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Comparing deliantra/server/server/player.C (file contents):
Revision 1.148 by root, Mon Jun 4 12:19:09 2007 UTC vs.
Revision 1.266 by root, Tue Apr 6 23:34:57 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors 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;
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 80
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 82
207 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
208 97
209 ns->update_look = 0; 98 ns->update_look = 0;
210 ns->look_position = 0; 99 ns->look_position = 0;
211 100
212 clear_los (this); 101 clear_los ();
213 102
214 ns->reset_stats (); 103 ns->reset_stats ();
215 104
216 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
219 108
220 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
221 link_player_skills (ob); 110 link_skills ();
222 111
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
226 113
227 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
229 { 116 {
230 object *tmp, *abil = 0, *skin = 0; 117 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");
234 118
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 122 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 124 skin = tmp;
241 125
242 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
243 } 127 }
244 128
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 130
247 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
248 132
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
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 (); 133 ob->update_stats ();
275 134
276 ns->floorbox_update (); 135 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
279 138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
143
144 ob->update_stats (); // we unapplied stuff above
280 activate (); 145 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285 146
286 INVOKE_PLAYER (CONNECT, this); 147 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this); 148 INVOKE_PLAYER (LOGIN, this);
288} 149}
289 150
290void 151void
291player::disconnect () 152player::disconnect ()
292{ 153{
154 if (ob)
155 {
156 ob->close_container (); //TODO: client-specific
157 ob->drop_unpaid_items ();
158 }
159
293 if (ns) 160 if (ns)
294 { 161 {
295 if (active) 162 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 163 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 164
300 ns->reset_stats (); 167 ns->reset_stats ();
301 ns->pl = 0; 168 ns->pl = 0;
302 ns = 0; 169 ns = 0;
303 } 170 }
304 171
305 if (ob) 172 // this is important for the player scheduler to get the correct refcount
306 ob->close_container (); //TODO: client-specific 173 // when ns = 0
174 observe = viewpoint = ob;
307 175
308 deactivate (); 176 deactivate ();
309} 177}
178
179//-GPL
310 180
311// the need for this function can be explained 181// the need for this function can be explained
312// by load_object not returning the object 182// by load_object not returning the object
313void 183void
314player::set_object (object *op) 184player::set_object (object *op)
315{ 185{
316 ob = observe = op; 186 ob = observe = viewpoint = op;
317 ob->contr = this; /* this aren't yet in archetype */ 187 ob->contr = this; /* this aren't yet in archetype */
318 188
319 ob->speed = 1.0f; 189 ob->speed = 1.0f;
320 ob->speed_left = 0.5f; 190 ob->speed_left = 0.5f;
321 191
322 ob->direction = 5; /* So player faces south */ 192 ob->direction = 5; /* So player faces south */
323} 193}
324 194
325void 195void
326player::set_observe (object *op) 196player::set_observe (object *op)
327{ 197{
328 observe = op ? op : ob; 198 observe = viewpoint = op ? op : ob;
329 do_los = 1; 199 do_los = 1;
330} 200}
201
202void
203player::set_viewpoint (object *op)
204{
205 viewpoint = op ? op : (object *)observe;
206 do_los = 1;
207}
208
209//+GPL
331 210
332player::player () 211player::player ()
333{ 212{
334 /* There are some elements we want initialised to non zero value - 213 /* There are some elements we want initialised to non zero value -
335 * we deal with that below this point. 214 * we deal with that below this point.
341 savebed_map = first_map_path; /* Init. respawn position */ 220 savebed_map = first_map_path; /* Init. respawn position */
342 221
343 gen_sp_armour = 10; 222 gen_sp_armour = 10;
344 bowtype = bow_normal; 223 bowtype = bow_normal;
345 petmode = pet_normal; 224 petmode = pet_normal;
346 listening = 10;
347 usekeys = containers; 225 usekeys = containers;
348 peaceful = 1; /* default peaceful */ 226 peaceful = 1; /* default peaceful */
349 do_los = 1; 227 do_los = 1;
350 228
351 weapon_sp = 1.0f; 229 weapon_sp = 1.0f;
362 if (ob) 240 if (ob)
363 { 241 {
364 ob->destroy_inv (false); 242 ob->destroy_inv (false);
365 ob->destroy (); 243 ob->destroy ();
366 } 244 }
245
246 ob = observe = viewpoint = 0;
367} 247}
368 248
369player::~player () 249player::~player ()
370{ 250{
371 /* Clear item stack */ 251 /* Clear item stack */
372 free (stack_items); 252 free (stack_items);
253}
254
255/*
256 * get_player_archetype() return next player archetype from archetype
257 * list. Not very efficient routine, but used only creating new players.
258 * Note: there MUST be at least one player archetype!
259 */
260static archetype *
261get_player_archetype (archetype *at)
262{
263 // archetypes could have been reloaded
264 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
265
266 if (!nat)
267 return at;
268
269 archvec::iterator i = archetypes.find (nat);
270
271 for (;;)
272 {
273 if (++i == archetypes.end ())
274 i = archetypes.begin ();
275 else if (*i == at)
276 cleanup ("not a single player archetype found");
277
278 if ((*i)->type == PLAYER)
279 return *i;
280 }
373} 281}
374 282
375/* Tries to add player on the connection passed in ns. 283/* Tries to add player on the connection passed in ns.
376 * All we can really get in this is some settings like host and display 284 * All we can really get in this is some settings like host and display
377 * mode. 285 * mode.
379player * 287player *
380player::create () 288player::create ()
381{ 289{
382 player *pl = new player; 290 player *pl = new player;
383 291
384 pl->set_object (arch_to_object (get_player_archetype (0))); 292 pl->set_object (get_player_archetype (0)->instance ());
385 293
386 pl->ob->roll_stats (); 294 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2; 295 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */ 296 pl->ob->run_away = 25; /* Then we panick... */
389 297
390 set_first_map (pl->ob); 298 set_first_map (pl->ob);
391 299
392 return pl; 300 return pl;
393}
394
395/*
396 * get_player_archetype() return next player archetype from archetype
397 * list. Not very efficient routine, but used only creating new players.
398 * Note: there MUST be at least one player archetype!
399 */
400archetype *
401get_player_archetype (archetype *at)
402{
403 archetype *start = at;
404
405 for (;;)
406 {
407 if (at == NULL || at->next == NULL)
408 at = first_archetype;
409 else
410 at = at->next;
411
412 if (at->clone.type == PLAYER)
413 return at;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 }
421} 301}
422 302
423object * 303object *
424get_nearest_player (object *mon) 304get_nearest_player (object *mon)
425{ 305{
428 unsigned lastdist; 308 unsigned lastdist;
429 rv_vector rv; 309 rv_vector rv;
430 310
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 312 {
433 /* We should not find free objects on this friendly list, but it
434 * does periodically happen. Given that, lets deal with it.
435 * While unlikely, it is possible the next object on the friendly
436 * list is also free, so encapsulate this in a while loop.
437 */
438 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439 {
440 object *tmp = ol->ob;
441
442 /* Can't do much more other than log the fact, because the object
443 * itself will have been cleared.
444 */
445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
447 ol = ol->next;
448 remove_friendly_object (tmp);
449 if (!ol)
450 return op;
451 }
452
453 /* Remove special check for player from this. First, it looks to cause
454 * some crashes (ol->ob->contr not set properly?), but secondly, a more
455 * complicated method of state checking would be needed in any case -
456 * as it was, a clever player could type quit, and the function would
457 * skip them over while waiting for confirmation. Remove
458 * on_same_map check, as can_detect_enemy also does this
459 */
460 if (!can_detect_enemy (mon, ol->ob, &rv)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 314 continue;
462 315
463 if (lastdist > rv.distance) 316 if (lastdist > rv.distance)
464 { 317 {
659 512
660 return firstdir; 513 return firstdir;
661} 514}
662 515
663void 516void
664give_initial_items (object *pl, treasurelist * items) 517give_initial_items (object *pl, treasurelist *items)
665{ 518{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 519 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 520 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 521
671 for (op = pl->inv; op; op = next) 522 for (object *next, *op = pl->inv; op; op = next)
672 { 523 {
673 next = op->below; 524 next = op->below;
674 525
675 /* Forces get applied per default, unless they have the 526 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 527 * flag "neutral" set. Sorry but I can't think of a better way
681 /* we never give weapons/armour if these cannot be used 532 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 533 * by this player due to race restrictions
683 */ 534 */
684 if (pl->type == PLAYER) 535 if (pl->type == PLAYER)
685 { 536 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 537 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
538 &&
687 (op->type == ARMOUR || op->type == BOOTS || 539 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 540 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 541 || op->type == SHIELD || op->type == GLOVES
542 || op->type == BRACERS || op->type == GIRDLE))
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 543 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 { 544 {
692 op->destroy (); 545 op->destroy ();
693 continue; 546 continue;
694 } 547 }
695 } 548 }
696 549
697 /* This really needs to be better - we should really give 550 /* Here we remove duplicated skills (as duplicated spell objects have
698 * a substitute spellbook. The problem is that we don't really 551 * _very_ confusing effects for players), which could for instance be
699 * have a good idea what to replace it with (need something like 552 * generated by bad treasurelists. - elmex
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */ 553 */
703 if (op->type == SPELLBOOK || op->type == SKILL) 554 if (op->type == SKILL)
704 { 555 {
705 object *tmp;
706
707 for (tmp = op->below; tmp; tmp = tmp->below) 556 for (object *tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name) 557 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 { 558 {
713 op->destroy (); 559 op->destroy ();
560 LOG (llevError,
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 561 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
715 continue; 562 break;
716 } 563 }
717 564
718 if (op->nrof > 1) 565 if (op->nrof > 1)
719 op->nrof = 1; 566 op->nrof = 1;
720 } 567 }
721 568
722 if (op->type == SPELLBOOK && op->inv) 569 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 570 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 571
727 /* Give starting characters identified, uncursed, and undamned 572 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 573 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 574 * merged properly.
730 */ 575 */
731 if (need_identify (op)) 576 if (need_identify (op))
732 { 577 {
733 SET_FLAG (op, FLAG_IDENTIFIED); 578 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED); 579 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED); 580 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 581 }
582
737 if (op->type == SPELL) 583 if (op->type == SPELL)
738 { 584 {
739 op->destroy (); 585 op->destroy ();
740 continue; 586 continue;
741 } 587 }
743 { 589 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 590 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 591 op->stats.exp = 0;
746 op->level = 1; 592 op->level = 1;
747 } 593 }
748 /* lock all 'normal items by default */ 594 else /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED); 595 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 596 } /* for loop of objects in player inv */
752 597
753 /* Need to set up the skill pointers */ 598 /* Need to set up the skill pointers */
754 link_player_skills (pl); 599 pl->contr->link_skills ();
755} 600}
756 601
757void 602void
758get_party_password (object *op, partylist *party) 603get_party_password (object *op, partylist *party)
759{ 604{
769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 614 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
770} 615}
771 616
772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 617/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
773static int 618static int
774roll_stat (void) 619roll_stat ()
775{ 620{
776 int a[4], i, j, k; 621 int a[4], i, j, k;
777 622
778 for (i = 0; i < 4; i++) 623 for (i = 0; i < 4; i++)
779 a[i] = (int) rndm (6) + 1; 624 a[i] = (int) rndm (6) + 1;
860static void 705static void
861start_info (object *op) 706start_info (object *op)
862{ 707{
863 char buf[MAX_BUF]; 708 char buf[MAX_BUF];
864 709
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 710 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 711 new_draw_info (NDI_UNIQUE, 0, op, buf);
867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
869} 712}
870 713
871/* This function takes the key that is passed, and does the 714/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 715 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 716 * The function name is for historical reasons - now we have
876 */ 719 */
877void 720void
878player::chargen_race_done () 721player::chargen_race_done ()
879{ 722{
880 /* this must before then initial items are given */ 723 /* this must before then initial items are given */
881 esrv_new_player (ob->contr, ob->weight + ob->carrying); 724 esrv_new_player (ob->contr);
882 725
883 treasurelist *tl = treasurelist::find ("starting_wealth"); 726 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
884 if (tl) 727 if (tl)
885 create_treasure (tl, ob, 0, 0, 0); 728 create_treasure (tl, ob, 0, 0, 0);
886 729
887 INVOKE_PLAYER (BIRTH, ob->contr); 730 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, ob->contr); 731 INVOKE_PLAYER (LOGIN, ob->contr);
889 732
890 ob->contr->ns->state = ST_PLAYING; 733 ob->contr->ns->state = ST_PLAYING;
891 734
892 if (ob->msg) 735 if (ob->msg)
893 ob->msg = 0; 736 ob->msg = 0;
894
895 /* We create this now because some of the unique maps will need it
896 * to save here.
897 */
898 {
899 char buf[MAX_BUF];
900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
901 make_path_to_file (buf);
902 }
903 737
904 start_info (ob); 738 start_info (ob);
905 CLEAR_FLAG (ob, FLAG_WIZ); 739 CLEAR_FLAG (ob, FLAG_WIZ);
906 give_initial_items (ob, ob->randomitems); 740 give_initial_items (ob, ob->randomitems);
907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob); 741 esrv_send_inventory (ob, ob);
909 ob->update_stats (); 742 ob->update_stats ();
910 743
911 /* This moves the player to a different start map, if there 744 /* This moves the player to a different start map, if there
912 * is one for this race 745 * is one for this race
913 */ 746 */
914 if (*first_map_ext_path) 747 if (*first_map_ext_path)
915 { 748 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
916 object *tmp;
917 char mapname[MAX_BUF];
918
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
920 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
925 * if the map isn't there, then stay on the
926 * default initial map */
927 tmp->destroy ();
928 }
929 else 749 else
930 LOG (llevDebug, "first_map_ext_path not set\n"); 750 LOG (llevDebug, "first_map_ext_path not set\n");
931} 751}
932 752
933void 753void
943 int x = ob->x, y = ob->y; 763 int x = ob->x, y = ob->y;
944 764
945 ob->remove_statbonus (); 765 ob->remove_statbonus ();
946 ob->remove (); 766 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 767 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 768 ob->arch->copy_to (ob);
949 ob->instantiate (); 769 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 770 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 771 ob->name = ob->name_pl = name;
952 ob->x = x; 772 ob->x = x;
953 ob->y = y; 773 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 774 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 775 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 776 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 777 ob->add_statbonus ();
958 } 778 }
959 while (!allowed_class (ob)); 779 while (!allowed_class (ob));
960 780
961 update_object (ob, UP_OBJ_FACE); 781 update_object (ob, UP_OBJ_FACE);
964 ob->stats.hp = ob->stats.maxhp; 784 ob->stats.hp = ob->stats.maxhp;
965 ob->stats.sp = ob->stats.maxsp; 785 ob->stats.sp = ob->stats.maxsp;
966 ob->stats.grace = 0; 786 ob->stats.grace = 0;
967} 787}
968 788
969void 789static void
970flee_player (object *op) 790flee_player (object *op)
971{ 791{
972 int dir, diff; 792 int dir, diff;
973 rv_vector rv; 793 rv_vector rv;
974 794
977 LOG (llevDebug, "Fleeing player is dead.\n"); 797 LOG (llevDebug, "Fleeing player is dead.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 798 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 799 return;
980 } 800 }
981 801
982 if (op->enemy == NULL) 802 if (!op->enemy)
983 { 803 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n"); 804 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED); 805 CLEAR_FLAG (op, FLAG_SCARED);
986 return; 806 return;
987 } 807 }
988 808
989 /* Seen some crashes here. Since we don't store an
990 * op->enemy_count, it is possible that something destroys the
991 * actual enemy, and the object is recycled.
992 */
993 if (op->enemy->map == NULL)
994 {
995 CLEAR_FLAG (op, FLAG_SCARED);
996 op->enemy = NULL;
997 return;
998 }
999
1000 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 809 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 { 810 {
1002 op->enemy = NULL; 811 op->enemy = NULL;
1003 CLEAR_FLAG (op, FLAG_SCARED); 812 CLEAR_FLAG (op, FLAG_SCARED);
1004 return; 813 return;
1007 get_rangevector (op, op->enemy, &rv, 0); 816 get_rangevector (op, op->enemy, &rv, 0);
1008 817
1009 dir = absdir (4 + rv.direction); 818 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++) 819 for (diff = 0; diff < 3; diff++)
1011 { 820 {
1012 int m = 1 - (RANDOM () & 2); 821 int m = 1 - rndm (2) * 2;
1013 822
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 823 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1015 return; 824 return;
1016 } 825 }
1017 826
1018 /* Cornered, get rid of scared */ 827 /* Cornered, get rid of scared */
1019 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
1028check_pick (object *op) 837check_pick (object *op)
1029{ 838{
1030 object *tmp, *next; 839 object *tmp, *next;
1031 int stop = 0; 840 int stop = 0;
1032 int wvratio; 841 int wvratio;
1033 char putstring[128];
1034 842
1035 /* if you're flying, you cna't pick up anything */ 843 /* if you're flying, you can't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 844 if (op->move_type & MOVE_FLYING)
1037 return 1; 845 return 1;
1038 846
1039 next = op->below; 847 next = op->below;
848
849 int cnt = MAX_ITEM_PER_ACTION;
850#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1040 851
1041 /* loop while there are items on the floor that are not marked as 852 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 853 * destroyed */
1043 while (next && !next->destroyed ()) 854 while (next && !next->destroyed ())
1044 { 855 {
1045 tmp = next; 856 tmp = next;
1046 next = tmp->below; 857 next = tmp->below;
1047 858
859 if (cnt <= 0)
860 {
861 op->failmsg ("Couldn't pickup all items at once.");
862 return 0;
863 }
864
1048 if (op->destroyed ()) 865 if (op->destroyed ())
1049 return 0; 866 return 0;
1050 867
1051 if (!can_pick (op, tmp)) 868 if (!can_pick (op, tmp))
1052 continue; 869 continue;
1053 870
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 871 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 872 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 873 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 874 CHK_PICK_PICKUP;
875
1058 continue; 876 continue;
1059 } 877 }
1060 878
1061 /* high not bit set? We're using the old autopickup model */ 879 /* pickup handling */
880 if (op->contr->mode & PU_DEBUG)
881 {
882 /* some debugging code to figure out item information */
883 const char *str = tmp->name
884 ? format ("item name: %s item type: %d weight/value: %d",
885 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
886 : format ("item name: %s item type: %d weight/value: %d",
887 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
888
889 new_draw_info (NDI_UNIQUE, 0, op, str);
890 }
891
892 if (op->contr->mode & PU_INHIBIT)
893 return 1;
894
895 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
896 return 1;
897
898 /* philosophy:
899 * It's easy to grab an item type from a pile, as long as it's
900 * generic. This takes no game-time. For more detailed pickups
901 * and selections, select-items should be used. This is a
902 * grab-as-you-run type mode that's really useful for arrows for
903 * example.
904 * The drawback: right now it has no frontend, so you need to
905 * stick the bits you want into a calculator in hex mode and then
906 * convert to decimal and then 'pickup <#>
907 */
908
909 /* the first two modes are exclusive: if NOTHING we return, if
910 * STOP then we stop. All the rest are applied sequentially,
911 * meaning if any test passes, the item gets picked up. */
912
913 /* if mode is set to pick nothing up, return */
914 if (op->contr->mode == PU_NOTHING)
915 return 1;
916
917 /* if mode is set to stop when encountering objects, return */
918 /* take STOP before INHIBIT since it doesn't actually pick
919 * anything up */
920 if (op->contr->mode & PU_STOP)
921 return 0;
922
923 /* useful for going into stores and not losing your settings... */
924 /* and for battles wher you don't want to get loaded down while
925 * fighting */
926 if (op->contr->mode & PU_INHIBIT)
927 return 1;
928
929 /* prevent us from turning into auto-thieves :) */
930 if (QUERY_FLAG (tmp, FLAG_UNPAID))
931 continue;
932
933 /* ignore known cursed objects */
934 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
935 continue;
936
937 /* all food and drink if desired */
938 /* question: don't pick up known-poisonous stuff? */
1062 if (!(op->contr->mode & PU_NEWMODE)) 939 if (op->contr->mode & PU_FOOD)
940 if (tmp->type == FOOD)
1063 { 941 {
1064 switch (op->contr->mode) 942 CHK_PICK_PICKUP;
943 continue;
944 }
945
946 if (op->contr->mode & PU_DRINK)
947 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
948 {
949 CHK_PICK_PICKUP;
950 continue;
951 }
952
953 if (op->contr->mode & PU_POTION)
954 if (tmp->type == POTION)
955 {
956 CHK_PICK_PICKUP;
957 continue;
958 }
959
960 /* spellbooks, skillscrolls and normal books/scrolls */
961 if (op->contr->mode & PU_SPELLBOOK)
962 if (tmp->type == SPELLBOOK)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 if (op->contr->mode & PU_SKILLSCROLL)
969 if (tmp->type == SKILLSCROLL)
970 {
971 CHK_PICK_PICKUP;
972 continue;
973 }
974
975 if (op->contr->mode & PU_READABLES)
976 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 /* wands/staves/rods/horns */
983 if (op->contr->mode & PU_MAGIC_DEVICE)
984 if (tmp->type == WAND
985 || tmp->type == ROD
986 || tmp->type == HORN
987 || tmp->type == POWER_CRYSTAL)
988 {
989 CHK_PICK_PICKUP;
990 continue;
991 }
992
993 /* pick up all magical items */
994 if (op->contr->mode & PU_MAGICAL)
995 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
996 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1001
1002 if (op->contr->mode & PU_VALUABLES)
1003 {
1004 if (tmp->type == MONEY || tmp->type == GEM)
1065 { 1005 {
1066 case 0: 1006 CHK_PICK_PICKUP;
1067 return 1; /* don't pick up */ 1007 continue;
1068 case 1:
1069 pick_up (op, tmp);
1070 return 1;
1071 case 2:
1072 pick_up (op, tmp);
1073 return 0;
1074 case 3:
1075 return 0; /* stop before pickup */
1076 case 4:
1077 pick_up (op, tmp);
1078 break;
1079 case 5:
1080 pick_up (op, tmp);
1081 stop = 1;
1082 break;
1083 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1085 pick_up (op, tmp);
1086 break;
1087
1088 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp);
1091 break;
1092
1093 default:
1094 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp);
1098 } 1008 }
1099 } 1009 }
1100 else 1010
1101 { /* old model */ 1011 /* rings & amulets - talismans seems to be typed AMULET */
1102 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG) 1012 if (op->contr->mode & PU_JEWELS)
1013 if (tmp->type == RING
1014 || tmp->type == AMULET
1015 || tmp->type == GIRDLE
1016 || tmp->type == SKILL_TOOL)
1104 { 1017 {
1105 /* some debugging code to figure out item information */ 1018 CHK_PICK_PICKUP;
1106 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 }
1115
1116 /* philosophy:
1117 * It's easy to grab an item type from a pile, as long as it's
1118 * generic. This takes no game-time. For more detailed pickups
1119 * and selections, select-items should be used. This is a
1120 * grab-as-you-run type mode that's really useful for arrows for
1121 * example.
1122 * The drawback: right now it has no frontend, so you need to
1123 * stick the bits you want into a calculator in hex mode and then
1124 * convert to decimal and then 'pickup <#>
1125 */
1126
1127 /* the first two modes are exclusive: if NOTHING we return, if
1128 * STOP then we stop. All the rest are applied sequentially,
1129 * meaning if any test passes, the item gets picked up. */
1130
1131 /* if mode is set to pick nothing up, return */
1132
1133 if (op->contr->mode & PU_NOTHING)
1134 return 1;
1135
1136 /* if mode is set to stop when encountering objects, return */
1137 /* take STOP before INHIBIT since it doesn't actually pick
1138 * anything up */
1139
1140 if (op->contr->mode & PU_STOP)
1141 return 0;
1142
1143 /* useful for going into stores and not losing your settings... */
1144 /* and for battles wher you don't want to get loaded down while
1145 * fighting */
1146 if (op->contr->mode & PU_INHIBIT)
1147 return 1;
1148
1149 /* prevent us from turning into auto-thieves :) */
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 continue; 1019 continue;
1020 }
1152 1021
1153 /* ignore known cursed objects */ 1022 /* we don't forget dragon food */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1023 if (op->contr->mode & PU_FLESH)
1024 if (tmp->type == FLESH)
1025 {
1026 CHK_PICK_PICKUP;
1155 continue; 1027 continue;
1028 }
1156 1029
1157 /* all food and drink if desired */ 1030 /* bows and arrows. Bows are good for selling! */
1158 /* question: don't pick up known-poisonous stuff? */ 1031 if (op->contr->mode & PU_BOW)
1032 if (tmp->type == BOW)
1033 {
1034 CHK_PICK_PICKUP;
1035 continue;
1036 }
1037
1038 if (op->contr->mode & PU_ARROW)
1039 if (tmp->type == ARROW)
1040 {
1041 CHK_PICK_PICKUP;
1042 continue;
1043 }
1044
1045 /* all kinds of armor etc. */
1046 if (op->contr->mode & PU_ARMOUR)
1047 if (tmp->type == ARMOUR)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1053 if (op->contr->mode & PU_HELMET)
1054 if (tmp->type == HELMET)
1055 {
1056 CHK_PICK_PICKUP;
1057 continue;
1058 }
1059
1060 if (op->contr->mode & PU_SHIELD)
1061 if (tmp->type == SHIELD)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1159 if (op->contr->mode & PU_FOOD) 1067 if (op->contr->mode & PU_BOOTS)
1160 if (tmp->type == FOOD) 1068 if (tmp->type == BOOTS)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_GLOVES)
1075 if (tmp->type == GLOVES || tmp->type == BRACERS)
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_CLOAK)
1082 if (tmp->type == CLOAK)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 /* hoping to catch throwing daggers here */
1089 if (op->contr->mode & PU_MISSILEWEAPON)
1090 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 /* careful: chairs and tables are weapons! */
1097 if (op->contr->mode & PU_ALLWEAPON)
1098 {
1099 if (tmp->type == WEAPON)
1100 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1161 { 1101 {
1162 pick_up (op, tmp); 1102 CHK_PICK_PICKUP;
1163 continue; 1103 continue;
1164 } 1104 }
1105 }
1165 1106
1107 /* misc stuff that's useful */
1166 if (op->contr->mode & PU_DRINK) 1108 if (op->contr->mode & PU_KEY)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1109 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1168 { 1110 {
1169 pick_up (op, tmp); 1111 CHK_PICK_PICKUP;
1170 continue; 1112 continue;
1171 } 1113 }
1172 1114
1115 /* any of the last 4 bits set means we use the ratio for value
1116 * pickups */
1173 if (op->contr->mode & PU_POTION) 1117 if (op->contr->mode & PU_RATIO)
1174 if (tmp->type == POTION) 1118 {
1119 /* use value density to decide what else to grab */
1120 /* >=7 was >= op->contr->mode */
1121 /* >=7 is the old standard setting. Now we take the last 4 bits
1175 { 1122 */
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL) 1123 wvratio = op->contr->mode & PU_RATIO;
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1124 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_VALUABLES)
1219 { 1125 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1126#if 0
1127 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1128 if (tmp->name != NULL)
1221 { 1129 {
1222 pick_up (op, tmp); 1130 fprintf (stderr, "%s", tmp->name);
1223 continue;
1224 } 1131 }
1225 }
1226
1227 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON)
1311 {
1312 if (tmp->type == WEAPON && tmp->name != NULL)
1313 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320 }
1321
1322 if (tmp->type == WEAPON && tmp->name == NULL)
1323 {
1324 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330 }
1331
1332 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */
1342 if (op->contr->mode & PU_RATIO)
1343 {
1344 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 {
1351 pick_up (op, tmp);
1352#if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL)
1355 {
1356 fprintf (stderr, "%s", tmp->name);
1357 }
1358 else 1132 else
1359 fprintf (stderr, "%s", tmp->arch->archname); 1133 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1134 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1135 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1362#endif 1136#endif
1137 CHK_PICK_PICKUP;
1363 continue; 1138 continue;
1364 }
1365 } 1139 }
1366 } /* the new pickup model */ 1140 } /* the new pickup model */
1367 } 1141 }
1368 1142
1369 return !stop; 1143 return !stop;
1144}
1145
1146/* routine for both players and monsters. We call this when
1147 * there is a possibility for our action distrubing our hiding
1148 * place or invisiblity spell. Artefact invisiblity causes
1149 * "noise" instead. If we arent invisible to begin with, we
1150 * return 0.
1151 */
1152static int
1153action_makes_visible (object *op)
1154{
1155 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1156 {
1157 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1158 {
1159 // artefact invisibility is permanent, but we still make noise
1160 // this is important for game-balance.
1161 if (op->contr)
1162 op->make_noise ();
1163
1164 return 0;
1165 }
1166
1167 if (op->contr && op->contr->tmp_invis == 0)
1168 return 0;
1169
1170 /* If monsters, they should become visible */
1171 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1172 {
1173 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1174 return 1;
1175 }
1176 }
1177
1178 return 0;
1370} 1179}
1371 1180
1372/* 1181/*
1373 * Find an arrow in the inventory and after that 1182 * Find an arrow in the inventory and after that
1374 * in the right type container (quiver). Pointer to the 1183 * in the right type container (quiver). Pointer to the
1375 * found object is returned. 1184 * found object is returned.
1376 */ 1185 */
1377object * 1186static object *
1378find_arrow (object *op, const char *type) 1187find_arrow (object *op, const char *type)
1379{ 1188{
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below) 1189 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type) 1190 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1191 return splay (tmp);
1192
1193 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1194 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1195 if (object *arrow = find_arrow (tmp, type))
1196 {
1197 splay (tmp);
1386 return op; 1198 return arrow;
1199 }
1387 1200
1388 return tmp; 1201 return 0;
1389} 1202}
1390 1203
1391/* 1204/*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1205 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1393 * against the target. A full test is not performed, simply a basic test 1206 * against the target. A full test is not performed, simply a basic test
1394 * of resistances. The archer is making a quick guess at what he sees down 1207 * of resistances. The archer is making a quick guess at what he sees down
1395 * the hall. Failing that it does it's best to pick the highest plus arrow. 1208 * the hall. Failing that it does it's best to pick the highest plus arrow.
1396 */ 1209 */
1397object * 1210static object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1211find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1399{ 1212{
1400 object *tmp = NULL, *arrow, *ntmp; 1213 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1214 int attacknum, attacktype, betterby = 0, i;
1402 1215
1403 if (!type) 1216 if (!type)
1407 { 1220 {
1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1221 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1409 { 1222 {
1410 i = 0; 1223 i = 0;
1411 ntmp = find_better_arrow (arrow, target, type, &i); 1224 ntmp = find_better_arrow (arrow, target, type, &i);
1225
1412 if (i > betterby) 1226 if (i > betterby)
1413 { 1227 {
1414 tmp = ntmp; 1228 tmp = ntmp;
1415 betterby = i; 1229 betterby = i;
1416 } 1230 }
1417 } 1231 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1232 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1233 {
1420 /* allways prefer assasination/slaying */ 1234 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1235 if (target->race && arrow->slaying.contains (target->race))
1422 { 1236 {
1423 if (arrow->attacktype & AT_DEATH) 1237 if (arrow->attacktype & AT_DEATH)
1424 { 1238 {
1425 *better = 100; 1239 *better = 100;
1426 return arrow; 1240 return arrow;
1434 else 1248 else
1435 { 1249 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1250 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1251 {
1438 attacktype = 1 << attacknum; 1252 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1253 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1254 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1255 {
1442 tmp = arrow; 1256 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1257 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1258 }
1445 } 1259 }
1260
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1261 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1262 {
1448 tmp = arrow; 1263 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam; 1264 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 } 1265 }
1266
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1267 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 { 1268 {
1453 tmp = arrow; 1269 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam; 1270 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 } 1271 }
1456 } 1272 }
1457 } 1273 }
1458 } 1274 }
1275
1459 if (tmp == NULL && arrow == NULL) 1276 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type); 1277 return find_arrow (op, type);
1461 1278
1462 *better = betterby; 1279 *better = betterby;
1463 return tmp; 1280 return tmp;
1467 * find_better_arrow to find a decent arrow to use. 1284 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1285 * op = the shooter
1469 * type = bow->race 1286 * type = bow->race
1470 * dir = fire direction 1287 * dir = fire direction
1471 */ 1288 */
1472object * 1289static object *
1473pick_arrow_target (object *op, const char *type, int dir) 1290pick_arrow_target (object *op, shstr_cmp type, int dir)
1474{ 1291{
1475 object *tmp = NULL; 1292 object *tmp = NULL;
1476 maptile *m; 1293 maptile *m;
1477 int i, mflags, found, number; 1294 int i, mflags, found, number;
1478 sint16 x, y; 1295 sint16 x, y;
1493 for (i = 0, found = 0; i < 20; i++) 1310 for (i = 0, found = 0; i < 20; i++)
1494 { 1311 {
1495 x += freearr_x[dir]; 1312 x += freearr_x[dir];
1496 y += freearr_y[dir]; 1313 y += freearr_y[dir];
1497 mflags = get_map_flags (m, &m, x, y, &x, &y); 1314 mflags = get_map_flags (m, &m, x, y, &x, &y);
1315
1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1316 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 { 1317 {
1500 tmp = NULL; 1318 tmp = 0;
1501 break; 1319 break;
1502 } 1320 }
1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1321 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 { 1322 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1323 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption. 1324 * perhaps a bad assumption.
1507 */ 1325 */
1508 tmp = NULL; 1326 tmp = 0;
1509 break; 1327 break;
1510 } 1328 }
1329
1511 if (mflags & P_IS_ALIVE) 1330 if (mflags & P_IS_ALIVE)
1512 {
1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1331 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1332 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1520 break; 1333 break;
1521 }
1522 } 1334 }
1523 if (tmp == NULL) 1335
1336 if (!tmp)
1524 return find_arrow (op, type); 1337 return find_arrow (op, type);
1525 1338
1526 if (tmp->head) 1339 if (tmp->head)
1527 tmp = tmp->head; 1340 tmp = tmp->head;
1528 1341
1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1381 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1569 return 0; 1382 return 0;
1570 } 1383 }
1571 1384
1572 // optimisation: move object to top so we will find it quickly again 1385 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below) 1386 splay (bow);
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1579 } 1387 }
1580 1388
1581 if (!bow->race || !bow->skill) 1389 if (!bow->race || !bow->skill)
1582 { 1390 {
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1391 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1609 } 1417 }
1610 1418
1611 /* this should not happen, but sometimes does */ 1419 /* this should not happen, but sometimes does */
1612 if (arrow->nrof == 0) 1420 if (arrow->nrof == 0)
1613 { 1421 {
1422 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1614 arrow->destroy (); 1423 arrow->destroy ();
1615 return 0; 1424 return 0;
1616 } 1425 }
1617 1426
1618 left = arrow; /* these are arrows left to the player */ 1427 left = arrow; /* these are arrows left to the player */
1619 arrow = get_split_ob (arrow, 1); 1428 arrow = arrow->split ();
1620 if (!arrow) 1429 if (!arrow)
1621 { 1430 {
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1431 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 return 0; 1432 return 0;
1624 } 1433 }
1628 arrow->direction = dir; 1437 arrow->direction = dir;
1629 1438
1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1439 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam; 1440 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype; 1441 arrow->stats.grace = arrow->attacktype;
1633 1442 arrow->custom_name = arrow->slaying;
1634 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying);
1636 1443
1637#if 0 1444#if 0
1638 if (player *pl = op->contr) 1445 if (player *pl = op->contr)
1639 { 1446 {
1640 float speed = pl->weapon_sp; 1447 float speed = pl->weapon_sp;
1686 1493
1687 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1494 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1688 arrow->move_type = MOVE_FLY_LOW; 1495 arrow->move_type = MOVE_FLY_LOW;
1689 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1496 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1690 1497
1691 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1498 op->play_sound (sound_find ("fire_arrow"));
1692 m->insert (arrow, sx, sy, op); 1499 m->insert (arrow, sx, sy, op);
1693 1500
1694 if (!arrow->destroyed ()) 1501 if (!arrow->destroyed ())
1695 move_arrow (arrow); 1502 move_arrow (arrow);
1696
1697 if (op->type == PLAYER)
1698 {
1699 if (left->destroyed ())
1700 esrv_del_item (op->contr, left->count);
1701 else
1702 esrv_send_item (op, left);
1703 }
1704 1503
1705 return 1; 1504 return 1;
1706} 1505}
1707 1506
1708/* Special fire code for players - this takes into 1507/* Special fire code for players - this takes into
1710 * but monsters can't. Putting that code here 1509 * but monsters can't. Putting that code here
1711 * makes the fire_bow code much cleaner. 1510 * makes the fire_bow code much cleaner.
1712 * this function should only be called if 'op' is a player, 1511 * this function should only be called if 'op' is a player,
1713 * hence the function name. 1512 * hence the function name.
1714 */ 1513 */
1715int 1514static int
1716player_fire_bow (object *op, int dir) 1515player_fire_bow (object *op, int dir)
1717{ 1516{
1718 int ret = 0, wcmod = 0; 1517 int ret;
1719 1518
1720 if (op->contr->bowtype == bow_bestarrow) 1519 if (op->contr->bowtype == bow_bestarrow)
1721 { 1520 {
1722 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1521 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1723 } 1522 }
1724 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1523 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1725 { 1524 {
1726 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1525 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1727 wcmod = -1;
1728
1729 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1526 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1730 } 1527 }
1731 else if (op->contr->bowtype == bow_threewide) 1528 else if (op->contr->bowtype == bow_threewide)
1732 { 1529 {
1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1530 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1531 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1735 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1532 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1736 } 1533 }
1737 else if (op->contr->bowtype == bow_spreadshot) 1534 else if (op->contr->bowtype == bow_spreadshot)
1738 { 1535 {
1739 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1536 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1537 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1741 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1538 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1742 } 1539 }
1743 else 1540 else
1744 { 1541 {
1750} 1547}
1751 1548
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1549/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1550 * Broken apart from 'fire' to keep it more readable.
1754 */ 1551 */
1755void 1552static void
1756fire_misc_object (object *op, int dir) 1553fire_misc_object (object *op, int dir)
1757{ 1554{
1758 object *item = op->contr->ranged_ob; 1555 object *item = op->contr->ranged_ob;
1759 1556
1760 if (!item) 1557 if (!item)
1767 { 1564 {
1768 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1565 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1769 return; 1566 return;
1770 } 1567 }
1771 1568
1772 if (!op->change_weapon (item)) 1569 if (!op->apply (item))
1773 return; 1570 return;
1774 1571
1775 if (item->type == WAND) 1572 if (item->type == WAND)
1776 { 1573 {
1777 if (item->stats.food <= 0) 1574 if (item->stats.food <= 0)
1778 { 1575 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1576 op->contr->play_sound (sound_find ("wand_poof"));
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781 1578
1782 return; 1579 return;
1783 } 1580 }
1784 } 1581 }
1785 else if (item->type == ROD || item->type == HORN) 1582 else if (item->type == ROD || item->type == HORN)
1786 { 1583 {
1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1584 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1585
1586 // using the maximum of the rods charge allows at least one spell cast
1587 // for a rod or horn, this fixes some broken rods.
1588 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1788 { 1589 {
1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1590 op->contr->play_sound (sound_find ("wand_poof"));
1790 1591
1791 if (item->type == ROD) 1592 if (item->type == ROD)
1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1793 else 1594 else
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1595 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1797 } 1598 }
1798 } 1599 }
1799 1600
1800 if (cast_spell (op, item, dir, item->inv, NULL)) 1601 if (cast_spell (op, item, dir, item->inv, NULL))
1801 { 1602 {
1802 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1603 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1604
1803 if (item->type == WAND) 1605 if (item->type == WAND)
1804 { 1606 {
1805 if (!(--item->stats.food)) 1607 if (!(--item->stats.food))
1806 { 1608 {
1807 object *tmp; 1609 object *tmp;
1808 1610
1809 if (item->arch) 1611 if (item->arch)
1810 { 1612 {
1811 CLEAR_FLAG (item, FLAG_ANIMATE); 1613 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1614 item->face = item->arch->face;
1813 item->set_speed (0); 1615 item->set_speed (0);
1814 } 1616 }
1815 1617
1816 if ((tmp = item->in_player ())) 1618 if (object *pl = item->visible_to ())
1817 esrv_update_item (UPD_ANIM, tmp, item); 1619 esrv_update_item (UPD_ANIM, pl, item);
1818 } 1620 }
1819 } 1621 }
1820 else if (item->type == ROD || item->type == HORN) 1622 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge (item); 1623 drain_rod_charge (item);
1822 } 1624 }
1823} 1625}
1824 1626
1825/* Received a fire command for the player - go and do it. 1627/* Received a fire command for the player - go and do it.
1826 */ 1628 */
1827bool 1629bool
1828fire (object *op, int dir) 1630fire (object *who, int dir)
1829{ 1631{
1830 int spellcost = 0; 1632 int spellcost = 0;
1831 1633
1832 /* check for loss of invisiblity/hide */
1833 if (action_makes_visible (op))
1834 make_visible (op);
1835
1836 player *pl = op->contr; 1634 player *pl = who->contr;
1837 1635
1838 if (pl->golem) 1636 if (pl->golem)
1839 { 1637 {
1840 control_golem (op->contr->golem, dir); 1638 control_golem (who->contr->golem, dir);
1841 return false; 1639 return false;
1842 } 1640 }
1843 1641
1844 object *ob = pl->ranged_ob; 1642 object *ob = pl->ranged_ob;
1845 1643
1846 if (!ob) 1644 if (!ob)
1847 return false; 1645 return false;
1848 1646
1849 if (!op->change_weapon (ob))
1850 return false;
1851
1852 if (op->speed_left > 0.f) 1647 if (who->speed_left > 0.f)
1853 --op->speed_left; 1648 --who->speed_left;
1854 else 1649 else
1855 return false; 1650 return false;
1856 1651
1652 if (!who->apply (ob))
1653 return false;
1654
1655 /* check for loss of invisiblity/hide */
1656 if (action_makes_visible (who))
1657 make_visible (who);
1658
1857 switch (ob->type) 1659 switch (ob->type)
1858 { 1660 {
1859 case BOW: 1661 case BOW:
1860 player_fire_bow (op, dir); 1662 player_fire_bow (who, dir);
1861 break; 1663 break;
1862 1664
1863 case SPELL: 1665 case SPELL:
1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1666 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1865 break; 1667 break;
1866 1668
1867 case BUILDER: 1669 case BUILDER:
1868 apply_map_builder (op, dir); 1670 apply_map_builder (who, dir);
1869 break; 1671 break;
1870 1672
1871 case SKILL: 1673 case SKILL:
1872 do_skill (op, op, ob, dir, 0); 1674 do_skill (who, who, ob, dir, 0);
1873 break; 1675 break;
1874 1676
1677 case RANGED:
1678 do_skill (who, ob, who->chosen_skill, dir, 0);
1679 break;
1680
1875 default: 1681 default:
1876 fire_misc_object (op, dir); 1682 fire_misc_object (who, dir);
1877 break; 1683 break;
1878 } 1684 }
1879 1685
1880 return true; 1686 return true;
1881} 1687}
1882 1688
1883/* find_key 1689static object *
1884 * We try to find a key for the door as passed. If we find a key
1885 * and successfully use it, we return the key, otherwise NULL
1886 * This function merges both normal and locked door, since the logic
1887 * for both is the same - just the specific key is different.
1888 * pl is the player,
1889 * inv is the objects inventory to searched
1890 * door is the door we are trying to match against.
1891 * This function can be called recursively to search containers.
1892 */
1893object *
1894find_key (object *pl, object *container, object *door) 1690find_key_ (object *pl, object *container, object *door)
1895{ 1691{
1896 object *tmp, *key; 1692 object *tmp, *key;
1897 1693
1898 /* Should not happen, but sanity checking is never bad */ 1694 /* Should not happen, but sanity checking is never bad */
1899 if (!container->inv) 1695 if (!container->inv)
1902 /* First, lets try to find a key in the top level inventory */ 1698 /* First, lets try to find a key in the top level inventory */
1903 for (tmp = container->inv; tmp; tmp = tmp->below) 1699 for (tmp = container->inv; tmp; tmp = tmp->below)
1904 { 1700 {
1905 if (door->type == DOOR && tmp->type == KEY) 1701 if (door->type == DOOR && tmp->type == KEY)
1906 break; 1702 break;
1703
1907 /* For sanity, we should really check door type, but other stuff 1704 /* For sanity, we should really check door type, but other stuff
1908 * (like containers) can be locked with special keys 1705 * (like containers) can be locked with special keys
1909 */ 1706 */
1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1707 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1911 break; 1708 break;
1917 * a key, return 1714 * a key, return
1918 */ 1715 */
1919 if (!tmp) 1716 if (!tmp)
1920 { 1717 {
1921 for (tmp = container->inv; tmp; tmp = tmp->below) 1718 for (tmp = container->inv; tmp; tmp = tmp->below)
1922 {
1923 /* No reason to search empty containers */ 1719 /* No reason to search empty containers */
1924 if (tmp->type == CONTAINER && tmp->inv) 1720 if (tmp->type == CONTAINER && tmp->inv)
1925 {
1926 if ((key = find_key (pl, tmp, door))) 1721 if ((key = find_key_ (pl, tmp, door)))
1927 return key; 1722 return key;
1928 }
1929 }
1930 1723
1931 if (!tmp) 1724 if (!tmp)
1932 return NULL; 1725 return 0;
1933 } 1726 }
1934 1727
1935 /* We get down here if we have found a key. Now if its in a container, 1728 /* We get down here if we have found a key. Now if its in a container,
1936 * see if we actually want to use it 1729 * see if we actually want to use it
1937 */ 1730 */
1938 if (pl != container) 1731 if (pl != container)
1939 { 1732 {
1940 /* Only let players use keys in containers */ 1733 /* Only let players use keys in containers */
1941 if (!pl->contr) 1734 if (!pl->contr)
1942 return NULL; 1735 return 0;
1736
1943 /* cases where this fails: 1737 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1738 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1739 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1740 * If the container is not active, return now since only active
1947 * containers can be used. 1741 * containers can be used.
1951 * inv must have been an container and must have been active. 1745 * inv must have been an container and must have been active.
1952 * 1746 *
1953 * Change the color so that the message doesn't disappear with 1747 * Change the color so that the message doesn't disappear with
1954 * all the others. 1748 * all the others.
1955 */ 1749 */
1956 if (pl->contr->usekeys == key_inventory || 1750 if (pl->contr->usekeys == key_inventory
1957 !QUERY_FLAG (container, FLAG_APPLIED) || 1751 || !QUERY_FLAG (container, FLAG_APPLIED)
1958 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1752 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1959 { 1753 {
1960 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1754 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1755 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 return NULL; 1756 return NULL;
1963 } 1757 }
1964 } 1758 }
1965 1759
1966 return tmp; 1760 return tmp;
1761}
1762
1763/* find_key
1764 * We try to find a key for the door as passed. If we find a key
1765 * and successfully use it, we return the key, otherwise NULL
1766 * This function merges both normal and locked door, since the logic
1767 * for both is the same - just the specific key is different.
1768 * pl is the player,
1769 * inv is the objects inventory to searched
1770 * door is the door we are trying to match against.
1771 * This function can be called recursively to search containers.
1772 */
1773object *
1774find_key (object *pl, object *container, object *door)
1775{
1776 if (door->slaying && is_match_expr (door->slaying))
1777 {
1778 // for match expressions, we try to find the key by applying the match
1779 // to the op itself, which is supposed to find the "key", instead
1780 // of searching through containers ourselves.
1781
1782 return match_one (door->slaying, container, door, pl, pl);
1783 }
1784 else
1785 return find_key_ (pl, container, door);
1967} 1786}
1968 1787
1969/* moved door processing out of move_player_attack. 1788/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1789 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1790 * such that the caller should not do anything more,
1983 /* If we found a key, do some extra work */ 1802 /* If we found a key, do some extra work */
1984 if (key) 1803 if (key)
1985 { 1804 {
1986 object *container = key->env; 1805 object *container = key->env;
1987 1806
1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989
1990 if (action_makes_visible (op)) 1807 if (action_makes_visible (op))
1991 make_visible (op); 1808 make_visible (op);
1992 1809
1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1810 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1994 spring_trap (door->inv, op); 1811 spring_trap (door->inv, op);
1995 1812
1996 if (door->type == DOOR) 1813 if (door->type == DOOR)
1997 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1814 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1998 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
1999 { 1816 {
2000 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1817 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2001 remove_door2 (door); /* remove door without violence ;-) */ 1818 remove_door2 (door); /* remove door without violence ;-) */
2002 } 1819 }
2003 1820
2004 /* Do this after we print the message */ 1821 /* Do this after we print the message */
2005 decrease_ob (key); /* Use up one of the keys */ 1822 key->decrease (); /* Use up one of the keys */
2006 /* Need to update the weight the container the key was in */
2007 if (container != op)
2008 esrv_update_item (UPD_WEIGHT, op, container);
2009 1823
2010 return 1; /* Nothing more to do below */ 1824 return 1; /* Nothing more to do below */
2011 } 1825 }
2012 else if (door->type == LOCKED_DOOR) 1826 else if (door->type == LOCKED_DOOR)
2013 { 1827 {
2014 /* Might as well return now - no other way to open this */ 1828 /* Might as well return now - no other way to open this */
2015 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1829 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2016 return 1; 1830 return 1;
2017 } 1831 }
2018 1832
2019 return 0; 1833 return 0;
2020} 1834}
2026 * going to try and move (not fire weapons). 1840 * going to try and move (not fire weapons).
2027 */ 1841 */
2028bool 1842bool
2029move_player_attack (object *op, int dir) 1843move_player_attack (object *op, int dir)
2030{ 1844{
2031 int on_battleground; 1845 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1846 {
1847 --op->speed_left;
1848 return true;
1849 }
2032 1850
2033 sint16 nx = freearr_x[dir] + op->x; 1851 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 1852 sint16 ny = freearr_y[dir] + op->y;
2035 1853
2036 on_battleground = op_on_battleground (op, 0, 0);
2037
2038 if (out_of_map (op->map, nx, ny)) 1854 if (out_of_map (op->map, nx, ny))
2039 return false; 1855 return false;
2040
2041 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2042 {
2043 --op->speed_left;
2044 return true;
2045 }
2046 1856
2047 /* If braced, or can't move to the square, and it is not out of the 1857 /* If braced, or can't move to the square, and it is not out of the
2048 * map, attack it. Note order of if statement is important - don't 1858 * map, attack it. Note order of if statement is important - don't
2049 * want to be calling move_ob if braced, because move_ob will move the 1859 * want to be calling move_ob if braced, because move_ob will move the
2050 * player. This is a pretty nasty hack, because if we could 1860 * player. This is a pretty nasty hack, because if we could
2107 1917
2108 if (op->speed_left > 0.f) 1918 if (op->speed_left > 0.f)
2109 { 1919 {
2110 --op->speed_left; 1920 --op->speed_left;
2111 1921
2112 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1922 op->play_sound (sound_find ("push_player"));
2113 push_ob (mon, dir, op); 1923 push_ob (mon, dir, op);
2114 1924
2115 if (op->contr->tmp_invis || op->hide) 1925 if (action_makes_visible (op))
2116 make_visible (op); 1926 make_visible (op);
2117 1927
2118 return true; 1928 return true;
2119 } 1929 }
2120 else 1930 else
2121 return false; 1931 return false;
2122 } 1932 }
1933
1934 bool on_battleground = op_on_battleground (op, 0, 0);
2123 1935
2124 /* in certain circumstances, you shouldn't attack friendly 1936 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push 1937 * creatures. Note that if you are braced, you can't push
2126 * someone, but put it inside this loop so that you won't 1938 * someone, but put it inside this loop so that you won't
2127 * attack them either. 1939 * attack them either.
2136 { 1948 {
2137 --op->speed_left; 1949 --op->speed_left;
2138 1950
2139 if (!op->contr->braced) 1951 if (!op->contr->braced)
2140 { 1952 {
2141 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1953 op->play_sound (sound_find ("push_player"));
2142 push_ob (mon, dir, op); 1954 push_ob (mon, dir, op);
2143 } 1955 }
2144 else 1956 else
2145 new_draw_info (0, 0, op, "You withhold your attack"); 1957 op->statusmsg ("You withhold your attack");
2146 1958
2147 if (op->contr->tmp_invis || op->hide) 1959 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2148 make_visible (op); 1960 make_visible (op);
2149 1961
2150 return true; 1962 return true;
2151 } 1963 }
2152 } 1964 }
2192} 2004}
2193 2005
2194bool 2006bool
2195move_player (object *op, int dir) 2007move_player (object *op, int dir)
2196{ 2008{
2197 int pick;
2198
2199 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2009 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2200 return 0; 2010 return 0;
2201 2011
2202 /* Sanity check: make sure dir is valid */ 2012 /* Sanity check: make sure dir is valid */
2203 if ((dir < 0) || (dir >= 9)) 2013 if (dir < 0 || dir >= 9)
2204 { 2014 {
2205 LOG (llevError, "move_player: invalid direction %d\n", dir); 2015 LOG (llevError, "move_player: invalid direction %d\n", dir);
2206 return 0; 2016 return 0;
2207 } 2017 }
2208 2018
2210 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2020 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2211 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2021 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2212 2022
2213 op->facing = dir; 2023 op->facing = dir;
2214 2024
2215 if (op->hide) 2025 if (op->flag [FLAG_HIDDEN])
2216 do_hidden_move (op); 2026 do_hidden_move (op);
2217 2027
2218 bool retval; 2028 bool retval;
2029 int pick = 0;
2219 2030
2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2031 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2221 retval = RESULT_INT (0); 2032 retval = RESULT_INT (0);
2222 else if (op->contr->fire_on) 2033 else if (op->contr->fire_on)
2223 retval = fire (op, dir); 2034 retval = fire (op, dir);
2280 return move_player (op, op->direction); 2091 return move_player (op, op->direction);
2281 2092
2282 return false; 2093 return false;
2283} 2094}
2284 2095
2285int 2096static int
2286save_life (object *op) 2097save_life (object *op)
2287{ 2098{
2288 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2099 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2289 return 0; 2100 return 0;
2290 2101
2291 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2102 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2292 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2103 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2293 { 2104 {
2294 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2105 op->play_sound (sound_find ("ob_evaporate"));
2295 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2106 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2296
2297 if (op->contr)
2298 esrv_del_item (op->contr, tmp->count);
2299 2107
2300 tmp->destroy (); 2108 tmp->destroy ();
2301 CLEAR_FLAG (op, FLAG_LIFESAVE); 2109 CLEAR_FLAG (op, FLAG_LIFESAVE);
2302 2110
2303 if (op->stats.hp < 0) 2111 if (op->stats.hp < 0)
2304 op->stats.hp = op->stats.maxhp; 2112 op->stats.hp = op->stats.maxhp;
2305 2113
2306 if (op->stats.food < 0) 2114 if (op->stats.food < 0)
2307 op->stats.food = 999; 2115 op->stats.food = MAX_FOOD;
2308 2116
2309 op->update_stats (); 2117 op->update_stats ();
2310 return 1; 2118 return 1;
2311 } 2119 }
2312 2120
2316 return 0; 2124 return 0;
2317} 2125}
2318 2126
2319/* This goes throws the inventory and removes unpaid objects, and puts them 2127/* This goes throws the inventory and removes unpaid objects, and puts them
2320 * back in the map (location and map determined by values of env). This 2128 * back in the map (location and map determined by values of env). This
2321 * function will descend into containers. op is the object to start the search 2129 * function will descend into containers. op is the object to start the search
2322 * from. 2130 * from.
2323 */ 2131 */
2132static void
2133drop_unpaid_items (object *op, object *env)
2134{
2135 while (op)
2136 {
2137 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2138
2139 if (QUERY_FLAG (op, FLAG_UNPAID))
2140 op->insert_at (env);
2141 else if (op->inv)
2142 drop_unpaid_items (op->inv, env);
2143
2144 op = next;
2145 }
2146}
2147
2324void 2148void
2325remove_unpaid_objects (object *op, object *env) 2149object::drop_unpaid_items ()
2326{ 2150{
2327 while (op) 2151 if (!flag [FLAG_REMOVED])
2328 { 2152 ::drop_unpaid_items (inv, this);
2329 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2330
2331 if (QUERY_FLAG (op, FLAG_UNPAID))
2332 {
2333 if (env->type == PLAYER)
2334 esrv_del_item (env->contr, op->count);
2335
2336 op->insert_at (env);
2337 }
2338 else if (op->inv)
2339 remove_unpaid_objects (op->inv, env);
2340
2341 op = next;
2342 }
2343}
2344
2345/*
2346 * Returns pointer a static string containing gravestone text
2347 * Moved from apply.c to player.c - player.c is what
2348 * actually uses this function. player.c may not be quite the
2349 * best, a misc file for object actions is probably better,
2350 * but there isn't one in the server directory.
2351 */
2352char *
2353gravestone_text (object *op)
2354{
2355 static char buf2[MAX_BUF];
2356 char buf[MAX_BUF];
2357 time_t now = time (NULL);
2358
2359 strcpy (buf2, " R.I.P.\n\n");
2360 if (op->type == PLAYER)
2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2362 else
2363 sprintf (buf, "%s\n", &op->name);
2364
2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf);
2367 if (op->type == PLAYER)
2368 sprintf (buf, "who was in level %d when killed\n", op->level);
2369 else
2370 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2371
2372 strncat (buf2, " ", 20 - strlen (buf) / 2);
2373 strcat (buf2, buf);
2374 if (op->type == PLAYER)
2375 {
2376 sprintf (buf, "by %s.\n\n", op->contr->killer);
2377 strncat (buf2, " ", 21 - strlen (buf) / 2);
2378 strcat (buf2, buf);
2379 }
2380
2381 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf);
2384
2385 return buf2;
2386} 2153}
2387 2154
2388void 2155void
2389do_some_living (object *op) 2156do_some_living (object *op)
2390{ 2157{
2442 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2209 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2443 else 2210 else
2444 { 2211 {
2445 gen_grace = op->stats.maxgrace; 2212 gen_grace = op->stats.maxgrace;
2446 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2213 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2447 }
2448
2449 /* Regenerate Spell Points */
2450 if (!op->contr->golem && --op->last_sp < 0)
2451 {
2452 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2453 if (op->stats.sp < op->stats.maxsp)
2454 {
2455 op->stats.sp++;
2456 /* dms do not consume food */
2457 if (!QUERY_FLAG (op, FLAG_WIZ))
2458 {
2459 op->stats.food--;
2460 if (op->contr->digestion < 0)
2461 op->stats.food += op->contr->digestion;
2462 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2463 op->stats.food = last_food;
2464 }
2465 }
2466
2467 if (max_sp > 1)
2468 {
2469 over_sp = (gen_sp + 10) / rate_sp;
2470 if (over_sp > 0)
2471 {
2472 if (op->stats.sp < op->stats.maxsp)
2473 {
2474 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2475
2476 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2477 op->stats.sp--;
2478
2479 if (op->stats.sp > op->stats.maxsp)
2480 op->stats.sp = op->stats.maxsp;
2481 }
2482 op->last_sp = 0;
2483 }
2484 else
2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2486 }
2487 else
2488 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2489 } 2214 }
2490 2215
2491 /* Regenerate Grace */ 2216 /* Regenerate Grace */
2492 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2217 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2493 if (--op->last_grace < 0) 2218 if (--op->last_grace < 0)
2514 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2239 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2515 } 2240 }
2516 /* wearing stuff doesn't detract from grace generation. */ 2241 /* wearing stuff doesn't detract from grace generation. */
2517 } 2242 }
2518 2243
2244 if (op->stats.food > 0)
2245 {
2519 /* Regenerate Hit Points */ 2246 /* Regenerate Spell Points */
2520 if (--op->last_heal < 0) 2247 if (!op->contr->golem && --op->last_sp < 0)
2521 {
2522 if (op->stats.hp < op->stats.maxhp)
2523 { 2248 {
2524 op->stats.hp++; 2249 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2525 /* dms do not consume food */ 2250
2526 if (!QUERY_FLAG (op, FLAG_WIZ)) 2251 if (op->stats.sp < op->stats.maxsp)
2527 { 2252 {
2253 op->stats.sp++;
2254
2255 /* dms do not consume food */
2256 if (!QUERY_FLAG (op, FLAG_WIZ))
2257 {
2528 op->stats.food--; 2258 op->stats.food--;
2259
2529 if (op->contr->digestion < 0) 2260 if (op->contr->digestion < 0)
2530 op->stats.food += op->contr->digestion; 2261 op->stats.food += op->contr->digestion;
2531 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2262 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2532 op->stats.food = last_food; 2263 op->stats.food = last_food;
2264 }
2533 } 2265 }
2534 }
2535 2266
2536 if (max_hp > 1) 2267 if (max_sp > 1)
2537 {
2538 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2539 if (over_hp > 0)
2540 { 2268 {
2541 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2269 over_sp = (gen_sp + 10) / rate_sp;
2270 if (over_sp > 0)
2271 {
2272 if (op->stats.sp < op->stats.maxsp)
2273 {
2274 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2275
2276 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2277 op->stats.sp--;
2278
2279 if (op->stats.sp > op->stats.maxsp)
2280 op->stats.sp = op->stats.maxsp;
2281 }
2282
2542 op->last_heal = 0; 2283 op->last_sp = 0;
2284 }
2285 else
2286 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2543 } 2287 }
2544 else 2288 else
2289 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2290 }
2291
2292 /* Regenerate Hit Points */
2293 if (--op->last_heal < 0)
2294 {
2295 if (op->stats.hp < op->stats.maxhp)
2545 { 2296 {
2546 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2297 op->stats.hp++;
2298
2299 /* dms do not consume food */
2300 if (!QUERY_FLAG (op, FLAG_WIZ))
2301 {
2302 op->stats.food--;
2303
2304 if (op->contr->digestion < 0)
2305 op->stats.food += op->contr->digestion;
2306 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2307 op->stats.food = last_food;
2308 }
2547 } 2309 }
2310
2311 if (max_hp > 1)
2312 {
2313 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2314
2315 if (over_hp > 0)
2316 {
2317 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2318 op->last_heal = 0;
2319 }
2320 else
2321 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2548 } 2322 }
2549 else 2323 else
2550 {
2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2324 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2552 } 2325 }
2553 } 2326 }
2554 2327
2555 /* Digestion */ 2328 /* Digestion */
2556 if (--op->last_eat < 0) 2329 if (--op->last_eat < 0)
2557 { 2330 {
2558 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2331 int bonus = max (0, op->contr->digestion),
2332 penalty = max (0, -op->contr->digestion);
2559 2333
2560 if (op->contr->gen_hp > 0)
2561 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2334 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2562 else
2563 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2564 2335
2565 /* dms do not consume food */ 2336 /* dms do not consume food */
2566 if (!QUERY_FLAG (op, FLAG_WIZ)) 2337 if (!QUERY_FLAG (op, FLAG_WIZ))
2567 op->stats.food--; 2338 op->stats.food--;
2568 } 2339 }
2569 2340
2570 if (op->stats.food < 0 && op->stats.hp >= 0) 2341 if (op->stats.food < 0 && op->stats.hp >= 0)
2571 { 2342 {
2572 object *tmp, *flesh = 0; 2343 object *flesh = 0;
2573 2344
2574 for (tmp = op->inv; tmp; tmp = tmp->below) 2345 for_inv_removable (op, tmp)
2575 { 2346 {
2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2347 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2348 continue;
2349
2350 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2577 { 2351 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2352 op->statusmsg ("You blindly grab for a bite of food. "
2579 { 2353 "H<To prevent you from starving, you ate some random item from your backpack.>");
2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2354 op->apply (tmp);
2581 manual_apply (op, tmp, 0); 2355
2582 if (op->stats.food >= 0 || op->stats.hp < 0) 2356 if (op->stats.food >= 0 || op->stats.hp < 0)
2583 break; 2357 break;
2584 } 2358 }
2585 else if (tmp->type == FLESH) 2359 else if (tmp->type == FLESH)
2586 flesh = tmp; 2360 flesh = tmp;
2587 } /* End if paid for object */ 2361 }
2588 } /* end of for loop */
2589 2362
2590 /* If player is still starving, it means they don't have any food, so 2363 /* If player is still starving, it means they don't have any food, so
2591 * eat flesh instead. 2364 * eat flesh instead.
2592 */ 2365 */
2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2366 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2594 { 2367 {
2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2368 op->statusmsg ("You blindly grab for a bite of food. "
2369 "H<To prevent you from starving, you ate some random item from your backpack.>");
2596 manual_apply (op, flesh, 0); 2370 op->apply (flesh);
2597 } 2371 }
2372
2373 // If player is still starving, alert him!
2374 if (op->stats.food < 0)
2375 op->failmsg ("You are starving! "
2376 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2377 }
2378
2379 if (op->stats.food < 0)
2598 } 2380 {
2381 op->stats.hp += op->stats.food;
2382 op->stats.food = 0;
2599 2383
2600 while (op->stats.food < 0 && op->stats.hp >= 0) 2384 if (op->stats.hp < 0)
2601 op->stats.food++, op->stats.hp--; 2385 {
2386 op->contr->killer = archetype::get ("killer_starvation");
2387 op->contr->killer->destroy ();
2388 }
2389 }
2602 2390
2391 /* killer should be set here already */
2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2392 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2604 kill_player (op); 2393 kill_player (op);
2605 } 2394 }
2606} 2395}
2607 2396
2611 * file. 2400 * file.
2612 */ 2401 */
2613void 2402void
2614kill_player (object *op) 2403kill_player (object *op)
2615{ 2404{
2616 char buf[MAX_BUF];
2617 int x, y; 2405 int x, y;
2618
2619 //int i;
2620 maptile *map; /* this is for resurrection */ 2406 maptile *map; /* this is for resurrection */
2621
2622 /* int z;
2623 int num_stats_lose;
2624 int lost_a_stat;
2625 int lose_this_stat;
2626 int this_stat; */
2627 int will_kill_again; 2407 int will_kill_again;
2628 archetype *at; 2408 archetype *at;
2629 object *tmp; 2409 object *tmp;
2630 2410
2631 if (save_life (op)) 2411 if (save_life (op))
2632 return; 2412 return;
2633 2413
2414 dynbuf_text deathtab;
2415
2416 /* restore player */
2417 at = archetype::find (shstr_poisoning);
2418 if (object *tmp = present_arch_in_ob (at, op))
2419 {
2420 tmp->destroy ();
2421 deathtab << "Your body feels cleansed...\r";
2422 }
2423
2424 at = archetype::find (shstr_confusion);
2425 if (object *tmp = present_arch_in_ob (at, op))
2426 {
2427 tmp->destroy ();
2428 deathtab << "Your mind feels clearer...\r";
2429 }
2430
2431 cure_disease (op, 0, 0); /* remove any disease */
2432
2433 max_it (op->stats.hp , op->stats.maxhp);
2434 max_it (op->stats.sp , op->stats.maxsp);
2435 max_it (op->stats.grace, op->stats.maxgrace);
2436 max_it (op->stats.food , 200);
2437
2438 // remove all spell effects that are active
2439 // to avoid long-term effects such as word-of-recall
2440 for (object *item = op->inv; item; )
2441 {
2442 object *next = item->below;
2443
2444 if (item->type == SPELL_EFFECT && item->active)
2445 item->destroy ();
2446
2447 item = next;
2448 }
2634 2449
2635 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2450 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2636 * in cities ONLY!!! It is very important that this doesn't get abused. 2451 * in cities ONLY!!! It is very important that this doesn't get abused.
2637 * Look at op_on_battleground() for more info --AndreasV 2452 * Look at op_on_battleground() for more info --AndreasV
2638 */ 2453 */
2639 if (op_on_battleground (op, &x, &y)) 2454 if (op_on_battleground (op, &x, &y))
2640 { 2455 {
2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2456 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2642 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2643
2644 /* restore player */
2645 at = archetype::find ("poisoning");
2646 if (object *tmp = present_arch_in_ob (at, op))
2647 {
2648 tmp->destroy ();
2649 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2650 }
2651
2652 at = archetype::find ("confusion");
2653 if (object *tmp = present_arch_in_ob (at, op))
2654 {
2655 tmp->destroy ();
2656 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2657 }
2658
2659 cure_disease (op, 0); /* remove any disease */
2660 op->stats.hp = op->stats.maxhp;
2661 if (op->stats.food <= 0)
2662 op->stats.food = 999;
2663 2457
2664 /* create a bodypart-trophy to make the winner happy */ 2458 /* create a bodypart-trophy to make the winner happy */
2665 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2459 object *tmp = archetype::find (shstr_finger)->instance ();
2666 { 2460
2667 sprintf (buf, "%s's finger", &op->name); 2461 tmp->name = format ("%s's finger" , &op->name);
2668 tmp->name = buf; 2462 tmp->name_pl = format ("%s's fingers", &op->name);
2669 sprintf (buf, " This finger has been cut off %s\n" 2463 tmp->msg = format (
2670 " the %s, when he was defeated at\n level %d by %s.\n", 2464 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2671 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2465 &op->name, op->contr->title,
2672 tmp->msg = buf; 2466 (int)op->level,
2467 op->contr->killer_name ()
2468 );
2673 tmp->value = 0, tmp->type = 0; 2469 tmp->value = 0, tmp->type = 0;
2674 tmp->materialname = "organics"; 2470 tmp->material = name_to_material (shstr_organic);
2675 tmp->insert_at (op, tmp); 2471 tmp->insert_at (op, tmp);
2676 }
2677 2472
2678 /* teleport defeated player to new destination */ 2473 /* teleport defeated player to new destination */
2679 transfer_ob (op, x, y, 0, NULL); 2474 transfer_ob (op, x, y, 0, NULL);
2680 op->contr->braced = 0; 2475 op->contr->braced = 0;
2476
2477 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2681 return; 2478 return;
2682 } 2479 }
2683 2480
2481 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2482 deathtab << "T<YOU HAVE DIED>\n\n";
2483
2684 INVOKE_PLAYER (DEATH, op->contr); 2484 INVOKE_PLAYER (DEATH, op->contr);
2685 2485
2686 command_kill_pets (op, 0); 2486 command_kill_pets (op, 0);
2687 2487
2688 if (op->stats.food < 0) 2488 op->contr->play_sound (sound_find ("player_dies"));
2689 {
2690 sprintf (buf, "%s starved to death.", &op->name);
2691 strcpy (op->contr->killer, "starvation");
2692 }
2693 else
2694 sprintf (buf, "%s died.", &op->name);
2695
2696 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2697 2489
2698 /* save the map location for corpse, gravestone */ 2490 /* save the map location for corpse, gravestone */
2699 x = op->x; 2491 x = op->x;
2700 y = op->y; 2492 y = op->y;
2701 map = op->map; 2493 map = op->map;
2729 2521
2730 lost_a_stat = 0; 2522 lost_a_stat = 0;
2731 2523
2732 for (z = 0; z < num_stats_lose; z++) 2524 for (z = 0; z < num_stats_lose; z++)
2733 { 2525 {
2734 i = RANDOM () % NUM_STATS; 2526 i = rndm (NUM_STATS);
2735 2527
2736 if (settings.stat_loss_on_death) 2528 if (settings.stat_loss_on_death)
2737 { 2529 {
2738 /* Pick a random stat and take a point off it. Tell the player 2530 /* Pick a random stat and take a point off it. Tell the player
2739 * what he lost. 2531 * what he lost.
2746 lost_a_stat = 1; 2538 lost_a_stat = 1;
2747 } 2539 }
2748 else 2540 else
2749 { 2541 {
2750 /* deplete a stat */ 2542 /* deplete a stat */
2751 archetype *deparch = archetype::find ("depletion"); 2543 archetype *deparch = archetype::find (shstr_depletion);
2752 object *dep; 2544 object *dep;
2753 2545
2754 dep = present_arch_in_ob (deparch, op); 2546 dep = present_arch_in_ob (deparch, op);
2755 if (!dep) 2547 if (!dep)
2756 { 2548 {
2757 dep = arch_to_object (deparch); 2549 dep = deparch->instance ();
2758 insert_ob_in_ob (dep, op); 2550 insert_ob_in_ob (dep, op);
2759 } 2551 }
2760 lose_this_stat = 1; 2552 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss) 2553 if (settings.balanced_stat_loss)
2762 { 2554 {
2790 } 2582 }
2791 } 2583 }
2792 2584
2793 if (lose_this_stat) 2585 if (lose_this_stat)
2794 { 2586 {
2795 this_stat = get_attr_value (&(dep->stats), i); 2587 this_stat = get_attr_value (&dep->stats, i);
2796 /* We could try to do something clever like find another 2588 /* We could try to do something clever like find another
2797 * stat to reduce if this fails. But chances are, if 2589 * stat to reduce if this fails. But chances are, if
2798 * stats have been depleted to -50, all are pretty low 2590 * stats have been depleted to -50, all are pretty low
2799 * and should be roughly the same, so it shouldn't make a 2591 * and should be roughly the same, so it shouldn't make a
2800 * difference. 2592 * difference.
2808 lost_a_stat = 1; 2600 lost_a_stat = 1;
2809 } 2601 }
2810 } 2602 }
2811 } 2603 }
2812 } 2604 }
2605
2813 /* If no stat lost, tell the player. */ 2606 /* If no stat lost, tell the player. */
2814 if (!lost_a_stat) 2607 if (!lost_a_stat)
2815 { 2608 {
2816 /* determine_god() seems to not work sometimes... why is this? 2609 /* determine_god() seems to not work sometimes... why is this?
2817 Should I be using something else? GD */ 2610 Should I be using something else? GD */
2818 const char *god = determine_god (op); 2611 shstr_tmp god = determine_god (op);
2819 2612
2820 if (god && (strcmp (god, "none"))) 2613 if (god != shstr_none)
2821 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2614 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2822 else 2615 else
2823 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2616 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2824 } 2617 }
2825#else 2618#else
2826 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2619 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2827#endif 2620#endif
2828 2621
2829 /* Put a gravestone up where the character 'almost' died. List the 2622 /* Put a gravestone up where the character 'almost' died. List the
2830 * exp loss on the stone. 2623 * exp loss on the stone.
2831 */ 2624 */
2832 tmp = arch_to_object (archetype::find ("gravestone")); 2625 tmp = archetype::find (shstr_gravestone)->instance ();
2833 sprintf (buf, "%s's gravestone", &op->name); 2626 tmp->name = format ("%s's gravestone", &op->name);
2834 tmp->name = buf; 2627 tmp->name_pl = format ("%s's gravestones", &op->name);
2835 sprintf (buf, "%s's gravestones", &op->name); 2628 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2836 tmp->name_pl = buf; 2629 &op->name, op->contr->title, op->contr->killer_name ());
2837 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);
2838 tmp->msg = buf;
2839 tmp->x = op->x, tmp->y = op->y; 2630 tmp->x = op->x, tmp->y = op->y;
2840 insert_ob_in_map (tmp, op->map, NULL, 0); 2631 insert_ob_in_map (tmp, op->map, NULL, 0);
2841 2632
2842 /**************************************/ 2633 /**************************************/
2843 /* */ 2634 /* */
2844 /* Subtract the experience points, */ 2635 /* Subtract the experience points, */
2845 /* if we died cause of food, give us */
2846 /* food, and reset HP's... */
2847 /* */ 2636 /* */
2848 /**************************************/ 2637 /**************************************/
2849 2638
2850 /* remove any poisoning and confusion the character may be suffering. */
2851 /* restore player */
2852 at = archetype::find ("poisoning");
2853 tmp = present_arch_in_ob (at, op);
2854
2855 if (tmp)
2856 {
2857 tmp->destroy ();
2858 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2859 }
2860
2861 at = archetype::find ("confusion");
2862 tmp = present_arch_in_ob (at, op);
2863 if (tmp)
2864 {
2865 tmp->destroy ();
2866 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2867 }
2868
2869 cure_disease (op, 0); /* remove any disease */
2870
2871 /*add_exp(op, (op->stats.exp * -0.20)); */ 2639 /*add_exp(op, (op->stats.exp * -0.20)); */
2872 apply_death_exp_penalty (op); 2640 apply_death_exp_penalty (op);
2873 if (op->stats.food < 100)
2874 op->stats.food = 900;
2875 op->stats.hp = op->stats.maxhp;
2876 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2877 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2878 2641
2879 /* 2642 /*
2880 * Check to see if the player has any unpaid items. If so, remove them 2643 * Check to see if the player has any unpaid items. If so, remove them
2881 * and put them back in the map. 2644 * and put them back in the map.
2882 */ 2645 */
2883 remove_unpaid_objects (op->inv, op); 2646 op->drop_unpaid_items ();
2884 2647
2885 /****************************************/ 2648 /****************************************/
2886 /* */ 2649 /* */
2887 /* Move player to his current respawn- */ 2650 /* Move player to his current respawn- */
2888 /* position (usually last savebed) */ 2651 /* position (usually last savebed) */
2917 if (will_kill_again & (1 << at)) 2680 if (will_kill_again & (1 << at))
2918 force->resist[at] = 100; 2681 force->resist[at] = 100;
2919 2682
2920 insert_ob_in_ob (force, op); 2683 insert_ob_in_ob (force, op);
2921 op->update_stats (); 2684 op->update_stats ();
2922
2923 } 2685 }
2924 2686
2925 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2687 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2926} 2688}
2927 2689
2928void 2690static void
2929loot_object (object *op) 2691loot_object (object *op)
2930{ /* Grab and destroy some treasure */ 2692{ /* Grab and destroy some treasure */
2931 object *tmp, *tmp2, *next; 2693 object *tmp, *tmp2, *next;
2932 2694
2933 op->close_container (); /* close open sack first */ 2695 op->close_container (); /* close open sack first */
2947 2709
2948 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2710 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2949 { 2711 {
2950 if (tmp->nrof > 1) 2712 if (tmp->nrof > 1)
2951 { 2713 {
2952 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2714 tmp->decrease (rndm (1, tmp->nrof - 1));
2953 tmp2->destroy ();
2954 insert_ob_in_map (tmp, op->map, NULL, 0); 2715 insert_ob_in_map (tmp, op->map, NULL, 0);
2955 } 2716 }
2956 else 2717 else
2957 tmp->destroy (); 2718 tmp->destroy ();
2958 } 2719 }
2965 * fix_weight(): Check recursively the weight of all players, and fix 2726 * fix_weight(): Check recursively the weight of all players, and fix
2966 * what needs to be fixed. Refresh windows and fix speed if anything 2727 * what needs to be fixed. Refresh windows and fix speed if anything
2967 * was changed. 2728 * was changed.
2968 */ 2729 */
2969void 2730void
2970fix_weight (void) 2731fix_weight ()
2971{ 2732{
2972 for_all_players (pl) 2733 for_all_players (pl)
2973 { 2734 {
2974 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2735 sint32 old = pl->ob->carrying;
2975 2736
2976 if (old == sum) 2737 pl->ob->update_weight ();
2977 continue; 2738
2739 if (old != pl->ob->carrying)
2740 {
2978 pl->ob->update_stats (); 2741 pl->ob->update_stats ();
2979 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2742 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2743 }
2980 } 2744 }
2981} 2745}
2982 2746
2983void 2747void
2984fix_luck (void) 2748fix_luck ()
2985{ 2749{
2986 for_all_players (pl) 2750 for_all_players (pl)
2987 if (!pl->ob->contr->ns->state) 2751 if (!pl->ob->contr->ns->state)
2988 pl->ob->change_luck (0); 2752 pl->ob->change_luck (0);
2989} 2753}
3026} 2790}
3027 2791
3028void 2792void
3029make_visible (object *op) 2793make_visible (object *op)
3030{ 2794{
3031 op->hide = 0; 2795 op->flag [FLAG_HIDDEN] = 0;
3032 op->invisible = 0; 2796 op->invisible = 0;
2797
3033 if (op->type == PLAYER) 2798 if (op->type == PLAYER)
3034 { 2799 {
3035 op->contr->tmp_invis = 0; 2800 op->contr->tmp_invis = 0;
3036 op->contr->invis_race = 0; 2801 op->contr->invis_race = 0;
3037 } 2802 }
3040} 2805}
3041 2806
3042int 2807int
3043is_true_undead (object *op) 2808is_true_undead (object *op)
3044{ 2809{
3045 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2810 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3046 return 1; 2811 return 1;
3047 2812
3048 return 0; 2813 return 0;
3049} 2814}
3050 2815
3051/* look at the surrounding terrain to determine 2816/* look at the surrounding terrain to determine
3052 * the hideability of this object. Positive levels 2817 * the hideability of this object. Positive levels
3053 * indicate greater hideability. 2818 * indicate greater hideability.
3054 */ 2819 */
3055
3056int 2820int
3057hideability (object *ob) 2821hideability (object *ob)
3058{ 2822{
3059 int i, level = 0, mflag; 2823 int i, level = 0, mflag;
3060 sint16 x, y; 2824 sint16 x, y;
3061 2825
3062 if (!ob || !ob->map) 2826 if (!ob || !ob->map)
3063 return 0; 2827 return 0;
3064 2828
3065 /* so, on normal lighted maps, its hard to hide */ 2829 /* so, on normal lighted maps, its hard to hide */
3066 level = ob->map->darkness - 2; 2830 level = ob->map->darklevel () - 2;
3067 2831
3068 /* this also picks up whether the object is glowing. 2832 /* this also picks up whether the object is glowing.
3069 * If you carry a light on a non-dark map, its not 2833 * If you carry a light on a non-dark map, its not
3070 * as bad as carrying a light on a pitch dark map */ 2834 * as bad as carrying a light on a pitch dark map */
3071 if (has_carried_lights (ob)) 2835 if (ob->has_carried_lights ())
3072 level = -(10 + (2 * ob->map->darkness)); 2836 level = -(10 + (2 * ob->map->darklevel ()));
3073 2837
3074 /* scan through all nearby squares for terrain to hide in */ 2838 /* scan through all nearby squares for terrain to hide in */
3075 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2839 for (i = 0, x = ob->x, y = ob->y;
2840 i <= SIZEOFFREE1;
2841 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3076 { 2842 {
3077 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2843 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3078 if (mflag & P_OUT_OF_MAP) 2844 if (mflag & P_OUT_OF_MAP)
3079 {
3080 continue; 2845 continue;
3081 } 2846
3082 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2847 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3083 level += 2; 2848 level += 2;
3084 else /* open terrain! */ 2849 else /* open terrain! */
3085 level -= 1; 2850 level -= 1;
3086 } 2851 }
3097 * spot (surrounded by clear terrain in broad daylight). -b.t. 2862 * spot (surrounded by clear terrain in broad daylight). -b.t.
3098 */ 2863 */
3099void 2864void
3100do_hidden_move (object *op) 2865do_hidden_move (object *op)
3101{ 2866{
3102 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2867 int hide = 0;
3103 object *skop;
3104 2868
3105 if (!op || !op->map) 2869 if (!op || !op->map)
3106 return; 2870 return;
3107 2871
3108 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2872 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2873 int num = random_roll (0, 19, op, PREFER_LOW);
3109 2874
3110 /* its *extremely* hard to run and sneak/hide at the same time! */ 2875 /* its *extremely* hard to run and sneak/hide at the same time! */
3111 if (op->type == PLAYER && op->contr->run_on) 2876 if (op->type == PLAYER && op->contr->run_on)
3112 if (!skop || num >= skop->level) 2877 if (!skop || num >= skop->level)
3113 { 2878 {
3123 num -= hide; 2888 num -= hide;
3124 2889
3125 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2890 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3126 { 2891 {
3127 make_visible (op); 2892 make_visible (op);
2893
3128 if (op->type == PLAYER) 2894 if (op->type == PLAYER)
3129 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2895 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3130 } 2896 }
3131 else if (op->type == PLAYER && skop) 2897 else if (op->type == PLAYER && skop)
3132 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2898 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3185 * object op. This function works fine for monsters, 2951 * object op. This function works fine for monsters,
3186 * but we dont worry if the object isnt the top one in 2952 * but we dont worry if the object isnt the top one in
3187 * a pile (say a coin under a table would return "viewable" 2953 * a pile (say a coin under a table would return "viewable"
3188 * by this routine). Another question, should we be 2954 * by this routine). Another question, should we be
3189 * concerned with the direction the player is looking 2955 * concerned with the direction the player is looking
3190 * in? Realistically, most of use cant see stuff behind 2956 * in? Realistically, most of us can't see stuff behind
3191 * our backs...on the other hand, does the "facing" direction 2957 * our backs...on the other hand, does the "facing" direction
3192 * imply the way your head, or body is facing? Its possible 2958 * imply the way your head, or body is facing? It's possible
3193 * for them to differ. Sigh, this fctn could get a bit more complex. 2959 * for them to differ. Sigh, this fctn could get a bit more complex.
3194 * -b.t. 2960 * -b.t.
3195 * This function is now map tiling safe. 2961 * This function is now map tiling safe.
3196 */ 2962 */
3197
3198int 2963int
3199player_can_view (object *pl, object *op) 2964player_can_view (object *pl, object *op)
3200{ 2965{
3201 rv_vector rv; 2966 rv_vector rv;
3202 int dx, dy; 2967 int dx, dy;
3214 2979
3215 get_rangevector (pl, op, &rv, 0x1); 2980 get_rangevector (pl, op, &rv, 0x1);
3216 2981
3217 /* starting with the 'head' part, lets loop 2982 /* starting with the 'head' part, lets loop
3218 * through the object and find if it has any 2983 * through the object and find if it has any
3219 * part that is in the los array but isnt on 2984 * part that is in the los array but isn't on
3220 * a blocked los square. 2985 * a blocked los square.
3221 * we use the archetype to figure out offsets. 2986 * we use the archetype to figure out offsets.
3222 */ 2987 */
3223 while (op) 2988 while (op)
3224 { 2989 {
3225 dx = rv.distance_x + op->arch->clone.x; 2990 dx = rv.distance_x + op->arch->x;
3226 dy = rv.distance_y + op->arch->clone.y; 2991 dy = rv.distance_y + op->arch->y;
3227 2992
3228 /* only the viewable area the player sees is updated by LOS 2993 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3229 * code, so we need to restrict ourselves to that range of values
3230 * for any meaningful values.
3231 */
3232 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3233 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3234 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3235 return 1; 2994 return 1;
2995
3236 op = op->more; 2996 op = op->more;
3237 } 2997 }
3238 return 0;
3239}
3240 2998
3241/* routine for both players and monsters. We call this when
3242 * there is a possibility for our action distrubing our hiding
3243 * place or invisiblity spell. Artefact invisiblity is not
3244 * effected by this. If we arent invisible to begin with, we
3245 * return 0.
3246 */
3247int
3248action_makes_visible (object *op)
3249{
3250
3251 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3252 {
3253 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3254 return 0;
3255
3256 if (op->contr && op->contr->tmp_invis == 0)
3257 return 0;
3258
3259 /* If monsters, they should become visible */
3260 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3261 {
3262 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3263 return 1;
3264 }
3265 }
3266 return 0; 2999 return 0;
3267} 3000}
3268 3001
3269/* op_on_battleground - checks if the given object op (usually 3002/* op_on_battleground - checks if the given object op (usually
3270 * a player) is standing on a valid battleground-tile, 3003 * a player) is standing on a valid battleground-tile,
3275 * Default is to do the same as before, so only people wanting to have different points need worry about this 3008 * Default is to do the same as before, so only people wanting to have different points need worry about this
3276 */ 3009 */
3277int 3010int
3278op_on_battleground (object *op, int *x, int *y) 3011op_on_battleground (object *op, int *x, int *y)
3279{ 3012{
3280 object *tmp;
3281
3282 /* A battleground-tile needs the following attributes to be valid: 3013 /* A battleground-tile needs the following attributes to be valid:
3283 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3014 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3284 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3015 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3285 * and the exit-coordinates sp/hp must both be > 0. 3016 * and the exit-coordinates sp/hp must both be > 0.
3286 * => The intention here is to prevent abuse of the battleground- 3017 * => The intention here is to prevent abuse of the battleground-
3287 * feature (like pickable or hidden battleground tiles). */ 3018 * feature (like pickable or hidden battleground tiles). */
3288 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3019 for (object *tmp = op->below; tmp; tmp = tmp->below)
3289 { 3020 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3021 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3291 { 3022 {
3292 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3023 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3293 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3024 && tmp->type == BATTLEGROUND
3025 && tmp->name == shstr_battleground
3026 && EXIT_X (tmp) && EXIT_Y (tmp))
3294 { 3027 {
3295 /*before we assign the exit, check if this is a teambattle */ 3028 /* before we assign the exit, check if this is a teambattle */
3296 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3029 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3297 {
3298 object *invtmp;
3299
3300 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3030 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3031 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3301 { 3032 {
3302 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3303 {
3304 if (x != NULL && y != NULL) 3033 if (x && y)
3305 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3034 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3035
3306 return 1; 3036 return 1;
3307 }
3308 } 3037 }
3309 } 3038
3310 if (x != NULL && y != NULL) 3039 if (x && y)
3311 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3040 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3041
3312 return 1; 3042 return 1;
3313 } 3043 }
3314 } 3044 }
3315 } 3045 }
3046
3316 /* If we got here, did not find a battleground */ 3047 /* If we got here, did not find a battleground */
3317 return 0; 3048 return 0;
3318} 3049}
3319 3050
3320/* 3051/*
3336 char buf[MAX_BUF]; /* tmp. string buffer */ 3067 char buf[MAX_BUF]; /* tmp. string buffer */
3337 int i = 0, j = 0; 3068 int i = 0, j = 0;
3338 3069
3339 /* get the appropriate treasurelist */ 3070 /* get the appropriate treasurelist */
3340 if (atnr == ATNR_FIRE) 3071 if (atnr == ATNR_FIRE)
3341 trlist = treasurelist::find ("dragon_ability_fire"); 3072 trlist = treasurelist::find (shstr_dragon_ability_fire);
3342 else if (atnr == ATNR_COLD) 3073 else if (atnr == ATNR_COLD)
3343 trlist = treasurelist::find ("dragon_ability_cold"); 3074 trlist = treasurelist::find (shstr_dragon_ability_cold);
3344 else if (atnr == ATNR_ELECTRICITY) 3075 else if (atnr == ATNR_ELECTRICITY)
3345 trlist = treasurelist::find ("dragon_ability_elec"); 3076 trlist = treasurelist::find (shstr_dragon_ability_elec);
3346 else if (atnr == ATNR_POISON) 3077 else if (atnr == ATNR_POISON)
3347 trlist = treasurelist::find ("dragon_ability_poison"); 3078 trlist = treasurelist::find (shstr_dragon_ability_poison);
3348 3079
3349 if (trlist == NULL || who->type != PLAYER) 3080 if (trlist == NULL || who->type != PLAYER)
3350 return; 3081 return;
3351 3082
3352 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3083 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3356 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3087 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3357 return; 3088 return;
3358 } 3089 }
3359 3090
3360 /* everything seems okay - now bring on the gift: */ 3091 /* everything seems okay - now bring on the gift: */
3361 item = &(tr->item->clone); 3092 item = tr->item;
3362 3093
3363 if (item->type == SPELL) 3094 if (item->type == SPELL)
3364 { 3095 {
3365 if (check_spell_known (who, item->name)) 3096 if (check_spell_known (who, item->name))
3366 return; 3097 return;
3425 { 3156 {
3426 /* forces in the treasurelist can alter the player's stats */ 3157 /* forces in the treasurelist can alter the player's stats */
3427 object *skin; 3158 object *skin;
3428 3159
3429 /* first get the dragon skin force */ 3160 /* first get the dragon skin force */
3430 shstr_cmp dragon_skin_force ("dragon_skin_force");
3431 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) 3161 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3432 ; 3162 ;
3433 3163
3434 if (!skin) 3164 if (!skin)
3435 return; 3165 return;
3436 3166
3450 else 3180 else
3451 j = 1; 3181 j = 1;
3452 strcat (buf, spellpathnames[i]); 3182 strcat (buf, spellpathnames[i]);
3453 } 3183 }
3454 } 3184 }
3185
3455 strcat (buf, "."); 3186 strcat (buf, ".");
3456 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3187 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3457 } 3188 }
3458 3189
3459 /* evtl. adding flags: */ 3190 /* evtl. adding flags: */
3469 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3200 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3470 } 3201 }
3471 else 3202 else
3472 { 3203 {
3473 /* generate misc. treasure */ 3204 /* generate misc. treasure */
3474 tmp = arch_to_object (tr->item); 3205 tmp = tr->item->instance ();
3475 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3206 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3476 tmp = insert_ob_in_ob (tmp, who); 3207 who->insert (tmp);
3477 if (who->type == PLAYER)
3478 esrv_send_item (who, tmp);
3479 } 3208 }
3480} 3209}
3481 3210
3482/** 3211//-GPL
3483 * Unready an object for a player. This function does nothing if the object was
3484 * not readied.
3485 */
3486void
3487player_unready_range_ob (player *pl, object *ob)
3488{
3489 if (pl->ob->current_weapon == ob)
3490 pl->ob->current_weapon = 0;
3491
3492 if (pl->combat_ob == ob)
3493 pl->combat_ob = 0;
3494
3495 if (pl->ranged_ob == ob)
3496 pl->ranged_ob = 0;
3497}
3498 3212
3499sint8 3213sint8
3500player::visibility_at (maptile *map, int x, int y) const 3214player::darkness_at (maptile *map, int x, int y) const
3501{ 3215{
3502 if (!ns) 3216 if (!ns)
3503 return 0; 3217 return LOS_BLOCKED;
3504 3218
3505 int dx, dy; 3219 int dx, dy;
3506 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3220 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3507 return 0; 3221 return LOS_BLOCKED;
3508 3222
3509 x += dx - ns->current_x + ns->mapx / 2; 3223 x += dx - ns->current_x;
3510 y += dy - ns->current_y + ns->mapy / 2; 3224 y += dy - ns->current_y;
3511 3225
3512 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3513 return 0;
3514
3515 return 100 - blocked_los [x][y]; 3226 return blocked_los (x, y);
3516} 3227}
3228
3229void
3230player::infobox (const char *title, const char *msg, int color)
3231{
3232 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3233}
3234
3235void
3236player::statusmsg (const char *msg, int color)
3237{
3238 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3239}
3240
3241void
3242player::failmsg (const char *msg, int color)
3243{
3244 play_sound (sound_find ("generic_failure"));
3245 statusmsg (msg, color);
3246}
3247

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