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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.139 by root, Fri May 18 01:01:02 2007 UTC vs.
Revision 1.222 by root, Thu Jan 1 11:41:17 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 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
123 continue; 122 continue;
124 123
125 if (*buf == '%') 124 if (*buf == '%')
126 { /* send one news */ 125 { /* send one news */
127 if (size > 0) 126 if (size > 0)
128 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 */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
129 131
130 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
131 strip_endline (subject); 133 strip_endline (subject);
132 size = 0; 134 size = 0;
133 news[0] = '\0'; 135 news[0] = '\0';
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
150} 152}
151 153
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
158/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
159static void 155static void
160set_first_map (object *op) 156set_first_map (object *op)
161{ 157{
162 op->contr->maplevel = first_map_path; 158 op->contr->maplevel = first_map_path;
163 op->x = -1; 159 op->x = -1;
164 op->y = -1; 160 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178} 161}
179 162
180void 163void
181player::activate () 164player::activate ()
182{ 165{
187 ob->remove (); 170 ob->remove ();
188 ob->map = 0; 171 ob->map = 0;
189 ob->activate_recursive (); 172 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 174 add_friendly_object (ob);
192 enter_map ();
193} 175}
194 176
195void 177void
196player::deactivate () 178player::deactivate ()
197{ 179{
204 186
205 if (ob->map) 187 if (ob->map)
206 maplevel = ob->map->path; 188 maplevel = ob->map->path;
207 189
208 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
209 ob->map = 0; 192 ob->map = 0;
210 party = 0; 193 party = 0;
211 194
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213 196
227 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
228 211
229 ns->update_look = 0; 212 ns->update_look = 0;
230 ns->look_position = 0; 213 ns->look_position = 0;
231 214
232 clear_los (ob); 215 clear_los ();
233 216
234 ns->reset_stats (); 217 ns->reset_stats ();
235 218
236 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
239 222
240 ob->carrying = sum_weight (ob); 223 ob->update_weight ();
241 link_player_skills (ob); 224 link_skills ();
242 225
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244 227
245 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
246 229
247 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
249 { 232 {
250 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
251 234
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 238 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 240 skin = tmp;
261 241
262 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
263 } 243 }
264 244
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 246
267 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
268 303
269 ob->flag [FLAG_READY_WEAPON] = false; 304 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false; 305 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false; 306 ob->flag [FLAG_READY_BOW] = false;
272 307
273 for (object *op = ob->inv; op; op = op->below) 308 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED]) 309 if (op->flag [FLAG_APPLIED])
275 switch (op->type) 310 switch (op->type)
276 { 311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
277 case WAND: 316 case WAND:
278 case ROD: 317 case ROD:
279 case HORN: 318 case HORN:
280 case BOW: 319 case BOW:
281 case SKILL_TOOL: 320 ranged_ob = op;
321 break;
322
282 case WEAPON: 323 case WEAPON:
283 op->flag [FLAG_APPLIED] = false; 324 combat_ob = op;
284 apply_special (ob, op, AP_APPLY);
285 break; 325 break;
286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break;
290 } 326 }
291 327
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
293 ob->update_stats (); 329 ob->deactivate (); // change_weapon activates, fix this better
294
295 ns->floorbox_update ();
296 esrv_send_inventory (ob, ob);
297 esrv_add_spells (this, 0);
298
299 activate ();
300
301 send_rules (ob);
302 send_news (ob);
303 display_motd (ob);
304
305 INVOKE_PLAYER (CONNECT, this);
306 INVOKE_PLAYER (LOGIN, this);
307} 330}
308 331
309void 332void
310player::disconnect ()
311{
312 if (ns)
313 {
314 if (active)
315 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
316
317 INVOKE_PLAYER (DISCONNECT, this);
318
319 ns->reset_stats ();
320 ns->pl = 0;
321 ns = 0;
322 }
323
324 if (ob)
325 ob->close_container (); //TODO: client-specific
326
327 deactivate ();
328}
329
330// the need for this function can be explained
331// by load_object not returning the object
332void
333player::set_object (object *op) 333player::set_observe (object *op)
334{ 334{
335 ob = op; 335 observe = op ? op : ob;
336 ob->contr = this; /* this aren't yet in archetype */ 336 do_los = 1;
337
338 ob->speed_left = 0.5f;
339 ob->speed = 1.0f;
340 ob->direction = 5; /* So player faces south */
341} 337}
342 338
343player::player () 339player::player ()
344{ 340{
345 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
352 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
353 349
354 gen_sp_armour = 10; 350 gen_sp_armour = 10;
355 bowtype = bow_normal; 351 bowtype = bow_normal;
356 petmode = pet_normal; 352 petmode = pet_normal;
357 listening = 10;
358 usekeys = containers; 353 usekeys = containers;
359 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
360 do_los = 1; 355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
361} 359}
362 360
363void 361void
364player::do_destroy () 362player::do_destroy ()
365{ 363{
370 if (ob) 368 if (ob)
371 { 369 {
372 ob->destroy_inv (false); 370 ob->destroy_inv (false);
373 ob->destroy (); 371 ob->destroy ();
374 } 372 }
373
374 ob = observe = 0;
375} 375}
376 376
377player::~player () 377player::~player ()
378{ 378{
379 /* Clear item stack */ 379 /* Clear item stack */
406 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
407 */ 407 */
408archetype * 408archetype *
409get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
410{ 410{
411 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
412 418
413 for (;;) 419 for (;;)
414 { 420 {
415 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
416 at = first_archetype; 422 i = archetypes.begin ();
417 else 423 else if (*i == at)
418 at = at->next; 424 cleanup ("not a single player archetype found");
419 425
420 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
421 return at; 427 return *i;
422
423 if (at == start)
424 {
425 LOG (llevError, "No Player archetypes\n");
426 exit (-1);
427 }
428 } 428 }
429} 429}
430 430
431object * 431object *
432get_nearest_player (object *mon) 432get_nearest_player (object *mon)
436 unsigned lastdist; 436 unsigned lastdist;
437 rv_vector rv; 437 rv_vector rv;
438 438
439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
440 { 440 {
441 /* We should not find free objects on this friendly list, but it
442 * does periodically happen. Given that, lets deal with it.
443 * While unlikely, it is possible the next object on the friendly
444 * list is also free, so encapsulate this in a while loop.
445 */
446 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
447 {
448 object *tmp = ol->ob;
449
450 /* Can't do much more other than log the fact, because the object
451 * itself will have been cleared.
452 */
453 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
454 tmp->debug_desc ());
455 ol = ol->next;
456 remove_friendly_object (tmp);
457 if (!ol)
458 return op;
459 }
460
461 /* Remove special check for player from this. First, it looks to cause
462 * some crashes (ol->ob->contr not set properly?), but secondly, a more
463 * complicated method of state checking would be needed in any case -
464 * as it was, a clever player could type quit, and the function would
465 * skip them over while waiting for confirmation. Remove
466 * on_same_map check, as can_detect_enemy also does this
467 */
468 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
469 continue; 442 continue;
470 443
471 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
472 { 445 {
667 640
668 return firstdir; 641 return firstdir;
669} 642}
670 643
671void 644void
672give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
673{ 646{
674 object *op, *next = NULL;
675
676 if (pl->randomitems != NULL) 647 if (pl->randomitems)
677 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
678 649
679 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
680 { 651 {
681 next = op->below; 652 next = op->below;
682 653
683 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
684 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
689 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
690 * by this player due to race restrictions 661 * by this player due to race restrictions
691 */ 662 */
692 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
693 { 664 {
694 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
695 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
696 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
697 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
698 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
699 { 672 {
700 op->destroy (); 673 op->destroy ();
701 continue; 674 continue;
702 } 675 }
703 } 676 }
726 if (op->nrof > 1) 699 if (op->nrof > 1)
727 op->nrof = 1; 700 op->nrof = 1;
728 } 701 }
729 702
730 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
731 {
732 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
733 }
734 705
735 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
736 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
737 * merged properly. 708 * merged properly.
738 */ 709 */
739 if (need_identify (op)) 710 if (need_identify (op))
740 { 711 {
741 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
742 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
743 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
744 } 715 }
716
745 if (op->type == SPELL) 717 if (op->type == SPELL)
746 { 718 {
747 op->destroy (); 719 op->destroy ();
748 continue; 720 continue;
749 } 721 }
751 { 723 {
752 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
753 op->stats.exp = 0; 725 op->stats.exp = 0;
754 op->level = 1; 726 op->level = 1;
755 } 727 }
756 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
757 else
758 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
759 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
760 731
761 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
762 link_player_skills (pl); 733 pl->contr->link_skills ();
763} 734}
764 735
765void 736void
766get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
767{ 738{
868static void 839static void
869start_info (object *op) 840start_info (object *op)
870{ 841{
871 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
872 843
873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
874 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
877} 846}
878 847
879/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
880 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
881 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
884 */ 853 */
885void 854void
886player::chargen_race_done () 855player::chargen_race_done ()
887{ 856{
888 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
889 esrv_new_player (ob->contr, ob->weight + ob->carrying); 858 esrv_new_player (ob->contr);
890 859
891 treasurelist *tl = treasurelist::find ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
892 if (tl) 861 if (tl)
893 create_treasure (tl, ob, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
894 863
898 ob->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
899 868
900 if (ob->msg) 869 if (ob->msg)
901 ob->msg = 0; 870 ob->msg = 0;
902 871
903 /* We create this now because some of the unique maps will need it
904 * to save here.
905 */
906 {
907 char buf[MAX_BUF];
908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
909 make_path_to_file (buf);
910 }
911
912 start_info (ob); 872 start_info (ob);
913 CLEAR_FLAG (ob, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
914 give_initial_items (ob, ob->randomitems); 874 give_initial_items (ob, ob->randomitems);
915 link_player_skills (ob);
916 esrv_send_inventory (ob, ob); 875 esrv_send_inventory (ob, ob);
917 ob->update_stats (); 876 ob->update_stats ();
918 877
919 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
920 * is one for this race 879 * is one for this race
921 */ 880 */
922 if (*first_map_ext_path) 881 if (*first_map_ext_path)
923 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
924 object *tmp;
925 char mapname[MAX_BUF];
926
927 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
928 tmp = object::create ();
929 EXIT_PATH (tmp) = mapname;
930 EXIT_X (tmp) = ob->x;
931 EXIT_Y (tmp) = ob->y;
932 ob->enter_exit (tmp); /* we don't really care if it succeeded;
933 * if the map isn't there, then stay on the
934 * default initial map */
935 tmp->destroy ();
936 }
937 else 883 else
938 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
939} 885}
940 886
941void 887void
951 int x = ob->x, y = ob->y; 897 int x = ob->x, y = ob->y;
952 898
953 ob->remove_statbonus (); 899 ob->remove_statbonus ();
954 ob->remove (); 900 ob->remove ();
955 ob->arch = get_player_archetype (ob->arch); 901 ob->arch = get_player_archetype (ob->arch);
956 ob->arch->clone.copy_to (ob); 902 ob->arch->copy_to (ob);
957 ob->instantiate (); 903 ob->instantiate ();
958 ob->stats = ob->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
959 ob->name = ob->name_pl = name; 905 ob->name = ob->name_pl = name;
960 ob->x = x; 906 ob->x = x;
961 ob->y = y; 907 ob->y = y;
962 SET_ANIMATION (ob, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
963 insert_ob_in_map (ob, ob->map, ob, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
964 assign (ob->contr->title, ob->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
965 ob->add_statbonus (); 911 ob->add_statbonus ();
966 } 912 }
967 while (!allowed_class (ob)); 913 while (!allowed_class (ob));
968 914
969 update_object (ob, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
985 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
986 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
987 return; 933 return;
988 } 934 }
989 935
990 if (op->enemy == NULL) 936 if (!op->enemy)
991 { 937 {
992 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
993 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
994 return; 940 return;
995 } 941 }
996 942
997 /* Seen some crashes here. Since we don't store an
998 * op->enemy_count, it is possible that something destroys the
999 * actual enemy, and the object is recycled.
1000 */
1001 if (op->enemy->map == NULL)
1002 {
1003 CLEAR_FLAG (op, FLAG_SCARED);
1004 op->enemy = NULL;
1005 return;
1006 }
1007
1008 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1009 { 944 {
1010 op->enemy = NULL; 945 op->enemy = NULL;
1011 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
1012 return; 947 return;
1015 get_rangevector (op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
1016 951
1017 dir = absdir (4 + rv.direction); 952 dir = absdir (4 + rv.direction);
1018 for (diff = 0; diff < 3; diff++) 953 for (diff = 0; diff < 3; diff++)
1019 { 954 {
1020 int m = 1 - (RANDOM () & 2); 955 int m = 1 - rndm (2) * 2;
1021 956
1022 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1023 return; 958 return;
1024 } 959 }
1025 960
1036check_pick (object *op) 971check_pick (object *op)
1037{ 972{
1038 object *tmp, *next; 973 object *tmp, *next;
1039 int stop = 0; 974 int stop = 0;
1040 int wvratio; 975 int wvratio;
1041 char putstring[128];
1042 976
1043 /* if you're flying, you cna't pick up anything */ 977 /* if you're flying, you cna't pick up anything */
1044 if (op->move_type & MOVE_FLYING) 978 if (op->move_type & MOVE_FLYING)
1045 return 1; 979 return 1;
1046 980
1047 next = op->below; 981 next = op->below;
1048 982
983 int cnt = MAX_ITEM_PER_DROP;
984#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
985
1049 /* loop while there are items on the floor that are not marked as 986 /* loop while there are items on the floor that are not marked as
1050 * destroyed */ 987 * destroyed */
1051 while (next && !next->destroyed ()) 988 while (next && !next->destroyed ())
1052 { 989 {
1053 tmp = next; 990 tmp = next;
1054 next = tmp->below; 991 next = tmp->below;
1055 992
993 if (cnt <= 0)
994 {
995 op->failmsg ("Couldn't pickup all items at once.");
996 return 0;
997 }
998
1056 if (op->destroyed ()) 999 if (op->destroyed ())
1057 return 0; 1000 return 0;
1058 1001
1059 if (!can_pick (op, tmp)) 1002 if (!can_pick (op, tmp))
1060 continue; 1003 continue;
1061 1004
1062 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1063 { 1006 {
1064 if (item_matched_string (op, tmp, op->contr->search_str)) 1007 if (item_matched_string (op, tmp, op->contr->search_str))
1065 pick_up (op, tmp); 1008 CHK_PICK_PICKUP;
1009
1066 continue; 1010 continue;
1067 } 1011 }
1068 1012
1069 /* high not bit set? We're using the old autopickup model */ 1013 /* pickup handling */
1014 if (op->contr->mode & PU_DEBUG)
1015 {
1016 /* some debugging code to figure out item information */
1017 const char *str = tmp->name
1018 ? format ("item name: %s item type: %d weight/value: %d",
1019 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1020 : format ("item name: %s item type: %d weight/value: %d",
1021 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1022
1023 new_draw_info (NDI_UNIQUE, 0, op, str);
1024 }
1025
1026 if (op->contr->mode & PU_INHIBIT)
1027 return 1;
1028
1029 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1030 return 1;
1031
1032 /* philosophy:
1033 * It's easy to grab an item type from a pile, as long as it's
1034 * generic. This takes no game-time. For more detailed pickups
1035 * and selections, select-items should be used. This is a
1036 * grab-as-you-run type mode that's really useful for arrows for
1037 * example.
1038 * The drawback: right now it has no frontend, so you need to
1039 * stick the bits you want into a calculator in hex mode and then
1040 * convert to decimal and then 'pickup <#>
1041 */
1042
1043 /* the first two modes are exclusive: if NOTHING we return, if
1044 * STOP then we stop. All the rest are applied sequentially,
1045 * meaning if any test passes, the item gets picked up. */
1046
1047 /* if mode is set to pick nothing up, return */
1048 if (op->contr->mode == PU_NOTHING)
1049 return 1;
1050
1051 /* if mode is set to stop when encountering objects, return */
1052 /* take STOP before INHIBIT since it doesn't actually pick
1053 * anything up */
1054 if (op->contr->mode & PU_STOP)
1055 return 0;
1056
1057 /* useful for going into stores and not losing your settings... */
1058 /* and for battles wher you don't want to get loaded down while
1059 * fighting */
1060 if (op->contr->mode & PU_INHIBIT)
1061 return 1;
1062
1063 /* prevent us from turning into auto-thieves :) */
1064 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1065 continue;
1066
1067 /* ignore known cursed objects */
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1069 continue;
1070
1071 /* all food and drink if desired */
1072 /* question: don't pick up known-poisonous stuff? */
1070 if (!(op->contr->mode & PU_NEWMODE)) 1073 if (op->contr->mode & PU_FOOD)
1074 if (tmp->type == FOOD)
1071 { 1075 {
1072 switch (op->contr->mode) 1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_DRINK)
1081 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1087 if (op->contr->mode & PU_POTION)
1088 if (tmp->type == POTION)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 /* spellbooks, skillscrolls and normal books/scrolls */
1095 if (op->contr->mode & PU_SPELLBOOK)
1096 if (tmp->type == SPELLBOOK)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_SKILLSCROLL)
1103 if (tmp->type == SKILLSCROLL)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 if (op->contr->mode & PU_READABLES)
1110 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* wands/staves/rods/horns */
1117 if (op->contr->mode & PU_MAGIC_DEVICE)
1118 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1119 {
1120 CHK_PICK_PICKUP;
1121 continue;
1122 }
1123
1124 /* pick up all magical items */
1125 if (op->contr->mode & PU_MAGICAL)
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1127 {
1128 CHK_PICK_PICKUP;
1129 continue;
1130 }
1131
1132 if (op->contr->mode & PU_VALUABLES)
1133 {
1134 if (tmp->type == MONEY || tmp->type == GEM)
1073 { 1135 {
1074 case 0: 1136 CHK_PICK_PICKUP;
1075 return 1; /* don't pick up */ 1137 continue;
1076 case 1:
1077 pick_up (op, tmp);
1078 return 1;
1079 case 2:
1080 pick_up (op, tmp);
1081 return 0;
1082 case 3:
1083 return 0; /* stop before pickup */
1084 case 4:
1085 pick_up (op, tmp);
1086 break;
1087 case 5:
1088 pick_up (op, tmp);
1089 stop = 1;
1090 break;
1091 case 6:
1092 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1093 pick_up (op, tmp);
1094 break;
1095
1096 case 7:
1097 if (tmp->type == MONEY || tmp->type == GEM)
1098 pick_up (op, tmp);
1099 break;
1100
1101 default:
1102 /* use value density */
1103 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1104 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1105 pick_up (op, tmp);
1106 } 1138 }
1107 } 1139 }
1108 else 1140
1109 { /* old model */ 1141 /* rings & amulets - talismans seems to be typed AMULET */
1110 /* NEW pickup handling */ 1142 if (op->contr->mode & PU_JEWELS)
1143 if (tmp->type == RING || tmp->type == AMULET)
1144 {
1145 CHK_PICK_PICKUP;
1146 continue;
1147 }
1148
1149 /* we don't forget dragon food */
1150 if (op->contr->mode & PU_FLESH)
1151 if (tmp->type == FLESH)
1152 {
1153 CHK_PICK_PICKUP;
1154 continue;
1155 }
1156
1157 /* bows and arrows. Bows are good for selling! */
1111 if (op->contr->mode & PU_DEBUG) 1158 if (op->contr->mode & PU_BOW)
1159 if (tmp->type == BOW)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_ARROW)
1166 if (tmp->type == ARROW)
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 /* all kinds of armor etc. */
1173 if (op->contr->mode & PU_ARMOUR)
1174 if (tmp->type == ARMOUR)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_HELMET)
1181 if (tmp->type == HELMET)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SHIELD)
1188 if (tmp->type == SHIELD)
1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_BOOTS)
1195 if (tmp->type == BOOTS)
1196 {
1197 CHK_PICK_PICKUP;
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_GLOVES)
1202 if (tmp->type == GLOVES)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1208 if (op->contr->mode & PU_CLOAK)
1209 if (tmp->type == CLOAK)
1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1214
1215 /* hoping to catch throwing daggers here */
1216 if (op->contr->mode & PU_MISSILEWEAPON)
1217 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1222
1223 /* careful: chairs and tables are weapons! */
1224 if (op->contr->mode & PU_ALLWEAPON)
1225 {
1226 if (tmp->type == WEAPON && !tmp->name)
1112 { 1227 {
1113 /* some debugging code to figure out item information */ 1228 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1114 if (tmp->name != NULL) 1229 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1116 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1117 else
1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1119 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120
1121 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1122 }
1123
1124 /* philosophy:
1125 * It's easy to grab an item type from a pile, as long as it's
1126 * generic. This takes no game-time. For more detailed pickups
1127 * and selections, select-items should be used. This is a
1128 * grab-as-you-run type mode that's really useful for arrows for
1129 * example.
1130 * The drawback: right now it has no frontend, so you need to
1131 * stick the bits you want into a calculator in hex mode and then
1132 * convert to decimal and then 'pickup <#>
1133 */
1134
1135 /* the first two modes are exclusive: if NOTHING we return, if
1136 * STOP then we stop. All the rest are applied sequentially,
1137 * meaning if any test passes, the item gets picked up. */
1138
1139 /* if mode is set to pick nothing up, return */
1140
1141 if (op->contr->mode & PU_NOTHING)
1142 return 1;
1143
1144 /* if mode is set to stop when encountering objects, return */
1145 /* take STOP before INHIBIT since it doesn't actually pick
1146 * anything up */
1147
1148 if (op->contr->mode & PU_STOP)
1149 return 0;
1150
1151 /* useful for going into stores and not losing your settings... */
1152 /* and for battles wher you don't want to get loaded down while
1153 * fighting */
1154 if (op->contr->mode & PU_INHIBIT)
1155 return 1;
1156
1157 /* prevent us from turning into auto-thieves :) */
1158 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1159 continue;
1160
1161 /* ignore known cursed objects */
1162 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1163 continue;
1164
1165 /* all food and drink if desired */
1166 /* question: don't pick up known-poisonous stuff? */
1167 if (op->contr->mode & PU_FOOD)
1168 if (tmp->type == FOOD)
1169 {
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 if (op->contr->mode & PU_DRINK)
1175 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_POTION)
1182 if (tmp->type == POTION)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 /* spellbooks, skillscrolls and normal books/scrolls */
1189 if (op->contr->mode & PU_SPELLBOOK)
1190 if (tmp->type == SPELLBOOK)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 if (op->contr->mode & PU_SKILLSCROLL)
1197 if (tmp->type == SKILLSCROLL)
1198 {
1199 pick_up (op, tmp);
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_READABLES)
1204 if (tmp->type == BOOK || tmp->type == SCROLL)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* wands/staves/rods/horns */
1211 if (op->contr->mode & PU_MAGIC_DEVICE)
1212 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 /* pick up all magical items */
1219 if (op->contr->mode & PU_MAGICAL)
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225
1226 if (op->contr->mode & PU_VALUABLES)
1227 {
1228 if (tmp->type == MONEY || tmp->type == GEM)
1229 { 1230 {
1230 pick_up (op, tmp); 1231 CHK_PICK_PICKUP;
1231 continue; 1232 continue;
1232 } 1233 }
1233 } 1234 }
1234 1235
1235 /* rings & amulets - talismans seems to be typed AMULET */ 1236 if (tmp->type == WEAPON && !tmp->name)
1236 if (op->contr->mode & PU_JEWELS)
1237 if (tmp->type == RING || tmp->type == AMULET)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* we don't forget dragon food */
1244 if (op->contr->mode & PU_FLESH)
1245 if (tmp->type == FLESH)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 /* bows and arrows. Bows are good for selling! */
1252 if (op->contr->mode & PU_BOW)
1253 if (tmp->type == BOW)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_ARROW)
1260 if (tmp->type == ARROW)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 /* all kinds of armor etc. */
1267 if (op->contr->mode & PU_ARMOUR)
1268 if (tmp->type == ARMOUR)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_HELMET)
1275 if (tmp->type == HELMET)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_SHIELD)
1282 if (tmp->type == SHIELD)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_BOOTS)
1289 if (tmp->type == BOOTS)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 if (op->contr->mode & PU_GLOVES)
1296 if (tmp->type == GLOVES)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 if (op->contr->mode & PU_CLOAK)
1303 if (tmp->type == CLOAK)
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* hoping to catch throwing daggers here */
1310 if (op->contr->mode & PU_MISSILEWEAPON)
1311 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316
1317 /* careful: chairs and tables are weapons! */
1318 if (op->contr->mode & PU_ALLWEAPON)
1319 { 1237 {
1320 if (tmp->type == WEAPON && tmp->name != NULL) 1238 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1321 { 1239 {
1322 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1240 CHK_PICK_PICKUP;
1323 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1324 {
1325 pick_up (op, tmp);
1326 continue; 1241 continue;
1327 }
1328 }
1329
1330 if (tmp->type == WEAPON && tmp->name == NULL)
1331 {
1332 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337 } 1242 }
1338 } 1243 }
1244 }
1339 1245
1340 /* misc stuff that's useful */ 1246 /* misc stuff that's useful */
1341 if (op->contr->mode & PU_KEY) 1247 if (op->contr->mode & PU_KEY)
1342 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1248 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1343 { 1249 {
1344 pick_up (op, tmp); 1250 CHK_PICK_PICKUP;
1345 continue; 1251 continue;
1346 } 1252 }
1347 1253
1348 /* any of the last 4 bits set means we use the ratio for value 1254 /* any of the last 4 bits set means we use the ratio for value
1349 * pickups */ 1255 * pickups */
1350 if (op->contr->mode & PU_RATIO) 1256 if (op->contr->mode & PU_RATIO)
1257 {
1258 /* use value density to decide what else to grab */
1259 /* >=7 was >= op->contr->mode */
1260 /* >=7 is the old standard setting. Now we take the last 4 bits
1261 */
1262 wvratio = op->contr->mode & PU_RATIO;
1263 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1351 { 1264 {
1352 /* use value density to decide what else to grab */ 1265#if 0
1353 /* >=7 was >= op->contr->mode */ 1266 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 /* >=7 is the old standard setting. Now we take the last 4 bits 1267 if (tmp->name != NULL)
1355 * and multiply them by 5, giving 0..15*5== 5..75 */
1356 wvratio = (op->contr->mode & PU_RATIO) * 5;
1357 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1358 { 1268 {
1359 pick_up (op, tmp);
1360#if 0
1361 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1362 if (tmp->name != NULL)
1363 {
1364 fprintf (stderr, "%s", tmp->name); 1269 fprintf (stderr, "%s", tmp->name);
1365 } 1270 }
1366 else 1271 else
1367 fprintf (stderr, "%s", tmp->arch->name); 1272 fprintf (stderr, "%s", tmp->arch->archname);
1368 fprintf (stderr, ",%d] = ", tmp->type); 1273 fprintf (stderr, ",%d] = ", tmp->type);
1369 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1274 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1370#endif 1275#endif
1276 CHK_PICK_PICKUP;
1371 continue; 1277 continue;
1372 }
1373 } 1278 }
1374 } /* the new pickup model */ 1279 } /* the new pickup model */
1375 } 1280 }
1376 1281
1377 return !stop; 1282 return !stop;
1383 * found object is returned. 1288 * found object is returned.
1384 */ 1289 */
1385object * 1290object *
1386find_arrow (object *op, const char *type) 1291find_arrow (object *op, const char *type)
1387{ 1292{
1388 object *tmp = 0;
1389
1390 for (op = op->inv; op; op = op->below) 1293 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1391 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1392 tmp = find_arrow (op, type);
1393 else if (op->type == ARROW && op->race == type) 1294 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1295 return splay (tmp);
1296
1297 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1298 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1299 if (object *arrow = find_arrow (tmp, type))
1300 {
1301 splay (tmp);
1394 return op; 1302 return arrow;
1303 }
1395 1304
1396 return tmp; 1305 return 0;
1397} 1306}
1398 1307
1399/* 1308/*
1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1309 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1401 * against the target. A full test is not performed, simply a basic test 1310 * against the target. A full test is not performed, simply a basic test
1402 * of resistances. The archer is making a quick guess at what he sees down 1311 * of resistances. The archer is making a quick guess at what he sees down
1403 * the hall. Failing that it does it's best to pick the highest plus arrow. 1312 * the hall. Failing that it does it's best to pick the highest plus arrow.
1404 */ 1313 */
1405object * 1314object *
1406find_better_arrow (object *op, object *target, const char *type, int *better) 1315find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1407{ 1316{
1408 object *tmp = NULL, *arrow, *ntmp; 1317 object *tmp = NULL, *arrow, *ntmp;
1409 int attacknum, attacktype, betterby = 0, i; 1318 int attacknum, attacktype, betterby = 0, i;
1410 1319
1411 if (!type) 1320 if (!type)
1415 { 1324 {
1416 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1325 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1417 { 1326 {
1418 i = 0; 1327 i = 0;
1419 ntmp = find_better_arrow (arrow, target, type, &i); 1328 ntmp = find_better_arrow (arrow, target, type, &i);
1329
1420 if (i > betterby) 1330 if (i > betterby)
1421 { 1331 {
1422 tmp = ntmp; 1332 tmp = ntmp;
1423 betterby = i; 1333 betterby = i;
1424 } 1334 }
1425 } 1335 }
1426 else if (arrow->type == ARROW && arrow->race == type) 1336 else if (arrow->type == ARROW && arrow->race == type)
1427 { 1337 {
1428 /* allways prefer assasination/slaying */ 1338 /* allways prefer assasination/slaying */
1429 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1339 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1430 { 1340 {
1431 if (arrow->attacktype & AT_DEATH) 1341 if (arrow->attacktype & AT_DEATH)
1432 { 1342 {
1433 *better = 100; 1343 *better = 100;
1434 return arrow; 1344 return arrow;
1442 else 1352 else
1443 { 1353 {
1444 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1354 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1445 { 1355 {
1446 attacktype = 1 << attacknum; 1356 attacktype = 1 << attacknum;
1447 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1357 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1448 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1358 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1449 { 1359 {
1450 tmp = arrow; 1360 tmp = arrow;
1451 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1361 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1452 } 1362 }
1453 } 1363 }
1364
1454 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1365 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1366 {
1456 tmp = arrow; 1367 tmp = arrow;
1457 betterby = 2 + arrow->magic + arrow->stats.dam; 1368 betterby = 2 + arrow->magic + arrow->stats.dam;
1458 } 1369 }
1370
1459 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1371 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1460 { 1372 {
1461 tmp = arrow; 1373 tmp = arrow;
1462 betterby = 1 + arrow->magic + arrow->stats.dam; 1374 betterby = 1 + arrow->magic + arrow->stats.dam;
1463 } 1375 }
1464 } 1376 }
1465 } 1377 }
1466 } 1378 }
1379
1467 if (tmp == NULL && arrow == NULL) 1380 if (tmp == NULL && arrow == NULL)
1468 return find_arrow (op, type); 1381 return find_arrow (op, type);
1469 1382
1470 *better = betterby; 1383 *better = betterby;
1471 return tmp; 1384 return tmp;
1476 * op = the shooter 1389 * op = the shooter
1477 * type = bow->race 1390 * type = bow->race
1478 * dir = fire direction 1391 * dir = fire direction
1479 */ 1392 */
1480object * 1393object *
1481pick_arrow_target (object *op, const char *type, int dir) 1394pick_arrow_target (object *op, shstr_cmp type, int dir)
1482{ 1395{
1483 object *tmp = NULL; 1396 object *tmp = NULL;
1484 maptile *m; 1397 maptile *m;
1485 int i, mflags, found, number; 1398 int i, mflags, found, number;
1486 sint16 x, y; 1399 sint16 x, y;
1501 for (i = 0, found = 0; i < 20; i++) 1414 for (i = 0, found = 0; i < 20; i++)
1502 { 1415 {
1503 x += freearr_x[dir]; 1416 x += freearr_x[dir];
1504 y += freearr_y[dir]; 1417 y += freearr_y[dir];
1505 mflags = get_map_flags (m, &m, x, y, &x, &y); 1418 mflags = get_map_flags (m, &m, x, y, &x, &y);
1419
1506 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1420 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1507 { 1421 {
1508 tmp = NULL; 1422 tmp = 0;
1509 break; 1423 break;
1510 } 1424 }
1511 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1425 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1512 { 1426 {
1513 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1427 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1514 * perhaps a bad assumption. 1428 * perhaps a bad assumption.
1515 */ 1429 */
1516 tmp = NULL; 1430 tmp = 0;
1517 break; 1431 break;
1518 } 1432 }
1433
1519 if (mflags & P_IS_ALIVE) 1434 if (mflags & P_IS_ALIVE)
1520 {
1521 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1435 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1436 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1523 {
1524 found++;
1525 break;
1526 }
1527 if (found)
1528 break; 1437 break;
1529 }
1530 } 1438 }
1531 if (tmp == NULL) 1439
1440 if (!tmp)
1532 return find_arrow (op, type); 1441 return find_arrow (op, type);
1533 1442
1534 if (tmp->head) 1443 if (tmp->head)
1535 tmp = tmp->head; 1444 tmp = tmp->head;
1536 1445
1581 if (bow->below) 1490 if (bow->below)
1582 { 1491 {
1583 bow->remove (); 1492 bow->remove ();
1584 op->insert (bow); 1493 op->insert (bow);
1585 } 1494 }
1586
1587 } 1495 }
1588 1496
1589 if (!bow->race || !bow->skill) 1497 if (!bow->race || !bow->skill)
1590 { 1498 {
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1499 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1617 } 1525 }
1618 1526
1619 /* this should not happen, but sometimes does */ 1527 /* this should not happen, but sometimes does */
1620 if (arrow->nrof == 0) 1528 if (arrow->nrof == 0)
1621 { 1529 {
1530 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1622 arrow->destroy (); 1531 arrow->destroy ();
1623 return 0; 1532 return 0;
1624 } 1533 }
1625 1534
1626 left = arrow; /* these are arrows left to the player */ 1535 left = arrow; /* these are arrows left to the player */
1627 arrow = get_split_ob (arrow, 1); 1536 arrow = arrow->split ();
1628 if (!arrow) 1537 if (!arrow)
1629 { 1538 {
1630 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1539 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1631 return 0; 1540 return 0;
1632 } 1541 }
1640 arrow->stats.grace = arrow->attacktype; 1549 arrow->stats.grace = arrow->attacktype;
1641 1550
1642 if (arrow->slaying) 1551 if (arrow->slaying)
1643 arrow->spellarg = strdup (arrow->slaying); 1552 arrow->spellarg = strdup (arrow->slaying);
1644 1553
1554#if 0
1645 if (player *pl = op->contr) 1555 if (player *pl = op->contr)
1646 { 1556 {
1647 if (!pl->has_hit)
1648 {
1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp; 1557 float speed = pl->weapon_sp;
1654 1558
1655 /* penalize ROF for bestarrow */ 1559 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow) 1560 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f; 1561 speed *= .9f;
1658 else 1562 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1563 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660 1564
1661 op->speed_left += speed - op->speed; 1565 op->speed_left += speed - op->speed;
1566 }
1662#endif 1567#endif
1663 }
1664 1568
1665 SET_ANIMATION (arrow, arrow->direction); 1569 SET_ANIMATION (arrow, arrow->direction);
1666 1570
1667 /* update the speed */ 1571 /* update the speed */
1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1572 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1669 + bow->stats.dam / 7.0; 1573 + bow->stats.dam / 7.f;
1670 1574
1671 arrow->set_speed (max (arrow->speed, 2.0)); 1575 arrow->set_speed (max (arrow->speed, 2.f));
1672 arrow->speed_left = 0; 1576 arrow->speed_left = 0;
1673 1577
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1578 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1675 1579
1676 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1699 1603
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1604 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1701 arrow->move_type = MOVE_FLY_LOW; 1605 arrow->move_type = MOVE_FLY_LOW;
1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1606 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1703 1607
1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1608 op->play_sound (sound_find ("fire_arrow"));
1705 m->insert (arrow, sx, sy, op); 1609 m->insert (arrow, sx, sy, op);
1706 1610
1707 if (!arrow->destroyed ()) 1611 if (!arrow->destroyed ())
1708 move_arrow (arrow); 1612 move_arrow (arrow);
1709
1710 if (op->type == PLAYER)
1711 {
1712 if (left->destroyed ())
1713 esrv_del_item (op->contr, left->count);
1714 else
1715 esrv_send_item (op, left);
1716 }
1717 1613
1718 return 1; 1614 return 1;
1719} 1615}
1720 1616
1721/* Special fire code for players - this takes into 1617/* Special fire code for players - this takes into
1726 * hence the function name. 1622 * hence the function name.
1727 */ 1623 */
1728int 1624int
1729player_fire_bow (object *op, int dir) 1625player_fire_bow (object *op, int dir)
1730{ 1626{
1731 int ret = 0, wcmod = 0; 1627 int ret;
1732 1628
1733 if (op->contr->bowtype == bow_bestarrow) 1629 if (op->contr->bowtype == bow_bestarrow)
1734 { 1630 {
1735 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1631 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1736 } 1632 }
1737 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1633 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1738 { 1634 {
1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1635 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1740 wcmod = -1;
1741
1742 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1636 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1743 } 1637 }
1744 else if (op->contr->bowtype == bow_threewide) 1638 else if (op->contr->bowtype == bow_threewide)
1745 { 1639 {
1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1640 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1747 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1641 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1748 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1642 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1749 } 1643 }
1750 else if (op->contr->bowtype == bow_spreadshot) 1644 else if (op->contr->bowtype == bow_spreadshot)
1751 { 1645 {
1752 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1646 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1753 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1647 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1754 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1648 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1755 } 1649 }
1756 else 1650 else
1757 { 1651 {
1787 1681
1788 if (item->type == WAND) 1682 if (item->type == WAND)
1789 { 1683 {
1790 if (item->stats.food <= 0) 1684 if (item->stats.food <= 0)
1791 { 1685 {
1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1686 op->contr->play_sound (sound_find ("wand_poof"));
1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1687 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794 1688
1795 return; 1689 return;
1796 } 1690 }
1797 } 1691 }
1798 else if (item->type == ROD || item->type == HORN) 1692 else if (item->type == ROD || item->type == HORN)
1799 { 1693 {
1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1694 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1695
1696 // using the maximum of the rods charge allows at least one spell cast
1697 // for a rod or horn, this fixes some broken rods.
1698 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1801 { 1699 {
1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1700 op->contr->play_sound (sound_find ("wand_poof"));
1803 1701
1804 if (item->type == ROD) 1702 if (item->type == ROD)
1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1703 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1806 else 1704 else
1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1705 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1810 } 1708 }
1811 } 1709 }
1812 1710
1813 if (cast_spell (op, item, dir, item->inv, NULL)) 1711 if (cast_spell (op, item, dir, item->inv, NULL))
1814 { 1712 {
1815 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1713 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1714
1816 if (item->type == WAND) 1715 if (item->type == WAND)
1817 { 1716 {
1818 if (!(--item->stats.food)) 1717 if (!(--item->stats.food))
1819 { 1718 {
1820 object *tmp; 1719 object *tmp;
1821 1720
1822 if (item->arch) 1721 if (item->arch)
1823 { 1722 {
1824 CLEAR_FLAG (item, FLAG_ANIMATE); 1723 CLEAR_FLAG (item, FLAG_ANIMATE);
1825 item->face = item->arch->clone.face; 1724 item->face = item->arch->face;
1826 item->set_speed (0); 1725 item->set_speed (0);
1827 } 1726 }
1828 1727
1829 if ((tmp = item->in_player ())) 1728 if (object *pl = item->visible_to ())
1830 esrv_update_item (UPD_ANIM, tmp, item); 1729 esrv_update_item (UPD_ANIM, pl, item);
1831 } 1730 }
1832 } 1731 }
1833 else if (item->type == ROD || item->type == HORN) 1732 else if (item->type == ROD || item->type == HORN)
1834 drain_rod_charge (item); 1733 drain_rod_charge (item);
1835 } 1734 }
1836} 1735}
1837 1736
1838/* Received a fire command for the player - go and do it. 1737/* Received a fire command for the player - go and do it.
1839 */ 1738 */
1840void 1739bool
1841fire (object *op, int dir) 1740fire (object *op, int dir)
1842{ 1741{
1843 int spellcost = 0; 1742 int spellcost = 0;
1743
1744 player *pl = op->contr;
1745
1746 if (pl->golem)
1747 {
1748 control_golem (op->contr->golem, dir);
1749 return false;
1750 }
1751
1752 object *ob = pl->ranged_ob;
1753
1754 if (!ob)
1755 return false;
1756
1757 if (op->speed_left > 0.f)
1758 --op->speed_left;
1759 else
1760 return false;
1761
1762 if (!op->change_weapon (ob))
1763 return false;
1844 1764
1845 /* check for loss of invisiblity/hide */ 1765 /* check for loss of invisiblity/hide */
1846 if (action_makes_visible (op)) 1766 if (action_makes_visible (op))
1847 make_visible (op); 1767 make_visible (op);
1848 1768
1849 player *pl = op->contr;
1850
1851 if (pl->golem)
1852 {
1853 control_golem (op->contr->golem, dir);
1854 return;
1855 }
1856
1857 object *ob = pl->ranged_ob;
1858
1859 if (!ob)
1860 return;
1861
1862 if (!op->change_weapon (ob))
1863 return;
1864
1865 switch (ob->type) 1769 switch (ob->type)
1866 { 1770 {
1867 case BOW: 1771 case BOW:
1868 player_fire_bow (op, dir); 1772 player_fire_bow (op, dir);
1869 break; 1773 break;
1882 1786
1883 default: 1787 default:
1884 fire_misc_object (op, dir); 1788 fire_misc_object (op, dir);
1885 break; 1789 break;
1886 } 1790 }
1791
1792 return true;
1887} 1793}
1888 1794
1889/* find_key 1795/* find_key
1890 * We try to find a key for the door as passed. If we find a key 1796 * We try to find a key for the door as passed. If we find a key
1891 * and successfully use it, we return the key, otherwise NULL 1797 * and successfully use it, we return the key, otherwise NULL
1978 * 0 otherwise 1884 * 0 otherwise
1979 */ 1885 */
1980static int 1886static int
1981player_attack_door (object *op, object *door) 1887player_attack_door (object *op, object *door)
1982{ 1888{
1983 /* If its a door, try to find a use a key. If we do destroy the door, 1889 /* If its a door, try to find a key. If we do destroy the door,
1984 * might as well return immediately as there is nothing more to do - 1890 * might as well return immediately as there is nothing more to do -
1985 * otherwise, we fall through to the rest of the code. 1891 * otherwise, we fall through to the rest of the code.
1986 */ 1892 */
1987 object *key = find_key (op, op, door); 1893 object *key = find_key (op, op, door);
1988 1894
1989 /* IF we found a key, do some extra work */ 1895 /* If we found a key, do some extra work */
1990 if (key) 1896 if (key)
1991 { 1897 {
1992 object *container = key->env; 1898 object *container = key->env;
1993
1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995 1899
1996 if (action_makes_visible (op)) 1900 if (action_makes_visible (op))
1997 make_visible (op); 1901 make_visible (op);
1998 1902
1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1903 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001 1905
2002 if (door->type == DOOR) 1906 if (door->type == DOOR)
2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1907 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2004 else if (door->type == LOCKED_DOOR) 1908 else if (door->type == LOCKED_DOOR)
2005 { 1909 {
2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1910 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2007 remove_door2 (door); /* remove door without violence ;-) */ 1911 remove_door2 (door); /* remove door without violence ;-) */
2008 } 1912 }
2009 1913
2010 /* Do this after we print the message */ 1914 /* Do this after we print the message */
2011 decrease_ob (key); /* Use up one of the keys */ 1915 key->decrease (); /* Use up one of the keys */
2012 /* Need to update the weight the container the key was in */
2013 if (container != op)
2014 esrv_update_item (UPD_WEIGHT, op, container);
2015 1916
2016 return 1; /* Nothing more to do below */ 1917 return 1; /* Nothing more to do below */
2017 } 1918 }
2018 else if (door->type == LOCKED_DOOR) 1919 else if (door->type == LOCKED_DOOR)
2019 { 1920 {
2020 /* Might as well return now - no other way to open this */ 1921 /* Might as well return now - no other way to open this */
2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1922 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2022 return 1; 1923 return 1;
2023 } 1924 }
2024 1925
2025 return 0; 1926 return 0;
2026} 1927}
2029 * It should keep the code cleaner. 1930 * It should keep the code cleaner.
2030 * When this is called, the players direction has been updated 1931 * When this is called, the players direction has been updated
2031 * (taking into account confusion.) The player is also actually 1932 * (taking into account confusion.) The player is also actually
2032 * going to try and move (not fire weapons). 1933 * going to try and move (not fire weapons).
2033 */ 1934 */
2034void 1935bool
2035move_player_attack (object *op, int dir) 1936move_player_attack (object *op, int dir)
2036{ 1937{
2037 object *tmp, *mon;
2038 int on_battleground; 1938 int on_battleground;
2039 maptile *m;
2040 1939
2041 sint16 nx = freearr_x[dir] + op->x; 1940 sint16 nx = freearr_x[dir] + op->x;
2042 sint16 ny = freearr_y[dir] + op->y; 1941 sint16 ny = freearr_y[dir] + op->y;
2043 1942
2044 on_battleground = op_on_battleground (op, 0, 0); 1943 on_battleground = op_on_battleground (op, 0, 0);
1944
1945 if (out_of_map (op->map, nx, ny))
1946 return false;
1947
1948 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1949 {
1950 --op->speed_left;
1951 return true;
1952 }
2045 1953
2046 /* If braced, or can't move to the square, and it is not out of the 1954 /* If braced, or can't move to the square, and it is not out of the
2047 * map, attack it. Note order of if statement is important - don't 1955 * map, attack it. Note order of if statement is important - don't
2048 * want to be calling move_ob if braced, because move_ob will move the 1956 * want to be calling move_ob if braced, because move_ob will move the
2049 * player. This is a pretty nasty hack, because if we could 1957 * player. This is a pretty nasty hack, because if we could
2050 * move to some space, it then means that if we are braced, we should 1958 * move to some space, it then means that if we are braced, we should
2051 * do nothing at all. As it is, if we are braced, we go through 1959 * do nothing at all. As it is, if we are braced, we go through
2052 * quite a bit of processing. However, it probably is less than what 1960 * quite a bit of processing. However, it probably is less than what
2053 * move_ob uses. 1961 * move_ob uses.
2054 */ 1962 */
2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1963 maptile *m = op->map->xy_find (nx, ny);
1964
1965 /* Go through all the objects, and find ones of interest. Only stop if
1966 * we find a monster - that is something we know we want to attack.
1967 * if its a door or barrel (can roll) see if there may be monsters
1968 * on the space
1969 */
1970 object *mon;
1971 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1972 {
1973 if ((mon->flag [FLAG_ALIVE]
1974 || mon->type == LOCKED_DOOR
1975 || mon->flag [FLAG_CAN_ROLL])
1976 && mon != op)
1977 break;
2056 { 1978 }
2057 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1979
1980 if (!mon) /* This happens anytime the player tries to move */
1981 return false; /* into a wall */
1982
1983 mon = mon->head_ ();
1984
1985 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1986 if (op->contr->weapon_sp_left > 0.f)
1987 if (player_attack_door (op, mon))
1988 {
1989 --op->contr->weapon_sp_left;
1990 return true;
2058 { 1991 }
2059 m = op->map->xy_find (nx, ny); 1992
2060 if (!m) 1993 /* The following deals with possibly attacking peaceful
2061 return; /* Don't think this should happen */ 1994 * or friendly creatures. Basically, all players are considered
1995 * unaggressive. If the moving player has peaceful set, then the
1996 * object should be pushed instead of attacked. It is assumed that
1997 * if you are braced, you will not attack friends accidently,
1998 * and thus will not push them.
1999 */
2000
2001 /* If the creature is a pet, push it even if the player is not
2002 * peaceful. Our assumption is the creature is a pet if the
2003 * player owns it and it is either friendly or unagressive.
2004 */
2005 if (op->type == PLAYER
2006 && ((mon->owner && mon->owner->contr
2007 && same_party (mon->owner->contr->party, op->contr->party))
2008 || mon->owner == op)
2009 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2010 {
2011 /* If we're braced, we don't want to switch places with it */
2012 if (op->contr->braced)
2013 return false;
2014
2015 if (op->speed_left > 0.f)
2016 {
2017 --op->speed_left;
2018
2019 op->play_sound (sound_find ("push_player"));
2020 push_ob (mon, dir, op);
2021
2022 if (action_makes_visible (op))
2023 make_visible (op);
2024
2025 return true;
2062 } 2026 }
2063 else 2027 else
2064 m = op->map;
2065
2066 if (!(tmp = m->at (nx, ny).bot))
2067 return; 2028 return false;
2029 }
2068 2030
2069 mon = 0;
2070 /* Go through all the objects, and find ones of interest. Only stop if
2071 * we find a monster - that is something we know we want to attack.
2072 * if its a door or barrel (can roll) see if there may be monsters
2073 * on the space
2074 */
2075 while (tmp)
2076 {
2077 if (tmp == op)
2078 {
2079 tmp = tmp->above;
2080 continue;
2081 }
2082
2083 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2084 {
2085 mon = tmp;
2086 break;
2087 }
2088
2089 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2090 mon = tmp;
2091
2092 tmp = tmp->above;
2093 }
2094
2095 if (!mon) /* This happens anytime the player tries to move */
2096 return; /* into a wall */
2097
2098 if (mon->head)
2099 mon = mon->head;
2100
2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2102 if (player_attack_door (op, mon))
2103 return;
2104
2105 /* The following deals with possibly attacking peaceful
2106 * or frienddly creatures. Basically, all players are considered
2107 * unaggressive. If the moving player has peaceful set, then the
2108 * object should be pushed instead of attacked. It is assumed that
2109 * if you are braced, you will not attack friends accidently,
2110 * and thus will not push them.
2111 */
2112
2113 /* If the creature is a pet, push it even if the player is not
2114 * peaceful. Our assumption is the creature is a pet if the
2115 * player owns it and it is either friendly or unagressive.
2116 */
2117 if (op->type == PLAYER
2118 && ((mon->owner && mon->owner->contr
2119 && same_party (mon->owner->contr->party, op->contr->party))
2120 || mon->owner == op)
2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2122 {
2123 /* If we're braced, we don't want to switch places with it */
2124 if (op->contr->braced)
2125 return;
2126
2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2128 push_ob (mon, dir, op);
2129 if (op->contr->tmp_invis || op->hide)
2130 make_visible (op);
2131
2132 return;
2133 }
2134
2135 /* in certain circumstances, you shouldn't attack friendly 2031 /* in certain circumstances, you shouldn't attack friendly
2136 * creatures. Note that if you are braced, you can't push 2032 * creatures. Note that if you are braced, you can't push
2137 * someone, but put it inside this loop so that you won't 2033 * someone, but put it inside this loop so that you won't
2138 * attack them either. 2034 * attack them either.
2139 */ 2035 */
2140 if ((mon->type == PLAYER || mon->enemy != op) 2036 if ((mon->type == PLAYER || mon->enemy != op)
2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 2037 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2142 && ((op->contr->peaceful 2038 && ((op->contr->peaceful
2143 || (mon->type == PLAYER && mon->contr->peaceful)) 2039 || (mon->type == PLAYER && mon->contr->peaceful))
2144 && !on_battleground)) 2040 && !on_battleground))
2041 {
2042 if (op->speed_left > 0.f)
2145 { 2043 {
2044 --op->speed_left;
2045
2146 if (!op->contr->braced) 2046 if (!op->contr->braced)
2147 { 2047 {
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2048 op->play_sound (sound_find ("push_player"));
2149 push_ob (mon, dir, op); 2049 push_ob (mon, dir, op);
2150 } 2050 }
2151 else 2051 else
2152 new_draw_info (0, 0, op, "You withhold your attack"); 2052 op->statusmsg ("You withhold your attack");
2153 2053
2154 if (op->contr->tmp_invis || op->hide) 2054 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2155 make_visible (op); 2055 make_visible (op);
2156 }
2157 2056
2057 return true;
2058 }
2059 }
2158 /* If the object is a boulder or other rollable object, then 2060 /* If the object is a boulder or other rollable object, then
2159 * roll it if not braced. You can't roll it if you are braced. 2061 * roll it if not braced. You can't roll it if you are braced.
2160 */ 2062 */
2161 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2063 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2064 {
2065 if (op->speed_left > 0.f)
2162 { 2066 {
2067 --op->speed_left;
2068
2163 recursive_roll (mon, dir, op); 2069 recursive_roll (mon, dir, op);
2164 if (action_makes_visible (op)) 2070 if (action_makes_visible (op))
2165 make_visible (op); 2071 make_visible (op);
2166 }
2167 2072
2073 return true;
2074 }
2075 }
2168 /* Any generic living creature. Including things like doors. 2076 /* Any generic living creature. Including things like doors.
2169 * Way it works is like this: First, it must have some hit points 2077 * Way it works is like this: First, it must have some hit points
2170 * and be living. Then, it must be one of the following: 2078 * and be living. Then, it must be one of the following:
2171 * 1) Not a player, 2) A player, but of a different party. Note 2079 * 1) Not a player, 2) A player, but of a different party. Note
2172 * that party_number -1 is no party, so attacks can still happen. 2080 * that party_number -1 is no party, so attacks can still happen.
2173 */ 2081 */
2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2082 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2083 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2176 { 2084 {
2177 if (!op->contr->has_hit) 2085 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2178 { 2086 {
2179 op->contr->has_hit = 1; 2087 --op->contr->weapon_sp_left;
2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2181 }
2182 2088
2183 skill_attack (mon, op, 0, 0, 0); 2089 skill_attack (mon, op, 0, 0, 0);
2184
2185 /* If attacking another player, that player gets automatic
2186 * hitback, and doesn't loose luck either.
2187 * Disable hitback on the battleground or if the target is
2188 * the wiz.
2189 */
2190 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2191 {
2192 short luck = mon->stats.luck;
2193
2194 mon->contr->has_hit = 1;
2195 skill_attack (op, mon, 0, 0, 0);
2196 mon->stats.luck = luck;
2197 }
2198 2090
2199 if (action_makes_visible (op)) 2091 if (action_makes_visible (op))
2200 make_visible (op); 2092 make_visible (op);
2201 }
2202 } /* if player should attack something */
2203}
2204 2093
2205int 2094 return true;
2095 }
2096 }
2097
2098 return false;
2099}
2100
2101bool
2206move_player (object *op, int dir) 2102move_player (object *op, int dir)
2207{ 2103{
2208 int pick; 2104 int pick;
2209 2105
2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2106 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2211 return 0; 2107 return 0;
2212 2108
2213 /* Sanity check: make sure dir is valid */ 2109 /* Sanity check: make sure dir is valid */
2214 if ((dir < 0) || (dir >= 9)) 2110 if ((dir < 0) || (dir >= 9))
2215 { 2111 {
2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2117 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2222 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2118 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2223 2119
2224 op->facing = dir; 2120 op->facing = dir;
2225 2121
2226 if (op->hide) 2122 if (op->flag [FLAG_HIDDEN])
2227 do_hidden_move (op); 2123 do_hidden_move (op);
2228 2124
2125 bool retval;
2126
2229 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2127 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2230 /*nop */ ; 2128 retval = RESULT_INT (0);
2231 else if (op->contr->fire_on) 2129 else if (op->contr->fire_on)
2232 fire (op, dir); 2130 retval = fire (op, dir);
2233 else 2131 else
2234 { 2132 {
2235 move_player_attack (op, dir); 2133 retval = move_player_attack (op, dir);
2236 pick = check_pick (op); 2134 pick = check_pick (op);
2237 } 2135 }
2238 2136
2239 /* Add special check for newcs players and fire on - this way, the 2137 /* Add special check for newcs players and fire on - this way, the
2240 * server can handle repeat firing. 2138 * server can handle repeat firing.
2247 /* Update how the player looks. Use the facing, so direction may 2145 /* Update how the player looks. Use the facing, so direction may
2248 * get reset to zero. This allows for full animation capabilities 2146 * get reset to zero. This allows for full animation capabilities
2249 * for players. 2147 * for players.
2250 */ 2148 */
2251 animate_object (op, op->facing); 2149 animate_object (op, op->facing);
2252 return 0; 2150
2151 return retval;
2253} 2152}
2254 2153
2255/* This is similar to handle_player, below, but is only used by the 2154/* This is similar to handle_player, below, but is only used by the
2256 * new client/server stuff. 2155 * new client/server stuff.
2257 * This is sort of special, in that the new client/server actually uses 2156 * This is sort of special, in that the new client/server actually uses
2258 * the new speed values for commands. 2157 * the new speed values for commands.
2259 * 2158 *
2260 * Returns true if there are more actions we can do. 2159 * Returns true if there are more actions we can do. Should not do
2160 * many actions in a row, as that would be too unfair to other
2161 * players.
2261 */ 2162 */
2262int 2163bool
2263handle_newcs_player (object *op) 2164handle_newcs_player (object *op)
2264{ 2165{
2265 if (QUERY_FLAG (op, FLAG_SCARED)) 2166 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2167 {
2267 flee_player (op); 2168 if (op->speed_left > 0.f)
2268
2269 /* If player is still scared, that is his action for this tick */
2270 if (op->flag [FLAG_SCARED])
2271 { 2169 {
2272 --op->speed_left; 2170 --op->speed_left;
2171 flee_player (op);
2172
2273 return 0; 2173 return true;
2274 } 2174 }
2175 else
2176 return false;
2275 } 2177 }
2276 2178
2277 /* call this here - we also will call this in do_ericserver, but 2179 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2180 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2181 * called, so we recheck it here.
2280 */ 2182 */
2281 if (op->contr->ns->handle_command ()) 2183 if (op->contr->ns->handle_command ())
2282 return 1; 2184 return true;
2283 2185
2284 if (op->speed_left > 0.f)
2285 {
2286 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2186 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 {
2288 /* All move commands take 1 tick, at least for now */
2289 --op->speed_left;
2290
2291 /* Instead of all the stuff below, let move_player take care
2292 * of it. Also, some of the skill stuff is only put in
2293 * there, as well as the confusion stuff.
2294 */
2295 move_player (op, op->direction); 2187 return move_player (op, op->direction);
2296 2188
2297 return op->speed_left > 0.f;
2298 }
2299 }
2300
2301 return 0; 2189 return false;
2302} 2190}
2303 2191
2304int 2192int
2305save_life (object *op) 2193save_life (object *op)
2306{ 2194{
2308 return 0; 2196 return 0;
2309 2197
2310 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2312 { 2200 {
2313 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2201 op->play_sound (sound_find ("ob_evaporate"));
2314 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2202 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2315
2316 if (op->contr)
2317 esrv_del_item (op->contr, tmp->count);
2318 2203
2319 tmp->destroy (); 2204 tmp->destroy ();
2320 CLEAR_FLAG (op, FLAG_LIFESAVE); 2205 CLEAR_FLAG (op, FLAG_LIFESAVE);
2321 2206
2322 if (op->stats.hp < 0) 2207 if (op->stats.hp < 0)
2335 return 0; 2220 return 0;
2336} 2221}
2337 2222
2338/* This goes throws the inventory and removes unpaid objects, and puts them 2223/* This goes throws the inventory and removes unpaid objects, and puts them
2339 * back in the map (location and map determined by values of env). This 2224 * back in the map (location and map determined by values of env). This
2340 * function will descend into containers. op is the object to start the search 2225 * function will descend into containers. op is the object to start the search
2341 * from. 2226 * from.
2342 */ 2227 */
2228static void
2229drop_unpaid_items (object *op, object *env)
2230{
2231 while (op)
2232 {
2233 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2234
2235 if (QUERY_FLAG (op, FLAG_UNPAID))
2236 op->insert_at (env);
2237 else if (op->inv)
2238 drop_unpaid_items (op->inv, env);
2239
2240 op = next;
2241 }
2242}
2243
2343void 2244void
2344remove_unpaid_objects (object *op, object *env) 2245object::drop_unpaid_items ()
2345{ 2246{
2346 while (op) 2247 if (!flag [FLAG_REMOVED])
2347 { 2248 ::drop_unpaid_items (inv, this);
2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2349
2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2351 {
2352 if (env->type == PLAYER)
2353 esrv_del_item (env->contr, op->count);
2354
2355 op->insert_at (env);
2356 }
2357 else if (op->inv)
2358 remove_unpaid_objects (op->inv, env);
2359
2360 op = next;
2361 }
2362} 2249}
2363 2250
2364/* 2251/*
2365 * Returns pointer a static string containing gravestone text 2252 * Returns pointer a static string containing gravestone text
2366 * Moved from apply.c to player.c - player.c is what 2253 * Moved from apply.c to player.c - player.c is what
2367 * actually uses this function. player.c may not be quite the 2254 * actually uses this function. player.c may not be quite the
2368 * best, a misc file for object actions is probably better, 2255 * best, a misc file for object actions is probably better,
2369 * but there isn't one in the server directory. 2256 * but there isn't one in the server directory.
2370 */ 2257 */
2371char * 2258const char *
2372gravestone_text (object *op) 2259gravestone_text (object *op)
2373{ 2260{
2374 static char buf2[MAX_BUF]; 2261 static dynbuf_text buf;
2375 char buf[MAX_BUF];
2376 time_t now = time (NULL);
2377 2262
2378 strcpy (buf2, " R.I.P.\n\n"); 2263 buf << "---- R.I.P. ----\n\n"
2264 << op->name;
2265
2379 if (op->type == PLAYER) 2266 if (op->type == PLAYER)
2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2267 buf << " the " << op->contr->title;
2381 else
2382 sprintf (buf, "%s\n", &op->name);
2383 2268
2384 strncat (buf2, " ", 20 - strlen (buf) / 2); 2269 buf << "\n\n";
2385 strcat (buf2, buf); 2270
2271 buf << "who was level ";
2272 buf << (sint32)op->level << "\n\n" // OO breakdown
2273 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2274
2386 if (op->type == PLAYER) 2275 if (op->type == PLAYER)
2387 sprintf (buf, "who was in level %d when killed\n", op->level); 2276 buf << "by " << op->contr->killer_name () << ".\n\n";
2388 else
2389 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2390 2277
2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2392 strcat (buf2, buf);
2393 if (op->type == PLAYER)
2394 { 2278 {
2395 sprintf (buf, "by %s.\n\n", op->contr->killer); 2279 static char buf2[128];
2396 strncat (buf2, " ", 21 - strlen (buf) / 2); 2280 time_t now = time (NULL);
2397 strcat (buf2, buf);
2398 }
2399
2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2281 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2282 buf << buf2;
2402 strcat (buf2, buf); 2283 }
2403 2284
2404 return buf2; 2285 return buf;
2405} 2286}
2406 2287
2407void 2288void
2408do_some_living (object *op) 2289do_some_living (object *op)
2409{ 2290{
2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2342 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2462 else 2343 else
2463 { 2344 {
2464 gen_grace = op->stats.maxgrace; 2345 gen_grace = op->stats.maxgrace;
2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2346 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2466 }
2467
2468 /* Regenerate Spell Points */
2469 if (!op->contr->golem && --op->last_sp < 0)
2470 {
2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2472 if (op->stats.sp < op->stats.maxsp)
2473 {
2474 op->stats.sp++;
2475 /* dms do not consume food */
2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2478 op->stats.food--;
2479 if (op->contr->digestion < 0)
2480 op->stats.food += op->contr->digestion;
2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2482 op->stats.food = last_food;
2483 }
2484 }
2485
2486 if (max_sp > 1)
2487 {
2488 over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0)
2490 {
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496 op->stats.sp--;
2497
2498 if (op->stats.sp > op->stats.maxsp)
2499 op->stats.sp = op->stats.maxsp;
2500 }
2501 op->last_sp = 0;
2502 }
2503 else
2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2505 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 } 2347 }
2509 2348
2510 /* Regenerate Grace */ 2349 /* Regenerate Grace */
2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2350 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2512 if (--op->last_grace < 0) 2351 if (--op->last_grace < 0)
2533 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2372 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2534 } 2373 }
2535 /* wearing stuff doesn't detract from grace generation. */ 2374 /* wearing stuff doesn't detract from grace generation. */
2536 } 2375 }
2537 2376
2377 if (op->stats.food > 0)
2378 {
2538 /* Regenerate Hit Points */ 2379 /* Regenerate Spell Points */
2539 if (--op->last_heal < 0) 2380 if (!op->contr->golem && --op->last_sp < 0)
2540 {
2541 if (op->stats.hp < op->stats.maxhp)
2542 { 2381 {
2543 op->stats.hp++; 2382 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2544 /* dms do not consume food */ 2383
2545 if (!QUERY_FLAG (op, FLAG_WIZ)) 2384 if (op->stats.sp < op->stats.maxsp)
2546 { 2385 {
2386 op->stats.sp++;
2387
2388 /* dms do not consume food */
2389 if (!QUERY_FLAG (op, FLAG_WIZ))
2390 {
2547 op->stats.food--; 2391 op->stats.food--;
2392
2548 if (op->contr->digestion < 0) 2393 if (op->contr->digestion < 0)
2549 op->stats.food += op->contr->digestion; 2394 op->stats.food += op->contr->digestion;
2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2395 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2551 op->stats.food = last_food; 2396 op->stats.food = last_food;
2397 }
2552 } 2398 }
2553 }
2554 2399
2555 if (max_hp > 1) 2400 if (max_sp > 1)
2556 {
2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2558 if (over_hp > 0)
2559 { 2401 {
2560 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2402 over_sp = (gen_sp + 10) / rate_sp;
2403 if (over_sp > 0)
2404 {
2405 if (op->stats.sp < op->stats.maxsp)
2406 {
2407 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2408
2409 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2410 op->stats.sp--;
2411
2412 if (op->stats.sp > op->stats.maxsp)
2413 op->stats.sp = op->stats.maxsp;
2414 }
2415
2561 op->last_heal = 0; 2416 op->last_sp = 0;
2417 }
2418 else
2419 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2562 } 2420 }
2563 else 2421 else
2422 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2423 }
2424
2425 /* Regenerate Hit Points */
2426 if (--op->last_heal < 0)
2427 {
2428 if (op->stats.hp < op->stats.maxhp)
2564 { 2429 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2430 op->stats.hp++;
2431
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG (op, FLAG_WIZ))
2434 {
2435 op->stats.food--;
2436
2437 if (op->contr->digestion < 0)
2438 op->stats.food += op->contr->digestion;
2439 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2440 op->stats.food = last_food;
2441 }
2566 } 2442 }
2443
2444 if (max_hp > 1)
2445 {
2446 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2447
2448 if (over_hp > 0)
2449 {
2450 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2451 op->last_heal = 0;
2452 }
2453 else
2454 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2567 } 2455 }
2568 else 2456 else
2569 {
2570 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2457 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2571 } 2458 }
2572 } 2459 }
2573 2460
2574 /* Digestion */ 2461 /* Digestion */
2575 if (--op->last_eat < 0) 2462 if (--op->last_eat < 0)
2576 { 2463 {
2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2464 int bonus = max (0, op->contr->digestion),
2465 penalty = max (0, -op->contr->digestion);
2578 2466
2579 if (op->contr->gen_hp > 0)
2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2467 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2581 else
2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583 2468
2584 /* dms do not consume food */ 2469 /* dms do not consume food */
2585 if (!QUERY_FLAG (op, FLAG_WIZ)) 2470 if (!QUERY_FLAG (op, FLAG_WIZ))
2586 op->stats.food--; 2471 op->stats.food--;
2587 } 2472 }
2588 2473
2589 if (op->stats.food < 0 && op->stats.hp >= 0) 2474 if (op->stats.food < 0 && op->stats.hp >= 0)
2590 { 2475 {
2591 object *tmp, *flesh = 0; 2476 object *flesh = 0;
2592 2477
2593 for (tmp = op->inv; tmp; tmp = tmp->below) 2478 for_inv_removable (op, tmp)
2594 { 2479 {
2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2480 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2481 continue;
2482
2483 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2596 { 2484 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2485 op->statusmsg ("You blindly grab for a bite of food. "
2598 { 2486 "H<To prevent you from starving, you ate some random item from your backpack.>");
2599 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2600 manual_apply (op, tmp, 0); 2487 manual_apply (op, tmp, 0);
2488
2601 if (op->stats.food >= 0 || op->stats.hp < 0) 2489 if (op->stats.food >= 0 || op->stats.hp < 0)
2602 break; 2490 break;
2603 } 2491 }
2604 else if (tmp->type == FLESH) 2492 else if (tmp->type == FLESH)
2605 flesh = tmp; 2493 flesh = tmp;
2606 } /* End if paid for object */ 2494 }
2607 } /* end of for loop */
2608 2495
2609 /* If player is still starving, it means they don't have any food, so 2496 /* If player is still starving, it means they don't have any food, so
2610 * eat flesh instead. 2497 * eat flesh instead.
2611 */ 2498 */
2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2499 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2613 { 2500 {
2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2501 op->statusmsg ("You blindly grab for a bite of food. "
2502 "H<To prevent you from starving, you ate some random item from your backpack.>");
2615 manual_apply (op, flesh, 0); 2503 manual_apply (op, flesh, 0);
2616 } 2504 }
2505
2506 // If player is still starving, alert him!
2507 if (op->stats.food < 0)
2508 op->failmsg ("You are starving! "
2509 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2510 }
2511
2512 if (op->stats.food < 0)
2617 } 2513 {
2514 op->stats.hp += op->stats.food;
2515 op->stats.food = 0;
2618 2516
2619 while (op->stats.food < 0 && op->stats.hp >= 0) 2517 if (op->stats.hp < 0)
2620 op->stats.food++, op->stats.hp--; 2518 {
2519 op->contr->killer = archetype::get ("killer_starvation");
2520 op->contr->killer->destroy ();
2521 }
2522 }
2621 2523
2524 /* killer should be set here already */
2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2525 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2623 kill_player (op); 2526 kill_player (op);
2624 } 2527 }
2625} 2528}
2626 2529
2630 * file. 2533 * file.
2631 */ 2534 */
2632void 2535void
2633kill_player (object *op) 2536kill_player (object *op)
2634{ 2537{
2538 int x, y;
2635 char buf[MAX_BUF]; 2539 char buf[MAX_BUF];
2636 int x, y;
2637
2638 //int i;
2639 maptile *map; /* this is for resurrection */ 2540 maptile *map; /* this is for resurrection */
2640
2641 /* int z;
2642 int num_stats_lose;
2643 int lost_a_stat;
2644 int lose_this_stat;
2645 int this_stat; */
2646 int will_kill_again; 2541 int will_kill_again;
2647 archetype *at; 2542 archetype *at;
2648 object *tmp; 2543 object *tmp;
2649 2544
2650 if (save_life (op)) 2545 if (save_life (op))
2651 return; 2546 return;
2652 2547
2548 /* restore player */
2549 at = archetype::find ("poisoning");
2550 if (object *tmp = present_arch_in_ob (at, op))
2551 {
2552 tmp->destroy ();
2553 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2554 }
2555
2556 at = archetype::find ("confusion");
2557 if (object *tmp = present_arch_in_ob (at, op))
2558 {
2559 tmp->destroy ();
2560 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2561 }
2562
2563 cure_disease (op, 0, 0); /* remove any disease */
2564
2565 max_it (op->stats.hp , op->stats.maxhp);
2566 max_it (op->stats.sp , op->stats.maxsp);
2567 max_it (op->stats.grace, op->stats.maxgrace);
2568
2569 if (op->stats.food <= 0)
2570 op->stats.food = 999;
2571
2572 // remove all spell effects that are active
2573 // to avoid long-term effects such as word-of-recall
2574 for (object *item = op->inv; item; )
2575 {
2576 object *next = item->below;
2577
2578 if (item->type == SPELL_EFFECT && item->active)
2579 item->destroy ();
2580
2581 item = next;
2582 }
2653 2583
2654 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2584 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2655 * in cities ONLY!!! It is very important that this doesn't get abused. 2585 * in cities ONLY!!! It is very important that this doesn't get abused.
2656 * Look at op_on_battleground() for more info --AndreasV 2586 * Look at op_on_battleground() for more info --AndreasV
2657 */ 2587 */
2658 if (op_on_battleground (op, &x, &y)) 2588 if (op_on_battleground (op, &x, &y))
2659 { 2589 {
2660 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2590 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2591 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2662 2592
2663 /* restore player */
2664 at = archetype::find ("poisoning");
2665 if (object *tmp = present_arch_in_ob (at, op))
2666 {
2667 tmp->destroy ();
2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2669 }
2670
2671 at = archetype::find ("confusion");
2672 if (object *tmp = present_arch_in_ob (at, op))
2673 {
2674 tmp->destroy ();
2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2676 }
2677
2678 cure_disease (op, 0); /* remove any disease */
2679 op->stats.hp = op->stats.maxhp;
2680 if (op->stats.food <= 0)
2681 op->stats.food = 999;
2682
2683 /* create a bodypart-trophy to make the winner happy */ 2593 /* create a bodypart-trophy to make the winner happy */
2684 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2594 if (object *tmp = arch_to_object (archetype::find ("finger")))
2685 { 2595 {
2686 sprintf (buf, "%s's finger", &op->name); 2596 tmp->name = format ("%s's finger" , &op->name);
2687 tmp->name = buf; 2597 tmp->name_pl = format ("%s's fingers", &op->name);
2688 sprintf (buf, " This finger has been cut off %s\n"
2689 " the %s, when he was defeated at\n level %d by %s.\n",
2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2691 tmp->msg = buf; 2598 tmp->msg = format (
2599 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2600 &op->name, op->contr->title,
2601 (int)op->level,
2602 op->contr->killer_name ()
2603 );
2692 tmp->value = 0, tmp->type = 0; 2604 tmp->value = 0, tmp->type = 0;
2693 tmp->materialname = "organics"; 2605 tmp->materialname = "organics";
2694 tmp->insert_at (op, tmp); 2606 tmp->insert_at (op, tmp);
2695 } 2607 }
2696 2608
2702 2614
2703 INVOKE_PLAYER (DEATH, op->contr); 2615 INVOKE_PLAYER (DEATH, op->contr);
2704 2616
2705 command_kill_pets (op, 0); 2617 command_kill_pets (op, 0);
2706 2618
2707 if (op->stats.food < 0) 2619 op->contr->play_sound (sound_find ("player_dies"));
2708 {
2709 sprintf (buf, "%s starved to death.", &op->name);
2710 strcpy (op->contr->killer, "starvation");
2711 }
2712 else
2713 sprintf (buf, "%s died.", &op->name);
2714
2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2716 2620
2717 /* save the map location for corpse, gravestone */ 2621 /* save the map location for corpse, gravestone */
2718 x = op->x; 2622 x = op->x;
2719 y = op->y; 2623 y = op->y;
2720 map = op->map; 2624 map = op->map;
2748 2652
2749 lost_a_stat = 0; 2653 lost_a_stat = 0;
2750 2654
2751 for (z = 0; z < num_stats_lose; z++) 2655 for (z = 0; z < num_stats_lose; z++)
2752 { 2656 {
2753 i = RANDOM () % NUM_STATS; 2657 i = rndm (NUM_STATS);
2754 2658
2755 if (settings.stat_loss_on_death) 2659 if (settings.stat_loss_on_death)
2756 { 2660 {
2757 /* Pick a random stat and take a point off it. Tell the player 2661 /* Pick a random stat and take a point off it. Tell the player
2758 * what he lost. 2662 * what he lost.
2809 } 2713 }
2810 } 2714 }
2811 2715
2812 if (lose_this_stat) 2716 if (lose_this_stat)
2813 { 2717 {
2814 this_stat = get_attr_value (&(dep->stats), i); 2718 this_stat = get_attr_value (&dep->stats, i);
2815 /* We could try to do something clever like find another 2719 /* We could try to do something clever like find another
2816 * stat to reduce if this fails. But chances are, if 2720 * stat to reduce if this fails. But chances are, if
2817 * stats have been depleted to -50, all are pretty low 2721 * stats have been depleted to -50, all are pretty low
2818 * and should be roughly the same, so it shouldn't make a 2722 * and should be roughly the same, so it shouldn't make a
2819 * difference. 2723 * difference.
2827 lost_a_stat = 1; 2731 lost_a_stat = 1;
2828 } 2732 }
2829 } 2733 }
2830 } 2734 }
2831 } 2735 }
2736
2832 /* If no stat lost, tell the player. */ 2737 /* If no stat lost, tell the player. */
2833 if (!lost_a_stat) 2738 if (!lost_a_stat)
2834 { 2739 {
2835 /* determine_god() seems to not work sometimes... why is this? 2740 /* determine_god() seems to not work sometimes... why is this?
2836 Should I be using something else? GD */ 2741 Should I be using something else? GD */
2837 const char *god = determine_god (op); 2742 shstr_tmp god = determine_god (op);
2838 2743
2839 if (god && (strcmp (god, "none"))) 2744 if (god != shstr_none)
2840 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2745 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", &god);
2841 else 2746 else
2842 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2747 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2843 } 2748 }
2844#else 2749#else
2845 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2750 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2846#endif 2751#endif
2847 2752
2848 /* Put a gravestone up where the character 'almost' died. List the 2753 /* Put a gravestone up where the character 'almost' died. List the
2849 * exp loss on the stone. 2754 * exp loss on the stone.
2850 */ 2755 */
2851 tmp = arch_to_object (archetype::find ("gravestone")); 2756 tmp = arch_to_object (archetype::find ("gravestone"));
2852 sprintf (buf, "%s's gravestone", &op->name); 2757 tmp->name = format ("%s's gravestone", &op->name);
2853 tmp->name = buf; 2758 tmp->name_pl = format ("%s's gravestones", &op->name);
2854 sprintf (buf, "%s's gravestones", &op->name); 2759 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2855 tmp->name_pl = buf; 2760 &op->name, op->contr->title, op->contr->killer_name ());
2856 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);
2857 tmp->msg = buf;
2858 tmp->x = op->x, tmp->y = op->y; 2761 tmp->x = op->x, tmp->y = op->y;
2859 insert_ob_in_map (tmp, op->map, NULL, 0); 2762 insert_ob_in_map (tmp, op->map, NULL, 0);
2860 2763
2861 /**************************************/ 2764 /**************************************/
2862 /* */ 2765 /* */
2863 /* Subtract the experience points, */ 2766 /* Subtract the experience points, */
2864 /* if we died cause of food, give us */
2865 /* food, and reset HP's... */
2866 /* */ 2767 /* */
2867 /**************************************/ 2768 /**************************************/
2868 2769
2869 /* remove any poisoning and confusion the character may be suffering. */
2870 /* restore player */
2871 at = archetype::find ("poisoning");
2872 tmp = present_arch_in_ob (at, op);
2873
2874 if (tmp)
2875 {
2876 tmp->destroy ();
2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2878 }
2879
2880 at = archetype::find ("confusion");
2881 tmp = present_arch_in_ob (at, op);
2882 if (tmp)
2883 {
2884 tmp->destroy ();
2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2886 }
2887
2888 cure_disease (op, 0); /* remove any disease */
2889
2890 /*add_exp(op, (op->stats.exp * -0.20)); */ 2770 /*add_exp(op, (op->stats.exp * -0.20)); */
2891 apply_death_exp_penalty (op); 2771 apply_death_exp_penalty (op);
2892 if (op->stats.food < 100)
2893 op->stats.food = 900;
2894 op->stats.hp = op->stats.maxhp;
2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2897 2772
2898 /* 2773 /*
2899 * Check to see if the player has any unpaid items. If so, remove them 2774 * Check to see if the player has any unpaid items. If so, remove them
2900 * and put them back in the map. 2775 * and put them back in the map.
2901 */ 2776 */
2902 remove_unpaid_objects (op->inv, op); 2777 op->drop_unpaid_items ();
2903 2778
2904 /****************************************/ 2779 /****************************************/
2905 /* */ 2780 /* */
2906 /* Move player to his current respawn- */ 2781 /* Move player to his current respawn- */
2907 /* position (usually last savebed) */ 2782 /* position (usually last savebed) */
2936 if (will_kill_again & (1 << at)) 2811 if (will_kill_again & (1 << at))
2937 force->resist[at] = 100; 2812 force->resist[at] = 100;
2938 2813
2939 insert_ob_in_ob (force, op); 2814 insert_ob_in_ob (force, op);
2940 op->update_stats (); 2815 op->update_stats ();
2941
2942 } 2816 }
2943 2817
2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2818 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2945} 2819}
2946 2820
2966 2840
2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2841 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2968 { 2842 {
2969 if (tmp->nrof > 1) 2843 if (tmp->nrof > 1)
2970 { 2844 {
2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2845 tmp->decrease (rndm (1, tmp->nrof - 1));
2972 tmp2->destroy ();
2973 insert_ob_in_map (tmp, op->map, NULL, 0); 2846 insert_ob_in_map (tmp, op->map, NULL, 0);
2974 } 2847 }
2975 else 2848 else
2976 tmp->destroy (); 2849 tmp->destroy ();
2977 } 2850 }
2988void 2861void
2989fix_weight (void) 2862fix_weight (void)
2990{ 2863{
2991 for_all_players (pl) 2864 for_all_players (pl)
2992 { 2865 {
2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2866 sint32 old = pl->ob->carrying;
2994 2867
2995 if (old == sum) 2868 pl->ob->update_weight ();
2996 continue; 2869
2870 if (old != pl->ob->carrying)
2871 {
2997 pl->ob->update_stats (); 2872 pl->ob->update_stats ();
2998 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2873 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2874 }
2999 } 2875 }
3000} 2876}
3001 2877
3002void 2878void
3003fix_luck (void) 2879fix_luck (void)
3045} 2921}
3046 2922
3047void 2923void
3048make_visible (object *op) 2924make_visible (object *op)
3049{ 2925{
3050 op->hide = 0; 2926 op->flag [FLAG_HIDDEN] = 0;
3051 op->invisible = 0; 2927 op->invisible = 0;
2928
3052 if (op->type == PLAYER) 2929 if (op->type == PLAYER)
3053 { 2930 {
3054 op->contr->tmp_invis = 0; 2931 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 2932 op->contr->invis_race = 0;
3056 } 2933 }
3059} 2936}
3060 2937
3061int 2938int
3062is_true_undead (object *op) 2939is_true_undead (object *op)
3063{ 2940{
3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2941 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3065 return 1; 2942 return 1;
3066 2943
3067 return 0; 2944 return 0;
3068} 2945}
3069 2946
3070/* look at the surrounding terrain to determine 2947/* look at the surrounding terrain to determine
3071 * the hideability of this object. Positive levels 2948 * the hideability of this object. Positive levels
3072 * indicate greater hideability. 2949 * indicate greater hideability.
3073 */ 2950 */
3074
3075int 2951int
3076hideability (object *ob) 2952hideability (object *ob)
3077{ 2953{
3078 int i, level = 0, mflag; 2954 int i, level = 0, mflag;
3079 sint16 x, y; 2955 sint16 x, y;
3080 2956
3081 if (!ob || !ob->map) 2957 if (!ob || !ob->map)
3082 return 0; 2958 return 0;
3083 2959
3084 /* so, on normal lighted maps, its hard to hide */ 2960 /* so, on normal lighted maps, its hard to hide */
3085 level = ob->map->darkness - 2; 2961 level = ob->map->darklevel () - 2;
3086 2962
3087 /* this also picks up whether the object is glowing. 2963 /* this also picks up whether the object is glowing.
3088 * If you carry a light on a non-dark map, its not 2964 * If you carry a light on a non-dark map, its not
3089 * as bad as carrying a light on a pitch dark map */ 2965 * as bad as carrying a light on a pitch dark map */
3090 if (has_carried_lights (ob)) 2966 if (has_carried_lights (ob))
3091 level = -(10 + (2 * ob->map->darkness)); 2967 level = -(10 + (2 * ob->map->darklevel ()));
3092 2968
3093 /* scan through all nearby squares for terrain to hide in */ 2969 /* scan through all nearby squares for terrain to hide in */
3094 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2970 for (i = 0, x = ob->x, y = ob->y;
2971 i <= SIZEOFFREE1;
2972 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3095 { 2973 {
3096 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2974 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3097 if (mflag & P_OUT_OF_MAP) 2975 if (mflag & P_OUT_OF_MAP)
3098 {
3099 continue; 2976 continue;
3100 } 2977
3101 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2978 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3102 level += 2; 2979 level += 2;
3103 else /* open terrain! */ 2980 else /* open terrain! */
3104 level -= 1; 2981 level -= 1;
3105 } 2982 }
3113/* For Hidden creatures - a chance of becoming 'unhidden' 2990/* For Hidden creatures - a chance of becoming 'unhidden'
3114 * every time they move - as we subtract off 'invisibility' 2991 * every time they move - as we subtract off 'invisibility'
3115 * AND, for players, if they move into a ridiculously unhideable 2992 * AND, for players, if they move into a ridiculously unhideable
3116 * spot (surrounded by clear terrain in broad daylight). -b.t. 2993 * spot (surrounded by clear terrain in broad daylight). -b.t.
3117 */ 2994 */
3118
3119void 2995void
3120do_hidden_move (object *op) 2996do_hidden_move (object *op)
3121{ 2997{
3122 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2998 int hide = 0;
3123 object *skop;
3124 2999
3125 if (!op || !op->map) 3000 if (!op || !op->map)
3126 return; 3001 return;
3127 3002
3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3003 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3004 int num = random_roll (0, 19, op, PREFER_LOW);
3129 3005
3130 /* its *extremely* hard to run and sneak/hide at the same time! */ 3006 /* its *extremely* hard to run and sneak/hide at the same time! */
3131 if (op->type == PLAYER && op->contr->run_on) 3007 if (op->type == PLAYER && op->contr->run_on)
3132 if (!skop || num >= skop->level) 3008 if (!skop || num >= skop->level)
3133 { 3009 {
3143 num -= hide; 3019 num -= hide;
3144 3020
3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3021 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3146 { 3022 {
3147 make_visible (op); 3023 make_visible (op);
3024
3148 if (op->type == PLAYER) 3025 if (op->type == PLAYER)
3149 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3026 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3150 } 3027 }
3151 else if (op->type == PLAYER && skop) 3028 else if (op->type == PLAYER && skop)
3152 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3029 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3205 * object op. This function works fine for monsters, 3082 * object op. This function works fine for monsters,
3206 * but we dont worry if the object isnt the top one in 3083 * but we dont worry if the object isnt the top one in
3207 * a pile (say a coin under a table would return "viewable" 3084 * a pile (say a coin under a table would return "viewable"
3208 * by this routine). Another question, should we be 3085 * by this routine). Another question, should we be
3209 * concerned with the direction the player is looking 3086 * concerned with the direction the player is looking
3210 * in? Realistically, most of use cant see stuff behind 3087 * in? Realistically, most of us can't see stuff behind
3211 * our backs...on the other hand, does the "facing" direction 3088 * our backs...on the other hand, does the "facing" direction
3212 * imply the way your head, or body is facing? Its possible 3089 * imply the way your head, or body is facing? It's possible
3213 * for them to differ. Sigh, this fctn could get a bit more complex. 3090 * for them to differ. Sigh, this fctn could get a bit more complex.
3214 * -b.t. 3091 * -b.t.
3215 * This function is now map tiling safe. 3092 * This function is now map tiling safe.
3216 */ 3093 */
3217
3218int 3094int
3219player_can_view (object *pl, object *op) 3095player_can_view (object *pl, object *op)
3220{ 3096{
3221 rv_vector rv; 3097 rv_vector rv;
3222 int dx, dy; 3098 int dx, dy;
3234 3110
3235 get_rangevector (pl, op, &rv, 0x1); 3111 get_rangevector (pl, op, &rv, 0x1);
3236 3112
3237 /* starting with the 'head' part, lets loop 3113 /* starting with the 'head' part, lets loop
3238 * through the object and find if it has any 3114 * through the object and find if it has any
3239 * part that is in the los array but isnt on 3115 * part that is in the los array but isn't on
3240 * a blocked los square. 3116 * a blocked los square.
3241 * we use the archetype to figure out offsets. 3117 * we use the archetype to figure out offsets.
3242 */ 3118 */
3243 while (op) 3119 while (op)
3244 { 3120 {
3245 dx = rv.distance_x + op->arch->clone.x; 3121 dx = rv.distance_x + op->arch->x;
3246 dy = rv.distance_y + op->arch->clone.y; 3122 dy = rv.distance_y + op->arch->y;
3247 3123
3248 /* only the viewable area the player sees is updated by LOS 3124 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3249 * code, so we need to restrict ourselves to that range of values
3250 * for any meaningful values.
3251 */
3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3255 return 1; 3125 return 1;
3126
3256 op = op->more; 3127 op = op->more;
3257 } 3128 }
3129
3258 return 0; 3130 return 0;
3259} 3131}
3260 3132
3261/* routine for both players and monsters. We call this when 3133/* routine for both players and monsters. We call this when
3262 * there is a possibility for our action distrubing our hiding 3134 * there is a possibility for our action distrubing our hiding
3263 * place or invisiblity spell. Artefact invisiblity is not 3135 * place or invisiblity spell. Artefact invisiblity causes
3264 * effected by this. If we arent invisible to begin with, we 3136 * "noise" instead. If we arent invisible to begin with, we
3265 * return 0. 3137 * return 0.
3266 */ 3138 */
3267int 3139int
3268action_makes_visible (object *op) 3140action_makes_visible (object *op)
3269{ 3141{
3270
3271 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3142 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3272 { 3143 {
3273 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3144 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3145 {
3146 // artefact invisibility is permanent, but we still make noise
3147 // this is important for game-balance.
3148 if (op->contr)
3149 op->make_noise ();
3150
3274 return 0; 3151 return 0;
3152 }
3275 3153
3276 if (op->contr && op->contr->tmp_invis == 0) 3154 if (op->contr && op->contr->tmp_invis == 0)
3277 return 0; 3155 return 0;
3278 3156
3279 /* If monsters, they should become visible */ 3157 /* If monsters, they should become visible */
3280 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3158 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3281 { 3159 {
3282 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3160 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3283 return 1; 3161 return 1;
3284 } 3162 }
3285 } 3163 }
3164
3286 return 0; 3165 return 0;
3287} 3166}
3288 3167
3289/* op_on_battleground - checks if the given object op (usually 3168/* op_on_battleground - checks if the given object op (usually
3290 * a player) is standing on a valid battleground-tile, 3169 * a player) is standing on a valid battleground-tile,
3295 * Default is to do the same as before, so only people wanting to have different points need worry about this 3174 * Default is to do the same as before, so only people wanting to have different points need worry about this
3296 */ 3175 */
3297int 3176int
3298op_on_battleground (object *op, int *x, int *y) 3177op_on_battleground (object *op, int *x, int *y)
3299{ 3178{
3300 object *tmp;
3301
3302 /* A battleground-tile needs the following attributes to be valid: 3179 /* A battleground-tile needs the following attributes to be valid:
3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3180 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3181 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0. 3182 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground- 3183 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3184 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3185 for (object *tmp = op->below; tmp; tmp = tmp->below)
3309 { 3186 {
3310 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3187 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3311 { 3188 {
3312 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3189 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3313 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3190 && tmp->type == BATTLEGROUND
3191 && tmp->name == shstr_battleground
3192 && EXIT_X (tmp) && EXIT_Y (tmp))
3314 { 3193 {
3315 /*before we assign the exit, check if this is a teambattle */ 3194 /* before we assign the exit, check if this is a teambattle */
3316 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3195 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3317 { 3196 {
3318 object *invtmp;
3319
3320 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3197 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3321 { 3198 {
3322 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3199 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3323 { 3200 {
3324 if (x != NULL && y != NULL) 3201 if (x && y)
3325 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3202 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3203
3326 return 1; 3204 return 1;
3327 } 3205 }
3328 } 3206 }
3329 } 3207 }
3208
3330 if (x != NULL && y != NULL) 3209 if (x && y)
3331 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3210 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3211
3332 return 1; 3212 return 1;
3333 } 3213 }
3334 } 3214 }
3335 } 3215 }
3216
3336 /* If we got here, did not find a battleground */ 3217 /* If we got here, did not find a battleground */
3337 return 0; 3218 return 0;
3338} 3219}
3339 3220
3340/* 3221/*
3356 char buf[MAX_BUF]; /* tmp. string buffer */ 3237 char buf[MAX_BUF]; /* tmp. string buffer */
3357 int i = 0, j = 0; 3238 int i = 0, j = 0;
3358 3239
3359 /* get the appropriate treasurelist */ 3240 /* get the appropriate treasurelist */
3360 if (atnr == ATNR_FIRE) 3241 if (atnr == ATNR_FIRE)
3361 trlist = treasurelist::find ("dragon_ability_fire"); 3242 trlist = treasurelist::find (shstr_dragon_ability_fire);
3362 else if (atnr == ATNR_COLD) 3243 else if (atnr == ATNR_COLD)
3363 trlist = treasurelist::find ("dragon_ability_cold"); 3244 trlist = treasurelist::find (shstr_dragon_ability_cold);
3364 else if (atnr == ATNR_ELECTRICITY) 3245 else if (atnr == ATNR_ELECTRICITY)
3365 trlist = treasurelist::find ("dragon_ability_elec"); 3246 trlist = treasurelist::find (shstr_dragon_ability_elec);
3366 else if (atnr == ATNR_POISON) 3247 else if (atnr == ATNR_POISON)
3367 trlist = treasurelist::find ("dragon_ability_poison"); 3248 trlist = treasurelist::find (shstr_dragon_ability_poison);
3368 3249
3369 if (trlist == NULL || who->type != PLAYER) 3250 if (trlist == NULL || who->type != PLAYER)
3370 return; 3251 return;
3371 3252
3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3253 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3257 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3377 return; 3258 return;
3378 } 3259 }
3379 3260
3380 /* everything seems okay - now bring on the gift: */ 3261 /* everything seems okay - now bring on the gift: */
3381 item = &(tr->item->clone); 3262 item = tr->item;
3382 3263
3383 if (item->type == SPELL) 3264 if (item->type == SPELL)
3384 { 3265 {
3385 if (check_spell_known (who, item->name)) 3266 if (check_spell_known (who, item->name))
3386 return; 3267 return;
3445 { 3326 {
3446 /* forces in the treasurelist can alter the player's stats */ 3327 /* forces in the treasurelist can alter the player's stats */
3447 object *skin; 3328 object *skin;
3448 3329
3449 /* first get the dragon skin force */ 3330 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3331 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3452 ; 3332 ;
3453 3333
3454 if (!skin) 3334 if (!skin)
3455 return; 3335 return;
3456 3336
3491 else 3371 else
3492 { 3372 {
3493 /* generate misc. treasure */ 3373 /* generate misc. treasure */
3494 tmp = arch_to_object (tr->item); 3374 tmp = arch_to_object (tr->item);
3495 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3375 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3496 tmp = insert_ob_in_ob (tmp, who); 3376 who->insert (tmp);
3497 if (who->type == PLAYER)
3498 esrv_send_item (who, tmp);
3499 } 3377 }
3500} 3378}
3501 3379
3502/** 3380/**
3503 * Unready an object for a player. This function does nothing if the object was 3381 * Unready an object for a player. This function does nothing if the object was
3515 if (pl->ranged_ob == ob) 3393 if (pl->ranged_ob == ob)
3516 pl->ranged_ob = 0; 3394 pl->ranged_ob = 0;
3517} 3395}
3518 3396
3519sint8 3397sint8
3520player::visibility_at (maptile *map, int x, int y) const 3398player::darkness_at (maptile *map, int x, int y) const
3521{ 3399{
3522 if (!ns) 3400 if (!ns)
3523 return 0; 3401 return LOS_BLOCKED;
3524 3402
3525 int dx, dy; 3403 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3404 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0; 3405 return LOS_BLOCKED;
3528 3406
3529 x += dx - ns->current_x + ns->mapx / 2; 3407 x += dx - ns->current_x;
3530 y += dy - ns->current_y + ns->mapy / 2; 3408 y += dy - ns->current_y;
3531 3409
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y]; 3410 return blocked_los (x, y);
3536} 3411}
3412
3413void
3414player::infobox (const char *title, const char *msg, int color)
3415{
3416 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3417}
3418
3419void
3420player::statusmsg (const char *msg, int color)
3421{
3422 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3423}
3424
3425void
3426player::failmsg (const char *msg, int color)
3427{
3428 play_sound (sound_find ("generic_failure"));
3429 statusmsg (msg, color);
3430}
3431

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines