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Comparing deliantra/server/server/player.C (file contents):
Revision 1.139 by root, Fri May 18 01:01:02 2007 UTC vs.
Revision 1.223 by root, Thu Jan 1 15:43:35 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 */
1111 if (op->contr->mode & PU_DEBUG) 1142 if (op->contr->mode & PU_JEWELS)
1143 if (tmp->type == RING || tmp->type == AMULET)
1112 { 1144 {
1113 /* some debugging code to figure out item information */ 1145 CHK_PICK_PICKUP;
1114 if (tmp->name != 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; 1146 continue;
1147 }
1160 1148
1161 /* ignore known cursed objects */ 1149 /* we don't forget dragon food */
1162 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1150 if (op->contr->mode & PU_FLESH)
1151 if (tmp->type == FLESH)
1152 {
1153 CHK_PICK_PICKUP;
1163 continue; 1154 continue;
1155 }
1164 1156
1165 /* all food and drink if desired */ 1157 /* bows and arrows. Bows are good for selling! */
1166 /* question: don't pick up known-poisonous stuff? */ 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
1167 if (op->contr->mode & PU_FOOD) 1194 if (op->contr->mode & PU_BOOTS)
1168 if (tmp->type == FOOD) 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)
1227 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1169 { 1228 {
1170 pick_up (op, tmp); 1229 CHK_PICK_PICKUP;
1171 continue; 1230 continue;
1172 } 1231 }
1232 }
1173 1233
1234 /* misc stuff that's useful */
1174 if (op->contr->mode & PU_DRINK) 1235 if (op->contr->mode & PU_KEY)
1175 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1236 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1176 { 1237 {
1177 pick_up (op, tmp); 1238 CHK_PICK_PICKUP;
1178 continue; 1239 continue;
1179 } 1240 }
1180 1241
1242 /* any of the last 4 bits set means we use the ratio for value
1243 * pickups */
1181 if (op->contr->mode & PU_POTION) 1244 if (op->contr->mode & PU_RATIO)
1182 if (tmp->type == POTION) 1245 {
1246 /* use value density to decide what else to grab */
1247 /* >=7 was >= op->contr->mode */
1248 /* >=7 is the old standard setting. Now we take the last 4 bits
1183 { 1249 */
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) 1250 wvratio = op->contr->mode & PU_RATIO;
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1251 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225
1226 if (op->contr->mode & PU_VALUABLES)
1227 { 1252 {
1228 if (tmp->type == MONEY || tmp->type == GEM) 1253#if 0
1254 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1255 if (tmp->name != NULL)
1229 { 1256 {
1230 pick_up (op, tmp); 1257 fprintf (stderr, "%s", tmp->name);
1231 continue;
1232 } 1258 }
1233 }
1234
1235 /* rings & amulets - talismans seems to be typed AMULET */
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 {
1320 if (tmp->type == WEAPON && tmp->name != NULL)
1321 {
1322 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1323 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1324 {
1325 pick_up (op, tmp);
1326 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 }
1338 }
1339
1340 /* misc stuff that's useful */
1341 if (op->contr->mode & PU_KEY)
1342 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1343 {
1344 pick_up (op, tmp);
1345 continue;
1346 }
1347
1348 /* any of the last 4 bits set means we use the ratio for value
1349 * pickups */
1350 if (op->contr->mode & PU_RATIO)
1351 {
1352 /* use value density to decide what else to grab */
1353 /* >=7 was >= op->contr->mode */
1354 /* >=7 is the old standard setting. Now we take the last 4 bits
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 {
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);
1365 }
1366 else 1259 else
1367 fprintf (stderr, "%s", tmp->arch->name); 1260 fprintf (stderr, "%s", tmp->arch->archname);
1368 fprintf (stderr, ",%d] = ", tmp->type); 1261 fprintf (stderr, ",%d] = ", tmp->type);
1369 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1262 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1370#endif 1263#endif
1264 CHK_PICK_PICKUP;
1371 continue; 1265 continue;
1372 }
1373 } 1266 }
1374 } /* the new pickup model */ 1267 } /* the new pickup model */
1375 } 1268 }
1376 1269
1377 return !stop; 1270 return !stop;
1383 * found object is returned. 1276 * found object is returned.
1384 */ 1277 */
1385object * 1278object *
1386find_arrow (object *op, const char *type) 1279find_arrow (object *op, const char *type)
1387{ 1280{
1388 object *tmp = 0;
1389
1390 for (op = op->inv; op; op = op->below) 1281 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) 1282 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1283 return splay (tmp);
1284
1285 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1286 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1287 if (object *arrow = find_arrow (tmp, type))
1288 {
1289 splay (tmp);
1394 return op; 1290 return arrow;
1291 }
1395 1292
1396 return tmp; 1293 return 0;
1397} 1294}
1398 1295
1399/* 1296/*
1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1297 * 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 1298 * 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 1299 * 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. 1300 * the hall. Failing that it does it's best to pick the highest plus arrow.
1404 */ 1301 */
1405object * 1302object *
1406find_better_arrow (object *op, object *target, const char *type, int *better) 1303find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1407{ 1304{
1408 object *tmp = NULL, *arrow, *ntmp; 1305 object *tmp = NULL, *arrow, *ntmp;
1409 int attacknum, attacktype, betterby = 0, i; 1306 int attacknum, attacktype, betterby = 0, i;
1410 1307
1411 if (!type) 1308 if (!type)
1415 { 1312 {
1416 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1313 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1417 { 1314 {
1418 i = 0; 1315 i = 0;
1419 ntmp = find_better_arrow (arrow, target, type, &i); 1316 ntmp = find_better_arrow (arrow, target, type, &i);
1317
1420 if (i > betterby) 1318 if (i > betterby)
1421 { 1319 {
1422 tmp = ntmp; 1320 tmp = ntmp;
1423 betterby = i; 1321 betterby = i;
1424 } 1322 }
1425 } 1323 }
1426 else if (arrow->type == ARROW && arrow->race == type) 1324 else if (arrow->type == ARROW && arrow->race == type)
1427 { 1325 {
1428 /* allways prefer assasination/slaying */ 1326 /* allways prefer assasination/slaying */
1429 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1327 if (target->race && arrow->slaying && arrow->slaying.contains (target->race))
1430 { 1328 {
1431 if (arrow->attacktype & AT_DEATH) 1329 if (arrow->attacktype & AT_DEATH)
1432 { 1330 {
1433 *better = 100; 1331 *better = 100;
1434 return arrow; 1332 return arrow;
1442 else 1340 else
1443 { 1341 {
1444 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1342 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1445 { 1343 {
1446 attacktype = 1 << attacknum; 1344 attacktype = 1 << attacknum;
1447 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1345 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1448 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1346 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1449 { 1347 {
1450 tmp = arrow; 1348 tmp = arrow;
1451 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1349 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1452 } 1350 }
1453 } 1351 }
1352
1454 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1353 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1354 {
1456 tmp = arrow; 1355 tmp = arrow;
1457 betterby = 2 + arrow->magic + arrow->stats.dam; 1356 betterby = 2 + arrow->magic + arrow->stats.dam;
1458 } 1357 }
1358
1459 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1359 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1460 { 1360 {
1461 tmp = arrow; 1361 tmp = arrow;
1462 betterby = 1 + arrow->magic + arrow->stats.dam; 1362 betterby = 1 + arrow->magic + arrow->stats.dam;
1463 } 1363 }
1464 } 1364 }
1465 } 1365 }
1466 } 1366 }
1367
1467 if (tmp == NULL && arrow == NULL) 1368 if (tmp == NULL && arrow == NULL)
1468 return find_arrow (op, type); 1369 return find_arrow (op, type);
1469 1370
1470 *better = betterby; 1371 *better = betterby;
1471 return tmp; 1372 return tmp;
1476 * op = the shooter 1377 * op = the shooter
1477 * type = bow->race 1378 * type = bow->race
1478 * dir = fire direction 1379 * dir = fire direction
1479 */ 1380 */
1480object * 1381object *
1481pick_arrow_target (object *op, const char *type, int dir) 1382pick_arrow_target (object *op, shstr_cmp type, int dir)
1482{ 1383{
1483 object *tmp = NULL; 1384 object *tmp = NULL;
1484 maptile *m; 1385 maptile *m;
1485 int i, mflags, found, number; 1386 int i, mflags, found, number;
1486 sint16 x, y; 1387 sint16 x, y;
1501 for (i = 0, found = 0; i < 20; i++) 1402 for (i = 0, found = 0; i < 20; i++)
1502 { 1403 {
1503 x += freearr_x[dir]; 1404 x += freearr_x[dir];
1504 y += freearr_y[dir]; 1405 y += freearr_y[dir];
1505 mflags = get_map_flags (m, &m, x, y, &x, &y); 1406 mflags = get_map_flags (m, &m, x, y, &x, &y);
1407
1506 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1408 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1507 { 1409 {
1508 tmp = NULL; 1410 tmp = 0;
1509 break; 1411 break;
1510 } 1412 }
1511 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1413 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1512 { 1414 {
1513 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1415 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1514 * perhaps a bad assumption. 1416 * perhaps a bad assumption.
1515 */ 1417 */
1516 tmp = NULL; 1418 tmp = 0;
1517 break; 1419 break;
1518 } 1420 }
1421
1519 if (mflags & P_IS_ALIVE) 1422 if (mflags & P_IS_ALIVE)
1520 {
1521 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1423 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1424 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1523 {
1524 found++;
1525 break;
1526 }
1527 if (found)
1528 break; 1425 break;
1529 }
1530 } 1426 }
1531 if (tmp == NULL) 1427
1428 if (!tmp)
1532 return find_arrow (op, type); 1429 return find_arrow (op, type);
1533 1430
1534 if (tmp->head) 1431 if (tmp->head)
1535 tmp = tmp->head; 1432 tmp = tmp->head;
1536 1433
1581 if (bow->below) 1478 if (bow->below)
1582 { 1479 {
1583 bow->remove (); 1480 bow->remove ();
1584 op->insert (bow); 1481 op->insert (bow);
1585 } 1482 }
1586
1587 } 1483 }
1588 1484
1589 if (!bow->race || !bow->skill) 1485 if (!bow->race || !bow->skill)
1590 { 1486 {
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1487 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1617 } 1513 }
1618 1514
1619 /* this should not happen, but sometimes does */ 1515 /* this should not happen, but sometimes does */
1620 if (arrow->nrof == 0) 1516 if (arrow->nrof == 0)
1621 { 1517 {
1518 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1622 arrow->destroy (); 1519 arrow->destroy ();
1623 return 0; 1520 return 0;
1624 } 1521 }
1625 1522
1626 left = arrow; /* these are arrows left to the player */ 1523 left = arrow; /* these are arrows left to the player */
1627 arrow = get_split_ob (arrow, 1); 1524 arrow = arrow->split ();
1628 if (!arrow) 1525 if (!arrow)
1629 { 1526 {
1630 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1527 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1631 return 0; 1528 return 0;
1632 } 1529 }
1640 arrow->stats.grace = arrow->attacktype; 1537 arrow->stats.grace = arrow->attacktype;
1641 1538
1642 if (arrow->slaying) 1539 if (arrow->slaying)
1643 arrow->spellarg = strdup (arrow->slaying); 1540 arrow->spellarg = strdup (arrow->slaying);
1644 1541
1542#if 0
1645 if (player *pl = op->contr) 1543 if (player *pl = op->contr)
1646 { 1544 {
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; 1545 float speed = pl->weapon_sp;
1654 1546
1655 /* penalize ROF for bestarrow */ 1547 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow) 1548 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f; 1549 speed *= .9f;
1658 else 1550 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1551 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660 1552
1661 op->speed_left += speed - op->speed; 1553 op->speed_left += speed - op->speed;
1554 }
1662#endif 1555#endif
1663 }
1664 1556
1665 SET_ANIMATION (arrow, arrow->direction); 1557 SET_ANIMATION (arrow, arrow->direction);
1666 1558
1667 /* update the speed */ 1559 /* update the speed */
1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1560 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; 1561 + bow->stats.dam / 7.f;
1670 1562
1671 arrow->set_speed (max (arrow->speed, 2.0)); 1563 arrow->set_speed (max (arrow->speed, 2.f));
1672 arrow->speed_left = 0; 1564 arrow->speed_left = 0;
1673 1565
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1566 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1675 1567
1676 if (op->type == PLAYER) 1568 if (op->type == PLAYER)
1699 1591
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1592 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1701 arrow->move_type = MOVE_FLY_LOW; 1593 arrow->move_type = MOVE_FLY_LOW;
1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1594 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1703 1595
1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1596 op->play_sound (sound_find ("fire_arrow"));
1705 m->insert (arrow, sx, sy, op); 1597 m->insert (arrow, sx, sy, op);
1706 1598
1707 if (!arrow->destroyed ()) 1599 if (!arrow->destroyed ())
1708 move_arrow (arrow); 1600 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 1601
1718 return 1; 1602 return 1;
1719} 1603}
1720 1604
1721/* Special fire code for players - this takes into 1605/* Special fire code for players - this takes into
1726 * hence the function name. 1610 * hence the function name.
1727 */ 1611 */
1728int 1612int
1729player_fire_bow (object *op, int dir) 1613player_fire_bow (object *op, int dir)
1730{ 1614{
1731 int ret = 0, wcmod = 0; 1615 int ret;
1732 1616
1733 if (op->contr->bowtype == bow_bestarrow) 1617 if (op->contr->bowtype == bow_bestarrow)
1734 { 1618 {
1735 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1619 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1736 } 1620 }
1737 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1621 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1738 { 1622 {
1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1623 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); 1624 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1743 } 1625 }
1744 else if (op->contr->bowtype == bow_threewide) 1626 else if (op->contr->bowtype == bow_threewide)
1745 { 1627 {
1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1628 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)]); 1629 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)]); 1630 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1749 } 1631 }
1750 else if (op->contr->bowtype == bow_spreadshot) 1632 else if (op->contr->bowtype == bow_spreadshot)
1751 { 1633 {
1752 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1634 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); 1635 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); 1636 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1755 } 1637 }
1756 else 1638 else
1757 { 1639 {
1787 1669
1788 if (item->type == WAND) 1670 if (item->type == WAND)
1789 { 1671 {
1790 if (item->stats.food <= 0) 1672 if (item->stats.food <= 0)
1791 { 1673 {
1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1674 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)); 1675 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794 1676
1795 return; 1677 return;
1796 } 1678 }
1797 } 1679 }
1798 else if (item->type == ROD || item->type == HORN) 1680 else if (item->type == ROD || item->type == HORN)
1799 { 1681 {
1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1682 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1683
1684 // using the maximum of the rods charge allows at least one spell cast
1685 // for a rod or horn, this fixes some broken rods.
1686 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1801 { 1687 {
1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1688 op->contr->play_sound (sound_find ("wand_poof"));
1803 1689
1804 if (item->type == ROD) 1690 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)); 1691 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1806 else 1692 else
1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1693 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1810 } 1696 }
1811 } 1697 }
1812 1698
1813 if (cast_spell (op, item, dir, item->inv, NULL)) 1699 if (cast_spell (op, item, dir, item->inv, NULL))
1814 { 1700 {
1815 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1701 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1702
1816 if (item->type == WAND) 1703 if (item->type == WAND)
1817 { 1704 {
1818 if (!(--item->stats.food)) 1705 if (!(--item->stats.food))
1819 { 1706 {
1820 object *tmp; 1707 object *tmp;
1821 1708
1822 if (item->arch) 1709 if (item->arch)
1823 { 1710 {
1824 CLEAR_FLAG (item, FLAG_ANIMATE); 1711 CLEAR_FLAG (item, FLAG_ANIMATE);
1825 item->face = item->arch->clone.face; 1712 item->face = item->arch->face;
1826 item->set_speed (0); 1713 item->set_speed (0);
1827 } 1714 }
1828 1715
1829 if ((tmp = item->in_player ())) 1716 if (object *pl = item->visible_to ())
1830 esrv_update_item (UPD_ANIM, tmp, item); 1717 esrv_update_item (UPD_ANIM, pl, item);
1831 } 1718 }
1832 } 1719 }
1833 else if (item->type == ROD || item->type == HORN) 1720 else if (item->type == ROD || item->type == HORN)
1834 drain_rod_charge (item); 1721 drain_rod_charge (item);
1835 } 1722 }
1836} 1723}
1837 1724
1838/* Received a fire command for the player - go and do it. 1725/* Received a fire command for the player - go and do it.
1839 */ 1726 */
1840void 1727bool
1841fire (object *op, int dir) 1728fire (object *op, int dir)
1842{ 1729{
1843 int spellcost = 0; 1730 int spellcost = 0;
1731
1732 player *pl = op->contr;
1733
1734 if (pl->golem)
1735 {
1736 control_golem (op->contr->golem, dir);
1737 return false;
1738 }
1739
1740 object *ob = pl->ranged_ob;
1741
1742 if (!ob)
1743 return false;
1744
1745 if (op->speed_left > 0.f)
1746 --op->speed_left;
1747 else
1748 return false;
1749
1750 if (!op->change_weapon (ob))
1751 return false;
1844 1752
1845 /* check for loss of invisiblity/hide */ 1753 /* check for loss of invisiblity/hide */
1846 if (action_makes_visible (op)) 1754 if (action_makes_visible (op))
1847 make_visible (op); 1755 make_visible (op);
1848 1756
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) 1757 switch (ob->type)
1866 { 1758 {
1867 case BOW: 1759 case BOW:
1868 player_fire_bow (op, dir); 1760 player_fire_bow (op, dir);
1869 break; 1761 break;
1882 1774
1883 default: 1775 default:
1884 fire_misc_object (op, dir); 1776 fire_misc_object (op, dir);
1885 break; 1777 break;
1886 } 1778 }
1779
1780 return true;
1887} 1781}
1888 1782
1889/* find_key 1783/* find_key
1890 * We try to find a key for the door as passed. If we find a key 1784 * 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 1785 * and successfully use it, we return the key, otherwise NULL
1978 * 0 otherwise 1872 * 0 otherwise
1979 */ 1873 */
1980static int 1874static int
1981player_attack_door (object *op, object *door) 1875player_attack_door (object *op, object *door)
1982{ 1876{
1983 /* If its a door, try to find a use a key. If we do destroy the door, 1877 /* 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 - 1878 * might as well return immediately as there is nothing more to do -
1985 * otherwise, we fall through to the rest of the code. 1879 * otherwise, we fall through to the rest of the code.
1986 */ 1880 */
1987 object *key = find_key (op, op, door); 1881 object *key = find_key (op, op, door);
1988 1882
1989 /* IF we found a key, do some extra work */ 1883 /* If we found a key, do some extra work */
1990 if (key) 1884 if (key)
1991 { 1885 {
1992 object *container = key->env; 1886 object *container = key->env;
1993
1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995 1887
1996 if (action_makes_visible (op)) 1888 if (action_makes_visible (op))
1997 make_visible (op); 1889 make_visible (op);
1998 1890
1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1891 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001 1893
2002 if (door->type == DOOR) 1894 if (door->type == DOOR)
2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1895 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2004 else if (door->type == LOCKED_DOOR) 1896 else if (door->type == LOCKED_DOOR)
2005 { 1897 {
2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1898 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2007 remove_door2 (door); /* remove door without violence ;-) */ 1899 remove_door2 (door); /* remove door without violence ;-) */
2008 } 1900 }
2009 1901
2010 /* Do this after we print the message */ 1902 /* Do this after we print the message */
2011 decrease_ob (key); /* Use up one of the keys */ 1903 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 1904
2016 return 1; /* Nothing more to do below */ 1905 return 1; /* Nothing more to do below */
2017 } 1906 }
2018 else if (door->type == LOCKED_DOOR) 1907 else if (door->type == LOCKED_DOOR)
2019 { 1908 {
2020 /* Might as well return now - no other way to open this */ 1909 /* Might as well return now - no other way to open this */
2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1910 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2022 return 1; 1911 return 1;
2023 } 1912 }
2024 1913
2025 return 0; 1914 return 0;
2026} 1915}
2029 * It should keep the code cleaner. 1918 * It should keep the code cleaner.
2030 * When this is called, the players direction has been updated 1919 * When this is called, the players direction has been updated
2031 * (taking into account confusion.) The player is also actually 1920 * (taking into account confusion.) The player is also actually
2032 * going to try and move (not fire weapons). 1921 * going to try and move (not fire weapons).
2033 */ 1922 */
2034void 1923bool
2035move_player_attack (object *op, int dir) 1924move_player_attack (object *op, int dir)
2036{ 1925{
2037 object *tmp, *mon;
2038 int on_battleground; 1926 int on_battleground;
2039 maptile *m;
2040 1927
2041 sint16 nx = freearr_x[dir] + op->x; 1928 sint16 nx = freearr_x[dir] + op->x;
2042 sint16 ny = freearr_y[dir] + op->y; 1929 sint16 ny = freearr_y[dir] + op->y;
2043 1930
2044 on_battleground = op_on_battleground (op, 0, 0); 1931 on_battleground = op_on_battleground (op, 0, 0);
1932
1933 if (out_of_map (op->map, nx, ny))
1934 return false;
1935
1936 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1937 {
1938 --op->speed_left;
1939 return true;
1940 }
2045 1941
2046 /* If braced, or can't move to the square, and it is not out of the 1942 /* 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 1943 * 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 1944 * 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 1945 * 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 1946 * 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 1947 * 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 1948 * quite a bit of processing. However, it probably is less than what
2053 * move_ob uses. 1949 * move_ob uses.
2054 */ 1950 */
2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1951 maptile *m = op->map->xy_find (nx, ny);
1952
1953 /* Go through all the objects, and find ones of interest. Only stop if
1954 * we find a monster - that is something we know we want to attack.
1955 * if its a door or barrel (can roll) see if there may be monsters
1956 * on the space
1957 */
1958 object *mon;
1959 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1960 {
1961 if ((mon->flag [FLAG_ALIVE]
1962 || mon->type == LOCKED_DOOR
1963 || mon->flag [FLAG_CAN_ROLL])
1964 && mon != op)
1965 break;
2056 { 1966 }
2057 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1967
1968 if (!mon) /* This happens anytime the player tries to move */
1969 return false; /* into a wall */
1970
1971 mon = mon->head_ ();
1972
1973 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1974 if (op->contr->weapon_sp_left > 0.f)
1975 if (player_attack_door (op, mon))
1976 {
1977 --op->contr->weapon_sp_left;
1978 return true;
2058 { 1979 }
2059 m = op->map->xy_find (nx, ny); 1980
2060 if (!m) 1981 /* The following deals with possibly attacking peaceful
2061 return; /* Don't think this should happen */ 1982 * or friendly creatures. Basically, all players are considered
1983 * unaggressive. If the moving player has peaceful set, then the
1984 * object should be pushed instead of attacked. It is assumed that
1985 * if you are braced, you will not attack friends accidently,
1986 * and thus will not push them.
1987 */
1988
1989 /* If the creature is a pet, push it even if the player is not
1990 * peaceful. Our assumption is the creature is a pet if the
1991 * player owns it and it is either friendly or unagressive.
1992 */
1993 if (op->type == PLAYER
1994 && ((mon->owner && mon->owner->contr
1995 && same_party (mon->owner->contr->party, op->contr->party))
1996 || mon->owner == op)
1997 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1998 {
1999 /* If we're braced, we don't want to switch places with it */
2000 if (op->contr->braced)
2001 return false;
2002
2003 if (op->speed_left > 0.f)
2004 {
2005 --op->speed_left;
2006
2007 op->play_sound (sound_find ("push_player"));
2008 push_ob (mon, dir, op);
2009
2010 if (action_makes_visible (op))
2011 make_visible (op);
2012
2013 return true;
2062 } 2014 }
2063 else 2015 else
2064 m = op->map;
2065
2066 if (!(tmp = m->at (nx, ny).bot))
2067 return; 2016 return false;
2017 }
2068 2018
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 2019 /* in certain circumstances, you shouldn't attack friendly
2136 * creatures. Note that if you are braced, you can't push 2020 * creatures. Note that if you are braced, you can't push
2137 * someone, but put it inside this loop so that you won't 2021 * someone, but put it inside this loop so that you won't
2138 * attack them either. 2022 * attack them either.
2139 */ 2023 */
2140 if ((mon->type == PLAYER || mon->enemy != op) 2024 if ((mon->type == PLAYER || mon->enemy != op)
2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 2025 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2142 && ((op->contr->peaceful 2026 && ((op->contr->peaceful
2143 || (mon->type == PLAYER && mon->contr->peaceful)) 2027 || (mon->type == PLAYER && mon->contr->peaceful))
2144 && !on_battleground)) 2028 && !on_battleground))
2029 {
2030 if (op->speed_left > 0.f)
2145 { 2031 {
2032 --op->speed_left;
2033
2146 if (!op->contr->braced) 2034 if (!op->contr->braced)
2147 { 2035 {
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2036 op->play_sound (sound_find ("push_player"));
2149 push_ob (mon, dir, op); 2037 push_ob (mon, dir, op);
2150 } 2038 }
2151 else 2039 else
2152 new_draw_info (0, 0, op, "You withhold your attack"); 2040 op->statusmsg ("You withhold your attack");
2153 2041
2154 if (op->contr->tmp_invis || op->hide) 2042 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2155 make_visible (op); 2043 make_visible (op);
2156 }
2157 2044
2045 return true;
2046 }
2047 }
2158 /* If the object is a boulder or other rollable object, then 2048 /* 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. 2049 * roll it if not braced. You can't roll it if you are braced.
2160 */ 2050 */
2161 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2051 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2052 {
2053 if (op->speed_left > 0.f)
2162 { 2054 {
2055 --op->speed_left;
2056
2163 recursive_roll (mon, dir, op); 2057 recursive_roll (mon, dir, op);
2164 if (action_makes_visible (op)) 2058 if (action_makes_visible (op))
2165 make_visible (op); 2059 make_visible (op);
2166 }
2167 2060
2061 return true;
2062 }
2063 }
2168 /* Any generic living creature. Including things like doors. 2064 /* Any generic living creature. Including things like doors.
2169 * Way it works is like this: First, it must have some hit points 2065 * 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: 2066 * 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 2067 * 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. 2068 * that party_number -1 is no party, so attacks can still happen.
2173 */ 2069 */
2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2070 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))) 2071 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2176 { 2072 {
2177 if (!op->contr->has_hit) 2073 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2178 { 2074 {
2179 op->contr->has_hit = 1; 2075 --op->contr->weapon_sp_left;
2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2181 }
2182 2076
2183 skill_attack (mon, op, 0, 0, 0); 2077 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 2078
2199 if (action_makes_visible (op)) 2079 if (action_makes_visible (op))
2200 make_visible (op); 2080 make_visible (op);
2201 }
2202 } /* if player should attack something */
2203}
2204 2081
2205int 2082 return true;
2083 }
2084 }
2085
2086 return false;
2087}
2088
2089bool
2206move_player (object *op, int dir) 2090move_player (object *op, int dir)
2207{ 2091{
2208 int pick; 2092 int pick;
2209 2093
2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2094 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2211 return 0; 2095 return 0;
2212 2096
2213 /* Sanity check: make sure dir is valid */ 2097 /* Sanity check: make sure dir is valid */
2214 if ((dir < 0) || (dir >= 9)) 2098 if ((dir < 0) || (dir >= 9))
2215 { 2099 {
2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2105 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2222 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2106 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2223 2107
2224 op->facing = dir; 2108 op->facing = dir;
2225 2109
2226 if (op->hide) 2110 if (op->flag [FLAG_HIDDEN])
2227 do_hidden_move (op); 2111 do_hidden_move (op);
2228 2112
2113 bool retval;
2114
2229 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2115 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2230 /*nop */ ; 2116 retval = RESULT_INT (0);
2231 else if (op->contr->fire_on) 2117 else if (op->contr->fire_on)
2232 fire (op, dir); 2118 retval = fire (op, dir);
2233 else 2119 else
2234 { 2120 {
2235 move_player_attack (op, dir); 2121 retval = move_player_attack (op, dir);
2236 pick = check_pick (op); 2122 pick = check_pick (op);
2237 } 2123 }
2238 2124
2239 /* Add special check for newcs players and fire on - this way, the 2125 /* Add special check for newcs players and fire on - this way, the
2240 * server can handle repeat firing. 2126 * server can handle repeat firing.
2247 /* Update how the player looks. Use the facing, so direction may 2133 /* Update how the player looks. Use the facing, so direction may
2248 * get reset to zero. This allows for full animation capabilities 2134 * get reset to zero. This allows for full animation capabilities
2249 * for players. 2135 * for players.
2250 */ 2136 */
2251 animate_object (op, op->facing); 2137 animate_object (op, op->facing);
2252 return 0; 2138
2139 return retval;
2253} 2140}
2254 2141
2255/* This is similar to handle_player, below, but is only used by the 2142/* This is similar to handle_player, below, but is only used by the
2256 * new client/server stuff. 2143 * new client/server stuff.
2257 * This is sort of special, in that the new client/server actually uses 2144 * This is sort of special, in that the new client/server actually uses
2258 * the new speed values for commands. 2145 * the new speed values for commands.
2259 * 2146 *
2260 * Returns true if there are more actions we can do. 2147 * Returns true if there are more actions we can do. Should not do
2148 * many actions in a row, as that would be too unfair to other
2149 * players.
2261 */ 2150 */
2262int 2151bool
2263handle_newcs_player (object *op) 2152handle_newcs_player (object *op)
2264{ 2153{
2265 if (QUERY_FLAG (op, FLAG_SCARED)) 2154 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2155 {
2267 flee_player (op); 2156 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 { 2157 {
2272 --op->speed_left; 2158 --op->speed_left;
2159 flee_player (op);
2160
2273 return 0; 2161 return true;
2274 } 2162 }
2163 else
2164 return false;
2275 } 2165 }
2276 2166
2277 /* call this here - we also will call this in do_ericserver, but 2167 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2168 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2169 * called, so we recheck it here.
2280 */ 2170 */
2281 if (op->contr->ns->handle_command ()) 2171 if (op->contr->ns->handle_command ())
2282 return 1; 2172 return true;
2283 2173
2284 if (op->speed_left > 0.f)
2285 {
2286 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2174 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); 2175 return move_player (op, op->direction);
2296 2176
2297 return op->speed_left > 0.f;
2298 }
2299 }
2300
2301 return 0; 2177 return false;
2302} 2178}
2303 2179
2304int 2180int
2305save_life (object *op) 2181save_life (object *op)
2306{ 2182{
2308 return 0; 2184 return 0;
2309 2185
2310 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2186 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2187 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2312 { 2188 {
2313 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2189 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)); 2190 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 2191
2319 tmp->destroy (); 2192 tmp->destroy ();
2320 CLEAR_FLAG (op, FLAG_LIFESAVE); 2193 CLEAR_FLAG (op, FLAG_LIFESAVE);
2321 2194
2322 if (op->stats.hp < 0) 2195 if (op->stats.hp < 0)
2335 return 0; 2208 return 0;
2336} 2209}
2337 2210
2338/* This goes throws the inventory and removes unpaid objects, and puts them 2211/* 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 2212 * 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 2213 * function will descend into containers. op is the object to start the search
2341 * from. 2214 * from.
2342 */ 2215 */
2216static void
2217drop_unpaid_items (object *op, object *env)
2218{
2219 while (op)
2220 {
2221 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2222
2223 if (QUERY_FLAG (op, FLAG_UNPAID))
2224 op->insert_at (env);
2225 else if (op->inv)
2226 drop_unpaid_items (op->inv, env);
2227
2228 op = next;
2229 }
2230}
2231
2343void 2232void
2344remove_unpaid_objects (object *op, object *env) 2233object::drop_unpaid_items ()
2345{ 2234{
2346 while (op) 2235 if (!flag [FLAG_REMOVED])
2347 { 2236 ::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} 2237}
2363 2238
2364/* 2239/*
2365 * Returns pointer a static string containing gravestone text 2240 * Returns pointer a static string containing gravestone text
2366 * Moved from apply.c to player.c - player.c is what 2241 * Moved from apply.c to player.c - player.c is what
2367 * actually uses this function. player.c may not be quite the 2242 * actually uses this function. player.c may not be quite the
2368 * best, a misc file for object actions is probably better, 2243 * best, a misc file for object actions is probably better,
2369 * but there isn't one in the server directory. 2244 * but there isn't one in the server directory.
2370 */ 2245 */
2371char * 2246const char *
2372gravestone_text (object *op) 2247gravestone_text (object *op)
2373{ 2248{
2374 static char buf2[MAX_BUF]; 2249 static dynbuf_text buf;
2375 char buf[MAX_BUF];
2376 time_t now = time (NULL);
2377 2250
2378 strcpy (buf2, " R.I.P.\n\n"); 2251 buf << "---- R.I.P. ----\n\n"
2252 << op->name;
2253
2379 if (op->type == PLAYER) 2254 if (op->type == PLAYER)
2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2255 buf << " the " << op->contr->title;
2381 else
2382 sprintf (buf, "%s\n", &op->name);
2383 2256
2384 strncat (buf2, " ", 20 - strlen (buf) / 2); 2257 buf << "\n\n";
2385 strcat (buf2, buf); 2258
2259 buf << "who was level ";
2260 buf << (sint32)op->level << "\n\n" // OO breakdown
2261 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2262
2386 if (op->type == PLAYER) 2263 if (op->type == PLAYER)
2387 sprintf (buf, "who was in level %d when killed\n", op->level); 2264 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 2265
2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2392 strcat (buf2, buf);
2393 if (op->type == PLAYER)
2394 { 2266 {
2395 sprintf (buf, "by %s.\n\n", op->contr->killer); 2267 static char buf2[128];
2396 strncat (buf2, " ", 21 - strlen (buf) / 2); 2268 time_t now = time (NULL);
2397 strcat (buf2, buf);
2398 }
2399
2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2269 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2270 buf << buf2;
2402 strcat (buf2, buf); 2271 }
2403 2272
2404 return buf2; 2273 return buf;
2405} 2274}
2406 2275
2407void 2276void
2408do_some_living (object *op) 2277do_some_living (object *op)
2409{ 2278{
2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2330 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2462 else 2331 else
2463 { 2332 {
2464 gen_grace = op->stats.maxgrace; 2333 gen_grace = op->stats.maxgrace;
2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2334 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 } 2335 }
2509 2336
2510 /* Regenerate Grace */ 2337 /* Regenerate Grace */
2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2338 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2512 if (--op->last_grace < 0) 2339 if (--op->last_grace < 0)
2533 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2360 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2534 } 2361 }
2535 /* wearing stuff doesn't detract from grace generation. */ 2362 /* wearing stuff doesn't detract from grace generation. */
2536 } 2363 }
2537 2364
2365 if (op->stats.food > 0)
2366 {
2538 /* Regenerate Hit Points */ 2367 /* Regenerate Spell Points */
2539 if (--op->last_heal < 0) 2368 if (!op->contr->golem && --op->last_sp < 0)
2540 {
2541 if (op->stats.hp < op->stats.maxhp)
2542 { 2369 {
2543 op->stats.hp++; 2370 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2544 /* dms do not consume food */ 2371
2545 if (!QUERY_FLAG (op, FLAG_WIZ)) 2372 if (op->stats.sp < op->stats.maxsp)
2546 { 2373 {
2374 op->stats.sp++;
2375
2376 /* dms do not consume food */
2377 if (!QUERY_FLAG (op, FLAG_WIZ))
2378 {
2547 op->stats.food--; 2379 op->stats.food--;
2380
2548 if (op->contr->digestion < 0) 2381 if (op->contr->digestion < 0)
2549 op->stats.food += op->contr->digestion; 2382 op->stats.food += op->contr->digestion;
2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2383 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2551 op->stats.food = last_food; 2384 op->stats.food = last_food;
2385 }
2552 } 2386 }
2553 }
2554 2387
2555 if (max_hp > 1) 2388 if (max_sp > 1)
2556 {
2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2558 if (over_hp > 0)
2559 { 2389 {
2560 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2390 over_sp = (gen_sp + 10) / rate_sp;
2391 if (over_sp > 0)
2392 {
2393 if (op->stats.sp < op->stats.maxsp)
2394 {
2395 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2396
2397 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2398 op->stats.sp--;
2399
2400 if (op->stats.sp > op->stats.maxsp)
2401 op->stats.sp = op->stats.maxsp;
2402 }
2403
2561 op->last_heal = 0; 2404 op->last_sp = 0;
2405 }
2406 else
2407 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2562 } 2408 }
2563 else 2409 else
2410 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2411 }
2412
2413 /* Regenerate Hit Points */
2414 if (--op->last_heal < 0)
2415 {
2416 if (op->stats.hp < op->stats.maxhp)
2564 { 2417 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2418 op->stats.hp++;
2419
2420 /* dms do not consume food */
2421 if (!QUERY_FLAG (op, FLAG_WIZ))
2422 {
2423 op->stats.food--;
2424
2425 if (op->contr->digestion < 0)
2426 op->stats.food += op->contr->digestion;
2427 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2428 op->stats.food = last_food;
2429 }
2566 } 2430 }
2431
2432 if (max_hp > 1)
2433 {
2434 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2435
2436 if (over_hp > 0)
2437 {
2438 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2439 op->last_heal = 0;
2440 }
2441 else
2442 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2567 } 2443 }
2568 else 2444 else
2569 {
2570 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2445 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2571 } 2446 }
2572 } 2447 }
2573 2448
2574 /* Digestion */ 2449 /* Digestion */
2575 if (--op->last_eat < 0) 2450 if (--op->last_eat < 0)
2576 { 2451 {
2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2452 int bonus = max (0, op->contr->digestion),
2453 penalty = max (0, -op->contr->digestion);
2578 2454
2579 if (op->contr->gen_hp > 0)
2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2455 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 2456
2584 /* dms do not consume food */ 2457 /* dms do not consume food */
2585 if (!QUERY_FLAG (op, FLAG_WIZ)) 2458 if (!QUERY_FLAG (op, FLAG_WIZ))
2586 op->stats.food--; 2459 op->stats.food--;
2587 } 2460 }
2588 2461
2589 if (op->stats.food < 0 && op->stats.hp >= 0) 2462 if (op->stats.food < 0 && op->stats.hp >= 0)
2590 { 2463 {
2591 object *tmp, *flesh = 0; 2464 object *flesh = 0;
2592 2465
2593 for (tmp = op->inv; tmp; tmp = tmp->below) 2466 for_inv_removable (op, tmp)
2594 { 2467 {
2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2468 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2469 continue;
2470
2471 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2596 { 2472 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2473 op->statusmsg ("You blindly grab for a bite of food. "
2598 { 2474 "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); 2475 manual_apply (op, tmp, 0);
2476
2601 if (op->stats.food >= 0 || op->stats.hp < 0) 2477 if (op->stats.food >= 0 || op->stats.hp < 0)
2602 break; 2478 break;
2603 } 2479 }
2604 else if (tmp->type == FLESH) 2480 else if (tmp->type == FLESH)
2605 flesh = tmp; 2481 flesh = tmp;
2606 } /* End if paid for object */ 2482 }
2607 } /* end of for loop */
2608 2483
2609 /* If player is still starving, it means they don't have any food, so 2484 /* If player is still starving, it means they don't have any food, so
2610 * eat flesh instead. 2485 * eat flesh instead.
2611 */ 2486 */
2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2487 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2613 { 2488 {
2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2489 op->statusmsg ("You blindly grab for a bite of food. "
2490 "H<To prevent you from starving, you ate some random item from your backpack.>");
2615 manual_apply (op, flesh, 0); 2491 manual_apply (op, flesh, 0);
2616 } 2492 }
2493
2494 // If player is still starving, alert him!
2495 if (op->stats.food < 0)
2496 op->failmsg ("You are starving! "
2497 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2498 }
2499
2500 if (op->stats.food < 0)
2617 } 2501 {
2502 op->stats.hp += op->stats.food;
2503 op->stats.food = 0;
2618 2504
2619 while (op->stats.food < 0 && op->stats.hp >= 0) 2505 if (op->stats.hp < 0)
2620 op->stats.food++, op->stats.hp--; 2506 {
2507 op->contr->killer = archetype::get ("killer_starvation");
2508 op->contr->killer->destroy ();
2509 }
2510 }
2621 2511
2512 /* killer should be set here already */
2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2513 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2623 kill_player (op); 2514 kill_player (op);
2624 } 2515 }
2625} 2516}
2626 2517
2630 * file. 2521 * file.
2631 */ 2522 */
2632void 2523void
2633kill_player (object *op) 2524kill_player (object *op)
2634{ 2525{
2526 int x, y;
2635 char buf[MAX_BUF]; 2527 char buf[MAX_BUF];
2636 int x, y;
2637
2638 //int i;
2639 maptile *map; /* this is for resurrection */ 2528 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; 2529 int will_kill_again;
2647 archetype *at; 2530 archetype *at;
2648 object *tmp; 2531 object *tmp;
2649 2532
2650 if (save_life (op)) 2533 if (save_life (op))
2651 return; 2534 return;
2652 2535
2536 /* restore player */
2537 at = archetype::find ("poisoning");
2538 if (object *tmp = present_arch_in_ob (at, op))
2539 {
2540 tmp->destroy ();
2541 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2542 }
2543
2544 at = archetype::find ("confusion");
2545 if (object *tmp = present_arch_in_ob (at, op))
2546 {
2547 tmp->destroy ();
2548 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2549 }
2550
2551 cure_disease (op, 0, 0); /* remove any disease */
2552
2553 max_it (op->stats.hp , op->stats.maxhp);
2554 max_it (op->stats.sp , op->stats.maxsp);
2555 max_it (op->stats.grace, op->stats.maxgrace);
2556
2557 if (op->stats.food <= 0)
2558 op->stats.food = 999;
2559
2560 // remove all spell effects that are active
2561 // to avoid long-term effects such as word-of-recall
2562 for (object *item = op->inv; item; )
2563 {
2564 object *next = item->below;
2565
2566 if (item->type == SPELL_EFFECT && item->active)
2567 item->destroy ();
2568
2569 item = next;
2570 }
2653 2571
2654 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2572 /* 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. 2573 * in cities ONLY!!! It is very important that this doesn't get abused.
2656 * Look at op_on_battleground() for more info --AndreasV 2574 * Look at op_on_battleground() for more info --AndreasV
2657 */ 2575 */
2658 if (op_on_battleground (op, &x, &y)) 2576 if (op_on_battleground (op, &x, &y))
2659 { 2577 {
2660 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2578 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..."); 2579 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2662 2580
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 */ 2581 /* create a bodypart-trophy to make the winner happy */
2684 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2582 if (object *tmp = arch_to_object (archetype::find ("finger")))
2685 { 2583 {
2686 sprintf (buf, "%s's finger", &op->name); 2584 tmp->name = format ("%s's finger" , &op->name);
2687 tmp->name = buf; 2585 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; 2586 tmp->msg = format (
2587 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2588 &op->name, op->contr->title,
2589 (int)op->level,
2590 op->contr->killer_name ()
2591 );
2692 tmp->value = 0, tmp->type = 0; 2592 tmp->value = 0, tmp->type = 0;
2693 tmp->materialname = "organics"; 2593 tmp->materialname = "organics";
2694 tmp->insert_at (op, tmp); 2594 tmp->insert_at (op, tmp);
2695 } 2595 }
2696 2596
2702 2602
2703 INVOKE_PLAYER (DEATH, op->contr); 2603 INVOKE_PLAYER (DEATH, op->contr);
2704 2604
2705 command_kill_pets (op, 0); 2605 command_kill_pets (op, 0);
2706 2606
2707 if (op->stats.food < 0) 2607 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 2608
2717 /* save the map location for corpse, gravestone */ 2609 /* save the map location for corpse, gravestone */
2718 x = op->x; 2610 x = op->x;
2719 y = op->y; 2611 y = op->y;
2720 map = op->map; 2612 map = op->map;
2748 2640
2749 lost_a_stat = 0; 2641 lost_a_stat = 0;
2750 2642
2751 for (z = 0; z < num_stats_lose; z++) 2643 for (z = 0; z < num_stats_lose; z++)
2752 { 2644 {
2753 i = RANDOM () % NUM_STATS; 2645 i = rndm (NUM_STATS);
2754 2646
2755 if (settings.stat_loss_on_death) 2647 if (settings.stat_loss_on_death)
2756 { 2648 {
2757 /* Pick a random stat and take a point off it. Tell the player 2649 /* Pick a random stat and take a point off it. Tell the player
2758 * what he lost. 2650 * what he lost.
2809 } 2701 }
2810 } 2702 }
2811 2703
2812 if (lose_this_stat) 2704 if (lose_this_stat)
2813 { 2705 {
2814 this_stat = get_attr_value (&(dep->stats), i); 2706 this_stat = get_attr_value (&dep->stats, i);
2815 /* We could try to do something clever like find another 2707 /* We could try to do something clever like find another
2816 * stat to reduce if this fails. But chances are, if 2708 * stat to reduce if this fails. But chances are, if
2817 * stats have been depleted to -50, all are pretty low 2709 * stats have been depleted to -50, all are pretty low
2818 * and should be roughly the same, so it shouldn't make a 2710 * and should be roughly the same, so it shouldn't make a
2819 * difference. 2711 * difference.
2827 lost_a_stat = 1; 2719 lost_a_stat = 1;
2828 } 2720 }
2829 } 2721 }
2830 } 2722 }
2831 } 2723 }
2724
2832 /* If no stat lost, tell the player. */ 2725 /* If no stat lost, tell the player. */
2833 if (!lost_a_stat) 2726 if (!lost_a_stat)
2834 { 2727 {
2835 /* determine_god() seems to not work sometimes... why is this? 2728 /* determine_god() seems to not work sometimes... why is this?
2836 Should I be using something else? GD */ 2729 Should I be using something else? GD */
2837 const char *god = determine_god (op); 2730 shstr_tmp god = determine_god (op);
2838 2731
2839 if (god && (strcmp (god, "none"))) 2732 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); 2733 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", &god);
2841 else 2734 else
2842 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2735 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2843 } 2736 }
2844#else 2737#else
2845 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2738 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2846#endif 2739#endif
2847 2740
2848 /* Put a gravestone up where the character 'almost' died. List the 2741 /* Put a gravestone up where the character 'almost' died. List the
2849 * exp loss on the stone. 2742 * exp loss on the stone.
2850 */ 2743 */
2851 tmp = arch_to_object (archetype::find ("gravestone")); 2744 tmp = arch_to_object (archetype::find ("gravestone"));
2852 sprintf (buf, "%s's gravestone", &op->name); 2745 tmp->name = format ("%s's gravestone", &op->name);
2853 tmp->name = buf; 2746 tmp->name_pl = format ("%s's gravestones", &op->name);
2854 sprintf (buf, "%s's gravestones", &op->name); 2747 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2855 tmp->name_pl = buf; 2748 &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; 2749 tmp->x = op->x, tmp->y = op->y;
2859 insert_ob_in_map (tmp, op->map, NULL, 0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2860 2751
2861 /**************************************/ 2752 /**************************************/
2862 /* */ 2753 /* */
2863 /* Subtract the experience points, */ 2754 /* Subtract the experience points, */
2864 /* if we died cause of food, give us */
2865 /* food, and reset HP's... */
2866 /* */ 2755 /* */
2867 /**************************************/ 2756 /**************************************/
2868 2757
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)); */ 2758 /*add_exp(op, (op->stats.exp * -0.20)); */
2891 apply_death_exp_penalty (op); 2759 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 2760
2898 /* 2761 /*
2899 * Check to see if the player has any unpaid items. If so, remove them 2762 * Check to see if the player has any unpaid items. If so, remove them
2900 * and put them back in the map. 2763 * and put them back in the map.
2901 */ 2764 */
2902 remove_unpaid_objects (op->inv, op); 2765 op->drop_unpaid_items ();
2903 2766
2904 /****************************************/ 2767 /****************************************/
2905 /* */ 2768 /* */
2906 /* Move player to his current respawn- */ 2769 /* Move player to his current respawn- */
2907 /* position (usually last savebed) */ 2770 /* position (usually last savebed) */
2936 if (will_kill_again & (1 << at)) 2799 if (will_kill_again & (1 << at))
2937 force->resist[at] = 100; 2800 force->resist[at] = 100;
2938 2801
2939 insert_ob_in_ob (force, op); 2802 insert_ob_in_ob (force, op);
2940 op->update_stats (); 2803 op->update_stats ();
2941
2942 } 2804 }
2943 2805
2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2806 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2945} 2807}
2946 2808
2966 2828
2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2829 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2968 { 2830 {
2969 if (tmp->nrof > 1) 2831 if (tmp->nrof > 1)
2970 { 2832 {
2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2833 tmp->decrease (rndm (1, tmp->nrof - 1));
2972 tmp2->destroy ();
2973 insert_ob_in_map (tmp, op->map, NULL, 0); 2834 insert_ob_in_map (tmp, op->map, NULL, 0);
2974 } 2835 }
2975 else 2836 else
2976 tmp->destroy (); 2837 tmp->destroy ();
2977 } 2838 }
2988void 2849void
2989fix_weight (void) 2850fix_weight (void)
2990{ 2851{
2991 for_all_players (pl) 2852 for_all_players (pl)
2992 { 2853 {
2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2854 sint32 old = pl->ob->carrying;
2994 2855
2995 if (old == sum) 2856 pl->ob->update_weight ();
2996 continue; 2857
2858 if (old != pl->ob->carrying)
2859 {
2997 pl->ob->update_stats (); 2860 pl->ob->update_stats ();
2998 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2861 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2862 }
2999 } 2863 }
3000} 2864}
3001 2865
3002void 2866void
3003fix_luck (void) 2867fix_luck (void)
3045} 2909}
3046 2910
3047void 2911void
3048make_visible (object *op) 2912make_visible (object *op)
3049{ 2913{
3050 op->hide = 0; 2914 op->flag [FLAG_HIDDEN] = 0;
3051 op->invisible = 0; 2915 op->invisible = 0;
2916
3052 if (op->type == PLAYER) 2917 if (op->type == PLAYER)
3053 { 2918 {
3054 op->contr->tmp_invis = 0; 2919 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 2920 op->contr->invis_race = 0;
3056 } 2921 }
3059} 2924}
3060 2925
3061int 2926int
3062is_true_undead (object *op) 2927is_true_undead (object *op)
3063{ 2928{
3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2929 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3065 return 1; 2930 return 1;
3066 2931
3067 return 0; 2932 return 0;
3068} 2933}
3069 2934
3070/* look at the surrounding terrain to determine 2935/* look at the surrounding terrain to determine
3071 * the hideability of this object. Positive levels 2936 * the hideability of this object. Positive levels
3072 * indicate greater hideability. 2937 * indicate greater hideability.
3073 */ 2938 */
3074
3075int 2939int
3076hideability (object *ob) 2940hideability (object *ob)
3077{ 2941{
3078 int i, level = 0, mflag; 2942 int i, level = 0, mflag;
3079 sint16 x, y; 2943 sint16 x, y;
3080 2944
3081 if (!ob || !ob->map) 2945 if (!ob || !ob->map)
3082 return 0; 2946 return 0;
3083 2947
3084 /* so, on normal lighted maps, its hard to hide */ 2948 /* so, on normal lighted maps, its hard to hide */
3085 level = ob->map->darkness - 2; 2949 level = ob->map->darklevel () - 2;
3086 2950
3087 /* this also picks up whether the object is glowing. 2951 /* this also picks up whether the object is glowing.
3088 * If you carry a light on a non-dark map, its not 2952 * If you carry a light on a non-dark map, its not
3089 * as bad as carrying a light on a pitch dark map */ 2953 * as bad as carrying a light on a pitch dark map */
3090 if (has_carried_lights (ob)) 2954 if (has_carried_lights (ob))
3091 level = -(10 + (2 * ob->map->darkness)); 2955 level = -(10 + (2 * ob->map->darklevel ()));
3092 2956
3093 /* scan through all nearby squares for terrain to hide in */ 2957 /* 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]) 2958 for (i = 0, x = ob->x, y = ob->y;
2959 i <= SIZEOFFREE1;
2960 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3095 { 2961 {
3096 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2962 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3097 if (mflag & P_OUT_OF_MAP) 2963 if (mflag & P_OUT_OF_MAP)
3098 {
3099 continue; 2964 continue;
3100 } 2965
3101 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2966 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3102 level += 2; 2967 level += 2;
3103 else /* open terrain! */ 2968 else /* open terrain! */
3104 level -= 1; 2969 level -= 1;
3105 } 2970 }
3113/* For Hidden creatures - a chance of becoming 'unhidden' 2978/* For Hidden creatures - a chance of becoming 'unhidden'
3114 * every time they move - as we subtract off 'invisibility' 2979 * every time they move - as we subtract off 'invisibility'
3115 * AND, for players, if they move into a ridiculously unhideable 2980 * AND, for players, if they move into a ridiculously unhideable
3116 * spot (surrounded by clear terrain in broad daylight). -b.t. 2981 * spot (surrounded by clear terrain in broad daylight). -b.t.
3117 */ 2982 */
3118
3119void 2983void
3120do_hidden_move (object *op) 2984do_hidden_move (object *op)
3121{ 2985{
3122 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2986 int hide = 0;
3123 object *skop;
3124 2987
3125 if (!op || !op->map) 2988 if (!op || !op->map)
3126 return; 2989 return;
3127 2990
3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2991 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2992 int num = random_roll (0, 19, op, PREFER_LOW);
3129 2993
3130 /* its *extremely* hard to run and sneak/hide at the same time! */ 2994 /* its *extremely* hard to run and sneak/hide at the same time! */
3131 if (op->type == PLAYER && op->contr->run_on) 2995 if (op->type == PLAYER && op->contr->run_on)
3132 if (!skop || num >= skop->level) 2996 if (!skop || num >= skop->level)
3133 { 2997 {
3143 num -= hide; 3007 num -= hide;
3144 3008
3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3009 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3146 { 3010 {
3147 make_visible (op); 3011 make_visible (op);
3012
3148 if (op->type == PLAYER) 3013 if (op->type == PLAYER)
3149 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3014 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3150 } 3015 }
3151 else if (op->type == PLAYER && skop) 3016 else if (op->type == PLAYER && skop)
3152 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3017 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3205 * object op. This function works fine for monsters, 3070 * object op. This function works fine for monsters,
3206 * but we dont worry if the object isnt the top one in 3071 * but we dont worry if the object isnt the top one in
3207 * a pile (say a coin under a table would return "viewable" 3072 * a pile (say a coin under a table would return "viewable"
3208 * by this routine). Another question, should we be 3073 * by this routine). Another question, should we be
3209 * concerned with the direction the player is looking 3074 * concerned with the direction the player is looking
3210 * in? Realistically, most of use cant see stuff behind 3075 * in? Realistically, most of us can't see stuff behind
3211 * our backs...on the other hand, does the "facing" direction 3076 * our backs...on the other hand, does the "facing" direction
3212 * imply the way your head, or body is facing? Its possible 3077 * 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. 3078 * for them to differ. Sigh, this fctn could get a bit more complex.
3214 * -b.t. 3079 * -b.t.
3215 * This function is now map tiling safe. 3080 * This function is now map tiling safe.
3216 */ 3081 */
3217
3218int 3082int
3219player_can_view (object *pl, object *op) 3083player_can_view (object *pl, object *op)
3220{ 3084{
3221 rv_vector rv; 3085 rv_vector rv;
3222 int dx, dy; 3086 int dx, dy;
3234 3098
3235 get_rangevector (pl, op, &rv, 0x1); 3099 get_rangevector (pl, op, &rv, 0x1);
3236 3100
3237 /* starting with the 'head' part, lets loop 3101 /* starting with the 'head' part, lets loop
3238 * through the object and find if it has any 3102 * through the object and find if it has any
3239 * part that is in the los array but isnt on 3103 * part that is in the los array but isn't on
3240 * a blocked los square. 3104 * a blocked los square.
3241 * we use the archetype to figure out offsets. 3105 * we use the archetype to figure out offsets.
3242 */ 3106 */
3243 while (op) 3107 while (op)
3244 { 3108 {
3245 dx = rv.distance_x + op->arch->clone.x; 3109 dx = rv.distance_x + op->arch->x;
3246 dy = rv.distance_y + op->arch->clone.y; 3110 dy = rv.distance_y + op->arch->y;
3247 3111
3248 /* only the viewable area the player sees is updated by LOS 3112 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; 3113 return 1;
3114
3256 op = op->more; 3115 op = op->more;
3257 } 3116 }
3117
3258 return 0; 3118 return 0;
3259} 3119}
3260 3120
3261/* routine for both players and monsters. We call this when 3121/* routine for both players and monsters. We call this when
3262 * there is a possibility for our action distrubing our hiding 3122 * there is a possibility for our action distrubing our hiding
3263 * place or invisiblity spell. Artefact invisiblity is not 3123 * place or invisiblity spell. Artefact invisiblity causes
3264 * effected by this. If we arent invisible to begin with, we 3124 * "noise" instead. If we arent invisible to begin with, we
3265 * return 0. 3125 * return 0.
3266 */ 3126 */
3267int 3127int
3268action_makes_visible (object *op) 3128action_makes_visible (object *op)
3269{ 3129{
3270
3271 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3130 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3272 { 3131 {
3273 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3132 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3133 {
3134 // artefact invisibility is permanent, but we still make noise
3135 // this is important for game-balance.
3136 if (op->contr)
3137 op->make_noise ();
3138
3274 return 0; 3139 return 0;
3140 }
3275 3141
3276 if (op->contr && op->contr->tmp_invis == 0) 3142 if (op->contr && op->contr->tmp_invis == 0)
3277 return 0; 3143 return 0;
3278 3144
3279 /* If monsters, they should become visible */ 3145 /* If monsters, they should become visible */
3280 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3146 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3281 { 3147 {
3282 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3148 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3283 return 1; 3149 return 1;
3284 } 3150 }
3285 } 3151 }
3152
3286 return 0; 3153 return 0;
3287} 3154}
3288 3155
3289/* op_on_battleground - checks if the given object op (usually 3156/* op_on_battleground - checks if the given object op (usually
3290 * a player) is standing on a valid battleground-tile, 3157 * 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 3162 * Default is to do the same as before, so only people wanting to have different points need worry about this
3296 */ 3163 */
3297int 3164int
3298op_on_battleground (object *op, int *x, int *y) 3165op_on_battleground (object *op, int *x, int *y)
3299{ 3166{
3300 object *tmp;
3301
3302 /* A battleground-tile needs the following attributes to be valid: 3167 /* 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), 3168 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3169 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0. 3170 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground- 3171 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3172 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3173 for (object *tmp = op->below; tmp; tmp = tmp->below)
3309 { 3174 {
3310 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3175 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3311 { 3176 {
3312 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3177 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3313 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3178 && tmp->type == BATTLEGROUND
3179 && tmp->name == shstr_battleground
3180 && EXIT_X (tmp) && EXIT_Y (tmp))
3314 { 3181 {
3315 /*before we assign the exit, check if this is a teambattle */ 3182 /* before we assign the exit, check if this is a teambattle */
3316 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3183 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3317 { 3184 {
3318 object *invtmp;
3319
3320 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3185 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3321 { 3186 {
3322 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3187 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3323 { 3188 {
3324 if (x != NULL && y != NULL) 3189 if (x && y)
3325 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3190 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3191
3326 return 1; 3192 return 1;
3327 } 3193 }
3328 } 3194 }
3329 } 3195 }
3196
3330 if (x != NULL && y != NULL) 3197 if (x && y)
3331 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3198 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3199
3332 return 1; 3200 return 1;
3333 } 3201 }
3334 } 3202 }
3335 } 3203 }
3204
3336 /* If we got here, did not find a battleground */ 3205 /* If we got here, did not find a battleground */
3337 return 0; 3206 return 0;
3338} 3207}
3339 3208
3340/* 3209/*
3356 char buf[MAX_BUF]; /* tmp. string buffer */ 3225 char buf[MAX_BUF]; /* tmp. string buffer */
3357 int i = 0, j = 0; 3226 int i = 0, j = 0;
3358 3227
3359 /* get the appropriate treasurelist */ 3228 /* get the appropriate treasurelist */
3360 if (atnr == ATNR_FIRE) 3229 if (atnr == ATNR_FIRE)
3361 trlist = treasurelist::find ("dragon_ability_fire"); 3230 trlist = treasurelist::find (shstr_dragon_ability_fire);
3362 else if (atnr == ATNR_COLD) 3231 else if (atnr == ATNR_COLD)
3363 trlist = treasurelist::find ("dragon_ability_cold"); 3232 trlist = treasurelist::find (shstr_dragon_ability_cold);
3364 else if (atnr == ATNR_ELECTRICITY) 3233 else if (atnr == ATNR_ELECTRICITY)
3365 trlist = treasurelist::find ("dragon_ability_elec"); 3234 trlist = treasurelist::find (shstr_dragon_ability_elec);
3366 else if (atnr == ATNR_POISON) 3235 else if (atnr == ATNR_POISON)
3367 trlist = treasurelist::find ("dragon_ability_poison"); 3236 trlist = treasurelist::find (shstr_dragon_ability_poison);
3368 3237
3369 if (trlist == NULL || who->type != PLAYER) 3238 if (trlist == NULL || who->type != PLAYER)
3370 return; 3239 return;
3371 3240
3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3241 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]); */ 3245 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3377 return; 3246 return;
3378 } 3247 }
3379 3248
3380 /* everything seems okay - now bring on the gift: */ 3249 /* everything seems okay - now bring on the gift: */
3381 item = &(tr->item->clone); 3250 item = tr->item;
3382 3251
3383 if (item->type == SPELL) 3252 if (item->type == SPELL)
3384 { 3253 {
3385 if (check_spell_known (who, item->name)) 3254 if (check_spell_known (who, item->name))
3386 return; 3255 return;
3445 { 3314 {
3446 /* forces in the treasurelist can alter the player's stats */ 3315 /* forces in the treasurelist can alter the player's stats */
3447 object *skin; 3316 object *skin;
3448 3317
3449 /* first get the dragon skin force */ 3318 /* 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) 3319 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3452 ; 3320 ;
3453 3321
3454 if (!skin) 3322 if (!skin)
3455 return; 3323 return;
3456 3324
3491 else 3359 else
3492 { 3360 {
3493 /* generate misc. treasure */ 3361 /* generate misc. treasure */
3494 tmp = arch_to_object (tr->item); 3362 tmp = arch_to_object (tr->item);
3495 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3363 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); 3364 who->insert (tmp);
3497 if (who->type == PLAYER)
3498 esrv_send_item (who, tmp);
3499 } 3365 }
3500} 3366}
3501 3367
3502/** 3368/**
3503 * Unready an object for a player. This function does nothing if the object was 3369 * Unready an object for a player. This function does nothing if the object was
3515 if (pl->ranged_ob == ob) 3381 if (pl->ranged_ob == ob)
3516 pl->ranged_ob = 0; 3382 pl->ranged_ob = 0;
3517} 3383}
3518 3384
3519sint8 3385sint8
3520player::visibility_at (maptile *map, int x, int y) const 3386player::darkness_at (maptile *map, int x, int y) const
3521{ 3387{
3522 if (!ns) 3388 if (!ns)
3523 return 0; 3389 return LOS_BLOCKED;
3524 3390
3525 int dx, dy; 3391 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3392 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0; 3393 return LOS_BLOCKED;
3528 3394
3529 x += dx - ns->current_x + ns->mapx / 2; 3395 x += dx - ns->current_x;
3530 y += dy - ns->current_y + ns->mapy / 2; 3396 y += dy - ns->current_y;
3531 3397
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]; 3398 return blocked_los (x, y);
3536} 3399}
3400
3401void
3402player::infobox (const char *title, const char *msg, int color)
3403{
3404 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3405}
3406
3407void
3408player::statusmsg (const char *msg, int color)
3409{
3410 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3411}
3412
3413void
3414player::failmsg (const char *msg, int color)
3415{
3416 play_sound (sound_find ("generic_failure"));
3417 statusmsg (msg, color);
3418}
3419

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