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Comparing deliantra/server/server/player.C (file contents):
Revision 1.171 by root, Sat Sep 8 07:06:51 2007 UTC vs.
Revision 1.228 by elmex, Sun Jan 18 17:50:19 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <sproto.h> 25#include <sproto.h>
26#include <sounds.h> 26#include <sounds.h>
122 continue; 122 continue;
123 123
124 if (*buf == '%') 124 if (*buf == '%')
125 { /* send one news */ 125 { /* send one news */
126 if (size > 0) 126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
128 131
129 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
130 strip_endline (subject); 133 strip_endline (subject);
131 size = 0; 134 size = 0;
132 news[0] = '\0'; 135 news[0] = '\0';
207 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
208 211
209 ns->update_look = 0; 212 ns->update_look = 0;
210 ns->look_position = 0; 213 ns->look_position = 0;
211 214
212 clear_los (this); 215 clear_los ();
213 216
214 ns->reset_stats (); 217 ns->reset_stats ();
215 218
216 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 221 ob->race = ob->arch->race;
219 222
220 ob->carrying = sum_weight (ob); 223 ob->update_weight ();
221 link_player_skills (ob); 224 link_skills ();
222 225
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 227
225 assign (title, ob->arch->object::name); 228 assign (title, ob->arch->object::name);
226 229
239 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
240 } 243 }
241 244
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 246
244 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
245 303
246 ob->flag [FLAG_READY_WEAPON] = false; 304 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false; 305 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false; 306 ob->flag [FLAG_READY_BOW] = false;
249 307
266 combat_ob = op; 324 combat_ob = op;
267 break; 325 break;
268 } 326 }
269 327
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 ob->update_stats (); 329 ob->deactivate (); // change_weapon activates, fix this better
272
273 ns->floorbox_update ();
274 esrv_send_inventory (ob, ob);
275 esrv_add_spells (this, 0);
276
277 activate ();
278
279 send_rules (ob);
280 send_news (ob);
281 display_motd (ob);
282
283 INVOKE_PLAYER (CONNECT, this);
284 INVOKE_PLAYER (LOGIN, this);
285}
286
287void
288player::disconnect ()
289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
296 if (ns)
297 {
298 if (active)
299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
300
301 INVOKE_PLAYER (DISCONNECT, this);
302
303 ns->reset_stats ();
304 ns->pl = 0;
305 ns = 0;
306 }
307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325} 330}
326 331
327void 332void
328player::set_observe (object *op) 333player::set_observe (object *op)
329{ 334{
343 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
344 349
345 gen_sp_armour = 10; 350 gen_sp_armour = 10;
346 bowtype = bow_normal; 351 bowtype = bow_normal;
347 petmode = pet_normal; 352 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers; 353 usekeys = containers;
350 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
351 do_los = 1; 355 do_los = 1;
352 356
353 weapon_sp = 1.0f; 357 weapon_sp = 1.0f;
402 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
403 */ 407 */
404archetype * 408archetype *
405get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
406{ 410{
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 417 archvec::iterator i = archetypes.find (nat);
408 418
409 for (;;) 419 for (;;)
410 { 420 {
411 if (++i == archetypes.end ()) 421 if (++i == archetypes.end ())
412 i = archetypes.begin (); 422 i = archetypes.begin ();
630 640
631 return firstdir; 641 return firstdir;
632} 642}
633 643
634void 644void
635give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
636{ 646{
637 object *op, *next = NULL;
638
639 if (pl->randomitems != NULL) 647 if (pl->randomitems)
640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
641 649
642 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
643 { 651 {
644 next = op->below; 652 next = op->below;
645 653
646 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
647 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
652 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
653 * by this player due to race restrictions 661 * by this player due to race restrictions
654 */ 662 */
655 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
656 { 664 {
657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
658 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
659 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
660 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
661 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
662 { 672 {
663 op->destroy (); 673 op->destroy ();
664 continue; 674 continue;
665 } 675 }
666 } 676 }
667 677
668 /* This really needs to be better - we should really give 678 /* Here we remove duplicated skills (as duplicated spell objects have
669 * a substitute spellbook. The problem is that we don't really 679 * _very_ confusing effects for players), which could for instance be
670 * have a good idea what to replace it with (need something like 680 * generated by bad treasurelists. - elmex
671 * a first level treasurelist for each skill.)
672 * remove duplicate skills also
673 */ 681 */
674 if (op->type == SPELLBOOK || op->type == SKILL) 682 if (op->type == SKILL)
675 { 683 {
676 object *tmp;
677
678 for (tmp = op->below; tmp; tmp = tmp->below) 684 for (object *tmp = op->below; tmp; tmp = tmp->below)
679 if (tmp->type == op->type && tmp->name == op->name) 685 if (tmp->type == op->type && tmp->name == op->name)
680 break;
681
682 if (tmp)
683 { 686 {
684 op->destroy (); 687 op->destroy ();
688 LOG (llevError,
685 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 689 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
686 continue; 690 break;
687 } 691 }
688 692
689 if (op->nrof > 1) 693 if (op->nrof > 1)
690 op->nrof = 1; 694 op->nrof = 1;
691 } 695 }
692 696
693 if (op->type == SPELLBOOK && op->inv) 697 if (op->type == SPELLBOOK && op->inv)
694 {
695 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 698 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
696 }
697 699
698 /* Give starting characters identified, uncursed, and undamned 700 /* Give starting characters identified, uncursed, and undamned
699 * items. Just don't identify gold or silver, or it won't be 701 * items. Just don't identify gold or silver, or it won't be
700 * merged properly. 702 * merged properly.
701 */ 703 */
702 if (need_identify (op)) 704 if (need_identify (op))
703 { 705 {
704 SET_FLAG (op, FLAG_IDENTIFIED); 706 SET_FLAG (op, FLAG_IDENTIFIED);
705 CLEAR_FLAG (op, FLAG_CURSED); 707 CLEAR_FLAG (op, FLAG_CURSED);
706 CLEAR_FLAG (op, FLAG_DAMNED); 708 CLEAR_FLAG (op, FLAG_DAMNED);
707 } 709 }
710
708 if (op->type == SPELL) 711 if (op->type == SPELL)
709 { 712 {
710 op->destroy (); 713 op->destroy ();
711 continue; 714 continue;
712 } 715 }
714 { 717 {
715 SET_FLAG (op, FLAG_CAN_USE_SKILL); 718 SET_FLAG (op, FLAG_CAN_USE_SKILL);
716 op->stats.exp = 0; 719 op->stats.exp = 0;
717 op->level = 1; 720 op->level = 1;
718 } 721 }
719 /* lock all 'normal items by default */ 722 else /* lock all 'normal items by default */
720 else
721 SET_FLAG (op, FLAG_INV_LOCKED); 723 SET_FLAG (op, FLAG_INV_LOCKED);
722 } /* for loop of objects in player inv */ 724 } /* for loop of objects in player inv */
723 725
724 /* Need to set up the skill pointers */ 726 /* Need to set up the skill pointers */
725 link_player_skills (pl); 727 pl->contr->link_skills ();
726} 728}
727 729
728void 730void
729get_party_password (object *op, partylist *party) 731get_party_password (object *op, partylist *party)
730{ 732{
831static void 833static void
832start_info (object *op) 834start_info (object *op)
833{ 835{
834 char buf[MAX_BUF]; 836 char buf[MAX_BUF];
835 837
836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 838 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
837 new_draw_info (NDI_UNIQUE, 0, op, buf); 839 new_draw_info (NDI_UNIQUE, 0, op, buf);
838 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
839 //new_draw_info (NDI_UNIQUE, 0, op, " ");
840} 840}
841 841
842/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
843 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
844 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
847 */ 847 */
848void 848void
849player::chargen_race_done () 849player::chargen_race_done ()
850{ 850{
851 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
852 esrv_new_player (ob->contr, ob->weight + ob->carrying); 852 esrv_new_player (ob->contr);
853 853
854 treasurelist *tl = treasurelist::find ("starting_wealth"); 854 treasurelist *tl = treasurelist::find ("starting_wealth");
855 if (tl) 855 if (tl)
856 create_treasure (tl, ob, 0, 0, 0); 856 create_treasure (tl, ob, 0, 0, 0);
857 857
861 ob->contr->ns->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
862 862
863 if (ob->msg) 863 if (ob->msg)
864 ob->msg = 0; 864 ob->msg = 0;
865 865
866 /* We create this now because some of the unique maps will need it
867 * to save here.
868 */
869 {
870 char buf[MAX_BUF];
871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
872 make_path_to_file (buf);
873 }
874
875 start_info (ob); 866 start_info (ob);
876 CLEAR_FLAG (ob, FLAG_WIZ); 867 CLEAR_FLAG (ob, FLAG_WIZ);
877 give_initial_items (ob, ob->randomitems); 868 give_initial_items (ob, ob->randomitems);
878 link_player_skills (ob);
879 esrv_send_inventory (ob, ob); 869 esrv_send_inventory (ob, ob);
880 ob->update_stats (); 870 ob->update_stats ();
881 871
882 /* This moves the player to a different start map, if there 872 /* This moves the player to a different start map, if there
883 * is one for this race 873 * is one for this race
884 */ 874 */
885 if (*first_map_ext_path) 875 if (*first_map_ext_path)
886 { 876 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
887 object *tmp;
888 char mapname[MAX_BUF];
889
890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
891 tmp = object::create ();
892 EXIT_PATH (tmp) = mapname;
893 EXIT_X (tmp) = ob->x;
894 EXIT_Y (tmp) = ob->y;
895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
896 * if the map isn't there, then stay on the
897 * default initial map */
898 tmp->destroy ();
899 }
900 else 877 else
901 LOG (llevDebug, "first_map_ext_path not set\n"); 878 LOG (llevDebug, "first_map_ext_path not set\n");
902} 879}
903 880
904void 881void
948 LOG (llevDebug, "Fleeing player is dead.\n"); 925 LOG (llevDebug, "Fleeing player is dead.\n");
949 CLEAR_FLAG (op, FLAG_SCARED); 926 CLEAR_FLAG (op, FLAG_SCARED);
950 return; 927 return;
951 } 928 }
952 929
953 if (op->enemy == NULL) 930 if (!op->enemy)
954 { 931 {
955 LOG (llevDebug, "Fleeing player had no enemy.\n"); 932 LOG (llevDebug, "Fleeing player had no enemy.\n");
956 CLEAR_FLAG (op, FLAG_SCARED); 933 CLEAR_FLAG (op, FLAG_SCARED);
957 return; 934 return;
958 } 935 }
959 936
960 /* Seen some crashes here. Since we don't store an
961 * op->enemy_count, it is possible that something destroys the
962 * actual enemy, and the object is recycled.
963 */
964 if (op->enemy->map == NULL)
965 {
966 CLEAR_FLAG (op, FLAG_SCARED);
967 op->enemy = NULL;
968 return;
969 }
970
971 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 937 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
972 { 938 {
973 op->enemy = NULL; 939 op->enemy = NULL;
974 CLEAR_FLAG (op, FLAG_SCARED); 940 CLEAR_FLAG (op, FLAG_SCARED);
975 return; 941 return;
978 get_rangevector (op, op->enemy, &rv, 0); 944 get_rangevector (op, op->enemy, &rv, 0);
979 945
980 dir = absdir (4 + rv.direction); 946 dir = absdir (4 + rv.direction);
981 for (diff = 0; diff < 3; diff++) 947 for (diff = 0; diff < 3; diff++)
982 { 948 {
983 int m = 1 - (RANDOM () & 2); 949 int m = 1 - rndm (2) * 2;
984 950
985 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 951 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
986 return; 952 return;
987 } 953 }
988 954
999check_pick (object *op) 965check_pick (object *op)
1000{ 966{
1001 object *tmp, *next; 967 object *tmp, *next;
1002 int stop = 0; 968 int stop = 0;
1003 int wvratio; 969 int wvratio;
1004 char putstring[128];
1005 970
1006 /* if you're flying, you cna't pick up anything */ 971 /* if you're flying, you cna't pick up anything */
1007 if (op->move_type & MOVE_FLYING) 972 if (op->move_type & MOVE_FLYING)
1008 return 1; 973 return 1;
1009 974
1010 next = op->below; 975 next = op->below;
1011 976
977 int cnt = MAX_ITEM_PER_DROP;
978#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
979
1012 /* loop while there are items on the floor that are not marked as 980 /* loop while there are items on the floor that are not marked as
1013 * destroyed */ 981 * destroyed */
1014 while (next && !next->destroyed ()) 982 while (next && !next->destroyed ())
1015 { 983 {
1016 tmp = next; 984 tmp = next;
1017 next = tmp->below; 985 next = tmp->below;
1018 986
987 if (cnt <= 0)
988 {
989 op->failmsg ("Couldn't pickup all items at once.");
990 return 0;
991 }
992
1019 if (op->destroyed ()) 993 if (op->destroyed ())
1020 return 0; 994 return 0;
1021 995
1022 if (!can_pick (op, tmp)) 996 if (!can_pick (op, tmp))
1023 continue; 997 continue;
1024 998
1025 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 999 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1026 { 1000 {
1027 if (item_matched_string (op, tmp, op->contr->search_str)) 1001 if (item_matched_string (op, tmp, op->contr->search_str))
1028 pick_up (op, tmp); 1002 CHK_PICK_PICKUP;
1003
1029 continue; 1004 continue;
1030 } 1005 }
1031 1006
1032 /* high not bit set? We're using the old autopickup model */ 1007 /* pickup handling */
1008 if (op->contr->mode & PU_DEBUG)
1009 {
1010 /* some debugging code to figure out item information */
1011 const char *str = tmp->name
1012 ? format ("item name: %s item type: %d weight/value: %d",
1013 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1014 : format ("item name: %s item type: %d weight/value: %d",
1015 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1016
1017 new_draw_info (NDI_UNIQUE, 0, op, str);
1018 }
1019
1020 if (op->contr->mode & PU_INHIBIT)
1021 return 1;
1022
1023 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1024 return 1;
1025
1026 /* philosophy:
1027 * It's easy to grab an item type from a pile, as long as it's
1028 * generic. This takes no game-time. For more detailed pickups
1029 * and selections, select-items should be used. This is a
1030 * grab-as-you-run type mode that's really useful for arrows for
1031 * example.
1032 * The drawback: right now it has no frontend, so you need to
1033 * stick the bits you want into a calculator in hex mode and then
1034 * convert to decimal and then 'pickup <#>
1035 */
1036
1037 /* the first two modes are exclusive: if NOTHING we return, if
1038 * STOP then we stop. All the rest are applied sequentially,
1039 * meaning if any test passes, the item gets picked up. */
1040
1041 /* if mode is set to pick nothing up, return */
1042 if (op->contr->mode == PU_NOTHING)
1043 return 1;
1044
1045 /* if mode is set to stop when encountering objects, return */
1046 /* take STOP before INHIBIT since it doesn't actually pick
1047 * anything up */
1048 if (op->contr->mode & PU_STOP)
1049 return 0;
1050
1051 /* useful for going into stores and not losing your settings... */
1052 /* and for battles wher you don't want to get loaded down while
1053 * fighting */
1054 if (op->contr->mode & PU_INHIBIT)
1055 return 1;
1056
1057 /* prevent us from turning into auto-thieves :) */
1058 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1059 continue;
1060
1061 /* ignore known cursed objects */
1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1063 continue;
1064
1065 /* all food and drink if desired */
1066 /* question: don't pick up known-poisonous stuff? */
1033 if (!(op->contr->mode & PU_NEWMODE)) 1067 if (op->contr->mode & PU_FOOD)
1068 if (tmp->type == FOOD)
1034 { 1069 {
1035 switch (op->contr->mode) 1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_DRINK)
1075 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_POTION)
1082 if (tmp->type == POTION)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 /* spellbooks, skillscrolls and normal books/scrolls */
1089 if (op->contr->mode & PU_SPELLBOOK)
1090 if (tmp->type == SPELLBOOK)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 if (op->contr->mode & PU_SKILLSCROLL)
1097 if (tmp->type == SKILLSCROLL)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_READABLES)
1104 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 /* wands/staves/rods/horns */
1111 if (op->contr->mode & PU_MAGIC_DEVICE)
1112 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1113 {
1114 CHK_PICK_PICKUP;
1115 continue;
1116 }
1117
1118 /* pick up all magical items */
1119 if (op->contr->mode & PU_MAGICAL)
1120 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1125
1126 if (op->contr->mode & PU_VALUABLES)
1127 {
1128 if (tmp->type == MONEY || tmp->type == GEM)
1036 { 1129 {
1037 case 0: 1130 CHK_PICK_PICKUP;
1038 return 1; /* don't pick up */ 1131 continue;
1039 case 1:
1040 pick_up (op, tmp);
1041 return 1;
1042 case 2:
1043 pick_up (op, tmp);
1044 return 0;
1045 case 3:
1046 return 0; /* stop before pickup */
1047 case 4:
1048 pick_up (op, tmp);
1049 break;
1050 case 5:
1051 pick_up (op, tmp);
1052 stop = 1;
1053 break;
1054 case 6:
1055 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1056 pick_up (op, tmp);
1057 break;
1058
1059 case 7:
1060 if (tmp->type == MONEY || tmp->type == GEM)
1061 pick_up (op, tmp);
1062 break;
1063
1064 default:
1065 /* use value density */
1066 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1067 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1068 pick_up (op, tmp);
1069 } 1132 }
1070 } 1133 }
1071 else 1134
1072 { /* old model */ 1135 /* rings & amulets - talismans seems to be typed AMULET */
1073 /* NEW pickup handling */
1074 if (op->contr->mode & PU_DEBUG) 1136 if (op->contr->mode & PU_JEWELS)
1137 if (tmp->type == RING || tmp->type == AMULET)
1075 { 1138 {
1076 /* some debugging code to figure out item information */ 1139 CHK_PICK_PICKUP;
1077 if (tmp->name != NULL)
1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1080 else
1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1083
1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1085 }
1086
1087 /* philosophy:
1088 * It's easy to grab an item type from a pile, as long as it's
1089 * generic. This takes no game-time. For more detailed pickups
1090 * and selections, select-items should be used. This is a
1091 * grab-as-you-run type mode that's really useful for arrows for
1092 * example.
1093 * The drawback: right now it has no frontend, so you need to
1094 * stick the bits you want into a calculator in hex mode and then
1095 * convert to decimal and then 'pickup <#>
1096 */
1097
1098 /* the first two modes are exclusive: if NOTHING we return, if
1099 * STOP then we stop. All the rest are applied sequentially,
1100 * meaning if any test passes, the item gets picked up. */
1101
1102 /* if mode is set to pick nothing up, return */
1103
1104 if (op->contr->mode & PU_NOTHING)
1105 return 1;
1106
1107 /* if mode is set to stop when encountering objects, return */
1108 /* take STOP before INHIBIT since it doesn't actually pick
1109 * anything up */
1110
1111 if (op->contr->mode & PU_STOP)
1112 return 0;
1113
1114 /* useful for going into stores and not losing your settings... */
1115 /* and for battles wher you don't want to get loaded down while
1116 * fighting */
1117 if (op->contr->mode & PU_INHIBIT)
1118 return 1;
1119
1120 /* prevent us from turning into auto-thieves :) */
1121 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1122 continue; 1140 continue;
1141 }
1123 1142
1124 /* ignore known cursed objects */ 1143 /* we don't forget dragon food */
1125 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1144 if (op->contr->mode & PU_FLESH)
1145 if (tmp->type == FLESH)
1146 {
1147 CHK_PICK_PICKUP;
1126 continue; 1148 continue;
1149 }
1127 1150
1128 /* all food and drink if desired */ 1151 /* bows and arrows. Bows are good for selling! */
1129 /* question: don't pick up known-poisonous stuff? */ 1152 if (op->contr->mode & PU_BOW)
1153 if (tmp->type == BOW)
1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_ARROW)
1160 if (tmp->type == ARROW)
1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1165
1166 /* all kinds of armor etc. */
1167 if (op->contr->mode & PU_ARMOUR)
1168 if (tmp->type == ARMOUR)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 if (op->contr->mode & PU_HELMET)
1175 if (tmp->type == HELMET)
1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SHIELD)
1182 if (tmp->type == SHIELD)
1183 {
1184 CHK_PICK_PICKUP;
1185 continue;
1186 }
1187
1130 if (op->contr->mode & PU_FOOD) 1188 if (op->contr->mode & PU_BOOTS)
1131 if (tmp->type == FOOD) 1189 if (tmp->type == BOOTS)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_GLOVES)
1196 if (tmp->type == GLOVES)
1197 {
1198 CHK_PICK_PICKUP;
1199 continue;
1200 }
1201
1202 if (op->contr->mode & PU_CLOAK)
1203 if (tmp->type == CLOAK)
1204 {
1205 CHK_PICK_PICKUP;
1206 continue;
1207 }
1208
1209 /* hoping to catch throwing daggers here */
1210 if (op->contr->mode & PU_MISSILEWEAPON)
1211 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1212 {
1213 CHK_PICK_PICKUP;
1214 continue;
1215 }
1216
1217 /* careful: chairs and tables are weapons! */
1218 if (op->contr->mode & PU_ALLWEAPON)
1219 {
1220 if (tmp->type == WEAPON)
1221 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1132 { 1222 {
1133 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1134 continue; 1224 continue;
1135 } 1225 }
1226 }
1136 1227
1228 /* misc stuff that's useful */
1137 if (op->contr->mode & PU_DRINK) 1229 if (op->contr->mode & PU_KEY)
1138 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1230 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1139 { 1231 {
1140 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1141 continue; 1233 continue;
1142 } 1234 }
1143 1235
1236 /* any of the last 4 bits set means we use the ratio for value
1237 * pickups */
1144 if (op->contr->mode & PU_POTION) 1238 if (op->contr->mode & PU_RATIO)
1145 if (tmp->type == POTION) 1239 {
1240 /* use value density to decide what else to grab */
1241 /* >=7 was >= op->contr->mode */
1242 /* >=7 is the old standard setting. Now we take the last 4 bits
1146 { 1243 */
1147 pick_up (op, tmp);
1148 continue;
1149 }
1150
1151 /* spellbooks, skillscrolls and normal books/scrolls */
1152 if (op->contr->mode & PU_SPELLBOOK)
1153 if (tmp->type == SPELLBOOK)
1154 {
1155 pick_up (op, tmp);
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_SKILLSCROLL)
1160 if (tmp->type == SKILLSCROLL)
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_READABLES)
1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 /* wands/staves/rods/horns */
1174 if (op->contr->mode & PU_MAGIC_DEVICE)
1175 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 /* pick up all magical items */
1182 if (op->contr->mode & PU_MAGICAL) 1244 wvratio = op->contr->mode & PU_RATIO;
1183 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1245 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_VALUABLES)
1190 { 1246 {
1191 if (tmp->type == MONEY || tmp->type == GEM) 1247#if 0
1248 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1249 if (tmp->name != NULL)
1192 { 1250 {
1193 pick_up (op, tmp); 1251 fprintf (stderr, "%s", tmp->name);
1194 continue;
1195 } 1252 }
1196 }
1197
1198 /* rings & amulets - talismans seems to be typed AMULET */
1199 if (op->contr->mode & PU_JEWELS)
1200 if (tmp->type == RING || tmp->type == AMULET)
1201 {
1202 pick_up (op, tmp);
1203 continue;
1204 }
1205
1206 /* we don't forget dragon food */
1207 if (op->contr->mode & PU_FLESH)
1208 if (tmp->type == FLESH)
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 /* bows and arrows. Bows are good for selling! */
1215 if (op->contr->mode & PU_BOW)
1216 if (tmp->type == BOW)
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221
1222 if (op->contr->mode & PU_ARROW)
1223 if (tmp->type == ARROW)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* all kinds of armor etc. */
1230 if (op->contr->mode & PU_ARMOUR)
1231 if (tmp->type == ARMOUR)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 if (op->contr->mode & PU_HELMET)
1238 if (tmp->type == HELMET)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_SHIELD)
1245 if (tmp->type == SHIELD)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_BOOTS)
1252 if (tmp->type == BOOTS)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_GLOVES)
1259 if (tmp->type == GLOVES)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_CLOAK)
1266 if (tmp->type == CLOAK)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 /* hoping to catch throwing daggers here */
1273 if (op->contr->mode & PU_MISSILEWEAPON)
1274 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 /* careful: chairs and tables are weapons! */
1281 if (op->contr->mode & PU_ALLWEAPON)
1282 {
1283 if (tmp->type == WEAPON && tmp->name != NULL)
1284 {
1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1287 {
1288 pick_up (op, tmp);
1289 continue;
1290 }
1291 }
1292
1293 if (tmp->type == WEAPON && tmp->name == NULL)
1294 {
1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300 }
1301 }
1302
1303 /* misc stuff that's useful */
1304 if (op->contr->mode & PU_KEY)
1305 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1306 {
1307 pick_up (op, tmp);
1308 continue;
1309 }
1310
1311 /* any of the last 4 bits set means we use the ratio for value
1312 * pickups */
1313 if (op->contr->mode & PU_RATIO)
1314 {
1315 /* use value density to decide what else to grab */
1316 /* >=7 was >= op->contr->mode */
1317 /* >=7 is the old standard setting. Now we take the last 4 bits
1318 * and multiply them by 5, giving 0..15*5== 5..75 */
1319 wvratio = (op->contr->mode & PU_RATIO) * 5;
1320 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1321 {
1322 pick_up (op, tmp);
1323#if 0
1324 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1325 if (tmp->name != NULL)
1326 {
1327 fprintf (stderr, "%s", tmp->name);
1328 }
1329 else 1253 else
1330 fprintf (stderr, "%s", tmp->arch->archname); 1254 fprintf (stderr, "%s", tmp->arch->archname);
1331 fprintf (stderr, ",%d] = ", tmp->type); 1255 fprintf (stderr, ",%d] = ", tmp->type);
1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1256 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1333#endif 1257#endif
1258 CHK_PICK_PICKUP;
1334 continue; 1259 continue;
1335 }
1336 } 1260 }
1337 } /* the new pickup model */ 1261 } /* the new pickup model */
1338 } 1262 }
1339 1263
1340 return !stop; 1264 return !stop;
1346 * found object is returned. 1270 * found object is returned.
1347 */ 1271 */
1348object * 1272object *
1349find_arrow (object *op, const char *type) 1273find_arrow (object *op, const char *type)
1350{ 1274{
1351 object *tmp = 0;
1352
1353 for (op = op->inv; op; op = op->below) 1275 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1355 tmp = find_arrow (op, type);
1356 else if (op->type == ARROW && op->race == type) 1276 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1277 return splay (tmp);
1278
1279 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1280 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1281 if (object *arrow = find_arrow (tmp, type))
1282 {
1283 splay (tmp);
1357 return op; 1284 return arrow;
1285 }
1358 1286
1359 return tmp; 1287 return 0;
1360} 1288}
1361 1289
1362/* 1290/*
1363 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1291 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1364 * against the target. A full test is not performed, simply a basic test 1292 * against the target. A full test is not performed, simply a basic test
1365 * of resistances. The archer is making a quick guess at what he sees down 1293 * of resistances. The archer is making a quick guess at what he sees down
1366 * the hall. Failing that it does it's best to pick the highest plus arrow. 1294 * the hall. Failing that it does it's best to pick the highest plus arrow.
1367 */ 1295 */
1368object * 1296object *
1369find_better_arrow (object *op, object *target, const char *type, int *better) 1297find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1370{ 1298{
1371 object *tmp = NULL, *arrow, *ntmp; 1299 object *tmp = NULL, *arrow, *ntmp;
1372 int attacknum, attacktype, betterby = 0, i; 1300 int attacknum, attacktype, betterby = 0, i;
1373 1301
1374 if (!type) 1302 if (!type)
1378 { 1306 {
1379 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1307 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1380 { 1308 {
1381 i = 0; 1309 i = 0;
1382 ntmp = find_better_arrow (arrow, target, type, &i); 1310 ntmp = find_better_arrow (arrow, target, type, &i);
1311
1383 if (i > betterby) 1312 if (i > betterby)
1384 { 1313 {
1385 tmp = ntmp; 1314 tmp = ntmp;
1386 betterby = i; 1315 betterby = i;
1387 } 1316 }
1388 } 1317 }
1389 else if (arrow->type == ARROW && arrow->race == type) 1318 else if (arrow->type == ARROW && arrow->race == type)
1390 { 1319 {
1391 /* allways prefer assasination/slaying */ 1320 /* allways prefer assasination/slaying */
1392 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1321 if (target->race && arrow->slaying.contains (target->race))
1393 { 1322 {
1394 if (arrow->attacktype & AT_DEATH) 1323 if (arrow->attacktype & AT_DEATH)
1395 { 1324 {
1396 *better = 100; 1325 *better = 100;
1397 return arrow; 1326 return arrow;
1412 { 1341 {
1413 tmp = arrow; 1342 tmp = arrow;
1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1343 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1415 } 1344 }
1416 } 1345 }
1346
1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1347 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1418 { 1348 {
1419 tmp = arrow; 1349 tmp = arrow;
1420 betterby = 2 + arrow->magic + arrow->stats.dam; 1350 betterby = 2 + arrow->magic + arrow->stats.dam;
1421 } 1351 }
1352
1422 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1353 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1423 { 1354 {
1424 tmp = arrow; 1355 tmp = arrow;
1425 betterby = 1 + arrow->magic + arrow->stats.dam; 1356 betterby = 1 + arrow->magic + arrow->stats.dam;
1426 } 1357 }
1427 } 1358 }
1428 } 1359 }
1429 } 1360 }
1361
1430 if (tmp == NULL && arrow == NULL) 1362 if (tmp == NULL && arrow == NULL)
1431 return find_arrow (op, type); 1363 return find_arrow (op, type);
1432 1364
1433 *better = betterby; 1365 *better = betterby;
1434 return tmp; 1366 return tmp;
1439 * op = the shooter 1371 * op = the shooter
1440 * type = bow->race 1372 * type = bow->race
1441 * dir = fire direction 1373 * dir = fire direction
1442 */ 1374 */
1443object * 1375object *
1444pick_arrow_target (object *op, const char *type, int dir) 1376pick_arrow_target (object *op, shstr_cmp type, int dir)
1445{ 1377{
1446 object *tmp = NULL; 1378 object *tmp = NULL;
1447 maptile *m; 1379 maptile *m;
1448 int i, mflags, found, number; 1380 int i, mflags, found, number;
1449 sint16 x, y; 1381 sint16 x, y;
1464 for (i = 0, found = 0; i < 20; i++) 1396 for (i = 0, found = 0; i < 20; i++)
1465 { 1397 {
1466 x += freearr_x[dir]; 1398 x += freearr_x[dir];
1467 y += freearr_y[dir]; 1399 y += freearr_y[dir];
1468 mflags = get_map_flags (m, &m, x, y, &x, &y); 1400 mflags = get_map_flags (m, &m, x, y, &x, &y);
1401
1469 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1402 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1470 { 1403 {
1471 tmp = NULL; 1404 tmp = 0;
1472 break; 1405 break;
1473 } 1406 }
1474 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1407 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1475 { 1408 {
1476 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1409 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1477 * perhaps a bad assumption. 1410 * perhaps a bad assumption.
1478 */ 1411 */
1479 tmp = NULL; 1412 tmp = 0;
1480 break; 1413 break;
1481 } 1414 }
1415
1482 if (mflags & P_IS_ALIVE) 1416 if (mflags & P_IS_ALIVE)
1483 {
1484 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1417 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1485 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1418 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1486 {
1487 found++;
1488 break;
1489 }
1490 if (found)
1491 break; 1419 break;
1492 }
1493 } 1420 }
1494 if (tmp == NULL) 1421
1422 if (!tmp)
1495 return find_arrow (op, type); 1423 return find_arrow (op, type);
1496 1424
1497 if (tmp->head) 1425 if (tmp->head)
1498 tmp = tmp->head; 1426 tmp = tmp->head;
1499 1427
1544 if (bow->below) 1472 if (bow->below)
1545 { 1473 {
1546 bow->remove (); 1474 bow->remove ();
1547 op->insert (bow); 1475 op->insert (bow);
1548 } 1476 }
1549
1550 } 1477 }
1551 1478
1552 if (!bow->race || !bow->skill) 1479 if (!bow->race || !bow->skill)
1553 { 1480 {
1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1481 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 } 1507 }
1581 1508
1582 /* this should not happen, but sometimes does */ 1509 /* this should not happen, but sometimes does */
1583 if (arrow->nrof == 0) 1510 if (arrow->nrof == 0)
1584 { 1511 {
1512 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1585 arrow->destroy (); 1513 arrow->destroy ();
1586 return 0; 1514 return 0;
1587 } 1515 }
1588 1516
1589 left = arrow; /* these are arrows left to the player */ 1517 left = arrow; /* these are arrows left to the player */
1590 arrow = get_split_ob (arrow, 1); 1518 arrow = arrow->split ();
1591 if (!arrow) 1519 if (!arrow)
1592 { 1520 {
1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1521 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1594 return 0; 1522 return 0;
1595 } 1523 }
1662 op->play_sound (sound_find ("fire_arrow")); 1590 op->play_sound (sound_find ("fire_arrow"));
1663 m->insert (arrow, sx, sy, op); 1591 m->insert (arrow, sx, sy, op);
1664 1592
1665 if (!arrow->destroyed ()) 1593 if (!arrow->destroyed ())
1666 move_arrow (arrow); 1594 move_arrow (arrow);
1667
1668 if (op->type == PLAYER)
1669 {
1670 if (left->destroyed ())
1671 esrv_del_item (op->contr, left->count);
1672 else
1673 esrv_send_item (op, left);
1674 }
1675 1595
1676 return 1; 1596 return 1;
1677} 1597}
1678 1598
1679/* Special fire code for players - this takes into 1599/* Special fire code for players - this takes into
1684 * hence the function name. 1604 * hence the function name.
1685 */ 1605 */
1686int 1606int
1687player_fire_bow (object *op, int dir) 1607player_fire_bow (object *op, int dir)
1688{ 1608{
1689 int ret = 0, wcmod = 0; 1609 int ret;
1690 1610
1691 if (op->contr->bowtype == bow_bestarrow) 1611 if (op->contr->bowtype == bow_bestarrow)
1692 { 1612 {
1693 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1613 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1694 } 1614 }
1695 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1615 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1696 { 1616 {
1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1617 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1698 wcmod = -1;
1699
1700 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1618 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1701 } 1619 }
1702 else if (op->contr->bowtype == bow_threewide) 1620 else if (op->contr->bowtype == bow_threewide)
1703 { 1621 {
1704 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1622 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1705 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1623 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1706 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1624 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1707 } 1625 }
1708 else if (op->contr->bowtype == bow_spreadshot) 1626 else if (op->contr->bowtype == bow_spreadshot)
1709 { 1627 {
1710 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1628 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1711 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1629 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1712 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1630 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1713 } 1631 }
1714 else 1632 else
1715 { 1633 {
1753 return; 1671 return;
1754 } 1672 }
1755 } 1673 }
1756 else if (item->type == ROD || item->type == HORN) 1674 else if (item->type == ROD || item->type == HORN)
1757 { 1675 {
1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1676 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1677
1678 // using the maximum of the rods charge allows at least one spell cast
1679 // for a rod or horn, this fixes some broken rods.
1680 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1759 { 1681 {
1760 op->contr->play_sound (sound_find ("wand_poof")); 1682 op->contr->play_sound (sound_find ("wand_poof"));
1761 1683
1762 if (item->type == ROD) 1684 if (item->type == ROD)
1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1685 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1768 } 1690 }
1769 } 1691 }
1770 1692
1771 if (cast_spell (op, item, dir, item->inv, NULL)) 1693 if (cast_spell (op, item, dir, item->inv, NULL))
1772 { 1694 {
1773 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1695 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1696
1774 if (item->type == WAND) 1697 if (item->type == WAND)
1775 { 1698 {
1776 if (!(--item->stats.food)) 1699 if (!(--item->stats.food))
1777 { 1700 {
1778 object *tmp; 1701 object *tmp;
1782 CLEAR_FLAG (item, FLAG_ANIMATE); 1705 CLEAR_FLAG (item, FLAG_ANIMATE);
1783 item->face = item->arch->face; 1706 item->face = item->arch->face;
1784 item->set_speed (0); 1707 item->set_speed (0);
1785 } 1708 }
1786 1709
1787 if ((tmp = item->in_player ())) 1710 if (object *pl = item->visible_to ())
1788 esrv_update_item (UPD_ANIM, tmp, item); 1711 esrv_update_item (UPD_ANIM, pl, item);
1789 } 1712 }
1790 } 1713 }
1791 else if (item->type == ROD || item->type == HORN) 1714 else if (item->type == ROD || item->type == HORN)
1792 drain_rod_charge (item); 1715 drain_rod_charge (item);
1793 } 1716 }
1798bool 1721bool
1799fire (object *op, int dir) 1722fire (object *op, int dir)
1800{ 1723{
1801 int spellcost = 0; 1724 int spellcost = 0;
1802 1725
1803 /* check for loss of invisiblity/hide */
1804 if (action_makes_visible (op))
1805 make_visible (op);
1806
1807 player *pl = op->contr; 1726 player *pl = op->contr;
1808 1727
1809 if (pl->golem) 1728 if (pl->golem)
1810 { 1729 {
1811 control_golem (op->contr->golem, dir); 1730 control_golem (op->contr->golem, dir);
1813 } 1732 }
1814 1733
1815 object *ob = pl->ranged_ob; 1734 object *ob = pl->ranged_ob;
1816 1735
1817 if (!ob) 1736 if (!ob)
1818 return false;
1819
1820 if (!op->change_weapon (ob))
1821 return false; 1737 return false;
1822 1738
1823 if (op->speed_left > 0.f) 1739 if (op->speed_left > 0.f)
1824 --op->speed_left; 1740 --op->speed_left;
1825 else 1741 else
1826 return false; 1742 return false;
1743
1744 if (!op->change_weapon (ob))
1745 return false;
1746
1747 /* check for loss of invisiblity/hide */
1748 if (action_makes_visible (op))
1749 make_visible (op);
1827 1750
1828 switch (ob->type) 1751 switch (ob->type)
1829 { 1752 {
1830 case BOW: 1753 case BOW:
1831 player_fire_bow (op, dir); 1754 player_fire_bow (op, dir);
1924 * Change the color so that the message doesn't disappear with 1847 * Change the color so that the message doesn't disappear with
1925 * all the others. 1848 * all the others.
1926 */ 1849 */
1927 if (pl->contr->usekeys == key_inventory || 1850 if (pl->contr->usekeys == key_inventory ||
1928 !QUERY_FLAG (container, FLAG_APPLIED) || 1851 !QUERY_FLAG (container, FLAG_APPLIED) ||
1929 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1852 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1930 { 1853 {
1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1854 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1932 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1855 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1933 return NULL; 1856 return NULL;
1934 } 1857 }
1969 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); 1892 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1970 remove_door2 (door); /* remove door without violence ;-) */ 1893 remove_door2 (door); /* remove door without violence ;-) */
1971 } 1894 }
1972 1895
1973 /* Do this after we print the message */ 1896 /* Do this after we print the message */
1974 decrease_ob (key); /* Use up one of the keys */ 1897 key->decrease (); /* Use up one of the keys */
1975 /* Need to update the weight the container the key was in */
1976 if (container != op)
1977 esrv_update_item (UPD_WEIGHT, op, container);
1978 1898
1979 return 1; /* Nothing more to do below */ 1899 return 1; /* Nothing more to do below */
1980 } 1900 }
1981 else if (door->type == LOCKED_DOOR) 1901 else if (door->type == LOCKED_DOOR)
1982 { 1902 {
2079 --op->speed_left; 1999 --op->speed_left;
2080 2000
2081 op->play_sound (sound_find ("push_player")); 2001 op->play_sound (sound_find ("push_player"));
2082 push_ob (mon, dir, op); 2002 push_ob (mon, dir, op);
2083 2003
2084 if (op->contr->tmp_invis || op->hide) 2004 if (action_makes_visible (op))
2085 make_visible (op); 2005 make_visible (op);
2086 2006
2087 return true; 2007 return true;
2088 } 2008 }
2089 else 2009 else
2111 push_ob (mon, dir, op); 2031 push_ob (mon, dir, op);
2112 } 2032 }
2113 else 2033 else
2114 op->statusmsg ("You withhold your attack"); 2034 op->statusmsg ("You withhold your attack");
2115 2035
2116 if (op->contr->tmp_invis || op->hide) 2036 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2117 make_visible (op); 2037 make_visible (op);
2118 2038
2119 return true; 2039 return true;
2120 } 2040 }
2121 } 2041 }
2163bool 2083bool
2164move_player (object *op, int dir) 2084move_player (object *op, int dir)
2165{ 2085{
2166 int pick; 2086 int pick;
2167 2087
2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2088 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2169 return 0; 2089 return 0;
2170 2090
2171 /* Sanity check: make sure dir is valid */ 2091 /* Sanity check: make sure dir is valid */
2172 if ((dir < 0) || (dir >= 9)) 2092 if ((dir < 0) || (dir >= 9))
2173 { 2093 {
2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2099 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2180 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2100 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2181 2101
2182 op->facing = dir; 2102 op->facing = dir;
2183 2103
2184 if (op->hide) 2104 if (op->flag [FLAG_HIDDEN])
2185 do_hidden_move (op); 2105 do_hidden_move (op);
2186 2106
2187 bool retval; 2107 bool retval;
2188 2108
2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2109 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2181 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2262 { 2182 {
2263 op->play_sound (sound_find ("ob_evaporate")); 2183 op->play_sound (sound_find ("ob_evaporate"));
2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2184 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2265 2185
2266 if (op->contr)
2267 esrv_del_item (op->contr, tmp->count);
2268
2269 tmp->destroy (); 2186 tmp->destroy ();
2270 CLEAR_FLAG (op, FLAG_LIFESAVE); 2187 CLEAR_FLAG (op, FLAG_LIFESAVE);
2271 2188
2272 if (op->stats.hp < 0) 2189 if (op->stats.hp < 0)
2273 op->stats.hp = op->stats.maxhp; 2190 op->stats.hp = op->stats.maxhp;
2285 return 0; 2202 return 0;
2286} 2203}
2287 2204
2288/* This goes throws the inventory and removes unpaid objects, and puts them 2205/* This goes throws the inventory and removes unpaid objects, and puts them
2289 * back in the map (location and map determined by values of env). This 2206 * back in the map (location and map determined by values of env). This
2290 * function will descend into containers. op is the object to start the search 2207 * function will descend into containers. op is the object to start the search
2291 * from. 2208 * from.
2292 */ 2209 */
2293static void 2210static void
2294drop_unpaid_items (object *op, object *env) 2211drop_unpaid_items (object *op, object *env)
2295{ 2212{
2296 while (op) 2213 while (op)
2297 { 2214 {
2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2215 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2299 2216
2300 if (QUERY_FLAG (op, FLAG_UNPAID)) 2217 if (QUERY_FLAG (op, FLAG_UNPAID))
2301 {
2302 if (env->type == PLAYER)
2303 esrv_del_item (env->contr, op->count);
2304
2305 op->insert_at (env); 2218 op->insert_at (env);
2306 }
2307 else if (op->inv) 2219 else if (op->inv)
2308 drop_unpaid_items (op->inv, env); 2220 drop_unpaid_items (op->inv, env);
2309 2221
2310 op = next; 2222 op = next;
2311 } 2223 }
2323 * Moved from apply.c to player.c - player.c is what 2235 * Moved from apply.c to player.c - player.c is what
2324 * actually uses this function. player.c may not be quite the 2236 * actually uses this function. player.c may not be quite the
2325 * best, a misc file for object actions is probably better, 2237 * best, a misc file for object actions is probably better,
2326 * but there isn't one in the server directory. 2238 * but there isn't one in the server directory.
2327 */ 2239 */
2328char * 2240const char *
2329gravestone_text (object *op) 2241gravestone_text (object *op)
2330{ 2242{
2331 static char buf2[MAX_BUF]; 2243 static dynbuf_text buf;
2332 char buf[MAX_BUF];
2333 time_t now = time (NULL);
2334 2244
2335 strcpy (buf2, " R.I.P.\n\n"); 2245 buf << "---- R.I.P. ----\n\n"
2246 << op->name;
2247
2336 if (op->type == PLAYER) 2248 if (op->type == PLAYER)
2337 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2249 buf << " the " << op->contr->title;
2338 else
2339 sprintf (buf, "%s\n", &op->name);
2340 2250
2341 strncat (buf2, " ", 20 - strlen (buf) / 2); 2251 buf << "\n\n";
2342 strcat (buf2, buf); 2252
2253 buf << "who was level ";
2254 buf << (sint32)op->level << "\n\n" // OO breakdown
2255 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2256
2343 if (op->type == PLAYER) 2257 if (op->type == PLAYER)
2344 sprintf (buf, "who was in level %d when killed\n", op->level); 2258 buf << "by " << op->contr->killer_name () << ".\n\n";
2345 else
2346 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2347 2259
2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2349 strcat (buf2, buf);
2350 if (op->type == PLAYER)
2351 { 2260 {
2352 sprintf (buf, "by %s.\n\n", op->contr->killer); 2261 static char buf2[128];
2353 strncat (buf2, " ", 21 - strlen (buf) / 2); 2262 time_t now = time (NULL);
2354 strcat (buf2, buf);
2355 }
2356
2357 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2263 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2358 strncat (buf2, " ", 20 - strlen (buf) / 2); 2264 buf << buf2;
2359 strcat (buf2, buf); 2265 }
2360 2266
2361 return buf2; 2267 return buf;
2362} 2268}
2363 2269
2364void 2270void
2365do_some_living (object *op) 2271do_some_living (object *op)
2366{ 2272{
2521 { 2427 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2428 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523 2429
2524 if (over_hp > 0) 2430 if (over_hp > 0)
2525 { 2431 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2432 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0; 2433 op->last_heal = 0;
2528 } 2434 }
2529 else 2435 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2436 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2531 } 2437 }
2547 op->stats.food--; 2453 op->stats.food--;
2548 } 2454 }
2549 2455
2550 if (op->stats.food < 0 && op->stats.hp >= 0) 2456 if (op->stats.food < 0 && op->stats.hp >= 0)
2551 { 2457 {
2552 object *tmp, *flesh = 0; 2458 object *flesh = 0;
2553 2459
2554 for (tmp = op->inv; tmp; tmp = tmp->below) 2460 for_inv_removable (op, tmp)
2555 { 2461 {
2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2462 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2463 continue;
2464
2465 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2557 { 2466 {
2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2467 op->statusmsg ("You blindly grab for a bite of food. "
2559 { 2468 "H<To prevent you from starving, you ate some random item from your backpack.>");
2560 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2561 manual_apply (op, tmp, 0); 2469 manual_apply (op, tmp, 0);
2470
2562 if (op->stats.food >= 0 || op->stats.hp < 0) 2471 if (op->stats.food >= 0 || op->stats.hp < 0)
2563 break; 2472 break;
2564 } 2473 }
2565 else if (tmp->type == FLESH) 2474 else if (tmp->type == FLESH)
2566 flesh = tmp; 2475 flesh = tmp;
2567 } /* End if paid for object */ 2476 }
2568 } /* end of for loop */
2569 2477
2570 /* If player is still starving, it means they don't have any food, so 2478 /* If player is still starving, it means they don't have any food, so
2571 * eat flesh instead. 2479 * eat flesh instead.
2572 */ 2480 */
2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2481 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2574 { 2482 {
2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2483 op->statusmsg ("You blindly grab for a bite of food. "
2484 "H<To prevent you from starving, you ate some random item from your backpack.>");
2576 manual_apply (op, flesh, 0); 2485 manual_apply (op, flesh, 0);
2577 } 2486 }
2487
2488 // If player is still starving, alert him!
2489 if (op->stats.food < 0)
2490 op->failmsg ("You are starving! "
2491 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2578 } 2492 }
2579 2493
2580 if (op->stats.food < 0) 2494 if (op->stats.food < 0)
2581 { 2495 {
2582 op->stats.hp += op->stats.food; 2496 op->stats.hp += op->stats.food;
2583 op->stats.food = 0; 2497 op->stats.food = 0;
2498
2499 if (op->stats.hp < 0)
2500 {
2501 op->contr->killer = archetype::get ("killer_starvation");
2502 op->contr->killer->destroy ();
2584 } 2503 }
2504 }
2585 2505
2506 /* killer should be set here already */
2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2507 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2587 kill_player (op); 2508 kill_player (op);
2588 } 2509 }
2589} 2510}
2590 2511
2595 */ 2516 */
2596void 2517void
2597kill_player (object *op) 2518kill_player (object *op)
2598{ 2519{
2599 int x, y; 2520 int x, y;
2600 char buf[MAX_BUF];
2601 maptile *map; /* this is for resurrection */ 2521 maptile *map; /* this is for resurrection */
2602 int will_kill_again; 2522 int will_kill_again;
2603 archetype *at; 2523 archetype *at;
2604 object *tmp; 2524 object *tmp;
2605 2525
2606 if (save_life (op)) 2526 if (save_life (op))
2607 return; 2527 return;
2528
2529 dynbuf_text deathtab;
2530
2531 /* restore player */
2532 at = archetype::find ("poisoning");
2533 if (object *tmp = present_arch_in_ob (at, op))
2534 {
2535 tmp->destroy ();
2536 deathtab << "Your body feels cleansed...\r";
2537 }
2538
2539 at = archetype::find ("confusion");
2540 if (object *tmp = present_arch_in_ob (at, op))
2541 {
2542 tmp->destroy ();
2543 deathtab << "Your mind feels clearer...\r";
2544 }
2545
2546 cure_disease (op, 0, 0); /* remove any disease */
2547
2548 max_it (op->stats.hp , op->stats.maxhp);
2549 max_it (op->stats.sp , op->stats.maxsp);
2550 max_it (op->stats.grace, op->stats.maxgrace);
2551
2552 if (op->stats.food <= 0)
2553 op->stats.food = 999;
2554
2555 // remove all spell effects that are active
2556 // to avoid long-term effects such as word-of-recall
2557 for (object *item = op->inv; item; )
2558 {
2559 object *next = item->below;
2560
2561 if (item->type == SPELL_EFFECT && item->active)
2562 item->destroy ();
2563
2564 item = next;
2565 }
2608 2566
2609 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2567 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2610 * in cities ONLY!!! It is very important that this doesn't get abused. 2568 * in cities ONLY!!! It is very important that this doesn't get abused.
2611 * Look at op_on_battleground() for more info --AndreasV 2569 * Look at op_on_battleground() for more info --AndreasV
2612 */ 2570 */
2613 if (op_on_battleground (op, &x, &y)) 2571 if (op_on_battleground (op, &x, &y))
2614 { 2572 {
2615 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2573 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2616 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2617
2618 /* restore player */
2619 at = archetype::find ("poisoning");
2620 if (object *tmp = present_arch_in_ob (at, op))
2621 {
2622 tmp->destroy ();
2623 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2624 }
2625
2626 at = archetype::find ("confusion");
2627 if (object *tmp = present_arch_in_ob (at, op))
2628 {
2629 tmp->destroy ();
2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2631 }
2632
2633 cure_disease (op, 0, 0); /* remove any disease */
2634 op->stats.hp = op->stats.maxhp;
2635 if (op->stats.food <= 0)
2636 op->stats.food = 999;
2637 2574
2638 /* create a bodypart-trophy to make the winner happy */ 2575 /* create a bodypart-trophy to make the winner happy */
2639 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2576 if (object *tmp = arch_to_object (archetype::find ("finger")))
2640 { 2577 {
2641 tmp->name = format ("%s's finger" , &op->name); 2578 tmp->name = format ("%s's finger" , &op->name);
2642 tmp->name_pl = format ("%s's fingers", &op->name); 2579 tmp->name_pl = format ("%s's fingers", &op->name);
2643 tmp->msg = format ( 2580 tmp->msg = format (
2644 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2581 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2645 &op->name, op->contr->title, (int) (op->level), op->contr->killer 2582 &op->name, op->contr->title,
2583 (int)op->level,
2584 op->contr->killer_name ()
2646 ); 2585 );
2647 tmp->value = 0, tmp->type = 0; 2586 tmp->value = 0, tmp->type = 0;
2648 tmp->materialname = "organics"; 2587 tmp->materialname = "organics";
2649 tmp->insert_at (op, tmp); 2588 tmp->insert_at (op, tmp);
2650 } 2589 }
2651 2590
2652 /* teleport defeated player to new destination */ 2591 /* teleport defeated player to new destination */
2653 transfer_ob (op, x, y, 0, NULL); 2592 transfer_ob (op, x, y, 0, NULL);
2654 op->contr->braced = 0; 2593 op->contr->braced = 0;
2594
2595 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2655 return; 2596 return;
2656 } 2597 }
2657 2598
2599 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2600 deathtab << "T<YOU HAVE DIED>\n\n";
2601
2658 INVOKE_PLAYER (DEATH, op->contr); 2602 INVOKE_PLAYER (DEATH, op->contr);
2659 2603
2660 command_kill_pets (op, 0); 2604 command_kill_pets (op, 0);
2661
2662 if (op->stats.food < 0)
2663 strcpy (op->contr->killer, "starvation");
2664 2605
2665 op->contr->play_sound (sound_find ("player_dies")); 2606 op->contr->play_sound (sound_find ("player_dies"));
2666 2607
2667 /* save the map location for corpse, gravestone */ 2608 /* save the map location for corpse, gravestone */
2668 x = op->x; 2609 x = op->x;
2698 2639
2699 lost_a_stat = 0; 2640 lost_a_stat = 0;
2700 2641
2701 for (z = 0; z < num_stats_lose; z++) 2642 for (z = 0; z < num_stats_lose; z++)
2702 { 2643 {
2703 i = RANDOM () % NUM_STATS; 2644 i = rndm (NUM_STATS);
2704 2645
2705 if (settings.stat_loss_on_death) 2646 if (settings.stat_loss_on_death)
2706 { 2647 {
2707 /* Pick a random stat and take a point off it. Tell the player 2648 /* Pick a random stat and take a point off it. Tell the player
2708 * what he lost. 2649 * what he lost.
2759 } 2700 }
2760 } 2701 }
2761 2702
2762 if (lose_this_stat) 2703 if (lose_this_stat)
2763 { 2704 {
2764 this_stat = get_attr_value (&(dep->stats), i); 2705 this_stat = get_attr_value (&dep->stats, i);
2765 /* We could try to do something clever like find another 2706 /* We could try to do something clever like find another
2766 * stat to reduce if this fails. But chances are, if 2707 * stat to reduce if this fails. But chances are, if
2767 * stats have been depleted to -50, all are pretty low 2708 * stats have been depleted to -50, all are pretty low
2768 * and should be roughly the same, so it shouldn't make a 2709 * and should be roughly the same, so it shouldn't make a
2769 * difference. 2710 * difference.
2777 lost_a_stat = 1; 2718 lost_a_stat = 1;
2778 } 2719 }
2779 } 2720 }
2780 } 2721 }
2781 } 2722 }
2723
2782 /* If no stat lost, tell the player. */ 2724 /* If no stat lost, tell the player. */
2783 if (!lost_a_stat) 2725 if (!lost_a_stat)
2784 { 2726 {
2785 /* determine_god() seems to not work sometimes... why is this? 2727 /* determine_god() seems to not work sometimes... why is this?
2786 Should I be using something else? GD */ 2728 Should I be using something else? GD */
2787 const char *god = determine_god (op); 2729 shstr_tmp god = determine_god (op);
2788 2730
2789 if (god && (strcmp (god, "none"))) 2731 if (god != shstr_none)
2790 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2732 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2791 else 2733 else
2792 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2734 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2793 } 2735 }
2794#else 2736#else
2795 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2737 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2796#endif 2738#endif
2797 2739
2798 /* Put a gravestone up where the character 'almost' died. List the 2740 /* Put a gravestone up where the character 'almost' died. List the
2799 * exp loss on the stone. 2741 * exp loss on the stone.
2800 */ 2742 */
2801 tmp = arch_to_object (archetype::find ("gravestone")); 2743 tmp = arch_to_object (archetype::find ("gravestone"));
2802 sprintf (buf, "%s's gravestone", &op->name); 2744 tmp->name = format ("%s's gravestone", &op->name);
2803 tmp->name = buf; 2745 tmp->name_pl = format ("%s's gravestones", &op->name);
2804 sprintf (buf, "%s's gravestones", &op->name); 2746 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2805 tmp->name_pl = buf; 2747 &op->name, op->contr->title, op->contr->killer_name ());
2806 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);
2807 tmp->msg = buf;
2808 tmp->x = op->x, tmp->y = op->y; 2748 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL, 0); 2749 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2750
2811 /**************************************/ 2751 /**************************************/
2812 /* */ 2752 /* */
2813 /* Subtract the experience points, */ 2753 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */
2816 /* */ 2754 /* */
2817 /**************************************/ 2755 /**************************************/
2818 2756
2819 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */
2821 at = archetype::find ("poisoning");
2822 tmp = present_arch_in_ob (at, op);
2823
2824 if (tmp)
2825 {
2826 tmp->destroy ();
2827 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2828 }
2829
2830 at = archetype::find ("confusion");
2831 tmp = present_arch_in_ob (at, op);
2832 if (tmp)
2833 {
2834 tmp->destroy ();
2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2836 }
2837
2838 cure_disease (op, 0, 0); /* remove any disease */
2839
2840 /*add_exp(op, (op->stats.exp * -0.20)); */ 2757 /*add_exp(op, (op->stats.exp * -0.20)); */
2841 apply_death_exp_penalty (op); 2758 apply_death_exp_penalty (op);
2842 if (op->stats.food < 100)
2843 op->stats.food = 900;
2844 op->stats.hp = op->stats.maxhp;
2845 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2846 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2847 2759
2848 /* 2760 /*
2849 * Check to see if the player has any unpaid items. If so, remove them 2761 * Check to see if the player has any unpaid items. If so, remove them
2850 * and put them back in the map. 2762 * and put them back in the map.
2851 */ 2763 */
2886 if (will_kill_again & (1 << at)) 2798 if (will_kill_again & (1 << at))
2887 force->resist[at] = 100; 2799 force->resist[at] = 100;
2888 2800
2889 insert_ob_in_ob (force, op); 2801 insert_ob_in_ob (force, op);
2890 op->update_stats (); 2802 op->update_stats ();
2891
2892 } 2803 }
2893 2804
2894 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2805 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2895} 2806}
2896 2807
2897void 2808void
2898loot_object (object *op) 2809loot_object (object *op)
2899{ /* Grab and destroy some treasure */ 2810{ /* Grab and destroy some treasure */
2916 2827
2917 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2828 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2918 { 2829 {
2919 if (tmp->nrof > 1) 2830 if (tmp->nrof > 1)
2920 { 2831 {
2921 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2832 tmp->decrease (rndm (1, tmp->nrof - 1));
2922 tmp2->destroy ();
2923 insert_ob_in_map (tmp, op->map, NULL, 0); 2833 insert_ob_in_map (tmp, op->map, NULL, 0);
2924 } 2834 }
2925 else 2835 else
2926 tmp->destroy (); 2836 tmp->destroy ();
2927 } 2837 }
2938void 2848void
2939fix_weight (void) 2849fix_weight (void)
2940{ 2850{
2941 for_all_players (pl) 2851 for_all_players (pl)
2942 { 2852 {
2943 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2853 sint32 old = pl->ob->carrying;
2944 2854
2945 if (old == sum) 2855 pl->ob->update_weight ();
2946 continue; 2856
2857 if (old != pl->ob->carrying)
2858 {
2947 pl->ob->update_stats (); 2859 pl->ob->update_stats ();
2948 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2860 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2861 }
2949 } 2862 }
2950} 2863}
2951 2864
2952void 2865void
2953fix_luck (void) 2866fix_luck (void)
2995} 2908}
2996 2909
2997void 2910void
2998make_visible (object *op) 2911make_visible (object *op)
2999{ 2912{
3000 op->hide = 0; 2913 op->flag [FLAG_HIDDEN] = 0;
3001 op->invisible = 0; 2914 op->invisible = 0;
3002 2915
3003 if (op->type == PLAYER) 2916 if (op->type == PLAYER)
3004 { 2917 {
3005 op->contr->tmp_invis = 0; 2918 op->contr->tmp_invis = 0;
3030 2943
3031 if (!ob || !ob->map) 2944 if (!ob || !ob->map)
3032 return 0; 2945 return 0;
3033 2946
3034 /* so, on normal lighted maps, its hard to hide */ 2947 /* so, on normal lighted maps, its hard to hide */
3035 level = ob->map->darkness - 2; 2948 level = ob->map->darklevel () - 2;
3036 2949
3037 /* this also picks up whether the object is glowing. 2950 /* this also picks up whether the object is glowing.
3038 * If you carry a light on a non-dark map, its not 2951 * If you carry a light on a non-dark map, its not
3039 * as bad as carrying a light on a pitch dark map */ 2952 * as bad as carrying a light on a pitch dark map */
3040 if (has_carried_lights (ob)) 2953 if (ob->has_carried_lights ())
3041 level = -(10 + (2 * ob->map->darkness)); 2954 level = -(10 + (2 * ob->map->darklevel ()));
3042 2955
3043 /* scan through all nearby squares for terrain to hide in */ 2956 /* scan through all nearby squares for terrain to hide in */
3044 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2957 for (i = 0, x = ob->x, y = ob->y;
2958 i <= SIZEOFFREE1;
2959 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3045 { 2960 {
3046 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2961 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3047 if (mflag & P_OUT_OF_MAP) 2962 if (mflag & P_OUT_OF_MAP)
3048 {
3049 continue; 2963 continue;
3050 } 2964
3051 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2965 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3052 level += 2; 2966 level += 2;
3053 else /* open terrain! */ 2967 else /* open terrain! */
3054 level -= 1; 2968 level -= 1;
3055 } 2969 }
3066 * spot (surrounded by clear terrain in broad daylight). -b.t. 2980 * spot (surrounded by clear terrain in broad daylight). -b.t.
3067 */ 2981 */
3068void 2982void
3069do_hidden_move (object *op) 2983do_hidden_move (object *op)
3070{ 2984{
3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2985 int hide = 0;
3072 object *skop;
3073 2986
3074 if (!op || !op->map) 2987 if (!op || !op->map)
3075 return; 2988 return;
3076 2989
3077 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2990 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2991 int num = random_roll (0, 19, op, PREFER_LOW);
3078 2992
3079 /* its *extremely* hard to run and sneak/hide at the same time! */ 2993 /* its *extremely* hard to run and sneak/hide at the same time! */
3080 if (op->type == PLAYER && op->contr->run_on) 2994 if (op->type == PLAYER && op->contr->run_on)
3081 if (!skop || num >= skop->level) 2995 if (!skop || num >= skop->level)
3082 { 2996 {
3092 num -= hide; 3006 num -= hide;
3093 3007
3094 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3008 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3095 { 3009 {
3096 make_visible (op); 3010 make_visible (op);
3011
3097 if (op->type == PLAYER) 3012 if (op->type == PLAYER)
3098 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3013 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3099 } 3014 }
3100 else if (op->type == PLAYER && skop) 3015 else if (op->type == PLAYER && skop)
3101 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3016 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3191 while (op) 3106 while (op)
3192 { 3107 {
3193 dx = rv.distance_x + op->arch->x; 3108 dx = rv.distance_x + op->arch->x;
3194 dy = rv.distance_y + op->arch->y; 3109 dy = rv.distance_y + op->arch->y;
3195 3110
3196 /* only the viewable area the player sees is updated by LOS 3111 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3197 * code, so we need to restrict ourselves to that range of values
3198 * for any meaningful values.
3199 */
3200 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3201 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3202 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3203 return 1; 3112 return 1;
3204 3113
3205 op = op->more; 3114 op = op->more;
3206 } 3115 }
3207 3116
3208 return 0; 3117 return 0;
3209} 3118}
3210 3119
3211/* routine for both players and monsters. We call this when 3120/* routine for both players and monsters. We call this when
3212 * there is a possibility for our action distrubing our hiding 3121 * there is a possibility for our action distrubing our hiding
3213 * place or invisiblity spell. Artefact invisiblity is not 3122 * place or invisiblity spell. Artefact invisiblity causes
3214 * effected by this. If we arent invisible to begin with, we 3123 * "noise" instead. If we arent invisible to begin with, we
3215 * return 0. 3124 * return 0.
3216 */ 3125 */
3217int 3126int
3218action_makes_visible (object *op) 3127action_makes_visible (object *op)
3219{ 3128{
3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3129 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3221 { 3130 {
3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3131 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3132 {
3133 // artefact invisibility is permanent, but we still make noise
3134 // this is important for game-balance.
3135 if (op->contr)
3136 op->make_noise ();
3137
3223 return 0; 3138 return 0;
3139 }
3224 3140
3225 if (op->contr && op->contr->tmp_invis == 0) 3141 if (op->contr && op->contr->tmp_invis == 0)
3226 return 0; 3142 return 0;
3227 3143
3228 /* If monsters, they should become visible */ 3144 /* If monsters, they should become visible */
3229 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3145 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3230 { 3146 {
3231 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3147 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3232 return 1; 3148 return 1;
3233 } 3149 }
3234 } 3150 }
3235 3151
3236 return 0; 3152 return 0;
3442 else 3358 else
3443 { 3359 {
3444 /* generate misc. treasure */ 3360 /* generate misc. treasure */
3445 tmp = arch_to_object (tr->item); 3361 tmp = arch_to_object (tr->item);
3446 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3362 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3447 tmp = insert_ob_in_ob (tmp, who); 3363 who->insert (tmp);
3448 if (who->type == PLAYER)
3449 esrv_send_item (who, tmp);
3450 } 3364 }
3451} 3365}
3452 3366
3453/** 3367/**
3454 * Unready an object for a player. This function does nothing if the object was 3368 * Unready an object for a player. This function does nothing if the object was
3466 if (pl->ranged_ob == ob) 3380 if (pl->ranged_ob == ob)
3467 pl->ranged_ob = 0; 3381 pl->ranged_ob = 0;
3468} 3382}
3469 3383
3470sint8 3384sint8
3471player::visibility_at (maptile *map, int x, int y) const 3385player::darkness_at (maptile *map, int x, int y) const
3472{ 3386{
3473 if (!ns) 3387 if (!ns)
3474 return 0; 3388 return LOS_BLOCKED;
3475 3389
3476 int dx, dy; 3390 int dx, dy;
3477 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3391 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3478 return 0; 3392 return LOS_BLOCKED;
3479 3393
3480 x += dx - ns->current_x + ns->mapx / 2; 3394 x += dx - ns->current_x;
3481 y += dy - ns->current_y + ns->mapy / 2; 3395 y += dy - ns->current_y;
3482 3396
3483 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3484 return 0;
3485
3486 return 100 - blocked_los [x][y]; 3397 return blocked_los (x, y);
3487} 3398}
3488 3399
3489void 3400void
3490player::infobox (const char *title, const char *msg, int color) 3401player::infobox (const char *title, const char *msg, int color)
3491{ 3402{

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