapon_sp_left = 0.5f;
337} 252}
338 253
339void 254void
340player::do_destroy () 255player::do_destroy ()
341{ 256{
346 if (ob) 261 if (ob)
347 { 262 {
348 ob->destroy_inv (false); 263 ob->destroy_inv (false);
349 ob->destroy (); 264 ob->destroy ();
350 } 265 }
266
267 ob = observe = viewpoint = 0;
351} 268}
352 269
353player::~player () 270player::~player ()
354{ 271{
355 /* Clear item stack */ 272 /* Clear item stack */
356 free (stack_items); 273 free (stack_items);
274}
275
276/*
277 * get_player_archetype() return next player archetype from archetype
278 * list. Not very efficient routine, but used only creating new players.
279 * Note: there MUST be at least one player archetype!
280 */
281static archetype *
282get_player_archetype (archetype *at)
283{
284 // archetypes could have been reloaded
285 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
286
287 if (!nat)
288 return at;
289
290 archvec::iterator i = archetypes.find (nat);
291
292 for (;;)
293 {
294 if (++i == archetypes.end ())
295 i = archetypes.begin ();
296 else if (*i == at)
297 cleanup ("not a single player archetype found");
298
299 if ((*i)->type == PLAYER)
300 return *i;
301 }
357} 302}
358 303
359/* Tries to add player on the connection passed in ns. 304/* Tries to add player on the connection passed in ns.
360 * All we can really get in this is some settings like host and display 305 * All we can really get in this is some settings like host and display
361 * mode. 306 * mode.
363player * 308player *
364player::create () 309player::create ()
365{ 310{
366 player *pl = new player; 311 player *pl = new player;
367 312
368 pl->set_object (arch_to_object (get_player_archetype (0))); 313 pl->set_object (get_player_archetype (0)->instance ());
369 314
370 pl->ob->roll_stats (); 315 pl->ob->roll_stats ();
371 pl->ob->stats.wc = 2; 316 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */ 317 pl->ob->run_away = 25; /* Then we panick... */
373 318
374 set_first_map (pl->ob); 319 set_first_map (pl->ob);
375 320
376 return pl; 321 return pl;
377}
378
379/*
380 * get_player_archetype() return next player archetype from archetype
381 * list. Not very efficient routine, but used only creating new players.
382 * Note: there MUST be at least one player archetype!
383 */
384archetype *
385get_player_archetype (archetype *at)
386{
387 archetype *start = at;
388
389 for (;;)
390 {
391 if (at == NULL || at->next == NULL)
392 at = first_archetype;
393 else
394 at = at->next;
395
396 if (at->clone.type == PLAYER)
397 return at;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 }
405} 322}
406 323
407object * 324object *
408get_nearest_player (object *mon) 325get_nearest_player (object *mon)
409{ 326{
412 unsigned lastdist; 329 unsigned lastdist;
413 rv_vector rv; 330 rv_vector rv;
414 331
415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 332 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 { 333 {
417 /* We should not find free objects on this friendly list, but it
418 * does periodically happen. Given that, lets deal with it.
419 * While unlikely, it is possible the next object on the friendly
420 * list is also free, so encapsulate this in a while loop.
421 */
422 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423 {
424 object *tmp = ol->ob;
425
426 /* Can't do much more other than log the fact, because the object
427 * itself will have been cleared.
428 */
429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
431 ol = ol->next;
432 remove_friendly_object (tmp);
433 if (!ol)
434 return op;
435 }
436
437 /* Remove special check for player from this. First, it looks to cause
438 * some crashes (ol->ob->contr not set properly?), but secondly, a more
439 * complicated method of state checking would be needed in any case -
440 * as it was, a clever player could type quit, and the function would
441 * skip them over while waiting for confirmation. Remove
442 * on_same_map check, as can_detect_enemy also does this
443 */
444 if (!can_detect_enemy (mon, ol->ob, &rv)) 334 if (!can_detect_enemy (mon, ol->ob, &rv))
445 continue; 335 continue;
446 336
447 if (lastdist > rv.distance) 337 if (lastdist > rv.distance)
448 { 338 {
643 533
644 return firstdir; 534 return firstdir;
645} 535}
646 536
647void 537void
648give_initial_items (object *pl, treasurelist * items) 538give_initial_items (object *pl, treasurelist *items)
649{ 539{
650 object *op, *next = NULL;
651
652 if (pl->randomitems != NULL) 540 if (pl->randomitems)
653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 541 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
654 542
655 for (op = pl->inv; op; op = next) 543 for (object *next, *op = pl->inv; op; op = next)
656 { 544 {
657 next = op->below; 545 next = op->below;
658 546
659 /* Forces get applied per default, unless they have the 547 /* Forces get applied per default, unless they have the
660 * flag "neutral" set. Sorry but I can't think of a better way 548 * flag "neutral" set. Sorry but I can't think of a better way
665 /* we never give weapons/armour if these cannot be used 553 /* we never give weapons/armour if these cannot be used
666 * by this player due to race restrictions 554 * by this player due to race restrictions
667 */ 555 */
668 if (pl->type == PLAYER) 556 if (pl->type == PLAYER)
669 { 557 {
670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 558 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
559 &&
671 (op->type == ARMOUR || op->type == BOOTS || 560 (op->type == ARMOUR || op->type == BOOTS
672 op->type == CLOAK || op->type == HELMET || 561 || op->type == CLOAK || op->type == HELMET
673 op->type == SHIELD || op->type == GLOVES || 562 || op->type == SHIELD || op->type == GLOVES
563 || op->type == BRACERS || op->type == GIRDLE))
674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 564 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
675 { 565 {
676 op->destroy (); 566 op->destroy ();
677 continue; 567 continue;
678 } 568 }
679 } 569 }
680 570
681 /* This really needs to be better - we should really give 571 /* Here we remove duplicated skills (as duplicated spell objects have
682 * a substitute spellbook. The problem is that we don't really 572 * _very_ confusing effects for players), which could for instance be
683 * have a good idea what to replace it with (need something like 573 * generated by bad treasurelists. - elmex
684 * a first level treasurelist for each skill.)
685 * remove duplicate skills also
686 */ 574 */
687 if (op->type == SPELLBOOK || op->type == SKILL) 575 if (op->type == SKILL)
688 { 576 {
689 object *tmp;
690
691 for (tmp = op->below; tmp; tmp = tmp->below) 577 for (object *tmp = op->below; tmp; tmp = tmp->below)
692 if (tmp->type == op->type && tmp->name == op->name) 578 if (tmp->type == op->type && tmp->name == op->name)
693 break;
694
695 if (tmp)
696 { 579 {
697 op->destroy (); 580 op->destroy ();
581 LOG (llevError,
698 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 582 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
699 continue; 583 break;
700 } 584 }
701 585
702 if (op->nrof > 1) 586 if (op->nrof > 1)
703 op->nrof = 1; 587 op->nrof = 1;
704 } 588 }
705 589
706 if (op->type == SPELLBOOK && op->inv) 590 if (op->type == SPELLBOOK && op->inv)
707 {
708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 591 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
709 }
710 592
711 /* Give starting characters identified, uncursed, and undamned 593 /* Give starting characters identified, uncursed, and undamned
712 * items. Just don't identify gold or silver, or it won't be 594 * items. Just don't identify gold or silver, or it won't be
713 * merged properly. 595 * merged properly.
714 */ 596 */
715 if (need_identify (op)) 597 if (need_identify (op))
716 { 598 {
717 SET_FLAG (op, FLAG_IDENTIFIED); 599 SET_FLAG (op, FLAG_IDENTIFIED);
718 CLEAR_FLAG (op, FLAG_CURSED); 600 CLEAR_FLAG (op, FLAG_CURSED);
719 CLEAR_FLAG (op, FLAG_DAMNED); 601 CLEAR_FLAG (op, FLAG_DAMNED);
720 } 602 }
603
721 if (op->type == SPELL) 604 if (op->type == SPELL)
722 { 605 {
723 op->destroy (); 606 op->destroy ();
724 continue; 607 continue;
725 } 608 }
727 { 610 {
728 SET_FLAG (op, FLAG_CAN_USE_SKILL); 611 SET_FLAG (op, FLAG_CAN_USE_SKILL);
729 op->stats.exp = 0; 612 op->stats.exp = 0;
730 op->level = 1; 613 op->level = 1;
731 } 614 }
732 /* lock all 'normal items by default */ 615 else /* lock all 'normal items by default */
733 else
734 SET_FLAG (op, FLAG_INV_LOCKED); 616 SET_FLAG (op, FLAG_INV_LOCKED);
735 } /* for loop of objects in player inv */ 617 } /* for loop of objects in player inv */
736 618
737 /* Need to set up the skill pointers */ 619 /* Need to set up the skill pointers */
738 link_player_skills (pl); 620 pl->contr->link_skills ();
739} 621}
740 622
741void 623void
742get_party_password (object *op, partylist *party) 624get_party_password (object *op, partylist *party)
743{ 625{
753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 635 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
754} 636}
755 637
756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 638/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
757static int 639static int
758roll_stat (void) 640roll_stat ()
759{ 641{
760 int a[4], i, j, k; 642 int a[4], i, j, k;
761 643
762 for (i = 0; i < 4; i++) 644 for (i = 0; i < 4; i++)
763 a[i] = (int) rndm (6) + 1; 645 a[i] = (int) rndm (6) + 1;
774} 656}
775 657
776void 658void
777object::roll_stats () 659object::roll_stats ()
778{ 660{
779 int statsort [7]; 661 int statsort [NUM_STATS];
780 662
781 for (;;) 663 for (;;)
782 { 664 {
783 int sum = 0; 665 int sum = 0;
784 for (int i = 7; i--; ) 666 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 667 sum += statsort [i] = roll_stat ();
786 668
787 if (sum >= 82 && sum <= 116) 669 if (sum >= 82 && sum <= 116)
788 break; 670 break;
789 } 671 }
790 672
791 // Sort the stats so that rerolling is easier... 673 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 674 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 675
676 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 677 stats.stat (i) = statsort [i];
795 stats.Dex = statsort[1];
796 stats.Con = statsort[2];
797 stats.Int = statsort[3];
798 stats.Wis = statsort[4];
799 stats.Pow = statsort[5];
800 stats.Cha = statsort[6];
801 678
802 stats.exp = 0; 679 stats.exp = 0;
803 stats.ac = 0; 680 stats.ac = 0;
804 681
805 stats.hp = stats.maxhp; 682 stats.hp = stats.maxhp;
817} 694}
818 695
819void 696void
820object::swap_stats (int a, int b) 697object::swap_stats (int a, int b)
821{ 698{
822 int tmp = get_attr_value (&contr->orig_stats, a); 699 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825 700
701 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 702 stats.stat (i) = contr->orig_stats.stat (i);
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833 703
834 //TODO: the following code looks so borked and should, at the very least, 704 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 705 // be merged with the similar code in roll_stats
836 stats.ac = 0; 706 stats.ac = 0;
837 707
856static void 726static void
857start_info (object *op) 727start_info (object *op)
858{ 728{
859 char buf[MAX_BUF]; 729 char buf[MAX_BUF];
860 730
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 731 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 732 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
865} 733}
866 734
867/* This function takes the key that is passed, and does the 735/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 736 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 737 * The function name is for historical reasons - now we have
872 */ 740 */
873void 741void
874player::chargen_race_done () 742player::chargen_race_done ()
875{ 743{
876 /* this must before then initial items are given */ 744 /* this must before then initial items are given */
877 esrv_new_player (ob->contr, ob->weight + ob->carrying); 745 esrv_new_player (ob->contr);
878 746
879 treasurelist *tl = treasurelist::find ("starting_wealth"); 747 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
880 if (tl) 748 if (tl)
881 create_treasure (tl, ob, 0, 0, 0); 749 create_treasure (tl, ob, 0, 0, 0);
882 750
883 INVOKE_PLAYER (BIRTH, ob->contr); 751 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, ob->contr); 752 INVOKE_PLAYER (LOGIN, ob->contr);
885 753
886 ob->contr->ns->state = ST_PLAYING; 754 ob->contr->ns->state = ST_PLAYING;
887 755
888 if (ob->msg) 756 if (ob->msg)
889 ob->msg = 0; 757 ob->msg = 0;
890
891 /* We create this now because some of the unique maps will need it
892 * to save here.
893 */
894 {
895 char buf[MAX_BUF];
896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
897 make_path_to_file (buf);
898 }
899 758
900 start_info (ob); 759 start_info (ob);
901 CLEAR_FLAG (ob, FLAG_WIZ); 760 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (ob, ob->randomitems); 761 give_initial_items (ob, ob->randomitems);
903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob); 762 esrv_send_inventory (ob, ob);
905 ob->update_stats (); 763 ob->update_stats ();
906 764
907 /* This moves the player to a different start map, if there 765 /* This moves the player to a different start map, if there
908 * is one for this race 766 * is one for this race
909 */ 767 */
910 if (*first_map_ext_path) 768 if (*first_map_ext_path)
911 { 769 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
912 object *tmp;
913 char mapname[MAX_BUF];
914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else 770 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 771 LOG (llevDebug, "first_map_ext_path not set\n");
927} 772}
928 773
929void 774void
939 int x = ob->x, y = ob->y; 784 int x = ob->x, y = ob->y;
940 785
941 ob->remove_statbonus (); 786 ob->remove_statbonus ();
942 ob->remove (); 787 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch); 788 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob); 789 ob->arch->copy_to (ob);
945 ob->instantiate (); 790 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats; 791 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name; 792 ob->name = ob->name_pl = name;
948 ob->x = x; 793 ob->x = x;
949 ob->y = y; 794 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */ 795 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0); 796 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name); 797 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus (); 798 ob->add_statbonus ();
954 } 799 }
955 while (!allowed_class (ob)); 800 while (!allowed_class (ob));
956 801
957 update_object (ob, UP_OBJ_FACE); 802 update_object (ob, UP_OBJ_FACE);
960 ob->stats.hp = ob->stats.maxhp; 805 ob->stats.hp = ob->stats.maxhp;
961 ob->stats.sp = ob->stats.maxsp; 806 ob->stats.sp = ob->stats.maxsp;
962 ob->stats.grace = 0; 807 ob->stats.grace = 0;
963} 808}
964 809
965void 810static void
966flee_player (object *op) 811flee_player (object *op)
967{ 812{
968 int dir, diff; 813 int dir, diff;
969 rv_vector rv; 814 rv_vector rv;
970 815
973 LOG (llevDebug, "Fleeing player is dead.\n"); 818 LOG (llevDebug, "Fleeing player is dead.\n");
974 CLEAR_FLAG (op, FLAG_SCARED); 819 CLEAR_FLAG (op, FLAG_SCARED);
975 return; 820 return;
976 } 821 }
977 822
978 if (op->enemy == NULL) 823 if (!op->enemy)
979 { 824 {
980 LOG (llevDebug, "Fleeing player had no enemy.\n"); 825 LOG (llevDebug, "Fleeing player had no enemy.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 826 CLEAR_FLAG (op, FLAG_SCARED);
982 return; 827 return;
983 } 828 }
984 829
985 /* Seen some crashes here. Since we don't store an
986 * op->enemy_count, it is possible that something destroys the
987 * actual enemy, and the object is recycled.
988 */
989 if (op->enemy->map == NULL)
990 {
991 CLEAR_FLAG (op, FLAG_SCARED);
992 op->enemy = NULL;
993 return;
994 }
995
996 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 830 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 { 831 {
998 op->enemy = NULL; 832 op->enemy = NULL;
999 CLEAR_FLAG (op, FLAG_SCARED); 833 CLEAR_FLAG (op, FLAG_SCARED);
1000 return; 834 return;
1003 get_rangevector (op, op->enemy, &rv, 0); 837 get_rangevector (op, op->enemy, &rv, 0);
1004 838
1005 dir = absdir (4 + rv.direction); 839 dir = absdir (4 + rv.direction);
1006 for (diff = 0; diff < 3; diff++) 840 for (diff = 0; diff < 3; diff++)
1007 { 841 {
1008 int m = 1 - (RANDOM () & 2); 842 int m = 1 - rndm (2) * 2;
1009 843
1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 844 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1011 return; 845 return;
1012 } 846 }
1013 847
1014 /* Cornered, get rid of scared */ 848 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 849 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 850 op->enemy = NULL;
1017} 851}
1018 852
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 853/* check_pick sees if there is stuff to be picked up/picks up stuff.
1021 * IT returns 1 if the player should keep on moving, 0 if he should 854 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 855 * stop.
1023 */ 856 */
1024int 857int
1025check_pick (object *op) 858check_pick (object *op)
1026{ 859{
1027 object *tmp, *next; 860 object *tmp, *next;
1028 int stop = 0; 861 int stop = 0;
1029 int wvratio; 862 int wvratio;
1030 char putstring[128];
1031 863
1032 /* if you're flying, you cna't pick up anything */ 864 /* if you're flying, you cna't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 865 if (op->move_type & MOVE_FLYING)
1034 return 1; 866 return 1;
1035 867
1036 next = op->below; 868 next = op->below;
1037 869
870 int cnt = MAX_ITEM_PER_ACTION;
871#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
872
1038 /* loop while there are items on the floor that are not marked as 873 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 874 * destroyed */
1040 while (next && !next->destroyed ()) 875 while (next && !next->destroyed ())
1041 { 876 {
1042 tmp = next; 877 tmp = next;
1043 next = tmp->below; 878 next = tmp->below;
1044 879
880 if (cnt <= 0)
881 {
882 op->failmsg ("Couldn't pickup all items at once.");
883 return 0;
884 }
885
1045 if (op->destroyed ()) 886 if (op->destroyed ())
1046 return 0; 887 return 0;
1047 888
1048 if (!can_pick (op, tmp)) 889 if (!can_pick (op, tmp))
1049 continue; 890 continue;
1050 891
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 892 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 893 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 894 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 895 CHK_PICK_PICKUP;
896
1055 continue; 897 continue;
1056 } 898 }
1057 899
1058 /* high not bit set? We're using the old autopickup model */ 900 /* pickup handling */
901 if (op->contr->mode & PU_DEBUG)
902 {
903 /* some debugging code to figure out item information */
904 const char *str = tmp->name
905 ? format ("item name: %s item type: %d weight/value: %d",
906 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
907 : format ("item name: %s item type: %d weight/value: %d",
908 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
909
910 new_draw_info (NDI_UNIQUE, 0, op, str);
911 }
912
913 if (op->contr->mode & PU_INHIBIT)
914 return 1;
915
916 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
917 return 1;
918
919 /* philosophy:
920 * It's easy to grab an item type from a pile, as long as it's
921 * generic. This takes no game-time. For more detailed pickups
922 * and selections, select-items should be used. This is a
923 * grab-as-you-run type mode that's really useful for arrows for
924 * example.
925 * The drawback: right now it has no frontend, so you need to
926 * stick the bits you want into a calculator in hex mode and then
927 * convert to decimal and then 'pickup <#>
928 */
929
930 /* the first two modes are exclusive: if NOTHING we return, if
931 * STOP then we stop. All the rest are applied sequentially,
932 * meaning if any test passes, the item gets picked up. */
933
934 /* if mode is set to pick nothing up, return */
935 if (op->contr->mode == PU_NOTHING)
936 return 1;
937
938 /* if mode is set to stop when encountering objects, return */
939 /* take STOP before INHIBIT since it doesn't actually pick
940 * anything up */
941 if (op->contr->mode & PU_STOP)
942 return 0;
943
944 /* useful for going into stores and not losing your settings... */
945 /* and for battles wher you don't want to get loaded down while
946 * fighting */
947 if (op->contr->mode & PU_INHIBIT)
948 return 1;
949
950 /* prevent us from turning into auto-thieves :) */
951 if (QUERY_FLAG (tmp, FLAG_UNPAID))
952 continue;
953
954 /* ignore known cursed objects */
955 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
956 continue;
957
958 /* all food and drink if desired */
959 /* question: don't pick up known-poisonous stuff? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 960 if (op->contr->mode & PU_FOOD)
961 if (tmp->type == FOOD)
1060 { 962 {
1061 switch (op->contr->mode) 963 CHK_PICK_PICKUP;
964 continue;
965 }
966
967 if (op->contr->mode & PU_DRINK)
968 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
969 {
970 CHK_PICK_PICKUP;
971 continue;
972 }
973
974 if (op->contr->mode & PU_POTION)
975 if (tmp->type == POTION)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* spellbooks, skillscrolls and normal books/scrolls */
982 if (op->contr->mode & PU_SPELLBOOK)
983 if (tmp->type == SPELLBOOK)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 if (op->contr->mode & PU_SKILLSCROLL)
990 if (tmp->type == SKILLSCROLL)
991 {
992 CHK_PICK_PICKUP;
993 continue;
994 }
995
996 if (op->contr->mode & PU_READABLES)
997 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
998 {
999 CHK_PICK_PICKUP;
1000 continue;
1001 }
1002
1003 /* wands/staves/rods/horns */
1004 if (op->contr->mode & PU_MAGIC_DEVICE)
1005 if (tmp->type == WAND
1006 || tmp->type == ROD
1007 || tmp->type == HORN
1008 || tmp->type == POWER_CRYSTAL)
1009 {
1010 CHK_PICK_PICKUP;
1011 continue;
1012 }
1013
1014 /* pick up all magical items */
1015 if (op->contr->mode & PU_MAGICAL)
1016 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1017 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1018 {
1019 CHK_PICK_PICKUP;
1020 continue;
1021 }
1022
1023 if (op->contr->mode & PU_VALUABLES)
1024 {
1025 if (tmp->type == MONEY || tmp->type == GEM)
1062 { 1026 {
1063 case 0: 1027 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 1028 continue;
1065 case 1:
1066 pick_up (op, tmp);
1067 return 1;
1068 case 2:
1069 pick_up (op, tmp);
1070 return 0;
1071 case 3:
1072 return 0; /* stop before pickup */
1073 case 4:
1074 pick_up (op, tmp);
1075 break;
1076 case 5:
1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1082 pick_up (op, tmp);
1083 break;
1084
1085 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp);
1088 break;
1089
1090 default:
1091 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp);
1095 } 1029 }
1096 } 1030 }
1097 else 1031
1098 { /* old model */ 1032 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG) 1033 if (op->contr->mode & PU_JEWELS)
1034 if (tmp->type == RING
1035 || tmp->type == AMULET
1036 || tmp->type == GIRDLE
1037 || tmp->type == SKILL_TOOL)
1101 { 1038 {
1102 /* some debugging code to figure out item information */ 1039 CHK_PICK_PICKUP;
1103 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue; 1040 continue;
1041 }
1149 1042
1150 /* ignore known cursed objects */ 1043 /* we don't forget dragon food */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1044 if (op->contr->mode & PU_FLESH)
1045 if (tmp->type == FLESH)
1046 {
1047 CHK_PICK_PICKUP;
1152 continue; 1048 continue;
1049 }
1153 1050
1154 /* all food and drink if desired */ 1051 /* bows and arrows. Bows are good for selling! */
1155 /* question: don't pick up known-poisonous stuff? */ 1052 if (op->contr->mode & PU_BOW)
1053 if (tmp->type == BOW)
1054 {
1055 CHK_PICK_PICKUP;
1056 continue;
1057 }
1058
1059 if (op->contr->mode & PU_ARROW)
1060 if (tmp->type == ARROW)
1061 {
1062 CHK_PICK_PICKUP;
1063 continue;
1064 }
1065
1066 /* all kinds of armor etc. */
1067 if (op->contr->mode & PU_ARMOUR)
1068 if (tmp->type == ARMOUR)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_HELMET)
1075 if (tmp->type == HELMET)
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_SHIELD)
1082 if (tmp->type == SHIELD)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1156 if (op->contr->mode & PU_FOOD) 1088 if (op->contr->mode & PU_BOOTS)
1157 if (tmp->type == FOOD) 1089 if (tmp->type == BOOTS)
1090 {
1091 CHK_PICK_PICKUP;
1092 continue;
1093 }
1094
1095 if (op->contr->mode & PU_GLOVES)
1096 if (tmp->type == GLOVES || tmp->type == BRACERS)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_CLOAK)
1103 if (tmp->type == CLOAK)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 /* hoping to catch throwing daggers here */
1110 if (op->contr->mode & PU_MISSILEWEAPON)
1111 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* careful: chairs and tables are weapons! */
1118 if (op->contr->mode & PU_ALLWEAPON)
1119 {
1120 if (tmp->type == WEAPON)
1121 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1158 { 1122 {
1159 pick_up (op, tmp); 1123 CHK_PICK_PICKUP;
1160 continue; 1124 continue;
1161 } 1125 }
1126 }
1162 1127
1128 /* misc stuff that's useful */
1163 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_KEY)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1130 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1165 { 1131 {
1166 pick_up (op, tmp); 1132 CHK_PICK_PICKUP;
1167 continue; 1133 continue;
1168 } 1134 }
1169 1135
1136 /* any of the last 4 bits set means we use the ratio for value
1137 * pickups */
1170 if (op->contr->mode & PU_POTION) 1138 if (op->contr->mode & PU_RATIO)
1171 if (tmp->type == POTION) 1139 {
1140 /* use value density to decide what else to grab */
1141 /* >=7 was >= op->contr->mode */
1142 /* >=7 is the old standard setting. Now we take the last 4 bits
1172 { 1143 */
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1144 wvratio = op->contr->mode & PU_RATIO;
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1145 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 { 1146 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1147#if 0
1148 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1149 if (tmp->name != NULL)
1218 { 1150 {
1219 pick_up (op, tmp); 1151 fprintf (stderr, "%s", tmp->name);
1220 continue;
1221 } 1152 }
1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327 }
1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1349#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL)
1352 {
1353 fprintf (stderr, "%s", tmp->name);
1354 }
1355 else 1153 else
1356 fprintf (stderr, "%s", tmp->arch->name); 1154 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1155 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1156 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1359#endif 1157#endif
1158 CHK_PICK_PICKUP;
1360 continue; 1159 continue;
1361 }
1362 } 1160 }
1363 } /* the new pickup model */ 1161 } /* the new pickup model */
1364 } 1162 }
1365 1163
1366 return !stop; 1164 return !stop;
1165}
1166
1167/* routine for both players and monsters. We call this when
1168 * there is a possibility for our action distrubing our hiding
1169 * place or invisiblity spell. Artefact invisiblity causes
1170 * "noise" instead. If we arent invisible to begin with, we
1171 * return 0.
1172 */
1173static int
1174action_makes_visible (object *op)
1175{
1176 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1177 {
1178 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1179 {
1180 // artefact invisibility is permanent, but we still make noise
1181 // this is important for game-balance.
1182 if (op->contr)
1183 op->make_noise ();
1184
1185 return 0;
1186 }
1187
1188 if (op->contr && op->contr->tmp_invis == 0)
1189 return 0;
1190
1191 /* If monsters, they should become visible */
1192 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1193 {
1194 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1195 return 1;
1196 }
1197 }
1198
1199 return 0;
1367} 1200}
1368 1201
1369/* 1202/*
1370 * Find an arrow in the inventory and after that 1203 * Find an arrow in the inventory and after that
1371 * in the right type container (quiver). Pointer to the 1204 * in the right type container (quiver). Pointer to the
1372 * found object is returned. 1205 * found object is returned.
1373 */ 1206 */
1374object * 1207static object *
1375find_arrow (object *op, const char *type) 1208find_arrow (object *op, const char *type)
1376{ 1209{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1210 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type);
1382 else if (op->type == ARROW && op->race == type) 1211 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1212 return splay (tmp);
1213
1214 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1215 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1216 if (object *arrow = find_arrow (tmp, type))
1217 {
1218 splay (tmp);
1383 return op; 1219 return arrow;
1220 }
1384 1221
1385 return tmp; 1222 return 0;
1386} 1223}
1387 1224
1388/* 1225/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1226 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390 * against the target. A full test is not performed, simply a basic test 1227 * against the target. A full test is not performed, simply a basic test
1391 * of resistances. The archer is making a quick guess at what he sees down 1228 * of resistances. The archer is making a quick guess at what he sees down
1392 * the hall. Failing that it does it's best to pick the highest plus arrow. 1229 * the hall. Failing that it does it's best to pick the highest plus arrow.
1393 */ 1230 */
1394object * 1231static object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1232find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1233{
1397 object *tmp = NULL, *arrow, *ntmp; 1234 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1235 int attacknum, attacktype, betterby = 0, i;
1399 1236
1400 if (!type) 1237 if (!type)
1404 { 1241 {
1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1242 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 { 1243 {
1407 i = 0; 1244 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1245 ntmp = find_better_arrow (arrow, target, type, &i);
1246
1409 if (i > betterby) 1247 if (i > betterby)
1410 { 1248 {
1411 tmp = ntmp; 1249 tmp = ntmp;
1412 betterby = i; 1250 betterby = i;
1413 } 1251 }
1414 } 1252 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1253 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1254 {
1417 /* allways prefer assasination/slaying */ 1255 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1256 if (target->race && arrow->slaying.contains (target->race))
1419 { 1257 {
1420 if (arrow->attacktype & AT_DEATH) 1258 if (arrow->attacktype & AT_DEATH)
1421 { 1259 {
1422 *better = 100; 1260 *better = 100;
1423 return arrow; 1261 return arrow;
1431 else 1269 else
1432 { 1270 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1271 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 { 1272 {
1435 attacktype = 1 << attacknum; 1273 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1274 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1275 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 { 1276 {
1439 tmp = arrow; 1277 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1278 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1279 }
1442 } 1280 }
1281
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1282 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1283 {
1445 tmp = arrow; 1284 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1285 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1286 }
1287
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1288 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1289 {
1450 tmp = arrow; 1290 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1291 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1292 }
1453 } 1293 }
1454 } 1294 }
1455 } 1295 }
1296
1456 if (tmp == NULL && arrow == NULL) 1297 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1298 return find_arrow (op, type);
1458 1299
1459 *better = betterby; 1300 *better = betterby;
1460 return tmp; 1301 return tmp;
1464 * find_better_arrow to find a decent arrow to use. 1305 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1306 * op = the shooter
1466 * type = bow->race 1307 * type = bow->race
1467 * dir = fire direction 1308 * dir = fire direction
1468 */ 1309 */
1469 1310static object *
1470object *
1471pick_arrow_target (object *op, const char *type, int dir) 1311pick_arrow_target (object *op, shstr_cmp type, int dir)
1472{ 1312{
1473 object *tmp = NULL; 1313 object *tmp = NULL;
1474 maptile *m; 1314 maptile *m;
1475 int i, mflags, found, number; 1315 int i, mflags, found, number;
1476 sint16 x, y; 1316 sint16 x, y;
1491 for (i = 0, found = 0; i < 20; i++) 1331 for (i = 0, found = 0; i < 20; i++)
1492 { 1332 {
1493 x += freearr_x[dir]; 1333 x += freearr_x[dir];
1494 y += freearr_y[dir]; 1334 y += freearr_y[dir];
1495 mflags = get_map_flags (m, &m, x, y, &x, &y); 1335 mflags = get_map_flags (m, &m, x, y, &x, &y);
1336
1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1337 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 { 1338 {
1498 tmp = NULL; 1339 tmp = 0;
1499 break; 1340 break;
1500 } 1341 }
1501 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1342 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1502 { 1343 {
1503 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1344 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1504 * perhaps a bad assumption. 1345 * perhaps a bad assumption.
1505 */ 1346 */
1506 tmp = NULL; 1347 tmp = 0;
1507 break; 1348 break;
1508 } 1349 }
1350
1509 if (mflags & P_IS_ALIVE) 1351 if (mflags & P_IS_ALIVE)
1510 {
1511 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1352 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1512 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1353 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1513 {
1514 found++;
1515 break;
1516 }
1517 if (found)
1518 break; 1354 break;
1519 }
1520 } 1355 }
1521 if (tmp == NULL) 1356
1357 if (!tmp)
1522 return find_arrow (op, type); 1358 return find_arrow (op, type);
1523 1359
1524 if (tmp->head) 1360 if (tmp->head)
1525 tmp = tmp->head; 1361 tmp = tmp->head;
1526 1362
1539 */ 1375 */
1540int 1376int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1377fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1378{
1543 object *left, *bow; 1379 object *left, *bow;
1544 int bowspeed, mflags; 1380 int mflags;
1545 maptile *m; 1381 maptile *m;
1546 1382
1547 if (!dir) 1383 if (!dir)
1548 { 1384 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1385 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1386 return 0;
1551 } 1387 }
1552 1388
1553 if (op->type == PLAYER) 1389 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1390 bow = op->current_weapon;
1555 else 1391 else
1556 { 1392 {
1557 for (bow = op->inv; bow; bow = bow->below) 1393 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1394 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1395 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1400 if (!bow)
1565 { 1401 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1402 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1403 return 0;
1568 } 1404 }
1405
1406 // optimisation: move object to top so we will find it quickly again
1407 splay (bow);
1569 } 1408 }
1570 1409
1571 if (!bow->race || !bow->skill) 1410 if (!bow->race || !bow->skill)
1572 { 1411 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1412 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1413 return 0;
1575 } 1414 }
1576
1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1578
1579 /* penalize ROF for bestarrow */
1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1583 if (bowspeed < 1)
1584 bowspeed = 1;
1585 1415
1586 if (arrow == NULL) 1416 if (arrow == NULL)
1587 { 1417 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1418 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1419 {
1608 } 1438 }
1609 1439
1610 /* this should not happen, but sometimes does */ 1440 /* this should not happen, but sometimes does */
1611 if (arrow->nrof == 0) 1441 if (arrow->nrof == 0)
1612 { 1442 {
1443 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1613 arrow->destroy (); 1444 arrow->destroy ();
1614 return 0; 1445 return 0;
1615 } 1446 }
1616 1447
1617 left = arrow; /* these are arrows left to the player */ 1448 left = arrow; /* these are arrows left to the player */
1618 arrow = get_split_ob (arrow, 1); 1449 arrow = arrow->split ();
1619 if (!arrow) 1450 if (!arrow)
1620 { 1451 {
1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1452 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1622 return 0; 1453 return 0;
1623 } 1454 }
1624 1455
1625 arrow->set_owner (op); 1456 arrow->set_owner (op);
1626 arrow->skill = bow->skill; 1457 arrow->skill = bow->skill;
1627 arrow->direction = dir; 1458 arrow->direction = dir;
1628 1459
1629 if (op->type == PLAYER)
1630 {
1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1632 op->update_stats ();
1633 }
1634
1635 SET_ANIMATION (arrow, arrow->direction);
1636
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1460 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam; 1461 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype; 1462 arrow->stats.grace = arrow->attacktype;
1463 arrow->custom_name = arrow->slaying;
1640 1464
1641 if (arrow->slaying) 1465#if 0
1642 arrow->spellarg = strdup (arrow->slaying); 1466 if (player *pl = op->contr)
1467 {
1468 float speed = pl->weapon_sp;
1643 1469
1644 arrow->stats.dam += op->stats.dam + arrow->magic; 1470 /* penalize ROF for bestarrow */
1471 if (pl->bowtype == bow_bestarrow)
1472 speed *= .9f;
1473 else
1474 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1475
1476 op->speed_left += speed - op->speed;
1477 }
1478#endif
1479
1480 SET_ANIMATION (arrow, arrow->direction);
1645 1481
1646 /* update the speed */ 1482 /* update the speed */
1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1483 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1484 + bow->stats.dam / 7.f;
1649 1485
1650 arrow->set_speed (max (arrow->speed, 1.0)); 1486 arrow->set_speed (max (arrow->speed, 2.f));
1651 arrow->speed_left = 0; 1487 arrow->speed_left = 0;
1652 1488
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1489 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654 1490
1655 if (op->type == PLAYER) 1491 if (op->type == PLAYER)
1656 { 1492 {
1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1493 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1494 wc -= dex_bonus[op->stats.Dex];
1659 1495
1660 if (!arrow->slaying) 1496 if (!arrow->slaying)
1661 arrow->slaying = op->slaying; 1497 arrow->slaying = op->slaying;
1498
1499 arrow->attacktype |= op->attacktype;
1662 } 1500 }
1663 else 1501 else
1664 { 1502 {
1665 arrow->level = op->level; 1503 arrow->level = op->level;
1666 arrow->stats.wc -= bow->magic; 1504 arrow->stats.wc -= bow->magic;
1667 1505
1668 if (!arrow->slaying) 1506 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying; 1507 arrow->slaying = bow->slaying;
1670 }
1671 1508
1672 arrow->stats.wc -= arrow->level;
1673
1674 arrow->attacktype |= bow->attacktype; 1509 arrow->attacktype |= bow->attacktype;
1510 }
1675 1511
1512 wc -= arrow->level;
1513 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1514
1515 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1676 arrow->move_type = MOVE_FLY_LOW; 1516 arrow->move_type = MOVE_FLY_LOW;
1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1517 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1678 1518
1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1519 op->play_sound (sound_find ("fire_arrow"));
1680 m->insert (arrow, sx, sy, op); 1520 m->insert (arrow, sx, sy, op);
1681 1521
1682 if (!arrow->destroyed ()) 1522 if (!arrow->destroyed ())
1683 move_arrow (arrow); 1523 move_arrow (arrow);
1684
1685 if (op->type == PLAYER)
1686 {
1687 if (left->destroyed ())
1688 esrv_del_item (op->contr, left->count);
1689 else
1690 esrv_send_item (op, left);
1691 }
1692 1524
1693 return 1; 1525 return 1;
1694} 1526}
1695 1527
1696/* Special fire code for players - this takes into 1528/* Special fire code for players - this takes into
1698 * but monsters can't. Putting that code here 1530 * but monsters can't. Putting that code here
1699 * makes the fire_bow code much cleaner. 1531 * makes the fire_bow code much cleaner.
1700 * this function should only be called if 'op' is a player, 1532 * this function should only be called if 'op' is a player,
1701 * hence the function name. 1533 * hence the function name.
1702 */ 1534 */
1703int 1535static int
1704player_fire_bow (object *op, int dir) 1536player_fire_bow (object *op, int dir)
1705{ 1537{
1706 int ret = 0, wcmod = 0; 1538 int ret;
1707 1539
1708 if (op->contr->bowtype == bow_bestarrow) 1540 if (op->contr->bowtype == bow_bestarrow)
1709 { 1541 {
1710 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1542 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1711 } 1543 }
1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1544 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1713 { 1545 {
1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1546 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1715 wcmod = -1;
1716
1717 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1547 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1718 } 1548 }
1719 else if (op->contr->bowtype == bow_threewide) 1549 else if (op->contr->bowtype == bow_threewide)
1720 { 1550 {
1721 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1551 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1722 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1723 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1553 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1724 } 1554 }
1725 else if (op->contr->bowtype == bow_spreadshot) 1555 else if (op->contr->bowtype == bow_spreadshot)
1726 { 1556 {
1727 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1557 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1728 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1558 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1729 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1559 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1730
1731 } 1560 }
1732 else 1561 else
1733 { 1562 {
1734 /* Simple case */ 1563 /* Simple case */
1735 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1564 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1736 } 1565 }
1566
1737 return ret; 1567 return ret;
1738} 1568}
1739
1740 1569
1741/* Fires a misc (wand/rod/horn) object in 'dir'. 1570/* Fires a misc (wand/rod/horn) object in 'dir'.
1742 * Broken apart from 'fire' to keep it more readable. 1571 * Broken apart from 'fire' to keep it more readable.
1743 */ 1572 */
1744void 1573static void
1745fire_misc_object (object *op, int dir) 1574fire_misc_object (object *op, int dir)
1746{ 1575{
1747 object *item; 1576 object *item = op->contr->ranged_ob;
1748 1577
1749 if (!op->contr->ranges[range_misc]) 1578 if (!item)
1750 { 1579 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1580 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1752 return; 1581 return;
1753 } 1582 }
1754 1583
1755 item = op->contr->ranges[range_misc];
1756 if (!item->inv) 1584 if (!item->inv)
1757 { 1585 {
1758 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1586 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1759 return; 1587 return;
1760 } 1588 }
1589
1590 if (!op->change_weapon (item))
1591 return;
1592
1761 if (item->type == WAND) 1593 if (item->type == WAND)
1762 { 1594 {
1763 if (item->stats.food <= 0) 1595 if (item->stats.food <= 0)
1764 { 1596 {
1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1597 op->contr->play_sound (sound_find ("wand_poof"));
1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1598 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1599
1767 return; 1600 return;
1768 } 1601 }
1769 } 1602 }
1770 else if (item->type == ROD || item->type == HORN) 1603 else if (item->type == ROD || item->type == HORN)
1771 { 1604 {
1772 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1605 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1606
1607 // using the maximum of the rods charge allows at least one spell cast
1608 // for a rod or horn, this fixes some broken rods.
1609 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1773 { 1610 {
1774 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1611 op->contr->play_sound (sound_find ("wand_poof"));
1612
1775 if (item->type == ROD) 1613 if (item->type == ROD)
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1614 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1777 else 1615 else
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1617
1779 return; 1618 return;
1780 } 1619 }
1781 } 1620 }
1782 1621
1783 if (cast_spell (op, item, dir, item->inv, NULL)) 1622 if (cast_spell (op, item, dir, item->inv, NULL))
1784 { 1623 {
1785 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1624 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1625
1786 if (item->type == WAND) 1626 if (item->type == WAND)
1787 { 1627 {
1788 if (!(--item->stats.food)) 1628 if (!(--item->stats.food))
1789 { 1629 {
1790 object *tmp; 1630 object *tmp;
1791 1631
1792 if (item->arch) 1632 if (item->arch)
1793 { 1633 {
1794 CLEAR_FLAG (item, FLAG_ANIMATE); 1634 CLEAR_FLAG (item, FLAG_ANIMATE);
1795 item->face = item->arch->clone.face; 1635 item->face = item->arch->face;
1796 item->set_speed (0); 1636 item->set_speed (0);
1797 } 1637 }
1798 1638
1799 if ((tmp = item->in_player ())) 1639 if (object *pl = item->visible_to ())
1800 esrv_update_item (UPD_ANIM, tmp, item); 1640 esrv_update_item (UPD_ANIM, pl, item);
1801 } 1641 }
1802 } 1642 }
1803 else if (item->type == ROD || item->type == HORN) 1643 else if (item->type == ROD || item->type == HORN)
1804 drain_rod_charge (item); 1644 drain_rod_charge (item);
1805 } 1645 }
1806} 1646}
1807 1647
1808/* Received a fire command for the player - go and do it. 1648/* Received a fire command for the player - go and do it.
1809 */ 1649 */
1810void 1650bool
1811fire (object *op, int dir) 1651fire (object *op, int dir)
1812{ 1652{
1813 int spellcost = 0; 1653 int spellcost = 0;
1654
1655 player *pl = op->contr;
1656
1657 if (pl->golem)
1658 {
1659 control_golem (op->contr->golem, dir);
1660 return false;
1661 }
1662
1663 object *ob = pl->ranged_ob;
1664
1665 if (!ob)
1666 return false;
1667
1668 if (op->speed_left > 0.f)
1669 --op->speed_left;
1670 else
1671 return false;
1672
1673 if (!op->change_weapon (ob))
1674 return false;
1814 1675
1815 /* check for loss of invisiblity/hide */ 1676 /* check for loss of invisiblity/hide */
1816 if (action_makes_visible (op)) 1677 if (action_makes_visible (op))
1817 make_visible (op); 1678 make_visible (op);
1818 1679
1819 switch (op->contr->shoottype) 1680 switch (ob->type)
1820 { 1681 {
1821 case range_none: 1682 case BOW:
1822 return;
1823
1824 case range_bow:
1825 player_fire_bow (op, dir); 1683 player_fire_bow (op, dir);
1826 return; 1684 break;
1827 1685
1828 case range_magic: /* Casting spells */ 1686 case SPELL:
1829 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1687 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1830 return; 1688 break;
1831 1689
1832 case range_misc: 1690 case BUILDER:
1691 apply_map_builder (op, dir);
1692 break;
1693
1694 case SKILL:
1695 do_skill (op, op, ob, dir, 0);
1696 break;
1697
1698 default:
1833 fire_misc_object (op, dir); 1699 fire_misc_object (op, dir);
1834 return; 1700 break;
1835
1836 case range_golem: /* Control summoned monsters from scrolls */
1837 control_golem (op->contr->ranges[range_golem], dir);
1838 return;
1839
1840 case range_skill:
1841 if (!op->chosen_skill)
1842 {
1843 if (op->type == PLAYER)
1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
1846 return;
1847 }
1848
1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1850 return;
1851 case range_builder:
1852 apply_map_builder (op, dir);
1853 return;
1854 default:
1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1856 return;
1857 } 1701 }
1858}
1859 1702
1860/* find_key 1703 return true;
1861 * We try to find a key for the door as passed. If we find a key 1704}
1862 * and successfully use it, we return the key, otherwise NULL 1705
1863 * This function merges both normal and locked door, since the logic 1706static object *
1864 * for both is the same - just the specific key is different.
1865 * pl is the player,
1866 * inv is the objects inventory to searched
1867 * door is the door we are trying to match against.
1868 * This function can be called recursively to search containers.
1869 */
1870object *
1871find_key (object *pl, object *container, object *door) 1707find_key_ (object *pl, object *container, object *door)
1872{ 1708{
1873 object *tmp, *key; 1709 object *tmp, *key;
1874 1710
1875 /* Should not happen, but sanity checking is never bad */ 1711 /* Should not happen, but sanity checking is never bad */
1876 if (!container->inv) 1712 if (!container->inv)
1879 /* First, lets try to find a key in the top level inventory */ 1715 /* First, lets try to find a key in the top level inventory */
1880 for (tmp = container->inv; tmp; tmp = tmp->below) 1716 for (tmp = container->inv; tmp; tmp = tmp->below)
1881 { 1717 {
1882 if (door->type == DOOR && tmp->type == KEY) 1718 if (door->type == DOOR && tmp->type == KEY)
1883 break; 1719 break;
1720
1884 /* For sanity, we should really check door type, but other stuff 1721 /* For sanity, we should really check door type, but other stuff
1885 * (like containers) can be locked with special keys 1722 * (like containers) can be locked with special keys
1886 */ 1723 */
1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1724 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1888 break; 1725 break;
1894 * a key, return 1731 * a key, return
1895 */ 1732 */
1896 if (!tmp) 1733 if (!tmp)
1897 { 1734 {
1898 for (tmp = container->inv; tmp; tmp = tmp->below) 1735 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 {
1900 /* No reason to search empty containers */ 1736 /* No reason to search empty containers */
1901 if (tmp->type == CONTAINER && tmp->inv) 1737 if (tmp->type == CONTAINER && tmp->inv)
1902 {
1903 if ((key = find_key (pl, tmp, door))) 1738 if ((key = find_key_ (pl, tmp, door)))
1904 return key; 1739 return key;
1905 }
1906 }
1907 1740
1908 if (!tmp) 1741 if (!tmp)
1909 return NULL; 1742 return 0;
1910 } 1743 }
1911 1744
1912 /* We get down here if we have found a key. Now if its in a container, 1745 /* We get down here if we have found a key. Now if its in a container,
1913 * see if we actually want to use it 1746 * see if we actually want to use it
1914 */ 1747 */
1915 if (pl != container) 1748 if (pl != container)
1916 { 1749 {
1917 /* Only let players use keys in containers */ 1750 /* Only let players use keys in containers */
1918 if (!pl->contr) 1751 if (!pl->contr)
1919 return NULL; 1752 return 0;
1753
1920 /* cases where this fails: 1754 /* cases where this fails:
1921 * If we only search the player inventory, return now since we 1755 * If we only search the player inventory, return now since we
1922 * are not in the players inventory. 1756 * are not in the players inventory.
1923 * If the container is not active, return now since only active 1757 * If the container is not active, return now since only active
1924 * containers can be used. 1758 * containers can be used.
1928 * inv must have been an container and must have been active. 1762 * inv must have been an container and must have been active.
1929 * 1763 *
1930 * Change the color so that the message doesn't disappear with 1764 * Change the color so that the message doesn't disappear with
1931 * all the others. 1765 * all the others.
1932 */ 1766 */
1933 if (pl->contr->usekeys == key_inventory || 1767 if (pl->contr->usekeys == key_inventory
1934 !QUERY_FLAG (container, FLAG_APPLIED) || 1768 || !QUERY_FLAG (container, FLAG_APPLIED)
1935 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1769 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1936 { 1770 {
1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1771 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1938 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1772 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1939 return NULL; 1773 return NULL;
1940 } 1774 }
1941 } 1775 }
1942 1776
1943 return tmp; 1777 return tmp;
1778}
1779
1780/* find_key
1781 * We try to find a key for the door as passed. If we find a key
1782 * and successfully use it, we return the key, otherwise NULL
1783 * This function merges both normal and locked door, since the logic
1784 * for both is the same - just the specific key is different.
1785 * pl is the player,
1786 * inv is the objects inventory to searched
1787 * door is the door we are trying to match against.
1788 * This function can be called recursively to search containers.
1789 */
1790object *
1791find_key (object *pl, object *container, object *door)
1792{
1793 if (door->slaying && is_match_expr (door->slaying))
1794 {
1795 // for match expressions, we try to find the key by applying the match
1796 // to the op itself, which is supposed to find the "key", instead
1797 // of searching through containers ourselves.
1798
1799 return match_one (door->slaying, container, door, pl, pl);
1800 }
1801 else
1802 return find_key_ (pl, container, door);
1944} 1803}
1945 1804
1946/* moved door processing out of move_player_attack. 1805/* moved door processing out of move_player_attack.
1947 * returns 1 if player has opened the door with a key 1806 * returns 1 if player has opened the door with a key
1948 * such that the caller should not do anything more, 1807 * such that the caller should not do anything more,
1949 * 0 otherwise 1808 * 0 otherwise
1950 */ 1809 */
1951static int 1810static int
1952player_attack_door (object *op, object *door) 1811player_attack_door (object *op, object *door)
1953{ 1812{
1954 /* If its a door, try to find a use a key. If we do destroy the door, 1813 /* If its a door, try to find a key. If we do destroy the door,
1955 * might as well return immediately as there is nothing more to do - 1814 * might as well return immediately as there is nothing more to do -
1956 * otherwise, we fall through to the rest of the code. 1815 * otherwise, we fall through to the rest of the code.
1957 */ 1816 */
1958 object *key = find_key (op, op, door); 1817 object *key = find_key (op, op, door);
1959 1818
1960 /* IF we found a key, do some extra work */ 1819 /* If we found a key, do some extra work */
1961 if (key) 1820 if (key)
1962 { 1821 {
1963 object *container = key->env; 1822 object *container = key->env;
1964 1823
1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1966 if (action_makes_visible (op)) 1824 if (action_makes_visible (op))
1967 make_visible (op); 1825 make_visible (op);
1826
1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1827 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1969 spring_trap (door->inv, op); 1828 spring_trap (door->inv, op);
1970 1829
1971 if (door->type == DOOR) 1830 if (door->type == DOOR)
1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1831 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1973 else if (door->type == LOCKED_DOOR) 1832 else if (door->type == LOCKED_DOOR)
1974 { 1833 {
1975 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1834 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1976 remove_door2 (door); /* remove door without violence ;-) */ 1835 remove_door2 (door); /* remove door without violence ;-) */
1977 } 1836 }
1978 1837
1979 /* Do this after we print the message */ 1838 /* Do this after we print the message */
1980 decrease_ob (key); /* Use up one of the keys */ 1839 key->decrease (); /* Use up one of the keys */
1981 /* Need to update the weight the container the key was in */
1982 if (container != op)
1983 esrv_update_item (UPD_WEIGHT, op, container);
1984 1840
1985 return 1; /* Nothing more to do below */ 1841 return 1; /* Nothing more to do below */
1986 } 1842 }
1987 else if (door->type == LOCKED_DOOR) 1843 else if (door->type == LOCKED_DOOR)
1988 { 1844 {
1989 /* Might as well return now - no other way to open this */ 1845 /* Might as well return now - no other way to open this */
1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1846 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1991 return 1; 1847 return 1;
1992 } 1848 }
1993 1849
1994 return 0; 1850 return 0;
1995} 1851}
1998 * It should keep the code cleaner. 1854 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 1855 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 1856 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 1857 * going to try and move (not fire weapons).
2002 */ 1858 */
2003void 1859bool
2004move_player_attack (object *op, int dir) 1860move_player_attack (object *op, int dir)
2005{ 1861{
2006 object *tmp, *mon; 1862 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2007 sint16 nx, ny; 1863 {
1864 --op->speed_left;
1865 return true;
1866 }
1867
2008 int on_battleground; 1868 int on_battleground;
2009 maptile *m;
2010 1869
2011 nx = freearr_x[dir] + op->x; 1870 sint16 nx = freearr_x[dir] + op->x;
2012 ny = freearr_y[dir] + op->y; 1871 sint16 ny = freearr_y[dir] + op->y;
2013 1872
2014 on_battleground = op_on_battleground (op, 0, 0); 1873 on_battleground = op_on_battleground (op, 0, 0);
1874
1875 if (out_of_map (op->map, nx, ny))
1876 return false;
2015 1877
2016 /* If braced, or can't move to the square, and it is not out of the 1878 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 1879 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 1880 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 1881 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 1882 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 1883 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 1884 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 1885 * move_ob uses.
2024 */ 1886 */
2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1887 maptile *m = op->map->xy_find (nx, ny);
1888
1889 /* Go through all the objects, and find ones of interest. Only stop if
1890 * we find a monster - that is something we know we want to attack.
1891 * if its a door or barrel (can roll) see if there may be monsters
1892 * on the space
1893 */
1894 object *mon;
1895 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1896 {
1897 if ((mon->flag [FLAG_ALIVE]
1898 || mon->type == LOCKED_DOOR
1899 || mon->flag [FLAG_CAN_ROLL])
1900 && mon != op)
1901 break;
2026 { 1902 }
2027 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1903
1904 if (!mon) /* This happens anytime the player tries to move */
1905 return false; /* into a wall */
1906
1907 mon = mon->head_ ();
1908
1909 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1910 if (op->contr->weapon_sp_left > 0.f)
1911 if (player_attack_door (op, mon))
1912 {
1913 --op->contr->weapon_sp_left;
1914 return true;
2028 { 1915 }
2029 m = op->map->xy_find (nx, ny); 1916
2030 if (!m) 1917 /* The following deals with possibly attacking peaceful
2031 return; /* Don't think this should happen */ 1918 * or friendly creatures. Basically, all players are considered
1919 * unaggressive. If the moving player has peaceful set, then the
1920 * object should be pushed instead of attacked. It is assumed that
1921 * if you are braced, you will not attack friends accidently,
1922 * and thus will not push them.
1923 */
1924
1925 /* If the creature is a pet, push it even if the player is not
1926 * peaceful. Our assumption is the creature is a pet if the
1927 * player owns it and it is either friendly or unagressive.
1928 */
1929 if (op->type == PLAYER
1930 && ((mon->owner && mon->owner->contr
1931 && same_party (mon->owner->contr->party, op->contr->party))
1932 || mon->owner == op)
1933 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1934 {
1935 /* If we're braced, we don't want to switch places with it */
1936 if (op->contr->braced)
1937 return false;
1938
1939 if (op->speed_left > 0.f)
1940 {
1941 --op->speed_left;
1942
1943 op->play_sound (sound_find ("push_player"));
1944 push_ob (mon, dir, op);
1945
1946 if (action_makes_visible (op))
1947 make_visible (op);
1948
1949 return true;
2032 } 1950 }
2033 else 1951 else
2034 m = op->map;
2035
2036 if (!(tmp = m->at (nx, ny).bot))
2037 return; 1952 return false;
1953 }
2038 1954
2039 mon = 0;
2040 /* Go through all the objects, and find ones of interest. Only stop if
2041 * we find a monster - that is something we know we want to attack.
2042 * if its a door or barrel (can roll) see if there may be monsters
2043 * on the space
2044 */
2045 while (tmp)
2046 {
2047 if (tmp == op)
2048 {
2049 tmp = tmp->above;
2050 continue;
2051 }
2052
2053 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2054 {
2055 mon = tmp;
2056 break;
2057 }
2058
2059 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2060 mon = tmp;
2061
2062 tmp = tmp->above;
2063 }
2064
2065 if (!mon) /* This happens anytime the player tries to move */
2066 return; /* into a wall */
2067
2068 if (mon->head)
2069 mon = mon->head;
2070
2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (player_attack_door (op, mon))
2073 return;
2074
2075 /* The following deals with possibly attacking peaceful
2076 * or frienddly creatures. Basically, all players are considered
2077 * unaggressive. If the moving player has peaceful set, then the
2078 * object should be pushed instead of attacked. It is assumed that
2079 * if you are braced, you will not attack friends accidently,
2080 * and thus will not push them.
2081 */
2082
2083 /* If the creature is a pet, push it even if the player is not
2084 * peaceful. Our assumption is the creature is a pet if the
2085 * player owns it and it is either friendly or unagressive.
2086 */
2087 if ((op->type == PLAYER)
2088#if COZY_SERVER
2089 &&
2090 ((mon->owner && mon->owner->contr
2091 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2092#else
2093 && mon->owner == op
2094#endif
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096 {
2097 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced)
2099 return;
2100
2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2102 (void) push_ob (mon, dir, op);
2103 if (op->contr->tmp_invis || op->hide)
2104 make_visible (op);
2105
2106 return;
2107 }
2108
2109 /* in certain circumstances, you shouldn't attack friendly 1955 /* in certain circumstances, you shouldn't attack friendly
2110 * creatures. Note that if you are braced, you can't push 1956 * creatures. Note that if you are braced, you can't push
2111 * someone, but put it inside this loop so that you won't 1957 * someone, but put it inside this loop so that you won't
2112 * attack them either. 1958 * attack them either.
2113 */ 1959 */
2114 if ((mon->type == PLAYER || mon->enemy != op) && 1960 if ((mon->type == PLAYER || mon->enemy != op)
2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1961 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2116#ifdef PROHIBIT_PLAYERKILL
2117 (op->contr->peaceful 1962 && ((op->contr->peaceful
2118 || (mon->type == PLAYER 1963 || (mon->type == PLAYER && mon->contr->peaceful))
2119 && mon->contr->
2120 peaceful)) &&
2121#else
2122 op->contr->peaceful &&
2123#endif
2124 !on_battleground)) 1964 && !on_battleground))
1965 {
1966 if (op->speed_left > 0.f)
2125 { 1967 {
1968 --op->speed_left;
1969
2126 if (!op->contr->braced) 1970 if (!op->contr->braced)
2127 { 1971 {
2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1972 op->play_sound (sound_find ("push_player"));
2129 push_ob (mon, dir, op); 1973 push_ob (mon, dir, op);
2130 } 1974 }
2131 else 1975 else
2132 new_draw_info (0, 0, op, "You withhold your attack"); 1976 op->statusmsg ("You withhold your attack");
2133 1977
2134 if (op->contr->tmp_invis || op->hide) 1978 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2135 make_visible (op); 1979 make_visible (op);
2136 }
2137 1980
1981 return true;
1982 }
1983 }
2138 /* If the object is a boulder or other rollable object, then 1984 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 1985 * roll it if not braced. You can't roll it if you are braced.
2140 */ 1986 */
2141 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1987 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1988 {
1989 if (op->speed_left > 0.f)
2142 { 1990 {
1991 --op->speed_left;
1992
2143 recursive_roll (mon, dir, op); 1993 recursive_roll (mon, dir, op);
2144 if (action_makes_visible (op)) 1994 if (action_makes_visible (op))
2145 make_visible (op); 1995 make_visible (op);
2146 }
2147 1996
1997 return true;
1998 }
1999 }
2148 /* Any generic living creature. Including things like doors. 2000 /* Any generic living creature. Including things like doors.
2149 * Way it works is like this: First, it must have some hit points 2001 * Way it works is like this: First, it must have some hit points
2150 * and be living. Then, it must be one of the following: 2002 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 2003 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 2004 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2005 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2006 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2007 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156 { 2008 {
2157 2009 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2158 /* If the player hasn't hit something this tick, and does
2159 * so, give them speed boost based on weapon speed. Doing
2160 * it here is better than process_players2, which basically
2161 * incurred a 1 tick offset.
2162 */
2163 if (!op->contr->has_hit)
2164 { 2010 {
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2011 --op->contr->weapon_sp_left;
2166
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 }
2169 2012
2170 skill_attack (mon, op, 0, 0, 0); 2013 skill_attack (mon, op, 0, 0, 0);
2171
2172 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is
2175 * the wiz.
2176 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2178 {
2179 short luck = mon->stats.luck;
2180
2181 mon->contr->has_hit = 1;
2182 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck;
2184 }
2185 2014
2186 if (action_makes_visible (op)) 2015 if (action_makes_visible (op))
2187 make_visible (op); 2016 make_visible (op);
2188 }
2189 } /* if player should attack something */
2190}
2191 2017
2192int 2018 return true;
2019 }
2020 }
2021
2022 return false;
2023}
2024
2025bool
2193move_player (object *op, int dir) 2026move_player (object *op, int dir)
2194{ 2027{
2195 int pick;
2196
2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2028 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2198 return 0; 2029 return 0;
2199 2030
2200 /* Sanity check: make sure dir is valid */ 2031 /* Sanity check: make sure dir is valid */
2201 if ((dir < 0) || (dir >= 9)) 2032 if ((dir < 0) || (dir >= 9))
2202 { 2033 {
2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2039 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2209 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2040 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2210 2041
2211 op->facing = dir; 2042 op->facing = dir;
2212 2043
2213 if (op->hide) 2044 if (op->flag [FLAG_HIDDEN])
2214 do_hidden_move (op); 2045 do_hidden_move (op);
2215 2046
2047 bool retval;
2048 int pick = 0;
2049
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2050 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 /*nop */ ; 2051 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on) 2052 else if (op->contr->fire_on)
2219 fire (op, dir); 2053 retval = fire (op, dir);
2220 else 2054 else
2221 { 2055 {
2222 move_player_attack (op, dir); 2056 retval = move_player_attack (op, dir);
2223 pick = check_pick (op); 2057 pick = check_pick (op);
2224 } 2058 }
2225 2059
2226 /* Add special check for newcs players and fire on - this way, the 2060 /* Add special check for newcs players and fire on - this way, the
2227 * server can handle repeat firing. 2061 * server can handle repeat firing.
2234 /* Update how the player looks. Use the facing, so direction may 2068 /* Update how the player looks. Use the facing, so direction may
2235 * get reset to zero. This allows for full animation capabilities 2069 * get reset to zero. This allows for full animation capabilities
2236 * for players. 2070 * for players.
2237 */ 2071 */
2238 animate_object (op, op->facing); 2072 animate_object (op, op->facing);
2239 return 0; 2073
2074 return retval;
2240} 2075}
2241 2076
2242/* This is similar to handle_player, below, but is only used by the 2077/* This is similar to handle_player, below, but is only used by the
2243 * new client/server stuff. 2078 * new client/server stuff.
2244 * This is sort of special, in that the new client/server actually uses 2079 * This is sort of special, in that the new client/server actually uses
2245 * the new speed values for commands. 2080 * the new speed values for commands.
2246 * 2081 *
2247 * Returns true if there are more actions we can do. 2082 * Returns true if there are more actions we can do. Should not do
2083 * many actions in a row, as that would be too unfair to other
2084 * players.
2248 */ 2085 */
2249int 2086bool
2250handle_newcs_player (object *op) 2087handle_newcs_player (object *op)
2251{ 2088{
2252 if (QUERY_FLAG (op, FLAG_SCARED)) 2089 if (QUERY_FLAG (op, FLAG_SCARED))
2253 { 2090 {
2254 flee_player (op); 2091 if (op->speed_left > 0.f)
2255 /* If player is still scared, that is his action for this tick */
2256 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2092 {
2258 op->speed_left--; 2093 --op->speed_left;
2094 flee_player (op);
2095
2259 return 0; 2096 return true;
2260 } 2097 }
2098 else
2099 return false;
2261 } 2100 }
2262 2101
2263 /* call this here - we also will call this in do_ericserver, but 2102 /* call this here - we also will call this in do_ericserver, but
2264 * the players time has been increased when doericserver has been 2103 * the players time has been increased when doericserver has been
2265 * called, so we recheck it here. 2104 * called, so we recheck it here.
2266 */ 2105 */
2267 if (op->contr->ns->handle_command ()) 2106 if (op->contr->ns->handle_command ())
2268 return 1; 2107 return true;
2269 2108
2270 if (op->speed_left > 0)
2271 {
2272 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2109 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273 {
2274 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--;
2276
2277 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff.
2280 */
2281 move_player (op, op->direction); 2110 return move_player (op, op->direction);
2282 2111
2283 return op->speed_left > 0;
2284 }
2285 }
2286
2287 return 0; 2112 return false;
2288} 2113}
2289 2114
2290int 2115static int
2291save_life (object *op) 2116save_life (object *op)
2292{ 2117{
2293 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2118 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2294 return 0; 2119 return 0;
2295 2120
2296 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2121 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2297 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2122 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2298 { 2123 {
2299 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2124 op->play_sound (sound_find ("ob_evaporate"));
2300 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2125 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2301
2302 if (op->contr)
2303 esrv_del_item (op->contr, tmp->count);
2304 2126
2305 tmp->destroy (); 2127 tmp->destroy ();
2306 CLEAR_FLAG (op, FLAG_LIFESAVE); 2128 CLEAR_FLAG (op, FLAG_LIFESAVE);
2307 2129
2308 if (op->stats.hp < 0) 2130 if (op->stats.hp < 0)
2321 return 0; 2143 return 0;
2322} 2144}
2323 2145
2324/* This goes throws the inventory and removes unpaid objects, and puts them 2146/* This goes throws the inventory and removes unpaid objects, and puts them
2325 * back in the map (location and map determined by values of env). This 2147 * back in the map (location and map determined by values of env). This
2326 * function will descend into containers. op is the object to start the search 2148 * function will descend into containers. op is the object to start the search
2327 * from. 2149 * from.
2328 */ 2150 */
2151static void
2152drop_unpaid_items (object *op, object *env)
2153{
2154 while (op)
2155 {
2156 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2157
2158 if (QUERY_FLAG (op, FLAG_UNPAID))
2159 op->insert_at (env);
2160 else if (op->inv)
2161 drop_unpaid_items (op->inv, env);
2162
2163 op = next;
2164 }
2165}
2166
2329void 2167void
2330remove_unpaid_objects (object *op, object *env) 2168object::drop_unpaid_items ()
2331{ 2169{
2332 while (op) 2170 if (!flag [FLAG_REMOVED])
2333 { 2171 ::drop_unpaid_items (inv, this);
2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2335
2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2337 {
2338 if (env->type == PLAYER)
2339 esrv_del_item (env->contr, op->count);
2340
2341 op->insert_at (env);
2342 }
2343 else if (op->inv)
2344 remove_unpaid_objects (op->inv, env);
2345
2346 op = next;
2347 }
2348}
2349
2350/*
2351 * Returns pointer a static string containing gravestone text
2352 * Moved from apply.c to player.c - player.c is what
2353 * actually uses this function. player.c may not be quite the
2354 * best, a misc file for object actions is probably better,
2355 * but there isn't one in the server directory.
2356 */
2357char *
2358gravestone_text (object *op)
2359{
2360 static char buf2[MAX_BUF];
2361 char buf[MAX_BUF];
2362 time_t now = time (NULL);
2363
2364 strcpy (buf2, " R.I.P.\n\n");
2365 if (op->type == PLAYER)
2366 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2367 else
2368 sprintf (buf, "%s\n", &op->name);
2369
2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf);
2372 if (op->type == PLAYER)
2373 sprintf (buf, "who was in level %d when killed\n", op->level);
2374 else
2375 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2376
2377 strncat (buf2, " ", 20 - strlen (buf) / 2);
2378 strcat (buf2, buf);
2379 if (op->type == PLAYER)
2380 {
2381 sprintf (buf, "by %s.\n\n", op->contr->killer);
2382 strncat (buf2, " ", 21 - strlen (buf) / 2);
2383 strcat (buf2, buf);
2384 }
2385
2386 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2388 strcat (buf2, buf);
2389
2390 return buf2;
2391} 2172}
2392 2173
2393void 2174void
2394do_some_living (object *op) 2175do_some_living (object *op)
2395{ 2176{
2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2228 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2448 else 2229 else
2449 { 2230 {
2450 gen_grace = op->stats.maxgrace; 2231 gen_grace = op->stats.maxgrace;
2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2232 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2452 }
2453
2454 /* Regenerate Spell Points */
2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2456 {
2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2458 if (op->stats.sp < op->stats.maxsp)
2459 {
2460 op->stats.sp++;
2461 /* dms do not consume food */
2462 if (!QUERY_FLAG (op, FLAG_WIZ))
2463 {
2464 op->stats.food--;
2465 if (op->contr->digestion < 0)
2466 op->stats.food += op->contr->digestion;
2467 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2468 op->stats.food = last_food;
2469 }
2470 }
2471
2472 if (max_sp > 1)
2473 {
2474 over_sp = (gen_sp + 10) / rate_sp;
2475 if (over_sp > 0)
2476 {
2477 if (op->stats.sp < op->stats.maxsp)
2478 {
2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2481 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2482 op->stats.sp--;
2483
2484 if (op->stats.sp > op->stats.maxsp)
2485 op->stats.sp = op->stats.maxsp;
2486 }
2487 op->last_sp = 0;
2488 }
2489 else
2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2491 }
2492 else
2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2494 } 2233 }
2495 2234
2496 /* Regenerate Grace */ 2235 /* Regenerate Grace */
2497 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2236 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2498 if (--op->last_grace < 0) 2237 if (--op->last_grace < 0)
2519 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2258 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2520 } 2259 }
2521 /* wearing stuff doesn't detract from grace generation. */ 2260 /* wearing stuff doesn't detract from grace generation. */
2522 } 2261 }
2523 2262
2263 if (op->stats.food > 0)
2264 {
2524 /* Regenerate Hit Points */ 2265 /* Regenerate Spell Points */
2525 if (--op->last_heal < 0) 2266 if (!op->contr->golem && --op->last_sp < 0)
2526 {
2527 if (op->stats.hp < op->stats.maxhp)
2528 { 2267 {
2529 op->stats.hp++; 2268 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2530 /* dms do not consume food */ 2269
2531 if (!QUERY_FLAG (op, FLAG_WIZ)) 2270 if (op->stats.sp < op->stats.maxsp)
2532 { 2271 {
2272 op->stats.sp++;
2273
2274 /* dms do not consume food */
2275 if (!QUERY_FLAG (op, FLAG_WIZ))
2276 {
2533 op->stats.food--; 2277 op->stats.food--;
2278
2534 if (op->contr->digestion < 0) 2279 if (op->contr->digestion < 0)
2535 op->stats.food += op->contr->digestion; 2280 op->stats.food += op->contr->digestion;
2536 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2281 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2537 op->stats.food = last_food; 2282 op->stats.food = last_food;
2283 }
2538 } 2284 }
2539 }
2540 2285
2541 if (max_hp > 1) 2286 if (max_sp > 1)
2542 {
2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2544 if (over_hp > 0)
2545 { 2287 {
2546 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2288 over_sp = (gen_sp + 10) / rate_sp;
2289 if (over_sp > 0)
2290 {
2291 if (op->stats.sp < op->stats.maxsp)
2292 {
2293 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2294
2295 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2296 op->stats.sp--;
2297
2298 if (op->stats.sp > op->stats.maxsp)
2299 op->stats.sp = op->stats.maxsp;
2300 }
2301
2547 op->last_heal = 0; 2302 op->last_sp = 0;
2303 }
2304 else
2305 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2548 } 2306 }
2549 else 2307 else
2308 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2309 }
2310
2311 /* Regenerate Hit Points */
2312 if (--op->last_heal < 0)
2313 {
2314 if (op->stats.hp < op->stats.maxhp)
2550 { 2315 {
2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2316 op->stats.hp++;
2317
2318 /* dms do not consume food */
2319 if (!QUERY_FLAG (op, FLAG_WIZ))
2320 {
2321 op->stats.food--;
2322
2323 if (op->contr->digestion < 0)
2324 op->stats.food += op->contr->digestion;
2325 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2326 op->stats.food = last_food;
2327 }
2552 } 2328 }
2329
2330 if (max_hp > 1)
2331 {
2332 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2333
2334 if (over_hp > 0)
2335 {
2336 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2337 op->last_heal = 0;
2338 }
2339 else
2340 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2553 } 2341 }
2554 else 2342 else
2555 {
2556 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2343 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2557 } 2344 }
2558 } 2345 }
2559 2346
2560 /* Digestion */ 2347 /* Digestion */
2561 if (--op->last_eat < 0) 2348 if (--op->last_eat < 0)
2562 { 2349 {
2563#ifdef COZY_SERVER 2350 int bonus = max (0, op->contr->digestion),
2564 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2351 penalty = max (0, -op->contr->digestion);
2565 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2566#else
2567 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2568#endif
2569 2352
2570 if (op->contr->gen_hp > 0)
2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2353 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2572 else
2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574 2354
2575 /* dms do not consume food */ 2355 /* dms do not consume food */
2576 if (!QUERY_FLAG (op, FLAG_WIZ)) 2356 if (!QUERY_FLAG (op, FLAG_WIZ))
2577 op->stats.food--; 2357 op->stats.food--;
2578 } 2358 }
2579 2359
2580 if (op->stats.food < 0 && op->stats.hp >= 0) 2360 if (op->stats.food < 0 && op->stats.hp >= 0)
2581 { 2361 {
2582 object *tmp, *flesh = 0; 2362 object *flesh = 0;
2583 2363
2584 for (tmp = op->inv; tmp; tmp = tmp->below) 2364 for_inv_removable (op, tmp)
2585 { 2365 {
2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2366 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2367 continue;
2368
2369 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2587 { 2370 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2371 op->statusmsg ("You blindly grab for a bite of food. "
2589 { 2372 "H<To prevent you from starving, you ate some random item from your backpack.>");
2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2591 manual_apply (op, tmp, 0); 2373 manual_apply (op, tmp, 0);
2374
2592 if (op->stats.food >= 0 || op->stats.hp < 0) 2375 if (op->stats.food >= 0 || op->stats.hp < 0)
2593 break; 2376 break;
2594 } 2377 }
2595 else if (tmp->type == FLESH) 2378 else if (tmp->type == FLESH)
2596 flesh = tmp; 2379 flesh = tmp;
2597 } /* End if paid for object */ 2380 }
2598 } /* end of for loop */
2599 2381
2600 /* If player is still starving, it means they don't have any food, so 2382 /* If player is still starving, it means they don't have any food, so
2601 * eat flesh instead. 2383 * eat flesh instead.
2602 */ 2384 */
2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2385 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2604 { 2386 {
2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2387 op->statusmsg ("You blindly grab for a bite of food. "
2388 "H<To prevent you from starving, you ate some random item from your backpack.>");
2606 manual_apply (op, flesh, 0); 2389 manual_apply (op, flesh, 0);
2607 } 2390 }
2391
2392 // If player is still starving, alert him!
2393 if (op->stats.food < 0)
2394 op->failmsg ("You are starving! "
2395 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2396 }
2397
2398 if (op->stats.food < 0)
2608 } 2399 {
2400 op->stats.hp += op->stats.food;
2401 op->stats.food = 0;
2609 2402
2610 while (op->stats.food < 0 && op->stats.hp >= 0) 2403 if (op->stats.hp < 0)
2611 op->stats.food++, op->stats.hp--; 2404 {
2405 op->contr->killer = archetype::get ("killer_starvation");
2406 op->contr->killer->destroy ();
2407 }
2408 }
2612 2409
2410 /* killer should be set here already */
2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2411 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2614 kill_player (op); 2412 kill_player (op);
2615 } 2413 }
2616} 2414}
2617 2415
2621 * file. 2419 * file.
2622 */ 2420 */
2623void 2421void
2624kill_player (object *op) 2422kill_player (object *op)
2625{ 2423{
2626 char buf[MAX_BUF];
2627 int x, y; 2424 int x, y;
2628
2629 //int i;
2630 maptile *map; /* this is for resurrection */ 2425 maptile *map; /* this is for resurrection */
2631
2632 /* int z;
2633 int num_stats_lose;
2634 int lost_a_stat;
2635 int lose_this_stat;
2636 int this_stat; */
2637 int will_kill_again; 2426 int will_kill_again;
2638 archetype *at; 2427 archetype *at;
2639 object *tmp; 2428 object *tmp;
2640 2429
2641 if (save_life (op)) 2430 if (save_life (op))
2642 return; 2431 return;
2643 2432
2433 dynbuf_text deathtab;
2434
2435 /* restore player */
2436 at = archetype::find (shstr_poisoning);
2437 if (object *tmp = present_arch_in_ob (at, op))
2438 {
2439 tmp->destroy ();
2440 deathtab << "Your body feels cleansed...\r";
2441 }
2442
2443 at = archetype::find (shstr_confusion);
2444 if (object *tmp = present_arch_in_ob (at, op))
2445 {
2446 tmp->destroy ();
2447 deathtab << "Your mind feels clearer...\r";
2448 }
2449
2450 cure_disease (op, 0, 0); /* remove any disease */
2451
2452 max_it (op->stats.hp , op->stats.maxhp);
2453 max_it (op->stats.sp , op->stats.maxsp);
2454 max_it (op->stats.grace, op->stats.maxgrace);
2455
2456 if (op->stats.food <= 0)
2457 op->stats.food = 999;
2458
2459 // remove all spell effects that are active
2460 // to avoid long-term effects such as word-of-recall
2461 for (object *item = op->inv; item; )
2462 {
2463 object *next = item->below;
2464
2465 if (item->type == SPELL_EFFECT && item->active)
2466 item->destroy ();
2467
2468 item = next;
2469 }
2644 2470
2645 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2471 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2646 * in cities ONLY!!! It is very important that this doesn't get abused. 2472 * in cities ONLY!!! It is very important that this doesn't get abused.
2647 * Look at op_on_battleground() for more info --AndreasV 2473 * Look at op_on_battleground() for more info --AndreasV
2648 */ 2474 */
2649 if (op_on_battleground (op, &x, &y)) 2475 if (op_on_battleground (op, &x, &y))
2650 { 2476 {
2651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2477 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2653
2654 /* restore player */
2655 at = archetype::find ("poisoning");
2656 if (object *tmp = present_arch_in_ob (at, op))
2657 {
2658 tmp->destroy ();
2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2660 }
2661
2662 at = archetype::find ("confusion");
2663 if (object *tmp = present_arch_in_ob (at, op))
2664 {
2665 tmp->destroy ();
2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2667 }
2668
2669 cure_disease (op, 0); /* remove any disease */
2670 op->stats.hp = op->stats.maxhp;
2671 if (op->stats.food <= 0)
2672 op->stats.food = 999;
2673 2478
2674 /* create a bodypart-trophy to make the winner happy */ 2479 /* create a bodypart-trophy to make the winner happy */
2675 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2480 object *tmp = archetype::find (shstr_finger)->instance ();
2676 { 2481
2677 sprintf (buf, "%s's finger", &op->name); 2482 tmp->name = format ("%s's finger" , &op->name);
2678 tmp->name = buf; 2483 tmp->name_pl = format ("%s's fingers", &op->name);
2679 sprintf (buf, " This finger has been cut off %s\n" 2484 tmp->msg = format (
2680 " the %s, when he was defeated at\n level %d by %s.\n", 2485 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2486 &op->name, op->contr->title,
2682 tmp->msg = buf; 2487 (int)op->level,
2488 op->contr->killer_name ()
2489 );
2683 tmp->value = 0, tmp->type = 0; 2490 tmp->value = 0, tmp->type = 0;
2684 tmp->materialname = "organics"; 2491 tmp->material = name_to_material (shstr_organic);
2685 tmp->insert_at (op, tmp); 2492 tmp->insert_at (op, tmp);
2686 }
2687 2493
2688 /* teleport defeated player to new destination */ 2494 /* teleport defeated player to new destination */
2689 transfer_ob (op, x, y, 0, NULL); 2495 transfer_ob (op, x, y, 0, NULL);
2690 op->contr->braced = 0; 2496 op->contr->braced = 0;
2497
2498 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2691 return; 2499 return;
2692 } 2500 }
2693 2501
2502 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2503 deathtab << "T<YOU HAVE DIED>\n\n";
2504
2694 INVOKE_PLAYER (DEATH, op->contr); 2505 INVOKE_PLAYER (DEATH, op->contr);
2695 2506
2696 command_kill_pets (op, 0); 2507 command_kill_pets (op, 0);
2697 2508
2698 if (op->stats.food < 0) 2509 op->contr->play_sound (sound_find ("player_dies"));
2699 {
2700 sprintf (buf, "%s starved to death.", &op->name);
2701 strcpy (op->contr->killer, "starvation");
2702 }
2703 else
2704 sprintf (buf, "%s died.", &op->name);
2705
2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2707 2510
2708 /* save the map location for corpse, gravestone */ 2511 /* save the map location for corpse, gravestone */
2709 x = op->x; 2512 x = op->x;
2710 y = op->y; 2513 y = op->y;
2711 map = op->map; 2514 map = op->map;
2739 2542
2740 lost_a_stat = 0; 2543 lost_a_stat = 0;
2741 2544
2742 for (z = 0; z < num_stats_lose; z++) 2545 for (z = 0; z < num_stats_lose; z++)
2743 { 2546 {
2744 i = RANDOM () % NUM_STATS; 2547 i = rndm (NUM_STATS);
2745 2548
2746 if (settings.stat_loss_on_death) 2549 if (settings.stat_loss_on_death)
2747 { 2550 {
2748 /* Pick a random stat and take a point off it. Tell the player 2551 /* Pick a random stat and take a point off it. Tell the player
2749 * what he lost. 2552 * what he lost.
2756 lost_a_stat = 1; 2559 lost_a_stat = 1;
2757 } 2560 }
2758 else 2561 else
2759 { 2562 {
2760 /* deplete a stat */ 2563 /* deplete a stat */
2761 archetype *deparch = archetype::find ("depletion"); 2564 archetype *deparch = archetype::find (shstr_depletion);
2762 object *dep; 2565 object *dep;
2763 2566
2764 dep = present_arch_in_ob (deparch, op); 2567 dep = present_arch_in_ob (deparch, op);
2765 if (!dep) 2568 if (!dep)
2766 { 2569 {
2767 dep = arch_to_object (deparch); 2570 dep = deparch->instance ();
2768 insert_ob_in_ob (dep, op); 2571 insert_ob_in_ob (dep, op);
2769 } 2572 }
2770 lose_this_stat = 1; 2573 lose_this_stat = 1;
2771 if (settings.balanced_stat_loss) 2574 if (settings.balanced_stat_loss)
2772 { 2575 {
2800 } 2603 }
2801 } 2604 }
2802 2605
2803 if (lose_this_stat) 2606 if (lose_this_stat)
2804 { 2607 {
2805 this_stat = get_attr_value (&(dep->stats), i); 2608 this_stat = get_attr_value (&dep->stats, i);
2806 /* We could try to do something clever like find another 2609 /* We could try to do something clever like find another
2807 * stat to reduce if this fails. But chances are, if 2610 * stat to reduce if this fails. But chances are, if
2808 * stats have been depleted to -50, all are pretty low 2611 * stats have been depleted to -50, all are pretty low
2809 * and should be roughly the same, so it shouldn't make a 2612 * and should be roughly the same, so it shouldn't make a
2810 * difference. 2613 * difference.
2818 lost_a_stat = 1; 2621 lost_a_stat = 1;
2819 } 2622 }
2820 } 2623 }
2821 } 2624 }
2822 } 2625 }
2626
2823 /* If no stat lost, tell the player. */ 2627 /* If no stat lost, tell the player. */
2824 if (!lost_a_stat) 2628 if (!lost_a_stat)
2825 { 2629 {
2826 /* determine_god() seems to not work sometimes... why is this? 2630 /* determine_god() seems to not work sometimes... why is this?
2827 Should I be using something else? GD */ 2631 Should I be using something else? GD */
2828 const char *god = determine_god (op); 2632 shstr_tmp god = determine_god (op);
2829 2633
2830 if (god && (strcmp (god, "none"))) 2634 if (god != shstr_none)
2831 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2635 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2832 else 2636 else
2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2637 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2834 } 2638 }
2835#else 2639#else
2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2640 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2837#endif 2641#endif
2838 2642
2839 /* Put a gravestone up where the character 'almost' died. List the 2643 /* Put a gravestone up where the character 'almost' died. List the
2840 * exp loss on the stone. 2644 * exp loss on the stone.
2841 */ 2645 */
2842 tmp = arch_to_object (archetype::find ("gravestone")); 2646 tmp = archetype::find (shstr_gravestone)->instance ();
2843 sprintf (buf, "%s's gravestone", &op->name); 2647 tmp->name = format ("%s's gravestone", &op->name);
2844 tmp->name = buf; 2648 tmp->name_pl = format ("%s's gravestones", &op->name);
2845 sprintf (buf, "%s's gravestones", &op->name); 2649 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2846 tmp->name_pl = buf; 2650 &op->name, op->contr->title, op->contr->killer_name ());
2847 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);
2848 tmp->msg = buf;
2849 tmp->x = op->x, tmp->y = op->y; 2651 tmp->x = op->x, tmp->y = op->y;
2850 insert_ob_in_map (tmp, op->map, NULL, 0); 2652 insert_ob_in_map (tmp, op->map, NULL, 0);
2851 2653
2852 /**************************************/ 2654 /**************************************/
2853 /* */ 2655 /* */
2854 /* Subtract the experience points, */ 2656 /* Subtract the experience points, */
2855 /* if we died cause of food, give us */
2856 /* food, and reset HP's... */
2857 /* */ 2657 /* */
2858 /**************************************/ 2658 /**************************************/
2859 2659
2860 /* remove any poisoning and confusion the character may be suffering. */
2861 /* restore player */
2862 at = archetype::find ("poisoning");
2863 tmp = present_arch_in_ob (at, op);
2864
2865 if (tmp)
2866 {
2867 tmp->destroy ();
2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2869 }
2870
2871 at = archetype::find ("confusion");
2872 tmp = present_arch_in_ob (at, op);
2873 if (tmp)
2874 {
2875 tmp->destroy ();
2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2877 }
2878
2879 cure_disease (op, 0); /* remove any disease */
2880
2881 /*add_exp(op, (op->stats.exp * -0.20)); */ 2660 /*add_exp(op, (op->stats.exp * -0.20)); */
2882 apply_death_exp_penalty (op); 2661 apply_death_exp_penalty (op);
2883 if (op->stats.food < 100)
2884 op->stats.food = 900;
2885 op->stats.hp = op->stats.maxhp;
2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2888 2662
2889 /* 2663 /*
2890 * Check to see if the player has any unpaid items. If so, remove them 2664 * Check to see if the player has any unpaid items. If so, remove them
2891 * and put them back in the map. 2665 * and put them back in the map.
2892 */ 2666 */
2893 remove_unpaid_objects (op->inv, op); 2667 op->drop_unpaid_items ();
2894 2668
2895 /****************************************/ 2669 /****************************************/
2896 /* */ 2670 /* */
2897 /* Move player to his current respawn- */ 2671 /* Move player to his current respawn- */
2898 /* position (usually last savebed) */ 2672 /* position (usually last savebed) */
2918 object *force; 2692 object *force;
2919 int at; 2693 int at;
2920 2694
2921 force = get_archetype (FORCE_NAME); 2695 force = get_archetype (FORCE_NAME);
2922 /* 50 ticks should be enough time for the spell to abate */ 2696 /* 50 ticks should be enough time for the spell to abate */
2923 force->speed = 0.1; 2697 force->speed = 0.1f;
2924 force->speed_left = -5.0; 2698 force->speed_left = -5.f;
2925 SET_FLAG (force, FLAG_APPLIED); 2699 SET_FLAG (force, FLAG_APPLIED);
2926 for (at = 0; at < NROFATTACKS; at++) 2700 for (at = 0; at < NROFATTACKS; at++)
2927 if (will_kill_again & (1 << at)) 2701 if (will_kill_again & (1 << at))
2928 force->resist[at] = 100; 2702 force->resist[at] = 100;
2929 2703
2930 insert_ob_in_ob (force, op); 2704 insert_ob_in_ob (force, op);
2931 op->update_stats (); 2705 op->update_stats ();
2932
2933 } 2706 }
2934 2707
2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2708 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2936} 2709}
2937 2710
2938void 2711static void
2939loot_object (object *op) 2712loot_object (object *op)
2940{ /* Grab and destroy some treasure */ 2713{ /* Grab and destroy some treasure */
2941 object *tmp, *tmp2, *next; 2714 object *tmp, *tmp2, *next;
2942 2715
2943 op->close_container (); /* close open sack first */ 2716 op->close_container (); /* close open sack first */
2957 2730
2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2731 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2959 { 2732 {
2960 if (tmp->nrof > 1) 2733 if (tmp->nrof > 1)
2961 { 2734 {
2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2735 tmp->decrease (rndm (1, tmp->nrof - 1));
2963 tmp2->destroy ();
2964 insert_ob_in_map (tmp, op->map, NULL, 0); 2736 insert_ob_in_map (tmp, op->map, NULL, 0);
2965 } 2737 }
2966 else 2738 else
2967 tmp->destroy (); 2739 tmp->destroy ();
2968 } 2740 }
2975 * fix_weight(): Check recursively the weight of all players, and fix 2747 * fix_weight(): Check recursively the weight of all players, and fix
2976 * what needs to be fixed. Refresh windows and fix speed if anything 2748 * what needs to be fixed. Refresh windows and fix speed if anything
2977 * was changed. 2749 * was changed.
2978 */ 2750 */
2979void 2751void
2980fix_weight (void) 2752fix_weight ()
2981{ 2753{
2982 for_all_players (pl) 2754 for_all_players (pl)
2983 { 2755 {
2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2756 sint32 old = pl->ob->carrying;
2985 2757
2986 if (old == sum) 2758 pl->ob->update_weight ();
2987 continue; 2759
2760 if (old != pl->ob->carrying)
2761 {
2988 pl->ob->update_stats (); 2762 pl->ob->update_stats ();
2989 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2763 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2764 }
2990 } 2765 }
2991} 2766}
2992 2767
2993void 2768void
2994fix_luck (void) 2769fix_luck ()
2995{ 2770{
2996 for_all_players (pl) 2771 for_all_players (pl)
2997 if (!pl->ob->contr->ns->state) 2772 if (!pl->ob->contr->ns->state)
2998 pl->ob->change_luck (0); 2773 pl->ob->change_luck (0);
2999} 2774}
3036} 2811}
3037 2812
3038void 2813void
3039make_visible (object *op) 2814make_visible (object *op)
3040{ 2815{
3041 op->hide = 0; 2816 op->flag [FLAG_HIDDEN] = 0;
3042 op->invisible = 0; 2817 op->invisible = 0;
2818
3043 if (op->type == PLAYER) 2819 if (op->type == PLAYER)
3044 { 2820 {
3045 op->contr->tmp_invis = 0; 2821 op->contr->tmp_invis = 0;
3046 op->contr->invis_race = 0; 2822 op->contr->invis_race = 0;
3047 } 2823 }
3050} 2826}
3051 2827
3052int 2828int
3053is_true_undead (object *op) 2829is_true_undead (object *op)
3054{ 2830{
3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2831 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3056 return 1; 2832 return 1;
3057 2833
3058 return 0; 2834 return 0;
3059} 2835}
3060 2836
3061/* look at the surrounding terrain to determine 2837/* look at the surrounding terrain to determine
3062 * the hideability of this object. Positive levels 2838 * the hideability of this object. Positive levels
3063 * indicate greater hideability. 2839 * indicate greater hideability.
3064 */ 2840 */
3065
3066int 2841int
3067hideability (object *ob) 2842hideability (object *ob)
3068{ 2843{
3069 int i, level = 0, mflag; 2844 int i, level = 0, mflag;
3070 sint16 x, y; 2845 sint16 x, y;
3071 2846
3072 if (!ob || !ob->map) 2847 if (!ob || !ob->map)
3073 return 0; 2848 return 0;
3074 2849
3075 /* so, on normal lighted maps, its hard to hide */ 2850 /* so, on normal lighted maps, its hard to hide */
3076 level = ob->map->darkness - 2; 2851 level = ob->map->darklevel () - 2;
3077 2852
3078 /* this also picks up whether the object is glowing. 2853 /* this also picks up whether the object is glowing.
3079 * If you carry a light on a non-dark map, its not 2854 * If you carry a light on a non-dark map, its not
3080 * as bad as carrying a light on a pitch dark map */ 2855 * as bad as carrying a light on a pitch dark map */
3081 if (has_carried_lights (ob)) 2856 if (ob->has_carried_lights ())
3082 level = -(10 + (2 * ob->map->darkness)); 2857 level = -(10 + (2 * ob->map->darklevel ()));
3083 2858
3084 /* scan through all nearby squares for terrain to hide in */ 2859 /* scan through all nearby squares for terrain to hide in */
3085 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2860 for (i = 0, x = ob->x, y = ob->y;
2861 i <= SIZEOFFREE1;
2862 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3086 { 2863 {
3087 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2864 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3088 if (mflag & P_OUT_OF_MAP) 2865 if (mflag & P_OUT_OF_MAP)
3089 {
3090 continue; 2866 continue;
3091 } 2867
3092 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2868 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 2869 level += 2;
3094 else /* open terrain! */ 2870 else /* open terrain! */
3095 level -= 1; 2871 level -= 1;
3096 } 2872 }
3104/* For Hidden creatures - a chance of becoming 'unhidden' 2880/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 2881 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 2882 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 2883 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 2884 */
3109
3110void 2885void
3111do_hidden_move (object *op) 2886do_hidden_move (object *op)
3112{ 2887{
3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2888 int hide = 0;
3114 object *skop;
3115 2889
3116 if (!op || !op->map) 2890 if (!op || !op->map)
3117 return; 2891 return;
3118 2892
3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2893 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2894 int num = random_roll (0, 19, op, PREFER_LOW);
3120 2895
3121 /* its *extremely* hard to run and sneak/hide at the same time! */ 2896 /* its *extremely* hard to run and sneak/hide at the same time! */
3122 if (op->type == PLAYER && op->contr->run_on) 2897 if (op->type == PLAYER && op->contr->run_on)
3123 if (!skop || num >= skop->level) 2898 if (!skop || num >= skop->level)
3124 { 2899 {
3134 num -= hide; 2909 num -= hide;
3135 2910
3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2911 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3137 { 2912 {
3138 make_visible (op); 2913 make_visible (op);
2914
3139 if (op->type == PLAYER) 2915 if (op->type == PLAYER)
3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2916 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3141 } 2917 }
3142 else if (op->type == PLAYER && skop) 2918 else if (op->type == PLAYER && skop)
3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2919 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3196 * object op. This function works fine for monsters, 2972 * object op. This function works fine for monsters,
3197 * but we dont worry if the object isnt the top one in 2973 * but we dont worry if the object isnt the top one in
3198 * a pile (say a coin under a table would return "viewable" 2974 * a pile (say a coin under a table would return "viewable"
3199 * by this routine). Another question, should we be 2975 * by this routine). Another question, should we be
3200 * concerned with the direction the player is looking 2976 * concerned with the direction the player is looking
3201 * in? Realistically, most of use cant see stuff behind 2977 * in? Realistically, most of us can't see stuff behind
3202 * our backs...on the other hand, does the "facing" direction 2978 * our backs...on the other hand, does the "facing" direction
3203 * imply the way your head, or body is facing? Its possible 2979 * imply the way your head, or body is facing? It's possible
3204 * for them to differ. Sigh, this fctn could get a bit more complex. 2980 * for them to differ. Sigh, this fctn could get a bit more complex.
3205 * -b.t. 2981 * -b.t.
3206 * This function is now map tiling safe. 2982 * This function is now map tiling safe.
3207 */ 2983 */
3208
3209int 2984int
3210player_can_view (object *pl, object *op) 2985player_can_view (object *pl, object *op)
3211{ 2986{
3212 rv_vector rv; 2987 rv_vector rv;
3213 int dx, dy; 2988 int dx, dy;
3225 3000
3226 get_rangevector (pl, op, &rv, 0x1); 3001 get_rangevector (pl, op, &rv, 0x1);
3227 3002
3228 /* starting with the 'head' part, lets loop 3003 /* starting with the 'head' part, lets loop
3229 * through the object and find if it has any 3004 * through the object and find if it has any
3230 * part that is in the los array but isnt on 3005 * part that is in the los array but isn't on
3231 * a blocked los square. 3006 * a blocked los square.
3232 * we use the archetype to figure out offsets. 3007 * we use the archetype to figure out offsets.
3233 */ 3008 */
3234 while (op) 3009 while (op)
3235 { 3010 {
3236 dx = rv.distance_x + op->arch->clone.x; 3011 dx = rv.distance_x + op->arch->x;
3237 dy = rv.distance_y + op->arch->clone.y; 3012 dy = rv.distance_y + op->arch->y;
3238 3013
3239 /* only the viewable area the player sees is updated by LOS 3014 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3246 return 1; 3015 return 1;
3016
3247 op = op->more; 3017 op = op->more;
3248 } 3018 }
3249 return 0;
3250}
3251 3019
3252/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we
3256 * return 0.
3257 */
3258int
3259action_makes_visible (object *op)
3260{
3261
3262 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3263 {
3264 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3265 return 0;
3266
3267 if (op->contr && op->contr->tmp_invis == 0)
3268 return 0;
3269
3270 /* If monsters, they should become visible */
3271 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3272 {
3273 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3274 return 1;
3275 }
3276 }
3277 return 0; 3020 return 0;
3278} 3021}
3279 3022
3280/* op_on_battleground - checks if the given object op (usually 3023/* op_on_battleground - checks if the given object op (usually
3281 * a player) is standing on a valid battleground-tile, 3024 * a player) is standing on a valid battleground-tile,
3286 * Default is to do the same as before, so only people wanting to have different points need worry about this 3029 * Default is to do the same as before, so only people wanting to have different points need worry about this
3287 */ 3030 */
3288int 3031int
3289op_on_battleground (object *op, int *x, int *y) 3032op_on_battleground (object *op, int *x, int *y)
3290{ 3033{
3291 object *tmp;
3292
3293 /* A battleground-tile needs the following attributes to be valid: 3034 /* A battleground-tile needs the following attributes to be valid:
3294 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3035 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3295 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3036 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3296 * and the exit-coordinates sp/hp must both be > 0. 3037 * and the exit-coordinates sp/hp must both be > 0.
3297 * => The intention here is to prevent abuse of the battleground- 3038 * => The intention here is to prevent abuse of the battleground-
3298 * feature (like pickable or hidden battleground tiles). */ 3039 * feature (like pickable or hidden battleground tiles). */
3299 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3040 for (object *tmp = op->below; tmp; tmp = tmp->below)
3300 { 3041 {
3301 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3042 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3302 { 3043 {
3303 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3044 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3304 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3045 && tmp->type == BATTLEGROUND
3046 && tmp->name == shstr_battleground
3047 && EXIT_X (tmp) && EXIT_Y (tmp))
3305 { 3048 {
3306 /*before we assign the exit, check if this is a teambattle */ 3049 /* before we assign the exit, check if this is a teambattle */
3307 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3050 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3308 { 3051 {
3309 object *invtmp;
3310
3311 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3052 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3312 { 3053 {
3313 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3054 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3314 { 3055 {
3315 if (x != NULL && y != NULL) 3056 if (x && y)
3316 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3057 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3058
3317 return 1; 3059 return 1;
3318 } 3060 }
3319 } 3061 }
3320 } 3062 }
3063
3321 if (x != NULL && y != NULL) 3064 if (x && y)
3322 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3065 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3066
3323 return 1; 3067 return 1;
3324 } 3068 }
3325 } 3069 }
3326 } 3070 }
3071
3327 /* If we got here, did not find a battleground */ 3072 /* If we got here, did not find a battleground */
3328 return 0; 3073 return 0;
3329} 3074}
3330 3075
3331/* 3076/*
3347 char buf[MAX_BUF]; /* tmp. string buffer */ 3092 char buf[MAX_BUF]; /* tmp. string buffer */
3348 int i = 0, j = 0; 3093 int i = 0, j = 0;
3349 3094
3350 /* get the appropriate treasurelist */ 3095 /* get the appropriate treasurelist */
3351 if (atnr == ATNR_FIRE) 3096 if (atnr == ATNR_FIRE)
3352 trlist = treasurelist::find ("dragon_ability_fire"); 3097 trlist = treasurelist::find (shstr_dragon_ability_fire);
3353 else if (atnr == ATNR_COLD) 3098 else if (atnr == ATNR_COLD)
3354 trlist = treasurelist::find ("dragon_ability_cold"); 3099 trlist = treasurelist::find (shstr_dragon_ability_cold);
3355 else if (atnr == ATNR_ELECTRICITY) 3100 else if (atnr == ATNR_ELECTRICITY)
3356 trlist = treasurelist::find ("dragon_ability_elec"); 3101 trlist = treasurelist::find (shstr_dragon_ability_elec);
3357 else if (atnr == ATNR_POISON) 3102 else if (atnr == ATNR_POISON)
3358 trlist = treasurelist::find ("dragon_ability_poison"); 3103 trlist = treasurelist::find (shstr_dragon_ability_poison);
3359 3104
3360 if (trlist == NULL || who->type != PLAYER) 3105 if (trlist == NULL || who->type != PLAYER)
3361 return; 3106 return;
3362 3107
3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3108 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3112 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3368 return; 3113 return;
3369 } 3114 }
3370 3115
3371 /* everything seems okay - now bring on the gift: */ 3116 /* everything seems okay - now bring on the gift: */
3372 item = &(tr->item->clone); 3117 item = tr->item;
3373 3118
3374 if (item->type == SPELL) 3119 if (item->type == SPELL)
3375 { 3120 {
3376 if (check_spell_known (who, item->name)) 3121 if (check_spell_known (who, item->name))
3377 return; 3122 return;
3436 { 3181 {
3437 /* forces in the treasurelist can alter the player's stats */ 3182 /* forces in the treasurelist can alter the player's stats */
3438 object *skin; 3183 object *skin;
3439 3184
3440 /* first get the dragon skin force */ 3185 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3186 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3443 ; 3187 ;
3444 3188
3445 if (!skin) 3189 if (!skin)
3446 return; 3190 return;
3447 3191
3480 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3224 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3481 } 3225 }
3482 else 3226 else
3483 { 3227 {
3484 /* generate misc. treasure */ 3228 /* generate misc. treasure */
3485 tmp = arch_to_object (tr->item); 3229 tmp = tr->item->instance ();
3486 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3230 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3487 tmp = insert_ob_in_ob (tmp, who); 3231 who->insert (tmp);
3488 if (who->type == PLAYER)
3489 esrv_send_item (who, tmp);
3490 } 3232 }
3491} 3233}
3492 3234
3493/** 3235/**
3494 * Unready an object for a player. This function does nothing if the object was 3236 * Unready an object for a player. This function does nothing if the object was
3495 * not readied. 3237 * not readied.
3496 */ 3238 */
3497void 3239void
3498player_unready_range_ob (player *pl, object *ob) 3240player_unready_range_ob (player *pl, object *ob)
3499{ 3241{
3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3242 if (pl->ob->current_weapon == ob)
3243 pl->ob->current_weapon = 0;
3244
3245 if (pl->combat_ob == ob)
3246 pl->combat_ob = 0;
3247
3501 if (pl->ranges[i] == ob) 3248 if (pl->ranged_ob == ob)
3502 {
3503 pl->ranges[i] = 0; 3249 pl->ranged_ob = 0;
3504 if (pl->shoottype == i)
3505 pl->shoottype = range_none;
3506 }
3507} 3250}
3251
3252//-GPL
3508 3253
3509sint8 3254sint8
3510player::visibility_at (maptile *map, int x, int y) const 3255player::darkness_at (maptile *map, int x, int y) const
3511{ 3256{
3512 if (!ns) 3257 if (!ns)
3513 return 0; 3258 return LOS_BLOCKED;
3514 3259
3515 int dx, dy; 3260 int dx, dy;
3516 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3261 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3517 return 0; 3262 return LOS_BLOCKED;
3518 3263
3519 x += dx - ns->current_x + ns->mapx / 2; 3264 x += dx - ns->current_x;
3520 y += dy - ns->current_y + ns->mapy / 2; 3265 y += dy - ns->current_y;
3521 3266
3522 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3523 return 0;
3524
3525 return 100 - blocked_los [x][y]; 3267 return blocked_los (x, y);
3526} 3268}
3269
3270void
3271player::infobox (const char *title, const char *msg, int color)
3272{
3273 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3274}
3275
3276void
3277player::statusmsg (const char *msg, int color)
3278{
3279 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3280}
3281
3282void
3283player::failmsg (const char *msg, int color)
3284{
3285 play_sound (sound_find ("generic_failure"));
3286 statusmsg (msg, color);
3287}
3288

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