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Comparing deliantra/server/server/player.C (file contents):
Revision 1.153 by root, Tue Jul 10 05:51:38 2007 UTC vs.
Revision 1.298 by root, Sun Jan 29 03:59:15 2017 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
26
27#include <algorithm>
28#include <functional>
23 29
24#include <global.h> 30#include <global.h>
25#include <sproto.h> 31#include <sproto.h>
26#include <sounds.h> 32#include <sounds.h>
27#include <living.h> 33#include <living.h>
28#include <object.h> 34#include <object.h>
29#include <spells.h> 35#include <spells.h>
30#include <skills.h> 36#include <skills.h>
31 37
32#include <algorithm>
33#include <functional>
34
35playervec players; 38playervec players;
36
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
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 */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150 39
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
165 54
166 players.insert (this); 55 players.insert (this);
167 ob->remove (); 56 ob->remove ();
168 ob->map = 0; 57 ob->map = 0;
169 ob->activate_recursive (); 58 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
171 add_friendly_object (ob); 60 add_friendly_object (ob);
172} 61}
173 62
174void 63void
175player::deactivate () 64player::deactivate ()
183 72
184 if (ob->map) 73 if (ob->map)
185 maplevel = ob->map->path; 74 maplevel = ob->map->path;
186 75
187 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 78 ob->map = 0;
189 party = 0; 79 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 80
193 players.erase (this); 81 players.erase (this);
194} 82}
195 83
196// connect the player with a specific client 84// connect the player with a specific client
206 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
207 95
208 ns->update_look = 0; 96 ns->update_look = 0;
209 ns->look_position = 0; 97 ns->look_position = 0;
210 98
211 clear_los (this); 99 clear_los ();
212 100
213 ns->reset_stats (); 101 ns->reset_stats ();
214 102
215 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
218 106
219 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
220 link_player_skills (ob); 108 link_skills ();
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 109
224 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
225 111
226 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
228 { 114 {
229 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
230 116
231 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
238 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
239 } 125 }
240 126
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 128
243 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
244 130
245 ob->flag [FLAG_READY_WEAPON] = false; 131 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
247 ob->flag [FLAG_READY_BOW] = false; 134 ob->flag [FLAG_READY_BOW] = false;
248 135
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats (); 136 ob->update_stats ();
271 137
272 ns->floorbox_update (); 138 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
275 141
276 activate (); 142 activate ();
277 143
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
284} 146}
285 147
286void 148void
287player::disconnect () 149player::disconnect ()
288{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
289 if (ns) 157 if (ns)
290 { 158 {
291 if (active) 159 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293 161
296 ns->reset_stats (); 164 ns->reset_stats ();
297 ns->pl = 0; 165 ns->pl = 0;
298 ns = 0; 166 ns = 0;
299 } 167 }
300 168
301 if (ob) 169 // this is important for the player scheduler to get the correct refcount
302 ob->close_container (); //TODO: client-specific 170 // when ns = 0
303 171 observe = viewpoint = ob;
304 observe = ob;
305 172
306 deactivate (); 173 deactivate ();
307} 174}
175
176//-GPL
308 177
309// the need for this function can be explained 178// the need for this function can be explained
310// by load_object not returning the object 179// by load_object not returning the object
311void 180void
312player::set_object (object *op) 181player::set_object (object *op)
313{ 182{
314 ob = observe = op; 183 ob = observe = viewpoint = op;
315 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
316 185
317 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
318 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
319 188
320 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
321} 190}
322 191
323void 192void
324player::set_observe (object *op) 193player::set_observe (object *op)
325{ 194{
326 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
327 do_los = 1; 196 do_los = 1;
328} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
329 207
330player::player () 208player::player ()
331{ 209{
332 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
333 * we deal with that below this point. 211 * we deal with that below this point.
339 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
340 218
341 gen_sp_armour = 10; 219 gen_sp_armour = 10;
342 bowtype = bow_normal; 220 bowtype = bow_normal;
343 petmode = pet_normal; 221 petmode = pet_normal;
344 listening = 10;
345 usekeys = containers; 222 usekeys = containers;
346 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
347 do_los = 1; 224 do_los = 1;
348 225
349 weapon_sp = 1.0f; 226 weapon_sp = 1.0f;
357 234
358 attachable::do_destroy (); 235 attachable::do_destroy ();
359 236
360 if (ob) 237 if (ob)
361 { 238 {
362 ob->destroy_inv (false); 239 ob->contr = 0;
363 ob->destroy (); 240 ob->destroy ();
364 } 241 }
365 242
366 ob = observe = 0; 243 ob = observe = viewpoint = 0;
367} 244}
368 245
369player::~player () 246player::~player ()
370{ 247{
371 /* Clear item stack */ 248 /* Clear item stack */
372 free (stack_items); 249 free (stack_items);
250}
251
252/*
253 * get_player_archetype() return next player archetype from archetype
254 * list. Not very efficient routine, but used only creating new players.
255 * Note: there MUST be at least one player archetype!
256 */
257static archetype *
258get_player_archetype (archetype *at)
259{
260 // archetypes could have been reloaded
261 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
262
263 if (!nat)
264 return at;
265
266 archvec::iterator i = archetypes.find (nat);
267
268 for (;;)
269 {
270 if (++i == archetypes.end ())
271 i = archetypes.begin ();
272 else if (*i == at)
273 cleanup ("not a single player archetype found");
274
275 if ((*i)->type == PLAYER)
276 return *i;
277 }
373} 278}
374 279
375/* Tries to add player on the connection passed in ns. 280/* Tries to add player on the connection passed in ns.
376 * All we can really get in this is some settings like host and display 281 * All we can really get in this is some settings like host and display
377 * mode. 282 * mode.
379player * 284player *
380player::create () 285player::create ()
381{ 286{
382 player *pl = new player; 287 player *pl = new player;
383 288
384 pl->set_object (arch_to_object (get_player_archetype (0))); 289 pl->set_object (get_player_archetype (0)->instance ());
385 290
386 pl->ob->roll_stats (); 291 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2; 292 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */ 293 pl->ob->run_away = 25; /* Then we panick... */
389 294
390 set_first_map (pl->ob); 295 set_first_map (pl->ob);
391 296
392 return pl; 297 return pl;
393}
394
395/*
396 * get_player_archetype() return next player archetype from archetype
397 * list. Not very efficient routine, but used only creating new players.
398 * Note: there MUST be at least one player archetype!
399 */
400archetype *
401get_player_archetype (archetype *at)
402{
403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
404
405 for (;;)
406 {
407 if (++i == archetypes.end ())
408 i = archetypes.begin ();
409 else if (*i == at)
410 cleanup ("not a single player archetype found");
411
412 if ((*i)->type == PLAYER)
413 return *i;
414 }
415} 298}
416 299
417object * 300object *
418get_nearest_player (object *mon) 301get_nearest_player (object *mon)
419{ 302{
422 unsigned lastdist; 305 unsigned lastdist;
423 rv_vector rv; 306 rv_vector rv;
424 307
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 308 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 309 {
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)) 310 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 311 continue;
456 312
457 if (lastdist > rv.distance) 313 if (lastdist > rv.distance)
458 { 314 {
474#endif 330#endif
475 return op; 331 return op;
476} 332}
477 333
478/* I believe this can safely go to 2, 3 is questionable, 4 will likely 334/* I believe this can safely go to 2, 3 is questionable, 4 will likely
479 * result in a monster paths backtracking. It basically determines how large a 335 * result in a monster paths backtracking. It basically determines how large a
480 * detour a monster will take from the direction path when looking 336 * detour a monster will take from the direction path when looking
481 * for a path to the player. The values are in the amount of direction 337 * for a path to the player. The values are in the amount of direction
482 * the deviation is 338 * the deviation is
483 */ 339 */
484#define DETOUR_AMOUNT 2 340#define DETOUR_AMOUNT 2
520 */ 376 */
521int 377int
522path_to_player (object *mon, object *pl, unsigned mindiff) 378path_to_player (object *mon, object *pl, unsigned mindiff)
523{ 379{
524 rv_vector rv; 380 rv_vector rv;
525 sint16 x, y;
526 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 381 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
527 maptile *m, *lastmap;
528 382
529 get_rangevector (mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
530 384
531 if (rv.distance < mindiff) 385 if (rv.distance < mindiff)
532 return 0; 386 return 0;
533 387
534 x = mon->x; 388 mapxy pos (mon);
535 y = mon->y;
536 m = mon->map;
537 dir = rv.direction; 389 dir = rv.direction;
538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 390 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 391 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540 392
541 /* If we can't solve it within the search distance, return now. */ 393 /* If we can't solve it within the search distance, return now. */
542 if (diff > max) 394 if (diff > max)
543 return 0; 395 return 0;
544 396
545 while (diff > 1 && max > 0) 397 while (diff > 1 && max > 0)
546 { 398 {
547 lastx = x; 399 mapxy lastpos = pos;
548 lasty = y;
549 lastmap = m;
550 x = lastx + freearr_x[dir];
551 y = lasty + freearr_y[dir];
552 400
553 mflags = get_map_flags (m, &m, x, y, &x, &y); 401 pos.move (dir);
554 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
555 402
556 /* Space is blocked - try changing direction a little */ 403 /* Space is blocked - try changing direction a little */
557 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 404 if (!pos.normalise ()
558 && (m == mon->map && blocked_link (mon, m, x, y)))) 405 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
406 && blocked_link (mon, pos.m, pos.x, pos.y)))
559 { 407 {
560 /* recalculate direction from last good location. Possible 408 /* recalculate direction from last good location. Possible
561 * we were not traversing ideal location before. 409 * we were not traversing ideal location before.
562 */ 410 */
563 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 411 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
564 if (rv.direction != dir) 412 if (rv.direction != dir)
565 { 413 {
566 /* OK - says direction should be different - lets reset the 414 /* OK - says direction should be different - lets reset the
567 * the values so it will try again. 415 * the values so it will try again.
568 */ 416 */
569 x = lastx;
570 y = lasty;
571 m = lastmap; 417 pos = lastpos;
572 dir = firstdir = rv.direction; 418 dir = firstdir = rv.direction;
573 } 419 }
574 else 420 else
575 { 421 {
576 /* direct path is blocked - try taking a side step to 422 /* direct path is blocked - try taking a side step to
577 * either the left or right. 423 * either the left or right.
578 * Note increase the values in the loop below to be 424 * Note increase the values in the loop below to be
579 * more than -1/1 respectively will mean the monster takes 425 * more than -1/1 respectively will mean the monster takes
580 * bigger detour. Have to be careful about these values getting 426 * bigger detour. Have to be careful about these values getting
581 * too big (3 or maybe 4 or higher) as the monster may just try 427 * too big (3 or maybe 4 or higher) as the monster may just try
582 * stepping back and forth 428 * stepping back and forth
583 */ 429 */
584 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 430 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
585 { 431 {
586 if (i == 0) 432 if (i == 0)
587 continue; /* already did this, so skip it */ 433 continue; /* already did this, so skip it */
434
588 /* Use lastdir here - otherwise, 435 /* Use lastdir here - otherwise,
589 * since the direction that the creature should move in 436 * since the direction that the creature should move in
590 * may change, you could get infinite loops. 437 * may change, you could get infinite loops.
591 * ie, player is northwest, but monster can only 438 * ie, player is northwest, but monster can only
592 * move west, so it does that. It goes some distance, 439 * move west, so it does that. It goes some distance,
594 * can't do that, but now finds it can move east, and 441 * can't do that, but now finds it can move east, and
595 * gets back to its original point. lastdir contains 442 * gets back to its original point. lastdir contains
596 * the last direction the creature has successfully 443 * the last direction the creature has successfully
597 * moved. 444 * moved.
598 */ 445 */
599
600 x = lastx + freearr_x[absdir (lastdir + i)];
601 y = lasty + freearr_y[absdir (lastdir + i)];
602 m = lastmap; 446 pos = lastpos;
603 mflags = get_map_flags (m, &m, x, y, &x, &y); 447 pos.move (absdir (lastdir + i));
604 if (mflags & P_OUT_OF_MAP) 448
449 if (!pos.normalise ())
605 continue; 450 continue;
606 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 451
607 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 452 mapspace &ms = *pos;
453
454 if (ms.flags () & P_BLOCKSVIEW)
608 continue; 455 continue;
609 if (mflags & P_BLOCKSVIEW) 456
457 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
610 continue; 458 continue;
611 459
612 if (m == mon->map && blocked_link (mon, m, x, y)) 460 if (blocked_link (mon, pos.m, pos.x, pos.y))
613 break; 461 break;
614 } 462 }
463
615 /* go through entire loop without finding a valid 464 /* go through entire loop without finding a valid
616 * sidestep to take - thus, no valid path. 465 * sidestep to take - thus, no valid path.
617 */ 466 */
618 if (i == (DETOUR_AMOUNT + 1)) 467 if (i == DETOUR_AMOUNT + 1)
619 return 0; 468 return 0;
469
620 diff--; 470 diff--;
621 lastdir = dir; 471 lastdir = dir;
622 max--; 472 max--;
623 if (!firstdir) 473 if (!firstdir)
624 firstdir = dir + i; 474 firstdir = dir + i;
628 { 478 {
629 /* we moved towards creature, so diff is less */ 479 /* we moved towards creature, so diff is less */
630 diff--; 480 diff--;
631 max--; 481 max--;
632 lastdir = dir; 482 lastdir = dir;
483
633 if (!firstdir) 484 if (!firstdir)
634 firstdir = dir; 485 firstdir = dir;
635 } 486 }
636 487
637 if (diff <= 1) 488 if (diff <= 1)
638 { 489 {
639 /* Recalculate diff (distance) because we may not have actually 490 /* Recalculate diff (distance) because we may not have actually
640 * headed toward player for entire distance. 491 * headed toward player for entire distance.
641 */ 492 */
642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 493 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 494 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
644 } 495 }
645 496
646 if (diff > max) 497 if (diff > max)
647 return 0; 498 return 0;
653 504
654 return firstdir; 505 return firstdir;
655} 506}
656 507
657void 508void
658give_initial_items (object *pl, treasurelist * items) 509give_initial_items (object *pl, treasurelist *items)
659{ 510{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 511 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 512 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 513
665 for (op = pl->inv; op; op = next) 514 for (object *next, *op = pl->inv; op; op = next)
666 { 515 {
667 next = op->below; 516 next = op->below;
668 517
669 /* Forces get applied per default, unless they have the 518 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 519 * flag "neutral" set. Sorry but I can't think of a better way
671 */ 520 */
672 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 521 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
673 SET_FLAG (op, FLAG_APPLIED); 522 op->set_flag (FLAG_APPLIED);
674 523
675 /* we never give weapons/armour if these cannot be used 524 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 525 * by this player due to race restrictions
677 */ 526 */
678 if (pl->type == PLAYER) 527 if (pl->type == PLAYER)
679 { 528 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 529 if ((!pl->flag [FLAG_USE_ARMOUR]
530 &&
681 (op->type == ARMOUR || op->type == BOOTS || 531 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 532 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 533 || op->type == SHIELD || op->type == GLOVES
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 534 || op->type == BRACERS || op->type == GIRDLE))
535 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
685 { 536 {
686 op->destroy (); 537 op->destroy ();
687 continue; 538 continue;
688 } 539 }
689 } 540 }
690 541
691 /* This really needs to be better - we should really give 542 /* Here we remove duplicated skills (as duplicated spell objects have
692 * a substitute spellbook. The problem is that we don't really 543 * _very_ confusing effects for players), which could for instance be
693 * have a good idea what to replace it with (need something like 544 * generated by multiple treasurelists specifying the same skills.
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */ 545 */
697 if (op->type == SPELLBOOK || op->type == SKILL) 546 if (op->type == SKILL)
698 { 547 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below) 548 for (object *tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name) 549 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 { 550 {
707 op->destroy (); 551 op->destroy ();
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 552 break;
709 continue;
710 } 553 }
711 554
712 if (op->nrof > 1) 555 if (op->nrof > 1)
713 op->nrof = 1; 556 op->nrof = 1;
714 } 557 }
715 558
716 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
717 { 560 op->inv->clr_flag (FLAG_STARTEQUIP);
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 561
721 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 563 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 564 * merged properly.
724 */ 565 */
725 if (need_identify (op)) 566 if (op->need_identify ())
726 {
727 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
731 if (op->type == SPELL) 573 if (op->type == SPELL)
732 { 574 {
733 op->destroy (); 575 op->destroy ();
734 continue; 576 continue;
735 } 577 }
736 else if (op->type == SKILL) 578 else if (op->type == SKILL)
737 { 579 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 581 op->stats.exp = 0;
740 op->level = 1; 582 op->level = 1;
741 } 583 }
742 /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
743 else 585 op->set_flag (FLAG_INV_LOCKED);
744 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
746 587
747 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
748 link_player_skills (pl); 589 pl->contr->link_skills ();
749} 590}
750 591
751void 592void
752get_party_password (object *op, partylist *party) 593get_party_password (object *op, partylist *party)
753{ 594{
763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 604 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
764} 605}
765 606
766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 607/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
767static int 608static int
768roll_stat (void) 609roll_stat ()
769{ 610{
770 int a[4], i, j, k; 611 int a[4], i, j, k;
771 612
772 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
773 a[i] = (int) rndm (6) + 1; 614 a[i] = rndm (1, 6);
774 615
775 for (i = 0, j = 0, k = 7; i < 4; i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
776 if (a[i] < k) 617 if (a[i] < k)
777 k = a[i], j = i; 618 k = a[i], j = i;
778 619
854static void 695static void
855start_info (object *op) 696start_info (object *op)
856{ 697{
857 char buf[MAX_BUF]; 698 char buf[MAX_BUF];
858 699
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 700 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 701 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} 702}
864 703
865/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
870 */ 709 */
871void 710void
872player::chargen_race_done () 711player::chargen_race_done ()
873{ 712{
874 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying); 714 esrv_new_player (ob->contr);
876 715
877 treasurelist *tl = treasurelist::find ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
878 if (tl) 717 if (tl)
879 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
880 719
881 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
882 INVOKE_PLAYER (LOGIN, ob->contr);
883 721
884 ob->contr->ns->state = ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
885 723
886 if (ob->msg) 724 if (ob->msg)
887 ob->msg = 0; 725 ob->msg = 0;
888 726
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); 727 start_info (ob);
899 CLEAR_FLAG (ob, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
900 give_initial_items (ob, ob->randomitems); 729 give_initial_items (ob, ob->randomitems);
901 link_player_skills (ob);
902 esrv_send_inventory (ob, ob); 730 esrv_send_inventory (ob, ob);
903 ob->update_stats (); 731 ob->update_stats ();
904 732
905 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
906 * is one for this race 734 * is one for this race
907 */ 735 */
908 if (*first_map_ext_path) 736 if (*first_map_ext_path)
909 { 737 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 738 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 739 LOG (llevDebug, "first_map_ext_path not set\n");
740}
741
742/*
743 * Returns true if the given player is a legal class.
744 * The function to add and remove class-bonuses to the stats doesn't
745 * check if the stat becomes negative, thus this function
746 * merely checks that all stats are 1 or more, and returns
747 * false otherwise.
748 */
749static int
750allowed_class (const object *op)
751{
752 return op->stats.Dex > 0
753 && op->stats.Str > 0
754 && op->stats.Con > 0
755 && op->stats.Int > 0
756 && op->stats.Wis > 0
757 && op->stats.Pow > 0
758 && op->stats.Cha > 0;
925} 759}
926 760
927void 761void
928player::chargen_race_next () 762player::chargen_race_next ()
929{ 763{
958 ob->stats.hp = ob->stats.maxhp; 792 ob->stats.hp = ob->stats.maxhp;
959 ob->stats.sp = ob->stats.maxsp; 793 ob->stats.sp = ob->stats.maxsp;
960 ob->stats.grace = 0; 794 ob->stats.grace = 0;
961} 795}
962 796
963void 797static void
964flee_player (object *op) 798flee_player (object *op)
965{ 799{
966 int dir, diff; 800 int dir, diff;
967 rv_vector rv; 801 rv_vector rv;
968 802
969 if (op->stats.hp < 0) 803 if (op->stats.hp < 0)
970 { 804 {
971 LOG (llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
972 CLEAR_FLAG (op, FLAG_SCARED); 806 op->clr_flag (FLAG_SCARED);
973 return; 807 return;
974 } 808 }
975 809
976 if (op->enemy == NULL) 810 if (!op->enemy)
977 { 811 {
978 LOG (llevDebug, "Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
979 CLEAR_FLAG (op, FLAG_SCARED); 813 op->clr_flag (FLAG_SCARED);
980 return; 814 return;
981 } 815 }
982 816
983 /* Seen some crashes here. Since we don't store an 817 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
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 { 818 {
989 CLEAR_FLAG (op, FLAG_SCARED);
990 op->enemy = NULL; 819 op->enemy = NULL;
991 return; 820 op->clr_flag (FLAG_SCARED);
992 }
993
994 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995 {
996 op->enemy = NULL;
997 CLEAR_FLAG (op, FLAG_SCARED);
998 return; 821 return;
999 } 822 }
1000 823
1001 get_rangevector (op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
1002 825
1003 dir = absdir (4 + rv.direction); 826 dir = absdir (4 + rv.direction);
1004 for (diff = 0; diff < 3; diff++) 827 for (diff = 0; diff < 3; diff++)
1005 { 828 {
1006 int m = 1 - (RANDOM () & 2); 829 int m = 1 - rndm (2) * 2;
1007 830
1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 831 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1009 return; 832 return;
1010 } 833 }
1011 834
1012 /* Cornered, get rid of scared */ 835 /* Cornered, get rid of scared */
1013 CLEAR_FLAG (op, FLAG_SCARED); 836 op->clr_flag (FLAG_SCARED);
1014 op->enemy = NULL; 837 op->enemy = NULL;
1015} 838}
1016 839
1017/* check_pick sees if there is stuff to be picked up/picks up stuff. 840/* check_pick sees if there is stuff to be picked up/picks up stuff.
1018 * It returns 1 if the player should keep on moving, 0 if he should 841 * It returns 1 if the player should keep on moving, 0 if he should
1022check_pick (object *op) 845check_pick (object *op)
1023{ 846{
1024 object *tmp, *next; 847 object *tmp, *next;
1025 int stop = 0; 848 int stop = 0;
1026 int wvratio; 849 int wvratio;
1027 char putstring[128];
1028 850
1029 /* if you're flying, you cna't pick up anything */ 851 /* if you're flying, you can't pick up anything */
1030 if (op->move_type & MOVE_FLYING) 852 if (op->move_type & MOVE_FLYING)
1031 return 1; 853 return 1;
1032 854
1033 next = op->below; 855 next = op->below;
856
857 int cnt = MAX_ITEM_PER_ACTION;
858#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1034 859
1035 /* loop while there are items on the floor that are not marked as 860 /* loop while there are items on the floor that are not marked as
1036 * destroyed */ 861 * destroyed */
1037 while (next && !next->destroyed ()) 862 while (next && !next->destroyed ())
1038 { 863 {
1039 tmp = next; 864 tmp = next;
1040 next = tmp->below; 865 next = tmp->below;
1041 866
867 if (cnt <= 0)
868 {
869 op->failmsg ("Couldn't pickup all items at once.");
870 return 0;
871 }
872
1042 if (op->destroyed ()) 873 if (op->destroyed ())
1043 return 0; 874 return 0;
1044 875
1045 if (!can_pick (op, tmp)) 876 if (!can_pick (op, tmp))
1046 continue; 877 continue;
1047 878
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 879 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 880 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 881 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 882 CHK_PICK_PICKUP;
883
1052 continue; 884 continue;
1053 } 885 }
1054 886
1055 /* high not bit set? We're using the old autopickup model */ 887 /* pickup handling */
888 if (op->contr->mode & PU_DEBUG)
889 {
890 /* some debugging code to figure out item information */
891 const char *str = tmp->name
892 ? format ("item name: %s item type: %d weight/value: %d",
893 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
894 : format ("item name: %s item type: %d weight/value: %d",
895 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
896
897 new_draw_info (NDI_UNIQUE, 0, op, str);
898 }
899
900 if (op->contr->mode & PU_INHIBIT)
901 return 1;
902
903 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
904 return 1;
905
906 /* philosophy:
907 * It's easy to grab an item type from a pile, as long as it's
908 * generic. This takes no game-time. For more detailed pickups
909 * and selections, select-items should be used. This is a
910 * grab-as-you-run type mode that's really useful for arrows for
911 * example.
912 * The drawback: right now it has no frontend, so you need to
913 * stick the bits you want into a calculator in hex mode and then
914 * convert to decimal and then 'pickup <#>
915 */
916
917 /* the first two modes are exclusive: if NOTHING we return, if
918 * STOP then we stop. All the rest are applied sequentially,
919 * meaning if any test passes, the item gets picked up. */
920
921 /* if mode is set to pick nothing up, return */
922 if (op->contr->mode == PU_NOTHING)
923 return 1;
924
925 /* if mode is set to stop when encountering objects, return */
926 /* take STOP before INHIBIT since it doesn't actually pick
927 * anything up */
928 if (op->contr->mode & PU_STOP)
929 return 0;
930
931 /* useful for going into stores and not losing your settings... */
932 /* and for battles wher you don't want to get loaded down while
933 * fighting */
934 if (op->contr->mode & PU_INHIBIT)
935 return 1;
936
937 /* prevent us from turning into auto-thieves :) */
938 if (tmp->flag [FLAG_UNPAID])
939 continue;
940
941 /* ignore known cursed objects */
942 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
943 continue;
944
945 /* all food and drink if desired */
946 /* question: don't pick up known-poisonous stuff? */
1056 if (!(op->contr->mode & PU_NEWMODE)) 947 if (op->contr->mode & PU_FOOD)
948 if (tmp->type == FOOD)
1057 { 949 {
1058 switch (op->contr->mode) 950 CHK_PICK_PICKUP;
951 continue;
952 }
953
954 if (op->contr->mode & PU_DRINK)
955 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
960
961 if (op->contr->mode & PU_POTION)
962 if (tmp->type == POTION)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 /* spellbooks, skillscrolls and normal books/scrolls */
969 if (op->contr->mode & PU_SPELLBOOK)
970 if (tmp->type == SPELLBOOK)
971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
976 if (op->contr->mode & PU_SKILLSCROLL)
977 if (tmp->type == SKILLSCROLL)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 if (op->contr->mode & PU_READABLES)
984 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 /* wands/staves/rods/horns */
991 if (op->contr->mode & PU_MAGIC_DEVICE)
992 if (tmp->type == WAND
993 || tmp->type == ROD
994 || tmp->type == HORN
995 || tmp->type == POWER_CRYSTAL)
996 {
997 CHK_PICK_PICKUP;
998 continue;
999 }
1000
1001 /* pick up all magical items */
1002 if (op->contr->mode & PU_MAGICAL)
1003 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1004 && !tmp->flag [FLAG_KNOWN_CURSED])
1005 {
1006 CHK_PICK_PICKUP;
1007 continue;
1008 }
1009
1010 if (op->contr->mode & PU_VALUABLES)
1011 {
1012 if (tmp->type == MONEY || tmp->type == GEM)
1059 { 1013 {
1060 case 0: 1014 CHK_PICK_PICKUP;
1061 return 1; /* don't pick up */ 1015 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 } 1016 }
1093 } 1017 }
1094 else 1018
1095 { /* old model */ 1019 /* rings & amulets - talismans seems to be typed AMULET */
1096 /* NEW pickup handling */
1097 if (op->contr->mode & PU_DEBUG) 1020 if (op->contr->mode & PU_JEWELS)
1021 if (tmp->type == RING
1022 || tmp->type == AMULET
1023 || tmp->type == GIRDLE
1024 || tmp->type == SKILL_TOOL)
1098 { 1025 {
1099 /* some debugging code to figure out item information */ 1026 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; 1027 continue;
1028 }
1146 1029
1147 /* ignore known cursed objects */ 1030 /* we don't forget dragon food */
1148 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1031 if (op->contr->mode & PU_FLESH)
1032 if (tmp->type == FLESH)
1033 {
1034 CHK_PICK_PICKUP;
1149 continue; 1035 continue;
1036 }
1150 1037
1151 /* all food and drink if desired */ 1038 /* bows and arrows. Bows are good for selling! */
1152 /* question: don't pick up known-poisonous stuff? */ 1039 if (op->contr->mode & PU_BOW)
1040 if (tmp->type == BOW)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1046 if (op->contr->mode & PU_ARROW)
1047 if (tmp->type == ARROW)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1053 /* all kinds of armor etc. */
1054 if (op->contr->mode & PU_ARMOUR)
1055 if (tmp->type == ARMOUR)
1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1061 if (op->contr->mode & PU_HELMET)
1062 if (tmp->type == HELMET)
1063 {
1064 CHK_PICK_PICKUP;
1065 continue;
1066 }
1067
1068 if (op->contr->mode & PU_SHIELD)
1069 if (tmp->type == SHIELD)
1070 {
1071 CHK_PICK_PICKUP;
1072 continue;
1073 }
1074
1153 if (op->contr->mode & PU_FOOD) 1075 if (op->contr->mode & PU_BOOTS)
1154 if (tmp->type == FOOD) 1076 if (tmp->type == BOOTS)
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_GLOVES)
1083 if (tmp->type == GLOVES || tmp->type == BRACERS)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 if (op->contr->mode & PU_CLOAK)
1090 if (tmp->type == CLOAK)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 /* hoping to catch throwing daggers here */
1097 if (op->contr->mode & PU_MISSILEWEAPON)
1098 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 /* careful: chairs and tables are weapons! */
1105 if (op->contr->mode & PU_ALLWEAPON)
1106 {
1107 if (tmp->type == WEAPON)
1108 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1155 { 1109 {
1156 pick_up (op, tmp); 1110 CHK_PICK_PICKUP;
1157 continue; 1111 continue;
1158 } 1112 }
1113 }
1159 1114
1115 /* misc stuff that's useful */
1160 if (op->contr->mode & PU_DRINK) 1116 if (op->contr->mode & PU_KEY)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1117 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1162 { 1118 {
1163 pick_up (op, tmp); 1119 CHK_PICK_PICKUP;
1164 continue; 1120 continue;
1165 } 1121 }
1166 1122
1123 /* any of the last 4 bits set means we use the ratio for value
1124 * pickups */
1167 if (op->contr->mode & PU_POTION) 1125 if (op->contr->mode & PU_RATIO)
1168 if (tmp->type == POTION) 1126 {
1127 /* use value density to decide what else to grab */
1128 /* >=7 was >= op->contr->mode */
1129 /* >=7 is the old standard setting. Now we take the last 4 bits
1169 { 1130 */
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) 1131 wvratio = op->contr->mode & PU_RATIO;
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1132 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 { 1133 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1134#if 0
1135 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1136 if (tmp->name != NULL)
1215 { 1137 {
1216 pick_up (op, tmp); 1138 fprintf (stderr, "%s", tmp->name);
1217 continue;
1218 } 1139 }
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 1140 else
1353 fprintf (stderr, "%s", tmp->arch->archname); 1141 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1142 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1143 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1356#endif 1144#endif
1145 CHK_PICK_PICKUP;
1357 continue; 1146 continue;
1358 }
1359 } 1147 }
1360 } /* the new pickup model */ 1148 } /* the new pickup model */
1361 } 1149 }
1362 1150
1363 return !stop; 1151 return !stop;
1364} 1152}
1365 1153
1154/* routine for both players and monsters. We call this when
1155 * there is a possibility for our action distrubing our hiding
1156 * place or invisiblity spell. Artefact invisiblity causes
1157 * "noise" instead. If we arent invisible to begin with, we
1158 * return 0.
1159 */
1160static int
1161action_makes_visible (object *op)
1162{
1163 if (op->invisible && op->flag [FLAG_ALIVE])
1164 {
1165 if (op->flag [FLAG_MAKE_INVIS])
1166 {
1167 // artefact invisibility is permanent, but we still make noise
1168 // this is important for game-balance.
1169 if (op->contr)
1170 op->make_noise ();
1171
1172 return 0;
1173 }
1174
1175 if (op->contr && op->contr->tmp_invis == 0)
1176 return 0;
1177
1178 /* If monsters, they should become visible */
1179 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1180 {
1181 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1182 return 1;
1183 }
1184 }
1185
1186 return 0;
1187}
1188
1366/* 1189/*
1367 * Find an arrow in the inventory and after that 1190 * Find an arrow in the inventory and after that
1368 * in the right type container (quiver). Pointer to the 1191 * in the right type container (quiver). Pointer to the
1369 * found object is returned. 1192 * found object is returned.
1370 */ 1193 */
1371object * 1194static object *
1372find_arrow (object *op, const char *type) 1195find_arrow (object *op, const char *type)
1373{ 1196{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1197 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) 1198 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1199 return splay (tmp);
1200
1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1202 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1203 if (object *arrow = find_arrow (tmp, type))
1204 {
1205 splay (tmp);
1380 return op; 1206 return arrow;
1207 }
1381 1208
1382 return tmp; 1209 return 0;
1383} 1210}
1384 1211
1385/* 1212/*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1213 * 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 1214 * 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 1215 * 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. 1216 * the hall. Failing that it does it's best to pick the highest plus arrow.
1390 */ 1217 */
1391object * 1218static object *
1392find_better_arrow (object *op, object *target, const char *type, int *better) 1219find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1393{ 1220{
1394 object *tmp = NULL, *arrow, *ntmp; 1221 object *tmp = NULL, *arrow, *ntmp;
1395 int attacknum, attacktype, betterby = 0, i; 1222 int attacknum, attacktype, betterby = 0, i;
1396 1223
1397 if (!type) 1224 if (!type)
1398 return NULL; 1225 return NULL;
1399 1226
1400 for (arrow = op->inv; arrow; arrow = arrow->below) 1227 for (arrow = op->inv; arrow; arrow = arrow->below)
1401 { 1228 {
1402 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1229 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1403 { 1230 {
1404 i = 0; 1231 i = 0;
1405 ntmp = find_better_arrow (arrow, target, type, &i); 1232 ntmp = find_better_arrow (arrow, target, type, &i);
1233
1406 if (i > betterby) 1234 if (i > betterby)
1407 { 1235 {
1408 tmp = ntmp; 1236 tmp = ntmp;
1409 betterby = i; 1237 betterby = i;
1410 } 1238 }
1411 } 1239 }
1412 else if (arrow->type == ARROW && arrow->race == type) 1240 else if (arrow->type == ARROW && arrow->race == type)
1413 { 1241 {
1414 /* allways prefer assasination/slaying */ 1242 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1243 if (target->race && arrow->slaying.contains (target->race))
1416 { 1244 {
1417 if (arrow->attacktype & AT_DEATH) 1245 if (arrow->attacktype & AT_DEATH)
1418 { 1246 {
1419 *better = 100; 1247 *better = 100;
1420 return arrow; 1248 return arrow;
1435 { 1263 {
1436 tmp = arrow; 1264 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1265 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 } 1266 }
1439 } 1267 }
1268
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1269 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1270 {
1442 tmp = arrow; 1271 tmp = arrow;
1443 betterby = 2 + arrow->magic + arrow->stats.dam; 1272 betterby = 2 + arrow->magic + arrow->stats.dam;
1444 } 1273 }
1274
1445 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1275 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1276 {
1447 tmp = arrow; 1277 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam; 1278 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 } 1279 }
1450 } 1280 }
1451 } 1281 }
1452 } 1282 }
1283
1453 if (tmp == NULL && arrow == NULL) 1284 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type); 1285 return find_arrow (op, type);
1455 1286
1456 *better = betterby; 1287 *better = betterby;
1457 return tmp; 1288 return tmp;
1461 * find_better_arrow to find a decent arrow to use. 1292 * find_better_arrow to find a decent arrow to use.
1462 * op = the shooter 1293 * op = the shooter
1463 * type = bow->race 1294 * type = bow->race
1464 * dir = fire direction 1295 * dir = fire direction
1465 */ 1296 */
1466object * 1297static object *
1467pick_arrow_target (object *op, const char *type, int dir) 1298pick_arrow_target (object *op, shstr_cmp type, int dir)
1468{ 1299{
1469 object *tmp = NULL; 1300 object *tmp = NULL;
1470 maptile *m; 1301 maptile *m;
1471 int i, mflags, found, number; 1302 int i, mflags, found, number;
1472 sint16 x, y; 1303 sint16 x, y;
1487 for (i = 0, found = 0; i < 20; i++) 1318 for (i = 0, found = 0; i < 20; i++)
1488 { 1319 {
1489 x += freearr_x[dir]; 1320 x += freearr_x[dir];
1490 y += freearr_y[dir]; 1321 y += freearr_y[dir];
1491 mflags = get_map_flags (m, &m, x, y, &x, &y); 1322 mflags = get_map_flags (m, &m, x, y, &x, &y);
1323
1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1324 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 { 1325 {
1494 tmp = NULL; 1326 tmp = 0;
1495 break; 1327 break;
1496 } 1328 }
1497 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1329 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498 { 1330 {
1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1331 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500 * perhaps a bad assumption. 1332 * perhaps a bad assumption.
1501 */ 1333 */
1502 tmp = NULL; 1334 tmp = 0;
1503 break; 1335 break;
1504 } 1336 }
1337
1505 if (mflags & P_IS_ALIVE) 1338 if (mflags & P_IS_ALIVE)
1506 {
1507 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1339 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1340 if (tmp->flag [FLAG_ALIVE])
1509 {
1510 found++;
1511 break;
1512 }
1513 if (found)
1514 break; 1341 break;
1515 }
1516 } 1342 }
1517 if (tmp == NULL) 1343
1344 if (!tmp)
1518 return find_arrow (op, type); 1345 return find_arrow (op, type);
1519 1346
1520 if (tmp->head) 1347 if (tmp->head)
1521 tmp = tmp->head; 1348 tmp = tmp->head;
1522 1349
1523 return find_better_arrow (op, tmp, type, &i); 1350 return find_better_arrow (op, tmp, type, &i);
1524} 1351}
1525 1352
1526/* 1353/*
1527 * Creature fires a bow - op can be monster or player. Returns 1354 * Creature fires a bow - op can be monster or player. Returns
1528 * 1 if bow was actually fired, 0 otherwise. 1355 * 1 if bow was actually fired, 0 otherwise.
1529 * op is the object firing the bow. 1356 * op is the object firing the bow.
1530 * part is for multipart creatures - the part firing the bow. 1357 * part is for multipart creatures - the part firing the bow.
1531 * dir is the direction of fire. 1358 * dir is the direction of fire.
1532 * wc_mod is any special modifier to give (used in special player fire modes) 1359 * wc_mod is any special modifier to give (used in special player fire modes)
1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1389 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1563 return 0; 1390 return 0;
1564 } 1391 }
1565 1392
1566 // optimisation: move object to top so we will find it quickly again 1393 // optimisation: move object to top so we will find it quickly again
1567 if (bow->below) 1394 splay (bow);
1568 {
1569 bow->remove ();
1570 op->insert (bow);
1571 }
1572
1573 } 1395 }
1574 1396
1575 if (!bow->race || !bow->skill) 1397 if (!bow->race || !bow->skill)
1576 { 1398 {
1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1399 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1584 { 1406 {
1585 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1586 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1408 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1587 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1409 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1588 else 1410 else
1589 CLEAR_FLAG (op, FLAG_READY_BOW); 1411 op->clr_flag (FLAG_READY_BOW);
1590 1412
1591 return 0; 1413 return 0;
1592 } 1414 }
1593 } 1415 }
1594 1416
1603 } 1425 }
1604 1426
1605 /* this should not happen, but sometimes does */ 1427 /* this should not happen, but sometimes does */
1606 if (arrow->nrof == 0) 1428 if (arrow->nrof == 0)
1607 { 1429 {
1430 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1608 arrow->destroy (); 1431 arrow->destroy ();
1609 return 0; 1432 return 0;
1610 } 1433 }
1611 1434
1612 left = arrow; /* these are arrows left to the player */ 1435 left = arrow; /* these are arrows left to the player */
1613 arrow = get_split_ob (arrow, 1); 1436 arrow = arrow->split ();
1614 if (!arrow) 1437 if (!arrow)
1615 { 1438 {
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1439 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1617 return 0; 1440 return 0;
1618 } 1441 }
1622 arrow->direction = dir; 1445 arrow->direction = dir;
1623 1446
1624 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1447 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1625 arrow->stats.hp = arrow->stats.dam; 1448 arrow->stats.hp = arrow->stats.dam;
1626 arrow->stats.grace = arrow->attacktype; 1449 arrow->stats.grace = arrow->attacktype;
1627 1450 arrow->custom_name = arrow->slaying;
1628 if (arrow->slaying)
1629 arrow->spellarg = strdup (arrow->slaying);
1630 1451
1631#if 0 1452#if 0
1632 if (player *pl = op->contr) 1453 if (player *pl = op->contr)
1633 { 1454 {
1634 float speed = pl->weapon_sp; 1455 float speed = pl->weapon_sp;
1644#endif 1465#endif
1645 1466
1646 SET_ANIMATION (arrow, arrow->direction); 1467 SET_ANIMATION (arrow, arrow->direction);
1647 1468
1648 /* update the speed */ 1469 /* update the speed */
1649 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1650 + bow->stats.dam / 7.f;
1651 1470
1652 arrow->set_speed (max (arrow->speed, 2.f));
1653 arrow->speed_left = 0; 1471 arrow->speed_left = 0;
1472 arrow->set_speed (max (2.f,
1473 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1474 + bow->stats.dam / 7.f
1475 ));
1654 1476
1655 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1477 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1656 1478
1657 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1658 { 1480 {
1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1501 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1680 1502
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1503 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1682 arrow->move_type = MOVE_FLY_LOW; 1504 arrow->move_type = MOVE_FLY_LOW;
1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1505 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1506 arrow->set_flag (FLAG_NO_PICK);
1684 1507
1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1508 op->play_sound (sound_find ("fire_arrow"));
1686 m->insert (arrow, sx, sy, op); 1509 m->insert (arrow, sx, sy, op);
1687 1510
1688 if (!arrow->destroyed ()) 1511 if (!arrow->destroyed ())
1689 move_arrow (arrow); 1512 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 1513
1699 return 1; 1514 return 1;
1700} 1515}
1701 1516
1702/* Special fire code for players - this takes into 1517/* Special fire code for players - this takes into
1704 * but monsters can't. Putting that code here 1519 * but monsters can't. Putting that code here
1705 * makes the fire_bow code much cleaner. 1520 * makes the fire_bow code much cleaner.
1706 * this function should only be called if 'op' is a player, 1521 * this function should only be called if 'op' is a player,
1707 * hence the function name. 1522 * hence the function name.
1708 */ 1523 */
1709int 1524static int
1710player_fire_bow (object *op, int dir) 1525player_fire_bow (object *op, int dir)
1711{ 1526{
1712 int ret = 0, wcmod = 0; 1527 int ret;
1713 1528
1714 if (op->contr->bowtype == bow_bestarrow) 1529 if (op->contr->bowtype == bow_bestarrow)
1715 { 1530 {
1716 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1531 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1717 } 1532 }
1718 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1533 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1719 { 1534 {
1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1535 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); 1536 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1724 } 1537 }
1725 else if (op->contr->bowtype == bow_threewide) 1538 else if (op->contr->bowtype == bow_threewide)
1726 { 1539 {
1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1540 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)]); 1541 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)]); 1542 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1730 } 1543 }
1731 else if (op->contr->bowtype == bow_spreadshot) 1544 else if (op->contr->bowtype == bow_spreadshot)
1732 { 1545 {
1733 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1546 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); 1547 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); 1548 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1736 } 1549 }
1737 else 1550 else
1738 { 1551 {
1744} 1557}
1745 1558
1746/* Fires a misc (wand/rod/horn) object in 'dir'. 1559/* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable. 1560 * Broken apart from 'fire' to keep it more readable.
1748 */ 1561 */
1749void 1562static void
1750fire_misc_object (object *op, int dir) 1563fire_misc_object (object *op, int dir)
1751{ 1564{
1752 object *item = op->contr->ranged_ob; 1565 object *item = op->contr->ranged_ob;
1753 1566
1754 if (!item) 1567 if (!item)
1761 { 1574 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1575 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1576 return;
1764 } 1577 }
1765 1578
1766 if (!op->change_weapon (item)) 1579 if (!op->apply (item))
1767 return; 1580 return;
1768 1581
1769 if (item->type == WAND) 1582 if (item->type == WAND)
1770 { 1583 {
1771 if (item->stats.food <= 0) 1584 if (item->stats.food <= 0)
1772 { 1585 {
1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1586 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)); 1587 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775 1588
1776 return; 1589 return;
1777 } 1590 }
1778 } 1591 }
1779 else if (item->type == ROD || item->type == HORN) 1592 else if (item->type == ROD || item->type == HORN)
1780 { 1593 {
1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1594 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1595
1596 // using the maximum of the rods charge allows at least one spell cast
1597 // for a rod or horn, this fixes some broken rods.
1598 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1782 { 1599 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1600 op->contr->play_sound (sound_find ("wand_poof"));
1784 1601
1785 if (item->type == ROD) 1602 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)); 1603 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1787 else 1604 else
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1605 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1791 } 1608 }
1792 } 1609 }
1793 1610
1794 if (cast_spell (op, item, dir, item->inv, NULL)) 1611 if (cast_spell (op, item, dir, item->inv, NULL))
1795 { 1612 {
1796 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1613 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1614
1797 if (item->type == WAND) 1615 if (item->type == WAND)
1798 { 1616 {
1799 if (!(--item->stats.food)) 1617 if (!(--item->stats.food))
1800 { 1618 {
1801 object *tmp;
1802
1803 if (item->arch) 1619 if (item->arch)
1804 { 1620 {
1805 CLEAR_FLAG (item, FLAG_ANIMATE); 1621 item->clr_flag (FLAG_ANIMATE);
1806 item->face = item->arch->face; 1622 item->face = item->arch->face;
1807 item->set_speed (0); 1623 item->set_speed (0);
1808 } 1624 }
1809 1625
1810 if ((tmp = item->in_player ())) 1626 if (object *pl = item->visible_to ())
1811 esrv_update_item (UPD_ANIM, tmp, item); 1627 esrv_update_item (UPD_ANIM, pl, item);
1812 } 1628 }
1813 } 1629 }
1814 else if (item->type == ROD || item->type == HORN) 1630 else if (item->type == ROD || item->type == HORN)
1815 drain_rod_charge (item); 1631 drain_rod_charge (item);
1816 } 1632 }
1817} 1633}
1818 1634
1819/* Received a fire command for the player - go and do it. 1635/* Received a fire command for the player - go and do it.
1820 */ 1636 */
1821bool 1637bool
1822fire (object *op, int dir) 1638fire (object *who, int dir)
1823{ 1639{
1824 int spellcost = 0; 1640 int spellcost = 0;
1825 1641
1826 /* check for loss of invisiblity/hide */
1827 if (action_makes_visible (op))
1828 make_visible (op);
1829
1830 player *pl = op->contr; 1642 player *pl = who->contr;
1831 1643
1832 if (pl->golem) 1644 if (pl->golem)
1833 { 1645 {
1834 control_golem (op->contr->golem, dir); 1646 control_golem (who->contr->golem, dir);
1835 return false; 1647 return false;
1836 } 1648 }
1837 1649
1838 object *ob = pl->ranged_ob; 1650 object *ob = pl->ranged_ob;
1839 1651
1840 if (!ob) 1652 if (!ob)
1841 return false; 1653 return false;
1842 1654
1843 if (!op->change_weapon (ob))
1844 return false;
1845
1846 if (op->speed_left > 0.f) 1655 if (who->speed_left > 0.f)
1847 --op->speed_left; 1656 --who->speed_left;
1848 else 1657 else
1849 return false; 1658 return false;
1850 1659
1660 if (!who->apply (ob))
1661 return false;
1662
1663 /* check for loss of invisiblity/hide */
1664 if (action_makes_visible (who))
1665 make_visible (who);
1666
1851 switch (ob->type) 1667 switch (ob->type)
1852 { 1668 {
1853 case BOW: 1669 case BOW:
1854 player_fire_bow (op, dir); 1670 player_fire_bow (who, dir);
1855 break; 1671 break;
1856 1672
1857 case SPELL: 1673 case SPELL:
1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1674 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 break; 1675 break;
1860 1676
1861 case BUILDER: 1677 case BUILDER:
1862 apply_map_builder (op, dir); 1678 apply_map_builder (who, dir);
1863 break; 1679 break;
1864 1680
1865 case SKILL: 1681 case SKILL:
1866 do_skill (op, op, ob, dir, 0); 1682 do_skill (who, who, ob, dir, 0);
1867 break; 1683 break;
1868 1684
1685 case RANGED:
1686 do_skill (who, ob, who->chosen_skill, dir, 0);
1687 break;
1688
1869 default: 1689 default:
1870 fire_misc_object (op, dir); 1690 fire_misc_object (who, dir);
1871 break; 1691 break;
1872 } 1692 }
1873 1693
1874 return true; 1694 return true;
1875} 1695}
1876 1696
1877/* find_key 1697static object *
1878 * We try to find a key for the door as passed. If we find a key
1879 * and successfully use it, we return the key, otherwise NULL
1880 * This function merges both normal and locked door, since the logic
1881 * for both is the same - just the specific key is different.
1882 * pl is the player,
1883 * inv is the objects inventory to searched
1884 * door is the door we are trying to match against.
1885 * This function can be called recursively to search containers.
1886 */
1887object *
1888find_key (object *pl, object *container, object *door) 1698find_key_ (object *pl, object *container, object *door)
1889{ 1699{
1890 object *tmp, *key; 1700 object *tmp, *key;
1891 1701
1892 /* Should not happen, but sanity checking is never bad */ 1702 /* Should not happen, but sanity checking is never bad */
1893 if (!container->inv) 1703 if (!container->inv)
1896 /* First, lets try to find a key in the top level inventory */ 1706 /* First, lets try to find a key in the top level inventory */
1897 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1898 { 1708 {
1899 if (door->type == DOOR && tmp->type == KEY) 1709 if (door->type == DOOR && tmp->type == KEY)
1900 break; 1710 break;
1711
1901 /* For sanity, we should really check door type, but other stuff 1712 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 1713 * (like containers) can be locked with special keys
1903 */ 1714 */
1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1715 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 break; 1716 break;
1906 } 1717 }
1911 * a key, return 1722 * a key, return
1912 */ 1723 */
1913 if (!tmp) 1724 if (!tmp)
1914 { 1725 {
1915 for (tmp = container->inv; tmp; tmp = tmp->below) 1726 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 {
1917 /* No reason to search empty containers */ 1727 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1728 if (tmp->type == CONTAINER && tmp->inv)
1919 {
1920 if ((key = find_key (pl, tmp, door))) 1729 if ((key = find_key_ (pl, tmp, door)))
1921 return key; 1730 return key;
1922 }
1923 }
1924 1731
1925 if (!tmp) 1732 if (!tmp)
1926 return NULL; 1733 return 0;
1927 } 1734 }
1928 1735
1929 /* We get down here if we have found a key. Now if its in a container, 1736 /* We get down here if we have found a key. Now if its in a container,
1930 * see if we actually want to use it 1737 * see if we actually want to use it
1931 */ 1738 */
1932 if (pl != container) 1739 if (pl != container)
1933 { 1740 {
1934 /* Only let players use keys in containers */ 1741 /* Only let players use keys in containers */
1935 if (!pl->contr) 1742 if (!pl->contr)
1936 return NULL; 1743 return 0;
1744
1937 /* cases where this fails: 1745 /* cases where this fails:
1938 * If we only search the player inventory, return now since we 1746 * If we only search the player inventory, return now since we
1939 * are not in the players inventory. 1747 * are not in the players inventory.
1940 * If the container is not active, return now since only active 1748 * If the container is not active, return now since only active
1941 * containers can be used. 1749 * containers can be used.
1945 * inv must have been an container and must have been active. 1753 * inv must have been an container and must have been active.
1946 * 1754 *
1947 * Change the color so that the message doesn't disappear with 1755 * Change the color so that the message doesn't disappear with
1948 * all the others. 1756 * all the others.
1949 */ 1757 */
1950 if (pl->contr->usekeys == key_inventory || 1758 if (pl->contr->usekeys == key_inventory
1951 !QUERY_FLAG (container, FLAG_APPLIED) || 1759 || !container->flag [FLAG_APPLIED]
1952 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1760 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1953 { 1761 {
1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1762 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)); 1763 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1956 return NULL; 1764 return NULL;
1957 } 1765 }
1958 } 1766 }
1959 1767
1960 return tmp; 1768 return tmp;
1769}
1770
1771/* find_key
1772 * We try to find a key for the door as passed. If we find a key
1773 * and successfully use it, we return the key, otherwise NULL
1774 * This function merges both normal and locked door, since the logic
1775 * for both is the same - just the specific key is different.
1776 * pl is the player,
1777 * inv is the objects inventory to searched
1778 * door is the door we are trying to match against.
1779 * This function can be called recursively to search containers.
1780 */
1781object *
1782find_key (object *pl, object *container, object *door)
1783{
1784 if (door->slaying && is_match_expr (door->slaying))
1785 {
1786 // for match expressions, we try to find the key by applying the match
1787 // to the op itself, which is supposed to find the "key", instead
1788 // of searching through containers ourselves.
1789
1790 return match_one (door->slaying, container, door, pl, pl);
1791 }
1792 else
1793 return find_key_ (pl, container, door);
1961} 1794}
1962 1795
1963/* moved door processing out of move_player_attack. 1796/* moved door processing out of move_player_attack.
1964 * returns 1 if player has opened the door with a key 1797 * returns 1 if player has opened the door with a key
1965 * such that the caller should not do anything more, 1798 * such that the caller should not do anything more,
1977 /* If we found a key, do some extra work */ 1810 /* If we found a key, do some extra work */
1978 if (key) 1811 if (key)
1979 { 1812 {
1980 object *container = key->env; 1813 object *container = key->env;
1981 1814
1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
1984 if (action_makes_visible (op)) 1815 if (action_makes_visible (op))
1985 make_visible (op); 1816 make_visible (op);
1986 1817
1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1818 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988 spring_trap (door->inv, op); 1819 spring_trap (door->inv, op);
1989 1820
1990 if (door->type == DOOR) 1821 if (door->type == DOOR)
1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1822 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 else if (door->type == LOCKED_DOOR) 1823 else if (door->type == LOCKED_DOOR)
1993 { 1824 {
1994 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1825 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1995 remove_door2 (door); /* remove door without violence ;-) */ 1826 remove_door2 (door); /* remove door without violence ;-) */
1996 } 1827 }
1997 1828
1998 /* Do this after we print the message */ 1829 /* Do this after we print the message */
1999 decrease_ob (key); /* Use up one of the keys */ 1830 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 1831
2004 return 1; /* Nothing more to do below */ 1832 return 1; /* Nothing more to do below */
2005 } 1833 }
2006 else if (door->type == LOCKED_DOOR) 1834 else if (door->type == LOCKED_DOOR)
2007 { 1835 {
2008 /* Might as well return now - no other way to open this */ 1836 /* Might as well return now - no other way to open this */
2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1837 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2010 return 1; 1838 return 1;
2011 } 1839 }
2012 1840
2013 return 0; 1841 return 0;
2014} 1842}
2020 * going to try and move (not fire weapons). 1848 * going to try and move (not fire weapons).
2021 */ 1849 */
2022bool 1850bool
2023move_player_attack (object *op, int dir) 1851move_player_attack (object *op, int dir)
2024{ 1852{
2025 int on_battleground; 1853 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1854 {
1855 --op->speed_left;
1856 return true;
1857 }
2026 1858
2027 sint16 nx = freearr_x[dir] + op->x; 1859 sint16 nx = freearr_x[dir] + op->x;
2028 sint16 ny = freearr_y[dir] + op->y; 1860 sint16 ny = freearr_y[dir] + op->y;
2029 1861
2030 on_battleground = op_on_battleground (op, 0, 0);
2031
2032 if (out_of_map (op->map, nx, ny)) 1862 if (out_of_map (op->map, nx, ny))
2033 return false; 1863 return false;
2034
2035 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2036 {
2037 --op->speed_left;
2038 return true;
2039 }
2040 1864
2041 /* If braced, or can't move to the square, and it is not out of the 1865 /* If braced, or can't move to the square, and it is not out of the
2042 * map, attack it. Note order of if statement is important - don't 1866 * map, attack it. Note order of if statement is important - don't
2043 * want to be calling move_ob if braced, because move_ob will move the 1867 * want to be calling move_ob if braced, because move_ob will move the
2044 * player. This is a pretty nasty hack, because if we could 1868 * player. This is a pretty nasty hack, because if we could
2062 || mon->flag [FLAG_CAN_ROLL]) 1886 || mon->flag [FLAG_CAN_ROLL])
2063 && mon != op) 1887 && mon != op)
2064 break; 1888 break;
2065 } 1889 }
2066 1890
2067 if (!mon) /* This happens anytime the player tries to move */ 1891 /* no monster == player tries to move into a wall or so */
2068 return false; /* into a wall */ 1892 if (!mon)
1893 {
1894 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1895 if (op->move_type & ob->move_block)
1896 {
1897 if (ob->move_block == MOVE_ALL)
1898 move_into_wall (op, ob);
1899 else
1900 {
1901 if (op->contr->ns->bumpmsg)
1902 {
1903 op->play_sound (sound_find ("blocked_move"));
1904
1905 op->statusmsg (ob->invisible
1906 ? "Something blocks you."
1907 : format ("Something blocks you from entering the %s.", query_name (ob))
1908 );
1909 }
1910 }
1911
1912 break;
1913 }
1914
1915 return false;
1916 }
2069 1917
2070 mon = mon->head_ (); 1918 mon = mon->head_ ();
2071 1919
2072 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1920 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2073 if (op->contr->weapon_sp_left > 0.f) 1921 if (op->contr->weapon_sp_left > 0.f)
2091 */ 1939 */
2092 if (op->type == PLAYER 1940 if (op->type == PLAYER
2093 && ((mon->owner && mon->owner->contr 1941 && ((mon->owner && mon->owner->contr
2094 && same_party (mon->owner->contr->party, op->contr->party)) 1942 && same_party (mon->owner->contr->party, op->contr->party))
2095 || mon->owner == op) 1943 || mon->owner == op)
2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1944 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2097 { 1945 {
2098 /* If we're braced, we don't want to switch places with it */ 1946 /* If we're braced, we don't want to switch places with it */
2099 if (op->contr->braced) 1947 if (op->contr->braced)
2100 return false; 1948 return false;
2101 1949
2102 if (op->speed_left > 0.f) 1950 if (op->speed_left > 0.f)
2103 { 1951 {
2104 --op->speed_left; 1952 --op->speed_left;
2105 1953
2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1954 op->play_sound (sound_find ("push_player"));
2107 push_ob (mon, dir, op); 1955 push_ob (mon, dir, op);
2108 1956
2109 if (op->contr->tmp_invis || op->hide) 1957 if (action_makes_visible (op))
2110 make_visible (op); 1958 make_visible (op);
2111 1959
2112 return true; 1960 return true;
2113 } 1961 }
2114 else 1962 else
2115 return false; 1963 return false;
2116 } 1964 }
1965
1966 bool on_battleground = op_on_battleground (op, 0, 0);
2117 1967
2118 /* in certain circumstances, you shouldn't attack friendly 1968 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 1969 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 1970 * someone, but put it inside this loop so that you won't
2121 * attack them either. 1971 * attack them either.
2122 */ 1972 */
2123 if ((mon->type == PLAYER || mon->enemy != op) 1973 if ((mon->type == PLAYER || mon->enemy != op)
2124 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1974 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2125 && ((op->contr->peaceful 1975 && ((op->contr->peaceful
2126 || (mon->type == PLAYER && mon->contr->peaceful)) 1976 || (mon->type == PLAYER && mon->contr->peaceful))
2127 && !on_battleground)) 1977 && !on_battleground))
2128 { 1978 {
2129 if (op->speed_left > 0.f) 1979 if (op->speed_left > 0.f)
2130 { 1980 {
2131 --op->speed_left; 1981 --op->speed_left;
2132 1982
2133 if (!op->contr->braced) 1983 if (!op->contr->braced)
2134 { 1984 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1985 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 1986 push_ob (mon, dir, op);
2137 } 1987 }
2138 else 1988 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 1989 op->statusmsg ("You withhold your attack");
2140 1990
2141 if (op->contr->tmp_invis || op->hide) 1991 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2142 make_visible (op); 1992 make_visible (op);
2143 1993
2144 return true; 1994 return true;
2145 } 1995 }
2146 } 1996 }
2147 /* If the object is a boulder or other rollable object, then 1997 /* If the object is a boulder or other rollable object, then
2148 * roll it if not braced. You can't roll it if you are braced. 1998 * roll it if not braced. You can't roll it if you are braced.
2149 */ 1999 */
2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2000 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2151 { 2001 {
2152 if (op->speed_left > 0.f) 2002 if (op->speed_left > 0.f)
2153 { 2003 {
2154 --op->speed_left; 2004 --op->speed_left;
2155 2005
2164 * Way it works is like this: First, it must have some hit points 2014 * Way it works is like this: First, it must have some hit points
2165 * and be living. Then, it must be one of the following: 2015 * and be living. Then, it must be one of the following:
2166 * 1) Not a player, 2) A player, but of a different party. Note 2016 * 1) Not a player, 2) A player, but of a different party. Note
2167 * that party_number -1 is no party, so attacks can still happen. 2017 * that party_number -1 is no party, so attacks can still happen.
2168 */ 2018 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2019 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2020 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2171 { 2021 {
2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2022 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2173 { 2023 {
2174 --op->contr->weapon_sp_left; 2024 --op->contr->weapon_sp_left;
2186} 2036}
2187 2037
2188bool 2038bool
2189move_player (object *op, int dir) 2039move_player (object *op, int dir)
2190{ 2040{
2191 int pick;
2192
2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2041 if (!op->map || op->map->state != MAP_ACTIVE)
2194 return 0; 2042 return 0;
2195 2043
2196 /* Sanity check: make sure dir is valid */ 2044 /* Sanity check: make sure dir is valid */
2197 if ((dir < 0) || (dir >= 9)) 2045 if (dir < 0 || dir > 8)
2198 { 2046 {
2199 LOG (llevError, "move_player: invalid direction %d\n", dir); 2047 LOG (llevError, "move_player: invalid direction %d\n", dir);
2200 return 0; 2048 return 0;
2201 } 2049 }
2202 2050
2203 /* peterm: added following line */ 2051 /* peterm: added following line */
2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2052 if (op->flag [FLAG_CONFUSED] && dir)
2205 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2206 2054
2207 op->facing = dir; 2055 op->facing = dir;
2208 2056
2209 if (op->hide) 2057 if (op->flag [FLAG_HIDDEN])
2210 do_hidden_move (op); 2058 do_hidden_move (op);
2211 2059
2212 bool retval; 2060 bool retval;
2061 int pick = 0;
2213 2062
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2063 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2215 retval = RESULT_INT (0); 2064 retval = RESULT_INT (0);
2216 else if (op->contr->fire_on) 2065 else if (op->contr->fire_on)
2217 retval = fire (op, dir); 2066 retval = fire (op, dir);
2248 * players. 2097 * players.
2249 */ 2098 */
2250bool 2099bool
2251handle_newcs_player (object *op) 2100handle_newcs_player (object *op)
2252{ 2101{
2253 if (QUERY_FLAG (op, FLAG_SCARED)) 2102 if (op->flag [FLAG_SCARED])
2254 { 2103 {
2255 if (op->speed_left > 0.f) 2104 if (op->speed_left > 0.f)
2256 { 2105 {
2257 --op->speed_left; 2106 --op->speed_left;
2258 flee_player (op); 2107 flee_player (op);
2274 return move_player (op, op->direction); 2123 return move_player (op, op->direction);
2275 2124
2276 return false; 2125 return false;
2277} 2126}
2278 2127
2279int 2128static int
2280save_life (object *op) 2129save_life (object *op)
2281{ 2130{
2282 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2131 if (!op->flag [FLAG_LIFESAVE])
2283 return 0; 2132 return 0;
2284 2133
2285 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2135 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2287 { 2136 {
2288 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2137 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)); 2138 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2290 2139
2291 if (op->contr)
2292 esrv_del_item (op->contr, tmp->count);
2293
2294 tmp->destroy (); 2140 tmp->destroy ();
2295 CLEAR_FLAG (op, FLAG_LIFESAVE); 2141 op->clr_flag (FLAG_LIFESAVE);
2296 2142
2297 if (op->stats.hp < 0) 2143 if (op->stats.hp < 0)
2298 op->stats.hp = op->stats.maxhp; 2144 op->stats.hp = op->stats.maxhp;
2299 2145
2300 if (op->stats.food < 0) 2146 if (op->stats.food < 0)
2301 op->stats.food = 999; 2147 op->stats.food = MAX_FOOD;
2302 2148
2303 op->update_stats (); 2149 op->update_stats ();
2304 return 1; 2150 return 1;
2305 } 2151 }
2306 2152
2307 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2153 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2308 CLEAR_FLAG (op, FLAG_LIFESAVE); 2154 op->clr_flag (FLAG_LIFESAVE);
2309 enter_player_savebed (op); /* bring him home. */ 2155 enter_player_savebed (op); /* bring him home. */
2310 return 0; 2156 return 0;
2311} 2157}
2312 2158
2313/* This goes throws the inventory and removes unpaid objects, and puts them 2159/* 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 2160 * 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 2161 * function will descend into containers. op is the object to start the search
2316 * from. 2162 * from.
2317 */ 2163 */
2164static void
2165drop_unpaid_items (object *op, object *env)
2166{
2167 while (op)
2168 {
2169 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2170
2171 if (op->flag [FLAG_UNPAID])
2172 op->insert_at (env);
2173 else if (op->inv)
2174 drop_unpaid_items (op->inv, env);
2175
2176 op = next;
2177 }
2178}
2179
2318void 2180void
2319remove_unpaid_objects (object *op, object *env) 2181object::drop_unpaid_items ()
2320{ 2182{
2321 while (op) 2183 if (!flag [FLAG_REMOVED])
2322 { 2184 ::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}
2338
2339/*
2340 * Returns pointer a static string containing gravestone text
2341 * Moved from apply.c to player.c - player.c is what
2342 * actually uses this function. player.c may not be quite the
2343 * best, a misc file for object actions is probably better,
2344 * but there isn't one in the server directory.
2345 */
2346char *
2347gravestone_text (object *op)
2348{
2349 static char buf2[MAX_BUF];
2350 char buf[MAX_BUF];
2351 time_t now = time (NULL);
2352
2353 strcpy (buf2, " R.I.P.\n\n");
2354 if (op->type == PLAYER)
2355 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2356 else
2357 sprintf (buf, "%s\n", &op->name);
2358
2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2360 strcat (buf2, buf);
2361 if (op->type == PLAYER)
2362 sprintf (buf, "who was in level %d when killed\n", op->level);
2363 else
2364 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2365
2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2367 strcat (buf2, buf);
2368 if (op->type == PLAYER)
2369 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf);
2373 }
2374
2375 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf);
2378
2379 return buf2;
2380} 2185}
2381 2186
2382void 2187void
2383do_some_living (object *op) 2188do_some_living (object *op)
2384{ 2189{
2385 int last_food = op->stats.food; 2190 int last_food = op->stats.food;
2386 int gen_hp, gen_sp, gen_grace; 2191 int gen_hp, gen_sp, gen_grace;
2387 int over_hp, over_sp, over_grace;
2388 int i;
2389 int rate_hp = 1200; 2192 int rate_hp = 1200;
2390 int rate_sp = 2500; 2193 int rate_sp = 2500;
2391 int rate_grace = 2000; 2194 int rate_grace = 2000;
2392 const int max_hp = 1; 2195 const int max_hp = 1;
2393 const int max_sp = 1; 2196 const int max_sp = 1;
2394 const int max_grace = 1; 2197 const int max_grace = 1;
2395 2198
2199#if 0
2396 if (op->contr->hidden) 2200 if (op->contr->hidden)
2397 { 2201 {
2398 op->invisible = 1000; 2202 op->invisible = 1000;
2399 /* the socket code flashes the player visible/invisible 2203 /* the socket code flashes the player visible/invisible
2400 * depending on the value of invisible, so we need to 2204 * depending on the value of invisible, so we need to
2401 * alternate it here for it to work correctly. 2205 * alternate it here for it to work correctly.
2402 */ 2206 */
2403 if (pticks & 2) 2207 if (server_tick & 2)
2404 op->invisible--; 2208 op->invisible--;
2405 } 2209 }
2210 else
2211#endif
2406 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2212 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2407 { 2213 {
2408 if (!op->invisible--) 2214 if (!op->invisible--)
2409 { 2215 {
2410 make_visible (op); 2216 make_visible (op);
2411 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2217 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2438 { 2244 {
2439 gen_grace = op->stats.maxgrace; 2245 gen_grace = op->stats.maxgrace;
2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2246 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2441 } 2247 }
2442 2248
2443 /* Regenerate Spell Points */ 2249 /* Regenerate Grace */
2444 if (!op->contr->golem && --op->last_sp < 0) 2250 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2251 if (--op->last_grace < 0)
2445 { 2252 {
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) 2253 if (op->stats.grace < op->stats.maxgrace / 2)
2254 op->stats.grace++; /* no penalty in food for regaining grace */
2255
2256 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2257
2258 if (max_grace > 1)
2448 { 2259 {
2449 op->stats.sp++; 2260 int over_grace = temp / rate_grace;
2450 /* dms do not consume food */ 2261
2451 if (!QUERY_FLAG (op, FLAG_WIZ)) 2262 if (over_grace > 0)
2452 { 2263 {
2453 op->stats.food--; 2264 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2454 if (op->contr->digestion < 0) 2265 op->last_grace = 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 } 2266 }
2267 else
2268 op->last_grace = rate_grace / temp;
2459 } 2269 }
2270 else
2271 op->last_grace = rate_grace / temp;
2460 2272
2461 if (max_sp > 1) 2273 /* wearing stuff doesn't detract from grace generation. */
2274 }
2275
2276 if (op->stats.food > 0)
2277 {
2278 /* Regenerate Spell Points */
2279 if (!op->contr->golem && --op->last_sp < 0)
2462 { 2280 {
2463 over_sp = (gen_sp + 10) / rate_sp; 2281 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2464 if (over_sp > 0) 2282
2283 if (op->stats.sp < op->stats.maxsp)
2465 { 2284 {
2466 if (op->stats.sp < op->stats.maxsp) 2285 op->stats.sp++;
2286
2287 /* dms do not consume food */
2288 if (!op->flag [FLAG_WIZ])
2467 { 2289 {
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--; 2290 op->stats.food--;
2472 2291
2473 if (op->stats.sp > op->stats.maxsp) 2292 if (op->contr->digestion < 0)
2293 op->stats.food += op->contr->digestion;
2294 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2474 op->stats.sp = op->stats.maxsp; 2295 op->stats.food = last_food;
2475 } 2296 }
2297 }
2298
2299 if (max_sp > 1)
2300 {
2301 int over_sp = (gen_sp + 10) / rate_sp;
2302 if (over_sp > 0)
2303 {
2304 if (op->stats.sp < op->stats.maxsp)
2305 {
2306 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2307
2308 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2309 op->stats.sp--;
2310
2311 if (op->stats.sp > op->stats.maxsp)
2312 op->stats.sp = op->stats.maxsp;
2313 }
2314
2476 op->last_sp = 0; 2315 op->last_sp = 0;
2316 }
2317 else
2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 } 2319 }
2478 else 2320 else
2479 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2321 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2480 } 2322 }
2481 else
2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2483 }
2484 2323
2485 /* Regenerate Grace */ 2324 /* Regenerate Hit Points */
2486 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2487 if (--op->last_grace < 0) 2325 if (--op->last_heal < 0)
2488 {
2489 if (op->stats.grace < op->stats.maxgrace / 2)
2490 op->stats.grace++; /* no penalty in food for regaining grace */
2491
2492 if (max_grace > 1)
2493 { 2326 {
2494 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2327 if (op->stats.hp < op->stats.maxhp)
2495 if (over_grace > 0)
2496 { 2328 {
2497 op->stats.sp += over_grace 2329 op->stats.hp++;
2498 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2330
2331 /* dms do not consume food */
2332 if (!op->flag [FLAG_WIZ])
2333 {
2334 op->stats.food--;
2335
2336 if (op->contr->digestion < 0)
2337 op->stats.food += op->contr->digestion;
2338 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2339 op->stats.food = last_food;
2340 }
2341 }
2342
2343 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2344
2345 if (max_hp > 1)
2346 {
2347 int over_hp = temp / rate_hp;
2348
2349 if (over_hp > 0)
2350 {
2351 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2499 op->last_grace = 0; 2352 op->last_heal = 0;
2353 }
2354 else
2355 op->last_heal = rate_hp / temp;
2500 } 2356 }
2501 else 2357 else
2502 {
2503 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2504 }
2505 }
2506 else
2507 {
2508 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2509 }
2510 /* wearing stuff doesn't detract from grace generation. */
2511 }
2512
2513 /* Regenerate Hit Points */
2514 if (--op->last_heal < 0)
2515 {
2516 if (op->stats.hp < op->stats.maxhp)
2517 {
2518 op->stats.hp++;
2519 /* dms do not consume food */
2520 if (!QUERY_FLAG (op, FLAG_WIZ))
2521 {
2522 op->stats.food--;
2523 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion;
2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2526 op->stats.food = last_food;
2527 }
2528 }
2529
2530 if (max_hp > 1)
2531 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533 if (over_hp > 0)
2534 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2536 op->last_heal = 0; 2358 op->last_heal = rate_hp / temp;
2537 }
2538 else
2539 {
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2541 }
2542 }
2543 else
2544 {
2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2546 } 2359 }
2547 } 2360 }
2548 2361
2549 /* Digestion */ 2362 /* Digestion */
2550 if (--op->last_eat < 0) 2363 if (--op->last_eat < 0)
2551 { 2364 {
2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2365 int bonus = max (0, op->contr->digestion),
2366 penalty = max (0, -op->contr->digestion);
2553 2367
2554 if (op->contr->gen_hp > 0)
2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2368 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 2369
2559 /* dms do not consume food */ 2370 /* dms do not consume food */
2560 if (!QUERY_FLAG (op, FLAG_WIZ)) 2371 if (!op->flag [FLAG_WIZ])
2561 op->stats.food--; 2372 op->stats.food--;
2562 } 2373 }
2563 2374
2564 if (op->stats.food < 0 && op->stats.hp >= 0) 2375 if (op->stats.food < 0 && op->stats.hp >= 0)
2565 { 2376 {
2566 object *tmp, *flesh = 0; 2377 object *flesh = 0;
2567 2378
2568 for (tmp = op->inv; tmp; tmp = tmp->below) 2379 for_inv_removable (op, tmp)
2569 { 2380 {
2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2381 if (tmp->flag [FLAG_UNPAID])
2382 continue;
2383
2384 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2571 { 2385 {
2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2386 op->statusmsg ("You blindly grab for a bite of food. "
2573 { 2387 "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."); 2388 op->apply (tmp);
2575 manual_apply (op, tmp, 0); 2389
2576 if (op->stats.food >= 0 || op->stats.hp < 0) 2390 if (op->stats.food >= 0 || op->stats.hp < 0)
2577 break; 2391 break;
2578 } 2392 }
2579 else if (tmp->type == FLESH) 2393 else if (tmp->type == FLESH)
2580 flesh = tmp; 2394 flesh = tmp;
2581 } /* End if paid for object */ 2395 }
2582 } /* end of for loop */
2583 2396
2584 /* If player is still starving, it means they don't have any food, so 2397 /* If player is still starving, it means they don't have any food, so
2585 * eat flesh instead. 2398 * eat flesh instead.
2586 */ 2399 */
2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2400 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2588 { 2401 {
2589 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2402 op->statusmsg ("You blindly grab for a bite of food. "
2403 "H<To prevent you from starving, you ate some random item from your backpack.>");
2590 manual_apply (op, flesh, 0); 2404 op->apply (flesh);
2591 } 2405 }
2406
2407 // If player is still starving, alert him!
2408 if (op->stats.food < 0)
2409 op->failmsg ("You are starving! "
2410 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2411 }
2412
2413 if (op->stats.food < 0)
2592 } 2414 {
2415 op->stats.hp += op->stats.food;
2416 op->stats.food = 0;
2593 2417
2594 while (op->stats.food < 0 && op->stats.hp >= 0) 2418 if (op->stats.hp < 0)
2595 op->stats.food++, op->stats.hp--; 2419 {
2420 op->contr->killer = archetype::get ("killer_starvation");
2421 op->contr->killer->destroy ();
2422 }
2423 }
2596 2424
2425 /* killer should be set here already */
2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2426 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2598 kill_player (op); 2427 kill_player (op);
2599 } 2428 }
2600} 2429}
2601 2430
2602/* If the player should die (lack of hp, food, etc), we call this. 2431/* If the player should die (lack of hp, food, etc), we call this.
2605 * file. 2434 * file.
2606 */ 2435 */
2607void 2436void
2608kill_player (object *op) 2437kill_player (object *op)
2609{ 2438{
2610 char buf[MAX_BUF];
2611 int x, y; 2439 int x, y;
2612
2613 //int i;
2614 maptile *map; /* this is for resurrection */ 2440 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; 2441 int will_kill_again;
2622 archetype *at; 2442 archetype *at;
2623 object *tmp; 2443 object *tmp;
2624 2444
2625 if (save_life (op)) 2445 if (save_life (op))
2626 return; 2446 return;
2627 2447
2448 dynbuf_text deathtab;
2449
2450 /* restore player */
2451 at = archetype::find (shstr_poisoning);
2452 if (object *tmp = present_arch_in_ob (at, op))
2453 {
2454 tmp->destroy ();
2455 deathtab << "Your body feels cleansed...\r";
2456 }
2457
2458 at = archetype::find (shstr_confusion);
2459 if (object *tmp = present_arch_in_ob (at, op))
2460 {
2461 tmp->destroy ();
2462 deathtab << "Your mind feels clearer...\r";
2463 }
2464
2465 cure_disease (op, 0, 0); /* remove any disease */
2466
2467 max_it (op->stats.hp , op->stats.maxhp);
2468 max_it (op->stats.sp , op->stats.maxsp);
2469 max_it (op->stats.grace, op->stats.maxgrace);
2470 max_it (op->stats.food , 200);
2471
2472 // remove all spell effects that are active
2473 // to avoid long-term effects such as word-of-recall
2474 for (object *item = op->inv; item; )
2475 {
2476 object *next = item->below;
2477
2478 if (item->type == SPELL_EFFECT && item->active)
2479 item->destroy ();
2480
2481 item = next;
2482 }
2628 2483
2629 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2484 /* 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. 2485 * in cities ONLY!!! It is very important that this doesn't get abused.
2631 * Look at op_on_battleground() for more info --AndreasV 2486 * Look at op_on_battleground() for more info --AndreasV
2632 */ 2487 */
2633 if (op_on_battleground (op, &x, &y)) 2488 if (op_on_battleground (op, &x, &y))
2634 { 2489 {
2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2490 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 2491
2658 /* create a bodypart-trophy to make the winner happy */ 2492 /* create a bodypart-trophy to make the winner happy */
2659 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2493 object *tmp = archetype::find (shstr_finger)->instance ();
2660 { 2494
2661 sprintf (buf, "%s's finger", &op->name); 2495 tmp->name = format ("%s's finger" , &op->name);
2662 tmp->name = buf; 2496 tmp->name_pl = format ("%s's fingers", &op->name);
2663 sprintf (buf, " This finger has been cut off %s\n" 2497 tmp->msg = format (
2664 " the %s, when he was defeated at\n level %d by %s.\n", 2498 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2499 &op->name, op->contr->title,
2666 tmp->msg = buf; 2500 (int)op->level,
2501 op->contr->killer_name ()
2502 );
2667 tmp->value = 0, tmp->type = 0; 2503 tmp->value = 0, tmp->type = 0;
2668 tmp->materialname = "organics"; 2504 tmp->material = name_to_material (shstr_organic);
2669 tmp->insert_at (op, tmp); 2505 tmp->insert_at (op, tmp);
2670 }
2671 2506
2672 /* teleport defeated player to new destination */ 2507 /* teleport defeated player to new destination */
2673 transfer_ob (op, x, y, 0, NULL); 2508 transfer_ob (op, x, y, 0, NULL);
2674 op->contr->braced = 0; 2509 op->contr->braced = 0;
2510
2511 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2675 return; 2512 return;
2676 } 2513 }
2677 2514
2515 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2516 deathtab << "T<YOU HAVE DIED>\n\n";
2517
2678 INVOKE_PLAYER (DEATH, op->contr); 2518 INVOKE_PLAYER (DEATH, op->contr);
2679 2519
2680 command_kill_pets (op, 0); 2520 command_kill_pets (op, 0);
2681 2521
2682 if (op->stats.food < 0) 2522 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 2523
2692 /* save the map location for corpse, gravestone */ 2524 /* save the map location for corpse, gravestone */
2693 x = op->x; 2525 x = op->x;
2694 y = op->y; 2526 y = op->y;
2695 map = op->map; 2527 map = op->map;
2723 2555
2724 lost_a_stat = 0; 2556 lost_a_stat = 0;
2725 2557
2726 for (z = 0; z < num_stats_lose; z++) 2558 for (z = 0; z < num_stats_lose; z++)
2727 { 2559 {
2728 i = RANDOM () % NUM_STATS; 2560 i = rndm (NUM_STATS);
2729 2561
2730 if (settings.stat_loss_on_death) 2562 if (settings.stat_loss_on_death)
2731 { 2563 {
2732 /* Pick a random stat and take a point off it. Tell the player 2564 /* Pick a random stat and take a point off it. Tell the player
2733 * what he lost. 2565 * what he lost.
2740 lost_a_stat = 1; 2572 lost_a_stat = 1;
2741 } 2573 }
2742 else 2574 else
2743 { 2575 {
2744 /* deplete a stat */ 2576 /* deplete a stat */
2745 archetype *deparch = archetype::find ("depletion"); 2577 archetype *deparch = archetype::find (shstr_depletion);
2746 object *dep; 2578 object *dep;
2747 2579
2748 dep = present_arch_in_ob (deparch, op); 2580 dep = present_arch_in_ob (deparch, op);
2749 if (!dep) 2581 if (!dep)
2750 { 2582 {
2751 dep = arch_to_object (deparch); 2583 dep = deparch->instance ();
2752 insert_ob_in_ob (dep, op); 2584 insert_ob_in_ob (dep, op);
2753 } 2585 }
2754 lose_this_stat = 1; 2586 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss) 2587 if (settings.balanced_stat_loss)
2756 { 2588 {
2768 2600
2769 /* There is a maximum depletion total per level. */ 2601 /* There is a maximum depletion total per level. */
2770 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2602 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2771 { 2603 {
2772 lose_this_stat = 0; 2604 lose_this_stat = 0;
2773 /* Take loss chance vs keep chance to see if we 2605 /* Take loss chance vs keep chance to see if we
2774 retain the stat. */ 2606 retain the stat. */
2775 } 2607 }
2776 else 2608 else
2777 { 2609 {
2778 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2610 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2784 } 2616 }
2785 } 2617 }
2786 2618
2787 if (lose_this_stat) 2619 if (lose_this_stat)
2788 { 2620 {
2789 this_stat = get_attr_value (&(dep->stats), i); 2621 this_stat = get_attr_value (&dep->stats, i);
2790 /* We could try to do something clever like find another 2622 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2623 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2624 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2625 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2626 * difference.
2795 */ 2627 */
2796 if (this_stat >= -50) 2628 if (this_stat >= -50)
2797 { 2629 {
2798 change_attr_value (&(dep->stats), i, -1); 2630 change_attr_value (&(dep->stats), i, -1);
2799 SET_FLAG (dep, FLAG_APPLIED); 2631 dep->set_flag (FLAG_APPLIED);
2800 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2632 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2801 op->update_stats (); 2633 op->update_stats ();
2802 lost_a_stat = 1; 2634 lost_a_stat = 1;
2803 } 2635 }
2804 } 2636 }
2805 } 2637 }
2806 } 2638 }
2639
2807 /* If no stat lost, tell the player. */ 2640 /* If no stat lost, tell the player. */
2808 if (!lost_a_stat) 2641 if (!lost_a_stat)
2809 { 2642 {
2810 /* determine_god() seems to not work sometimes... why is this? 2643 /* determine_god() seems to not work sometimes... why is this?
2811 Should I be using something else? GD */ 2644 Should I be using something else? GD */
2812 const char *god = determine_god (op); 2645 shstr_tmp god = determine_god (op);
2813 2646
2814 if (god && (strcmp (god, "none"))) 2647 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); 2648 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2816 else 2649 else
2817 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2650 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2818 } 2651 }
2819#else 2652#else
2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2653 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2821#endif 2654#endif
2822 2655
2823 /* Put a gravestone up where the character 'almost' died. List the 2656 /* Put a gravestone up where the character 'almost' died. List the
2824 * exp loss on the stone. 2657 * exp loss on the stone.
2825 */ 2658 */
2826 tmp = arch_to_object (archetype::find ("gravestone")); 2659 tmp = archetype::find (shstr_gravestone)->instance ();
2827 sprintf (buf, "%s's gravestone", &op->name); 2660 tmp->name = format ("%s's gravestone", &op->name);
2828 tmp->name = buf; 2661 tmp->name_pl = format ("%s's gravestones", &op->name);
2829 sprintf (buf, "%s's gravestones", &op->name); 2662 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2830 tmp->name_pl = buf; 2663 &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; 2664 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL, 0); 2665 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2666
2836 /**************************************/ 2667 /**************************************/
2837 /* */ 2668 /* */
2838 /* Subtract the experience points, */ 2669 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */
2841 /* */ 2670 /* */
2842 /**************************************/ 2671 /**************************************/
2843 2672
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)); */ 2673 /*add_exp(op, (op->stats.exp * -0.20)); */
2866 apply_death_exp_penalty (op); 2674 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 2675
2873 /* 2676 /*
2874 * Check to see if the player has any unpaid items. If so, remove them 2677 * Check to see if the player has any unpaid items. If so, remove them
2875 * and put them back in the map. 2678 * and put them back in the map.
2876 */ 2679 */
2877 remove_unpaid_objects (op->inv, op); 2680 op->drop_unpaid_items ();
2878 2681
2879 /****************************************/ 2682 /****************************************/
2880 /* */ 2683 /* */
2881 /* Move player to his current respawn- */ 2684 /* Move player to his current respawn- */
2882 /* position (usually last savebed) */ 2685 /* position (usually last savebed) */
2900 if (will_kill_again) 2703 if (will_kill_again)
2901 { 2704 {
2902 object *force; 2705 object *force;
2903 int at; 2706 int at;
2904 2707
2905 force = get_archetype (FORCE_NAME); 2708 force = archetype::get (FORCE_NAME);
2906 /* 50 ticks should be enough time for the spell to abate */ 2709 /* 50 ticks should be enough time for the spell to abate */
2907 force->speed = 0.1f;
2908 force->speed_left = -5.f; 2710 force->speed_left = -5.f;
2909 SET_FLAG (force, FLAG_APPLIED); 2711 force->set_speed (0.1f);
2712 force->set_flag (FLAG_APPLIED);
2713
2910 for (at = 0; at < NROFATTACKS; at++) 2714 for (at = 0; at < NROFATTACKS; at++)
2911 if (will_kill_again & (1 << at)) 2715 if (will_kill_again & (1 << at))
2912 force->resist[at] = 100; 2716 force->resist[at] = 100;
2913 2717
2914 insert_ob_in_ob (force, op); 2718 insert_ob_in_ob (force, op);
2915 op->update_stats (); 2719 op->update_stats ();
2916
2917 } 2720 }
2918 2721
2919 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2722 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2920} 2723}
2921 2724
2922void 2725static void
2923loot_object (object *op) 2726loot_object (object *op)
2924{ /* Grab and destroy some treasure */ 2727{ /* Grab and destroy some treasure */
2925 object *tmp, *tmp2, *next; 2728 object *tmp, *next;
2926 2729
2927 op->close_container (); /* close open sack first */ 2730 op->close_container (); /* close open sack first */
2928 2731
2929 for (tmp = op->inv; tmp; tmp = next) 2732 for (tmp = op->inv; tmp; tmp = next)
2930 { 2733 {
2937 tmp->x = op->x, tmp->y = op->y; 2740 tmp->x = op->x, tmp->y = op->y;
2938 2741
2939 if (tmp->type == CONTAINER) 2742 if (tmp->type == CONTAINER)
2940 loot_object (tmp); /* empty container to ground */ 2743 loot_object (tmp); /* empty container to ground */
2941 2744
2942 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2745 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2943 { 2746 {
2944 if (tmp->nrof > 1) 2747 if (tmp->nrof > 1)
2945 { 2748 {
2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2749 tmp->decrease (rndm (1, tmp->nrof - 1));
2947 tmp2->destroy ();
2948 insert_ob_in_map (tmp, op->map, NULL, 0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2949 } 2751 }
2950 else 2752 else
2951 tmp->destroy (); 2753 tmp->destroy ();
2952 } 2754 }
2959 * fix_weight(): Check recursively the weight of all players, and fix 2761 * fix_weight(): Check recursively the weight of all players, and fix
2960 * what needs to be fixed. Refresh windows and fix speed if anything 2762 * what needs to be fixed. Refresh windows and fix speed if anything
2961 * was changed. 2763 * was changed.
2962 */ 2764 */
2963void 2765void
2964fix_weight (void) 2766fix_weight ()
2965{ 2767{
2966 for_all_players (pl) 2768 for_all_players (pl)
2967 { 2769 {
2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2770 weight_t old = pl->ob->carrying;
2969 2771
2970 if (old == sum) 2772 pl->ob->update_weight ();
2971 continue; 2773
2774 if (old != pl->ob->carrying)
2775 {
2972 pl->ob->update_stats (); 2776 pl->ob->update_stats ();
2973 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2777 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2778 }
2974 } 2779 }
2975} 2780}
2976 2781
2977void 2782void
2978fix_luck (void) 2783fix_luck ()
2979{ 2784{
2980 for_all_players (pl) 2785 for_all_players (pl)
2981 if (!pl->ob->contr->ns->state) 2786 if (!pl->ob->contr->ns->state)
2982 pl->ob->change_luck (0); 2787 pl->ob->change_luck (0);
2983} 2788}
3020} 2825}
3021 2826
3022void 2827void
3023make_visible (object *op) 2828make_visible (object *op)
3024{ 2829{
3025 op->hide = 0; 2830 op->flag [FLAG_HIDDEN] = 0;
3026 op->invisible = 0; 2831 op->invisible = 0;
2832
3027 if (op->type == PLAYER) 2833 if (op->type == PLAYER)
3028 { 2834 {
3029 op->contr->tmp_invis = 0; 2835 op->contr->tmp_invis = 0;
3030 op->contr->invis_race = 0; 2836 op->contr->invis_race = 0;
3031 } 2837 }
3034} 2840}
3035 2841
3036int 2842int
3037is_true_undead (object *op) 2843is_true_undead (object *op)
3038{ 2844{
3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2845 if (op->arch->flag [FLAG_UNDEAD])
3040 return 1; 2846 return 1;
3041 2847
3042 return 0; 2848 return 0;
3043} 2849}
3044 2850
3045/* look at the surrounding terrain to determine 2851/* look at the surrounding terrain to determine
3046 * the hideability of this object. Positive levels 2852 * the hideability of this object. Positive levels
3047 * indicate greater hideability. 2853 * indicate greater hideability.
3048 */ 2854 */
3049
3050int 2855int
3051hideability (object *ob) 2856hideability (object *ob)
3052{ 2857{
3053 int i, level = 0, mflag; 2858 int i, level = 0, mflag;
3054 sint16 x, y; 2859 sint16 x, y;
3055 2860
3056 if (!ob || !ob->map) 2861 if (!ob || !ob->map)
3057 return 0; 2862 return 0;
3058 2863
3059 /* so, on normal lighted maps, its hard to hide */ 2864 /* so, on normal lighted maps, its hard to hide */
3060 level = ob->map->darkness - 2; 2865 level = ob->map->darklevel () - 2;
3061 2866
3062 /* this also picks up whether the object is glowing. 2867 /* this also picks up whether the object is glowing.
3063 * If you carry a light on a non-dark map, its not 2868 * If you carry a light on a non-dark map, its not
3064 * as bad as carrying a light on a pitch dark map */ 2869 * as bad as carrying a light on a pitch dark map */
3065 if (has_carried_lights (ob)) 2870 if (ob->has_carried_lights ())
3066 level = -(10 + (2 * ob->map->darkness)); 2871 level = -(10 + (2 * ob->map->darklevel ()));
3067 2872
3068 /* scan through all nearby squares for terrain to hide in */ 2873 /* 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]) 2874 for (i = 0, x = ob->x, y = ob->y;
2875 i <= SIZEOFFREE1;
2876 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3070 { 2877 {
3071 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2878 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3072 if (mflag & P_OUT_OF_MAP) 2879 if (mflag & P_OUT_OF_MAP)
3073 {
3074 continue; 2880 continue;
3075 } 2881
3076 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2882 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3077 level += 2; 2883 level += 2;
3078 else /* open terrain! */ 2884 else /* open terrain! */
3079 level -= 1; 2885 level -= 1;
3080 } 2886 }
3091 * spot (surrounded by clear terrain in broad daylight). -b.t. 2897 * spot (surrounded by clear terrain in broad daylight). -b.t.
3092 */ 2898 */
3093void 2899void
3094do_hidden_move (object *op) 2900do_hidden_move (object *op)
3095{ 2901{
3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2902 int hide = 0;
3097 object *skop;
3098 2903
3099 if (!op || !op->map) 2904 if (!op || !op->map)
3100 return; 2905 return;
3101 2906
3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2907 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2908 int num = random_roll (0, 19, op, PREFER_LOW);
3103 2909
3104 /* its *extremely* hard to run and sneak/hide at the same time! */ 2910 /* its *extremely* hard to run and sneak/hide at the same time! */
3105 if (op->type == PLAYER && op->contr->run_on) 2911 if (op->type == PLAYER && op->contr->run_on)
3106 if (!skop || num >= skop->level) 2912 if (!skop || num >= skop->level)
3107 { 2913 {
3117 num -= hide; 2923 num -= hide;
3118 2924
3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2925 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3120 { 2926 {
3121 make_visible (op); 2927 make_visible (op);
2928
3122 if (op->type == PLAYER) 2929 if (op->type == PLAYER)
3123 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2930 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3124 } 2931 }
3125 else if (op->type == PLAYER && skop) 2932 else if (op->type == PLAYER && skop)
3126 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2933 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3141 2948
3142 if (who->type == PLAYER) 2949 if (who->type == PLAYER)
3143 player = 1; 2950 player = 1;
3144 2951
3145 else 2952 else
3146 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2953 friendly = who->flag [FLAG_FRIENDLY];
3147 2954
3148 /* search adjacent squares */ 2955 /* search adjacent squares */
3149 for (i = 1; i < 9; i++) 2956 for (i = 1; i < 9; i++)
3150 { 2957 {
3151 x = who->x + freearr_x[i]; 2958 x = who->x + freearr_x[i];
3160 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2967 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3161 continue; 2968 continue;
3162 2969
3163 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2970 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3164 { 2971 {
3165 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2972 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3166 return 1; 2973 return 1;
3167 else if (tmp->type == PLAYER) 2974 else if (tmp->type == PLAYER)
3168 {
3169 /*don't let a hidden DM prevent you from hiding */
3170 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3171 return 1; 2975 return 1;
3172 }
3173 } 2976 }
3174 } 2977 }
3175 return 0; 2978 return 0;
3176} 2979}
3177 2980
3178/* check the player los field for viewability of the 2981/* check the player los field for viewability of the
3179 * object op. This function works fine for monsters, 2982 * object op. This function works fine for monsters,
3180 * but we dont worry if the object isnt the top one in 2983 * but we dont worry if the object isnt the top one in
3181 * a pile (say a coin under a table would return "viewable" 2984 * a pile (say a coin under a table would return "viewable"
3182 * by this routine). Another question, should we be 2985 * by this routine). Another question, should we be
3183 * concerned with the direction the player is looking 2986 * concerned with the direction the player is looking
3184 * in? Realistically, most of use cant see stuff behind 2987 * in? Realistically, most of us can't see stuff behind
3185 * our backs...on the other hand, does the "facing" direction 2988 * our backs...on the other hand, does the "facing" direction
3186 * imply the way your head, or body is facing? Its possible 2989 * 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. 2990 * for them to differ. Sigh, this fctn could get a bit more complex.
3188 * -b.t. 2991 * -b.t.
3189 * This function is now map tiling safe. 2992 * This function is now map tiling safe.
3190 */ 2993 */
3191
3192int 2994int
3193player_can_view (object *pl, object *op) 2995player_can_view (object *pl, object *op)
3194{ 2996{
3195 rv_vector rv; 2997 rv_vector rv;
3196 int dx, dy; 2998 int dx, dy;
3208 3010
3209 get_rangevector (pl, op, &rv, 0x1); 3011 get_rangevector (pl, op, &rv, 0x1);
3210 3012
3211 /* starting with the 'head' part, lets loop 3013 /* starting with the 'head' part, lets loop
3212 * through the object and find if it has any 3014 * through the object and find if it has any
3213 * part that is in the los array but isnt on 3015 * part that is in the los array but isn't on
3214 * a blocked los square. 3016 * a blocked los square.
3215 * we use the archetype to figure out offsets. 3017 * we use the archetype to figure out offsets.
3216 */ 3018 */
3217 while (op) 3019 while (op)
3218 { 3020 {
3219 dx = rv.distance_x + op->arch->x; 3021 dx = rv.distance_x + op->arch->x;
3220 dy = rv.distance_y + op->arch->y; 3022 dy = rv.distance_y + op->arch->y;
3221 3023
3222 /* only the viewable area the player sees is updated by LOS 3024 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; 3025 return 1;
3026
3230 op = op->more; 3027 op = op->more;
3231 } 3028 }
3232 return 0;
3233}
3234 3029
3235/* routine for both players and monsters. We call this when
3236 * there is a possibility for our action distrubing our hiding
3237 * place or invisiblity spell. Artefact invisiblity is not
3238 * effected by this. If we arent invisible to begin with, we
3239 * return 0.
3240 */
3241int
3242action_makes_visible (object *op)
3243{
3244
3245 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3246 {
3247 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3248 return 0;
3249
3250 if (op->contr && op->contr->tmp_invis == 0)
3251 return 0;
3252
3253 /* If monsters, they should become visible */
3254 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3255 {
3256 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3257 return 1;
3258 }
3259 }
3260 return 0; 3030 return 0;
3261} 3031}
3262 3032
3263/* op_on_battleground - checks if the given object op (usually 3033/* op_on_battleground - checks if the given object op (usually
3264 * a player) is standing on a valid battleground-tile, 3034 * 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 3039 * Default is to do the same as before, so only people wanting to have different points need worry about this
3270 */ 3040 */
3271int 3041int
3272op_on_battleground (object *op, int *x, int *y) 3042op_on_battleground (object *op, int *x, int *y)
3273{ 3043{
3274 object *tmp;
3275
3276 /* A battleground-tile needs the following attributes to be valid: 3044 /* 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), 3045 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3278 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3046 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3279 * and the exit-coordinates sp/hp must both be > 0. 3047 * and the exit-coordinates sp/hp must both be > 0.
3280 * => The intention here is to prevent abuse of the battleground- 3048 * => The intention here is to prevent abuse of the battleground-
3281 * feature (like pickable or hidden battleground tiles). */ 3049 * feature (like pickable or hidden battleground tiles). */
3282 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3050 for (object *tmp = op->below; tmp; tmp = tmp->below)
3283 { 3051 {
3284 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3052 if (tmp->flag [FLAG_IS_FLOOR])
3285 { 3053 {
3286 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3054 if (tmp->flag [FLAG_NO_PICK]
3287 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3055 && tmp->type == BATTLEGROUND
3056 && tmp->name == shstr_battleground
3057 && EXIT_X (tmp) && EXIT_Y (tmp))
3288 { 3058 {
3289 /*before we assign the exit, check if this is a teambattle */ 3059 /* before we assign the exit, check if this is a teambattle */
3290 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3060 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3291 {
3292 object *invtmp;
3293
3294 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3061 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3062 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3295 { 3063 {
3296 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3297 {
3298 if (x != NULL && y != NULL) 3064 if (x && y)
3299 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3065 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3066
3300 return 1; 3067 return 1;
3301 }
3302 } 3068 }
3303 } 3069
3304 if (x != NULL && y != NULL) 3070 if (x && y)
3305 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3071 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3072
3306 return 1; 3073 return 1;
3307 } 3074 }
3308 } 3075 }
3309 } 3076 }
3077
3310 /* If we got here, did not find a battleground */ 3078 /* If we got here, did not find a battleground */
3311 return 0; 3079 return 0;
3312} 3080}
3313 3081
3314/* 3082/*
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3098 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i = 0, j = 0; 3099 int i = 0, j = 0;
3332 3100
3333 /* get the appropriate treasurelist */ 3101 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3102 if (atnr == ATNR_FIRE)
3335 trlist = treasurelist::find ("dragon_ability_fire"); 3103 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3104 else if (atnr == ATNR_COLD)
3337 trlist = treasurelist::find ("dragon_ability_cold"); 3105 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3106 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = treasurelist::find ("dragon_ability_elec"); 3107 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3108 else if (atnr == ATNR_POISON)
3341 trlist = treasurelist::find ("dragon_ability_poison"); 3109 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3110
3343 if (trlist == NULL || who->type != PLAYER) 3111 if (trlist == NULL || who->type != PLAYER)
3344 return; 3112 return;
3345 3113
3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3114 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3443 else 3211 else
3444 j = 1; 3212 j = 1;
3445 strcat (buf, spellpathnames[i]); 3213 strcat (buf, spellpathnames[i]);
3446 } 3214 }
3447 } 3215 }
3216
3448 strcat (buf, "."); 3217 strcat (buf, ".");
3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3450 } 3219 }
3451 3220
3452 /* evtl. adding flags: */ 3221 /* evtl. adding flags: */
3453 if (QUERY_FLAG (item, FLAG_XRAYS)) 3222 if (item->flag [FLAG_XRAYS])
3454 SET_FLAG (skin, FLAG_XRAYS); 3223 skin->set_flag (FLAG_XRAYS);
3455 if (QUERY_FLAG (item, FLAG_STEALTH)) 3224 if (item->flag [FLAG_STEALTH])
3456 SET_FLAG (skin, FLAG_STEALTH); 3225 skin->set_flag (FLAG_STEALTH);
3457 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3226 if (item->flag [FLAG_SEE_IN_DARK])
3458 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3227 skin->set_flag (FLAG_SEE_IN_DARK);
3459 3228
3460 /* print message if there is one */ 3229 /* print message if there is one */
3461 if (item->msg != NULL) 3230 if (item->msg != NULL)
3462 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3231 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3463 } 3232 }
3464 else 3233 else
3465 { 3234 {
3466 /* generate misc. treasure */ 3235 /* generate misc. treasure */
3467 tmp = arch_to_object (tr->item); 3236 tmp = tr->item->instance ();
3468 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3237 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); 3238 who->insert (tmp);
3470 if (who->type == PLAYER)
3471 esrv_send_item (who, tmp);
3472 } 3239 }
3473} 3240}
3474 3241
3475/** 3242//-GPL
3476 * Unready an object for a player. This function does nothing if the object was
3477 * not readied.
3478 */
3479void
3480player_unready_range_ob (player *pl, object *ob)
3481{
3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3484
3485 if (pl->combat_ob == ob)
3486 pl->combat_ob = 0;
3487
3488 if (pl->ranged_ob == ob)
3489 pl->ranged_ob = 0;
3490}
3491 3243
3492sint8 3244sint8
3493player::visibility_at (maptile *map, int x, int y) const 3245player::darkness_at (maptile *map, int x, int y) const
3494{ 3246{
3495 if (!ns) 3247 if (!ns)
3496 return 0; 3248 return LOS_BLOCKED;
3497 3249
3498 int dx, dy; 3250 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3251 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3252 return LOS_BLOCKED;
3253
3254 x += dx - ns->current_x;
3255 y += dy - ns->current_y;
3256
3257 return blocked_los (x, y);
3258}
3259
3260void
3261player::infobox (const char *title, const char *msg, int color)
3262{
3263 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3264}
3265
3266void
3267player::statusmsg (const char *msg, int color)
3268{
3269 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3270}
3271
3272void
3273player::failmsg (const char *msg, int color)
3274{
3275 play_sound (sound_find ("generic_failure"));
3276 statusmsg (msg, color);
3277}
3278
3279void
3280object::failmsgf (const char *format, ...)
3281{
3282 if (!contr)
3500 return 0; 3283 return;
3501 3284
3502 x += dx - ns->current_x + ns->mapx / 2; 3285 va_list ap;
3503 y += dy - ns->current_y + ns->mapy / 2; 3286 va_start (ap, format);
3504 3287 contr->failmsg (vformat (format, ap));
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3288 va_end (ap);
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509} 3289}
3290
3291void
3292player::failmsgf (const char *format, ...)
3293{
3294 va_list ap;
3295 va_start (ap, format);
3296 failmsg (vformat (format, ap));
3297 va_end (ap);
3298}
3299

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