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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 1.290 by root, Mon Oct 29 23:55:55 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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
26
27#include <algorithm>
28#include <functional>
24 29
25#include <global.h> 30#include <global.h>
26#include <sproto.h> 31#include <sproto.h>
27#include <sounds.h> 32#include <sounds.h>
28#include <living.h> 33#include <living.h>
29#include <object.h> 34#include <object.h>
30#include <spells.h> 35#include <spells.h>
31#include <skills.h> 36#include <skills.h>
32 37
33#include <algorithm>
34#include <functional>
35
36playervec players; 38playervec players;
37
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 39
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{
166 54
167 players.insert (this); 55 players.insert (this);
168 ob->remove (); 56 ob->remove ();
169 ob->map = 0; 57 ob->map = 0;
170 ob->activate_recursive (); 58 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
172 add_friendly_object (ob); 60 add_friendly_object (ob);
173} 61}
174 62
175void 63void
176player::deactivate () 64player::deactivate ()
184 72
185 if (ob->map) 73 if (ob->map)
186 maplevel = ob->map->path; 74 maplevel = ob->map->path;
187 75
188 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 80
194 players.erase (this); 81 players.erase (this);
195} 82}
196 83
197// connect the player with a specific client 84// connect the player with a specific client
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (this); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
219 106
220 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222 109
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
226 111
227 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
229 { 114 {
230 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234 116
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 120 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 122 skin = tmp;
241 123
242 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
243 } 125 }
244 126
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 128
247 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
248 130
249 ob->flag [FLAG_READY_WEAPON] = false; 131 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false; 132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
251 ob->flag [FLAG_READY_BOW] = false; 134 ob->flag [FLAG_READY_BOW] = false;
252 135
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 136 ob->update_stats ();
275 137
276 ns->floorbox_update (); 138 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
279 141
280 activate (); 142 activate ();
281 143
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
288} 146}
289 147
290void 148void
291player::disconnect () 149player::disconnect ()
292{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
293 if (ns) 157 if (ns)
294 { 158 {
295 if (active) 159 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 161
300 ns->reset_stats (); 164 ns->reset_stats ();
301 ns->pl = 0; 165 ns->pl = 0;
302 ns = 0; 166 ns = 0;
303 } 167 }
304 168
305 if (ob) 169 // this is important for the player scheduler to get the correct refcount
306 ob->close_container (); //TODO: client-specific 170 // when ns = 0
171 observe = viewpoint = ob;
307 172
308 deactivate (); 173 deactivate ();
309} 174}
175
176//-GPL
310 177
311// the need for this function can be explained 178// the need for this function can be explained
312// by load_object not returning the object 179// by load_object not returning the object
313void 180void
314player::set_object (object *op) 181player::set_object (object *op)
315{ 182{
316 ob = observe = op; 183 ob = observe = viewpoint = op;
317 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
318 185
319 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
320 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
321 188
322 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
323} 190}
324 191
325void 192void
326player::set_observe (object *op) 193player::set_observe (object *op)
327{ 194{
328 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
329 do_los = 1; 196 do_los = 1;
330} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
331 207
332player::player () 208player::player ()
333{ 209{
334 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
335 * we deal with that below this point. 211 * we deal with that below this point.
341 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
342 218
343 gen_sp_armour = 10; 219 gen_sp_armour = 10;
344 bowtype = bow_normal; 220 bowtype = bow_normal;
345 petmode = pet_normal; 221 petmode = pet_normal;
346 listening = 10;
347 usekeys = containers; 222 usekeys = containers;
348 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
349 do_los = 1; 224 do_los = 1;
350 225
351 weapon_sp = 1.0f; 226 weapon_sp = 1.0f;
358 disconnect (); 233 disconnect ();
359 234
360 attachable::do_destroy (); 235 attachable::do_destroy ();
361 236
362 if (ob) 237 if (ob)
363 {
364 ob->destroy_inv (false);
365 ob->destroy (); 238 ob->destroy ();
366 } 239
240 ob = observe = viewpoint = 0;
367} 241}
368 242
369player::~player () 243player::~player ()
370{ 244{
371 /* Clear item stack */ 245 /* Clear item stack */
372 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
373} 275}
374 276
375/* Tries to add player on the connection passed in ns. 277/* 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 278 * All we can really get in this is some settings like host and display
377 * mode. 279 * mode.
379player * 281player *
380player::create () 282player::create ()
381{ 283{
382 player *pl = new player; 284 player *pl = new player;
383 285
384 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
385 287
386 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
389 291
390 set_first_map (pl->ob); 292 set_first_map (pl->ob);
391 293
392 return pl; 294 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} 295}
422 296
423object * 297object *
424get_nearest_player (object *mon) 298get_nearest_player (object *mon)
425{ 299{
428 unsigned lastdist; 302 unsigned lastdist;
429 rv_vector rv; 303 rv_vector rv;
430 304
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 306 {
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)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 308 continue;
462 309
463 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
464 { 311 {
526 */ 373 */
527int 374int
528path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
529{ 376{
530 rv_vector rv; 377 rv_vector rv;
531 sint16 x, y;
532 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
533 maptile *m, *lastmap;
534 379
535 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
536 381
537 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
538 return 0; 383 return 0;
539 384
540 x = mon->x; 385 mapxy pos (mon);
541 y = mon->y;
542 m = mon->map;
543 dir = rv.direction; 386 dir = rv.direction;
544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546 389
547 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
548 if (diff > max) 391 if (diff > max)
549 return 0; 392 return 0;
550 393
551 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
552 { 395 {
553 lastx = x; 396 mapxy lastpos = pos;
554 lasty = y;
555 lastmap = m;
556 x = lastx + freearr_x[dir];
557 y = lasty + freearr_y[dir];
558 397
559 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
560 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
561 399
562 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
563 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
564 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
565 { 404 {
566 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
567 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
568 */ 407 */
569 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
570 if (rv.direction != dir) 409 if (rv.direction != dir)
571 { 410 {
572 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
573 * the values so it will try again. 412 * the values so it will try again.
574 */ 413 */
575 x = lastx;
576 y = lasty;
577 m = lastmap; 414 pos = lastpos;
578 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
579 } 416 }
580 else 417 else
581 { 418 {
582 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
589 */ 426 */
590 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
591 { 428 {
592 if (i == 0) 429 if (i == 0)
593 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
594 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
595 * since the direction that the creature should move in 433 * since the direction that the creature should move in
596 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
597 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
598 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
600 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
601 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
602 * the last direction the creature has successfully 440 * the last direction the creature has successfully
603 * moved. 441 * moved.
604 */ 442 */
605
606 x = lastx + freearr_x[absdir (lastdir + i)];
607 y = lasty + freearr_y[absdir (lastdir + i)];
608 m = lastmap; 443 pos = lastpos;
609 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
610 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
611 continue; 447 continue;
612 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
613 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
614 continue; 452 continue;
615 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
616 continue; 455 continue;
617 456
618 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
619 break; 458 break;
620 } 459 }
460
621 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
622 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
623 */ 463 */
624 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
625 return 0; 465 return 0;
466
626 diff--; 467 diff--;
627 lastdir = dir; 468 lastdir = dir;
628 max--; 469 max--;
629 if (!firstdir) 470 if (!firstdir)
630 firstdir = dir + i; 471 firstdir = dir + i;
634 { 475 {
635 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
636 diff--; 477 diff--;
637 max--; 478 max--;
638 lastdir = dir; 479 lastdir = dir;
480
639 if (!firstdir) 481 if (!firstdir)
640 firstdir = dir; 482 firstdir = dir;
641 } 483 }
642 484
643 if (diff <= 1) 485 if (diff <= 1)
644 { 486 {
645 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
646 * headed toward player for entire distance. 488 * headed toward player for entire distance.
647 */ 489 */
648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
650 } 492 }
651 493
652 if (diff > max) 494 if (diff > max)
653 return 0; 495 return 0;
659 501
660 return firstdir; 502 return firstdir;
661} 503}
662 504
663void 505void
664give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
665{ 507{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 508 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 510
671 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
672 { 512 {
673 next = op->below; 513 next = op->below;
674 514
675 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
677 */ 517 */
678 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
679 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
680 520
681 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 522 * by this player due to race restrictions
683 */ 523 */
684 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
685 { 525 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
687 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
691 { 533 {
692 op->destroy (); 534 op->destroy ();
693 continue; 535 continue;
694 } 536 }
695 } 537 }
696 538
697 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
698 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
699 * have a good idea what to replace it with (need something like 541 * generated by multiple treasurelists specifying the same skills.
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */ 542 */
703 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
704 { 544 {
705 object *tmp;
706
707 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 { 547 {
713 op->destroy (); 548 op->destroy ();
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 549 break;
715 continue;
716 } 550 }
717 551
718 if (op->nrof > 1) 552 if (op->nrof > 1)
719 op->nrof = 1; 553 op->nrof = 1;
720 } 554 }
721 555
722 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
723 { 557 op->inv->clr_flag (FLAG_STARTEQUIP);
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 558
727 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 560 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 561 * merged properly.
730 */ 562 */
731 if (need_identify (op)) 563 if (op->need_identify ())
732 {
733 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 564 {
565 op->set_flag (FLAG_IDENTIFIED);
566 op->clr_flag (FLAG_CURSED);
567 op->clr_flag (FLAG_DAMNED);
568 }
569
737 if (op->type == SPELL) 570 if (op->type == SPELL)
738 { 571 {
739 op->destroy (); 572 op->destroy ();
740 continue; 573 continue;
741 } 574 }
742 else if (op->type == SKILL) 575 else if (op->type == SKILL)
743 { 576 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 578 op->stats.exp = 0;
746 op->level = 1; 579 op->level = 1;
747 } 580 }
748 /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
749 else 582 op->set_flag (FLAG_INV_LOCKED);
750 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
752 584
753 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
754 link_player_skills (pl); 586 pl->contr->link_skills ();
755} 587}
756 588
757void 589void
758get_party_password (object *op, partylist *party) 590get_party_password (object *op, partylist *party)
759{ 591{
769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
770} 602}
771 603
772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 604/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
773static int 605static int
774roll_stat (void) 606roll_stat ()
775{ 607{
776 int a[4], i, j, k; 608 int a[4], i, j, k;
777 609
778 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
779 a[i] = (int) rndm (6) + 1; 611 a[i] = rndm (1, 6);
780 612
781 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
782 if (a[i] < k) 614 if (a[i] < k)
783 k = a[i], j = i; 615 k = a[i], j = i;
784 616
860static void 692static void
861start_info (object *op) 693start_info (object *op)
862{ 694{
863 char buf[MAX_BUF]; 695 char buf[MAX_BUF];
864 696
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 697 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 698 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} 699}
870 700
871/* This function takes the key that is passed, and does the 701/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 702 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 703 * The function name is for historical reasons - now we have
876 */ 706 */
877void 707void
878player::chargen_race_done () 708player::chargen_race_done ()
879{ 709{
880 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
881 esrv_new_player (ob->contr, ob->weight + ob->carrying); 711 esrv_new_player (ob->contr);
882 712
883 treasurelist *tl = treasurelist::find ("starting_wealth"); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
884 if (tl) 714 if (tl)
885 create_treasure (tl, ob, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
886 716
887 INVOKE_PLAYER (BIRTH, ob->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, ob->contr);
889 718
890 ob->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
891 720
892 if (ob->msg) 721 if (ob->msg)
893 ob->msg = 0; 722 ob->msg = 0;
894 723
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
904 start_info (ob); 724 start_info (ob);
905 CLEAR_FLAG (ob, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
906 give_initial_items (ob, ob->randomitems); 726 give_initial_items (ob, ob->randomitems);
907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob); 727 esrv_send_inventory (ob, ob);
909 ob->update_stats (); 728 ob->update_stats ();
910 729
911 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
912 * is one for this race 731 * is one for this race
913 */ 732 */
914 if (*first_map_ext_path) 733 if (*first_map_ext_path)
915 { 734 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 735 else
930 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
931} 737}
932 738
933void 739void
943 int x = ob->x, y = ob->y; 749 int x = ob->x, y = ob->y;
944 750
945 ob->remove_statbonus (); 751 ob->remove_statbonus ();
946 ob->remove (); 752 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 753 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 754 ob->arch->copy_to (ob);
949 ob->instantiate (); 755 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 756 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 757 ob->name = ob->name_pl = name;
952 ob->x = x; 758 ob->x = x;
953 ob->y = y; 759 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 760 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 761 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 762 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 763 ob->add_statbonus ();
958 } 764 }
959 while (!allowed_class (ob)); 765 while (!allowed_class (ob));
960 766
961 update_object (ob, UP_OBJ_FACE); 767 update_object (ob, UP_OBJ_FACE);
964 ob->stats.hp = ob->stats.maxhp; 770 ob->stats.hp = ob->stats.maxhp;
965 ob->stats.sp = ob->stats.maxsp; 771 ob->stats.sp = ob->stats.maxsp;
966 ob->stats.grace = 0; 772 ob->stats.grace = 0;
967} 773}
968 774
969void 775static void
970flee_player (object *op) 776flee_player (object *op)
971{ 777{
972 int dir, diff; 778 int dir, diff;
973 rv_vector rv; 779 rv_vector rv;
974 780
975 if (op->stats.hp < 0) 781 if (op->stats.hp < 0)
976 { 782 {
977 LOG (llevDebug, "Fleeing player is dead.\n"); 783 LOG (llevDebug, "Fleeing player is dead.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 784 op->clr_flag (FLAG_SCARED);
979 return; 785 return;
980 } 786 }
981 787
982 if (op->enemy == NULL) 788 if (!op->enemy)
983 { 789 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n"); 790 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED); 791 op->clr_flag (FLAG_SCARED);
986 return; 792 return;
987 } 793 }
988 794
989 /* Seen some crashes here. Since we don't store an 795 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
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 { 796 {
995 CLEAR_FLAG (op, FLAG_SCARED);
996 op->enemy = NULL; 797 op->enemy = NULL;
997 return; 798 op->clr_flag (FLAG_SCARED);
998 }
999
1000 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 {
1002 op->enemy = NULL;
1003 CLEAR_FLAG (op, FLAG_SCARED);
1004 return; 799 return;
1005 } 800 }
1006 801
1007 get_rangevector (op, op->enemy, &rv, 0); 802 get_rangevector (op, op->enemy, &rv, 0);
1008 803
1009 dir = absdir (4 + rv.direction); 804 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++) 805 for (diff = 0; diff < 3; diff++)
1011 { 806 {
1012 int m = 1 - (RANDOM () & 2); 807 int m = 1 - rndm (2) * 2;
1013 808
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 809 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1015 return; 810 return;
1016 } 811 }
1017 812
1018 /* Cornered, get rid of scared */ 813 /* Cornered, get rid of scared */
1019 CLEAR_FLAG (op, FLAG_SCARED); 814 op->clr_flag (FLAG_SCARED);
1020 op->enemy = NULL; 815 op->enemy = NULL;
1021} 816}
1022 817
1023/* check_pick sees if there is stuff to be picked up/picks up stuff. 818/* check_pick sees if there is stuff to be picked up/picks up stuff.
1024 * It returns 1 if the player should keep on moving, 0 if he should 819 * It returns 1 if the player should keep on moving, 0 if he should
1028check_pick (object *op) 823check_pick (object *op)
1029{ 824{
1030 object *tmp, *next; 825 object *tmp, *next;
1031 int stop = 0; 826 int stop = 0;
1032 int wvratio; 827 int wvratio;
1033 char putstring[128];
1034 828
1035 /* if you're flying, you cna't pick up anything */ 829 /* if you're flying, you can't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 830 if (op->move_type & MOVE_FLYING)
1037 return 1; 831 return 1;
1038 832
1039 next = op->below; 833 next = op->below;
834
835 int cnt = MAX_ITEM_PER_ACTION;
836#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1040 837
1041 /* loop while there are items on the floor that are not marked as 838 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 839 * destroyed */
1043 while (next && !next->destroyed ()) 840 while (next && !next->destroyed ())
1044 { 841 {
1045 tmp = next; 842 tmp = next;
1046 next = tmp->below; 843 next = tmp->below;
1047 844
845 if (cnt <= 0)
846 {
847 op->failmsg ("Couldn't pickup all items at once.");
848 return 0;
849 }
850
1048 if (op->destroyed ()) 851 if (op->destroyed ())
1049 return 0; 852 return 0;
1050 853
1051 if (!can_pick (op, tmp)) 854 if (!can_pick (op, tmp))
1052 continue; 855 continue;
1053 856
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 857 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 858 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 859 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 860 CHK_PICK_PICKUP;
861
1058 continue; 862 continue;
1059 } 863 }
1060 864
1061 /* high not bit set? We're using the old autopickup model */ 865 /* pickup handling */
866 if (op->contr->mode & PU_DEBUG)
867 {
868 /* some debugging code to figure out item information */
869 const char *str = tmp->name
870 ? format ("item name: %s item type: %d weight/value: %d",
871 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
872 : format ("item name: %s item type: %d weight/value: %d",
873 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
874
875 new_draw_info (NDI_UNIQUE, 0, op, str);
876 }
877
878 if (op->contr->mode & PU_INHIBIT)
879 return 1;
880
881 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
882 return 1;
883
884 /* philosophy:
885 * It's easy to grab an item type from a pile, as long as it's
886 * generic. This takes no game-time. For more detailed pickups
887 * and selections, select-items should be used. This is a
888 * grab-as-you-run type mode that's really useful for arrows for
889 * example.
890 * The drawback: right now it has no frontend, so you need to
891 * stick the bits you want into a calculator in hex mode and then
892 * convert to decimal and then 'pickup <#>
893 */
894
895 /* the first two modes are exclusive: if NOTHING we return, if
896 * STOP then we stop. All the rest are applied sequentially,
897 * meaning if any test passes, the item gets picked up. */
898
899 /* if mode is set to pick nothing up, return */
900 if (op->contr->mode == PU_NOTHING)
901 return 1;
902
903 /* if mode is set to stop when encountering objects, return */
904 /* take STOP before INHIBIT since it doesn't actually pick
905 * anything up */
906 if (op->contr->mode & PU_STOP)
907 return 0;
908
909 /* useful for going into stores and not losing your settings... */
910 /* and for battles wher you don't want to get loaded down while
911 * fighting */
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 /* prevent us from turning into auto-thieves :) */
916 if (tmp->flag [FLAG_UNPAID])
917 continue;
918
919 /* ignore known cursed objects */
920 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
921 continue;
922
923 /* all food and drink if desired */
924 /* question: don't pick up known-poisonous stuff? */
1062 if (!(op->contr->mode & PU_NEWMODE)) 925 if (op->contr->mode & PU_FOOD)
926 if (tmp->type == FOOD)
1063 { 927 {
1064 switch (op->contr->mode) 928 CHK_PICK_PICKUP;
929 continue;
930 }
931
932 if (op->contr->mode & PU_DRINK)
933 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
934 {
935 CHK_PICK_PICKUP;
936 continue;
937 }
938
939 if (op->contr->mode & PU_POTION)
940 if (tmp->type == POTION)
941 {
942 CHK_PICK_PICKUP;
943 continue;
944 }
945
946 /* spellbooks, skillscrolls and normal books/scrolls */
947 if (op->contr->mode & PU_SPELLBOOK)
948 if (tmp->type == SPELLBOOK)
949 {
950 CHK_PICK_PICKUP;
951 continue;
952 }
953
954 if (op->contr->mode & PU_SKILLSCROLL)
955 if (tmp->type == SKILLSCROLL)
956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
960
961 if (op->contr->mode & PU_READABLES)
962 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 /* wands/staves/rods/horns */
969 if (op->contr->mode & PU_MAGIC_DEVICE)
970 if (tmp->type == WAND
971 || tmp->type == ROD
972 || tmp->type == HORN
973 || tmp->type == POWER_CRYSTAL)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
979 /* pick up all magical items */
980 if (op->contr->mode & PU_MAGICAL)
981 if (tmp->flag [FLAG_KNOWN_MAGICAL]
982 && !tmp->flag [FLAG_KNOWN_CURSED])
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_VALUABLES)
989 {
990 if (tmp->type == MONEY || tmp->type == GEM)
1065 { 991 {
1066 case 0: 992 CHK_PICK_PICKUP;
1067 return 1; /* don't pick up */ 993 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 } 994 }
1099 } 995 }
1100 else 996
1101 { /* old model */ 997 /* rings & amulets - talismans seems to be typed AMULET */
1102 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG) 998 if (op->contr->mode & PU_JEWELS)
999 if (tmp->type == RING
1000 || tmp->type == AMULET
1001 || tmp->type == GIRDLE
1002 || tmp->type == SKILL_TOOL)
1104 { 1003 {
1105 /* some debugging code to figure out item information */ 1004 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; 1005 continue;
1006 }
1152 1007
1153 /* ignore known cursed objects */ 1008 /* we don't forget dragon food */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1009 if (op->contr->mode & PU_FLESH)
1010 if (tmp->type == FLESH)
1011 {
1012 CHK_PICK_PICKUP;
1155 continue; 1013 continue;
1014 }
1156 1015
1157 /* all food and drink if desired */ 1016 /* bows and arrows. Bows are good for selling! */
1158 /* question: don't pick up known-poisonous stuff? */ 1017 if (op->contr->mode & PU_BOW)
1018 if (tmp->type == BOW)
1019 {
1020 CHK_PICK_PICKUP;
1021 continue;
1022 }
1023
1024 if (op->contr->mode & PU_ARROW)
1025 if (tmp->type == ARROW)
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 /* all kinds of armor etc. */
1032 if (op->contr->mode & PU_ARMOUR)
1033 if (tmp->type == ARMOUR)
1034 {
1035 CHK_PICK_PICKUP;
1036 continue;
1037 }
1038
1039 if (op->contr->mode & PU_HELMET)
1040 if (tmp->type == HELMET)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1046 if (op->contr->mode & PU_SHIELD)
1047 if (tmp->type == SHIELD)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1159 if (op->contr->mode & PU_FOOD) 1053 if (op->contr->mode & PU_BOOTS)
1160 if (tmp->type == FOOD) 1054 if (tmp->type == BOOTS)
1055 {
1056 CHK_PICK_PICKUP;
1057 continue;
1058 }
1059
1060 if (op->contr->mode & PU_GLOVES)
1061 if (tmp->type == GLOVES || tmp->type == BRACERS)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_CLOAK)
1068 if (tmp->type == CLOAK)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* hoping to catch throwing daggers here */
1075 if (op->contr->mode & PU_MISSILEWEAPON)
1076 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 /* careful: chairs and tables are weapons! */
1083 if (op->contr->mode & PU_ALLWEAPON)
1084 {
1085 if (tmp->type == WEAPON)
1086 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1161 { 1087 {
1162 pick_up (op, tmp); 1088 CHK_PICK_PICKUP;
1163 continue; 1089 continue;
1164 } 1090 }
1091 }
1165 1092
1093 /* misc stuff that's useful */
1166 if (op->contr->mode & PU_DRINK) 1094 if (op->contr->mode & PU_KEY)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1095 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1168 { 1096 {
1169 pick_up (op, tmp); 1097 CHK_PICK_PICKUP;
1170 continue; 1098 continue;
1171 } 1099 }
1172 1100
1101 /* any of the last 4 bits set means we use the ratio for value
1102 * pickups */
1173 if (op->contr->mode & PU_POTION) 1103 if (op->contr->mode & PU_RATIO)
1174 if (tmp->type == POTION) 1104 {
1105 /* use value density to decide what else to grab */
1106 /* >=7 was >= op->contr->mode */
1107 /* >=7 is the old standard setting. Now we take the last 4 bits
1175 { 1108 */
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) 1109 wvratio = op->contr->mode & PU_RATIO;
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1110 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 { 1111 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1112#if 0
1113 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1114 if (tmp->name != NULL)
1221 { 1115 {
1222 pick_up (op, tmp); 1116 fprintf (stderr, "%s", tmp->name);
1223 continue;
1224 } 1117 }
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 1118 else
1359 fprintf (stderr, "%s", tmp->arch->archname); 1119 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1120 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1121 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1362#endif 1122#endif
1123 CHK_PICK_PICKUP;
1363 continue; 1124 continue;
1364 }
1365 } 1125 }
1366 } /* the new pickup model */ 1126 } /* the new pickup model */
1367 } 1127 }
1368 1128
1369 return !stop; 1129 return !stop;
1130}
1131
1132/* routine for both players and monsters. We call this when
1133 * there is a possibility for our action distrubing our hiding
1134 * place or invisiblity spell. Artefact invisiblity causes
1135 * "noise" instead. If we arent invisible to begin with, we
1136 * return 0.
1137 */
1138static int
1139action_makes_visible (object *op)
1140{
1141 if (op->invisible && op->flag [FLAG_ALIVE])
1142 {
1143 if (op->flag [FLAG_MAKE_INVIS])
1144 {
1145 // artefact invisibility is permanent, but we still make noise
1146 // this is important for game-balance.
1147 if (op->contr)
1148 op->make_noise ();
1149
1150 return 0;
1151 }
1152
1153 if (op->contr && op->contr->tmp_invis == 0)
1154 return 0;
1155
1156 /* If monsters, they should become visible */
1157 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1158 {
1159 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1160 return 1;
1161 }
1162 }
1163
1164 return 0;
1370} 1165}
1371 1166
1372/* 1167/*
1373 * Find an arrow in the inventory and after that 1168 * Find an arrow in the inventory and after that
1374 * in the right type container (quiver). Pointer to the 1169 * in the right type container (quiver). Pointer to the
1375 * found object is returned. 1170 * found object is returned.
1376 */ 1171 */
1377object * 1172static object *
1378find_arrow (object *op, const char *type) 1173find_arrow (object *op, const char *type)
1379{ 1174{
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below) 1175 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) 1176 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1177 return splay (tmp);
1178
1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1180 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1181 if (object *arrow = find_arrow (tmp, type))
1182 {
1183 splay (tmp);
1386 return op; 1184 return arrow;
1185 }
1387 1186
1388 return tmp; 1187 return 0;
1389} 1188}
1390 1189
1391/* 1190/*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1191 * 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 1192 * 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 1193 * 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. 1194 * the hall. Failing that it does it's best to pick the highest plus arrow.
1396 */ 1195 */
1397object * 1196static object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1197find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1399{ 1198{
1400 object *tmp = NULL, *arrow, *ntmp; 1199 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1200 int attacknum, attacktype, betterby = 0, i;
1402 1201
1403 if (!type) 1202 if (!type)
1404 return NULL; 1203 return NULL;
1405 1204
1406 for (arrow = op->inv; arrow; arrow = arrow->below) 1205 for (arrow = op->inv; arrow; arrow = arrow->below)
1407 { 1206 {
1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1207 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1409 { 1208 {
1410 i = 0; 1209 i = 0;
1411 ntmp = find_better_arrow (arrow, target, type, &i); 1210 ntmp = find_better_arrow (arrow, target, type, &i);
1211
1412 if (i > betterby) 1212 if (i > betterby)
1413 { 1213 {
1414 tmp = ntmp; 1214 tmp = ntmp;
1415 betterby = i; 1215 betterby = i;
1416 } 1216 }
1417 } 1217 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1218 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1219 {
1420 /* allways prefer assasination/slaying */ 1220 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1221 if (target->race && arrow->slaying.contains (target->race))
1422 { 1222 {
1423 if (arrow->attacktype & AT_DEATH) 1223 if (arrow->attacktype & AT_DEATH)
1424 { 1224 {
1425 *better = 100; 1225 *better = 100;
1426 return arrow; 1226 return arrow;
1434 else 1234 else
1435 { 1235 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1236 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1237 {
1438 attacktype = 1 << attacknum; 1238 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1239 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1240 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1241 {
1442 tmp = arrow; 1242 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1243 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1244 }
1445 } 1245 }
1246
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1247 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1248 {
1448 tmp = arrow; 1249 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam; 1250 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 } 1251 }
1252
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1253 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 { 1254 {
1453 tmp = arrow; 1255 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam; 1256 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 } 1257 }
1456 } 1258 }
1457 } 1259 }
1458 } 1260 }
1261
1459 if (tmp == NULL && arrow == NULL) 1262 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type); 1263 return find_arrow (op, type);
1461 1264
1462 *better = betterby; 1265 *better = betterby;
1463 return tmp; 1266 return tmp;
1467 * find_better_arrow to find a decent arrow to use. 1270 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1271 * op = the shooter
1469 * type = bow->race 1272 * type = bow->race
1470 * dir = fire direction 1273 * dir = fire direction
1471 */ 1274 */
1472object * 1275static object *
1473pick_arrow_target (object *op, const char *type, int dir) 1276pick_arrow_target (object *op, shstr_cmp type, int dir)
1474{ 1277{
1475 object *tmp = NULL; 1278 object *tmp = NULL;
1476 maptile *m; 1279 maptile *m;
1477 int i, mflags, found, number; 1280 int i, mflags, found, number;
1478 sint16 x, y; 1281 sint16 x, y;
1493 for (i = 0, found = 0; i < 20; i++) 1296 for (i = 0, found = 0; i < 20; i++)
1494 { 1297 {
1495 x += freearr_x[dir]; 1298 x += freearr_x[dir];
1496 y += freearr_y[dir]; 1299 y += freearr_y[dir];
1497 mflags = get_map_flags (m, &m, x, y, &x, &y); 1300 mflags = get_map_flags (m, &m, x, y, &x, &y);
1301
1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1302 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 { 1303 {
1500 tmp = NULL; 1304 tmp = 0;
1501 break; 1305 break;
1502 } 1306 }
1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1307 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 { 1308 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1309 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption. 1310 * perhaps a bad assumption.
1507 */ 1311 */
1508 tmp = NULL; 1312 tmp = 0;
1509 break; 1313 break;
1510 } 1314 }
1315
1511 if (mflags & P_IS_ALIVE) 1316 if (mflags & P_IS_ALIVE)
1512 {
1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1317 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1318 if (tmp->flag [FLAG_ALIVE])
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1520 break; 1319 break;
1521 }
1522 } 1320 }
1523 if (tmp == NULL) 1321
1322 if (!tmp)
1524 return find_arrow (op, type); 1323 return find_arrow (op, type);
1525 1324
1526 if (tmp->head) 1325 if (tmp->head)
1527 tmp = tmp->head; 1326 tmp = tmp->head;
1528 1327
1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1367 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1569 return 0; 1368 return 0;
1570 } 1369 }
1571 1370
1572 // optimisation: move object to top so we will find it quickly again 1371 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below) 1372 splay (bow);
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1579 } 1373 }
1580 1374
1581 if (!bow->race || !bow->skill) 1375 if (!bow->race || !bow->skill)
1582 { 1376 {
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1377 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1590 { 1384 {
1591 if (op->type == PLAYER) 1385 if (op->type == PLAYER)
1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1387 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1594 else 1388 else
1595 CLEAR_FLAG (op, FLAG_READY_BOW); 1389 op->clr_flag (FLAG_READY_BOW);
1596 1390
1597 return 0; 1391 return 0;
1598 } 1392 }
1599 } 1393 }
1600 1394
1609 } 1403 }
1610 1404
1611 /* this should not happen, but sometimes does */ 1405 /* this should not happen, but sometimes does */
1612 if (arrow->nrof == 0) 1406 if (arrow->nrof == 0)
1613 { 1407 {
1408 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1614 arrow->destroy (); 1409 arrow->destroy ();
1615 return 0; 1410 return 0;
1616 } 1411 }
1617 1412
1618 left = arrow; /* these are arrows left to the player */ 1413 left = arrow; /* these are arrows left to the player */
1619 arrow = get_split_ob (arrow, 1); 1414 arrow = arrow->split ();
1620 if (!arrow) 1415 if (!arrow)
1621 { 1416 {
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1417 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 return 0; 1418 return 0;
1624 } 1419 }
1628 arrow->direction = dir; 1423 arrow->direction = dir;
1629 1424
1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1425 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam; 1426 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype; 1427 arrow->stats.grace = arrow->attacktype;
1633 1428 arrow->custom_name = arrow->slaying;
1634 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying);
1636 1429
1637#if 0 1430#if 0
1638 if (player *pl = op->contr) 1431 if (player *pl = op->contr)
1639 { 1432 {
1640 float speed = pl->weapon_sp; 1433 float speed = pl->weapon_sp;
1650#endif 1443#endif
1651 1444
1652 SET_ANIMATION (arrow, arrow->direction); 1445 SET_ANIMATION (arrow, arrow->direction);
1653 1446
1654 /* update the speed */ 1447 /* update the speed */
1655 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1656 + bow->stats.dam / 7.f;
1657 1448
1658 arrow->set_speed (max (arrow->speed, 2.f));
1659 arrow->speed_left = 0; 1449 arrow->speed_left = 0;
1450 arrow->set_speed (max (2.f,
1451 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1452 + bow->stats.dam / 7.f
1453 ));
1660 1454
1661 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1455 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1662 1456
1663 if (op->type == PLAYER) 1457 if (op->type == PLAYER)
1664 { 1458 {
1686 1480
1687 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1481 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1688 arrow->move_type = MOVE_FLY_LOW; 1482 arrow->move_type = MOVE_FLY_LOW;
1689 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1483 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1690 1484
1691 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1485 op->play_sound (sound_find ("fire_arrow"));
1692 m->insert (arrow, sx, sy, op); 1486 m->insert (arrow, sx, sy, op);
1693 1487
1694 if (!arrow->destroyed ()) 1488 if (!arrow->destroyed ())
1695 move_arrow (arrow); 1489 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 1490
1705 return 1; 1491 return 1;
1706} 1492}
1707 1493
1708/* Special fire code for players - this takes into 1494/* Special fire code for players - this takes into
1710 * but monsters can't. Putting that code here 1496 * but monsters can't. Putting that code here
1711 * makes the fire_bow code much cleaner. 1497 * makes the fire_bow code much cleaner.
1712 * this function should only be called if 'op' is a player, 1498 * this function should only be called if 'op' is a player,
1713 * hence the function name. 1499 * hence the function name.
1714 */ 1500 */
1715int 1501static int
1716player_fire_bow (object *op, int dir) 1502player_fire_bow (object *op, int dir)
1717{ 1503{
1718 int ret = 0, wcmod = 0; 1504 int ret;
1719 1505
1720 if (op->contr->bowtype == bow_bestarrow) 1506 if (op->contr->bowtype == bow_bestarrow)
1721 { 1507 {
1722 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1508 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1723 } 1509 }
1724 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1510 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1725 { 1511 {
1726 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1512 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); 1513 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1730 } 1514 }
1731 else if (op->contr->bowtype == bow_threewide) 1515 else if (op->contr->bowtype == bow_threewide)
1732 { 1516 {
1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1517 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)]); 1518 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)]); 1519 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1736 } 1520 }
1737 else if (op->contr->bowtype == bow_spreadshot) 1521 else if (op->contr->bowtype == bow_spreadshot)
1738 { 1522 {
1739 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1523 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); 1524 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); 1525 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1742 } 1526 }
1743 else 1527 else
1744 { 1528 {
1750} 1534}
1751 1535
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1536/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1537 * Broken apart from 'fire' to keep it more readable.
1754 */ 1538 */
1755void 1539static void
1756fire_misc_object (object *op, int dir) 1540fire_misc_object (object *op, int dir)
1757{ 1541{
1758 object *item = op->contr->ranged_ob; 1542 object *item = op->contr->ranged_ob;
1759 1543
1760 if (!item) 1544 if (!item)
1767 { 1551 {
1768 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1552 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1769 return; 1553 return;
1770 } 1554 }
1771 1555
1772 if (!op->change_weapon (item)) 1556 if (!op->apply (item))
1773 return; 1557 return;
1774 1558
1775 if (item->type == WAND) 1559 if (item->type == WAND)
1776 { 1560 {
1777 if (item->stats.food <= 0) 1561 if (item->stats.food <= 0)
1778 { 1562 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1563 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)); 1564 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781 1565
1782 return; 1566 return;
1783 } 1567 }
1784 } 1568 }
1785 else if (item->type == ROD || item->type == HORN) 1569 else if (item->type == ROD || item->type == HORN)
1786 { 1570 {
1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1571 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1572
1573 // using the maximum of the rods charge allows at least one spell cast
1574 // for a rod or horn, this fixes some broken rods.
1575 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1788 { 1576 {
1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1577 op->contr->play_sound (sound_find ("wand_poof"));
1790 1578
1791 if (item->type == ROD) 1579 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)); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1793 else 1581 else
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1797 } 1585 }
1798 } 1586 }
1799 1587
1800 if (cast_spell (op, item, dir, item->inv, NULL)) 1588 if (cast_spell (op, item, dir, item->inv, NULL))
1801 { 1589 {
1802 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1590 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1591
1803 if (item->type == WAND) 1592 if (item->type == WAND)
1804 { 1593 {
1805 if (!(--item->stats.food)) 1594 if (!(--item->stats.food))
1806 { 1595 {
1807 object *tmp;
1808
1809 if (item->arch) 1596 if (item->arch)
1810 { 1597 {
1811 CLEAR_FLAG (item, FLAG_ANIMATE); 1598 item->clr_flag (FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1599 item->face = item->arch->face;
1813 item->set_speed (0); 1600 item->set_speed (0);
1814 } 1601 }
1815 1602
1816 if ((tmp = item->in_player ())) 1603 if (object *pl = item->visible_to ())
1817 esrv_update_item (UPD_ANIM, tmp, item); 1604 esrv_update_item (UPD_ANIM, pl, item);
1818 } 1605 }
1819 } 1606 }
1820 else if (item->type == ROD || item->type == HORN) 1607 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge (item); 1608 drain_rod_charge (item);
1822 } 1609 }
1823} 1610}
1824 1611
1825/* Received a fire command for the player - go and do it. 1612/* Received a fire command for the player - go and do it.
1826 */ 1613 */
1827bool 1614bool
1828fire (object *op, int dir) 1615fire (object *who, int dir)
1829{ 1616{
1830 int spellcost = 0; 1617 int spellcost = 0;
1831 1618
1832 /* check for loss of invisiblity/hide */
1833 if (action_makes_visible (op))
1834 make_visible (op);
1835
1836 player *pl = op->contr; 1619 player *pl = who->contr;
1837 1620
1838 if (pl->golem) 1621 if (pl->golem)
1839 { 1622 {
1840 control_golem (op->contr->golem, dir); 1623 control_golem (who->contr->golem, dir);
1841 return false; 1624 return false;
1842 } 1625 }
1843 1626
1844 object *ob = pl->ranged_ob; 1627 object *ob = pl->ranged_ob;
1845 1628
1846 if (!ob) 1629 if (!ob)
1847 return false; 1630 return false;
1848 1631
1849 if (!op->change_weapon (ob))
1850 return false;
1851
1852 if (op->speed_left > 0.f) 1632 if (who->speed_left > 0.f)
1853 --op->speed_left; 1633 --who->speed_left;
1854 else 1634 else
1855 return false; 1635 return false;
1856 1636
1637 if (!who->apply (ob))
1638 return false;
1639
1640 /* check for loss of invisiblity/hide */
1641 if (action_makes_visible (who))
1642 make_visible (who);
1643
1857 switch (ob->type) 1644 switch (ob->type)
1858 { 1645 {
1859 case BOW: 1646 case BOW:
1860 player_fire_bow (op, dir); 1647 player_fire_bow (who, dir);
1861 break; 1648 break;
1862 1649
1863 case SPELL: 1650 case SPELL:
1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1651 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1865 break; 1652 break;
1866 1653
1867 case BUILDER: 1654 case BUILDER:
1868 apply_map_builder (op, dir); 1655 apply_map_builder (who, dir);
1869 break; 1656 break;
1870 1657
1871 case SKILL: 1658 case SKILL:
1872 do_skill (op, op, ob, dir, 0); 1659 do_skill (who, who, ob, dir, 0);
1873 break; 1660 break;
1874 1661
1662 case RANGED:
1663 do_skill (who, ob, who->chosen_skill, dir, 0);
1664 break;
1665
1875 default: 1666 default:
1876 fire_misc_object (op, dir); 1667 fire_misc_object (who, dir);
1877 break; 1668 break;
1878 } 1669 }
1879 1670
1880 return true; 1671 return true;
1881} 1672}
1882 1673
1883/* find_key 1674static 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) 1675find_key_ (object *pl, object *container, object *door)
1895{ 1676{
1896 object *tmp, *key; 1677 object *tmp, *key;
1897 1678
1898 /* Should not happen, but sanity checking is never bad */ 1679 /* Should not happen, but sanity checking is never bad */
1899 if (!container->inv) 1680 if (!container->inv)
1902 /* First, lets try to find a key in the top level inventory */ 1683 /* First, lets try to find a key in the top level inventory */
1903 for (tmp = container->inv; tmp; tmp = tmp->below) 1684 for (tmp = container->inv; tmp; tmp = tmp->below)
1904 { 1685 {
1905 if (door->type == DOOR && tmp->type == KEY) 1686 if (door->type == DOOR && tmp->type == KEY)
1906 break; 1687 break;
1688
1907 /* For sanity, we should really check door type, but other stuff 1689 /* For sanity, we should really check door type, but other stuff
1908 * (like containers) can be locked with special keys 1690 * (like containers) can be locked with special keys
1909 */ 1691 */
1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1692 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1911 break; 1693 break;
1917 * a key, return 1699 * a key, return
1918 */ 1700 */
1919 if (!tmp) 1701 if (!tmp)
1920 { 1702 {
1921 for (tmp = container->inv; tmp; tmp = tmp->below) 1703 for (tmp = container->inv; tmp; tmp = tmp->below)
1922 {
1923 /* No reason to search empty containers */ 1704 /* No reason to search empty containers */
1924 if (tmp->type == CONTAINER && tmp->inv) 1705 if (tmp->type == CONTAINER && tmp->inv)
1925 {
1926 if ((key = find_key (pl, tmp, door))) 1706 if ((key = find_key_ (pl, tmp, door)))
1927 return key; 1707 return key;
1928 }
1929 }
1930 1708
1931 if (!tmp) 1709 if (!tmp)
1932 return NULL; 1710 return 0;
1933 } 1711 }
1934 1712
1935 /* We get down here if we have found a key. Now if its in a container, 1713 /* 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 1714 * see if we actually want to use it
1937 */ 1715 */
1938 if (pl != container) 1716 if (pl != container)
1939 { 1717 {
1940 /* Only let players use keys in containers */ 1718 /* Only let players use keys in containers */
1941 if (!pl->contr) 1719 if (!pl->contr)
1942 return NULL; 1720 return 0;
1721
1943 /* cases where this fails: 1722 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1723 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1724 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1725 * If the container is not active, return now since only active
1947 * containers can be used. 1726 * containers can be used.
1951 * inv must have been an container and must have been active. 1730 * inv must have been an container and must have been active.
1952 * 1731 *
1953 * Change the color so that the message doesn't disappear with 1732 * Change the color so that the message doesn't disappear with
1954 * all the others. 1733 * all the others.
1955 */ 1734 */
1956 if (pl->contr->usekeys == key_inventory || 1735 if (pl->contr->usekeys == key_inventory
1957 !QUERY_FLAG (container, FLAG_APPLIED) || 1736 || !container->flag [FLAG_APPLIED]
1958 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1737 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1959 { 1738 {
1960 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1739 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)); 1740 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 return NULL; 1741 return NULL;
1963 } 1742 }
1964 } 1743 }
1965 1744
1966 return tmp; 1745 return tmp;
1746}
1747
1748/* find_key
1749 * We try to find a key for the door as passed. If we find a key
1750 * and successfully use it, we return the key, otherwise NULL
1751 * This function merges both normal and locked door, since the logic
1752 * for both is the same - just the specific key is different.
1753 * pl is the player,
1754 * inv is the objects inventory to searched
1755 * door is the door we are trying to match against.
1756 * This function can be called recursively to search containers.
1757 */
1758object *
1759find_key (object *pl, object *container, object *door)
1760{
1761 if (door->slaying && is_match_expr (door->slaying))
1762 {
1763 // for match expressions, we try to find the key by applying the match
1764 // to the op itself, which is supposed to find the "key", instead
1765 // of searching through containers ourselves.
1766
1767 return match_one (door->slaying, container, door, pl, pl);
1768 }
1769 else
1770 return find_key_ (pl, container, door);
1967} 1771}
1968 1772
1969/* moved door processing out of move_player_attack. 1773/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1774 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1775 * such that the caller should not do anything more,
1983 /* If we found a key, do some extra work */ 1787 /* If we found a key, do some extra work */
1984 if (key) 1788 if (key)
1985 { 1789 {
1986 object *container = key->env; 1790 object *container = key->env;
1987 1791
1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989
1990 if (action_makes_visible (op)) 1792 if (action_makes_visible (op))
1991 make_visible (op); 1793 make_visible (op);
1992 1794
1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1795 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1994 spring_trap (door->inv, op); 1796 spring_trap (door->inv, op);
1995 1797
1996 if (door->type == DOOR) 1798 if (door->type == DOOR)
1997 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1799 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1998 else if (door->type == LOCKED_DOOR) 1800 else if (door->type == LOCKED_DOOR)
1999 { 1801 {
2000 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1802 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2001 remove_door2 (door); /* remove door without violence ;-) */ 1803 remove_door2 (door); /* remove door without violence ;-) */
2002 } 1804 }
2003 1805
2004 /* Do this after we print the message */ 1806 /* Do this after we print the message */
2005 decrease_ob (key); /* Use up one of the keys */ 1807 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 1808
2010 return 1; /* Nothing more to do below */ 1809 return 1; /* Nothing more to do below */
2011 } 1810 }
2012 else if (door->type == LOCKED_DOOR) 1811 else if (door->type == LOCKED_DOOR)
2013 { 1812 {
2014 /* Might as well return now - no other way to open this */ 1813 /* Might as well return now - no other way to open this */
2015 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1814 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2016 return 1; 1815 return 1;
2017 } 1816 }
2018 1817
2019 return 0; 1818 return 0;
2020} 1819}
2026 * going to try and move (not fire weapons). 1825 * going to try and move (not fire weapons).
2027 */ 1826 */
2028bool 1827bool
2029move_player_attack (object *op, int dir) 1828move_player_attack (object *op, int dir)
2030{ 1829{
2031 int on_battleground; 1830 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1831 {
1832 --op->speed_left;
1833 return true;
1834 }
2032 1835
2033 sint16 nx = freearr_x[dir] + op->x; 1836 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 1837 sint16 ny = freearr_y[dir] + op->y;
2035 1838
2036 on_battleground = op_on_battleground (op, 0, 0);
2037
2038 if (out_of_map (op->map, nx, ny)) 1839 if (out_of_map (op->map, nx, ny))
2039 return false; 1840 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 1841
2047 /* If braced, or can't move to the square, and it is not out of the 1842 /* 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 1843 * 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 1844 * 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 1845 * player. This is a pretty nasty hack, because if we could
2068 || mon->flag [FLAG_CAN_ROLL]) 1863 || mon->flag [FLAG_CAN_ROLL])
2069 && mon != op) 1864 && mon != op)
2070 break; 1865 break;
2071 } 1866 }
2072 1867
2073 if (!mon) /* This happens anytime the player tries to move */ 1868 /* no monster == player tries to move into a wall or so */
2074 return false; /* into a wall */ 1869 if (!mon)
1870 {
1871 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1872 if (op->move_type & ob->move_block)
1873 {
1874 if (ob->move_block == MOVE_ALL)
1875 move_into_wall (op, ob);
1876 else
1877 {
1878 if (op->contr->ns->bumpmsg)
1879 {
1880 op->play_sound (sound_find ("blocked_move"));
1881
1882 op->statusmsg (ob->invisible
1883 ? "Something blocks you."
1884 : format ("Something blocks you from entering the %s.", query_name (ob))
1885 );
1886 }
1887 }
1888
1889 break;
1890 }
1891
1892 return false;
1893 }
2075 1894
2076 mon = mon->head_ (); 1895 mon = mon->head_ ();
2077 1896
2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1897 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (op->contr->weapon_sp_left > 0.f) 1898 if (op->contr->weapon_sp_left > 0.f)
2097 */ 1916 */
2098 if (op->type == PLAYER 1917 if (op->type == PLAYER
2099 && ((mon->owner && mon->owner->contr 1918 && ((mon->owner && mon->owner->contr
2100 && same_party (mon->owner->contr->party, op->contr->party)) 1919 && same_party (mon->owner->contr->party, op->contr->party))
2101 || mon->owner == op) 1920 || mon->owner == op)
2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1921 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2103 { 1922 {
2104 /* If we're braced, we don't want to switch places with it */ 1923 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced) 1924 if (op->contr->braced)
2106 return false; 1925 return false;
2107 1926
2108 if (op->speed_left > 0.f) 1927 if (op->speed_left > 0.f)
2109 { 1928 {
2110 --op->speed_left; 1929 --op->speed_left;
2111 1930
2112 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1931 op->play_sound (sound_find ("push_player"));
2113 push_ob (mon, dir, op); 1932 push_ob (mon, dir, op);
2114 1933
2115 if (op->contr->tmp_invis || op->hide) 1934 if (action_makes_visible (op))
2116 make_visible (op); 1935 make_visible (op);
2117 1936
2118 return true; 1937 return true;
2119 } 1938 }
2120 else 1939 else
2121 return false; 1940 return false;
2122 } 1941 }
1942
1943 bool on_battleground = op_on_battleground (op, 0, 0);
2123 1944
2124 /* in certain circumstances, you shouldn't attack friendly 1945 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push 1946 * creatures. Note that if you are braced, you can't push
2126 * someone, but put it inside this loop so that you won't 1947 * someone, but put it inside this loop so that you won't
2127 * attack them either. 1948 * attack them either.
2128 */ 1949 */
2129 if ((mon->type == PLAYER || mon->enemy != op) 1950 if ((mon->type == PLAYER || mon->enemy != op)
2130 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1951 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2131 && ((op->contr->peaceful 1952 && ((op->contr->peaceful
2132 || (mon->type == PLAYER && mon->contr->peaceful)) 1953 || (mon->type == PLAYER && mon->contr->peaceful))
2133 && !on_battleground)) 1954 && !on_battleground))
2134 { 1955 {
2135 if (op->speed_left > 0.f) 1956 if (op->speed_left > 0.f)
2136 { 1957 {
2137 --op->speed_left; 1958 --op->speed_left;
2138 1959
2139 if (!op->contr->braced) 1960 if (!op->contr->braced)
2140 { 1961 {
2141 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1962 op->play_sound (sound_find ("push_player"));
2142 push_ob (mon, dir, op); 1963 push_ob (mon, dir, op);
2143 } 1964 }
2144 else 1965 else
2145 new_draw_info (0, 0, op, "You withhold your attack"); 1966 op->statusmsg ("You withhold your attack");
2146 1967
2147 if (op->contr->tmp_invis || op->hide) 1968 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2148 make_visible (op); 1969 make_visible (op);
2149 1970
2150 return true; 1971 return true;
2151 } 1972 }
2152 } 1973 }
2153 /* If the object is a boulder or other rollable object, then 1974 /* If the object is a boulder or other rollable object, then
2154 * roll it if not braced. You can't roll it if you are braced. 1975 * roll it if not braced. You can't roll it if you are braced.
2155 */ 1976 */
2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1977 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2157 { 1978 {
2158 if (op->speed_left > 0.f) 1979 if (op->speed_left > 0.f)
2159 { 1980 {
2160 --op->speed_left; 1981 --op->speed_left;
2161 1982
2170 * Way it works is like this: First, it must have some hit points 1991 * Way it works is like this: First, it must have some hit points
2171 * and be living. Then, it must be one of the following: 1992 * and be living. Then, it must be one of the following:
2172 * 1) Not a player, 2) A player, but of a different party. Note 1993 * 1) Not a player, 2) A player, but of a different party. Note
2173 * that party_number -1 is no party, so attacks can still happen. 1994 * that party_number -1 is no party, so attacks can still happen.
2174 */ 1995 */
2175 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1996 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2176 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1997 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2177 { 1998 {
2178 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1999 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2179 { 2000 {
2180 --op->contr->weapon_sp_left; 2001 --op->contr->weapon_sp_left;
2192} 2013}
2193 2014
2194bool 2015bool
2195move_player (object *op, int dir) 2016move_player (object *op, int dir)
2196{ 2017{
2197 int pick;
2198
2199 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2018 if (!op->map || op->map->state != MAP_ACTIVE)
2200 return 0; 2019 return 0;
2201 2020
2202 /* Sanity check: make sure dir is valid */ 2021 /* Sanity check: make sure dir is valid */
2203 if ((dir < 0) || (dir >= 9)) 2022 if (dir < 0 || dir > 8)
2204 { 2023 {
2205 LOG (llevError, "move_player: invalid direction %d\n", dir); 2024 LOG (llevError, "move_player: invalid direction %d\n", dir);
2206 return 0; 2025 return 0;
2207 } 2026 }
2208 2027
2209 /* peterm: added following line */ 2028 /* peterm: added following line */
2210 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2029 if (op->flag [FLAG_CONFUSED] && dir)
2211 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2030 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2212 2031
2213 op->facing = dir; 2032 op->facing = dir;
2214 2033
2215 if (op->hide) 2034 if (op->flag [FLAG_HIDDEN])
2216 do_hidden_move (op); 2035 do_hidden_move (op);
2217 2036
2218 bool retval; 2037 bool retval;
2038 int pick = 0;
2219 2039
2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2040 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2221 retval = RESULT_INT (0); 2041 retval = RESULT_INT (0);
2222 else if (op->contr->fire_on) 2042 else if (op->contr->fire_on)
2223 retval = fire (op, dir); 2043 retval = fire (op, dir);
2254 * players. 2074 * players.
2255 */ 2075 */
2256bool 2076bool
2257handle_newcs_player (object *op) 2077handle_newcs_player (object *op)
2258{ 2078{
2259 if (QUERY_FLAG (op, FLAG_SCARED)) 2079 if (op->flag [FLAG_SCARED])
2260 { 2080 {
2261 if (op->speed_left > 0.f) 2081 if (op->speed_left > 0.f)
2262 { 2082 {
2263 --op->speed_left; 2083 --op->speed_left;
2264 flee_player (op); 2084 flee_player (op);
2280 return move_player (op, op->direction); 2100 return move_player (op, op->direction);
2281 2101
2282 return false; 2102 return false;
2283} 2103}
2284 2104
2285int 2105static int
2286save_life (object *op) 2106save_life (object *op)
2287{ 2107{
2288 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2108 if (!op->flag [FLAG_LIFESAVE])
2289 return 0; 2109 return 0;
2290 2110
2291 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2111 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2292 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2112 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2293 { 2113 {
2294 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2114 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)); 2115 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2296 2116
2297 if (op->contr)
2298 esrv_del_item (op->contr, tmp->count);
2299
2300 tmp->destroy (); 2117 tmp->destroy ();
2301 CLEAR_FLAG (op, FLAG_LIFESAVE); 2118 op->clr_flag (FLAG_LIFESAVE);
2302 2119
2303 if (op->stats.hp < 0) 2120 if (op->stats.hp < 0)
2304 op->stats.hp = op->stats.maxhp; 2121 op->stats.hp = op->stats.maxhp;
2305 2122
2306 if (op->stats.food < 0) 2123 if (op->stats.food < 0)
2307 op->stats.food = 999; 2124 op->stats.food = MAX_FOOD;
2308 2125
2309 op->update_stats (); 2126 op->update_stats ();
2310 return 1; 2127 return 1;
2311 } 2128 }
2312 2129
2313 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2130 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2314 CLEAR_FLAG (op, FLAG_LIFESAVE); 2131 op->clr_flag (FLAG_LIFESAVE);
2315 enter_player_savebed (op); /* bring him home. */ 2132 enter_player_savebed (op); /* bring him home. */
2316 return 0; 2133 return 0;
2317} 2134}
2318 2135
2319/* This goes throws the inventory and removes unpaid objects, and puts them 2136/* 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 2137 * 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 2138 * function will descend into containers. op is the object to start the search
2322 * from. 2139 * from.
2323 */ 2140 */
2141static void
2142drop_unpaid_items (object *op, object *env)
2143{
2144 while (op)
2145 {
2146 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2147
2148 if (op->flag [FLAG_UNPAID])
2149 op->insert_at (env);
2150 else if (op->inv)
2151 drop_unpaid_items (op->inv, env);
2152
2153 op = next;
2154 }
2155}
2156
2324void 2157void
2325remove_unpaid_objects (object *op, object *env) 2158object::drop_unpaid_items ()
2326{ 2159{
2327 while (op) 2160 if (!flag [FLAG_REMOVED])
2328 { 2161 ::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} 2162}
2387 2163
2388void 2164void
2389do_some_living (object *op) 2165do_some_living (object *op)
2390{ 2166{
2391 int last_food = op->stats.food; 2167 int last_food = op->stats.food;
2392 int gen_hp, gen_sp, gen_grace; 2168 int gen_hp, gen_sp, gen_grace;
2393 int over_hp, over_sp, over_grace;
2394 int i;
2395 int rate_hp = 1200; 2169 int rate_hp = 1200;
2396 int rate_sp = 2500; 2170 int rate_sp = 2500;
2397 int rate_grace = 2000; 2171 int rate_grace = 2000;
2398 const int max_hp = 1; 2172 const int max_hp = 1;
2399 const int max_sp = 1; 2173 const int max_sp = 1;
2404 op->invisible = 1000; 2178 op->invisible = 1000;
2405 /* the socket code flashes the player visible/invisible 2179 /* the socket code flashes the player visible/invisible
2406 * depending on the value of invisible, so we need to 2180 * depending on the value of invisible, so we need to
2407 * alternate it here for it to work correctly. 2181 * alternate it here for it to work correctly.
2408 */ 2182 */
2409 if (pticks & 2) 2183 if (server_tick & 2)
2410 op->invisible--; 2184 op->invisible--;
2411 } 2185 }
2412 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2186 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2413 { 2187 {
2414 if (!op->invisible--) 2188 if (!op->invisible--)
2415 { 2189 {
2416 make_visible (op); 2190 make_visible (op);
2417 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2191 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2444 { 2218 {
2445 gen_grace = op->stats.maxgrace; 2219 gen_grace = op->stats.maxgrace;
2446 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2220 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2447 } 2221 }
2448 2222
2449 /* Regenerate Spell Points */ 2223 /* Regenerate Grace */
2450 if (!op->contr->golem && --op->last_sp < 0) 2224 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2225 if (--op->last_grace < 0)
2451 { 2226 {
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) 2227 if (op->stats.grace < op->stats.maxgrace / 2)
2228 op->stats.grace++; /* no penalty in food for regaining grace */
2229
2230 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2231
2232 if (max_grace > 1)
2454 { 2233 {
2455 op->stats.sp++; 2234 int over_grace = temp / rate_grace;
2456 /* dms do not consume food */ 2235
2457 if (!QUERY_FLAG (op, FLAG_WIZ)) 2236 if (over_grace > 0)
2458 { 2237 {
2459 op->stats.food--; 2238 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2460 if (op->contr->digestion < 0) 2239 op->last_grace = 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 } 2240 }
2241 else
2242 op->last_grace = rate_grace / temp;
2465 } 2243 }
2244 else
2245 op->last_grace = rate_grace / temp;
2466 2246
2467 if (max_sp > 1) 2247 /* wearing stuff doesn't detract from grace generation. */
2248 }
2249
2250 if (op->stats.food > 0)
2251 {
2252 /* Regenerate Spell Points */
2253 if (!op->contr->golem && --op->last_sp < 0)
2468 { 2254 {
2469 over_sp = (gen_sp + 10) / rate_sp; 2255 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2470 if (over_sp > 0) 2256
2257 if (op->stats.sp < op->stats.maxsp)
2471 { 2258 {
2472 if (op->stats.sp < op->stats.maxsp) 2259 op->stats.sp++;
2260
2261 /* dms do not consume food */
2262 if (!op->flag [FLAG_WIZ])
2473 { 2263 {
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--; 2264 op->stats.food--;
2478 2265
2479 if (op->stats.sp > op->stats.maxsp) 2266 if (op->contr->digestion < 0)
2267 op->stats.food += op->contr->digestion;
2268 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2480 op->stats.sp = op->stats.maxsp; 2269 op->stats.food = last_food;
2481 } 2270 }
2271 }
2272
2273 if (max_sp > 1)
2274 {
2275 int over_sp = (gen_sp + 10) / rate_sp;
2276 if (over_sp > 0)
2277 {
2278 if (op->stats.sp < op->stats.maxsp)
2279 {
2280 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2281
2282 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2283 op->stats.sp--;
2284
2285 if (op->stats.sp > op->stats.maxsp)
2286 op->stats.sp = op->stats.maxsp;
2287 }
2288
2482 op->last_sp = 0; 2289 op->last_sp = 0;
2290 }
2291 else
2292 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2483 } 2293 }
2484 else 2294 else
2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2295 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2486 } 2296 }
2487 else
2488 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2489 }
2490 2297
2491 /* Regenerate Grace */ 2298 /* Regenerate Hit Points */
2492 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2493 if (--op->last_grace < 0) 2299 if (--op->last_heal < 0)
2494 {
2495 if (op->stats.grace < op->stats.maxgrace / 2)
2496 op->stats.grace++; /* no penalty in food for regaining grace */
2497
2498 if (max_grace > 1)
2499 { 2300 {
2500 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2301 if (op->stats.hp < op->stats.maxhp)
2501 if (over_grace > 0)
2502 { 2302 {
2503 op->stats.sp += over_grace 2303 op->stats.hp++;
2504 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2304
2305 /* dms do not consume food */
2306 if (!op->flag [FLAG_WIZ])
2307 {
2308 op->stats.food--;
2309
2310 if (op->contr->digestion < 0)
2311 op->stats.food += op->contr->digestion;
2312 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2313 op->stats.food = last_food;
2314 }
2315 }
2316
2317 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2318
2319 if (max_hp > 1)
2320 {
2321 int over_hp = temp / rate_hp;
2322
2323 if (over_hp > 0)
2324 {
2325 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2505 op->last_grace = 0; 2326 op->last_heal = 0;
2327 }
2328 else
2329 op->last_heal = rate_hp / temp;
2506 } 2330 }
2507 else 2331 else
2508 {
2509 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2510 }
2511 }
2512 else
2513 {
2514 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2515 }
2516 /* wearing stuff doesn't detract from grace generation. */
2517 }
2518
2519 /* Regenerate Hit Points */
2520 if (--op->last_heal < 0)
2521 {
2522 if (op->stats.hp < op->stats.maxhp)
2523 {
2524 op->stats.hp++;
2525 /* dms do not consume food */
2526 if (!QUERY_FLAG (op, FLAG_WIZ))
2527 {
2528 op->stats.food--;
2529 if (op->contr->digestion < 0)
2530 op->stats.food += op->contr->digestion;
2531 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2532 op->stats.food = last_food;
2533 }
2534 }
2535
2536 if (max_hp > 1)
2537 {
2538 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2539 if (over_hp > 0)
2540 {
2541 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2542 op->last_heal = 0; 2332 op->last_heal = rate_hp / temp;
2543 }
2544 else
2545 {
2546 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2547 }
2548 }
2549 else
2550 {
2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2552 } 2333 }
2553 } 2334 }
2554 2335
2555 /* Digestion */ 2336 /* Digestion */
2556 if (--op->last_eat < 0) 2337 if (--op->last_eat < 0)
2557 { 2338 {
2558 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2339 int bonus = max (0, op->contr->digestion),
2340 penalty = max (0, -op->contr->digestion);
2559 2341
2560 if (op->contr->gen_hp > 0)
2561 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2342 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 2343
2565 /* dms do not consume food */ 2344 /* dms do not consume food */
2566 if (!QUERY_FLAG (op, FLAG_WIZ)) 2345 if (!op->flag [FLAG_WIZ])
2567 op->stats.food--; 2346 op->stats.food--;
2568 } 2347 }
2569 2348
2570 if (op->stats.food < 0 && op->stats.hp >= 0) 2349 if (op->stats.food < 0 && op->stats.hp >= 0)
2571 { 2350 {
2572 object *tmp, *flesh = 0; 2351 object *flesh = 0;
2573 2352
2574 for (tmp = op->inv; tmp; tmp = tmp->below) 2353 for_inv_removable (op, tmp)
2575 { 2354 {
2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2355 if (tmp->flag [FLAG_UNPAID])
2356 continue;
2357
2358 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2577 { 2359 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2360 op->statusmsg ("You blindly grab for a bite of food. "
2579 { 2361 "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."); 2362 op->apply (tmp);
2581 manual_apply (op, tmp, 0); 2363
2582 if (op->stats.food >= 0 || op->stats.hp < 0) 2364 if (op->stats.food >= 0 || op->stats.hp < 0)
2583 break; 2365 break;
2584 } 2366 }
2585 else if (tmp->type == FLESH) 2367 else if (tmp->type == FLESH)
2586 flesh = tmp; 2368 flesh = tmp;
2587 } /* End if paid for object */ 2369 }
2588 } /* end of for loop */
2589 2370
2590 /* If player is still starving, it means they don't have any food, so 2371 /* If player is still starving, it means they don't have any food, so
2591 * eat flesh instead. 2372 * eat flesh instead.
2592 */ 2373 */
2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2374 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2594 { 2375 {
2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2376 op->statusmsg ("You blindly grab for a bite of food. "
2377 "H<To prevent you from starving, you ate some random item from your backpack.>");
2596 manual_apply (op, flesh, 0); 2378 op->apply (flesh);
2597 } 2379 }
2380
2381 // If player is still starving, alert him!
2382 if (op->stats.food < 0)
2383 op->failmsg ("You are starving! "
2384 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2385 }
2386
2387 if (op->stats.food < 0)
2598 } 2388 {
2389 op->stats.hp += op->stats.food;
2390 op->stats.food = 0;
2599 2391
2600 while (op->stats.food < 0 && op->stats.hp >= 0) 2392 if (op->stats.hp < 0)
2601 op->stats.food++, op->stats.hp--; 2393 {
2394 op->contr->killer = archetype::get ("killer_starvation");
2395 op->contr->killer->destroy ();
2396 }
2397 }
2602 2398
2399 /* killer should be set here already */
2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2400 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2604 kill_player (op); 2401 kill_player (op);
2605 } 2402 }
2606} 2403}
2607 2404
2608/* If the player should die (lack of hp, food, etc), we call this. 2405/* If the player should die (lack of hp, food, etc), we call this.
2611 * file. 2408 * file.
2612 */ 2409 */
2613void 2410void
2614kill_player (object *op) 2411kill_player (object *op)
2615{ 2412{
2616 char buf[MAX_BUF];
2617 int x, y; 2413 int x, y;
2618
2619 //int i;
2620 maptile *map; /* this is for resurrection */ 2414 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; 2415 int will_kill_again;
2628 archetype *at; 2416 archetype *at;
2629 object *tmp; 2417 object *tmp;
2630 2418
2631 if (save_life (op)) 2419 if (save_life (op))
2632 return; 2420 return;
2633 2421
2422 dynbuf_text deathtab;
2423
2424 /* restore player */
2425 at = archetype::find (shstr_poisoning);
2426 if (object *tmp = present_arch_in_ob (at, op))
2427 {
2428 tmp->destroy ();
2429 deathtab << "Your body feels cleansed...\r";
2430 }
2431
2432 at = archetype::find (shstr_confusion);
2433 if (object *tmp = present_arch_in_ob (at, op))
2434 {
2435 tmp->destroy ();
2436 deathtab << "Your mind feels clearer...\r";
2437 }
2438
2439 cure_disease (op, 0, 0); /* remove any disease */
2440
2441 max_it (op->stats.hp , op->stats.maxhp);
2442 max_it (op->stats.sp , op->stats.maxsp);
2443 max_it (op->stats.grace, op->stats.maxgrace);
2444 max_it (op->stats.food , 200);
2445
2446 // remove all spell effects that are active
2447 // to avoid long-term effects such as word-of-recall
2448 for (object *item = op->inv; item; )
2449 {
2450 object *next = item->below;
2451
2452 if (item->type == SPELL_EFFECT && item->active)
2453 item->destroy ();
2454
2455 item = next;
2456 }
2634 2457
2635 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2458 /* 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. 2459 * in cities ONLY!!! It is very important that this doesn't get abused.
2637 * Look at op_on_battleground() for more info --AndreasV 2460 * Look at op_on_battleground() for more info --AndreasV
2638 */ 2461 */
2639 if (op_on_battleground (op, &x, &y)) 2462 if (op_on_battleground (op, &x, &y))
2640 { 2463 {
2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2464 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 2465
2664 /* create a bodypart-trophy to make the winner happy */ 2466 /* create a bodypart-trophy to make the winner happy */
2665 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2467 object *tmp = archetype::find (shstr_finger)->instance ();
2666 { 2468
2667 sprintf (buf, "%s's finger", &op->name); 2469 tmp->name = format ("%s's finger" , &op->name);
2668 tmp->name = buf; 2470 tmp->name_pl = format ("%s's fingers", &op->name);
2669 sprintf (buf, " This finger has been cut off %s\n" 2471 tmp->msg = format (
2670 " the %s, when he was defeated at\n level %d by %s.\n", 2472 "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); 2473 &op->name, op->contr->title,
2672 tmp->msg = buf; 2474 (int)op->level,
2475 op->contr->killer_name ()
2476 );
2673 tmp->value = 0, tmp->type = 0; 2477 tmp->value = 0, tmp->type = 0;
2674 tmp->materialname = "organics"; 2478 tmp->material = name_to_material (shstr_organic);
2675 tmp->insert_at (op, tmp); 2479 tmp->insert_at (op, tmp);
2676 }
2677 2480
2678 /* teleport defeated player to new destination */ 2481 /* teleport defeated player to new destination */
2679 transfer_ob (op, x, y, 0, NULL); 2482 transfer_ob (op, x, y, 0, NULL);
2680 op->contr->braced = 0; 2483 op->contr->braced = 0;
2484
2485 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2681 return; 2486 return;
2682 } 2487 }
2683 2488
2489 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2490 deathtab << "T<YOU HAVE DIED>\n\n";
2491
2684 INVOKE_PLAYER (DEATH, op->contr); 2492 INVOKE_PLAYER (DEATH, op->contr);
2685 2493
2686 command_kill_pets (op, 0); 2494 command_kill_pets (op, 0);
2687 2495
2688 if (op->stats.food < 0) 2496 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 2497
2698 /* save the map location for corpse, gravestone */ 2498 /* save the map location for corpse, gravestone */
2699 x = op->x; 2499 x = op->x;
2700 y = op->y; 2500 y = op->y;
2701 map = op->map; 2501 map = op->map;
2729 2529
2730 lost_a_stat = 0; 2530 lost_a_stat = 0;
2731 2531
2732 for (z = 0; z < num_stats_lose; z++) 2532 for (z = 0; z < num_stats_lose; z++)
2733 { 2533 {
2734 i = RANDOM () % NUM_STATS; 2534 i = rndm (NUM_STATS);
2735 2535
2736 if (settings.stat_loss_on_death) 2536 if (settings.stat_loss_on_death)
2737 { 2537 {
2738 /* Pick a random stat and take a point off it. Tell the player 2538 /* Pick a random stat and take a point off it. Tell the player
2739 * what he lost. 2539 * what he lost.
2746 lost_a_stat = 1; 2546 lost_a_stat = 1;
2747 } 2547 }
2748 else 2548 else
2749 { 2549 {
2750 /* deplete a stat */ 2550 /* deplete a stat */
2751 archetype *deparch = archetype::find ("depletion"); 2551 archetype *deparch = archetype::find (shstr_depletion);
2752 object *dep; 2552 object *dep;
2753 2553
2754 dep = present_arch_in_ob (deparch, op); 2554 dep = present_arch_in_ob (deparch, op);
2755 if (!dep) 2555 if (!dep)
2756 { 2556 {
2757 dep = arch_to_object (deparch); 2557 dep = deparch->instance ();
2758 insert_ob_in_ob (dep, op); 2558 insert_ob_in_ob (dep, op);
2759 } 2559 }
2760 lose_this_stat = 1; 2560 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss) 2561 if (settings.balanced_stat_loss)
2762 { 2562 {
2790 } 2590 }
2791 } 2591 }
2792 2592
2793 if (lose_this_stat) 2593 if (lose_this_stat)
2794 { 2594 {
2795 this_stat = get_attr_value (&(dep->stats), i); 2595 this_stat = get_attr_value (&dep->stats, i);
2796 /* We could try to do something clever like find another 2596 /* We could try to do something clever like find another
2797 * stat to reduce if this fails. But chances are, if 2597 * stat to reduce if this fails. But chances are, if
2798 * stats have been depleted to -50, all are pretty low 2598 * stats have been depleted to -50, all are pretty low
2799 * and should be roughly the same, so it shouldn't make a 2599 * and should be roughly the same, so it shouldn't make a
2800 * difference. 2600 * difference.
2801 */ 2601 */
2802 if (this_stat >= -50) 2602 if (this_stat >= -50)
2803 { 2603 {
2804 change_attr_value (&(dep->stats), i, -1); 2604 change_attr_value (&(dep->stats), i, -1);
2805 SET_FLAG (dep, FLAG_APPLIED); 2605 dep->set_flag (FLAG_APPLIED);
2806 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2606 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2807 op->update_stats (); 2607 op->update_stats ();
2808 lost_a_stat = 1; 2608 lost_a_stat = 1;
2809 } 2609 }
2810 } 2610 }
2811 } 2611 }
2812 } 2612 }
2613
2813 /* If no stat lost, tell the player. */ 2614 /* If no stat lost, tell the player. */
2814 if (!lost_a_stat) 2615 if (!lost_a_stat)
2815 { 2616 {
2816 /* determine_god() seems to not work sometimes... why is this? 2617 /* determine_god() seems to not work sometimes... why is this?
2817 Should I be using something else? GD */ 2618 Should I be using something else? GD */
2818 const char *god = determine_god (op); 2619 shstr_tmp god = determine_god (op);
2819 2620
2820 if (god && (strcmp (god, "none"))) 2621 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); 2622 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2822 else 2623 else
2823 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2624 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2824 } 2625 }
2825#else 2626#else
2826 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2627 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2827#endif 2628#endif
2828 2629
2829 /* Put a gravestone up where the character 'almost' died. List the 2630 /* Put a gravestone up where the character 'almost' died. List the
2830 * exp loss on the stone. 2631 * exp loss on the stone.
2831 */ 2632 */
2832 tmp = arch_to_object (archetype::find ("gravestone")); 2633 tmp = archetype::find (shstr_gravestone)->instance ();
2833 sprintf (buf, "%s's gravestone", &op->name); 2634 tmp->name = format ("%s's gravestone", &op->name);
2834 tmp->name = buf; 2635 tmp->name_pl = format ("%s's gravestones", &op->name);
2835 sprintf (buf, "%s's gravestones", &op->name); 2636 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2836 tmp->name_pl = buf; 2637 &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; 2638 tmp->x = op->x, tmp->y = op->y;
2840 insert_ob_in_map (tmp, op->map, NULL, 0); 2639 insert_ob_in_map (tmp, op->map, NULL, 0);
2841 2640
2842 /**************************************/ 2641 /**************************************/
2843 /* */ 2642 /* */
2844 /* Subtract the experience points, */ 2643 /* Subtract the experience points, */
2845 /* if we died cause of food, give us */
2846 /* food, and reset HP's... */
2847 /* */ 2644 /* */
2848 /**************************************/ 2645 /**************************************/
2849 2646
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)); */ 2647 /*add_exp(op, (op->stats.exp * -0.20)); */
2872 apply_death_exp_penalty (op); 2648 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 2649
2879 /* 2650 /*
2880 * Check to see if the player has any unpaid items. If so, remove them 2651 * Check to see if the player has any unpaid items. If so, remove them
2881 * and put them back in the map. 2652 * and put them back in the map.
2882 */ 2653 */
2883 remove_unpaid_objects (op->inv, op); 2654 op->drop_unpaid_items ();
2884 2655
2885 /****************************************/ 2656 /****************************************/
2886 /* */ 2657 /* */
2887 /* Move player to his current respawn- */ 2658 /* Move player to his current respawn- */
2888 /* position (usually last savebed) */ 2659 /* position (usually last savebed) */
2906 if (will_kill_again) 2677 if (will_kill_again)
2907 { 2678 {
2908 object *force; 2679 object *force;
2909 int at; 2680 int at;
2910 2681
2911 force = get_archetype (FORCE_NAME); 2682 force = archetype::get (FORCE_NAME);
2912 /* 50 ticks should be enough time for the spell to abate */ 2683 /* 50 ticks should be enough time for the spell to abate */
2913 force->speed = 0.1f;
2914 force->speed_left = -5.f; 2684 force->speed_left = -5.f;
2915 SET_FLAG (force, FLAG_APPLIED); 2685 force->set_speed (0.1f);
2686 force->set_flag (FLAG_APPLIED);
2687
2916 for (at = 0; at < NROFATTACKS; at++) 2688 for (at = 0; at < NROFATTACKS; at++)
2917 if (will_kill_again & (1 << at)) 2689 if (will_kill_again & (1 << at))
2918 force->resist[at] = 100; 2690 force->resist[at] = 100;
2919 2691
2920 insert_ob_in_ob (force, op); 2692 insert_ob_in_ob (force, op);
2921 op->update_stats (); 2693 op->update_stats ();
2922
2923 } 2694 }
2924 2695
2925 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2696 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2926} 2697}
2927 2698
2928void 2699static void
2929loot_object (object *op) 2700loot_object (object *op)
2930{ /* Grab and destroy some treasure */ 2701{ /* Grab and destroy some treasure */
2931 object *tmp, *tmp2, *next; 2702 object *tmp, *next;
2932 2703
2933 op->close_container (); /* close open sack first */ 2704 op->close_container (); /* close open sack first */
2934 2705
2935 for (tmp = op->inv; tmp; tmp = next) 2706 for (tmp = op->inv; tmp; tmp = next)
2936 { 2707 {
2943 tmp->x = op->x, tmp->y = op->y; 2714 tmp->x = op->x, tmp->y = op->y;
2944 2715
2945 if (tmp->type == CONTAINER) 2716 if (tmp->type == CONTAINER)
2946 loot_object (tmp); /* empty container to ground */ 2717 loot_object (tmp); /* empty container to ground */
2947 2718
2948 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2719 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2949 { 2720 {
2950 if (tmp->nrof > 1) 2721 if (tmp->nrof > 1)
2951 { 2722 {
2952 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2723 tmp->decrease (rndm (1, tmp->nrof - 1));
2953 tmp2->destroy ();
2954 insert_ob_in_map (tmp, op->map, NULL, 0); 2724 insert_ob_in_map (tmp, op->map, NULL, 0);
2955 } 2725 }
2956 else 2726 else
2957 tmp->destroy (); 2727 tmp->destroy ();
2958 } 2728 }
2965 * fix_weight(): Check recursively the weight of all players, and fix 2735 * fix_weight(): Check recursively the weight of all players, and fix
2966 * what needs to be fixed. Refresh windows and fix speed if anything 2736 * what needs to be fixed. Refresh windows and fix speed if anything
2967 * was changed. 2737 * was changed.
2968 */ 2738 */
2969void 2739void
2970fix_weight (void) 2740fix_weight ()
2971{ 2741{
2972 for_all_players (pl) 2742 for_all_players (pl)
2973 { 2743 {
2974 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2744 sint32 old = pl->ob->carrying;
2975 2745
2976 if (old == sum) 2746 pl->ob->update_weight ();
2977 continue; 2747
2748 if (old != pl->ob->carrying)
2749 {
2978 pl->ob->update_stats (); 2750 pl->ob->update_stats ();
2979 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2751 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2752 }
2980 } 2753 }
2981} 2754}
2982 2755
2983void 2756void
2984fix_luck (void) 2757fix_luck ()
2985{ 2758{
2986 for_all_players (pl) 2759 for_all_players (pl)
2987 if (!pl->ob->contr->ns->state) 2760 if (!pl->ob->contr->ns->state)
2988 pl->ob->change_luck (0); 2761 pl->ob->change_luck (0);
2989} 2762}
3026} 2799}
3027 2800
3028void 2801void
3029make_visible (object *op) 2802make_visible (object *op)
3030{ 2803{
3031 op->hide = 0; 2804 op->flag [FLAG_HIDDEN] = 0;
3032 op->invisible = 0; 2805 op->invisible = 0;
2806
3033 if (op->type == PLAYER) 2807 if (op->type == PLAYER)
3034 { 2808 {
3035 op->contr->tmp_invis = 0; 2809 op->contr->tmp_invis = 0;
3036 op->contr->invis_race = 0; 2810 op->contr->invis_race = 0;
3037 } 2811 }
3040} 2814}
3041 2815
3042int 2816int
3043is_true_undead (object *op) 2817is_true_undead (object *op)
3044{ 2818{
3045 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2819 if (op->arch->flag [FLAG_UNDEAD])
3046 return 1; 2820 return 1;
3047 2821
3048 return 0; 2822 return 0;
3049} 2823}
3050 2824
3051/* look at the surrounding terrain to determine 2825/* look at the surrounding terrain to determine
3052 * the hideability of this object. Positive levels 2826 * the hideability of this object. Positive levels
3053 * indicate greater hideability. 2827 * indicate greater hideability.
3054 */ 2828 */
3055
3056int 2829int
3057hideability (object *ob) 2830hideability (object *ob)
3058{ 2831{
3059 int i, level = 0, mflag; 2832 int i, level = 0, mflag;
3060 sint16 x, y; 2833 sint16 x, y;
3061 2834
3062 if (!ob || !ob->map) 2835 if (!ob || !ob->map)
3063 return 0; 2836 return 0;
3064 2837
3065 /* so, on normal lighted maps, its hard to hide */ 2838 /* so, on normal lighted maps, its hard to hide */
3066 level = ob->map->darkness - 2; 2839 level = ob->map->darklevel () - 2;
3067 2840
3068 /* this also picks up whether the object is glowing. 2841 /* this also picks up whether the object is glowing.
3069 * If you carry a light on a non-dark map, its not 2842 * If you carry a light on a non-dark map, its not
3070 * as bad as carrying a light on a pitch dark map */ 2843 * as bad as carrying a light on a pitch dark map */
3071 if (has_carried_lights (ob)) 2844 if (ob->has_carried_lights ())
3072 level = -(10 + (2 * ob->map->darkness)); 2845 level = -(10 + (2 * ob->map->darklevel ()));
3073 2846
3074 /* scan through all nearby squares for terrain to hide in */ 2847 /* 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]) 2848 for (i = 0, x = ob->x, y = ob->y;
2849 i <= SIZEOFFREE1;
2850 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3076 { 2851 {
3077 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2852 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3078 if (mflag & P_OUT_OF_MAP) 2853 if (mflag & P_OUT_OF_MAP)
3079 {
3080 continue; 2854 continue;
3081 } 2855
3082 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2856 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3083 level += 2; 2857 level += 2;
3084 else /* open terrain! */ 2858 else /* open terrain! */
3085 level -= 1; 2859 level -= 1;
3086 } 2860 }
3097 * spot (surrounded by clear terrain in broad daylight). -b.t. 2871 * spot (surrounded by clear terrain in broad daylight). -b.t.
3098 */ 2872 */
3099void 2873void
3100do_hidden_move (object *op) 2874do_hidden_move (object *op)
3101{ 2875{
3102 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2876 int hide = 0;
3103 object *skop;
3104 2877
3105 if (!op || !op->map) 2878 if (!op || !op->map)
3106 return; 2879 return;
3107 2880
3108 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2881 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2882 int num = random_roll (0, 19, op, PREFER_LOW);
3109 2883
3110 /* its *extremely* hard to run and sneak/hide at the same time! */ 2884 /* its *extremely* hard to run and sneak/hide at the same time! */
3111 if (op->type == PLAYER && op->contr->run_on) 2885 if (op->type == PLAYER && op->contr->run_on)
3112 if (!skop || num >= skop->level) 2886 if (!skop || num >= skop->level)
3113 { 2887 {
3123 num -= hide; 2897 num -= hide;
3124 2898
3125 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2899 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3126 { 2900 {
3127 make_visible (op); 2901 make_visible (op);
2902
3128 if (op->type == PLAYER) 2903 if (op->type == PLAYER)
3129 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2904 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3130 } 2905 }
3131 else if (op->type == PLAYER && skop) 2906 else if (op->type == PLAYER && skop)
3132 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2907 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3147 2922
3148 if (who->type == PLAYER) 2923 if (who->type == PLAYER)
3149 player = 1; 2924 player = 1;
3150 2925
3151 else 2926 else
3152 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2927 friendly = who->flag [FLAG_FRIENDLY];
3153 2928
3154 /* search adjacent squares */ 2929 /* search adjacent squares */
3155 for (i = 1; i < 9; i++) 2930 for (i = 1; i < 9; i++)
3156 { 2931 {
3157 x = who->x + freearr_x[i]; 2932 x = who->x + freearr_x[i];
3166 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2941 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3167 continue; 2942 continue;
3168 2943
3169 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2944 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3170 { 2945 {
3171 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2946 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3172 return 1; 2947 return 1;
3173 else if (tmp->type == PLAYER) 2948 else if (tmp->type == PLAYER)
3174 { 2949 {
3175 /*don't let a hidden DM prevent you from hiding */ 2950 /*don't let a hidden DM prevent you from hiding */
3176 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2951 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3177 return 1; 2952 return 1;
3178 } 2953 }
3179 } 2954 }
3180 } 2955 }
3181 return 0; 2956 return 0;
3185 * object op. This function works fine for monsters, 2960 * object op. This function works fine for monsters,
3186 * but we dont worry if the object isnt the top one in 2961 * but we dont worry if the object isnt the top one in
3187 * a pile (say a coin under a table would return "viewable" 2962 * a pile (say a coin under a table would return "viewable"
3188 * by this routine). Another question, should we be 2963 * by this routine). Another question, should we be
3189 * concerned with the direction the player is looking 2964 * concerned with the direction the player is looking
3190 * in? Realistically, most of use cant see stuff behind 2965 * in? Realistically, most of us can't see stuff behind
3191 * our backs...on the other hand, does the "facing" direction 2966 * our backs...on the other hand, does the "facing" direction
3192 * imply the way your head, or body is facing? Its possible 2967 * 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. 2968 * for them to differ. Sigh, this fctn could get a bit more complex.
3194 * -b.t. 2969 * -b.t.
3195 * This function is now map tiling safe. 2970 * This function is now map tiling safe.
3196 */ 2971 */
3197
3198int 2972int
3199player_can_view (object *pl, object *op) 2973player_can_view (object *pl, object *op)
3200{ 2974{
3201 rv_vector rv; 2975 rv_vector rv;
3202 int dx, dy; 2976 int dx, dy;
3214 2988
3215 get_rangevector (pl, op, &rv, 0x1); 2989 get_rangevector (pl, op, &rv, 0x1);
3216 2990
3217 /* starting with the 'head' part, lets loop 2991 /* starting with the 'head' part, lets loop
3218 * through the object and find if it has any 2992 * through the object and find if it has any
3219 * part that is in the los array but isnt on 2993 * part that is in the los array but isn't on
3220 * a blocked los square. 2994 * a blocked los square.
3221 * we use the archetype to figure out offsets. 2995 * we use the archetype to figure out offsets.
3222 */ 2996 */
3223 while (op) 2997 while (op)
3224 { 2998 {
3225 dx = rv.distance_x + op->arch->clone.x; 2999 dx = rv.distance_x + op->arch->x;
3226 dy = rv.distance_y + op->arch->clone.y; 3000 dy = rv.distance_y + op->arch->y;
3227 3001
3228 /* only the viewable area the player sees is updated by LOS 3002 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; 3003 return 1;
3004
3236 op = op->more; 3005 op = op->more;
3237 } 3006 }
3238 return 0;
3239}
3240 3007
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; 3008 return 0;
3267} 3009}
3268 3010
3269/* op_on_battleground - checks if the given object op (usually 3011/* op_on_battleground - checks if the given object op (usually
3270 * a player) is standing on a valid battleground-tile, 3012 * 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 3017 * Default is to do the same as before, so only people wanting to have different points need worry about this
3276 */ 3018 */
3277int 3019int
3278op_on_battleground (object *op, int *x, int *y) 3020op_on_battleground (object *op, int *x, int *y)
3279{ 3021{
3280 object *tmp;
3281
3282 /* A battleground-tile needs the following attributes to be valid: 3022 /* 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), 3023 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3284 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3024 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3285 * and the exit-coordinates sp/hp must both be > 0. 3025 * and the exit-coordinates sp/hp must both be > 0.
3286 * => The intention here is to prevent abuse of the battleground- 3026 * => The intention here is to prevent abuse of the battleground-
3287 * feature (like pickable or hidden battleground tiles). */ 3027 * feature (like pickable or hidden battleground tiles). */
3288 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3028 for (object *tmp = op->below; tmp; tmp = tmp->below)
3289 { 3029 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3030 if (tmp->flag [FLAG_IS_FLOOR])
3291 { 3031 {
3292 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3032 if (tmp->flag [FLAG_NO_PICK]
3293 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3033 && tmp->type == BATTLEGROUND
3034 && tmp->name == shstr_battleground
3035 && EXIT_X (tmp) && EXIT_Y (tmp))
3294 { 3036 {
3295 /*before we assign the exit, check if this is a teambattle */ 3037 /* before we assign the exit, check if this is a teambattle */
3296 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3038 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) 3039 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3040 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3301 { 3041 {
3302 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3303 {
3304 if (x != NULL && y != NULL) 3042 if (x && y)
3305 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3043 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3044
3306 return 1; 3045 return 1;
3307 }
3308 } 3046 }
3309 } 3047
3310 if (x != NULL && y != NULL) 3048 if (x && y)
3311 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3049 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3050
3312 return 1; 3051 return 1;
3313 } 3052 }
3314 } 3053 }
3315 } 3054 }
3055
3316 /* If we got here, did not find a battleground */ 3056 /* If we got here, did not find a battleground */
3317 return 0; 3057 return 0;
3318} 3058}
3319 3059
3320/* 3060/*
3336 char buf[MAX_BUF]; /* tmp. string buffer */ 3076 char buf[MAX_BUF]; /* tmp. string buffer */
3337 int i = 0, j = 0; 3077 int i = 0, j = 0;
3338 3078
3339 /* get the appropriate treasurelist */ 3079 /* get the appropriate treasurelist */
3340 if (atnr == ATNR_FIRE) 3080 if (atnr == ATNR_FIRE)
3341 trlist = treasurelist::find ("dragon_ability_fire"); 3081 trlist = treasurelist::find (shstr_dragon_ability_fire);
3342 else if (atnr == ATNR_COLD) 3082 else if (atnr == ATNR_COLD)
3343 trlist = treasurelist::find ("dragon_ability_cold"); 3083 trlist = treasurelist::find (shstr_dragon_ability_cold);
3344 else if (atnr == ATNR_ELECTRICITY) 3084 else if (atnr == ATNR_ELECTRICITY)
3345 trlist = treasurelist::find ("dragon_ability_elec"); 3085 trlist = treasurelist::find (shstr_dragon_ability_elec);
3346 else if (atnr == ATNR_POISON) 3086 else if (atnr == ATNR_POISON)
3347 trlist = treasurelist::find ("dragon_ability_poison"); 3087 trlist = treasurelist::find (shstr_dragon_ability_poison);
3348 3088
3349 if (trlist == NULL || who->type != PLAYER) 3089 if (trlist == NULL || who->type != PLAYER)
3350 return; 3090 return;
3351 3091
3352 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3092 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]); */ 3096 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3357 return; 3097 return;
3358 } 3098 }
3359 3099
3360 /* everything seems okay - now bring on the gift: */ 3100 /* everything seems okay - now bring on the gift: */
3361 item = &(tr->item->clone); 3101 item = tr->item;
3362 3102
3363 if (item->type == SPELL) 3103 if (item->type == SPELL)
3364 { 3104 {
3365 if (check_spell_known (who, item->name)) 3105 if (check_spell_known (who, item->name))
3366 return; 3106 return;
3425 { 3165 {
3426 /* forces in the treasurelist can alter the player's stats */ 3166 /* forces in the treasurelist can alter the player's stats */
3427 object *skin; 3167 object *skin;
3428 3168
3429 /* first get the dragon skin force */ 3169 /* 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) 3170 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3432 ; 3171 ;
3433 3172
3434 if (!skin) 3173 if (!skin)
3435 return; 3174 return;
3436 3175
3450 else 3189 else
3451 j = 1; 3190 j = 1;
3452 strcat (buf, spellpathnames[i]); 3191 strcat (buf, spellpathnames[i]);
3453 } 3192 }
3454 } 3193 }
3194
3455 strcat (buf, "."); 3195 strcat (buf, ".");
3456 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3196 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3457 } 3197 }
3458 3198
3459 /* evtl. adding flags: */ 3199 /* evtl. adding flags: */
3460 if (QUERY_FLAG (item, FLAG_XRAYS)) 3200 if (item->flag [FLAG_XRAYS])
3461 SET_FLAG (skin, FLAG_XRAYS); 3201 skin->set_flag (FLAG_XRAYS);
3462 if (QUERY_FLAG (item, FLAG_STEALTH)) 3202 if (item->flag [FLAG_STEALTH])
3463 SET_FLAG (skin, FLAG_STEALTH); 3203 skin->set_flag (FLAG_STEALTH);
3464 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3204 if (item->flag [FLAG_SEE_IN_DARK])
3465 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3205 skin->set_flag (FLAG_SEE_IN_DARK);
3466 3206
3467 /* print message if there is one */ 3207 /* print message if there is one */
3468 if (item->msg != NULL) 3208 if (item->msg != NULL)
3469 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3209 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3470 } 3210 }
3471 else 3211 else
3472 { 3212 {
3473 /* generate misc. treasure */ 3213 /* generate misc. treasure */
3474 tmp = arch_to_object (tr->item); 3214 tmp = tr->item->instance ();
3475 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3215 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); 3216 who->insert (tmp);
3477 if (who->type == PLAYER)
3478 esrv_send_item (who, tmp);
3479 } 3217 }
3480} 3218}
3481 3219
3482/** 3220//-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 3221
3499sint8 3222sint8
3500player::visibility_at (maptile *map, int x, int y) const 3223player::darkness_at (maptile *map, int x, int y) const
3501{ 3224{
3502 if (!ns) 3225 if (!ns)
3503 return 0; 3226 return LOS_BLOCKED;
3504 3227
3505 int dx, dy; 3228 int dx, dy;
3506 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3229 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3230 return LOS_BLOCKED;
3231
3232 x += dx - ns->current_x;
3233 y += dy - ns->current_y;
3234
3235 return blocked_los (x, y);
3236}
3237
3238void
3239player::infobox (const char *title, const char *msg, int color)
3240{
3241 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3242}
3243
3244void
3245player::statusmsg (const char *msg, int color)
3246{
3247 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3248}
3249
3250void
3251player::failmsg (const char *msg, int color)
3252{
3253 play_sound (sound_find ("generic_failure"));
3254 statusmsg (msg, color);
3255}
3256
3257void
3258object::failmsgf (const char *format, ...)
3259{
3260 if (!contr)
3507 return 0; 3261 return;
3508 3262
3509 x += dx - ns->current_x + ns->mapx / 2; 3263 va_list ap;
3510 y += dy - ns->current_y + ns->mapy / 2; 3264 va_start (ap, format);
3511 3265 contr->failmsg (vformat (format, ap));
3512 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3266 va_end (ap);
3513 return 0;
3514
3515 return 100 - blocked_los [x][y];
3516} 3267}
3268
3269void
3270player::failmsgf (const char *format, ...)
3271{
3272 va_list ap;
3273 va_start (ap, format);
3274 failmsg (vformat (format, ap));
3275 va_end (ap);
3276}
3277

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