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Comparing deliantra/server/server/player.C (file contents):
Revision 1.144 by root, Sat May 26 15:44:08 2007 UTC vs.
Revision 1.221 by root, Wed Dec 31 17:35:38 2008 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';
184 186
185 if (ob->map) 187 if (ob->map)
186 maplevel = ob->map->path; 188 maplevel = ob->map->path;
187 189
188 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 192 ob->map = 0;
190 party = 0; 193 party = 0;
191 194
192 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
193 196
207 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
208 211
209 ns->update_look = 0; 212 ns->update_look = 0;
210 ns->look_position = 0; 213 ns->look_position = 0;
211 214
212 clear_los (ob); 215 clear_los ();
213 216
214 ns->reset_stats (); 217 ns->reset_stats ();
215 218
216 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
219 222
220 ob->carrying = sum_weight (ob); 223 ob->update_weight ();
221 link_player_skills (ob); 224 link_skills ();
222 225
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 227
225 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
226 229
227 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
229 { 232 {
230 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
231 234
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 238 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 240 skin = tmp;
241 241
242 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
243 } 243 }
244 244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 246
247 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 */
248 303
249 ob->flag [FLAG_READY_WEAPON] = false; 304 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false; 305 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false; 306 ob->flag [FLAG_READY_BOW] = false;
252 307
269 combat_ob = op; 324 combat_ob = op;
270 break; 325 break;
271 } 326 }
272 327
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 329 ob->deactivate (); // change_weapon activates, fix this better
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288} 330}
289 331
290void 332void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
309}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op) 333player::set_observe (object *op)
315{ 334{
316 ob = op; 335 observe = op ? op : ob;
317 ob->contr = this; /* this aren't yet in archetype */ 336 do_los = 1;
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323} 337}
324 338
325player::player () 339player::player ()
326{ 340{
327 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
334 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
335 349
336 gen_sp_armour = 10; 350 gen_sp_armour = 10;
337 bowtype = bow_normal; 351 bowtype = bow_normal;
338 petmode = pet_normal; 352 petmode = pet_normal;
339 listening = 10;
340 usekeys = containers; 353 usekeys = containers;
341 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
342 do_los = 1; 355 do_los = 1;
343 356
344 weapon_sp = 1.0f; 357 weapon_sp = 1.0f;
355 if (ob) 368 if (ob)
356 { 369 {
357 ob->destroy_inv (false); 370 ob->destroy_inv (false);
358 ob->destroy (); 371 ob->destroy ();
359 } 372 }
373
374 ob = observe = 0;
360} 375}
361 376
362player::~player () 377player::~player ()
363{ 378{
364 /* Clear item stack */ 379 /* Clear item stack */
391 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
392 */ 407 */
393archetype * 408archetype *
394get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
395{ 410{
396 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);
397 418
398 for (;;) 419 for (;;)
399 { 420 {
400 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
401 at = first_archetype; 422 i = archetypes.begin ();
402 else 423 else if (*i == at)
403 at = at->next; 424 cleanup ("not a single player archetype found");
404 425
405 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
406 return at; 427 return *i;
407
408 if (at == start)
409 {
410 LOG (llevError, "No Player archetypes\n");
411 exit (-1);
412 }
413 } 428 }
414} 429}
415 430
416object * 431object *
417get_nearest_player (object *mon) 432get_nearest_player (object *mon)
421 unsigned lastdist; 436 unsigned lastdist;
422 rv_vector rv; 437 rv_vector rv;
423 438
424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
425 { 440 {
426 /* We should not find free objects on this friendly list, but it
427 * does periodically happen. Given that, lets deal with it.
428 * While unlikely, it is possible the next object on the friendly
429 * list is also free, so encapsulate this in a while loop.
430 */
431 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
432 {
433 object *tmp = ol->ob;
434
435 /* Can't do much more other than log the fact, because the object
436 * itself will have been cleared.
437 */
438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439 tmp->debug_desc ());
440 ol = ol->next;
441 remove_friendly_object (tmp);
442 if (!ol)
443 return op;
444 }
445
446 /* Remove special check for player from this. First, it looks to cause
447 * some crashes (ol->ob->contr not set properly?), but secondly, a more
448 * complicated method of state checking would be needed in any case -
449 * as it was, a clever player could type quit, and the function would
450 * skip them over while waiting for confirmation. Remove
451 * on_same_map check, as can_detect_enemy also does this
452 */
453 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
454 continue; 442 continue;
455 443
456 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
457 { 445 {
652 640
653 return firstdir; 641 return firstdir;
654} 642}
655 643
656void 644void
657give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
658{ 646{
659 object *op, *next = NULL;
660
661 if (pl->randomitems != NULL) 647 if (pl->randomitems)
662 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
663 649
664 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
665 { 651 {
666 next = op->below; 652 next = op->below;
667 653
668 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
669 * 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
674 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
675 * by this player due to race restrictions 661 * by this player due to race restrictions
676 */ 662 */
677 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
678 { 664 {
679 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
680 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
681 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
682 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
683 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))
684 { 672 {
685 op->destroy (); 673 op->destroy ();
686 continue; 674 continue;
687 } 675 }
688 } 676 }
711 if (op->nrof > 1) 699 if (op->nrof > 1)
712 op->nrof = 1; 700 op->nrof = 1;
713 } 701 }
714 702
715 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
716 {
717 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
718 }
719 705
720 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
721 * 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
722 * merged properly. 708 * merged properly.
723 */ 709 */
724 if (need_identify (op)) 710 if (need_identify (op))
725 { 711 {
726 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
727 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
728 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
729 } 715 }
716
730 if (op->type == SPELL) 717 if (op->type == SPELL)
731 { 718 {
732 op->destroy (); 719 op->destroy ();
733 continue; 720 continue;
734 } 721 }
736 { 723 {
737 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
738 op->stats.exp = 0; 725 op->stats.exp = 0;
739 op->level = 1; 726 op->level = 1;
740 } 727 }
741 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
742 else
743 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
744 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
745 731
746 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
747 link_player_skills (pl); 733 pl->contr->link_skills ();
748} 734}
749 735
750void 736void
751get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
752{ 738{
853static void 839static void
854start_info (object *op) 840start_info (object *op)
855{ 841{
856 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
857 843
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
862} 846}
863 847
864/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
869 */ 853 */
870void 854void
871player::chargen_race_done () 855player::chargen_race_done ()
872{ 856{
873 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
874 esrv_new_player (ob->contr, ob->weight + ob->carrying); 858 esrv_new_player (ob->contr);
875 859
876 treasurelist *tl = treasurelist::find ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
877 if (tl) 861 if (tl)
878 create_treasure (tl, ob, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
879 863
883 ob->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
884 868
885 if (ob->msg) 869 if (ob->msg)
886 ob->msg = 0; 870 ob->msg = 0;
887 871
888 /* We create this now because some of the unique maps will need it
889 * to save here.
890 */
891 {
892 char buf[MAX_BUF];
893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
894 make_path_to_file (buf);
895 }
896
897 start_info (ob); 872 start_info (ob);
898 CLEAR_FLAG (ob, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
899 give_initial_items (ob, ob->randomitems); 874 give_initial_items (ob, ob->randomitems);
900 link_player_skills (ob);
901 esrv_send_inventory (ob, ob); 875 esrv_send_inventory (ob, ob);
902 ob->update_stats (); 876 ob->update_stats ();
903 877
904 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
905 * is one for this race 879 * is one for this race
906 */ 880 */
907 if (*first_map_ext_path) 881 if (*first_map_ext_path)
908 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
909 object *tmp;
910 char mapname[MAX_BUF];
911
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
913 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = ob->y;
917 ob->enter_exit (tmp); /* we don't really care if it succeeded;
918 * if the map isn't there, then stay on the
919 * default initial map */
920 tmp->destroy ();
921 }
922 else 883 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
924} 885}
925 886
926void 887void
936 int x = ob->x, y = ob->y; 897 int x = ob->x, y = ob->y;
937 898
938 ob->remove_statbonus (); 899 ob->remove_statbonus ();
939 ob->remove (); 900 ob->remove ();
940 ob->arch = get_player_archetype (ob->arch); 901 ob->arch = get_player_archetype (ob->arch);
941 ob->arch->clone.copy_to (ob); 902 ob->arch->copy_to (ob);
942 ob->instantiate (); 903 ob->instantiate ();
943 ob->stats = ob->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
944 ob->name = ob->name_pl = name; 905 ob->name = ob->name_pl = name;
945 ob->x = x; 906 ob->x = x;
946 ob->y = y; 907 ob->y = y;
947 SET_ANIMATION (ob, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (ob, ob->map, ob, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (ob->contr->title, ob->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
950 ob->add_statbonus (); 911 ob->add_statbonus ();
951 } 912 }
952 while (!allowed_class (ob)); 913 while (!allowed_class (ob));
953 914
954 update_object (ob, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
970 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
971 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
972 return; 933 return;
973 } 934 }
974 935
975 if (op->enemy == NULL) 936 if (!op->enemy)
976 { 937 {
977 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 940 return;
980 } 941 }
981 942
982 /* Seen some crashes here. Since we don't store an
983 * op->enemy_count, it is possible that something destroys the
984 * actual enemy, and the object is recycled.
985 */
986 if (op->enemy->map == NULL)
987 {
988 CLEAR_FLAG (op, FLAG_SCARED);
989 op->enemy = NULL;
990 return;
991 }
992
993 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))
994 { 944 {
995 op->enemy = NULL; 945 op->enemy = NULL;
996 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
997 return; 947 return;
1000 get_rangevector (op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
1001 951
1002 dir = absdir (4 + rv.direction); 952 dir = absdir (4 + rv.direction);
1003 for (diff = 0; diff < 3; diff++) 953 for (diff = 0; diff < 3; diff++)
1004 { 954 {
1005 int m = 1 - (RANDOM () & 2); 955 int m = 1 - rndm (2) * 2;
1006 956
1007 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)))
1008 return; 958 return;
1009 } 959 }
1010 960
1021check_pick (object *op) 971check_pick (object *op)
1022{ 972{
1023 object *tmp, *next; 973 object *tmp, *next;
1024 int stop = 0; 974 int stop = 0;
1025 int wvratio; 975 int wvratio;
1026 char putstring[128];
1027 976
1028 /* if you're flying, you cna't pick up anything */ 977 /* if you're flying, you cna't pick up anything */
1029 if (op->move_type & MOVE_FLYING) 978 if (op->move_type & MOVE_FLYING)
1030 return 1; 979 return 1;
1031 980
1032 next = op->below; 981 next = op->below;
1033 982
983 int cnt = MAX_ITEM_PER_DROP;
984#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
985
1034 /* 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
1035 * destroyed */ 987 * destroyed */
1036 while (next && !next->destroyed ()) 988 while (next && !next->destroyed ())
1037 { 989 {
1038 tmp = next; 990 tmp = next;
1039 next = tmp->below; 991 next = tmp->below;
1040 992
993 if (cnt <= 0)
994 {
995 op->failmsg ("Couldn't pickup all items at once.");
996 return 0;
997 }
998
1041 if (op->destroyed ()) 999 if (op->destroyed ())
1042 return 0; 1000 return 0;
1043 1001
1044 if (!can_pick (op, tmp)) 1002 if (!can_pick (op, tmp))
1045 continue; 1003 continue;
1046 1004
1047 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1048 { 1006 {
1049 if (item_matched_string (op, tmp, op->contr->search_str)) 1007 if (item_matched_string (op, tmp, op->contr->search_str))
1050 pick_up (op, tmp); 1008 CHK_PICK_PICKUP;
1009
1051 continue; 1010 continue;
1052 } 1011 }
1053 1012
1054 /* 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? */
1055 if (!(op->contr->mode & PU_NEWMODE)) 1073 if (op->contr->mode & PU_FOOD)
1074 if (tmp->type == FOOD)
1056 { 1075 {
1057 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)
1058 { 1135 {
1059 case 0: 1136 CHK_PICK_PICKUP;
1060 return 1; /* don't pick up */ 1137 continue;
1061 case 1:
1062 pick_up (op, tmp);
1063 return 1;
1064 case 2:
1065 pick_up (op, tmp);
1066 return 0;
1067 case 3:
1068 return 0; /* stop before pickup */
1069 case 4:
1070 pick_up (op, tmp);
1071 break;
1072 case 5:
1073 pick_up (op, tmp);
1074 stop = 1;
1075 break;
1076 case 6:
1077 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1078 pick_up (op, tmp);
1079 break;
1080
1081 case 7:
1082 if (tmp->type == MONEY || tmp->type == GEM)
1083 pick_up (op, tmp);
1084 break;
1085
1086 default:
1087 /* use value density */
1088 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1089 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1090 pick_up (op, tmp);
1091 } 1138 }
1092 } 1139 }
1093 else 1140
1094 { /* old model */ 1141 /* rings & amulets - talismans seems to be typed AMULET */
1095 /* NEW pickup handling */ 1142 if (op->contr->mode & PU_JEWELS)
1143 if (tmp->type == RING || tmp->type == AMULET)
1144 {
1145 CHK_PICK_PICKUP;
1146 continue;
1147 }
1148
1149 /* we don't forget dragon food */
1150 if (op->contr->mode & PU_FLESH)
1151 if (tmp->type == FLESH)
1152 {
1153 CHK_PICK_PICKUP;
1154 continue;
1155 }
1156
1157 /* bows and arrows. Bows are good for selling! */
1096 if (op->contr->mode & PU_DEBUG) 1158 if (op->contr->mode & PU_BOW)
1159 if (tmp->type == BOW)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_ARROW)
1166 if (tmp->type == ARROW)
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 /* all kinds of armor etc. */
1173 if (op->contr->mode & PU_ARMOUR)
1174 if (tmp->type == ARMOUR)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_HELMET)
1181 if (tmp->type == HELMET)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SHIELD)
1188 if (tmp->type == SHIELD)
1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_BOOTS)
1195 if (tmp->type == BOOTS)
1196 {
1197 CHK_PICK_PICKUP;
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_GLOVES)
1202 if (tmp->type == GLOVES)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1208 if (op->contr->mode & PU_CLOAK)
1209 if (tmp->type == CLOAK)
1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1214
1215 /* hoping to catch throwing daggers here */
1216 if (op->contr->mode & PU_MISSILEWEAPON)
1217 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1222
1223 /* careful: chairs and tables are weapons! */
1224 if (op->contr->mode & PU_ALLWEAPON)
1225 {
1226 if (tmp->type == WEAPON && tmp->name != NULL)
1097 { 1227 {
1098 /* some debugging code to figure out item information */ 1228 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1099 if (tmp->name != NULL) 1229 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1101 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1102 else
1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1104 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105
1106 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1107 }
1108
1109 /* philosophy:
1110 * It's easy to grab an item type from a pile, as long as it's
1111 * generic. This takes no game-time. For more detailed pickups
1112 * and selections, select-items should be used. This is a
1113 * grab-as-you-run type mode that's really useful for arrows for
1114 * example.
1115 * The drawback: right now it has no frontend, so you need to
1116 * stick the bits you want into a calculator in hex mode and then
1117 * convert to decimal and then 'pickup <#>
1118 */
1119
1120 /* the first two modes are exclusive: if NOTHING we return, if
1121 * STOP then we stop. All the rest are applied sequentially,
1122 * meaning if any test passes, the item gets picked up. */
1123
1124 /* if mode is set to pick nothing up, return */
1125
1126 if (op->contr->mode & PU_NOTHING)
1127 return 1;
1128
1129 /* if mode is set to stop when encountering objects, return */
1130 /* take STOP before INHIBIT since it doesn't actually pick
1131 * anything up */
1132
1133 if (op->contr->mode & PU_STOP)
1134 return 0;
1135
1136 /* useful for going into stores and not losing your settings... */
1137 /* and for battles wher you don't want to get loaded down while
1138 * fighting */
1139 if (op->contr->mode & PU_INHIBIT)
1140 return 1;
1141
1142 /* prevent us from turning into auto-thieves :) */
1143 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1144 continue;
1145
1146 /* ignore known cursed objects */
1147 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1148 continue;
1149
1150 /* all food and drink if desired */
1151 /* question: don't pick up known-poisonous stuff? */
1152 if (op->contr->mode & PU_FOOD)
1153 if (tmp->type == FOOD)
1154 {
1155 pick_up (op, tmp);
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_DRINK)
1160 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_POTION)
1167 if (tmp->type == POTION)
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 /* spellbooks, skillscrolls and normal books/scrolls */
1174 if (op->contr->mode & PU_SPELLBOOK)
1175 if (tmp->type == SPELLBOOK)
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SKILLSCROLL)
1182 if (tmp->type == SKILLSCROLL)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_READABLES)
1189 if (tmp->type == BOOK || tmp->type == SCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 /* wands/staves/rods/horns */
1196 if (op->contr->mode & PU_MAGIC_DEVICE)
1197 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1198 {
1199 pick_up (op, tmp);
1200 continue;
1201 }
1202
1203 /* pick up all magical items */
1204 if (op->contr->mode & PU_MAGICAL)
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1206 {
1207 pick_up (op, tmp);
1208 continue;
1209 }
1210
1211 if (op->contr->mode & PU_VALUABLES)
1212 {
1213 if (tmp->type == MONEY || tmp->type == GEM)
1214 { 1230 {
1215 pick_up (op, tmp); 1231 CHK_PICK_PICKUP;
1216 continue; 1232 continue;
1217 } 1233 }
1218 } 1234 }
1219 1235
1220 /* rings & amulets - talismans seems to be typed AMULET */
1221 if (op->contr->mode & PU_JEWELS)
1222 if (tmp->type == RING || tmp->type == AMULET) 1236 if (tmp->type == WEAPON && tmp->name == NULL)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 /* we don't forget dragon food */
1229 if (op->contr->mode & PU_FLESH)
1230 if (tmp->type == FLESH)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 /* bows and arrows. Bows are good for selling! */
1237 if (op->contr->mode & PU_BOW)
1238 if (tmp->type == BOW)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_ARROW)
1245 if (tmp->type == ARROW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 /* all kinds of armor etc. */
1252 if (op->contr->mode & PU_ARMOUR)
1253 if (tmp->type == ARMOUR)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_HELMET)
1260 if (tmp->type == HELMET)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_SHIELD)
1267 if (tmp->type == SHIELD)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_BOOTS)
1274 if (tmp->type == BOOTS)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_GLOVES)
1281 if (tmp->type == GLOVES)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_CLOAK)
1288 if (tmp->type == CLOAK)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 /* hoping to catch throwing daggers here */
1295 if (op->contr->mode & PU_MISSILEWEAPON)
1296 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 /* careful: chairs and tables are weapons! */
1303 if (op->contr->mode & PU_ALLWEAPON)
1304 { 1237 {
1305 if (tmp->type == WEAPON && tmp->name != NULL) 1238 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1306 { 1239 {
1307 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1240 CHK_PICK_PICKUP;
1308 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1309 {
1310 pick_up (op, tmp);
1311 continue; 1241 continue;
1312 }
1313 }
1314
1315 if (tmp->type == WEAPON && tmp->name == NULL)
1316 {
1317 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1318 {
1319 pick_up (op, tmp);
1320 continue;
1321 }
1322 } 1242 }
1323 } 1243 }
1244 }
1324 1245
1325 /* misc stuff that's useful */ 1246 /* misc stuff that's useful */
1326 if (op->contr->mode & PU_KEY) 1247 if (op->contr->mode & PU_KEY)
1327 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1248 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1328 { 1249 {
1329 pick_up (op, tmp); 1250 CHK_PICK_PICKUP;
1330 continue; 1251 continue;
1331 } 1252 }
1332 1253
1333 /* any of the last 4 bits set means we use the ratio for value 1254 /* any of the last 4 bits set means we use the ratio for value
1334 * pickups */ 1255 * pickups */
1335 if (op->contr->mode & PU_RATIO) 1256 if (op->contr->mode & PU_RATIO)
1257 {
1258 /* use value density to decide what else to grab */
1259 /* >=7 was >= op->contr->mode */
1260 /* >=7 is the old standard setting. Now we take the last 4 bits
1261 */
1262 wvratio = op->contr->mode & PU_RATIO;
1263 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1336 { 1264 {
1337 /* use value density to decide what else to grab */ 1265#if 0
1338 /* >=7 was >= op->contr->mode */ 1266 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1339 /* >=7 is the old standard setting. Now we take the last 4 bits 1267 if (tmp->name != NULL)
1340 * and multiply them by 5, giving 0..15*5== 5..75 */
1341 wvratio = (op->contr->mode & PU_RATIO) * 5;
1342 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1343 { 1268 {
1344 pick_up (op, tmp);
1345#if 0
1346 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1347 if (tmp->name != NULL)
1348 {
1349 fprintf (stderr, "%s", tmp->name); 1269 fprintf (stderr, "%s", tmp->name);
1350 } 1270 }
1351 else 1271 else
1352 fprintf (stderr, "%s", tmp->arch->name); 1272 fprintf (stderr, "%s", tmp->arch->archname);
1353 fprintf (stderr, ",%d] = ", tmp->type); 1273 fprintf (stderr, ",%d] = ", tmp->type);
1354 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1274 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355#endif 1275#endif
1276 CHK_PICK_PICKUP;
1356 continue; 1277 continue;
1357 }
1358 } 1278 }
1359 } /* the new pickup model */ 1279 } /* the new pickup model */
1360 } 1280 }
1361 1281
1362 return !stop; 1282 return !stop;
1368 * found object is returned. 1288 * found object is returned.
1369 */ 1289 */
1370object * 1290object *
1371find_arrow (object *op, const char *type) 1291find_arrow (object *op, const char *type)
1372{ 1292{
1373 object *tmp = 0;
1374
1375 for (op = op->inv; op; op = op->below) 1293 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1377 tmp = find_arrow (op, type);
1378 else if (op->type == ARROW && op->race == type) 1294 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1295 return splay (tmp);
1296
1297 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1298 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1299 if (object *arrow = find_arrow (tmp, type))
1300 {
1301 splay (tmp);
1379 return op; 1302 return arrow;
1303 }
1380 1304
1381 return tmp; 1305 return 0;
1382} 1306}
1383 1307
1384/* 1308/*
1385 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1309 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1386 * against the target. A full test is not performed, simply a basic test 1310 * against the target. A full test is not performed, simply a basic test
1409 } 1333 }
1410 } 1334 }
1411 else if (arrow->type == ARROW && arrow->race == type) 1335 else if (arrow->type == ARROW && arrow->race == type)
1412 { 1336 {
1413 /* allways prefer assasination/slaying */ 1337 /* allways prefer assasination/slaying */
1414 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1338 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1415 { 1339 {
1416 if (arrow->attacktype & AT_DEATH) 1340 if (arrow->attacktype & AT_DEATH)
1417 { 1341 {
1418 *better = 100; 1342 *better = 100;
1419 return arrow; 1343 return arrow;
1427 else 1351 else
1428 { 1352 {
1429 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1353 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1430 { 1354 {
1431 attacktype = 1 << attacknum; 1355 attacktype = 1 << attacknum;
1432 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1356 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1433 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1357 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1434 { 1358 {
1435 tmp = arrow; 1359 tmp = arrow;
1436 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1360 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1437 } 1361 }
1438 } 1362 }
1439 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1363 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1440 { 1364 {
1441 tmp = arrow; 1365 tmp = arrow;
1447 betterby = 1 + arrow->magic + arrow->stats.dam; 1371 betterby = 1 + arrow->magic + arrow->stats.dam;
1448 } 1372 }
1449 } 1373 }
1450 } 1374 }
1451 } 1375 }
1376
1452 if (tmp == NULL && arrow == NULL) 1377 if (tmp == NULL && arrow == NULL)
1453 return find_arrow (op, type); 1378 return find_arrow (op, type);
1454 1379
1455 *better = betterby; 1380 *better = betterby;
1456 return tmp; 1381 return tmp;
1486 for (i = 0, found = 0; i < 20; i++) 1411 for (i = 0, found = 0; i < 20; i++)
1487 { 1412 {
1488 x += freearr_x[dir]; 1413 x += freearr_x[dir];
1489 y += freearr_y[dir]; 1414 y += freearr_y[dir];
1490 mflags = get_map_flags (m, &m, x, y, &x, &y); 1415 mflags = get_map_flags (m, &m, x, y, &x, &y);
1416
1491 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1417 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1492 { 1418 {
1493 tmp = NULL; 1419 tmp = 0;
1494 break; 1420 break;
1495 } 1421 }
1496 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1422 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1497 { 1423 {
1498 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1424 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1499 * perhaps a bad assumption. 1425 * perhaps a bad assumption.
1500 */ 1426 */
1501 tmp = NULL; 1427 tmp = 0;
1502 break; 1428 break;
1503 } 1429 }
1430
1504 if (mflags & P_IS_ALIVE) 1431 if (mflags & P_IS_ALIVE)
1505 {
1506 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1432 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1433 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1508 {
1509 found++;
1510 break;
1511 }
1512 if (found)
1513 break; 1434 break;
1514 }
1515 } 1435 }
1516 if (tmp == NULL) 1436
1437 if (!tmp)
1517 return find_arrow (op, type); 1438 return find_arrow (op, type);
1518 1439
1519 if (tmp->head) 1440 if (tmp->head)
1520 tmp = tmp->head; 1441 tmp = tmp->head;
1521 1442
1566 if (bow->below) 1487 if (bow->below)
1567 { 1488 {
1568 bow->remove (); 1489 bow->remove ();
1569 op->insert (bow); 1490 op->insert (bow);
1570 } 1491 }
1571
1572 } 1492 }
1573 1493
1574 if (!bow->race || !bow->skill) 1494 if (!bow->race || !bow->skill)
1575 { 1495 {
1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1496 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1602 } 1522 }
1603 1523
1604 /* this should not happen, but sometimes does */ 1524 /* this should not happen, but sometimes does */
1605 if (arrow->nrof == 0) 1525 if (arrow->nrof == 0)
1606 { 1526 {
1527 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1607 arrow->destroy (); 1528 arrow->destroy ();
1608 return 0; 1529 return 0;
1609 } 1530 }
1610 1531
1611 left = arrow; /* these are arrows left to the player */ 1532 left = arrow; /* these are arrows left to the player */
1612 arrow = get_split_ob (arrow, 1); 1533 arrow = arrow->split ();
1613 if (!arrow) 1534 if (!arrow)
1614 { 1535 {
1615 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1536 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1616 return 0; 1537 return 0;
1617 } 1538 }
1679 1600
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1601 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1602 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1603 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1604
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1605 op->play_sound (sound_find ("fire_arrow"));
1685 m->insert (arrow, sx, sy, op); 1606 m->insert (arrow, sx, sy, op);
1686 1607
1687 if (!arrow->destroyed ()) 1608 if (!arrow->destroyed ())
1688 move_arrow (arrow); 1609 move_arrow (arrow);
1689
1690 if (op->type == PLAYER)
1691 {
1692 if (left->destroyed ())
1693 esrv_del_item (op->contr, left->count);
1694 else
1695 esrv_send_item (op, left);
1696 }
1697 1610
1698 return 1; 1611 return 1;
1699} 1612}
1700 1613
1701/* Special fire code for players - this takes into 1614/* Special fire code for players - this takes into
1706 * hence the function name. 1619 * hence the function name.
1707 */ 1620 */
1708int 1621int
1709player_fire_bow (object *op, int dir) 1622player_fire_bow (object *op, int dir)
1710{ 1623{
1711 int ret = 0, wcmod = 0; 1624 int ret;
1712 1625
1713 if (op->contr->bowtype == bow_bestarrow) 1626 if (op->contr->bowtype == bow_bestarrow)
1714 { 1627 {
1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1628 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1716 } 1629 }
1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1630 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 { 1631 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1632 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1720 wcmod = -1;
1721
1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1633 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1723 } 1634 }
1724 else if (op->contr->bowtype == bow_threewide) 1635 else if (op->contr->bowtype == bow_threewide)
1725 { 1636 {
1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1637 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1638 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1728 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1639 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1729 } 1640 }
1730 else if (op->contr->bowtype == bow_spreadshot) 1641 else if (op->contr->bowtype == bow_spreadshot)
1731 { 1642 {
1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1643 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1644 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1645 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1735 } 1646 }
1736 else 1647 else
1737 { 1648 {
1767 1678
1768 if (item->type == WAND) 1679 if (item->type == WAND)
1769 { 1680 {
1770 if (item->stats.food <= 0) 1681 if (item->stats.food <= 0)
1771 { 1682 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1683 op->contr->play_sound (sound_find ("wand_poof"));
1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1684 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774 1685
1775 return; 1686 return;
1776 } 1687 }
1777 } 1688 }
1778 else if (item->type == ROD || item->type == HORN) 1689 else if (item->type == ROD || item->type == HORN)
1779 { 1690 {
1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1691 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1692
1693 // using the maximum of the rods charge allows at least one spell cast
1694 // for a rod or horn, this fixes some broken rods.
1695 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1781 { 1696 {
1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1697 op->contr->play_sound (sound_find ("wand_poof"));
1783 1698
1784 if (item->type == ROD) 1699 if (item->type == ROD)
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1700 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1786 else 1701 else
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1702 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1790 } 1705 }
1791 } 1706 }
1792 1707
1793 if (cast_spell (op, item, dir, item->inv, NULL)) 1708 if (cast_spell (op, item, dir, item->inv, NULL))
1794 { 1709 {
1795 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1710 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1711
1796 if (item->type == WAND) 1712 if (item->type == WAND)
1797 { 1713 {
1798 if (!(--item->stats.food)) 1714 if (!(--item->stats.food))
1799 { 1715 {
1800 object *tmp; 1716 object *tmp;
1801 1717
1802 if (item->arch) 1718 if (item->arch)
1803 { 1719 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1720 CLEAR_FLAG (item, FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1721 item->face = item->arch->face;
1806 item->set_speed (0); 1722 item->set_speed (0);
1807 } 1723 }
1808 1724
1809 if ((tmp = item->in_player ())) 1725 if (object *pl = item->visible_to ())
1810 esrv_update_item (UPD_ANIM, tmp, item); 1726 esrv_update_item (UPD_ANIM, pl, item);
1811 } 1727 }
1812 } 1728 }
1813 else if (item->type == ROD || item->type == HORN) 1729 else if (item->type == ROD || item->type == HORN)
1814 drain_rod_charge (item); 1730 drain_rod_charge (item);
1815 } 1731 }
1820bool 1736bool
1821fire (object *op, int dir) 1737fire (object *op, int dir)
1822{ 1738{
1823 int spellcost = 0; 1739 int spellcost = 0;
1824 1740
1825 /* check for loss of invisiblity/hide */
1826 if (action_makes_visible (op))
1827 make_visible (op);
1828
1829 player *pl = op->contr; 1741 player *pl = op->contr;
1830 1742
1831 if (pl->golem) 1743 if (pl->golem)
1832 { 1744 {
1833 control_golem (op->contr->golem, dir); 1745 control_golem (op->contr->golem, dir);
1835 } 1747 }
1836 1748
1837 object *ob = pl->ranged_ob; 1749 object *ob = pl->ranged_ob;
1838 1750
1839 if (!ob) 1751 if (!ob)
1840 return false;
1841
1842 if (!op->change_weapon (ob))
1843 return false; 1752 return false;
1844 1753
1845 if (op->speed_left > 0.f) 1754 if (op->speed_left > 0.f)
1846 --op->speed_left; 1755 --op->speed_left;
1847 else 1756 else
1848 return false; 1757 return false;
1758
1759 if (!op->change_weapon (ob))
1760 return false;
1761
1762 /* check for loss of invisiblity/hide */
1763 if (action_makes_visible (op))
1764 make_visible (op);
1849 1765
1850 switch (ob->type) 1766 switch (ob->type)
1851 { 1767 {
1852 case BOW: 1768 case BOW:
1853 player_fire_bow (op, dir); 1769 player_fire_bow (op, dir);
1976 /* If we found a key, do some extra work */ 1892 /* If we found a key, do some extra work */
1977 if (key) 1893 if (key)
1978 { 1894 {
1979 object *container = key->env; 1895 object *container = key->env;
1980 1896
1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
1983 if (action_makes_visible (op)) 1897 if (action_makes_visible (op))
1984 make_visible (op); 1898 make_visible (op);
1985 1899
1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1900 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1987 spring_trap (door->inv, op); 1901 spring_trap (door->inv, op);
1988 1902
1989 if (door->type == DOOR) 1903 if (door->type == DOOR)
1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1904 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1991 else if (door->type == LOCKED_DOOR) 1905 else if (door->type == LOCKED_DOOR)
1992 { 1906 {
1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1907 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1994 remove_door2 (door); /* remove door without violence ;-) */ 1908 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1909 }
1996 1910
1997 /* Do this after we print the message */ 1911 /* Do this after we print the message */
1998 decrease_ob (key); /* Use up one of the keys */ 1912 key->decrease (); /* Use up one of the keys */
1999 /* Need to update the weight the container the key was in */
2000 if (container != op)
2001 esrv_update_item (UPD_WEIGHT, op, container);
2002 1913
2003 return 1; /* Nothing more to do below */ 1914 return 1; /* Nothing more to do below */
2004 } 1915 }
2005 else if (door->type == LOCKED_DOOR) 1916 else if (door->type == LOCKED_DOOR)
2006 { 1917 {
2007 /* Might as well return now - no other way to open this */ 1918 /* Might as well return now - no other way to open this */
2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1919 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2009 return 1; 1920 return 1;
2010 } 1921 }
2011 1922
2012 return 0; 1923 return 0;
2013} 1924}
2100 2011
2101 if (op->speed_left > 0.f) 2012 if (op->speed_left > 0.f)
2102 { 2013 {
2103 --op->speed_left; 2014 --op->speed_left;
2104 2015
2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2016 op->play_sound (sound_find ("push_player"));
2106 push_ob (mon, dir, op); 2017 push_ob (mon, dir, op);
2107 2018
2108 if (op->contr->tmp_invis || op->hide) 2019 if (action_makes_visible (op))
2109 make_visible (op); 2020 make_visible (op);
2110 2021
2111 return true; 2022 return true;
2112 } 2023 }
2113 else 2024 else
2129 { 2040 {
2130 --op->speed_left; 2041 --op->speed_left;
2131 2042
2132 if (!op->contr->braced) 2043 if (!op->contr->braced)
2133 { 2044 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2045 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 2046 push_ob (mon, dir, op);
2136 } 2047 }
2137 else 2048 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 2049 op->statusmsg ("You withhold your attack");
2139 2050
2140 if (op->contr->tmp_invis || op->hide) 2051 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2141 make_visible (op); 2052 make_visible (op);
2142 2053
2143 return true; 2054 return true;
2144 } 2055 }
2145 } 2056 }
2187bool 2098bool
2188move_player (object *op, int dir) 2099move_player (object *op, int dir)
2189{ 2100{
2190 int pick; 2101 int pick;
2191 2102
2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2103 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2193 return 0; 2104 return 0;
2194 2105
2195 /* Sanity check: make sure dir is valid */ 2106 /* Sanity check: make sure dir is valid */
2196 if ((dir < 0) || (dir >= 9)) 2107 if ((dir < 0) || (dir >= 9))
2197 { 2108 {
2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2114 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2204 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2115 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2205 2116
2206 op->facing = dir; 2117 op->facing = dir;
2207 2118
2208 if (op->hide) 2119 if (op->flag [FLAG_HIDDEN])
2209 do_hidden_move (op); 2120 do_hidden_move (op);
2210 2121
2211 bool retval; 2122 bool retval;
2212 2123
2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2124 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2282 return 0; 2193 return 0;
2283 2194
2284 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2195 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2196 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2286 { 2197 {
2287 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2198 op->play_sound (sound_find ("ob_evaporate"));
2288 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2199 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2289
2290 if (op->contr)
2291 esrv_del_item (op->contr, tmp->count);
2292 2200
2293 tmp->destroy (); 2201 tmp->destroy ();
2294 CLEAR_FLAG (op, FLAG_LIFESAVE); 2202 CLEAR_FLAG (op, FLAG_LIFESAVE);
2295 2203
2296 if (op->stats.hp < 0) 2204 if (op->stats.hp < 0)
2309 return 0; 2217 return 0;
2310} 2218}
2311 2219
2312/* This goes throws the inventory and removes unpaid objects, and puts them 2220/* This goes throws the inventory and removes unpaid objects, and puts them
2313 * back in the map (location and map determined by values of env). This 2221 * back in the map (location and map determined by values of env). This
2314 * function will descend into containers. op is the object to start the search 2222 * function will descend into containers. op is the object to start the search
2315 * from. 2223 * from.
2316 */ 2224 */
2225static void
2226drop_unpaid_items (object *op, object *env)
2227{
2228 while (op)
2229 {
2230 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2231
2232 if (QUERY_FLAG (op, FLAG_UNPAID))
2233 op->insert_at (env);
2234 else if (op->inv)
2235 drop_unpaid_items (op->inv, env);
2236
2237 op = next;
2238 }
2239}
2240
2317void 2241void
2318remove_unpaid_objects (object *op, object *env) 2242object::drop_unpaid_items ()
2319{ 2243{
2320 while (op) 2244 if (!flag [FLAG_REMOVED])
2321 { 2245 ::drop_unpaid_items (inv, this);
2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2323
2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2325 {
2326 if (env->type == PLAYER)
2327 esrv_del_item (env->contr, op->count);
2328
2329 op->insert_at (env);
2330 }
2331 else if (op->inv)
2332 remove_unpaid_objects (op->inv, env);
2333
2334 op = next;
2335 }
2336} 2246}
2337 2247
2338/* 2248/*
2339 * Returns pointer a static string containing gravestone text 2249 * Returns pointer a static string containing gravestone text
2340 * Moved from apply.c to player.c - player.c is what 2250 * Moved from apply.c to player.c - player.c is what
2341 * actually uses this function. player.c may not be quite the 2251 * actually uses this function. player.c may not be quite the
2342 * best, a misc file for object actions is probably better, 2252 * best, a misc file for object actions is probably better,
2343 * but there isn't one in the server directory. 2253 * but there isn't one in the server directory.
2344 */ 2254 */
2345char * 2255const char *
2346gravestone_text (object *op) 2256gravestone_text (object *op)
2347{ 2257{
2348 static char buf2[MAX_BUF]; 2258 static dynbuf_text buf;
2349 char buf[MAX_BUF];
2350 time_t now = time (NULL);
2351 2259
2352 strcpy (buf2, " R.I.P.\n\n"); 2260 buf << "---- R.I.P. ----\n\n"
2261 << op->name;
2262
2353 if (op->type == PLAYER) 2263 if (op->type == PLAYER)
2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2264 buf << " the " << op->contr->title;
2355 else
2356 sprintf (buf, "%s\n", &op->name);
2357 2265
2358 strncat (buf2, " ", 20 - strlen (buf) / 2); 2266 buf << "\n\n";
2359 strcat (buf2, buf); 2267
2268 buf << "who was level ";
2269 buf << (sint32)op->level << "\n\n" // OO breakdown
2270 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2271
2360 if (op->type == PLAYER) 2272 if (op->type == PLAYER)
2361 sprintf (buf, "who was in level %d when killed\n", op->level); 2273 buf << "by " << op->contr->killer_name () << ".\n\n";
2362 else
2363 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2364 2274
2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf);
2367 if (op->type == PLAYER)
2368 { 2275 {
2369 sprintf (buf, "by %s.\n\n", op->contr->killer); 2276 static char buf2[128];
2370 strncat (buf2, " ", 21 - strlen (buf) / 2); 2277 time_t now = time (NULL);
2371 strcat (buf2, buf);
2372 }
2373
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2278 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2279 buf << buf2;
2376 strcat (buf2, buf); 2280 }
2377 2281
2378 return buf2; 2282 return buf;
2379} 2283}
2380 2284
2381void 2285void
2382do_some_living (object *op) 2286do_some_living (object *op)
2383{ 2287{
2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2339 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2436 else 2340 else
2437 { 2341 {
2438 gen_grace = op->stats.maxgrace; 2342 gen_grace = op->stats.maxgrace;
2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2343 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2440 }
2441
2442 /* Regenerate Spell Points */
2443 if (!op->contr->golem && --op->last_sp < 0)
2444 {
2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2446 if (op->stats.sp < op->stats.maxsp)
2447 {
2448 op->stats.sp++;
2449 /* dms do not consume food */
2450 if (!QUERY_FLAG (op, FLAG_WIZ))
2451 {
2452 op->stats.food--;
2453 if (op->contr->digestion < 0)
2454 op->stats.food += op->contr->digestion;
2455 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2456 op->stats.food = last_food;
2457 }
2458 }
2459
2460 if (max_sp > 1)
2461 {
2462 over_sp = (gen_sp + 10) / rate_sp;
2463 if (over_sp > 0)
2464 {
2465 if (op->stats.sp < op->stats.maxsp)
2466 {
2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2469 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2470 op->stats.sp--;
2471
2472 if (op->stats.sp > op->stats.maxsp)
2473 op->stats.sp = op->stats.maxsp;
2474 }
2475 op->last_sp = 0;
2476 }
2477 else
2478 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2479 }
2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 } 2344 }
2483 2345
2484 /* Regenerate Grace */ 2346 /* Regenerate Grace */
2485 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2347 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2486 if (--op->last_grace < 0) 2348 if (--op->last_grace < 0)
2507 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2369 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2508 } 2370 }
2509 /* wearing stuff doesn't detract from grace generation. */ 2371 /* wearing stuff doesn't detract from grace generation. */
2510 } 2372 }
2511 2373
2374 if (op->stats.food > 0)
2375 {
2512 /* Regenerate Hit Points */ 2376 /* Regenerate Spell Points */
2513 if (--op->last_heal < 0) 2377 if (!op->contr->golem && --op->last_sp < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2516 { 2378 {
2517 op->stats.hp++; 2379 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2518 /* dms do not consume food */ 2380
2519 if (!QUERY_FLAG (op, FLAG_WIZ)) 2381 if (op->stats.sp < op->stats.maxsp)
2520 { 2382 {
2383 op->stats.sp++;
2384
2385 /* dms do not consume food */
2386 if (!QUERY_FLAG (op, FLAG_WIZ))
2387 {
2521 op->stats.food--; 2388 op->stats.food--;
2389
2522 if (op->contr->digestion < 0) 2390 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion; 2391 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2392 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food; 2393 op->stats.food = last_food;
2394 }
2526 } 2395 }
2527 }
2528 2396
2529 if (max_hp > 1) 2397 if (max_sp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532 if (over_hp > 0)
2533 { 2398 {
2534 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2399 over_sp = (gen_sp + 10) / rate_sp;
2400 if (over_sp > 0)
2401 {
2402 if (op->stats.sp < op->stats.maxsp)
2403 {
2404 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2405
2406 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2407 op->stats.sp--;
2408
2409 if (op->stats.sp > op->stats.maxsp)
2410 op->stats.sp = op->stats.maxsp;
2411 }
2412
2535 op->last_heal = 0; 2413 op->last_sp = 0;
2414 }
2415 else
2416 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2536 } 2417 }
2537 else 2418 else
2419 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2420 }
2421
2422 /* Regenerate Hit Points */
2423 if (--op->last_heal < 0)
2424 {
2425 if (op->stats.hp < op->stats.maxhp)
2538 { 2426 {
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2427 op->stats.hp++;
2428
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG (op, FLAG_WIZ))
2431 {
2432 op->stats.food--;
2433
2434 if (op->contr->digestion < 0)
2435 op->stats.food += op->contr->digestion;
2436 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2437 op->stats.food = last_food;
2438 }
2540 } 2439 }
2440
2441 if (max_hp > 1)
2442 {
2443 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2444
2445 if (over_hp > 0)
2446 {
2447 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2448 op->last_heal = 0;
2449 }
2450 else
2451 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2541 } 2452 }
2542 else 2453 else
2543 {
2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2454 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545 } 2455 }
2546 } 2456 }
2547 2457
2548 /* Digestion */ 2458 /* Digestion */
2549 if (--op->last_eat < 0) 2459 if (--op->last_eat < 0)
2550 { 2460 {
2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2461 int bonus = max (0, op->contr->digestion),
2462 penalty = max (0, -op->contr->digestion);
2552 2463
2553 if (op->contr->gen_hp > 0)
2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2464 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2555 else
2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557 2465
2558 /* dms do not consume food */ 2466 /* dms do not consume food */
2559 if (!QUERY_FLAG (op, FLAG_WIZ)) 2467 if (!QUERY_FLAG (op, FLAG_WIZ))
2560 op->stats.food--; 2468 op->stats.food--;
2561 } 2469 }
2562 2470
2563 if (op->stats.food < 0 && op->stats.hp >= 0) 2471 if (op->stats.food < 0 && op->stats.hp >= 0)
2564 { 2472 {
2565 object *tmp, *flesh = 0; 2473 object *flesh = 0;
2566 2474
2567 for (tmp = op->inv; tmp; tmp = tmp->below) 2475 for_inv_removable (op, tmp)
2568 { 2476 {
2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2477 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2478 continue;
2479
2480 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2570 { 2481 {
2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2482 op->statusmsg ("You blindly grab for a bite of food. "
2572 { 2483 "H<To prevent you from starving, you ate some random item from your backpack.>");
2573 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2574 manual_apply (op, tmp, 0); 2484 manual_apply (op, tmp, 0);
2485
2575 if (op->stats.food >= 0 || op->stats.hp < 0) 2486 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2487 break;
2577 } 2488 }
2578 else if (tmp->type == FLESH) 2489 else if (tmp->type == FLESH)
2579 flesh = tmp; 2490 flesh = tmp;
2580 } /* End if paid for object */ 2491 }
2581 } /* end of for loop */
2582 2492
2583 /* If player is still starving, it means they don't have any food, so 2493 /* If player is still starving, it means they don't have any food, so
2584 * eat flesh instead. 2494 * eat flesh instead.
2585 */ 2495 */
2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2496 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2587 { 2497 {
2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2498 op->statusmsg ("You blindly grab for a bite of food. "
2499 "H<To prevent you from starving, you ate some random item from your backpack.>");
2589 manual_apply (op, flesh, 0); 2500 manual_apply (op, flesh, 0);
2590 } 2501 }
2502
2503 // If player is still starving, alert him!
2504 if (op->stats.food < 0)
2505 op->failmsg ("You are starving! "
2506 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2507 }
2508
2509 if (op->stats.food < 0)
2591 } 2510 {
2511 op->stats.hp += op->stats.food;
2512 op->stats.food = 0;
2592 2513
2593 while (op->stats.food < 0 && op->stats.hp >= 0) 2514 if (op->stats.hp < 0)
2594 op->stats.food++, op->stats.hp--; 2515 {
2516 op->contr->killer = archetype::get ("killer_starvation");
2517 op->contr->killer->destroy ();
2518 }
2519 }
2595 2520
2521 /* killer should be set here already */
2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2522 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2597 kill_player (op); 2523 kill_player (op);
2598 } 2524 }
2599} 2525}
2600 2526
2604 * file. 2530 * file.
2605 */ 2531 */
2606void 2532void
2607kill_player (object *op) 2533kill_player (object *op)
2608{ 2534{
2535 int x, y;
2609 char buf[MAX_BUF]; 2536 char buf[MAX_BUF];
2610 int x, y;
2611
2612 //int i;
2613 maptile *map; /* this is for resurrection */ 2537 maptile *map; /* this is for resurrection */
2614
2615 /* int z;
2616 int num_stats_lose;
2617 int lost_a_stat;
2618 int lose_this_stat;
2619 int this_stat; */
2620 int will_kill_again; 2538 int will_kill_again;
2621 archetype *at; 2539 archetype *at;
2622 object *tmp; 2540 object *tmp;
2623 2541
2624 if (save_life (op)) 2542 if (save_life (op))
2625 return; 2543 return;
2626 2544
2545 /* restore player */
2546 at = archetype::find ("poisoning");
2547 if (object *tmp = present_arch_in_ob (at, op))
2548 {
2549 tmp->destroy ();
2550 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2551 }
2552
2553 at = archetype::find ("confusion");
2554 if (object *tmp = present_arch_in_ob (at, op))
2555 {
2556 tmp->destroy ();
2557 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2558 }
2559
2560 cure_disease (op, 0, 0); /* remove any disease */
2561
2562 max_it (op->stats.hp , op->stats.maxhp);
2563 max_it (op->stats.sp , op->stats.maxsp);
2564 max_it (op->stats.grace, op->stats.maxgrace);
2565
2566 if (op->stats.food <= 0)
2567 op->stats.food = 999;
2568
2569 // remove all spell effects that are active
2570 // to avoid long-term effects such as word-of-recall
2571 for (object *item = op->inv; item; )
2572 {
2573 object *next = item->below;
2574
2575 if (item->type == SPELL_EFFECT && item->active)
2576 item->destroy ();
2577
2578 item = next;
2579 }
2627 2580
2628 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2581 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2629 * in cities ONLY!!! It is very important that this doesn't get abused. 2582 * in cities ONLY!!! It is very important that this doesn't get abused.
2630 * Look at op_on_battleground() for more info --AndreasV 2583 * Look at op_on_battleground() for more info --AndreasV
2631 */ 2584 */
2632 if (op_on_battleground (op, &x, &y)) 2585 if (op_on_battleground (op, &x, &y))
2633 { 2586 {
2634 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2587 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2588 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2636 2589
2637 /* restore player */
2638 at = archetype::find ("poisoning");
2639 if (object *tmp = present_arch_in_ob (at, op))
2640 {
2641 tmp->destroy ();
2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2643 }
2644
2645 at = archetype::find ("confusion");
2646 if (object *tmp = present_arch_in_ob (at, op))
2647 {
2648 tmp->destroy ();
2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2650 }
2651
2652 cure_disease (op, 0); /* remove any disease */
2653 op->stats.hp = op->stats.maxhp;
2654 if (op->stats.food <= 0)
2655 op->stats.food = 999;
2656
2657 /* create a bodypart-trophy to make the winner happy */ 2590 /* create a bodypart-trophy to make the winner happy */
2658 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2591 if (object *tmp = arch_to_object (archetype::find ("finger")))
2659 { 2592 {
2660 sprintf (buf, "%s's finger", &op->name); 2593 tmp->name = format ("%s's finger" , &op->name);
2661 tmp->name = buf; 2594 tmp->name_pl = format ("%s's fingers", &op->name);
2662 sprintf (buf, " This finger has been cut off %s\n"
2663 " the %s, when he was defeated at\n level %d by %s.\n",
2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2665 tmp->msg = buf; 2595 tmp->msg = format (
2596 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2597 &op->name, op->contr->title,
2598 (int)op->level,
2599 op->contr->killer_name ()
2600 );
2666 tmp->value = 0, tmp->type = 0; 2601 tmp->value = 0, tmp->type = 0;
2667 tmp->materialname = "organics"; 2602 tmp->materialname = "organics";
2668 tmp->insert_at (op, tmp); 2603 tmp->insert_at (op, tmp);
2669 } 2604 }
2670 2605
2676 2611
2677 INVOKE_PLAYER (DEATH, op->contr); 2612 INVOKE_PLAYER (DEATH, op->contr);
2678 2613
2679 command_kill_pets (op, 0); 2614 command_kill_pets (op, 0);
2680 2615
2681 if (op->stats.food < 0) 2616 op->contr->play_sound (sound_find ("player_dies"));
2682 {
2683 sprintf (buf, "%s starved to death.", &op->name);
2684 strcpy (op->contr->killer, "starvation");
2685 }
2686 else
2687 sprintf (buf, "%s died.", &op->name);
2688
2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2690 2617
2691 /* save the map location for corpse, gravestone */ 2618 /* save the map location for corpse, gravestone */
2692 x = op->x; 2619 x = op->x;
2693 y = op->y; 2620 y = op->y;
2694 map = op->map; 2621 map = op->map;
2722 2649
2723 lost_a_stat = 0; 2650 lost_a_stat = 0;
2724 2651
2725 for (z = 0; z < num_stats_lose; z++) 2652 for (z = 0; z < num_stats_lose; z++)
2726 { 2653 {
2727 i = RANDOM () % NUM_STATS; 2654 i = rndm (NUM_STATS);
2728 2655
2729 if (settings.stat_loss_on_death) 2656 if (settings.stat_loss_on_death)
2730 { 2657 {
2731 /* Pick a random stat and take a point off it. Tell the player 2658 /* Pick a random stat and take a point off it. Tell the player
2732 * what he lost. 2659 * what he lost.
2783 } 2710 }
2784 } 2711 }
2785 2712
2786 if (lose_this_stat) 2713 if (lose_this_stat)
2787 { 2714 {
2788 this_stat = get_attr_value (&(dep->stats), i); 2715 this_stat = get_attr_value (&dep->stats, i);
2789 /* We could try to do something clever like find another 2716 /* We could try to do something clever like find another
2790 * stat to reduce if this fails. But chances are, if 2717 * stat to reduce if this fails. But chances are, if
2791 * stats have been depleted to -50, all are pretty low 2718 * stats have been depleted to -50, all are pretty low
2792 * and should be roughly the same, so it shouldn't make a 2719 * and should be roughly the same, so it shouldn't make a
2793 * difference. 2720 * difference.
2801 lost_a_stat = 1; 2728 lost_a_stat = 1;
2802 } 2729 }
2803 } 2730 }
2804 } 2731 }
2805 } 2732 }
2733
2806 /* If no stat lost, tell the player. */ 2734 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2735 if (!lost_a_stat)
2808 { 2736 {
2809 /* determine_god() seems to not work sometimes... why is this? 2737 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2738 Should I be using something else? GD */
2811 const char *god = determine_god (op); 2739 shstr_tmp god = determine_god (op);
2812 2740
2813 if (god && (strcmp (god, "none"))) 2741 if (god != shstr_none)
2814 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2742 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", &god);
2815 else 2743 else
2816 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2744 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2817 } 2745 }
2818#else 2746#else
2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2747 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2820#endif 2748#endif
2821 2749
2822 /* Put a gravestone up where the character 'almost' died. List the 2750 /* Put a gravestone up where the character 'almost' died. List the
2823 * exp loss on the stone. 2751 * exp loss on the stone.
2824 */ 2752 */
2825 tmp = arch_to_object (archetype::find ("gravestone")); 2753 tmp = arch_to_object (archetype::find ("gravestone"));
2826 sprintf (buf, "%s's gravestone", &op->name); 2754 tmp->name = format ("%s's gravestone", &op->name);
2827 tmp->name = buf; 2755 tmp->name_pl = format ("%s's gravestones", &op->name);
2828 sprintf (buf, "%s's gravestones", &op->name); 2756 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2829 tmp->name_pl = buf; 2757 &op->name, op->contr->title, op->contr->killer_name ());
2830 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);
2831 tmp->msg = buf;
2832 tmp->x = op->x, tmp->y = op->y; 2758 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL, 0); 2759 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2760
2835 /**************************************/ 2761 /**************************************/
2836 /* */ 2762 /* */
2837 /* Subtract the experience points, */ 2763 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */
2840 /* */ 2764 /* */
2841 /**************************************/ 2765 /**************************************/
2842 2766
2843 /* remove any poisoning and confusion the character may be suffering. */
2844 /* restore player */
2845 at = archetype::find ("poisoning");
2846 tmp = present_arch_in_ob (at, op);
2847
2848 if (tmp)
2849 {
2850 tmp->destroy ();
2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 }
2853
2854 at = archetype::find ("confusion");
2855 tmp = present_arch_in_ob (at, op);
2856 if (tmp)
2857 {
2858 tmp->destroy ();
2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 }
2861
2862 cure_disease (op, 0); /* remove any disease */
2863
2864 /*add_exp(op, (op->stats.exp * -0.20)); */ 2767 /*add_exp(op, (op->stats.exp * -0.20)); */
2865 apply_death_exp_penalty (op); 2768 apply_death_exp_penalty (op);
2866 if (op->stats.food < 100)
2867 op->stats.food = 900;
2868 op->stats.hp = op->stats.maxhp;
2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2871 2769
2872 /* 2770 /*
2873 * Check to see if the player has any unpaid items. If so, remove them 2771 * Check to see if the player has any unpaid items. If so, remove them
2874 * and put them back in the map. 2772 * and put them back in the map.
2875 */ 2773 */
2876 remove_unpaid_objects (op->inv, op); 2774 op->drop_unpaid_items ();
2877 2775
2878 /****************************************/ 2776 /****************************************/
2879 /* */ 2777 /* */
2880 /* Move player to his current respawn- */ 2778 /* Move player to his current respawn- */
2881 /* position (usually last savebed) */ 2779 /* position (usually last savebed) */
2910 if (will_kill_again & (1 << at)) 2808 if (will_kill_again & (1 << at))
2911 force->resist[at] = 100; 2809 force->resist[at] = 100;
2912 2810
2913 insert_ob_in_ob (force, op); 2811 insert_ob_in_ob (force, op);
2914 op->update_stats (); 2812 op->update_stats ();
2915
2916 } 2813 }
2917 2814
2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2815 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2919} 2816}
2920 2817
2940 2837
2941 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2838 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2942 { 2839 {
2943 if (tmp->nrof > 1) 2840 if (tmp->nrof > 1)
2944 { 2841 {
2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2842 tmp->decrease (rndm (1, tmp->nrof - 1));
2946 tmp2->destroy ();
2947 insert_ob_in_map (tmp, op->map, NULL, 0); 2843 insert_ob_in_map (tmp, op->map, NULL, 0);
2948 } 2844 }
2949 else 2845 else
2950 tmp->destroy (); 2846 tmp->destroy ();
2951 } 2847 }
2962void 2858void
2963fix_weight (void) 2859fix_weight (void)
2964{ 2860{
2965 for_all_players (pl) 2861 for_all_players (pl)
2966 { 2862 {
2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2863 sint32 old = pl->ob->carrying;
2968 2864
2969 if (old == sum) 2865 pl->ob->update_weight ();
2970 continue; 2866
2867 if (old != pl->ob->carrying)
2868 {
2971 pl->ob->update_stats (); 2869 pl->ob->update_stats ();
2972 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2870 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2871 }
2973 } 2872 }
2974} 2873}
2975 2874
2976void 2875void
2977fix_luck (void) 2876fix_luck (void)
3019} 2918}
3020 2919
3021void 2920void
3022make_visible (object *op) 2921make_visible (object *op)
3023{ 2922{
3024 op->hide = 0; 2923 op->flag [FLAG_HIDDEN] = 0;
3025 op->invisible = 0; 2924 op->invisible = 0;
2925
3026 if (op->type == PLAYER) 2926 if (op->type == PLAYER)
3027 { 2927 {
3028 op->contr->tmp_invis = 0; 2928 op->contr->tmp_invis = 0;
3029 op->contr->invis_race = 0; 2929 op->contr->invis_race = 0;
3030 } 2930 }
3033} 2933}
3034 2934
3035int 2935int
3036is_true_undead (object *op) 2936is_true_undead (object *op)
3037{ 2937{
3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2938 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3039 return 1; 2939 return 1;
3040 2940
3041 return 0; 2941 return 0;
3042} 2942}
3043 2943
3044/* look at the surrounding terrain to determine 2944/* look at the surrounding terrain to determine
3045 * the hideability of this object. Positive levels 2945 * the hideability of this object. Positive levels
3046 * indicate greater hideability. 2946 * indicate greater hideability.
3047 */ 2947 */
3048
3049int 2948int
3050hideability (object *ob) 2949hideability (object *ob)
3051{ 2950{
3052 int i, level = 0, mflag; 2951 int i, level = 0, mflag;
3053 sint16 x, y; 2952 sint16 x, y;
3054 2953
3055 if (!ob || !ob->map) 2954 if (!ob || !ob->map)
3056 return 0; 2955 return 0;
3057 2956
3058 /* so, on normal lighted maps, its hard to hide */ 2957 /* so, on normal lighted maps, its hard to hide */
3059 level = ob->map->darkness - 2; 2958 level = ob->map->darklevel () - 2;
3060 2959
3061 /* this also picks up whether the object is glowing. 2960 /* this also picks up whether the object is glowing.
3062 * If you carry a light on a non-dark map, its not 2961 * If you carry a light on a non-dark map, its not
3063 * as bad as carrying a light on a pitch dark map */ 2962 * as bad as carrying a light on a pitch dark map */
3064 if (has_carried_lights (ob)) 2963 if (has_carried_lights (ob))
3065 level = -(10 + (2 * ob->map->darkness)); 2964 level = -(10 + (2 * ob->map->darklevel ()));
3066 2965
3067 /* scan through all nearby squares for terrain to hide in */ 2966 /* scan through all nearby squares for terrain to hide in */
3068 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2967 for (i = 0, x = ob->x, y = ob->y;
2968 i <= SIZEOFFREE1;
2969 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3069 { 2970 {
3070 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2971 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3071 if (mflag & P_OUT_OF_MAP) 2972 if (mflag & P_OUT_OF_MAP)
3072 {
3073 continue; 2973 continue;
3074 } 2974
3075 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2975 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3076 level += 2; 2976 level += 2;
3077 else /* open terrain! */ 2977 else /* open terrain! */
3078 level -= 1; 2978 level -= 1;
3079 } 2979 }
3090 * spot (surrounded by clear terrain in broad daylight). -b.t. 2990 * spot (surrounded by clear terrain in broad daylight). -b.t.
3091 */ 2991 */
3092void 2992void
3093do_hidden_move (object *op) 2993do_hidden_move (object *op)
3094{ 2994{
3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2995 int hide = 0;
3096 object *skop;
3097 2996
3098 if (!op || !op->map) 2997 if (!op || !op->map)
3099 return; 2998 return;
3100 2999
3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3000 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3001 int num = random_roll (0, 19, op, PREFER_LOW);
3102 3002
3103 /* its *extremely* hard to run and sneak/hide at the same time! */ 3003 /* its *extremely* hard to run and sneak/hide at the same time! */
3104 if (op->type == PLAYER && op->contr->run_on) 3004 if (op->type == PLAYER && op->contr->run_on)
3105 if (!skop || num >= skop->level) 3005 if (!skop || num >= skop->level)
3106 { 3006 {
3116 num -= hide; 3016 num -= hide;
3117 3017
3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3018 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3119 { 3019 {
3120 make_visible (op); 3020 make_visible (op);
3021
3121 if (op->type == PLAYER) 3022 if (op->type == PLAYER)
3122 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3023 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3123 } 3024 }
3124 else if (op->type == PLAYER && skop) 3025 else if (op->type == PLAYER && skop)
3125 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3026 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3178 * object op. This function works fine for monsters, 3079 * object op. This function works fine for monsters,
3179 * but we dont worry if the object isnt the top one in 3080 * but we dont worry if the object isnt the top one in
3180 * a pile (say a coin under a table would return "viewable" 3081 * a pile (say a coin under a table would return "viewable"
3181 * by this routine). Another question, should we be 3082 * by this routine). Another question, should we be
3182 * concerned with the direction the player is looking 3083 * concerned with the direction the player is looking
3183 * in? Realistically, most of use cant see stuff behind 3084 * in? Realistically, most of us can't see stuff behind
3184 * our backs...on the other hand, does the "facing" direction 3085 * our backs...on the other hand, does the "facing" direction
3185 * imply the way your head, or body is facing? Its possible 3086 * imply the way your head, or body is facing? It's possible
3186 * for them to differ. Sigh, this fctn could get a bit more complex. 3087 * for them to differ. Sigh, this fctn could get a bit more complex.
3187 * -b.t. 3088 * -b.t.
3188 * This function is now map tiling safe. 3089 * This function is now map tiling safe.
3189 */ 3090 */
3190
3191int 3091int
3192player_can_view (object *pl, object *op) 3092player_can_view (object *pl, object *op)
3193{ 3093{
3194 rv_vector rv; 3094 rv_vector rv;
3195 int dx, dy; 3095 int dx, dy;
3207 3107
3208 get_rangevector (pl, op, &rv, 0x1); 3108 get_rangevector (pl, op, &rv, 0x1);
3209 3109
3210 /* starting with the 'head' part, lets loop 3110 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any 3111 * through the object and find if it has any
3212 * part that is in the los array but isnt on 3112 * part that is in the los array but isn't on
3213 * a blocked los square. 3113 * a blocked los square.
3214 * we use the archetype to figure out offsets. 3114 * we use the archetype to figure out offsets.
3215 */ 3115 */
3216 while (op) 3116 while (op)
3217 { 3117 {
3218 dx = rv.distance_x + op->arch->clone.x; 3118 dx = rv.distance_x + op->arch->x;
3219 dy = rv.distance_y + op->arch->clone.y; 3119 dy = rv.distance_y + op->arch->y;
3220 3120
3221 /* only the viewable area the player sees is updated by LOS 3121 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3222 * code, so we need to restrict ourselves to that range of values
3223 * for any meaningful values.
3224 */
3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3226 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3227 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3228 return 1; 3122 return 1;
3123
3229 op = op->more; 3124 op = op->more;
3230 } 3125 }
3126
3231 return 0; 3127 return 0;
3232} 3128}
3233 3129
3234/* routine for both players and monsters. We call this when 3130/* routine for both players and monsters. We call this when
3235 * there is a possibility for our action distrubing our hiding 3131 * there is a possibility for our action distrubing our hiding
3236 * place or invisiblity spell. Artefact invisiblity is not 3132 * place or invisiblity spell. Artefact invisiblity causes
3237 * effected by this. If we arent invisible to begin with, we 3133 * "noise" instead. If we arent invisible to begin with, we
3238 * return 0. 3134 * return 0.
3239 */ 3135 */
3240int 3136int
3241action_makes_visible (object *op) 3137action_makes_visible (object *op)
3242{ 3138{
3243
3244 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3139 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3245 { 3140 {
3246 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3141 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3142 {
3143 // artefact invisibility is permanent, but we still make noise
3144 // this is important for game-balance.
3145 if (op->contr)
3146 op->make_noise ();
3147
3247 return 0; 3148 return 0;
3149 }
3248 3150
3249 if (op->contr && op->contr->tmp_invis == 0) 3151 if (op->contr && op->contr->tmp_invis == 0)
3250 return 0; 3152 return 0;
3251 3153
3252 /* If monsters, they should become visible */ 3154 /* If monsters, they should become visible */
3253 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3155 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3254 { 3156 {
3255 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3157 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3256 return 1; 3158 return 1;
3257 } 3159 }
3258 } 3160 }
3161
3259 return 0; 3162 return 0;
3260} 3163}
3261 3164
3262/* op_on_battleground - checks if the given object op (usually 3165/* op_on_battleground - checks if the given object op (usually
3263 * a player) is standing on a valid battleground-tile, 3166 * a player) is standing on a valid battleground-tile,
3268 * Default is to do the same as before, so only people wanting to have different points need worry about this 3171 * Default is to do the same as before, so only people wanting to have different points need worry about this
3269 */ 3172 */
3270int 3173int
3271op_on_battleground (object *op, int *x, int *y) 3174op_on_battleground (object *op, int *x, int *y)
3272{ 3175{
3273 object *tmp;
3274
3275 /* A battleground-tile needs the following attributes to be valid: 3176 /* A battleground-tile needs the following attributes to be valid:
3276 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3177 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3277 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3178 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3278 * and the exit-coordinates sp/hp must both be > 0. 3179 * and the exit-coordinates sp/hp must both be > 0.
3279 * => The intention here is to prevent abuse of the battleground- 3180 * => The intention here is to prevent abuse of the battleground-
3280 * feature (like pickable or hidden battleground tiles). */ 3181 * feature (like pickable or hidden battleground tiles). */
3281 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3182 for (object *tmp = op->below; tmp; tmp = tmp->below)
3282 { 3183 {
3283 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3184 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3284 { 3185 {
3285 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3186 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3286 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3187 && tmp->type == BATTLEGROUND
3188 && tmp->name == shstr_battleground
3189 && EXIT_X (tmp) && EXIT_Y (tmp))
3287 { 3190 {
3288 /*before we assign the exit, check if this is a teambattle */ 3191 /* before we assign the exit, check if this is a teambattle */
3289 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3192 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3290 { 3193 {
3291 object *invtmp;
3292
3293 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3194 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3294 { 3195 {
3295 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3196 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3296 { 3197 {
3297 if (x != NULL && y != NULL) 3198 if (x && y)
3298 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3199 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3200
3299 return 1; 3201 return 1;
3300 } 3202 }
3301 } 3203 }
3302 } 3204 }
3205
3303 if (x != NULL && y != NULL) 3206 if (x && y)
3304 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3207 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3208
3305 return 1; 3209 return 1;
3306 } 3210 }
3307 } 3211 }
3308 } 3212 }
3213
3309 /* If we got here, did not find a battleground */ 3214 /* If we got here, did not find a battleground */
3310 return 0; 3215 return 0;
3311} 3216}
3312 3217
3313/* 3218/*
3329 char buf[MAX_BUF]; /* tmp. string buffer */ 3234 char buf[MAX_BUF]; /* tmp. string buffer */
3330 int i = 0, j = 0; 3235 int i = 0, j = 0;
3331 3236
3332 /* get the appropriate treasurelist */ 3237 /* get the appropriate treasurelist */
3333 if (atnr == ATNR_FIRE) 3238 if (atnr == ATNR_FIRE)
3334 trlist = treasurelist::find ("dragon_ability_fire"); 3239 trlist = treasurelist::find (shstr_dragon_ability_fire);
3335 else if (atnr == ATNR_COLD) 3240 else if (atnr == ATNR_COLD)
3336 trlist = treasurelist::find ("dragon_ability_cold"); 3241 trlist = treasurelist::find (shstr_dragon_ability_cold);
3337 else if (atnr == ATNR_ELECTRICITY) 3242 else if (atnr == ATNR_ELECTRICITY)
3338 trlist = treasurelist::find ("dragon_ability_elec"); 3243 trlist = treasurelist::find (shstr_dragon_ability_elec);
3339 else if (atnr == ATNR_POISON) 3244 else if (atnr == ATNR_POISON)
3340 trlist = treasurelist::find ("dragon_ability_poison"); 3245 trlist = treasurelist::find (shstr_dragon_ability_poison);
3341 3246
3342 if (trlist == NULL || who->type != PLAYER) 3247 if (trlist == NULL || who->type != PLAYER)
3343 return; 3248 return;
3344 3249
3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3250 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3349 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3254 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3350 return; 3255 return;
3351 } 3256 }
3352 3257
3353 /* everything seems okay - now bring on the gift: */ 3258 /* everything seems okay - now bring on the gift: */
3354 item = &(tr->item->clone); 3259 item = tr->item;
3355 3260
3356 if (item->type == SPELL) 3261 if (item->type == SPELL)
3357 { 3262 {
3358 if (check_spell_known (who, item->name)) 3263 if (check_spell_known (who, item->name))
3359 return; 3264 return;
3418 { 3323 {
3419 /* forces in the treasurelist can alter the player's stats */ 3324 /* forces in the treasurelist can alter the player's stats */
3420 object *skin; 3325 object *skin;
3421 3326
3422 /* first get the dragon skin force */ 3327 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3328 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3425 ; 3329 ;
3426 3330
3427 if (!skin) 3331 if (!skin)
3428 return; 3332 return;
3429 3333
3464 else 3368 else
3465 { 3369 {
3466 /* generate misc. treasure */ 3370 /* generate misc. treasure */
3467 tmp = arch_to_object (tr->item); 3371 tmp = arch_to_object (tr->item);
3468 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3372 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3469 tmp = insert_ob_in_ob (tmp, who); 3373 who->insert (tmp);
3470 if (who->type == PLAYER)
3471 esrv_send_item (who, tmp);
3472 } 3374 }
3473} 3375}
3474 3376
3475/** 3377/**
3476 * Unready an object for a player. This function does nothing if the object was 3378 * Unready an object for a player. This function does nothing if the object was
3488 if (pl->ranged_ob == ob) 3390 if (pl->ranged_ob == ob)
3489 pl->ranged_ob = 0; 3391 pl->ranged_ob = 0;
3490} 3392}
3491 3393
3492sint8 3394sint8
3493player::visibility_at (maptile *map, int x, int y) const 3395player::darkness_at (maptile *map, int x, int y) const
3494{ 3396{
3495 if (!ns) 3397 if (!ns)
3496 return 0; 3398 return LOS_BLOCKED;
3497 3399
3498 int dx, dy; 3400 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3401 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0; 3402 return LOS_BLOCKED;
3501 3403
3502 x += dx - ns->current_x + ns->mapx / 2; 3404 x += dx - ns->current_x;
3503 y += dy - ns->current_y + ns->mapy / 2; 3405 y += dy - ns->current_y;
3504 3406
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y]; 3407 return blocked_los (x, y);
3509} 3408}
3409
3410void
3411player::infobox (const char *title, const char *msg, int color)
3412{
3413 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3414}
3415
3416void
3417player::statusmsg (const char *msg, int color)
3418{
3419 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3420}
3421
3422void
3423player::failmsg (const char *msg, int color)
3424{
3425 play_sound (sound_find ("generic_failure"));
3426 statusmsg (msg, color);
3427}
3428

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