ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.153 by root, Tue Jul 10 05:51:38 2007 UTC vs.
Revision 1.231 by root, Sat Oct 3 18:46:26 2009 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <sproto.h> 25#include <sproto.h>
26#include <sounds.h> 26#include <sounds.h>
122 continue; 122 continue;
123 123
124 if (*buf == '%') 124 if (*buf == '%')
125 { /* send one news */ 125 { /* send one news */
126 if (size > 0) 126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
128 131
129 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
130 strip_endline (subject); 133 strip_endline (subject);
131 size = 0; 134 size = 0;
132 news[0] = '\0'; 135 news[0] = '\0';
183 186
184 if (ob->map) 187 if (ob->map)
185 maplevel = ob->map->path; 188 maplevel = ob->map->path;
186 189
187 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 192 ob->map = 0;
189 party = 0; 193 party = 0;
190 194
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 196
206 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
207 211
208 ns->update_look = 0; 212 ns->update_look = 0;
209 ns->look_position = 0; 213 ns->look_position = 0;
210 214
211 clear_los (this); 215 clear_los ();
212 216
213 ns->reset_stats (); 217 ns->reset_stats ();
214 218
215 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 221 ob->race = ob->arch->race;
218 222
219 ob->carrying = sum_weight (ob); 223 ob->update_weight ();
220 link_player_skills (ob); 224 link_skills ();
221 225
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 227
224 assign (title, ob->arch->object::name); 228 assign (title, ob->arch->object::name);
225 229
238 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
239 } 243 }
240 244
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 246
243 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
244 303
245 ob->flag [FLAG_READY_WEAPON] = false; 304 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 305 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false; 306 ob->flag [FLAG_READY_BOW] = false;
248 307
265 combat_ob = op; 324 combat_ob = op;
266 break; 325 break;
267 } 326 }
268 327
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats (); 329 ob->deactivate (); // change_weapon activates, fix this better
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 ob->close_container (); //TODO: client-specific
303
304 observe = ob;
305
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed = 1.0f;
318 ob->speed_left = 0.5f;
319
320 ob->direction = 5; /* So player faces south */
321} 330}
322 331
323void 332void
324player::set_observe (object *op) 333player::set_observe (object *op)
325{ 334{
339 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
340 349
341 gen_sp_armour = 10; 350 gen_sp_armour = 10;
342 bowtype = bow_normal; 351 bowtype = bow_normal;
343 petmode = pet_normal; 352 petmode = pet_normal;
344 listening = 10;
345 usekeys = containers; 353 usekeys = containers;
346 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
347 do_los = 1; 355 do_los = 1;
348 356
349 weapon_sp = 1.0f; 357 weapon_sp = 1.0f;
398 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
399 */ 407 */
400archetype * 408archetype *
401get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
402{ 410{
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 417 archvec::iterator i = archetypes.find (nat);
404 418
405 for (;;) 419 for (;;)
406 { 420 {
407 if (++i == archetypes.end ()) 421 if (++i == archetypes.end ())
408 i = archetypes.begin (); 422 i = archetypes.begin ();
422 unsigned lastdist; 436 unsigned lastdist;
423 rv_vector rv; 437 rv_vector rv;
424 438
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 440 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 442 continue;
456 443
457 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
458 { 445 {
653 640
654 return firstdir; 641 return firstdir;
655} 642}
656 643
657void 644void
658give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
659{ 646{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 647 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 649
665 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
666 { 651 {
667 next = op->below; 652 next = op->below;
668 653
669 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
675 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 661 * by this player due to race restrictions
677 */ 662 */
678 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
679 { 664 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
681 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 { 672 {
686 op->destroy (); 673 op->destroy ();
687 continue; 674 continue;
688 } 675 }
689 } 676 }
690 677
691 /* This really needs to be better - we should really give 678 /* Here we remove duplicated skills (as duplicated spell objects have
692 * a substitute spellbook. The problem is that we don't really 679 * _very_ confusing effects for players), which could for instance be
693 * have a good idea what to replace it with (need something like 680 * generated by bad treasurelists. - elmex
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */ 681 */
697 if (op->type == SPELLBOOK || op->type == SKILL) 682 if (op->type == SKILL)
698 { 683 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below) 684 for (object *tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name) 685 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 { 686 {
707 op->destroy (); 687 op->destroy ();
688 LOG (llevError,
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 689 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
709 continue; 690 break;
710 } 691 }
711 692
712 if (op->nrof > 1) 693 if (op->nrof > 1)
713 op->nrof = 1; 694 op->nrof = 1;
714 } 695 }
715 696
716 if (op->type == SPELLBOOK && op->inv) 697 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 698 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 699
721 /* Give starting characters identified, uncursed, and undamned 700 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 701 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 702 * merged properly.
724 */ 703 */
725 if (need_identify (op)) 704 if (need_identify (op))
726 { 705 {
727 SET_FLAG (op, FLAG_IDENTIFIED); 706 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED); 707 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED); 708 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 709 }
710
731 if (op->type == SPELL) 711 if (op->type == SPELL)
732 { 712 {
733 op->destroy (); 713 op->destroy ();
734 continue; 714 continue;
735 } 715 }
737 { 717 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 718 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 719 op->stats.exp = 0;
740 op->level = 1; 720 op->level = 1;
741 } 721 }
742 /* lock all 'normal items by default */ 722 else /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED); 723 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 724 } /* for loop of objects in player inv */
746 725
747 /* Need to set up the skill pointers */ 726 /* Need to set up the skill pointers */
748 link_player_skills (pl); 727 pl->contr->link_skills ();
749} 728}
750 729
751void 730void
752get_party_password (object *op, partylist *party) 731get_party_password (object *op, partylist *party)
753{ 732{
854static void 833static void
855start_info (object *op) 834start_info (object *op)
856{ 835{
857 char buf[MAX_BUF]; 836 char buf[MAX_BUF];
858 837
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 838 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 839 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863} 840}
864 841
865/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
870 */ 847 */
871void 848void
872player::chargen_race_done () 849player::chargen_race_done ()
873{ 850{
874 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying); 852 esrv_new_player (ob->contr);
876 853
877 treasurelist *tl = treasurelist::find ("starting_wealth"); 854 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl) 855 if (tl)
879 create_treasure (tl, ob, 0, 0, 0); 856 create_treasure (tl, ob, 0, 0, 0);
880 857
884 ob->contr->ns->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
885 862
886 if (ob->msg) 863 if (ob->msg)
887 ob->msg = 0; 864 ob->msg = 0;
888 865
889 /* We create this now because some of the unique maps will need it
890 * to save here.
891 */
892 {
893 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf);
896 }
897
898 start_info (ob); 866 start_info (ob);
899 CLEAR_FLAG (ob, FLAG_WIZ); 867 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (ob, ob->randomitems); 868 give_initial_items (ob, ob->randomitems);
901 link_player_skills (ob);
902 esrv_send_inventory (ob, ob); 869 esrv_send_inventory (ob, ob);
903 ob->update_stats (); 870 ob->update_stats ();
904 871
905 /* This moves the player to a different start map, if there 872 /* This moves the player to a different start map, if there
906 * is one for this race 873 * is one for this race
907 */ 874 */
908 if (*first_map_ext_path) 875 if (*first_map_ext_path)
909 { 876 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
910 object *tmp;
911 char mapname[MAX_BUF];
912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the
920 * default initial map */
921 tmp->destroy ();
922 }
923 else 877 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 878 LOG (llevDebug, "first_map_ext_path not set\n");
925} 879}
926 880
927void 881void
971 LOG (llevDebug, "Fleeing player is dead.\n"); 925 LOG (llevDebug, "Fleeing player is dead.\n");
972 CLEAR_FLAG (op, FLAG_SCARED); 926 CLEAR_FLAG (op, FLAG_SCARED);
973 return; 927 return;
974 } 928 }
975 929
976 if (op->enemy == NULL) 930 if (!op->enemy)
977 { 931 {
978 LOG (llevDebug, "Fleeing player had no enemy.\n"); 932 LOG (llevDebug, "Fleeing player had no enemy.\n");
979 CLEAR_FLAG (op, FLAG_SCARED); 933 CLEAR_FLAG (op, FLAG_SCARED);
980 return; 934 return;
981 } 935 }
982 936
983 /* Seen some crashes here. Since we don't store an
984 * op->enemy_count, it is possible that something destroys the
985 * actual enemy, and the object is recycled.
986 */
987 if (op->enemy->map == NULL)
988 {
989 CLEAR_FLAG (op, FLAG_SCARED);
990 op->enemy = NULL;
991 return;
992 }
993
994 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 937 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995 { 938 {
996 op->enemy = NULL; 939 op->enemy = NULL;
997 CLEAR_FLAG (op, FLAG_SCARED); 940 CLEAR_FLAG (op, FLAG_SCARED);
998 return; 941 return;
1001 get_rangevector (op, op->enemy, &rv, 0); 944 get_rangevector (op, op->enemy, &rv, 0);
1002 945
1003 dir = absdir (4 + rv.direction); 946 dir = absdir (4 + rv.direction);
1004 for (diff = 0; diff < 3; diff++) 947 for (diff = 0; diff < 3; diff++)
1005 { 948 {
1006 int m = 1 - (RANDOM () & 2); 949 int m = 1 - rndm (2) * 2;
1007 950
1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 951 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1009 return; 952 return;
1010 } 953 }
1011 954
1022check_pick (object *op) 965check_pick (object *op)
1023{ 966{
1024 object *tmp, *next; 967 object *tmp, *next;
1025 int stop = 0; 968 int stop = 0;
1026 int wvratio; 969 int wvratio;
1027 char putstring[128];
1028 970
1029 /* if you're flying, you cna't pick up anything */ 971 /* if you're flying, you cna't pick up anything */
1030 if (op->move_type & MOVE_FLYING) 972 if (op->move_type & MOVE_FLYING)
1031 return 1; 973 return 1;
1032 974
1033 next = op->below; 975 next = op->below;
1034 976
977 int cnt = MAX_ITEM_PER_DROP;
978#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
979
1035 /* loop while there are items on the floor that are not marked as 980 /* loop while there are items on the floor that are not marked as
1036 * destroyed */ 981 * destroyed */
1037 while (next && !next->destroyed ()) 982 while (next && !next->destroyed ())
1038 { 983 {
1039 tmp = next; 984 tmp = next;
1040 next = tmp->below; 985 next = tmp->below;
1041 986
987 if (cnt <= 0)
988 {
989 op->failmsg ("Couldn't pickup all items at once.");
990 return 0;
991 }
992
1042 if (op->destroyed ()) 993 if (op->destroyed ())
1043 return 0; 994 return 0;
1044 995
1045 if (!can_pick (op, tmp)) 996 if (!can_pick (op, tmp))
1046 continue; 997 continue;
1047 998
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 999 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 1000 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 1001 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 1002 CHK_PICK_PICKUP;
1003
1052 continue; 1004 continue;
1053 } 1005 }
1054 1006
1055 /* high not bit set? We're using the old autopickup model */ 1007 /* pickup handling */
1008 if (op->contr->mode & PU_DEBUG)
1009 {
1010 /* some debugging code to figure out item information */
1011 const char *str = tmp->name
1012 ? format ("item name: %s item type: %d weight/value: %d",
1013 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1014 : format ("item name: %s item type: %d weight/value: %d",
1015 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1016
1017 new_draw_info (NDI_UNIQUE, 0, op, str);
1018 }
1019
1020 if (op->contr->mode & PU_INHIBIT)
1021 return 1;
1022
1023 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1024 return 1;
1025
1026 /* philosophy:
1027 * It's easy to grab an item type from a pile, as long as it's
1028 * generic. This takes no game-time. For more detailed pickups
1029 * and selections, select-items should be used. This is a
1030 * grab-as-you-run type mode that's really useful for arrows for
1031 * example.
1032 * The drawback: right now it has no frontend, so you need to
1033 * stick the bits you want into a calculator in hex mode and then
1034 * convert to decimal and then 'pickup <#>
1035 */
1036
1037 /* the first two modes are exclusive: if NOTHING we return, if
1038 * STOP then we stop. All the rest are applied sequentially,
1039 * meaning if any test passes, the item gets picked up. */
1040
1041 /* if mode is set to pick nothing up, return */
1042 if (op->contr->mode == PU_NOTHING)
1043 return 1;
1044
1045 /* if mode is set to stop when encountering objects, return */
1046 /* take STOP before INHIBIT since it doesn't actually pick
1047 * anything up */
1048 if (op->contr->mode & PU_STOP)
1049 return 0;
1050
1051 /* useful for going into stores and not losing your settings... */
1052 /* and for battles wher you don't want to get loaded down while
1053 * fighting */
1054 if (op->contr->mode & PU_INHIBIT)
1055 return 1;
1056
1057 /* prevent us from turning into auto-thieves :) */
1058 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1059 continue;
1060
1061 /* ignore known cursed objects */
1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1063 continue;
1064
1065 /* all food and drink if desired */
1066 /* question: don't pick up known-poisonous stuff? */
1056 if (!(op->contr->mode & PU_NEWMODE)) 1067 if (op->contr->mode & PU_FOOD)
1068 if (tmp->type == FOOD)
1057 { 1069 {
1058 switch (op->contr->mode) 1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_DRINK)
1075 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_POTION)
1082 if (tmp->type == POTION)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 /* spellbooks, skillscrolls and normal books/scrolls */
1089 if (op->contr->mode & PU_SPELLBOOK)
1090 if (tmp->type == SPELLBOOK)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 if (op->contr->mode & PU_SKILLSCROLL)
1097 if (tmp->type == SKILLSCROLL)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_READABLES)
1104 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 /* wands/staves/rods/horns */
1111 if (op->contr->mode & PU_MAGIC_DEVICE)
1112 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1113 {
1114 CHK_PICK_PICKUP;
1115 continue;
1116 }
1117
1118 /* pick up all magical items */
1119 if (op->contr->mode & PU_MAGICAL)
1120 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1125
1126 if (op->contr->mode & PU_VALUABLES)
1127 {
1128 if (tmp->type == MONEY || tmp->type == GEM)
1059 { 1129 {
1060 case 0: 1130 CHK_PICK_PICKUP;
1061 return 1; /* don't pick up */ 1131 continue;
1062 case 1:
1063 pick_up (op, tmp);
1064 return 1;
1065 case 2:
1066 pick_up (op, tmp);
1067 return 0;
1068 case 3:
1069 return 0; /* stop before pickup */
1070 case 4:
1071 pick_up (op, tmp);
1072 break;
1073 case 5:
1074 pick_up (op, tmp);
1075 stop = 1;
1076 break;
1077 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1079 pick_up (op, tmp);
1080 break;
1081
1082 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM)
1084 pick_up (op, tmp);
1085 break;
1086
1087 default:
1088 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1091 pick_up (op, tmp);
1092 } 1132 }
1093 } 1133 }
1094 else 1134
1095 { /* old model */ 1135 /* rings & amulets - talismans seems to be typed AMULET */
1096 /* NEW pickup handling */
1097 if (op->contr->mode & PU_DEBUG) 1136 if (op->contr->mode & PU_JEWELS)
1137 if (tmp->type == RING || tmp->type == AMULET)
1098 { 1138 {
1099 /* some debugging code to figure out item information */ 1139 CHK_PICK_PICKUP;
1100 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 }
1109
1110 /* philosophy:
1111 * It's easy to grab an item type from a pile, as long as it's
1112 * generic. This takes no game-time. For more detailed pickups
1113 * and selections, select-items should be used. This is a
1114 * grab-as-you-run type mode that's really useful for arrows for
1115 * example.
1116 * The drawback: right now it has no frontend, so you need to
1117 * stick the bits you want into a calculator in hex mode and then
1118 * convert to decimal and then 'pickup <#>
1119 */
1120
1121 /* the first two modes are exclusive: if NOTHING we return, if
1122 * STOP then we stop. All the rest are applied sequentially,
1123 * meaning if any test passes, the item gets picked up. */
1124
1125 /* if mode is set to pick nothing up, return */
1126
1127 if (op->contr->mode & PU_NOTHING)
1128 return 1;
1129
1130 /* if mode is set to stop when encountering objects, return */
1131 /* take STOP before INHIBIT since it doesn't actually pick
1132 * anything up */
1133
1134 if (op->contr->mode & PU_STOP)
1135 return 0;
1136
1137 /* useful for going into stores and not losing your settings... */
1138 /* and for battles wher you don't want to get loaded down while
1139 * fighting */
1140 if (op->contr->mode & PU_INHIBIT)
1141 return 1;
1142
1143 /* prevent us from turning into auto-thieves :) */
1144 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1145 continue; 1140 continue;
1141 }
1146 1142
1147 /* ignore known cursed objects */ 1143 /* we don't forget dragon food */
1148 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1144 if (op->contr->mode & PU_FLESH)
1145 if (tmp->type == FLESH)
1146 {
1147 CHK_PICK_PICKUP;
1149 continue; 1148 continue;
1149 }
1150 1150
1151 /* all food and drink if desired */ 1151 /* bows and arrows. Bows are good for selling! */
1152 /* question: don't pick up known-poisonous stuff? */ 1152 if (op->contr->mode & PU_BOW)
1153 if (tmp->type == BOW)
1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_ARROW)
1160 if (tmp->type == ARROW)
1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1165
1166 /* all kinds of armor etc. */
1167 if (op->contr->mode & PU_ARMOUR)
1168 if (tmp->type == ARMOUR)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 if (op->contr->mode & PU_HELMET)
1175 if (tmp->type == HELMET)
1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SHIELD)
1182 if (tmp->type == SHIELD)
1183 {
1184 CHK_PICK_PICKUP;
1185 continue;
1186 }
1187
1153 if (op->contr->mode & PU_FOOD) 1188 if (op->contr->mode & PU_BOOTS)
1154 if (tmp->type == FOOD) 1189 if (tmp->type == BOOTS)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_GLOVES)
1196 if (tmp->type == GLOVES)
1197 {
1198 CHK_PICK_PICKUP;
1199 continue;
1200 }
1201
1202 if (op->contr->mode & PU_CLOAK)
1203 if (tmp->type == CLOAK)
1204 {
1205 CHK_PICK_PICKUP;
1206 continue;
1207 }
1208
1209 /* hoping to catch throwing daggers here */
1210 if (op->contr->mode & PU_MISSILEWEAPON)
1211 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1212 {
1213 CHK_PICK_PICKUP;
1214 continue;
1215 }
1216
1217 /* careful: chairs and tables are weapons! */
1218 if (op->contr->mode & PU_ALLWEAPON)
1219 {
1220 if (tmp->type == WEAPON)
1221 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1155 { 1222 {
1156 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1157 continue; 1224 continue;
1158 } 1225 }
1226 }
1159 1227
1228 /* misc stuff that's useful */
1160 if (op->contr->mode & PU_DRINK) 1229 if (op->contr->mode & PU_KEY)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1230 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1162 { 1231 {
1163 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1164 continue; 1233 continue;
1165 } 1234 }
1166 1235
1236 /* any of the last 4 bits set means we use the ratio for value
1237 * pickups */
1167 if (op->contr->mode & PU_POTION) 1238 if (op->contr->mode & PU_RATIO)
1168 if (tmp->type == POTION) 1239 {
1240 /* use value density to decide what else to grab */
1241 /* >=7 was >= op->contr->mode */
1242 /* >=7 is the old standard setting. Now we take the last 4 bits
1169 { 1243 */
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK)
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL) 1244 wvratio = op->contr->mode & PU_RATIO;
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1245 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 if (op->contr->mode & PU_VALUABLES)
1213 { 1246 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1247#if 0
1248 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1249 if (tmp->name != NULL)
1215 { 1250 {
1216 pick_up (op, tmp); 1251 fprintf (stderr, "%s", tmp->name);
1217 continue;
1218 } 1252 }
1219 }
1220
1221 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON)
1305 {
1306 if (tmp->type == WEAPON && tmp->name != NULL)
1307 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314 }
1315
1316 if (tmp->type == WEAPON && tmp->name == NULL)
1317 {
1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324 }
1325
1326 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 /* any of the last 4 bits set means we use the ratio for value
1335 * pickups */
1336 if (op->contr->mode & PU_RATIO)
1337 {
1338 /* use value density to decide what else to grab */
1339 /* >=7 was >= op->contr->mode */
1340 /* >=7 is the old standard setting. Now we take the last 4 bits
1341 * and multiply them by 5, giving 0..15*5== 5..75 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5;
1343 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1344 {
1345 pick_up (op, tmp);
1346#if 0
1347 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348 if (tmp->name != NULL)
1349 {
1350 fprintf (stderr, "%s", tmp->name);
1351 }
1352 else 1253 else
1353 fprintf (stderr, "%s", tmp->arch->archname); 1254 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1255 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1256 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1356#endif 1257#endif
1258 CHK_PICK_PICKUP;
1357 continue; 1259 continue;
1358 }
1359 } 1260 }
1360 } /* the new pickup model */ 1261 } /* the new pickup model */
1361 } 1262 }
1362 1263
1363 return !stop; 1264 return !stop;
1369 * found object is returned. 1270 * found object is returned.
1370 */ 1271 */
1371object * 1272object *
1372find_arrow (object *op, const char *type) 1273find_arrow (object *op, const char *type)
1373{ 1274{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1275 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1378 tmp = find_arrow (op, type);
1379 else if (op->type == ARROW && op->race == type) 1276 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1277 return splay (tmp);
1278
1279 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1280 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1281 if (object *arrow = find_arrow (tmp, type))
1282 {
1283 splay (tmp);
1380 return op; 1284 return arrow;
1285 }
1381 1286
1382 return tmp; 1287 return 0;
1383} 1288}
1384 1289
1385/* 1290/*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1291 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1387 * against the target. A full test is not performed, simply a basic test 1292 * against the target. A full test is not performed, simply a basic test
1388 * of resistances. The archer is making a quick guess at what he sees down 1293 * of resistances. The archer is making a quick guess at what he sees down
1389 * the hall. Failing that it does it's best to pick the highest plus arrow. 1294 * the hall. Failing that it does it's best to pick the highest plus arrow.
1390 */ 1295 */
1391object * 1296object *
1392find_better_arrow (object *op, object *target, const char *type, int *better) 1297find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1393{ 1298{
1394 object *tmp = NULL, *arrow, *ntmp; 1299 object *tmp = NULL, *arrow, *ntmp;
1395 int attacknum, attacktype, betterby = 0, i; 1300 int attacknum, attacktype, betterby = 0, i;
1396 1301
1397 if (!type) 1302 if (!type)
1401 { 1306 {
1402 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1307 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1403 { 1308 {
1404 i = 0; 1309 i = 0;
1405 ntmp = find_better_arrow (arrow, target, type, &i); 1310 ntmp = find_better_arrow (arrow, target, type, &i);
1311
1406 if (i > betterby) 1312 if (i > betterby)
1407 { 1313 {
1408 tmp = ntmp; 1314 tmp = ntmp;
1409 betterby = i; 1315 betterby = i;
1410 } 1316 }
1411 } 1317 }
1412 else if (arrow->type == ARROW && arrow->race == type) 1318 else if (arrow->type == ARROW && arrow->race == type)
1413 { 1319 {
1414 /* allways prefer assasination/slaying */ 1320 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1321 if (target->race && arrow->slaying.contains (target->race))
1416 { 1322 {
1417 if (arrow->attacktype & AT_DEATH) 1323 if (arrow->attacktype & AT_DEATH)
1418 { 1324 {
1419 *better = 100; 1325 *better = 100;
1420 return arrow; 1326 return arrow;
1435 { 1341 {
1436 tmp = arrow; 1342 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1343 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 } 1344 }
1439 } 1345 }
1346
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1347 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1348 {
1442 tmp = arrow; 1349 tmp = arrow;
1443 betterby = 2 + arrow->magic + arrow->stats.dam; 1350 betterby = 2 + arrow->magic + arrow->stats.dam;
1444 } 1351 }
1352
1445 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1353 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1354 {
1447 tmp = arrow; 1355 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam; 1356 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 } 1357 }
1450 } 1358 }
1451 } 1359 }
1452 } 1360 }
1361
1453 if (tmp == NULL && arrow == NULL) 1362 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type); 1363 return find_arrow (op, type);
1455 1364
1456 *better = betterby; 1365 *better = betterby;
1457 return tmp; 1366 return tmp;
1462 * op = the shooter 1371 * op = the shooter
1463 * type = bow->race 1372 * type = bow->race
1464 * dir = fire direction 1373 * dir = fire direction
1465 */ 1374 */
1466object * 1375object *
1467pick_arrow_target (object *op, const char *type, int dir) 1376pick_arrow_target (object *op, shstr_cmp type, int dir)
1468{ 1377{
1469 object *tmp = NULL; 1378 object *tmp = NULL;
1470 maptile *m; 1379 maptile *m;
1471 int i, mflags, found, number; 1380 int i, mflags, found, number;
1472 sint16 x, y; 1381 sint16 x, y;
1487 for (i = 0, found = 0; i < 20; i++) 1396 for (i = 0, found = 0; i < 20; i++)
1488 { 1397 {
1489 x += freearr_x[dir]; 1398 x += freearr_x[dir];
1490 y += freearr_y[dir]; 1399 y += freearr_y[dir];
1491 mflags = get_map_flags (m, &m, x, y, &x, &y); 1400 mflags = get_map_flags (m, &m, x, y, &x, &y);
1401
1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1402 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 { 1403 {
1494 tmp = NULL; 1404 tmp = 0;
1495 break; 1405 break;
1496 } 1406 }
1497 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1407 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498 { 1408 {
1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1409 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500 * perhaps a bad assumption. 1410 * perhaps a bad assumption.
1501 */ 1411 */
1502 tmp = NULL; 1412 tmp = 0;
1503 break; 1413 break;
1504 } 1414 }
1415
1505 if (mflags & P_IS_ALIVE) 1416 if (mflags & P_IS_ALIVE)
1506 {
1507 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1417 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1418 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1509 {
1510 found++;
1511 break;
1512 }
1513 if (found)
1514 break; 1419 break;
1515 }
1516 } 1420 }
1517 if (tmp == NULL) 1421
1422 if (!tmp)
1518 return find_arrow (op, type); 1423 return find_arrow (op, type);
1519 1424
1520 if (tmp->head) 1425 if (tmp->head)
1521 tmp = tmp->head; 1426 tmp = tmp->head;
1522 1427
1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1467 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1563 return 0; 1468 return 0;
1564 } 1469 }
1565 1470
1566 // optimisation: move object to top so we will find it quickly again 1471 // optimisation: move object to top so we will find it quickly again
1567 if (bow->below) 1472 splay (bow);
1568 {
1569 bow->remove ();
1570 op->insert (bow);
1571 }
1572
1573 } 1473 }
1574 1474
1575 if (!bow->race || !bow->skill) 1475 if (!bow->race || !bow->skill)
1576 { 1476 {
1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1477 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1603 } 1503 }
1604 1504
1605 /* this should not happen, but sometimes does */ 1505 /* this should not happen, but sometimes does */
1606 if (arrow->nrof == 0) 1506 if (arrow->nrof == 0)
1607 { 1507 {
1508 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1608 arrow->destroy (); 1509 arrow->destroy ();
1609 return 0; 1510 return 0;
1610 } 1511 }
1611 1512
1612 left = arrow; /* these are arrows left to the player */ 1513 left = arrow; /* these are arrows left to the player */
1613 arrow = get_split_ob (arrow, 1); 1514 arrow = arrow->split ();
1614 if (!arrow) 1515 if (!arrow)
1615 { 1516 {
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1517 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1617 return 0; 1518 return 0;
1618 } 1519 }
1622 arrow->direction = dir; 1523 arrow->direction = dir;
1623 1524
1624 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1525 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1625 arrow->stats.hp = arrow->stats.dam; 1526 arrow->stats.hp = arrow->stats.dam;
1626 arrow->stats.grace = arrow->attacktype; 1527 arrow->stats.grace = arrow->attacktype;
1627 1528 arrow->custom_name = arrow->slaying;
1628 if (arrow->slaying)
1629 arrow->spellarg = strdup (arrow->slaying);
1630 1529
1631#if 0 1530#if 0
1632 if (player *pl = op->contr) 1531 if (player *pl = op->contr)
1633 { 1532 {
1634 float speed = pl->weapon_sp; 1533 float speed = pl->weapon_sp;
1680 1579
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1580 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1682 arrow->move_type = MOVE_FLY_LOW; 1581 arrow->move_type = MOVE_FLY_LOW;
1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1582 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1684 1583
1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1584 op->play_sound (sound_find ("fire_arrow"));
1686 m->insert (arrow, sx, sy, op); 1585 m->insert (arrow, sx, sy, op);
1687 1586
1688 if (!arrow->destroyed ()) 1587 if (!arrow->destroyed ())
1689 move_arrow (arrow); 1588 move_arrow (arrow);
1690
1691 if (op->type == PLAYER)
1692 {
1693 if (left->destroyed ())
1694 esrv_del_item (op->contr, left->count);
1695 else
1696 esrv_send_item (op, left);
1697 }
1698 1589
1699 return 1; 1590 return 1;
1700} 1591}
1701 1592
1702/* Special fire code for players - this takes into 1593/* Special fire code for players - this takes into
1707 * hence the function name. 1598 * hence the function name.
1708 */ 1599 */
1709int 1600int
1710player_fire_bow (object *op, int dir) 1601player_fire_bow (object *op, int dir)
1711{ 1602{
1712 int ret = 0, wcmod = 0; 1603 int ret;
1713 1604
1714 if (op->contr->bowtype == bow_bestarrow) 1605 if (op->contr->bowtype == bow_bestarrow)
1715 { 1606 {
1716 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1607 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1717 } 1608 }
1718 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1609 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1719 { 1610 {
1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1611 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1721 wcmod = -1;
1722
1723 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1612 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1724 } 1613 }
1725 else if (op->contr->bowtype == bow_threewide) 1614 else if (op->contr->bowtype == bow_threewide)
1726 { 1615 {
1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1616 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1728 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1617 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1729 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1618 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1730 } 1619 }
1731 else if (op->contr->bowtype == bow_spreadshot) 1620 else if (op->contr->bowtype == bow_spreadshot)
1732 { 1621 {
1733 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1622 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1623 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1735 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1624 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1736 } 1625 }
1737 else 1626 else
1738 { 1627 {
1768 1657
1769 if (item->type == WAND) 1658 if (item->type == WAND)
1770 { 1659 {
1771 if (item->stats.food <= 0) 1660 if (item->stats.food <= 0)
1772 { 1661 {
1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1662 op->contr->play_sound (sound_find ("wand_poof"));
1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1663 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775 1664
1776 return; 1665 return;
1777 } 1666 }
1778 } 1667 }
1779 else if (item->type == ROD || item->type == HORN) 1668 else if (item->type == ROD || item->type == HORN)
1780 { 1669 {
1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1670 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1671
1672 // using the maximum of the rods charge allows at least one spell cast
1673 // for a rod or horn, this fixes some broken rods.
1674 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1782 { 1675 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1676 op->contr->play_sound (sound_find ("wand_poof"));
1784 1677
1785 if (item->type == ROD) 1678 if (item->type == ROD)
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1679 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1787 else 1680 else
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1681 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1791 } 1684 }
1792 } 1685 }
1793 1686
1794 if (cast_spell (op, item, dir, item->inv, NULL)) 1687 if (cast_spell (op, item, dir, item->inv, NULL))
1795 { 1688 {
1796 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1689 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1690
1797 if (item->type == WAND) 1691 if (item->type == WAND)
1798 { 1692 {
1799 if (!(--item->stats.food)) 1693 if (!(--item->stats.food))
1800 { 1694 {
1801 object *tmp; 1695 object *tmp;
1805 CLEAR_FLAG (item, FLAG_ANIMATE); 1699 CLEAR_FLAG (item, FLAG_ANIMATE);
1806 item->face = item->arch->face; 1700 item->face = item->arch->face;
1807 item->set_speed (0); 1701 item->set_speed (0);
1808 } 1702 }
1809 1703
1810 if ((tmp = item->in_player ())) 1704 if (object *pl = item->visible_to ())
1811 esrv_update_item (UPD_ANIM, tmp, item); 1705 esrv_update_item (UPD_ANIM, pl, item);
1812 } 1706 }
1813 } 1707 }
1814 else if (item->type == ROD || item->type == HORN) 1708 else if (item->type == ROD || item->type == HORN)
1815 drain_rod_charge (item); 1709 drain_rod_charge (item);
1816 } 1710 }
1821bool 1715bool
1822fire (object *op, int dir) 1716fire (object *op, int dir)
1823{ 1717{
1824 int spellcost = 0; 1718 int spellcost = 0;
1825 1719
1826 /* check for loss of invisiblity/hide */
1827 if (action_makes_visible (op))
1828 make_visible (op);
1829
1830 player *pl = op->contr; 1720 player *pl = op->contr;
1831 1721
1832 if (pl->golem) 1722 if (pl->golem)
1833 { 1723 {
1834 control_golem (op->contr->golem, dir); 1724 control_golem (op->contr->golem, dir);
1836 } 1726 }
1837 1727
1838 object *ob = pl->ranged_ob; 1728 object *ob = pl->ranged_ob;
1839 1729
1840 if (!ob) 1730 if (!ob)
1841 return false;
1842
1843 if (!op->change_weapon (ob))
1844 return false; 1731 return false;
1845 1732
1846 if (op->speed_left > 0.f) 1733 if (op->speed_left > 0.f)
1847 --op->speed_left; 1734 --op->speed_left;
1848 else 1735 else
1849 return false; 1736 return false;
1850 1737
1738 if (!op->change_weapon (ob))
1739 return false;
1740
1741 /* check for loss of invisiblity/hide */
1742 if (action_makes_visible (op))
1743 make_visible (op);
1744
1851 switch (ob->type) 1745 switch (ob->type)
1852 { 1746 {
1853 case BOW: 1747 case BOW:
1854 player_fire_bow (op, dir); 1748 player_fire_bow (op, dir);
1855 break; 1749 break;
1856 1750
1857 case SPELL: 1751 case SPELL:
1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1752 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 break; 1753 break;
1860 1754
1861 case BUILDER: 1755 case BUILDER:
1862 apply_map_builder (op, dir); 1756 apply_map_builder (op, dir);
1863 break; 1757 break;
1947 * Change the color so that the message doesn't disappear with 1841 * Change the color so that the message doesn't disappear with
1948 * all the others. 1842 * all the others.
1949 */ 1843 */
1950 if (pl->contr->usekeys == key_inventory || 1844 if (pl->contr->usekeys == key_inventory ||
1951 !QUERY_FLAG (container, FLAG_APPLIED) || 1845 !QUERY_FLAG (container, FLAG_APPLIED) ||
1952 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1846 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1953 { 1847 {
1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1848 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1955 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1849 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1956 return NULL; 1850 return NULL;
1957 } 1851 }
1977 /* If we found a key, do some extra work */ 1871 /* If we found a key, do some extra work */
1978 if (key) 1872 if (key)
1979 { 1873 {
1980 object *container = key->env; 1874 object *container = key->env;
1981 1875
1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
1984 if (action_makes_visible (op)) 1876 if (action_makes_visible (op))
1985 make_visible (op); 1877 make_visible (op);
1986 1878
1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1879 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988 spring_trap (door->inv, op); 1880 spring_trap (door->inv, op);
1989 1881
1990 if (door->type == DOOR) 1882 if (door->type == DOOR)
1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1883 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 else if (door->type == LOCKED_DOOR) 1884 else if (door->type == LOCKED_DOOR)
1993 { 1885 {
1994 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1886 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1995 remove_door2 (door); /* remove door without violence ;-) */ 1887 remove_door2 (door); /* remove door without violence ;-) */
1996 } 1888 }
1997 1889
1998 /* Do this after we print the message */ 1890 /* Do this after we print the message */
1999 decrease_ob (key); /* Use up one of the keys */ 1891 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */
2001 if (container != op)
2002 esrv_update_item (UPD_WEIGHT, op, container);
2003 1892
2004 return 1; /* Nothing more to do below */ 1893 return 1; /* Nothing more to do below */
2005 } 1894 }
2006 else if (door->type == LOCKED_DOOR) 1895 else if (door->type == LOCKED_DOOR)
2007 { 1896 {
2008 /* Might as well return now - no other way to open this */ 1897 /* Might as well return now - no other way to open this */
2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1898 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2010 return 1; 1899 return 1;
2011 } 1900 }
2012 1901
2013 return 0; 1902 return 0;
2014} 1903}
2101 1990
2102 if (op->speed_left > 0.f) 1991 if (op->speed_left > 0.f)
2103 { 1992 {
2104 --op->speed_left; 1993 --op->speed_left;
2105 1994
2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1995 op->play_sound (sound_find ("push_player"));
2107 push_ob (mon, dir, op); 1996 push_ob (mon, dir, op);
2108 1997
2109 if (op->contr->tmp_invis || op->hide) 1998 if (action_makes_visible (op))
2110 make_visible (op); 1999 make_visible (op);
2111 2000
2112 return true; 2001 return true;
2113 } 2002 }
2114 else 2003 else
2130 { 2019 {
2131 --op->speed_left; 2020 --op->speed_left;
2132 2021
2133 if (!op->contr->braced) 2022 if (!op->contr->braced)
2134 { 2023 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2024 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 2025 push_ob (mon, dir, op);
2137 } 2026 }
2138 else 2027 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 2028 op->statusmsg ("You withhold your attack");
2140 2029
2141 if (op->contr->tmp_invis || op->hide) 2030 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2142 make_visible (op); 2031 make_visible (op);
2143 2032
2144 return true; 2033 return true;
2145 } 2034 }
2146 } 2035 }
2188bool 2077bool
2189move_player (object *op, int dir) 2078move_player (object *op, int dir)
2190{ 2079{
2191 int pick; 2080 int pick;
2192 2081
2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2082 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2194 return 0; 2083 return 0;
2195 2084
2196 /* Sanity check: make sure dir is valid */ 2085 /* Sanity check: make sure dir is valid */
2197 if ((dir < 0) || (dir >= 9)) 2086 if ((dir < 0) || (dir >= 9))
2198 { 2087 {
2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2093 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2205 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2094 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2206 2095
2207 op->facing = dir; 2096 op->facing = dir;
2208 2097
2209 if (op->hide) 2098 if (op->flag [FLAG_HIDDEN])
2210 do_hidden_move (op); 2099 do_hidden_move (op);
2211 2100
2212 bool retval; 2101 bool retval;
2213 2102
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2103 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2283 return 0; 2172 return 0;
2284 2173
2285 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2174 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2175 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2287 { 2176 {
2288 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2177 op->play_sound (sound_find ("ob_evaporate"));
2289 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2178 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2290
2291 if (op->contr)
2292 esrv_del_item (op->contr, tmp->count);
2293 2179
2294 tmp->destroy (); 2180 tmp->destroy ();
2295 CLEAR_FLAG (op, FLAG_LIFESAVE); 2181 CLEAR_FLAG (op, FLAG_LIFESAVE);
2296 2182
2297 if (op->stats.hp < 0) 2183 if (op->stats.hp < 0)
2310 return 0; 2196 return 0;
2311} 2197}
2312 2198
2313/* This goes throws the inventory and removes unpaid objects, and puts them 2199/* This goes throws the inventory and removes unpaid objects, and puts them
2314 * back in the map (location and map determined by values of env). This 2200 * back in the map (location and map determined by values of env). This
2315 * function will descend into containers. op is the object to start the search 2201 * function will descend into containers. op is the object to start the search
2316 * from. 2202 * from.
2317 */ 2203 */
2204static void
2205drop_unpaid_items (object *op, object *env)
2206{
2207 while (op)
2208 {
2209 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2210
2211 if (QUERY_FLAG (op, FLAG_UNPAID))
2212 op->insert_at (env);
2213 else if (op->inv)
2214 drop_unpaid_items (op->inv, env);
2215
2216 op = next;
2217 }
2218}
2219
2318void 2220void
2319remove_unpaid_objects (object *op, object *env) 2221object::drop_unpaid_items ()
2320{ 2222{
2321 while (op) 2223 if (!flag [FLAG_REMOVED])
2322 { 2224 ::drop_unpaid_items (inv, this);
2323 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2324
2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2326 {
2327 if (env->type == PLAYER)
2328 esrv_del_item (env->contr, op->count);
2329
2330 op->insert_at (env);
2331 }
2332 else if (op->inv)
2333 remove_unpaid_objects (op->inv, env);
2334
2335 op = next;
2336 }
2337} 2225}
2338 2226
2339/* 2227/*
2340 * Returns pointer a static string containing gravestone text 2228 * Returns pointer a static string containing gravestone text
2341 * Moved from apply.c to player.c - player.c is what 2229 * Moved from apply.c to player.c - player.c is what
2342 * actually uses this function. player.c may not be quite the 2230 * actually uses this function. player.c may not be quite the
2343 * best, a misc file for object actions is probably better, 2231 * best, a misc file for object actions is probably better,
2344 * but there isn't one in the server directory. 2232 * but there isn't one in the server directory.
2345 */ 2233 */
2346char * 2234const char *
2347gravestone_text (object *op) 2235gravestone_text (object *op)
2348{ 2236{
2349 static char buf2[MAX_BUF]; 2237 static dynbuf_text buf;
2350 char buf[MAX_BUF];
2351 time_t now = time (NULL);
2352 2238
2353 strcpy (buf2, " R.I.P.\n\n"); 2239 buf << "---- R.I.P. ----\n\n"
2240 << op->name;
2241
2354 if (op->type == PLAYER) 2242 if (op->type == PLAYER)
2355 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2243 buf << " the " << op->contr->title;
2356 else
2357 sprintf (buf, "%s\n", &op->name);
2358 2244
2359 strncat (buf2, " ", 20 - strlen (buf) / 2); 2245 buf << "\n\n";
2360 strcat (buf2, buf); 2246
2247 buf << "who was level ";
2248 buf << (sint32)op->level << "\n\n" // OO breakdown
2249 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2250
2361 if (op->type == PLAYER) 2251 if (op->type == PLAYER)
2362 sprintf (buf, "who was in level %d when killed\n", op->level); 2252 buf << "by " << op->contr->killer_name () << ".\n\n";
2363 else
2364 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2365 2253
2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2367 strcat (buf2, buf);
2368 if (op->type == PLAYER)
2369 { 2254 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2255 static char buf2[128];
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2256 time_t now = time (NULL);
2372 strcat (buf2, buf);
2373 }
2374
2375 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2257 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2258 buf << buf2;
2377 strcat (buf2, buf); 2259 }
2378 2260
2379 return buf2; 2261 return buf;
2380} 2262}
2381 2263
2382void 2264void
2383do_some_living (object *op) 2265do_some_living (object *op)
2384{ 2266{
2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2318 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2437 else 2319 else
2438 { 2320 {
2439 gen_grace = op->stats.maxgrace; 2321 gen_grace = op->stats.maxgrace;
2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2322 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2441 }
2442
2443 /* Regenerate Spell Points */
2444 if (!op->contr->golem && --op->last_sp < 0)
2445 {
2446 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2447 if (op->stats.sp < op->stats.maxsp)
2448 {
2449 op->stats.sp++;
2450 /* dms do not consume food */
2451 if (!QUERY_FLAG (op, FLAG_WIZ))
2452 {
2453 op->stats.food--;
2454 if (op->contr->digestion < 0)
2455 op->stats.food += op->contr->digestion;
2456 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2457 op->stats.food = last_food;
2458 }
2459 }
2460
2461 if (max_sp > 1)
2462 {
2463 over_sp = (gen_sp + 10) / rate_sp;
2464 if (over_sp > 0)
2465 {
2466 if (op->stats.sp < op->stats.maxsp)
2467 {
2468 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2469
2470 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2471 op->stats.sp--;
2472
2473 if (op->stats.sp > op->stats.maxsp)
2474 op->stats.sp = op->stats.maxsp;
2475 }
2476 op->last_sp = 0;
2477 }
2478 else
2479 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2480 }
2481 else
2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2483 } 2323 }
2484 2324
2485 /* Regenerate Grace */ 2325 /* Regenerate Grace */
2486 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2326 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2487 if (--op->last_grace < 0) 2327 if (--op->last_grace < 0)
2508 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2348 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2509 } 2349 }
2510 /* wearing stuff doesn't detract from grace generation. */ 2350 /* wearing stuff doesn't detract from grace generation. */
2511 } 2351 }
2512 2352
2353 if (op->stats.food > 0)
2354 {
2513 /* Regenerate Hit Points */ 2355 /* Regenerate Spell Points */
2514 if (--op->last_heal < 0) 2356 if (!op->contr->golem && --op->last_sp < 0)
2515 {
2516 if (op->stats.hp < op->stats.maxhp)
2517 { 2357 {
2518 op->stats.hp++; 2358 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2519 /* dms do not consume food */ 2359
2520 if (!QUERY_FLAG (op, FLAG_WIZ)) 2360 if (op->stats.sp < op->stats.maxsp)
2521 { 2361 {
2362 op->stats.sp++;
2363
2364 /* dms do not consume food */
2365 if (!QUERY_FLAG (op, FLAG_WIZ))
2366 {
2522 op->stats.food--; 2367 op->stats.food--;
2368
2523 if (op->contr->digestion < 0) 2369 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion; 2370 op->stats.food += op->contr->digestion;
2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2371 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2526 op->stats.food = last_food; 2372 op->stats.food = last_food;
2373 }
2527 } 2374 }
2528 }
2529 2375
2530 if (max_hp > 1) 2376 if (max_sp > 1)
2531 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533 if (over_hp > 0)
2534 { 2377 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2378 over_sp = (gen_sp + 10) / rate_sp;
2379 if (over_sp > 0)
2380 {
2381 if (op->stats.sp < op->stats.maxsp)
2382 {
2383 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2384
2385 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2386 op->stats.sp--;
2387
2388 if (op->stats.sp > op->stats.maxsp)
2389 op->stats.sp = op->stats.maxsp;
2390 }
2391
2536 op->last_heal = 0; 2392 op->last_sp = 0;
2393 }
2394 else
2395 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2537 } 2396 }
2538 else 2397 else
2398 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2399 }
2400
2401 /* Regenerate Hit Points */
2402 if (--op->last_heal < 0)
2403 {
2404 if (op->stats.hp < op->stats.maxhp)
2539 { 2405 {
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2406 op->stats.hp++;
2407
2408 /* dms do not consume food */
2409 if (!QUERY_FLAG (op, FLAG_WIZ))
2410 {
2411 op->stats.food--;
2412
2413 if (op->contr->digestion < 0)
2414 op->stats.food += op->contr->digestion;
2415 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2416 op->stats.food = last_food;
2417 }
2541 } 2418 }
2419
2420 if (max_hp > 1)
2421 {
2422 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2423
2424 if (over_hp > 0)
2425 {
2426 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2427 op->last_heal = 0;
2428 }
2429 else
2430 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2542 } 2431 }
2543 else 2432 else
2544 {
2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2433 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2546 } 2434 }
2547 } 2435 }
2548 2436
2549 /* Digestion */ 2437 /* Digestion */
2550 if (--op->last_eat < 0) 2438 if (--op->last_eat < 0)
2551 { 2439 {
2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2440 int bonus = max (0, op->contr->digestion),
2441 penalty = max (0, -op->contr->digestion);
2553 2442
2554 if (op->contr->gen_hp > 0)
2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2443 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2556 else
2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558 2444
2559 /* dms do not consume food */ 2445 /* dms do not consume food */
2560 if (!QUERY_FLAG (op, FLAG_WIZ)) 2446 if (!QUERY_FLAG (op, FLAG_WIZ))
2561 op->stats.food--; 2447 op->stats.food--;
2562 } 2448 }
2563 2449
2564 if (op->stats.food < 0 && op->stats.hp >= 0) 2450 if (op->stats.food < 0 && op->stats.hp >= 0)
2565 { 2451 {
2566 object *tmp, *flesh = 0; 2452 object *flesh = 0;
2567 2453
2568 for (tmp = op->inv; tmp; tmp = tmp->below) 2454 for_inv_removable (op, tmp)
2569 { 2455 {
2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2456 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2457 continue;
2458
2459 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2571 { 2460 {
2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2461 op->statusmsg ("You blindly grab for a bite of food. "
2573 { 2462 "H<To prevent you from starving, you ate some random item from your backpack.>");
2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2575 manual_apply (op, tmp, 0); 2463 manual_apply (op, tmp, 0);
2464
2576 if (op->stats.food >= 0 || op->stats.hp < 0) 2465 if (op->stats.food >= 0 || op->stats.hp < 0)
2577 break; 2466 break;
2578 } 2467 }
2579 else if (tmp->type == FLESH) 2468 else if (tmp->type == FLESH)
2580 flesh = tmp; 2469 flesh = tmp;
2581 } /* End if paid for object */ 2470 }
2582 } /* end of for loop */
2583 2471
2584 /* If player is still starving, it means they don't have any food, so 2472 /* If player is still starving, it means they don't have any food, so
2585 * eat flesh instead. 2473 * eat flesh instead.
2586 */ 2474 */
2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2475 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2588 { 2476 {
2589 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2477 op->statusmsg ("You blindly grab for a bite of food. "
2478 "H<To prevent you from starving, you ate some random item from your backpack.>");
2590 manual_apply (op, flesh, 0); 2479 manual_apply (op, flesh, 0);
2591 } 2480 }
2481
2482 // If player is still starving, alert him!
2483 if (op->stats.food < 0)
2484 op->failmsg ("You are starving! "
2485 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2486 }
2487
2488 if (op->stats.food < 0)
2592 } 2489 {
2490 op->stats.hp += op->stats.food;
2491 op->stats.food = 0;
2593 2492
2594 while (op->stats.food < 0 && op->stats.hp >= 0) 2493 if (op->stats.hp < 0)
2595 op->stats.food++, op->stats.hp--; 2494 {
2495 op->contr->killer = archetype::get ("killer_starvation");
2496 op->contr->killer->destroy ();
2497 }
2498 }
2596 2499
2500 /* killer should be set here already */
2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2501 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2598 kill_player (op); 2502 kill_player (op);
2599 } 2503 }
2600} 2504}
2601 2505
2605 * file. 2509 * file.
2606 */ 2510 */
2607void 2511void
2608kill_player (object *op) 2512kill_player (object *op)
2609{ 2513{
2610 char buf[MAX_BUF];
2611 int x, y; 2514 int x, y;
2612
2613 //int i;
2614 maptile *map; /* this is for resurrection */ 2515 maptile *map; /* this is for resurrection */
2615
2616 /* int z;
2617 int num_stats_lose;
2618 int lost_a_stat;
2619 int lose_this_stat;
2620 int this_stat; */
2621 int will_kill_again; 2516 int will_kill_again;
2622 archetype *at; 2517 archetype *at;
2623 object *tmp; 2518 object *tmp;
2624 2519
2625 if (save_life (op)) 2520 if (save_life (op))
2626 return; 2521 return;
2627 2522
2523 dynbuf_text deathtab;
2524
2525 /* restore player */
2526 at = archetype::find ("poisoning");
2527 if (object *tmp = present_arch_in_ob (at, op))
2528 {
2529 tmp->destroy ();
2530 deathtab << "Your body feels cleansed...\r";
2531 }
2532
2533 at = archetype::find ("confusion");
2534 if (object *tmp = present_arch_in_ob (at, op))
2535 {
2536 tmp->destroy ();
2537 deathtab << "Your mind feels clearer...\r";
2538 }
2539
2540 cure_disease (op, 0, 0); /* remove any disease */
2541
2542 max_it (op->stats.hp , op->stats.maxhp);
2543 max_it (op->stats.sp , op->stats.maxsp);
2544 max_it (op->stats.grace, op->stats.maxgrace);
2545
2546 if (op->stats.food <= 0)
2547 op->stats.food = 999;
2548
2549 // remove all spell effects that are active
2550 // to avoid long-term effects such as word-of-recall
2551 for (object *item = op->inv; item; )
2552 {
2553 object *next = item->below;
2554
2555 if (item->type == SPELL_EFFECT && item->active)
2556 item->destroy ();
2557
2558 item = next;
2559 }
2628 2560
2629 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2561 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2630 * in cities ONLY!!! It is very important that this doesn't get abused. 2562 * in cities ONLY!!! It is very important that this doesn't get abused.
2631 * Look at op_on_battleground() for more info --AndreasV 2563 * Look at op_on_battleground() for more info --AndreasV
2632 */ 2564 */
2633 if (op_on_battleground (op, &x, &y)) 2565 if (op_on_battleground (op, &x, &y))
2634 { 2566 {
2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2567 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2636 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2637
2638 /* restore player */
2639 at = archetype::find ("poisoning");
2640 if (object *tmp = present_arch_in_ob (at, op))
2641 {
2642 tmp->destroy ();
2643 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2644 }
2645
2646 at = archetype::find ("confusion");
2647 if (object *tmp = present_arch_in_ob (at, op))
2648 {
2649 tmp->destroy ();
2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2651 }
2652
2653 cure_disease (op, 0); /* remove any disease */
2654 op->stats.hp = op->stats.maxhp;
2655 if (op->stats.food <= 0)
2656 op->stats.food = 999;
2657 2568
2658 /* create a bodypart-trophy to make the winner happy */ 2569 /* create a bodypart-trophy to make the winner happy */
2659 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2570 if (object *tmp = arch_to_object (archetype::find ("finger")))
2660 { 2571 {
2661 sprintf (buf, "%s's finger", &op->name); 2572 tmp->name = format ("%s's finger" , &op->name);
2662 tmp->name = buf; 2573 tmp->name_pl = format ("%s's fingers", &op->name);
2663 sprintf (buf, " This finger has been cut off %s\n"
2664 " the %s, when he was defeated at\n level %d by %s.\n",
2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2666 tmp->msg = buf; 2574 tmp->msg = format (
2575 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2576 &op->name, op->contr->title,
2577 (int)op->level,
2578 op->contr->killer_name ()
2579 );
2667 tmp->value = 0, tmp->type = 0; 2580 tmp->value = 0, tmp->type = 0;
2668 tmp->materialname = "organics"; 2581 tmp->materialname = "organics";
2669 tmp->insert_at (op, tmp); 2582 tmp->insert_at (op, tmp);
2670 } 2583 }
2671 2584
2672 /* teleport defeated player to new destination */ 2585 /* teleport defeated player to new destination */
2673 transfer_ob (op, x, y, 0, NULL); 2586 transfer_ob (op, x, y, 0, NULL);
2674 op->contr->braced = 0; 2587 op->contr->braced = 0;
2588
2589 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2675 return; 2590 return;
2676 } 2591 }
2677 2592
2593 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2594 deathtab << "T<YOU HAVE DIED>\n\n";
2595
2678 INVOKE_PLAYER (DEATH, op->contr); 2596 INVOKE_PLAYER (DEATH, op->contr);
2679 2597
2680 command_kill_pets (op, 0); 2598 command_kill_pets (op, 0);
2681 2599
2682 if (op->stats.food < 0) 2600 op->contr->play_sound (sound_find ("player_dies"));
2683 {
2684 sprintf (buf, "%s starved to death.", &op->name);
2685 strcpy (op->contr->killer, "starvation");
2686 }
2687 else
2688 sprintf (buf, "%s died.", &op->name);
2689
2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2691 2601
2692 /* save the map location for corpse, gravestone */ 2602 /* save the map location for corpse, gravestone */
2693 x = op->x; 2603 x = op->x;
2694 y = op->y; 2604 y = op->y;
2695 map = op->map; 2605 map = op->map;
2723 2633
2724 lost_a_stat = 0; 2634 lost_a_stat = 0;
2725 2635
2726 for (z = 0; z < num_stats_lose; z++) 2636 for (z = 0; z < num_stats_lose; z++)
2727 { 2637 {
2728 i = RANDOM () % NUM_STATS; 2638 i = rndm (NUM_STATS);
2729 2639
2730 if (settings.stat_loss_on_death) 2640 if (settings.stat_loss_on_death)
2731 { 2641 {
2732 /* Pick a random stat and take a point off it. Tell the player 2642 /* Pick a random stat and take a point off it. Tell the player
2733 * what he lost. 2643 * what he lost.
2784 } 2694 }
2785 } 2695 }
2786 2696
2787 if (lose_this_stat) 2697 if (lose_this_stat)
2788 { 2698 {
2789 this_stat = get_attr_value (&(dep->stats), i); 2699 this_stat = get_attr_value (&dep->stats, i);
2790 /* We could try to do something clever like find another 2700 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2701 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2702 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2703 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2704 * difference.
2802 lost_a_stat = 1; 2712 lost_a_stat = 1;
2803 } 2713 }
2804 } 2714 }
2805 } 2715 }
2806 } 2716 }
2717
2807 /* If no stat lost, tell the player. */ 2718 /* If no stat lost, tell the player. */
2808 if (!lost_a_stat) 2719 if (!lost_a_stat)
2809 { 2720 {
2810 /* determine_god() seems to not work sometimes... why is this? 2721 /* determine_god() seems to not work sometimes... why is this?
2811 Should I be using something else? GD */ 2722 Should I be using something else? GD */
2812 const char *god = determine_god (op); 2723 shstr_tmp god = determine_god (op);
2813 2724
2814 if (god && (strcmp (god, "none"))) 2725 if (god != shstr_none)
2815 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2726 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2816 else 2727 else
2817 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2728 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2818 } 2729 }
2819#else 2730#else
2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2731 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2821#endif 2732#endif
2822 2733
2823 /* Put a gravestone up where the character 'almost' died. List the 2734 /* Put a gravestone up where the character 'almost' died. List the
2824 * exp loss on the stone. 2735 * exp loss on the stone.
2825 */ 2736 */
2826 tmp = arch_to_object (archetype::find ("gravestone")); 2737 tmp = arch_to_object (archetype::find ("gravestone"));
2827 sprintf (buf, "%s's gravestone", &op->name); 2738 tmp->name = format ("%s's gravestone", &op->name);
2828 tmp->name = buf; 2739 tmp->name_pl = format ("%s's gravestones", &op->name);
2829 sprintf (buf, "%s's gravestones", &op->name); 2740 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2830 tmp->name_pl = buf; 2741 &op->name, op->contr->title, op->contr->killer_name ());
2831 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);
2832 tmp->msg = buf;
2833 tmp->x = op->x, tmp->y = op->y; 2742 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL, 0); 2743 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2744
2836 /**************************************/ 2745 /**************************************/
2837 /* */ 2746 /* */
2838 /* Subtract the experience points, */ 2747 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */
2841 /* */ 2748 /* */
2842 /**************************************/ 2749 /**************************************/
2843 2750
2844 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */
2846 at = archetype::find ("poisoning");
2847 tmp = present_arch_in_ob (at, op);
2848
2849 if (tmp)
2850 {
2851 tmp->destroy ();
2852 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2853 }
2854
2855 at = archetype::find ("confusion");
2856 tmp = present_arch_in_ob (at, op);
2857 if (tmp)
2858 {
2859 tmp->destroy ();
2860 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2861 }
2862
2863 cure_disease (op, 0); /* remove any disease */
2864
2865 /*add_exp(op, (op->stats.exp * -0.20)); */ 2751 /*add_exp(op, (op->stats.exp * -0.20)); */
2866 apply_death_exp_penalty (op); 2752 apply_death_exp_penalty (op);
2867 if (op->stats.food < 100)
2868 op->stats.food = 900;
2869 op->stats.hp = op->stats.maxhp;
2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2872 2753
2873 /* 2754 /*
2874 * Check to see if the player has any unpaid items. If so, remove them 2755 * Check to see if the player has any unpaid items. If so, remove them
2875 * and put them back in the map. 2756 * and put them back in the map.
2876 */ 2757 */
2877 remove_unpaid_objects (op->inv, op); 2758 op->drop_unpaid_items ();
2878 2759
2879 /****************************************/ 2760 /****************************************/
2880 /* */ 2761 /* */
2881 /* Move player to his current respawn- */ 2762 /* Move player to his current respawn- */
2882 /* position (usually last savebed) */ 2763 /* position (usually last savebed) */
2911 if (will_kill_again & (1 << at)) 2792 if (will_kill_again & (1 << at))
2912 force->resist[at] = 100; 2793 force->resist[at] = 100;
2913 2794
2914 insert_ob_in_ob (force, op); 2795 insert_ob_in_ob (force, op);
2915 op->update_stats (); 2796 op->update_stats ();
2916
2917 } 2797 }
2918 2798
2919 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2799 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2920} 2800}
2921 2801
2922void 2802void
2923loot_object (object *op) 2803loot_object (object *op)
2924{ /* Grab and destroy some treasure */ 2804{ /* Grab and destroy some treasure */
2941 2821
2942 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2822 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2943 { 2823 {
2944 if (tmp->nrof > 1) 2824 if (tmp->nrof > 1)
2945 { 2825 {
2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2826 tmp->decrease (rndm (1, tmp->nrof - 1));
2947 tmp2->destroy ();
2948 insert_ob_in_map (tmp, op->map, NULL, 0); 2827 insert_ob_in_map (tmp, op->map, NULL, 0);
2949 } 2828 }
2950 else 2829 else
2951 tmp->destroy (); 2830 tmp->destroy ();
2952 } 2831 }
2963void 2842void
2964fix_weight (void) 2843fix_weight (void)
2965{ 2844{
2966 for_all_players (pl) 2845 for_all_players (pl)
2967 { 2846 {
2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2847 sint32 old = pl->ob->carrying;
2969 2848
2970 if (old == sum) 2849 pl->ob->update_weight ();
2971 continue; 2850
2851 if (old != pl->ob->carrying)
2852 {
2972 pl->ob->update_stats (); 2853 pl->ob->update_stats ();
2973 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2854 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2855 }
2974 } 2856 }
2975} 2857}
2976 2858
2977void 2859void
2978fix_luck (void) 2860fix_luck (void)
3020} 2902}
3021 2903
3022void 2904void
3023make_visible (object *op) 2905make_visible (object *op)
3024{ 2906{
3025 op->hide = 0; 2907 op->flag [FLAG_HIDDEN] = 0;
3026 op->invisible = 0; 2908 op->invisible = 0;
2909
3027 if (op->type == PLAYER) 2910 if (op->type == PLAYER)
3028 { 2911 {
3029 op->contr->tmp_invis = 0; 2912 op->contr->tmp_invis = 0;
3030 op->contr->invis_race = 0; 2913 op->contr->invis_race = 0;
3031 } 2914 }
3044 2927
3045/* look at the surrounding terrain to determine 2928/* look at the surrounding terrain to determine
3046 * the hideability of this object. Positive levels 2929 * the hideability of this object. Positive levels
3047 * indicate greater hideability. 2930 * indicate greater hideability.
3048 */ 2931 */
3049
3050int 2932int
3051hideability (object *ob) 2933hideability (object *ob)
3052{ 2934{
3053 int i, level = 0, mflag; 2935 int i, level = 0, mflag;
3054 sint16 x, y; 2936 sint16 x, y;
3055 2937
3056 if (!ob || !ob->map) 2938 if (!ob || !ob->map)
3057 return 0; 2939 return 0;
3058 2940
3059 /* so, on normal lighted maps, its hard to hide */ 2941 /* so, on normal lighted maps, its hard to hide */
3060 level = ob->map->darkness - 2; 2942 level = ob->map->darklevel () - 2;
3061 2943
3062 /* this also picks up whether the object is glowing. 2944 /* this also picks up whether the object is glowing.
3063 * If you carry a light on a non-dark map, its not 2945 * If you carry a light on a non-dark map, its not
3064 * as bad as carrying a light on a pitch dark map */ 2946 * as bad as carrying a light on a pitch dark map */
3065 if (has_carried_lights (ob)) 2947 if (ob->has_carried_lights ())
3066 level = -(10 + (2 * ob->map->darkness)); 2948 level = -(10 + (2 * ob->map->darklevel ()));
3067 2949
3068 /* scan through all nearby squares for terrain to hide in */ 2950 /* scan through all nearby squares for terrain to hide in */
3069 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2951 for (i = 0, x = ob->x, y = ob->y;
2952 i <= SIZEOFFREE1;
2953 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3070 { 2954 {
3071 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2955 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3072 if (mflag & P_OUT_OF_MAP) 2956 if (mflag & P_OUT_OF_MAP)
3073 {
3074 continue; 2957 continue;
3075 } 2958
3076 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2959 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3077 level += 2; 2960 level += 2;
3078 else /* open terrain! */ 2961 else /* open terrain! */
3079 level -= 1; 2962 level -= 1;
3080 } 2963 }
3091 * spot (surrounded by clear terrain in broad daylight). -b.t. 2974 * spot (surrounded by clear terrain in broad daylight). -b.t.
3092 */ 2975 */
3093void 2976void
3094do_hidden_move (object *op) 2977do_hidden_move (object *op)
3095{ 2978{
3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2979 int hide = 0;
3097 object *skop;
3098 2980
3099 if (!op || !op->map) 2981 if (!op || !op->map)
3100 return; 2982 return;
3101 2983
3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2984 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2985 int num = random_roll (0, 19, op, PREFER_LOW);
3103 2986
3104 /* its *extremely* hard to run and sneak/hide at the same time! */ 2987 /* its *extremely* hard to run and sneak/hide at the same time! */
3105 if (op->type == PLAYER && op->contr->run_on) 2988 if (op->type == PLAYER && op->contr->run_on)
3106 if (!skop || num >= skop->level) 2989 if (!skop || num >= skop->level)
3107 { 2990 {
3117 num -= hide; 3000 num -= hide;
3118 3001
3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3002 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3120 { 3003 {
3121 make_visible (op); 3004 make_visible (op);
3005
3122 if (op->type == PLAYER) 3006 if (op->type == PLAYER)
3123 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3007 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3124 } 3008 }
3125 else if (op->type == PLAYER && skop) 3009 else if (op->type == PLAYER && skop)
3126 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3010 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3179 * object op. This function works fine for monsters, 3063 * object op. This function works fine for monsters,
3180 * but we dont worry if the object isnt the top one in 3064 * but we dont worry if the object isnt the top one in
3181 * a pile (say a coin under a table would return "viewable" 3065 * a pile (say a coin under a table would return "viewable"
3182 * by this routine). Another question, should we be 3066 * by this routine). Another question, should we be
3183 * concerned with the direction the player is looking 3067 * concerned with the direction the player is looking
3184 * in? Realistically, most of use cant see stuff behind 3068 * in? Realistically, most of us can't see stuff behind
3185 * our backs...on the other hand, does the "facing" direction 3069 * our backs...on the other hand, does the "facing" direction
3186 * imply the way your head, or body is facing? Its possible 3070 * imply the way your head, or body is facing? It's possible
3187 * for them to differ. Sigh, this fctn could get a bit more complex. 3071 * for them to differ. Sigh, this fctn could get a bit more complex.
3188 * -b.t. 3072 * -b.t.
3189 * This function is now map tiling safe. 3073 * This function is now map tiling safe.
3190 */ 3074 */
3191
3192int 3075int
3193player_can_view (object *pl, object *op) 3076player_can_view (object *pl, object *op)
3194{ 3077{
3195 rv_vector rv; 3078 rv_vector rv;
3196 int dx, dy; 3079 int dx, dy;
3208 3091
3209 get_rangevector (pl, op, &rv, 0x1); 3092 get_rangevector (pl, op, &rv, 0x1);
3210 3093
3211 /* starting with the 'head' part, lets loop 3094 /* starting with the 'head' part, lets loop
3212 * through the object and find if it has any 3095 * through the object and find if it has any
3213 * part that is in the los array but isnt on 3096 * part that is in the los array but isn't on
3214 * a blocked los square. 3097 * a blocked los square.
3215 * we use the archetype to figure out offsets. 3098 * we use the archetype to figure out offsets.
3216 */ 3099 */
3217 while (op) 3100 while (op)
3218 { 3101 {
3219 dx = rv.distance_x + op->arch->x; 3102 dx = rv.distance_x + op->arch->x;
3220 dy = rv.distance_y + op->arch->y; 3103 dy = rv.distance_y + op->arch->y;
3221 3104
3222 /* only the viewable area the player sees is updated by LOS 3105 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3223 * code, so we need to restrict ourselves to that range of values
3224 * for any meaningful values.
3225 */
3226 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3227 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3228 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3229 return 1; 3106 return 1;
3107
3230 op = op->more; 3108 op = op->more;
3231 } 3109 }
3110
3232 return 0; 3111 return 0;
3233} 3112}
3234 3113
3235/* routine for both players and monsters. We call this when 3114/* routine for both players and monsters. We call this when
3236 * there is a possibility for our action distrubing our hiding 3115 * there is a possibility for our action distrubing our hiding
3237 * place or invisiblity spell. Artefact invisiblity is not 3116 * place or invisiblity spell. Artefact invisiblity causes
3238 * effected by this. If we arent invisible to begin with, we 3117 * "noise" instead. If we arent invisible to begin with, we
3239 * return 0. 3118 * return 0.
3240 */ 3119 */
3241int 3120int
3242action_makes_visible (object *op) 3121action_makes_visible (object *op)
3243{ 3122{
3244
3245 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3123 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3246 { 3124 {
3247 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3125 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3126 {
3127 // artefact invisibility is permanent, but we still make noise
3128 // this is important for game-balance.
3129 if (op->contr)
3130 op->make_noise ();
3131
3248 return 0; 3132 return 0;
3133 }
3249 3134
3250 if (op->contr && op->contr->tmp_invis == 0) 3135 if (op->contr && op->contr->tmp_invis == 0)
3251 return 0; 3136 return 0;
3252 3137
3253 /* If monsters, they should become visible */ 3138 /* If monsters, they should become visible */
3254 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3139 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3255 { 3140 {
3256 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3141 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3257 return 1; 3142 return 1;
3258 } 3143 }
3259 } 3144 }
3145
3260 return 0; 3146 return 0;
3261} 3147}
3262 3148
3263/* op_on_battleground - checks if the given object op (usually 3149/* op_on_battleground - checks if the given object op (usually
3264 * a player) is standing on a valid battleground-tile, 3150 * a player) is standing on a valid battleground-tile,
3269 * Default is to do the same as before, so only people wanting to have different points need worry about this 3155 * Default is to do the same as before, so only people wanting to have different points need worry about this
3270 */ 3156 */
3271int 3157int
3272op_on_battleground (object *op, int *x, int *y) 3158op_on_battleground (object *op, int *x, int *y)
3273{ 3159{
3274 object *tmp;
3275
3276 /* A battleground-tile needs the following attributes to be valid: 3160 /* A battleground-tile needs the following attributes to be valid:
3277 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3161 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3278 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3162 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3279 * and the exit-coordinates sp/hp must both be > 0. 3163 * and the exit-coordinates sp/hp must both be > 0.
3280 * => The intention here is to prevent abuse of the battleground- 3164 * => The intention here is to prevent abuse of the battleground-
3281 * feature (like pickable or hidden battleground tiles). */ 3165 * feature (like pickable or hidden battleground tiles). */
3282 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3166 for (object *tmp = op->below; tmp; tmp = tmp->below)
3283 { 3167 {
3284 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3168 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3285 { 3169 {
3286 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3170 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3287 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3171 && tmp->type == BATTLEGROUND
3172 && tmp->name == shstr_battleground
3173 && EXIT_X (tmp) && EXIT_Y (tmp))
3288 { 3174 {
3289 /*before we assign the exit, check if this is a teambattle */ 3175 /* before we assign the exit, check if this is a teambattle */
3290 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3176 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3291 { 3177 {
3292 object *invtmp;
3293
3294 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3178 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3295 { 3179 {
3296 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3180 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3297 { 3181 {
3298 if (x != NULL && y != NULL) 3182 if (x && y)
3299 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3183 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3184
3300 return 1; 3185 return 1;
3301 } 3186 }
3302 } 3187 }
3303 } 3188 }
3189
3304 if (x != NULL && y != NULL) 3190 if (x && y)
3305 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3191 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3192
3306 return 1; 3193 return 1;
3307 } 3194 }
3308 } 3195 }
3309 } 3196 }
3197
3310 /* If we got here, did not find a battleground */ 3198 /* If we got here, did not find a battleground */
3311 return 0; 3199 return 0;
3312} 3200}
3313 3201
3314/* 3202/*
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3218 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i = 0, j = 0; 3219 int i = 0, j = 0;
3332 3220
3333 /* get the appropriate treasurelist */ 3221 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3222 if (atnr == ATNR_FIRE)
3335 trlist = treasurelist::find ("dragon_ability_fire"); 3223 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3224 else if (atnr == ATNR_COLD)
3337 trlist = treasurelist::find ("dragon_ability_cold"); 3225 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3226 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = treasurelist::find ("dragon_ability_elec"); 3227 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3228 else if (atnr == ATNR_POISON)
3341 trlist = treasurelist::find ("dragon_ability_poison"); 3229 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3230
3343 if (trlist == NULL || who->type != PLAYER) 3231 if (trlist == NULL || who->type != PLAYER)
3344 return; 3232 return;
3345 3233
3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3234 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3464 else 3352 else
3465 { 3353 {
3466 /* generate misc. treasure */ 3354 /* generate misc. treasure */
3467 tmp = arch_to_object (tr->item); 3355 tmp = arch_to_object (tr->item);
3468 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3356 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3469 tmp = insert_ob_in_ob (tmp, who); 3357 who->insert (tmp);
3470 if (who->type == PLAYER)
3471 esrv_send_item (who, tmp);
3472 } 3358 }
3473} 3359}
3474 3360
3475/** 3361/**
3476 * Unready an object for a player. This function does nothing if the object was 3362 * Unready an object for a player. This function does nothing if the object was
3488 if (pl->ranged_ob == ob) 3374 if (pl->ranged_ob == ob)
3489 pl->ranged_ob = 0; 3375 pl->ranged_ob = 0;
3490} 3376}
3491 3377
3492sint8 3378sint8
3493player::visibility_at (maptile *map, int x, int y) const 3379player::darkness_at (maptile *map, int x, int y) const
3494{ 3380{
3495 if (!ns) 3381 if (!ns)
3496 return 0; 3382 return LOS_BLOCKED;
3497 3383
3498 int dx, dy; 3384 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3385 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0; 3386 return LOS_BLOCKED;
3501 3387
3502 x += dx - ns->current_x + ns->mapx / 2; 3388 x += dx - ns->current_x;
3503 y += dy - ns->current_y + ns->mapy / 2; 3389 y += dy - ns->current_y;
3504 3390
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y]; 3391 return blocked_los (x, y);
3509} 3392}
3393
3394void
3395player::infobox (const char *title, const char *msg, int color)
3396{
3397 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3398}
3399
3400void
3401player::statusmsg (const char *msg, int color)
3402{
3403 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3404}
3405
3406void
3407player::failmsg (const char *msg, int color)
3408{
3409 play_sound (sound_find ("generic_failure"));
3410 statusmsg (msg, color);
3411}
3412

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines