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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 1.283 by root, Sun May 1 16:58:17 2011 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36playervec players; 38playervec players;
37 39
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 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 */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151
152/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
153static void 41static void
154set_first_map (object *op) 42set_first_map (object *op)
155{ 43{
156 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
166 54
167 players.insert (this); 55 players.insert (this);
168 ob->remove (); 56 ob->remove ();
169 ob->map = 0; 57 ob->map = 0;
170 ob->activate_recursive (); 58 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
172 add_friendly_object (ob); 60 add_friendly_object (ob);
173} 61}
174 62
175void 63void
176player::deactivate () 64player::deactivate ()
184 72
185 if (ob->map) 73 if (ob->map)
186 maplevel = ob->map->path; 74 maplevel = ob->map->path;
187 75
188 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 80
194 players.erase (this); 81 players.erase (this);
195} 82}
196 83
197// connect the player with a specific client 84// connect the player with a specific client
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (ob); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
219 106
220 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222 109
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
226 111
227 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
229 { 114 {
230 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234 116
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 120 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 122 skin = tmp;
241 123
242 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
243 } 125 }
244 126
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 128
247 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
248 130
249 ob->flag [FLAG_READY_WEAPON] = false; 131 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false; 132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
251 ob->flag [FLAG_READY_BOW] = false; 134 ob->flag [FLAG_READY_BOW] = false;
252 135
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 136 ob->update_stats ();
275 137
276 ns->floorbox_update (); 138 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
279 141
280 activate (); 142 activate ();
281 143
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
288} 146}
289 147
290void 148void
291player::disconnect () 149player::disconnect ()
292{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
293 if (ns) 157 if (ns)
294 { 158 {
295 if (active) 159 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 161
300 ns->reset_stats (); 164 ns->reset_stats ();
301 ns->pl = 0; 165 ns->pl = 0;
302 ns = 0; 166 ns = 0;
303 } 167 }
304 168
305 if (ob) 169 // this is important for the player scheduler to get the correct refcount
306 ob->close_container (); //TODO: client-specific 170 // when ns = 0
171 observe = viewpoint = ob;
307 172
308 deactivate (); 173 deactivate ();
309} 174}
175
176//-GPL
310 177
311// the need for this function can be explained 178// the need for this function can be explained
312// by load_object not returning the object 179// by load_object not returning the object
313void 180void
314player::set_object (object *op) 181player::set_object (object *op)
315{ 182{
316 ob = op; 183 ob = observe = viewpoint = op;
317 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
318 185
319 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
320 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
321 188
322 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
323} 190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
324 207
325player::player () 208player::player ()
326{ 209{
327 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point. 211 * we deal with that below this point.
334 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
335 218
336 gen_sp_armour = 10; 219 gen_sp_armour = 10;
337 bowtype = bow_normal; 220 bowtype = bow_normal;
338 petmode = pet_normal; 221 petmode = pet_normal;
339 listening = 10;
340 usekeys = containers; 222 usekeys = containers;
341 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
342 do_los = 1; 224 do_los = 1;
343 225
344 weapon_sp = 1.0f; 226 weapon_sp = 1.0f;
351 disconnect (); 233 disconnect ();
352 234
353 attachable::do_destroy (); 235 attachable::do_destroy ();
354 236
355 if (ob) 237 if (ob)
356 {
357 ob->destroy_inv (false);
358 ob->destroy (); 238 ob->destroy ();
359 } 239
240 ob = observe = viewpoint = 0;
360} 241}
361 242
362player::~player () 243player::~player ()
363{ 244{
364 /* Clear item stack */ 245 /* Clear item stack */
365 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
366} 275}
367 276
368/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
369 * All we can really get in this is some settings like host and display 278 * All we can really get in this is some settings like host and display
370 * mode. 279 * mode.
372player * 281player *
373player::create () 282player::create ()
374{ 283{
375 player *pl = new player; 284 player *pl = new player;
376 285
377 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
378 287
379 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
380 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
381 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
382 291
383 set_first_map (pl->ob); 292 set_first_map (pl->ob);
384 293
385 return pl; 294 return pl;
386}
387
388/*
389 * get_player_archetype() return next player archetype from archetype
390 * list. Not very efficient routine, but used only creating new players.
391 * Note: there MUST be at least one player archetype!
392 */
393archetype *
394get_player_archetype (archetype *at)
395{
396 archetype *start = at;
397
398 for (;;)
399 {
400 if (at == NULL || at->next == NULL)
401 at = first_archetype;
402 else
403 at = at->next;
404
405 if (at->clone.type == PLAYER)
406 return at;
407
408 if (at == start)
409 {
410 LOG (llevError, "No Player archetypes\n");
411 exit (-1);
412 }
413 }
414} 295}
415 296
416object * 297object *
417get_nearest_player (object *mon) 298get_nearest_player (object *mon)
418{ 299{
421 unsigned lastdist; 302 unsigned lastdist;
422 rv_vector rv; 303 rv_vector rv;
423 304
424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
425 { 306 {
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)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
454 continue; 308 continue;
455 309
456 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
457 { 311 {
519 */ 373 */
520int 374int
521path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
522{ 376{
523 rv_vector rv; 377 rv_vector rv;
524 sint16 x, y;
525 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
526 maptile *m, *lastmap;
527 379
528 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
529 381
530 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
531 return 0; 383 return 0;
532 384
533 x = mon->x; 385 mapxy pos (mon);
534 y = mon->y;
535 m = mon->map;
536 dir = rv.direction; 386 dir = rv.direction;
537 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
538 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
539 389
540 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
541 if (diff > max) 391 if (diff > max)
542 return 0; 392 return 0;
543 393
544 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
545 { 395 {
546 lastx = x; 396 mapxy lastpos = pos;
547 lasty = y;
548 lastmap = m;
549 x = lastx + freearr_x[dir];
550 y = lasty + freearr_y[dir];
551 397
552 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
553 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
554 399
555 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
556 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
557 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
558 { 404 {
559 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
560 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
561 */ 407 */
562 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
563 if (rv.direction != dir) 409 if (rv.direction != dir)
564 { 410 {
565 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
566 * the values so it will try again. 412 * the values so it will try again.
567 */ 413 */
568 x = lastx;
569 y = lasty;
570 m = lastmap; 414 pos = lastpos;
571 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
572 } 416 }
573 else 417 else
574 { 418 {
575 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
582 */ 426 */
583 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
584 { 428 {
585 if (i == 0) 429 if (i == 0)
586 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
587 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
588 * since the direction that the creature should move in 433 * since the direction that the creature should move in
589 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
590 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
591 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
593 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
594 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
595 * the last direction the creature has successfully 440 * the last direction the creature has successfully
596 * moved. 441 * moved.
597 */ 442 */
598
599 x = lastx + freearr_x[absdir (lastdir + i)];
600 y = lasty + freearr_y[absdir (lastdir + i)];
601 m = lastmap; 443 pos = lastpos;
602 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
603 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
604 continue; 447 continue;
605 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
606 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
607 continue; 452 continue;
608 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
609 continue; 455 continue;
610 456
611 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
612 break; 458 break;
613 } 459 }
460
614 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
615 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
616 */ 463 */
617 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
618 return 0; 465 return 0;
466
619 diff--; 467 diff--;
620 lastdir = dir; 468 lastdir = dir;
621 max--; 469 max--;
622 if (!firstdir) 470 if (!firstdir)
623 firstdir = dir + i; 471 firstdir = dir + i;
627 { 475 {
628 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
629 diff--; 477 diff--;
630 max--; 478 max--;
631 lastdir = dir; 479 lastdir = dir;
480
632 if (!firstdir) 481 if (!firstdir)
633 firstdir = dir; 482 firstdir = dir;
634 } 483 }
635 484
636 if (diff <= 1) 485 if (diff <= 1)
637 { 486 {
638 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
639 * headed toward player for entire distance. 488 * headed toward player for entire distance.
640 */ 489 */
641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
642 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
643 } 492 }
644 493
645 if (diff > max) 494 if (diff > max)
646 return 0; 495 return 0;
652 501
653 return firstdir; 502 return firstdir;
654} 503}
655 504
656void 505void
657give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
658{ 507{
659 object *op, *next = NULL;
660
661 if (pl->randomitems != NULL) 508 if (pl->randomitems)
662 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
663 510
664 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
665 { 512 {
666 next = op->below; 513 next = op->below;
667 514
668 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
669 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
670 */ 517 */
671 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
672 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
673 520
674 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
675 * by this player due to race restrictions 522 * by this player due to race restrictions
676 */ 523 */
677 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
678 { 525 {
679 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
680 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
681 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
682 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
683 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
684 { 533 {
685 op->destroy (); 534 op->destroy ();
686 continue; 535 continue;
687 } 536 }
688 } 537 }
689 538
690 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
691 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
692 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
693 * a first level treasurelist for each skill.)
694 * remove duplicate skills also
695 */ 542 */
696 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
697 { 544 {
698 object *tmp;
699
700 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
701 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
702 break;
703
704 if (tmp)
705 { 547 {
706 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
707 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
708 continue; 551 break;
709 } 552 }
710 553
711 if (op->nrof > 1) 554 if (op->nrof > 1)
712 op->nrof = 1; 555 op->nrof = 1;
713 } 556 }
714 557
715 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
716 { 559 op->inv->clr_flag (FLAG_STARTEQUIP);
717 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
718 }
719 560
720 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
721 * items. Just don't identify gold or silver, or it won't be 562 * items. Just don't identify gold or silver, or it won't be
722 * merged properly. 563 * merged properly.
723 */ 564 */
724 if (need_identify (op)) 565 if (op->need_identify ())
725 {
726 SET_FLAG (op, FLAG_IDENTIFIED);
727 CLEAR_FLAG (op, FLAG_CURSED);
728 CLEAR_FLAG (op, FLAG_DAMNED);
729 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
730 if (op->type == SPELL) 572 if (op->type == SPELL)
731 { 573 {
732 op->destroy (); 574 op->destroy ();
733 continue; 575 continue;
734 } 576 }
735 else if (op->type == SKILL) 577 else if (op->type == SKILL)
736 { 578 {
737 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
738 op->stats.exp = 0; 580 op->stats.exp = 0;
739 op->level = 1; 581 op->level = 1;
740 } 582 }
741 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
742 else 584 op->set_flag (FLAG_INV_LOCKED);
743 SET_FLAG (op, FLAG_INV_LOCKED);
744 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
745 586
746 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
747 link_player_skills (pl); 588 pl->contr->link_skills ();
748} 589}
749 590
750void 591void
751get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
752{ 593{
762 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 603 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
763} 604}
764 605
765/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 606/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
766static int 607static int
767roll_stat (void) 608roll_stat ()
768{ 609{
769 int a[4], i, j, k; 610 int a[4], i, j, k;
770 611
771 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
772 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
773 614
774 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
775 if (a[i] < k) 616 if (a[i] < k)
776 k = a[i], j = i; 617 k = a[i], j = i;
777 618
853static void 694static void
854start_info (object *op) 695start_info (object *op)
855{ 696{
856 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
857 698
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 700 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} 701}
863 702
864/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
869 */ 708 */
870void 709void
871player::chargen_race_done () 710player::chargen_race_done ()
872{ 711{
873 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
874 esrv_new_player (ob->contr, ob->weight + ob->carrying); 713 esrv_new_player (ob->contr);
875 714
876 treasurelist *tl = treasurelist::find ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
877 if (tl) 716 if (tl)
878 create_treasure (tl, ob, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
879 718
880 INVOKE_PLAYER (BIRTH, ob->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
881 INVOKE_PLAYER (LOGIN, ob->contr);
882 720
883 ob->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
884 722
885 if (ob->msg) 723 if (ob->msg)
886 ob->msg = 0; 724 ob->msg = 0;
887 725
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); 726 start_info (ob);
898 CLEAR_FLAG (ob, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
899 give_initial_items (ob, ob->randomitems); 728 give_initial_items (ob, ob->randomitems);
900 link_player_skills (ob);
901 esrv_send_inventory (ob, ob); 729 esrv_send_inventory (ob, ob);
902 ob->update_stats (); 730 ob->update_stats ();
903 731
904 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
905 * is one for this race 733 * is one for this race
906 */ 734 */
907 if (*first_map_ext_path) 735 if (*first_map_ext_path)
908 { 736 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 737 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
924} 739}
925 740
926void 741void
936 int x = ob->x, y = ob->y; 751 int x = ob->x, y = ob->y;
937 752
938 ob->remove_statbonus (); 753 ob->remove_statbonus ();
939 ob->remove (); 754 ob->remove ();
940 ob->arch = get_player_archetype (ob->arch); 755 ob->arch = get_player_archetype (ob->arch);
941 ob->arch->clone.copy_to (ob); 756 ob->arch->copy_to (ob);
942 ob->instantiate (); 757 ob->instantiate ();
943 ob->stats = ob->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
944 ob->name = ob->name_pl = name; 759 ob->name = ob->name_pl = name;
945 ob->x = x; 760 ob->x = x;
946 ob->y = y; 761 ob->y = y;
947 SET_ANIMATION (ob, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (ob, ob->map, ob, 0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (ob->contr->title, ob->arch->clone.name); 764 assign (ob->contr->title, ob->arch->object::name);
950 ob->add_statbonus (); 765 ob->add_statbonus ();
951 } 766 }
952 while (!allowed_class (ob)); 767 while (!allowed_class (ob));
953 768
954 update_object (ob, UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
957 ob->stats.hp = ob->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
958 ob->stats.sp = ob->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
959 ob->stats.grace = 0; 774 ob->stats.grace = 0;
960} 775}
961 776
962void 777static void
963flee_player (object *op) 778flee_player (object *op)
964{ 779{
965 int dir, diff; 780 int dir, diff;
966 rv_vector rv; 781 rv_vector rv;
967 782
968 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
969 { 784 {
970 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
971 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
972 return; 787 return;
973 } 788 }
974 789
975 if (op->enemy == NULL) 790 if (!op->enemy)
976 { 791 {
977 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
979 return; 794 return;
980 } 795 }
981 796
982 /* Seen some crashes here. Since we don't store an 797 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
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 { 798 {
988 CLEAR_FLAG (op, FLAG_SCARED);
989 op->enemy = NULL; 799 op->enemy = NULL;
990 return; 800 op->clr_flag (FLAG_SCARED);
991 }
992
993 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
994 {
995 op->enemy = NULL;
996 CLEAR_FLAG (op, FLAG_SCARED);
997 return; 801 return;
998 } 802 }
999 803
1000 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1001 805
1002 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
1003 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
1004 { 808 {
1005 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
1006 810
1007 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1008 return; 812 return;
1009 } 813 }
1010 814
1011 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1012 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1013 op->enemy = NULL; 817 op->enemy = NULL;
1014} 818}
1015 819
1016/* check_pick sees if there is stuff to be picked up/picks up stuff. 820/* check_pick sees if there is stuff to be picked up/picks up stuff.
1017 * It returns 1 if the player should keep on moving, 0 if he should 821 * It returns 1 if the player should keep on moving, 0 if he should
1021check_pick (object *op) 825check_pick (object *op)
1022{ 826{
1023 object *tmp, *next; 827 object *tmp, *next;
1024 int stop = 0; 828 int stop = 0;
1025 int wvratio; 829 int wvratio;
1026 char putstring[128];
1027 830
1028 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1029 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1030 return 1; 833 return 1;
1031 834
1032 next = op->below; 835 next = op->below;
836
837 int cnt = MAX_ITEM_PER_ACTION;
838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1033 839
1034 /* loop while there are items on the floor that are not marked as 840 /* loop while there are items on the floor that are not marked as
1035 * destroyed */ 841 * destroyed */
1036 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1037 { 843 {
1038 tmp = next; 844 tmp = next;
1039 next = tmp->below; 845 next = tmp->below;
1040 846
847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
1041 if (op->destroyed ()) 853 if (op->destroyed ())
1042 return 0; 854 return 0;
1043 855
1044 if (!can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1045 continue; 857 continue;
1046 858
1047 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1048 { 860 {
1049 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1050 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1051 continue; 864 continue;
1052 } 865 }
1053 866
1054 /* high not bit set? We're using the old autopickup model */ 867 /* pickup handling */
868 if (op->contr->mode & PU_DEBUG)
869 {
870 /* some debugging code to figure out item information */
871 const char *str = tmp->name
872 ? format ("item name: %s item type: %d weight/value: %d",
873 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
874 : format ("item name: %s item type: %d weight/value: %d",
875 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
876
877 new_draw_info (NDI_UNIQUE, 0, op, str);
878 }
879
880 if (op->contr->mode & PU_INHIBIT)
881 return 1;
882
883 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
884 return 1;
885
886 /* philosophy:
887 * It's easy to grab an item type from a pile, as long as it's
888 * generic. This takes no game-time. For more detailed pickups
889 * and selections, select-items should be used. This is a
890 * grab-as-you-run type mode that's really useful for arrows for
891 * example.
892 * The drawback: right now it has no frontend, so you need to
893 * stick the bits you want into a calculator in hex mode and then
894 * convert to decimal and then 'pickup <#>
895 */
896
897 /* the first two modes are exclusive: if NOTHING we return, if
898 * STOP then we stop. All the rest are applied sequentially,
899 * meaning if any test passes, the item gets picked up. */
900
901 /* if mode is set to pick nothing up, return */
902 if (op->contr->mode == PU_NOTHING)
903 return 1;
904
905 /* if mode is set to stop when encountering objects, return */
906 /* take STOP before INHIBIT since it doesn't actually pick
907 * anything up */
908 if (op->contr->mode & PU_STOP)
909 return 0;
910
911 /* useful for going into stores and not losing your settings... */
912 /* and for battles wher you don't want to get loaded down while
913 * fighting */
914 if (op->contr->mode & PU_INHIBIT)
915 return 1;
916
917 /* prevent us from turning into auto-thieves :) */
918 if (tmp->flag [FLAG_UNPAID])
919 continue;
920
921 /* ignore known cursed objects */
922 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
923 continue;
924
925 /* all food and drink if desired */
926 /* question: don't pick up known-poisonous stuff? */
1055 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1056 { 929 {
1057 switch (op->contr->mode) 930 CHK_PICK_PICKUP;
931 continue;
932 }
933
934 if (op->contr->mode & PU_DRINK)
935 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_POTION)
942 if (tmp->type == POTION)
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 /* spellbooks, skillscrolls and normal books/scrolls */
949 if (op->contr->mode & PU_SPELLBOOK)
950 if (tmp->type == SPELLBOOK)
951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
956 if (op->contr->mode & PU_SKILLSCROLL)
957 if (tmp->type == SKILLSCROLL)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_READABLES)
964 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 /* wands/staves/rods/horns */
971 if (op->contr->mode & PU_MAGIC_DEVICE)
972 if (tmp->type == WAND
973 || tmp->type == ROD
974 || tmp->type == HORN
975 || tmp->type == POWER_CRYSTAL)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* pick up all magical items */
982 if (op->contr->mode & PU_MAGICAL)
983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
984 && !tmp->flag [FLAG_KNOWN_CURSED])
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 if (op->contr->mode & PU_VALUABLES)
991 {
992 if (tmp->type == MONEY || tmp->type == GEM)
1058 { 993 {
1059 case 0: 994 CHK_PICK_PICKUP;
1060 return 1; /* don't pick up */ 995 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 } 996 }
1092 } 997 }
1093 else 998
1094 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1095 /* NEW pickup handling */
1096 if (op->contr->mode & PU_DEBUG) 1000 if (op->contr->mode & PU_JEWELS)
1001 if (tmp->type == RING
1002 || tmp->type == AMULET
1003 || tmp->type == GIRDLE
1004 || tmp->type == SKILL_TOOL)
1097 { 1005 {
1098 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1099 if (tmp->name != 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; 1007 continue;
1008 }
1145 1009
1146 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1147 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1011 if (op->contr->mode & PU_FLESH)
1012 if (tmp->type == FLESH)
1013 {
1014 CHK_PICK_PICKUP;
1148 continue; 1015 continue;
1016 }
1149 1017
1150 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1151 /* question: don't pick up known-poisonous stuff? */ 1019 if (op->contr->mode & PU_BOW)
1020 if (tmp->type == BOW)
1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1026 if (op->contr->mode & PU_ARROW)
1027 if (tmp->type == ARROW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 /* all kinds of armor etc. */
1034 if (op->contr->mode & PU_ARMOUR)
1035 if (tmp->type == ARMOUR)
1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1041 if (op->contr->mode & PU_HELMET)
1042 if (tmp->type == HELMET)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_SHIELD)
1049 if (tmp->type == SHIELD)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1152 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1153 if (tmp->type == FOOD) 1056 if (tmp->type == BOOTS)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1062 if (op->contr->mode & PU_GLOVES)
1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_CLOAK)
1070 if (tmp->type == CLOAK)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 /* hoping to catch throwing daggers here */
1077 if (op->contr->mode & PU_MISSILEWEAPON)
1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 /* careful: chairs and tables are weapons! */
1085 if (op->contr->mode & PU_ALLWEAPON)
1086 {
1087 if (tmp->type == WEAPON)
1088 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1154 { 1089 {
1155 pick_up (op, tmp); 1090 CHK_PICK_PICKUP;
1156 continue; 1091 continue;
1157 } 1092 }
1093 }
1158 1094
1095 /* misc stuff that's useful */
1159 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1160 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1161 { 1098 {
1162 pick_up (op, tmp); 1099 CHK_PICK_PICKUP;
1163 continue; 1100 continue;
1164 } 1101 }
1165 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1166 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1167 if (tmp->type == POTION) 1106 {
1107 /* use value density to decide what else to grab */
1108 /* >=7 was >= op->contr->mode */
1109 /* >=7 is the old standard setting. Now we take the last 4 bits
1168 { 1110 */
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) 1111 wvratio = op->contr->mode & PU_RATIO;
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1112 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1206 {
1207 pick_up (op, tmp);
1208 continue;
1209 }
1210
1211 if (op->contr->mode & PU_VALUABLES)
1212 { 1113 {
1213 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1214 { 1117 {
1215 pick_up (op, tmp); 1118 fprintf (stderr, "%s", tmp->name);
1216 continue;
1217 } 1119 }
1218 }
1219
1220 /* rings & amulets - talismans seems to be typed AMULET */
1221 if (op->contr->mode & PU_JEWELS)
1222 if (tmp->type == RING || tmp->type == AMULET)
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 {
1305 if (tmp->type == WEAPON && tmp->name != NULL)
1306 {
1307 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1308 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1309 {
1310 pick_up (op, tmp);
1311 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 }
1323 }
1324
1325 /* misc stuff that's useful */
1326 if (op->contr->mode & PU_KEY)
1327 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332
1333 /* any of the last 4 bits set means we use the ratio for value
1334 * pickups */
1335 if (op->contr->mode & PU_RATIO)
1336 {
1337 /* use value density to decide what else to grab */
1338 /* >=7 was >= op->contr->mode */
1339 /* >=7 is the old standard setting. Now we take the last 4 bits
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 {
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);
1350 }
1351 else 1120 else
1352 fprintf (stderr, "%s", tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1353 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1354 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1123 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1355#endif 1124#endif
1125 CHK_PICK_PICKUP;
1356 continue; 1126 continue;
1357 }
1358 } 1127 }
1359 } /* the new pickup model */ 1128 } /* the new pickup model */
1360 } 1129 }
1361 1130
1362 return !stop; 1131 return !stop;
1132}
1133
1134/* routine for both players and monsters. We call this when
1135 * there is a possibility for our action distrubing our hiding
1136 * place or invisiblity spell. Artefact invisiblity causes
1137 * "noise" instead. If we arent invisible to begin with, we
1138 * return 0.
1139 */
1140static int
1141action_makes_visible (object *op)
1142{
1143 if (op->invisible && op->flag [FLAG_ALIVE])
1144 {
1145 if (op->flag [FLAG_MAKE_INVIS])
1146 {
1147 // artefact invisibility is permanent, but we still make noise
1148 // this is important for game-balance.
1149 if (op->contr)
1150 op->make_noise ();
1151
1152 return 0;
1153 }
1154
1155 if (op->contr && op->contr->tmp_invis == 0)
1156 return 0;
1157
1158 /* If monsters, they should become visible */
1159 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1160 {
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1162 return 1;
1163 }
1164 }
1165
1166 return 0;
1363} 1167}
1364 1168
1365/* 1169/*
1366 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1367 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1368 * found object is returned. 1172 * found object is returned.
1369 */ 1173 */
1370object * 1174static object *
1371find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1372{ 1176{
1373 object *tmp = 0;
1374
1375 for (op = op->inv; op; op = op->below) 1177 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) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1179 return splay (tmp);
1180
1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1183 if (object *arrow = find_arrow (tmp, type))
1184 {
1185 splay (tmp);
1379 return op; 1186 return arrow;
1187 }
1380 1188
1381 return tmp; 1189 return 0;
1382} 1190}
1383 1191
1384/* 1192/*
1385 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1193 * 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 1194 * against the target. A full test is not performed, simply a basic test
1387 * of resistances. The archer is making a quick guess at what he sees down 1195 * of resistances. The archer is making a quick guess at what he sees down
1388 * the hall. Failing that it does it's best to pick the highest plus arrow. 1196 * the hall. Failing that it does it's best to pick the highest plus arrow.
1389 */ 1197 */
1390object * 1198static object *
1391find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1392{ 1200{
1393 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1394 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1395 1203
1396 if (!type) 1204 if (!type)
1397 return NULL; 1205 return NULL;
1398 1206
1399 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1400 { 1208 {
1401 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1402 { 1210 {
1403 i = 0; 1211 i = 0;
1404 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1405 if (i > betterby) 1214 if (i > betterby)
1406 { 1215 {
1407 tmp = ntmp; 1216 tmp = ntmp;
1408 betterby = i; 1217 betterby = i;
1409 } 1218 }
1410 } 1219 }
1411 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1412 { 1221 {
1413 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1414 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1415 { 1224 {
1416 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1417 { 1226 {
1418 *better = 100; 1227 *better = 100;
1419 return arrow; 1228 return arrow;
1427 else 1236 else
1428 { 1237 {
1429 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1430 { 1239 {
1431 attacktype = 1 << attacknum; 1240 attacktype = 1 << attacknum;
1432 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1433 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1242 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1434 { 1243 {
1435 tmp = arrow; 1244 tmp = arrow;
1436 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1245 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1437 } 1246 }
1438 } 1247 }
1248
1439 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1440 { 1250 {
1441 tmp = arrow; 1251 tmp = arrow;
1442 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1443 } 1253 }
1254
1444 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1445 { 1256 {
1446 tmp = arrow; 1257 tmp = arrow;
1447 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1448 } 1259 }
1449 } 1260 }
1450 } 1261 }
1451 } 1262 }
1263
1452 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1453 return find_arrow (op, type); 1265 return find_arrow (op, type);
1454 1266
1455 *better = betterby; 1267 *better = betterby;
1456 return tmp; 1268 return tmp;
1460 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1461 * op = the shooter 1273 * op = the shooter
1462 * type = bow->race 1274 * type = bow->race
1463 * dir = fire direction 1275 * dir = fire direction
1464 */ 1276 */
1465object * 1277static object *
1466pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1467{ 1279{
1468 object *tmp = NULL; 1280 object *tmp = NULL;
1469 maptile *m; 1281 maptile *m;
1470 int i, mflags, found, number; 1282 int i, mflags, found, number;
1471 sint16 x, y; 1283 sint16 x, y;
1486 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1487 { 1299 {
1488 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1489 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1490 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1491 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1492 { 1305 {
1493 tmp = NULL; 1306 tmp = 0;
1494 break; 1307 break;
1495 } 1308 }
1496 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1309 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1497 { 1310 {
1498 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1499 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1500 */ 1313 */
1501 tmp = NULL; 1314 tmp = 0;
1502 break; 1315 break;
1503 } 1316 }
1317
1504 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1505 {
1506 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1319 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1508 {
1509 found++;
1510 break;
1511 }
1512 if (found)
1513 break; 1321 break;
1514 }
1515 } 1322 }
1516 if (tmp == NULL) 1323
1324 if (!tmp)
1517 return find_arrow (op, type); 1325 return find_arrow (op, type);
1518 1326
1519 if (tmp->head) 1327 if (tmp->head)
1520 tmp = tmp->head; 1328 tmp = tmp->head;
1521 1329
1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1562 return 0; 1370 return 0;
1563 } 1371 }
1564 1372
1565 // optimisation: move object to top so we will find it quickly again 1373 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below) 1374 splay (bow);
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1572 } 1375 }
1573 1376
1574 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1575 { 1378 {
1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1379 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1583 { 1386 {
1584 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1585 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1586 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1389 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1587 else 1390 else
1588 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1589 1392
1590 return 0; 1393 return 0;
1591 } 1394 }
1592 } 1395 }
1593 1396
1602 } 1405 }
1603 1406
1604 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1605 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1606 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1607 arrow->destroy (); 1411 arrow->destroy ();
1608 return 0; 1412 return 0;
1609 } 1413 }
1610 1414
1611 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1612 arrow = get_split_ob (arrow, 1); 1416 arrow = arrow->split ();
1613 if (!arrow) 1417 if (!arrow)
1614 { 1418 {
1615 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1419 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1616 return 0; 1420 return 0;
1617 } 1421 }
1621 arrow->direction = dir; 1425 arrow->direction = dir;
1622 1426
1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1624 arrow->stats.hp = arrow->stats.dam; 1428 arrow->stats.hp = arrow->stats.dam;
1625 arrow->stats.grace = arrow->attacktype; 1429 arrow->stats.grace = arrow->attacktype;
1626 1430 arrow->custom_name = arrow->slaying;
1627 if (arrow->slaying)
1628 arrow->spellarg = strdup (arrow->slaying);
1629 1431
1630#if 0 1432#if 0
1631 if (player *pl = op->contr) 1433 if (player *pl = op->contr)
1632 { 1434 {
1633 float speed = pl->weapon_sp; 1435 float speed = pl->weapon_sp;
1643#endif 1445#endif
1644 1446
1645 SET_ANIMATION (arrow, arrow->direction); 1447 SET_ANIMATION (arrow, arrow->direction);
1646 1448
1647 /* update the speed */ 1449 /* update the speed */
1648 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1649 + bow->stats.dam / 7.f;
1650 1450
1651 arrow->set_speed (max (arrow->speed, 2.f));
1652 arrow->speed_left = 0; 1451 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f
1455 ));
1653 1456
1654 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1655 1458
1656 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1657 { 1460 {
1679 1482
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1486
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1685 m->insert (arrow, sx, sy, op); 1488 m->insert (arrow, sx, sy, op);
1686 1489
1687 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1688 move_arrow (arrow); 1491 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 1492
1698 return 1; 1493 return 1;
1699} 1494}
1700 1495
1701/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1703 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1704 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1705 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1706 * hence the function name. 1501 * hence the function name.
1707 */ 1502 */
1708int 1503static int
1709player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1710{ 1505{
1711 int ret = 0, wcmod = 0; 1506 int ret;
1712 1507
1713 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1714 { 1509 {
1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1510 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1716 } 1511 }
1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1512 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 { 1513 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 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); 1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1723 } 1516 }
1724 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1725 { 1518 {
1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1519 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)]); 1520 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)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1729 } 1522 }
1730 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1731 { 1524 {
1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 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); 1526 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); 1527 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1735 } 1528 }
1736 else 1529 else
1737 { 1530 {
1743} 1536}
1744 1537
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1747 */ 1540 */
1748void 1541static void
1749fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1750{ 1543{
1751 object *item = op->contr->ranged_ob; 1544 object *item = op->contr->ranged_ob;
1752 1545
1753 if (!item) 1546 if (!item)
1760 { 1553 {
1761 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1762 return; 1555 return;
1763 } 1556 }
1764 1557
1765 if (!op->change_weapon (item)) 1558 if (!op->apply (item))
1766 return; 1559 return;
1767 1560
1768 if (item->type == WAND) 1561 if (item->type == WAND)
1769 { 1562 {
1770 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1771 { 1564 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 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)); 1566 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774 1567
1775 return; 1568 return;
1776 } 1569 }
1777 } 1570 }
1778 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1779 { 1572 {
1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1573 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1574
1575 // using the maximum of the rods charge allows at least one spell cast
1576 // for a rod or horn, this fixes some broken rods.
1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1781 { 1578 {
1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1783 1580
1784 if (item->type == ROD) 1581 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)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1786 else 1583 else
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1790 } 1587 }
1791 } 1588 }
1792 1589
1793 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1794 { 1591 {
1795 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1592 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593
1796 if (item->type == WAND) 1594 if (item->type == WAND)
1797 { 1595 {
1798 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
1799 { 1597 {
1800 object *tmp; 1598 object *tmp;
1801 1599
1802 if (item->arch) 1600 if (item->arch)
1803 { 1601 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
1806 item->set_speed (0); 1604 item->set_speed (0);
1807 } 1605 }
1808 1606
1809 if ((tmp = item->in_player ())) 1607 if (object *pl = item->visible_to ())
1810 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1811 } 1609 }
1812 } 1610 }
1813 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1814 drain_rod_charge (item); 1612 drain_rod_charge (item);
1815 } 1613 }
1816} 1614}
1817 1615
1818/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1819 */ 1617 */
1820bool 1618bool
1821fire (object *op, int dir) 1619fire (object *who, int dir)
1822{ 1620{
1823 int spellcost = 0; 1621 int spellcost = 0;
1824 1622
1825 /* check for loss of invisiblity/hide */
1826 if (action_makes_visible (op))
1827 make_visible (op);
1828
1829 player *pl = op->contr; 1623 player *pl = who->contr;
1830 1624
1831 if (pl->golem) 1625 if (pl->golem)
1832 { 1626 {
1833 control_golem (op->contr->golem, dir); 1627 control_golem (who->contr->golem, dir);
1834 return false; 1628 return false;
1835 } 1629 }
1836 1630
1837 object *ob = pl->ranged_ob; 1631 object *ob = pl->ranged_ob;
1838 1632
1839 if (!ob) 1633 if (!ob)
1840 return false; 1634 return false;
1841 1635
1842 if (!op->change_weapon (ob))
1843 return false;
1844
1845 if (op->speed_left > 0.f) 1636 if (who->speed_left > 0.f)
1846 --op->speed_left; 1637 --who->speed_left;
1847 else 1638 else
1848 return false; 1639 return false;
1849 1640
1641 if (!who->apply (ob))
1642 return false;
1643
1644 /* check for loss of invisiblity/hide */
1645 if (action_makes_visible (who))
1646 make_visible (who);
1647
1850 switch (ob->type) 1648 switch (ob->type)
1851 { 1649 {
1852 case BOW: 1650 case BOW:
1853 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1854 break; 1652 break;
1855 1653
1856 case SPELL: 1654 case SPELL:
1857 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1858 break; 1656 break;
1859 1657
1860 case BUILDER: 1658 case BUILDER:
1861 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1862 break; 1660 break;
1863 1661
1864 case SKILL: 1662 case SKILL:
1865 do_skill (op, op, ob, dir, 0); 1663 do_skill (who, who, ob, dir, 0);
1866 break; 1664 break;
1867 1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1868 default: 1670 default:
1869 fire_misc_object (op, dir); 1671 fire_misc_object (who, dir);
1870 break; 1672 break;
1871 } 1673 }
1872 1674
1873 return true; 1675 return true;
1874} 1676}
1875 1677
1876/* find_key 1678static object *
1877 * We try to find a key for the door as passed. If we find a key
1878 * and successfully use it, we return the key, otherwise NULL
1879 * This function merges both normal and locked door, since the logic
1880 * for both is the same - just the specific key is different.
1881 * pl is the player,
1882 * inv is the objects inventory to searched
1883 * door is the door we are trying to match against.
1884 * This function can be called recursively to search containers.
1885 */
1886object *
1887find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
1888{ 1680{
1889 object *tmp, *key; 1681 object *tmp, *key;
1890 1682
1891 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1892 if (!container->inv) 1684 if (!container->inv)
1895 /* First, lets try to find a key in the top level inventory */ 1687 /* First, lets try to find a key in the top level inventory */
1896 for (tmp = container->inv; tmp; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1897 { 1689 {
1898 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1899 break; 1691 break;
1692
1900 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1901 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1902 */ 1695 */
1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1904 break; 1697 break;
1910 * a key, return 1703 * a key, return
1911 */ 1704 */
1912 if (!tmp) 1705 if (!tmp)
1913 { 1706 {
1914 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 {
1916 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1917 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1918 {
1919 if ((key = find_key (pl, tmp, door))) 1710 if ((key = find_key_ (pl, tmp, door)))
1920 return key; 1711 return key;
1921 }
1922 }
1923 1712
1924 if (!tmp) 1713 if (!tmp)
1925 return NULL; 1714 return 0;
1926 } 1715 }
1927 1716
1928 /* We get down here if we have found a key. Now if its in a container, 1717 /* We get down here if we have found a key. Now if its in a container,
1929 * see if we actually want to use it 1718 * see if we actually want to use it
1930 */ 1719 */
1931 if (pl != container) 1720 if (pl != container)
1932 { 1721 {
1933 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1934 if (!pl->contr) 1723 if (!pl->contr)
1935 return NULL; 1724 return 0;
1725
1936 /* cases where this fails: 1726 /* cases where this fails:
1937 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1938 * are not in the players inventory. 1728 * are not in the players inventory.
1939 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1940 * containers can be used. 1730 * containers can be used.
1944 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1945 * 1735 *
1946 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1947 * all the others. 1737 * all the others.
1948 */ 1738 */
1949 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1950 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1951 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1952 { 1742 {
1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1954 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1955 return NULL; 1745 return NULL;
1956 } 1746 }
1957 } 1747 }
1958 1748
1959 return tmp; 1749 return tmp;
1750}
1751
1752/* find_key
1753 * We try to find a key for the door as passed. If we find a key
1754 * and successfully use it, we return the key, otherwise NULL
1755 * This function merges both normal and locked door, since the logic
1756 * for both is the same - just the specific key is different.
1757 * pl is the player,
1758 * inv is the objects inventory to searched
1759 * door is the door we are trying to match against.
1760 * This function can be called recursively to search containers.
1761 */
1762object *
1763find_key (object *pl, object *container, object *door)
1764{
1765 if (door->slaying && is_match_expr (door->slaying))
1766 {
1767 // for match expressions, we try to find the key by applying the match
1768 // to the op itself, which is supposed to find the "key", instead
1769 // of searching through containers ourselves.
1770
1771 return match_one (door->slaying, container, door, pl, pl);
1772 }
1773 else
1774 return find_key_ (pl, container, door);
1960} 1775}
1961 1776
1962/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1963 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1964 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1976 /* If we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
1977 if (key) 1792 if (key)
1978 { 1793 {
1979 object *container = key->env; 1794 object *container = key->env;
1980 1795
1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
1983 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
1984 make_visible (op); 1797 make_visible (op);
1985 1798
1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1987 spring_trap (door->inv, op); 1800 spring_trap (door->inv, op);
1988 1801
1989 if (door->type == DOOR) 1802 if (door->type == DOOR)
1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1803 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1991 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
1992 { 1805 {
1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1806 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1994 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1808 }
1996 1809
1997 /* Do this after we print the message */ 1810 /* Do this after we print the message */
1998 decrease_ob (key); /* Use up one of the keys */ 1811 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 1812
2003 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
2004 } 1814 }
2005 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
2006 { 1816 {
2007 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1818 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2009 return 1; 1819 return 1;
2010 } 1820 }
2011 1821
2012 return 0; 1822 return 0;
2013} 1823}
2019 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2020 */ 1830 */
2021bool 1831bool
2022move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2023{ 1833{
2024 int on_battleground; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1835 {
1836 --op->speed_left;
1837 return true;
1838 }
2025 1839
2026 sint16 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2027 sint16 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2028 1842
2029 on_battleground = op_on_battleground (op, 0, 0);
2030
2031 if (out_of_map (op->map, nx, ny)) 1843 if (out_of_map (op->map, nx, ny))
2032 return false; 1844 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2039 1845
2040 /* If braced, or can't move to the square, and it is not out of the 1846 /* If braced, or can't move to the square, and it is not out of the
2041 * map, attack it. Note order of if statement is important - don't 1847 * map, attack it. Note order of if statement is important - don't
2042 * want to be calling move_ob if braced, because move_ob will move the 1848 * want to be calling move_ob if braced, because move_ob will move the
2043 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2061 || mon->flag [FLAG_CAN_ROLL]) 1867 || mon->flag [FLAG_CAN_ROLL])
2062 && mon != op) 1868 && mon != op)
2063 break; 1869 break;
2064 } 1870 }
2065 1871
2066 if (!mon) /* This happens anytime the player tries to move */ 1872 /* no monster == player tries to move into a wall or so */
2067 return false; /* into a wall */ 1873 if (!mon)
1874 {
1875 if (op->contr->ns->bumpmsg)
1876 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1877 if (op->move_type & ob->move_block)
1878 {
1879 if (ob->move_block == MOVE_ALL)
1880 {
1881 op->play_sound (sound_find ("bump_wall"));
1882
1883 op->statusmsg (ob->invisible
1884 ? "You bump into something."
1885 : format ("You bump into the %s.", query_name (ob))
1886 );
1887 }
1888 else
1889 {
1890 op->play_sound (sound_find ("blocked_move"));
1891
1892 op->statusmsg (ob->invisible
1893 ? "Something blocks you."
1894 : format ("Something blocks you from entering the %s.", query_name (ob))
1895 );
1896 }
1897
1898 break;
1899 }
1900
1901 return false;
1902 }
2068 1903
2069 mon = mon->head_ (); 1904 mon = mon->head_ ();
2070 1905
2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1906 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (op->contr->weapon_sp_left > 0.f) 1907 if (op->contr->weapon_sp_left > 0.f)
2090 */ 1925 */
2091 if (op->type == PLAYER 1926 if (op->type == PLAYER
2092 && ((mon->owner && mon->owner->contr 1927 && ((mon->owner && mon->owner->contr
2093 && same_party (mon->owner->contr->party, op->contr->party)) 1928 && same_party (mon->owner->contr->party, op->contr->party))
2094 || mon->owner == op) 1929 || mon->owner == op)
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1930 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2096 { 1931 {
2097 /* If we're braced, we don't want to switch places with it */ 1932 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced) 1933 if (op->contr->braced)
2099 return false; 1934 return false;
2100 1935
2101 if (op->speed_left > 0.f) 1936 if (op->speed_left > 0.f)
2102 { 1937 {
2103 --op->speed_left; 1938 --op->speed_left;
2104 1939
2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1940 op->play_sound (sound_find ("push_player"));
2106 push_ob (mon, dir, op); 1941 push_ob (mon, dir, op);
2107 1942
2108 if (op->contr->tmp_invis || op->hide) 1943 if (action_makes_visible (op))
2109 make_visible (op); 1944 make_visible (op);
2110 1945
2111 return true; 1946 return true;
2112 } 1947 }
2113 else 1948 else
2114 return false; 1949 return false;
2115 } 1950 }
1951
1952 bool on_battleground = op_on_battleground (op, 0, 0);
2116 1953
2117 /* in certain circumstances, you shouldn't attack friendly 1954 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 1955 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 1956 * someone, but put it inside this loop so that you won't
2120 * attack them either. 1957 * attack them either.
2121 */ 1958 */
2122 if ((mon->type == PLAYER || mon->enemy != op) 1959 if ((mon->type == PLAYER || mon->enemy != op)
2123 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1960 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2124 && ((op->contr->peaceful 1961 && ((op->contr->peaceful
2125 || (mon->type == PLAYER && mon->contr->peaceful)) 1962 || (mon->type == PLAYER && mon->contr->peaceful))
2126 && !on_battleground)) 1963 && !on_battleground))
2127 { 1964 {
2128 if (op->speed_left > 0.f) 1965 if (op->speed_left > 0.f)
2129 { 1966 {
2130 --op->speed_left; 1967 --op->speed_left;
2131 1968
2132 if (!op->contr->braced) 1969 if (!op->contr->braced)
2133 { 1970 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1971 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 1972 push_ob (mon, dir, op);
2136 } 1973 }
2137 else 1974 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 1975 op->statusmsg ("You withhold your attack");
2139 1976
2140 if (op->contr->tmp_invis || op->hide) 1977 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2141 make_visible (op); 1978 make_visible (op);
2142 1979
2143 return true; 1980 return true;
2144 } 1981 }
2145 } 1982 }
2146 /* If the object is a boulder or other rollable object, then 1983 /* If the object is a boulder or other rollable object, then
2147 * roll it if not braced. You can't roll it if you are braced. 1984 * roll it if not braced. You can't roll it if you are braced.
2148 */ 1985 */
2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1986 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2150 { 1987 {
2151 if (op->speed_left > 0.f) 1988 if (op->speed_left > 0.f)
2152 { 1989 {
2153 --op->speed_left; 1990 --op->speed_left;
2154 1991
2163 * Way it works is like this: First, it must have some hit points 2000 * Way it works is like this: First, it must have some hit points
2164 * and be living. Then, it must be one of the following: 2001 * and be living. Then, it must be one of the following:
2165 * 1) Not a player, 2) A player, but of a different party. Note 2002 * 1) Not a player, 2) A player, but of a different party. Note
2166 * that party_number -1 is no party, so attacks can still happen. 2003 * that party_number -1 is no party, so attacks can still happen.
2167 */ 2004 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2005 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2006 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2170 { 2007 {
2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2008 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2172 { 2009 {
2173 --op->contr->weapon_sp_left; 2010 --op->contr->weapon_sp_left;
2185} 2022}
2186 2023
2187bool 2024bool
2188move_player (object *op, int dir) 2025move_player (object *op, int dir)
2189{ 2026{
2190 int pick;
2191
2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2027 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2193 return 0; 2028 return 0;
2194 2029
2195 /* Sanity check: make sure dir is valid */ 2030 /* Sanity check: make sure dir is valid */
2196 if ((dir < 0) || (dir >= 9)) 2031 if (dir < 0 || dir > 8)
2197 { 2032 {
2198 LOG (llevError, "move_player: invalid direction %d\n", dir); 2033 LOG (llevError, "move_player: invalid direction %d\n", dir);
2199 return 0; 2034 return 0;
2200 } 2035 }
2201 2036
2202 /* peterm: added following line */ 2037 /* peterm: added following line */
2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2038 if (op->flag [FLAG_CONFUSED] && dir)
2204 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2039 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2205 2040
2206 op->facing = dir; 2041 op->facing = dir;
2207 2042
2208 if (op->hide) 2043 if (op->flag [FLAG_HIDDEN])
2209 do_hidden_move (op); 2044 do_hidden_move (op);
2210 2045
2211 bool retval; 2046 bool retval;
2047 int pick = 0;
2212 2048
2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2049 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2214 retval = RESULT_INT (0); 2050 retval = RESULT_INT (0);
2215 else if (op->contr->fire_on) 2051 else if (op->contr->fire_on)
2216 retval = fire (op, dir); 2052 retval = fire (op, dir);
2247 * players. 2083 * players.
2248 */ 2084 */
2249bool 2085bool
2250handle_newcs_player (object *op) 2086handle_newcs_player (object *op)
2251{ 2087{
2252 if (QUERY_FLAG (op, FLAG_SCARED)) 2088 if (op->flag [FLAG_SCARED])
2253 { 2089 {
2254 if (op->speed_left > 0.f) 2090 if (op->speed_left > 0.f)
2255 { 2091 {
2256 --op->speed_left; 2092 --op->speed_left;
2257 flee_player (op); 2093 flee_player (op);
2273 return move_player (op, op->direction); 2109 return move_player (op, op->direction);
2274 2110
2275 return false; 2111 return false;
2276} 2112}
2277 2113
2278int 2114static int
2279save_life (object *op) 2115save_life (object *op)
2280{ 2116{
2281 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2117 if (!op->flag [FLAG_LIFESAVE])
2282 return 0; 2118 return 0;
2283 2119
2284 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2120 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2121 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2286 { 2122 {
2287 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2123 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)); 2124 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2289 2125
2290 if (op->contr)
2291 esrv_del_item (op->contr, tmp->count);
2292
2293 tmp->destroy (); 2126 tmp->destroy ();
2294 CLEAR_FLAG (op, FLAG_LIFESAVE); 2127 op->clr_flag (FLAG_LIFESAVE);
2295 2128
2296 if (op->stats.hp < 0) 2129 if (op->stats.hp < 0)
2297 op->stats.hp = op->stats.maxhp; 2130 op->stats.hp = op->stats.maxhp;
2298 2131
2299 if (op->stats.food < 0) 2132 if (op->stats.food < 0)
2300 op->stats.food = 999; 2133 op->stats.food = MAX_FOOD;
2301 2134
2302 op->update_stats (); 2135 op->update_stats ();
2303 return 1; 2136 return 1;
2304 } 2137 }
2305 2138
2306 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2139 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2307 CLEAR_FLAG (op, FLAG_LIFESAVE); 2140 op->clr_flag (FLAG_LIFESAVE);
2308 enter_player_savebed (op); /* bring him home. */ 2141 enter_player_savebed (op); /* bring him home. */
2309 return 0; 2142 return 0;
2310} 2143}
2311 2144
2312/* This goes throws the inventory and removes unpaid objects, and puts them 2145/* 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 2146 * 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 2147 * function will descend into containers. op is the object to start the search
2315 * from. 2148 * from.
2316 */ 2149 */
2150static void
2151drop_unpaid_items (object *op, object *env)
2152{
2153 while (op)
2154 {
2155 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2156
2157 if (op->flag [FLAG_UNPAID])
2158 op->insert_at (env);
2159 else if (op->inv)
2160 drop_unpaid_items (op->inv, env);
2161
2162 op = next;
2163 }
2164}
2165
2317void 2166void
2318remove_unpaid_objects (object *op, object *env) 2167object::drop_unpaid_items ()
2319{ 2168{
2320 while (op) 2169 if (!flag [FLAG_REMOVED])
2321 { 2170 ::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}
2337
2338/*
2339 * Returns pointer a static string containing gravestone text
2340 * Moved from apply.c to player.c - player.c is what
2341 * actually uses this function. player.c may not be quite the
2342 * best, a misc file for object actions is probably better,
2343 * but there isn't one in the server directory.
2344 */
2345char *
2346gravestone_text (object *op)
2347{
2348 static char buf2[MAX_BUF];
2349 char buf[MAX_BUF];
2350 time_t now = time (NULL);
2351
2352 strcpy (buf2, " R.I.P.\n\n");
2353 if (op->type == PLAYER)
2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2355 else
2356 sprintf (buf, "%s\n", &op->name);
2357
2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2359 strcat (buf2, buf);
2360 if (op->type == PLAYER)
2361 sprintf (buf, "who was in level %d when killed\n", op->level);
2362 else
2363 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2364
2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf);
2367 if (op->type == PLAYER)
2368 {
2369 sprintf (buf, "by %s.\n\n", op->contr->killer);
2370 strncat (buf2, " ", 21 - strlen (buf) / 2);
2371 strcat (buf2, buf);
2372 }
2373
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377
2378 return buf2;
2379} 2171}
2380 2172
2381void 2173void
2382do_some_living (object *op) 2174do_some_living (object *op)
2383{ 2175{
2384 int last_food = op->stats.food; 2176 int last_food = op->stats.food;
2385 int gen_hp, gen_sp, gen_grace; 2177 int gen_hp, gen_sp, gen_grace;
2386 int over_hp, over_sp, over_grace;
2387 int i; 2178 int i;
2388 int rate_hp = 1200; 2179 int rate_hp = 1200;
2389 int rate_sp = 2500; 2180 int rate_sp = 2500;
2390 int rate_grace = 2000; 2181 int rate_grace = 2000;
2391 const int max_hp = 1; 2182 const int max_hp = 1;
2400 * alternate it here for it to work correctly. 2191 * alternate it here for it to work correctly.
2401 */ 2192 */
2402 if (pticks & 2) 2193 if (pticks & 2)
2403 op->invisible--; 2194 op->invisible--;
2404 } 2195 }
2405 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2196 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2406 { 2197 {
2407 if (!op->invisible--) 2198 if (!op->invisible--)
2408 { 2199 {
2409 make_visible (op); 2200 make_visible (op);
2410 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2201 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2437 { 2228 {
2438 gen_grace = op->stats.maxgrace; 2229 gen_grace = op->stats.maxgrace;
2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2230 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2440 } 2231 }
2441 2232
2442 /* Regenerate Spell Points */ 2233 /* Regenerate Grace */
2443 if (!op->contr->golem && --op->last_sp < 0) 2234 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2235 if (--op->last_grace < 0)
2444 { 2236 {
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) 2237 if (op->stats.grace < op->stats.maxgrace / 2)
2238 op->stats.grace++; /* no penalty in food for regaining grace */
2239
2240 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2241
2242 if (max_grace > 1)
2447 { 2243 {
2448 op->stats.sp++; 2244 int over_grace = temp / rate_grace;
2449 /* dms do not consume food */ 2245
2450 if (!QUERY_FLAG (op, FLAG_WIZ)) 2246 if (over_grace > 0)
2451 { 2247 {
2452 op->stats.food--; 2248 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2453 if (op->contr->digestion < 0) 2249 op->last_grace = 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 } 2250 }
2251 else
2252 op->last_grace = rate_grace / temp;
2458 } 2253 }
2254 else
2255 op->last_grace = rate_grace / temp;
2459 2256
2460 if (max_sp > 1) 2257 /* wearing stuff doesn't detract from grace generation. */
2258 }
2259
2260 if (op->stats.food > 0)
2261 {
2262 /* Regenerate Spell Points */
2263 if (!op->contr->golem && --op->last_sp < 0)
2461 { 2264 {
2462 over_sp = (gen_sp + 10) / rate_sp; 2265 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2463 if (over_sp > 0) 2266
2267 if (op->stats.sp < op->stats.maxsp)
2464 { 2268 {
2465 if (op->stats.sp < op->stats.maxsp) 2269 op->stats.sp++;
2270
2271 /* dms do not consume food */
2272 if (!op->flag [FLAG_WIZ])
2466 { 2273 {
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--; 2274 op->stats.food--;
2471 2275
2472 if (op->stats.sp > op->stats.maxsp) 2276 if (op->contr->digestion < 0)
2277 op->stats.food += op->contr->digestion;
2278 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2473 op->stats.sp = op->stats.maxsp; 2279 op->stats.food = last_food;
2474 } 2280 }
2281 }
2282
2283 if (max_sp > 1)
2284 {
2285 int over_sp = (gen_sp + 10) / rate_sp;
2286 if (over_sp > 0)
2287 {
2288 if (op->stats.sp < op->stats.maxsp)
2289 {
2290 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2291
2292 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2293 op->stats.sp--;
2294
2295 if (op->stats.sp > op->stats.maxsp)
2296 op->stats.sp = op->stats.maxsp;
2297 }
2298
2475 op->last_sp = 0; 2299 op->last_sp = 0;
2300 }
2301 else
2302 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2476 } 2303 }
2477 else 2304 else
2478 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2305 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2479 } 2306 }
2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 }
2483 2307
2484 /* Regenerate Grace */ 2308 /* Regenerate Hit Points */
2485 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2486 if (--op->last_grace < 0) 2309 if (--op->last_heal < 0)
2487 {
2488 if (op->stats.grace < op->stats.maxgrace / 2)
2489 op->stats.grace++; /* no penalty in food for regaining grace */
2490
2491 if (max_grace > 1)
2492 { 2310 {
2493 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2311 if (op->stats.hp < op->stats.maxhp)
2494 if (over_grace > 0)
2495 { 2312 {
2496 op->stats.sp += over_grace 2313 op->stats.hp++;
2497 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2314
2315 /* dms do not consume food */
2316 if (!op->flag [FLAG_WIZ])
2317 {
2318 op->stats.food--;
2319
2320 if (op->contr->digestion < 0)
2321 op->stats.food += op->contr->digestion;
2322 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2323 op->stats.food = last_food;
2324 }
2325 }
2326
2327 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2328
2329 if (max_hp > 1)
2330 {
2331 int over_hp = temp / rate_hp;
2332
2333 if (over_hp > 0)
2334 {
2335 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2498 op->last_grace = 0; 2336 op->last_heal = 0;
2337 }
2338 else
2339 op->last_heal = rate_hp / temp;
2499 } 2340 }
2500 else 2341 else
2501 {
2502 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2503 }
2504 }
2505 else
2506 {
2507 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2508 }
2509 /* wearing stuff doesn't detract from grace generation. */
2510 }
2511
2512 /* Regenerate Hit Points */
2513 if (--op->last_heal < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2516 {
2517 op->stats.hp++;
2518 /* dms do not consume food */
2519 if (!QUERY_FLAG (op, FLAG_WIZ))
2520 {
2521 op->stats.food--;
2522 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food;
2526 }
2527 }
2528
2529 if (max_hp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532 if (over_hp > 0)
2533 {
2534 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2535 op->last_heal = 0; 2342 op->last_heal = rate_hp / temp;
2536 }
2537 else
2538 {
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2540 }
2541 }
2542 else
2543 {
2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545 } 2343 }
2546 } 2344 }
2547 2345
2548 /* Digestion */ 2346 /* Digestion */
2549 if (--op->last_eat < 0) 2347 if (--op->last_eat < 0)
2550 { 2348 {
2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2349 int bonus = max (0, op->contr->digestion),
2350 penalty = max (0, -op->contr->digestion);
2552 2351
2553 if (op->contr->gen_hp > 0)
2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2352 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 2353
2558 /* dms do not consume food */ 2354 /* dms do not consume food */
2559 if (!QUERY_FLAG (op, FLAG_WIZ)) 2355 if (!op->flag [FLAG_WIZ])
2560 op->stats.food--; 2356 op->stats.food--;
2561 } 2357 }
2562 2358
2563 if (op->stats.food < 0 && op->stats.hp >= 0) 2359 if (op->stats.food < 0 && op->stats.hp >= 0)
2564 { 2360 {
2565 object *tmp, *flesh = 0; 2361 object *flesh = 0;
2566 2362
2567 for (tmp = op->inv; tmp; tmp = tmp->below) 2363 for_inv_removable (op, tmp)
2568 { 2364 {
2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2365 if (tmp->flag [FLAG_UNPAID])
2366 continue;
2367
2368 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2570 { 2369 {
2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2370 op->statusmsg ("You blindly grab for a bite of food. "
2572 { 2371 "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."); 2372 op->apply (tmp);
2574 manual_apply (op, tmp, 0); 2373
2575 if (op->stats.food >= 0 || op->stats.hp < 0) 2374 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2375 break;
2577 } 2376 }
2578 else if (tmp->type == FLESH) 2377 else if (tmp->type == FLESH)
2579 flesh = tmp; 2378 flesh = tmp;
2580 } /* End if paid for object */ 2379 }
2581 } /* end of for loop */
2582 2380
2583 /* If player is still starving, it means they don't have any food, so 2381 /* If player is still starving, it means they don't have any food, so
2584 * eat flesh instead. 2382 * eat flesh instead.
2585 */ 2383 */
2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2384 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2587 { 2385 {
2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2386 op->statusmsg ("You blindly grab for a bite of food. "
2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2589 manual_apply (op, flesh, 0); 2388 op->apply (flesh);
2590 } 2389 }
2390
2391 // If player is still starving, alert him!
2392 if (op->stats.food < 0)
2393 op->failmsg ("You are starving! "
2394 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2395 }
2396
2397 if (op->stats.food < 0)
2591 } 2398 {
2399 op->stats.hp += op->stats.food;
2400 op->stats.food = 0;
2592 2401
2593 while (op->stats.food < 0 && op->stats.hp >= 0) 2402 if (op->stats.hp < 0)
2594 op->stats.food++, op->stats.hp--; 2403 {
2404 op->contr->killer = archetype::get ("killer_starvation");
2405 op->contr->killer->destroy ();
2406 }
2407 }
2595 2408
2409 /* killer should be set here already */
2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2410 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2597 kill_player (op); 2411 kill_player (op);
2598 } 2412 }
2599} 2413}
2600 2414
2601/* If the player should die (lack of hp, food, etc), we call this. 2415/* If the player should die (lack of hp, food, etc), we call this.
2604 * file. 2418 * file.
2605 */ 2419 */
2606void 2420void
2607kill_player (object *op) 2421kill_player (object *op)
2608{ 2422{
2609 char buf[MAX_BUF];
2610 int x, y; 2423 int x, y;
2611
2612 //int i;
2613 maptile *map; /* this is for resurrection */ 2424 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; 2425 int will_kill_again;
2621 archetype *at; 2426 archetype *at;
2622 object *tmp; 2427 object *tmp;
2623 2428
2624 if (save_life (op)) 2429 if (save_life (op))
2625 return; 2430 return;
2626 2431
2432 dynbuf_text deathtab;
2433
2434 /* restore player */
2435 at = archetype::find (shstr_poisoning);
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your body feels cleansed...\r";
2440 }
2441
2442 at = archetype::find (shstr_confusion);
2443 if (object *tmp = present_arch_in_ob (at, op))
2444 {
2445 tmp->destroy ();
2446 deathtab << "Your mind feels clearer...\r";
2447 }
2448
2449 cure_disease (op, 0, 0); /* remove any disease */
2450
2451 max_it (op->stats.hp , op->stats.maxhp);
2452 max_it (op->stats.sp , op->stats.maxsp);
2453 max_it (op->stats.grace, op->stats.maxgrace);
2454 max_it (op->stats.food , 200);
2455
2456 // remove all spell effects that are active
2457 // to avoid long-term effects such as word-of-recall
2458 for (object *item = op->inv; item; )
2459 {
2460 object *next = item->below;
2461
2462 if (item->type == SPELL_EFFECT && item->active)
2463 item->destroy ();
2464
2465 item = next;
2466 }
2627 2467
2628 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2468 /* 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. 2469 * in cities ONLY!!! It is very important that this doesn't get abused.
2630 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2631 */ 2471 */
2632 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2633 { 2473 {
2634 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2474 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2636
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 2475
2657 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2658 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2659 { 2478
2660 sprintf (buf, "%s's finger", &op->name); 2479 tmp->name = format ("%s's finger" , &op->name);
2661 tmp->name = buf; 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2662 sprintf (buf, " This finger has been cut off %s\n" 2481 tmp->msg = format (
2663 " the %s, when he was defeated at\n level %d by %s.\n", 2482 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2483 &op->name, op->contr->title,
2665 tmp->msg = buf; 2484 (int)op->level,
2485 op->contr->killer_name ()
2486 );
2666 tmp->value = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2667 tmp->materialname = "organics"; 2488 tmp->material = name_to_material (shstr_organic);
2668 tmp->insert_at (op, tmp); 2489 tmp->insert_at (op, tmp);
2669 }
2670 2490
2671 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2672 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2673 op->contr->braced = 0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2674 return; 2496 return;
2675 } 2497 }
2676 2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2501
2677 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
2678 2503
2679 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
2680 2505
2681 if (op->stats.food < 0) 2506 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 2507
2691 /* save the map location for corpse, gravestone */ 2508 /* save the map location for corpse, gravestone */
2692 x = op->x; 2509 x = op->x;
2693 y = op->y; 2510 y = op->y;
2694 map = op->map; 2511 map = op->map;
2722 2539
2723 lost_a_stat = 0; 2540 lost_a_stat = 0;
2724 2541
2725 for (z = 0; z < num_stats_lose; z++) 2542 for (z = 0; z < num_stats_lose; z++)
2726 { 2543 {
2727 i = RANDOM () % NUM_STATS; 2544 i = rndm (NUM_STATS);
2728 2545
2729 if (settings.stat_loss_on_death) 2546 if (settings.stat_loss_on_death)
2730 { 2547 {
2731 /* Pick a random stat and take a point off it. Tell the player 2548 /* Pick a random stat and take a point off it. Tell the player
2732 * what he lost. 2549 * what he lost.
2739 lost_a_stat = 1; 2556 lost_a_stat = 1;
2740 } 2557 }
2741 else 2558 else
2742 { 2559 {
2743 /* deplete a stat */ 2560 /* deplete a stat */
2744 archetype *deparch = archetype::find ("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2745 object *dep; 2562 object *dep;
2746 2563
2747 dep = present_arch_in_ob (deparch, op); 2564 dep = present_arch_in_ob (deparch, op);
2748 if (!dep) 2565 if (!dep)
2749 { 2566 {
2750 dep = arch_to_object (deparch); 2567 dep = deparch->instance ();
2751 insert_ob_in_ob (dep, op); 2568 insert_ob_in_ob (dep, op);
2752 } 2569 }
2753 lose_this_stat = 1; 2570 lose_this_stat = 1;
2754 if (settings.balanced_stat_loss) 2571 if (settings.balanced_stat_loss)
2755 { 2572 {
2783 } 2600 }
2784 } 2601 }
2785 2602
2786 if (lose_this_stat) 2603 if (lose_this_stat)
2787 { 2604 {
2788 this_stat = get_attr_value (&(dep->stats), i); 2605 this_stat = get_attr_value (&dep->stats, i);
2789 /* We could try to do something clever like find another 2606 /* We could try to do something clever like find another
2790 * stat to reduce if this fails. But chances are, if 2607 * stat to reduce if this fails. But chances are, if
2791 * stats have been depleted to -50, all are pretty low 2608 * stats have been depleted to -50, all are pretty low
2792 * and should be roughly the same, so it shouldn't make a 2609 * and should be roughly the same, so it shouldn't make a
2793 * difference. 2610 * difference.
2794 */ 2611 */
2795 if (this_stat >= -50) 2612 if (this_stat >= -50)
2796 { 2613 {
2797 change_attr_value (&(dep->stats), i, -1); 2614 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG (dep, FLAG_APPLIED); 2615 dep->set_flag (FLAG_APPLIED);
2799 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2616 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 op->update_stats (); 2617 op->update_stats ();
2801 lost_a_stat = 1; 2618 lost_a_stat = 1;
2802 } 2619 }
2803 } 2620 }
2804 } 2621 }
2805 } 2622 }
2623
2806 /* If no stat lost, tell the player. */ 2624 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2625 if (!lost_a_stat)
2808 { 2626 {
2809 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2628 Should I be using something else? GD */
2811 const char *god = determine_god (op); 2629 shstr_tmp god = determine_god (op);
2812 2630
2813 if (god && (strcmp (god, "none"))) 2631 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); 2632 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2815 else 2633 else
2816 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2634 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2817 } 2635 }
2818#else 2636#else
2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2637 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2820#endif 2638#endif
2821 2639
2822 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2823 * exp loss on the stone. 2641 * exp loss on the stone.
2824 */ 2642 */
2825 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2826 sprintf (buf, "%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2827 tmp->name = buf; 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2828 sprintf (buf, "%s's gravestones", &op->name); 2646 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2829 tmp->name_pl = buf; 2647 &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; 2648 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL, 0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2650
2835 /**************************************/ 2651 /**************************************/
2836 /* */ 2652 /* */
2837 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */
2840 /* */ 2654 /* */
2841 /**************************************/ 2655 /**************************************/
2842 2656
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)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
2865 apply_death_exp_penalty (op); 2658 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 2659
2872 /* 2660 /*
2873 * Check to see if the player has any unpaid items. If so, remove them 2661 * Check to see if the player has any unpaid items. If so, remove them
2874 * and put them back in the map. 2662 * and put them back in the map.
2875 */ 2663 */
2876 remove_unpaid_objects (op->inv, op); 2664 op->drop_unpaid_items ();
2877 2665
2878 /****************************************/ 2666 /****************************************/
2879 /* */ 2667 /* */
2880 /* Move player to his current respawn- */ 2668 /* Move player to his current respawn- */
2881 /* position (usually last savebed) */ 2669 /* position (usually last savebed) */
2899 if (will_kill_again) 2687 if (will_kill_again)
2900 { 2688 {
2901 object *force; 2689 object *force;
2902 int at; 2690 int at;
2903 2691
2904 force = get_archetype (FORCE_NAME); 2692 force = archetype::get (FORCE_NAME);
2905 /* 50 ticks should be enough time for the spell to abate */ 2693 /* 50 ticks should be enough time for the spell to abate */
2906 force->speed = 0.1f;
2907 force->speed_left = -5.f; 2694 force->speed_left = -5.f;
2908 SET_FLAG (force, FLAG_APPLIED); 2695 force->set_speed (0.1f);
2696 force->set_flag (FLAG_APPLIED);
2697
2909 for (at = 0; at < NROFATTACKS; at++) 2698 for (at = 0; at < NROFATTACKS; at++)
2910 if (will_kill_again & (1 << at)) 2699 if (will_kill_again & (1 << at))
2911 force->resist[at] = 100; 2700 force->resist[at] = 100;
2912 2701
2913 insert_ob_in_ob (force, op); 2702 insert_ob_in_ob (force, op);
2914 op->update_stats (); 2703 op->update_stats ();
2915
2916 } 2704 }
2917 2705
2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2706 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2919} 2707}
2920 2708
2921void 2709static void
2922loot_object (object *op) 2710loot_object (object *op)
2923{ /* Grab and destroy some treasure */ 2711{ /* Grab and destroy some treasure */
2924 object *tmp, *tmp2, *next; 2712 object *tmp, *tmp2, *next;
2925 2713
2926 op->close_container (); /* close open sack first */ 2714 op->close_container (); /* close open sack first */
2936 tmp->x = op->x, tmp->y = op->y; 2724 tmp->x = op->x, tmp->y = op->y;
2937 2725
2938 if (tmp->type == CONTAINER) 2726 if (tmp->type == CONTAINER)
2939 loot_object (tmp); /* empty container to ground */ 2727 loot_object (tmp); /* empty container to ground */
2940 2728
2941 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2729 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2942 { 2730 {
2943 if (tmp->nrof > 1) 2731 if (tmp->nrof > 1)
2944 { 2732 {
2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2733 tmp->decrease (rndm (1, tmp->nrof - 1));
2946 tmp2->destroy ();
2947 insert_ob_in_map (tmp, op->map, NULL, 0); 2734 insert_ob_in_map (tmp, op->map, NULL, 0);
2948 } 2735 }
2949 else 2736 else
2950 tmp->destroy (); 2737 tmp->destroy ();
2951 } 2738 }
2958 * fix_weight(): Check recursively the weight of all players, and fix 2745 * fix_weight(): Check recursively the weight of all players, and fix
2959 * what needs to be fixed. Refresh windows and fix speed if anything 2746 * what needs to be fixed. Refresh windows and fix speed if anything
2960 * was changed. 2747 * was changed.
2961 */ 2748 */
2962void 2749void
2963fix_weight (void) 2750fix_weight ()
2964{ 2751{
2965 for_all_players (pl) 2752 for_all_players (pl)
2966 { 2753 {
2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2754 sint32 old = pl->ob->carrying;
2968 2755
2969 if (old == sum) 2756 pl->ob->update_weight ();
2970 continue; 2757
2758 if (old != pl->ob->carrying)
2759 {
2971 pl->ob->update_stats (); 2760 pl->ob->update_stats ();
2972 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2761 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2762 }
2973 } 2763 }
2974} 2764}
2975 2765
2976void 2766void
2977fix_luck (void) 2767fix_luck ()
2978{ 2768{
2979 for_all_players (pl) 2769 for_all_players (pl)
2980 if (!pl->ob->contr->ns->state) 2770 if (!pl->ob->contr->ns->state)
2981 pl->ob->change_luck (0); 2771 pl->ob->change_luck (0);
2982} 2772}
3019} 2809}
3020 2810
3021void 2811void
3022make_visible (object *op) 2812make_visible (object *op)
3023{ 2813{
3024 op->hide = 0; 2814 op->flag [FLAG_HIDDEN] = 0;
3025 op->invisible = 0; 2815 op->invisible = 0;
2816
3026 if (op->type == PLAYER) 2817 if (op->type == PLAYER)
3027 { 2818 {
3028 op->contr->tmp_invis = 0; 2819 op->contr->tmp_invis = 0;
3029 op->contr->invis_race = 0; 2820 op->contr->invis_race = 0;
3030 } 2821 }
3033} 2824}
3034 2825
3035int 2826int
3036is_true_undead (object *op) 2827is_true_undead (object *op)
3037{ 2828{
3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2829 if (op->arch->flag [FLAG_UNDEAD])
3039 return 1; 2830 return 1;
3040 2831
3041 return 0; 2832 return 0;
3042} 2833}
3043 2834
3044/* look at the surrounding terrain to determine 2835/* look at the surrounding terrain to determine
3045 * the hideability of this object. Positive levels 2836 * the hideability of this object. Positive levels
3046 * indicate greater hideability. 2837 * indicate greater hideability.
3047 */ 2838 */
3048
3049int 2839int
3050hideability (object *ob) 2840hideability (object *ob)
3051{ 2841{
3052 int i, level = 0, mflag; 2842 int i, level = 0, mflag;
3053 sint16 x, y; 2843 sint16 x, y;
3054 2844
3055 if (!ob || !ob->map) 2845 if (!ob || !ob->map)
3056 return 0; 2846 return 0;
3057 2847
3058 /* so, on normal lighted maps, its hard to hide */ 2848 /* so, on normal lighted maps, its hard to hide */
3059 level = ob->map->darkness - 2; 2849 level = ob->map->darklevel () - 2;
3060 2850
3061 /* this also picks up whether the object is glowing. 2851 /* this also picks up whether the object is glowing.
3062 * If you carry a light on a non-dark map, its not 2852 * If you carry a light on a non-dark map, its not
3063 * as bad as carrying a light on a pitch dark map */ 2853 * as bad as carrying a light on a pitch dark map */
3064 if (has_carried_lights (ob)) 2854 if (ob->has_carried_lights ())
3065 level = -(10 + (2 * ob->map->darkness)); 2855 level = -(10 + (2 * ob->map->darklevel ()));
3066 2856
3067 /* scan through all nearby squares for terrain to hide in */ 2857 /* 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]) 2858 for (i = 0, x = ob->x, y = ob->y;
2859 i <= SIZEOFFREE1;
2860 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3069 { 2861 {
3070 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2862 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3071 if (mflag & P_OUT_OF_MAP) 2863 if (mflag & P_OUT_OF_MAP)
3072 {
3073 continue; 2864 continue;
3074 } 2865
3075 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2866 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3076 level += 2; 2867 level += 2;
3077 else /* open terrain! */ 2868 else /* open terrain! */
3078 level -= 1; 2869 level -= 1;
3079 } 2870 }
3090 * spot (surrounded by clear terrain in broad daylight). -b.t. 2881 * spot (surrounded by clear terrain in broad daylight). -b.t.
3091 */ 2882 */
3092void 2883void
3093do_hidden_move (object *op) 2884do_hidden_move (object *op)
3094{ 2885{
3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2886 int hide = 0;
3096 object *skop;
3097 2887
3098 if (!op || !op->map) 2888 if (!op || !op->map)
3099 return; 2889 return;
3100 2890
3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2891 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2892 int num = random_roll (0, 19, op, PREFER_LOW);
3102 2893
3103 /* its *extremely* hard to run and sneak/hide at the same time! */ 2894 /* its *extremely* hard to run and sneak/hide at the same time! */
3104 if (op->type == PLAYER && op->contr->run_on) 2895 if (op->type == PLAYER && op->contr->run_on)
3105 if (!skop || num >= skop->level) 2896 if (!skop || num >= skop->level)
3106 { 2897 {
3116 num -= hide; 2907 num -= hide;
3117 2908
3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2909 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3119 { 2910 {
3120 make_visible (op); 2911 make_visible (op);
2912
3121 if (op->type == PLAYER) 2913 if (op->type == PLAYER)
3122 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2914 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3123 } 2915 }
3124 else if (op->type == PLAYER && skop) 2916 else if (op->type == PLAYER && skop)
3125 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2917 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3140 2932
3141 if (who->type == PLAYER) 2933 if (who->type == PLAYER)
3142 player = 1; 2934 player = 1;
3143 2935
3144 else 2936 else
3145 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2937 friendly = who->flag [FLAG_FRIENDLY];
3146 2938
3147 /* search adjacent squares */ 2939 /* search adjacent squares */
3148 for (i = 1; i < 9; i++) 2940 for (i = 1; i < 9; i++)
3149 { 2941 {
3150 x = who->x + freearr_x[i]; 2942 x = who->x + freearr_x[i];
3159 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2951 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3160 continue; 2952 continue;
3161 2953
3162 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2954 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3163 { 2955 {
3164 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2956 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3165 return 1; 2957 return 1;
3166 else if (tmp->type == PLAYER) 2958 else if (tmp->type == PLAYER)
3167 { 2959 {
3168 /*don't let a hidden DM prevent you from hiding */ 2960 /*don't let a hidden DM prevent you from hiding */
3169 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2961 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3170 return 1; 2962 return 1;
3171 } 2963 }
3172 } 2964 }
3173 } 2965 }
3174 return 0; 2966 return 0;
3178 * object op. This function works fine for monsters, 2970 * object op. This function works fine for monsters,
3179 * but we dont worry if the object isnt the top one in 2971 * but we dont worry if the object isnt the top one in
3180 * a pile (say a coin under a table would return "viewable" 2972 * a pile (say a coin under a table would return "viewable"
3181 * by this routine). Another question, should we be 2973 * by this routine). Another question, should we be
3182 * concerned with the direction the player is looking 2974 * concerned with the direction the player is looking
3183 * in? Realistically, most of use cant see stuff behind 2975 * in? Realistically, most of us can't see stuff behind
3184 * our backs...on the other hand, does the "facing" direction 2976 * our backs...on the other hand, does the "facing" direction
3185 * imply the way your head, or body is facing? Its possible 2977 * 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. 2978 * for them to differ. Sigh, this fctn could get a bit more complex.
3187 * -b.t. 2979 * -b.t.
3188 * This function is now map tiling safe. 2980 * This function is now map tiling safe.
3189 */ 2981 */
3190
3191int 2982int
3192player_can_view (object *pl, object *op) 2983player_can_view (object *pl, object *op)
3193{ 2984{
3194 rv_vector rv; 2985 rv_vector rv;
3195 int dx, dy; 2986 int dx, dy;
3207 2998
3208 get_rangevector (pl, op, &rv, 0x1); 2999 get_rangevector (pl, op, &rv, 0x1);
3209 3000
3210 /* starting with the 'head' part, lets loop 3001 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any 3002 * through the object and find if it has any
3212 * part that is in the los array but isnt on 3003 * part that is in the los array but isn't on
3213 * a blocked los square. 3004 * a blocked los square.
3214 * we use the archetype to figure out offsets. 3005 * we use the archetype to figure out offsets.
3215 */ 3006 */
3216 while (op) 3007 while (op)
3217 { 3008 {
3218 dx = rv.distance_x + op->arch->clone.x; 3009 dx = rv.distance_x + op->arch->x;
3219 dy = rv.distance_y + op->arch->clone.y; 3010 dy = rv.distance_y + op->arch->y;
3220 3011
3221 /* only the viewable area the player sees is updated by LOS 3012 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; 3013 return 1;
3014
3229 op = op->more; 3015 op = op->more;
3230 } 3016 }
3231 return 0;
3232}
3233 3017
3234/* routine for both players and monsters. We call this when
3235 * there is a possibility for our action distrubing our hiding
3236 * place or invisiblity spell. Artefact invisiblity is not
3237 * effected by this. If we arent invisible to begin with, we
3238 * return 0.
3239 */
3240int
3241action_makes_visible (object *op)
3242{
3243
3244 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3245 {
3246 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3247 return 0;
3248
3249 if (op->contr && op->contr->tmp_invis == 0)
3250 return 0;
3251
3252 /* If monsters, they should become visible */
3253 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3254 {
3255 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3256 return 1;
3257 }
3258 }
3259 return 0; 3018 return 0;
3260} 3019}
3261 3020
3262/* op_on_battleground - checks if the given object op (usually 3021/* op_on_battleground - checks if the given object op (usually
3263 * a player) is standing on a valid battleground-tile, 3022 * 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 3027 * Default is to do the same as before, so only people wanting to have different points need worry about this
3269 */ 3028 */
3270int 3029int
3271op_on_battleground (object *op, int *x, int *y) 3030op_on_battleground (object *op, int *x, int *y)
3272{ 3031{
3273 object *tmp;
3274
3275 /* A battleground-tile needs the following attributes to be valid: 3032 /* 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), 3033 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3277 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3034 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3278 * and the exit-coordinates sp/hp must both be > 0. 3035 * and the exit-coordinates sp/hp must both be > 0.
3279 * => The intention here is to prevent abuse of the battleground- 3036 * => The intention here is to prevent abuse of the battleground-
3280 * feature (like pickable or hidden battleground tiles). */ 3037 * feature (like pickable or hidden battleground tiles). */
3281 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3038 for (object *tmp = op->below; tmp; tmp = tmp->below)
3282 { 3039 {
3283 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3040 if (tmp->flag [FLAG_IS_FLOOR])
3284 { 3041 {
3285 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3042 if (tmp->flag [FLAG_NO_PICK]
3286 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3043 && tmp->type == BATTLEGROUND
3044 && tmp->name == shstr_battleground
3045 && EXIT_X (tmp) && EXIT_Y (tmp))
3287 { 3046 {
3288 /*before we assign the exit, check if this is a teambattle */ 3047 /* before we assign the exit, check if this is a teambattle */
3289 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3048 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3290 {
3291 object *invtmp;
3292
3293 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3049 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3294 { 3051 {
3295 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3296 {
3297 if (x != NULL && y != NULL) 3052 if (x && y)
3298 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054
3299 return 1; 3055 return 1;
3300 }
3301 } 3056 }
3302 } 3057
3303 if (x != NULL && y != NULL) 3058 if (x && y)
3304 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3059 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3060
3305 return 1; 3061 return 1;
3306 } 3062 }
3307 } 3063 }
3308 } 3064 }
3065
3309 /* If we got here, did not find a battleground */ 3066 /* If we got here, did not find a battleground */
3310 return 0; 3067 return 0;
3311} 3068}
3312 3069
3313/* 3070/*
3329 char buf[MAX_BUF]; /* tmp. string buffer */ 3086 char buf[MAX_BUF]; /* tmp. string buffer */
3330 int i = 0, j = 0; 3087 int i = 0, j = 0;
3331 3088
3332 /* get the appropriate treasurelist */ 3089 /* get the appropriate treasurelist */
3333 if (atnr == ATNR_FIRE) 3090 if (atnr == ATNR_FIRE)
3334 trlist = treasurelist::find ("dragon_ability_fire"); 3091 trlist = treasurelist::find (shstr_dragon_ability_fire);
3335 else if (atnr == ATNR_COLD) 3092 else if (atnr == ATNR_COLD)
3336 trlist = treasurelist::find ("dragon_ability_cold"); 3093 trlist = treasurelist::find (shstr_dragon_ability_cold);
3337 else if (atnr == ATNR_ELECTRICITY) 3094 else if (atnr == ATNR_ELECTRICITY)
3338 trlist = treasurelist::find ("dragon_ability_elec"); 3095 trlist = treasurelist::find (shstr_dragon_ability_elec);
3339 else if (atnr == ATNR_POISON) 3096 else if (atnr == ATNR_POISON)
3340 trlist = treasurelist::find ("dragon_ability_poison"); 3097 trlist = treasurelist::find (shstr_dragon_ability_poison);
3341 3098
3342 if (trlist == NULL || who->type != PLAYER) 3099 if (trlist == NULL || who->type != PLAYER)
3343 return; 3100 return;
3344 3101
3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3102 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]); */ 3106 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3350 return; 3107 return;
3351 } 3108 }
3352 3109
3353 /* everything seems okay - now bring on the gift: */ 3110 /* everything seems okay - now bring on the gift: */
3354 item = &(tr->item->clone); 3111 item = tr->item;
3355 3112
3356 if (item->type == SPELL) 3113 if (item->type == SPELL)
3357 { 3114 {
3358 if (check_spell_known (who, item->name)) 3115 if (check_spell_known (who, item->name))
3359 return; 3116 return;
3418 { 3175 {
3419 /* forces in the treasurelist can alter the player's stats */ 3176 /* forces in the treasurelist can alter the player's stats */
3420 object *skin; 3177 object *skin;
3421 3178
3422 /* first get the dragon skin force */ 3179 /* 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) 3180 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3425 ; 3181 ;
3426 3182
3427 if (!skin) 3183 if (!skin)
3428 return; 3184 return;
3429 3185
3443 else 3199 else
3444 j = 1; 3200 j = 1;
3445 strcat (buf, spellpathnames[i]); 3201 strcat (buf, spellpathnames[i]);
3446 } 3202 }
3447 } 3203 }
3204
3448 strcat (buf, "."); 3205 strcat (buf, ".");
3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3206 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3450 } 3207 }
3451 3208
3452 /* evtl. adding flags: */ 3209 /* evtl. adding flags: */
3453 if (QUERY_FLAG (item, FLAG_XRAYS)) 3210 if (item->flag [FLAG_XRAYS])
3454 SET_FLAG (skin, FLAG_XRAYS); 3211 skin->set_flag (FLAG_XRAYS);
3455 if (QUERY_FLAG (item, FLAG_STEALTH)) 3212 if (item->flag [FLAG_STEALTH])
3456 SET_FLAG (skin, FLAG_STEALTH); 3213 skin->set_flag (FLAG_STEALTH);
3457 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3214 if (item->flag [FLAG_SEE_IN_DARK])
3458 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3215 skin->set_flag (FLAG_SEE_IN_DARK);
3459 3216
3460 /* print message if there is one */ 3217 /* print message if there is one */
3461 if (item->msg != NULL) 3218 if (item->msg != NULL)
3462 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3219 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3463 } 3220 }
3464 else 3221 else
3465 { 3222 {
3466 /* generate misc. treasure */ 3223 /* generate misc. treasure */
3467 tmp = arch_to_object (tr->item); 3224 tmp = tr->item->instance ();
3468 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3225 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); 3226 who->insert (tmp);
3470 if (who->type == PLAYER)
3471 esrv_send_item (who, tmp);
3472 } 3227 }
3473} 3228}
3474 3229
3475/** 3230//-GPL
3476 * Unready an object for a player. This function does nothing if the object was
3477 * not readied.
3478 */
3479void
3480player_unready_range_ob (player *pl, object *ob)
3481{
3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3484
3485 if (pl->combat_ob == ob)
3486 pl->combat_ob = 0;
3487
3488 if (pl->ranged_ob == ob)
3489 pl->ranged_ob = 0;
3490}
3491 3231
3492sint8 3232sint8
3493player::visibility_at (maptile *map, int x, int y) const 3233player::darkness_at (maptile *map, int x, int y) const
3494{ 3234{
3495 if (!ns) 3235 if (!ns)
3496 return 0; 3236 return LOS_BLOCKED;
3497 3237
3498 int dx, dy; 3238 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3239 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3240 return LOS_BLOCKED;
3241
3242 x += dx - ns->current_x;
3243 y += dy - ns->current_y;
3244
3245 return blocked_los (x, y);
3246}
3247
3248void
3249player::infobox (const char *title, const char *msg, int color)
3250{
3251 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3252}
3253
3254void
3255player::statusmsg (const char *msg, int color)
3256{
3257 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3258}
3259
3260void
3261player::failmsg (const char *msg, int color)
3262{
3263 play_sound (sound_find ("generic_failure"));
3264 statusmsg (msg, color);
3265}
3266
3267void
3268object::failmsgf (const char *format, ...)
3269{
3270 if (!contr)
3500 return 0; 3271 return;
3501 3272
3502 x += dx - ns->current_x + ns->mapx / 2; 3273 va_list ap;
3503 y += dy - ns->current_y + ns->mapy / 2; 3274 va_start (ap, format);
3504 3275 contr->failmsg (vformat (format, ap));
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3276 va_end (ap);
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509} 3277}
3278
3279void
3280player::failmsgf (const char *format, ...)
3281{
3282 va_list ap;
3283 va_start (ap, format);
3284 failmsg (vformat (format, ap));
3285 va_end (ap);
3286}
3287

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