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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 1.262 by root, Sat Apr 3 03:35:33 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 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
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
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
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{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
207 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
208 97
209 ns->update_look = 0; 98 ns->update_look = 0;
210 ns->look_position = 0; 99 ns->look_position = 0;
211 100
212 clear_los (this); 101 clear_los ();
213 102
214 ns->reset_stats (); 103 ns->reset_stats ();
215 104
216 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
219 108
220 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
221 link_player_skills (ob); 110 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 111
225 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
226 113
227 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
229 { 116 {
230 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
231 118
232 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
239 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
240 } 127 }
241 128
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 130
244 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
245 138
246 ob->flag [FLAG_READY_WEAPON] = false; 139 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false; 140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
248 ob->flag [FLAG_READY_BOW] = false; 142 ob->flag [FLAG_READY_BOW] = false;
249 143
250 for (object *op = ob->inv; op; op = op->below) 144 for (object *op = ob->inv; op; op = op->below)
251 if (op->flag [FLAG_APPLIED]) 145 if (op->flag [FLAG_APPLIED])
252 switch (op->type) 146 switch (op->type)
253 { 147 {
254 case SKILL: 148 case SKILL:
255 ob->flag [FLAG_APPLIED] = false; 149 op->flag [FLAG_APPLIED] = false;
256 break; 150 break;
257 151
152 case SPELL:
258 case WAND: 153 case WAND:
259 case ROD: 154 case ROD:
260 case HORN: 155 case HORN:
261 case BOW: 156 case BOW:
157 case RANGED:
262 ranged_ob = op; 158 ranged_ob = op;
159 op->flag [FLAG_APPLIED] = false;
263 break; 160 break;
264 161
265 case WEAPON: 162 case WEAPON:
266 combat_ob = op; 163 combat_ob = op;
164 op->flag [FLAG_APPLIED] = false;
267 break; 165 break;
268 } 166 }
269 167
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 168 ob->update_stats (); // we unapplied stuff above
271 ob->update_stats ();
272 169
273 ns->floorbox_update (); 170 ob->current_weapon = 0;
274 esrv_send_inventory (ob, ob); 171 if (object *item = combat_ob ? combat_ob : ranged_ob)
275 esrv_add_spells (this, 0); 172 ob->apply (item);
276 173
277 activate (); 174 activate ();
278
279 send_rules (ob);
280 send_news (ob);
281 display_motd (ob);
282 175
283 INVOKE_PLAYER (CONNECT, this); 176 INVOKE_PLAYER (CONNECT, this);
284 INVOKE_PLAYER (LOGIN, this); 177 INVOKE_PLAYER (LOGIN, this);
285} 178}
286 179
303 ns->reset_stats (); 196 ns->reset_stats ();
304 ns->pl = 0; 197 ns->pl = 0;
305 ns = 0; 198 ns = 0;
306 } 199 }
307 200
308 observe = ob; 201 // this is important for the player scheduler to get the correct refcount
202 // when ns = 0
203 observe = viewpoint = ob;
309 204
310 deactivate (); 205 deactivate ();
311} 206}
207
208//-GPL
312 209
313// the need for this function can be explained 210// the need for this function can be explained
314// by load_object not returning the object 211// by load_object not returning the object
315void 212void
316player::set_object (object *op) 213player::set_object (object *op)
317{ 214{
318 ob = observe = op; 215 ob = observe = viewpoint = op;
319 ob->contr = this; /* this aren't yet in archetype */ 216 ob->contr = this; /* this aren't yet in archetype */
320 217
321 ob->speed = 1.0f; 218 ob->speed = 1.0f;
322 ob->speed_left = 0.5f; 219 ob->speed_left = 0.5f;
323 220
324 ob->direction = 5; /* So player faces south */ 221 ob->direction = 5; /* So player faces south */
325} 222}
326 223
327void 224void
328player::set_observe (object *op) 225player::set_observe (object *op)
329{ 226{
330 observe = op ? op : ob; 227 observe = viewpoint = op ? op : ob;
331 do_los = 1; 228 do_los = 1;
332} 229}
230
231void
232player::set_viewpoint (object *op)
233{
234 viewpoint = op ? op : (object *)observe;
235 do_los = 1;
236}
237
238//+GPL
333 239
334player::player () 240player::player ()
335{ 241{
336 /* There are some elements we want initialised to non zero value - 242 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point. 243 * we deal with that below this point.
343 savebed_map = first_map_path; /* Init. respawn position */ 249 savebed_map = first_map_path; /* Init. respawn position */
344 250
345 gen_sp_armour = 10; 251 gen_sp_armour = 10;
346 bowtype = bow_normal; 252 bowtype = bow_normal;
347 petmode = pet_normal; 253 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers; 254 usekeys = containers;
350 peaceful = 1; /* default peaceful */ 255 peaceful = 1; /* default peaceful */
351 do_los = 1; 256 do_los = 1;
352 257
353 weapon_sp = 1.0f; 258 weapon_sp = 1.0f;
365 { 270 {
366 ob->destroy_inv (false); 271 ob->destroy_inv (false);
367 ob->destroy (); 272 ob->destroy ();
368 } 273 }
369 274
370 ob = observe = 0; 275 ob = observe = viewpoint = 0;
371} 276}
372 277
373player::~player () 278player::~player ()
374{ 279{
375 /* Clear item stack */ 280 /* Clear item stack */
376 free (stack_items); 281 free (stack_items);
282}
283
284/*
285 * get_player_archetype() return next player archetype from archetype
286 * list. Not very efficient routine, but used only creating new players.
287 * Note: there MUST be at least one player archetype!
288 */
289static archetype *
290get_player_archetype (archetype *at)
291{
292 // archetypes could have been reloaded
293 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
294
295 if (!nat)
296 return at;
297
298 archvec::iterator i = archetypes.find (nat);
299
300 for (;;)
301 {
302 if (++i == archetypes.end ())
303 i = archetypes.begin ();
304 else if (*i == at)
305 cleanup ("not a single player archetype found");
306
307 if ((*i)->type == PLAYER)
308 return *i;
309 }
377} 310}
378 311
379/* Tries to add player on the connection passed in ns. 312/* Tries to add player on the connection passed in ns.
380 * All we can really get in this is some settings like host and display 313 * All we can really get in this is some settings like host and display
381 * mode. 314 * mode.
383player * 316player *
384player::create () 317player::create ()
385{ 318{
386 player *pl = new player; 319 player *pl = new player;
387 320
388 pl->set_object (arch_to_object (get_player_archetype (0))); 321 pl->set_object (get_player_archetype (0)->instance ());
389 322
390 pl->ob->roll_stats (); 323 pl->ob->roll_stats ();
391 pl->ob->stats.wc = 2; 324 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */ 325 pl->ob->run_away = 25; /* Then we panick... */
393 326
394 set_first_map (pl->ob); 327 set_first_map (pl->ob);
395 328
396 return pl; 329 return pl;
397}
398
399/*
400 * get_player_archetype() return next player archetype from archetype
401 * list. Not very efficient routine, but used only creating new players.
402 * Note: there MUST be at least one player archetype!
403 */
404archetype *
405get_player_archetype (archetype *at)
406{
407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
408
409 for (;;)
410 {
411 if (++i == archetypes.end ())
412 i = archetypes.begin ();
413 else if (*i == at)
414 cleanup ("not a single player archetype found");
415
416 if ((*i)->type == PLAYER)
417 return *i;
418 }
419} 330}
420 331
421object * 332object *
422get_nearest_player (object *mon) 333get_nearest_player (object *mon)
423{ 334{
630 541
631 return firstdir; 542 return firstdir;
632} 543}
633 544
634void 545void
635give_initial_items (object *pl, treasurelist * items) 546give_initial_items (object *pl, treasurelist *items)
636{ 547{
637 object *op, *next = NULL;
638
639 if (pl->randomitems != NULL) 548 if (pl->randomitems)
640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 549 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
641 550
642 for (op = pl->inv; op; op = next) 551 for (object *next, *op = pl->inv; op; op = next)
643 { 552 {
644 next = op->below; 553 next = op->below;
645 554
646 /* Forces get applied per default, unless they have the 555 /* Forces get applied per default, unless they have the
647 * flag "neutral" set. Sorry but I can't think of a better way 556 * flag "neutral" set. Sorry but I can't think of a better way
652 /* we never give weapons/armour if these cannot be used 561 /* we never give weapons/armour if these cannot be used
653 * by this player due to race restrictions 562 * by this player due to race restrictions
654 */ 563 */
655 if (pl->type == PLAYER) 564 if (pl->type == PLAYER)
656 { 565 {
657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
567 &&
658 (op->type == ARMOUR || op->type == BOOTS || 568 (op->type == ARMOUR || op->type == BOOTS
659 op->type == CLOAK || op->type == HELMET || 569 || op->type == CLOAK || op->type == HELMET
660 op->type == SHIELD || op->type == GLOVES || 570 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE))
661 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 572 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
662 { 573 {
663 op->destroy (); 574 op->destroy ();
664 continue; 575 continue;
665 } 576 }
666 } 577 }
667 578
668 /* This really needs to be better - we should really give 579 /* Here we remove duplicated skills (as duplicated spell objects have
669 * a substitute spellbook. The problem is that we don't really 580 * _very_ confusing effects for players), which could for instance be
670 * have a good idea what to replace it with (need something like 581 * generated by bad treasurelists. - elmex
671 * a first level treasurelist for each skill.)
672 * remove duplicate skills also
673 */ 582 */
674 if (op->type == SPELLBOOK || op->type == SKILL) 583 if (op->type == SKILL)
675 { 584 {
676 object *tmp;
677
678 for (tmp = op->below; tmp; tmp = tmp->below) 585 for (object *tmp = op->below; tmp; tmp = tmp->below)
679 if (tmp->type == op->type && tmp->name == op->name) 586 if (tmp->type == op->type && tmp->name == op->name)
680 break;
681
682 if (tmp)
683 { 587 {
684 op->destroy (); 588 op->destroy ();
589 LOG (llevError,
685 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
686 continue; 591 break;
687 } 592 }
688 593
689 if (op->nrof > 1) 594 if (op->nrof > 1)
690 op->nrof = 1; 595 op->nrof = 1;
691 } 596 }
692 597
693 if (op->type == SPELLBOOK && op->inv) 598 if (op->type == SPELLBOOK && op->inv)
694 {
695 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
696 }
697 600
698 /* Give starting characters identified, uncursed, and undamned 601 /* Give starting characters identified, uncursed, and undamned
699 * items. Just don't identify gold or silver, or it won't be 602 * items. Just don't identify gold or silver, or it won't be
700 * merged properly. 603 * merged properly.
701 */ 604 */
702 if (need_identify (op)) 605 if (need_identify (op))
703 { 606 {
704 SET_FLAG (op, FLAG_IDENTIFIED); 607 SET_FLAG (op, FLAG_IDENTIFIED);
705 CLEAR_FLAG (op, FLAG_CURSED); 608 CLEAR_FLAG (op, FLAG_CURSED);
706 CLEAR_FLAG (op, FLAG_DAMNED); 609 CLEAR_FLAG (op, FLAG_DAMNED);
707 } 610 }
611
708 if (op->type == SPELL) 612 if (op->type == SPELL)
709 { 613 {
710 op->destroy (); 614 op->destroy ();
711 continue; 615 continue;
712 } 616 }
714 { 618 {
715 SET_FLAG (op, FLAG_CAN_USE_SKILL); 619 SET_FLAG (op, FLAG_CAN_USE_SKILL);
716 op->stats.exp = 0; 620 op->stats.exp = 0;
717 op->level = 1; 621 op->level = 1;
718 } 622 }
719 /* lock all 'normal items by default */ 623 else /* lock all 'normal items by default */
720 else
721 SET_FLAG (op, FLAG_INV_LOCKED); 624 SET_FLAG (op, FLAG_INV_LOCKED);
722 } /* for loop of objects in player inv */ 625 } /* for loop of objects in player inv */
723 626
724 /* Need to set up the skill pointers */ 627 /* Need to set up the skill pointers */
725 link_player_skills (pl); 628 pl->contr->link_skills ();
726} 629}
727 630
728void 631void
729get_party_password (object *op, partylist *party) 632get_party_password (object *op, partylist *party)
730{ 633{
740 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 643 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
741} 644}
742 645
743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 646/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
744static int 647static int
745roll_stat (void) 648roll_stat ()
746{ 649{
747 int a[4], i, j, k; 650 int a[4], i, j, k;
748 651
749 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
750 a[i] = (int) rndm (6) + 1; 653 a[i] = (int) rndm (6) + 1;
831static void 734static void
832start_info (object *op) 735start_info (object *op)
833{ 736{
834 char buf[MAX_BUF]; 737 char buf[MAX_BUF];
835 738
836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 739 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
837 new_draw_info (NDI_UNIQUE, 0, op, buf); 740 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} 741}
841 742
842/* This function takes the key that is passed, and does the 743/* This function takes the key that is passed, and does the
843 * appropriate action with it (change race, or other things). 744 * appropriate action with it (change race, or other things).
844 * The function name is for historical reasons - now we have 745 * The function name is for historical reasons - now we have
847 */ 748 */
848void 749void
849player::chargen_race_done () 750player::chargen_race_done ()
850{ 751{
851 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
852 esrv_new_player (ob->contr, ob->weight + ob->carrying); 753 esrv_new_player (ob->contr);
853 754
854 treasurelist *tl = treasurelist::find ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
855 if (tl) 756 if (tl)
856 create_treasure (tl, ob, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
857 758
858 INVOKE_PLAYER (BIRTH, ob->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
859 INVOKE_PLAYER (LOGIN, ob->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
860 761
861 ob->contr->ns->state = ST_PLAYING; 762 ob->contr->ns->state = ST_PLAYING;
862 763
863 if (ob->msg) 764 if (ob->msg)
864 ob->msg = 0; 765 ob->msg = 0;
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 }
874 766
875 start_info (ob); 767 start_info (ob);
876 CLEAR_FLAG (ob, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
877 give_initial_items (ob, ob->randomitems); 769 give_initial_items (ob, ob->randomitems);
878 link_player_skills (ob);
879 esrv_send_inventory (ob, ob); 770 esrv_send_inventory (ob, ob);
880 ob->update_stats (); 771 ob->update_stats ();
881 772
882 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
883 * is one for this race 774 * is one for this race
884 */ 775 */
885 if (*first_map_ext_path) 776 if (*first_map_ext_path)
886 { 777 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 778 else
901 LOG (llevDebug, "first_map_ext_path not set\n"); 779 LOG (llevDebug, "first_map_ext_path not set\n");
902} 780}
903 781
904void 782void
935 ob->stats.hp = ob->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
936 ob->stats.sp = ob->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
937 ob->stats.grace = 0; 815 ob->stats.grace = 0;
938} 816}
939 817
940void 818static void
941flee_player (object *op) 819flee_player (object *op)
942{ 820{
943 int dir, diff; 821 int dir, diff;
944 rv_vector rv; 822 rv_vector rv;
945 823
948 LOG (llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
949 CLEAR_FLAG (op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
950 return; 828 return;
951 } 829 }
952 830
953 if (op->enemy == NULL) 831 if (!op->enemy)
954 { 832 {
955 LOG (llevDebug, "Fleeing player had no enemy.\n"); 833 LOG (llevDebug, "Fleeing player had no enemy.\n");
956 CLEAR_FLAG (op, FLAG_SCARED); 834 CLEAR_FLAG (op, FLAG_SCARED);
957 return; 835 return;
958 } 836 }
959 837
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)) 838 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
972 { 839 {
973 op->enemy = NULL; 840 op->enemy = NULL;
974 CLEAR_FLAG (op, FLAG_SCARED); 841 CLEAR_FLAG (op, FLAG_SCARED);
975 return; 842 return;
978 get_rangevector (op, op->enemy, &rv, 0); 845 get_rangevector (op, op->enemy, &rv, 0);
979 846
980 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
981 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
982 { 849 {
983 int m = 1 - (RANDOM () & 2); 850 int m = 1 - rndm (2) * 2;
984 851
985 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
986 return; 853 return;
987 } 854 }
988 855
989 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
990 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
999check_pick (object *op) 866check_pick (object *op)
1000{ 867{
1001 object *tmp, *next; 868 object *tmp, *next;
1002 int stop = 0; 869 int stop = 0;
1003 int wvratio; 870 int wvratio;
1004 char putstring[128];
1005 871
1006 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
1007 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
1008 return 1; 874 return 1;
1009 875
1010 next = op->below; 876 next = op->below;
877
878 int cnt = MAX_ITEM_PER_ACTION;
879#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1011 880
1012 /* loop while there are items on the floor that are not marked as 881 /* loop while there are items on the floor that are not marked as
1013 * destroyed */ 882 * destroyed */
1014 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
1015 { 884 {
1016 tmp = next; 885 tmp = next;
1017 next = tmp->below; 886 next = tmp->below;
1018 887
888 if (cnt <= 0)
889 {
890 op->failmsg ("Couldn't pickup all items at once.");
891 return 0;
892 }
893
1019 if (op->destroyed ()) 894 if (op->destroyed ())
1020 return 0; 895 return 0;
1021 896
1022 if (!can_pick (op, tmp)) 897 if (!can_pick (op, tmp))
1023 continue; 898 continue;
1024 899
1025 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1026 { 901 {
1027 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1028 pick_up (op, tmp); 903 CHK_PICK_PICKUP;
904
1029 continue; 905 continue;
1030 } 906 }
1031 907
1032 /* high not bit set? We're using the old autopickup model */ 908 /* pickup handling */
909 if (op->contr->mode & PU_DEBUG)
910 {
911 /* some debugging code to figure out item information */
912 const char *str = tmp->name
913 ? format ("item name: %s item type: %d weight/value: %d",
914 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
915 : format ("item name: %s item type: %d weight/value: %d",
916 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
917
918 new_draw_info (NDI_UNIQUE, 0, op, str);
919 }
920
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
925 return 1;
926
927 /* philosophy:
928 * It's easy to grab an item type from a pile, as long as it's
929 * generic. This takes no game-time. For more detailed pickups
930 * and selections, select-items should be used. This is a
931 * grab-as-you-run type mode that's really useful for arrows for
932 * example.
933 * The drawback: right now it has no frontend, so you need to
934 * stick the bits you want into a calculator in hex mode and then
935 * convert to decimal and then 'pickup <#>
936 */
937
938 /* the first two modes are exclusive: if NOTHING we return, if
939 * STOP then we stop. All the rest are applied sequentially,
940 * meaning if any test passes, the item gets picked up. */
941
942 /* if mode is set to pick nothing up, return */
943 if (op->contr->mode == PU_NOTHING)
944 return 1;
945
946 /* if mode is set to stop when encountering objects, return */
947 /* take STOP before INHIBIT since it doesn't actually pick
948 * anything up */
949 if (op->contr->mode & PU_STOP)
950 return 0;
951
952 /* useful for going into stores and not losing your settings... */
953 /* and for battles wher you don't want to get loaded down while
954 * fighting */
955 if (op->contr->mode & PU_INHIBIT)
956 return 1;
957
958 /* prevent us from turning into auto-thieves :) */
959 if (QUERY_FLAG (tmp, FLAG_UNPAID))
960 continue;
961
962 /* ignore known cursed objects */
963 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
964 continue;
965
966 /* all food and drink if desired */
967 /* question: don't pick up known-poisonous stuff? */
1033 if (!(op->contr->mode & PU_NEWMODE)) 968 if (op->contr->mode & PU_FOOD)
969 if (tmp->type == FOOD)
1034 { 970 {
1035 switch (op->contr->mode) 971 CHK_PICK_PICKUP;
972 continue;
973 }
974
975 if (op->contr->mode & PU_DRINK)
976 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 if (op->contr->mode & PU_POTION)
983 if (tmp->type == POTION)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 /* spellbooks, skillscrolls and normal books/scrolls */
990 if (op->contr->mode & PU_SPELLBOOK)
991 if (tmp->type == SPELLBOOK)
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 if (op->contr->mode & PU_SKILLSCROLL)
998 if (tmp->type == SKILLSCROLL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1004 if (op->contr->mode & PU_READABLES)
1005 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1006 {
1007 CHK_PICK_PICKUP;
1008 continue;
1009 }
1010
1011 /* wands/staves/rods/horns */
1012 if (op->contr->mode & PU_MAGIC_DEVICE)
1013 if (tmp->type == WAND
1014 || tmp->type == ROD
1015 || tmp->type == HORN
1016 || tmp->type == POWER_CRYSTAL)
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 /* pick up all magical items */
1023 if (op->contr->mode & PU_MAGICAL)
1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 if (op->contr->mode & PU_VALUABLES)
1032 {
1033 if (tmp->type == MONEY || tmp->type == GEM)
1036 { 1034 {
1037 case 0: 1035 CHK_PICK_PICKUP;
1038 return 1; /* don't pick up */ 1036 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 } 1037 }
1070 } 1038 }
1071 else 1039
1072 { /* old model */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1073 /* NEW pickup handling */
1074 if (op->contr->mode & PU_DEBUG) 1041 if (op->contr->mode & PU_JEWELS)
1042 if (tmp->type == RING
1043 || tmp->type == AMULET
1044 || tmp->type == GIRDLE
1045 || tmp->type == SKILL_TOOL)
1075 { 1046 {
1076 /* some debugging code to figure out item information */ 1047 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; 1048 continue;
1049 }
1123 1050
1124 /* ignore known cursed objects */ 1051 /* we don't forget dragon food */
1125 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1052 if (op->contr->mode & PU_FLESH)
1053 if (tmp->type == FLESH)
1054 {
1055 CHK_PICK_PICKUP;
1126 continue; 1056 continue;
1057 }
1127 1058
1128 /* all food and drink if desired */ 1059 /* bows and arrows. Bows are good for selling! */
1129 /* question: don't pick up known-poisonous stuff? */ 1060 if (op->contr->mode & PU_BOW)
1061 if (tmp->type == BOW)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_ARROW)
1068 if (tmp->type == ARROW)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* all kinds of armor etc. */
1075 if (op->contr->mode & PU_ARMOUR)
1076 if (tmp->type == ARMOUR)
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_HELMET)
1083 if (tmp->type == HELMET)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 if (op->contr->mode & PU_SHIELD)
1090 if (tmp->type == SHIELD)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1130 if (op->contr->mode & PU_FOOD) 1096 if (op->contr->mode & PU_BOOTS)
1131 if (tmp->type == FOOD) 1097 if (tmp->type == BOOTS)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_GLOVES)
1104 if (tmp->type == GLOVES || tmp->type == BRACERS)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 if (op->contr->mode & PU_CLOAK)
1111 if (tmp->type == CLOAK)
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* hoping to catch throwing daggers here */
1118 if (op->contr->mode & PU_MISSILEWEAPON)
1119 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1120 {
1121 CHK_PICK_PICKUP;
1122 continue;
1123 }
1124
1125 /* careful: chairs and tables are weapons! */
1126 if (op->contr->mode & PU_ALLWEAPON)
1127 {
1128 if (tmp->type == WEAPON)
1129 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1132 { 1130 {
1133 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1134 continue; 1132 continue;
1135 } 1133 }
1134 }
1136 1135
1136 /* misc stuff that's useful */
1137 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_KEY)
1138 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1139 { 1139 {
1140 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1141 continue; 1141 continue;
1142 } 1142 }
1143 1143
1144 /* any of the last 4 bits set means we use the ratio for value
1145 * pickups */
1144 if (op->contr->mode & PU_POTION) 1146 if (op->contr->mode & PU_RATIO)
1145 if (tmp->type == POTION) 1147 {
1148 /* use value density to decide what else to grab */
1149 /* >=7 was >= op->contr->mode */
1150 /* >=7 is the old standard setting. Now we take the last 4 bits
1146 { 1151 */
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) 1152 wvratio = op->contr->mode & PU_RATIO;
1183 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1153 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 { 1154 {
1191 if (tmp->type == MONEY || tmp->type == GEM) 1155#if 0
1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1157 if (tmp->name != NULL)
1192 { 1158 {
1193 pick_up (op, tmp); 1159 fprintf (stderr, "%s", tmp->name);
1194 continue;
1195 } 1160 }
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 1161 else
1330 fprintf (stderr, "%s", tmp->arch->archname); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1331 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1164 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1333#endif 1165#endif
1166 CHK_PICK_PICKUP;
1334 continue; 1167 continue;
1335 }
1336 } 1168 }
1337 } /* the new pickup model */ 1169 } /* the new pickup model */
1338 } 1170 }
1339 1171
1340 return !stop; 1172 return !stop;
1173}
1174
1175/* routine for both players and monsters. We call this when
1176 * there is a possibility for our action distrubing our hiding
1177 * place or invisiblity spell. Artefact invisiblity causes
1178 * "noise" instead. If we arent invisible to begin with, we
1179 * return 0.
1180 */
1181static int
1182action_makes_visible (object *op)
1183{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1185 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1187 {
1188 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance.
1190 if (op->contr)
1191 op->make_noise ();
1192
1193 return 0;
1194 }
1195
1196 if (op->contr && op->contr->tmp_invis == 0)
1197 return 0;
1198
1199 /* If monsters, they should become visible */
1200 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1201 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1203 return 1;
1204 }
1205 }
1206
1207 return 0;
1341} 1208}
1342 1209
1343/* 1210/*
1344 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1345 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1346 * found object is returned. 1213 * found object is returned.
1347 */ 1214 */
1348object * 1215static object *
1349find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1350{ 1217{
1351 object *tmp = 0;
1352
1353 for (op = op->inv; op; op = op->below) 1218 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) 1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1220 return splay (tmp);
1221
1222 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1223 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1224 if (object *arrow = find_arrow (tmp, type))
1225 {
1226 splay (tmp);
1357 return op; 1227 return arrow;
1228 }
1358 1229
1359 return tmp; 1230 return 0;
1360} 1231}
1361 1232
1362/* 1233/*
1363 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1234 * 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 1235 * 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 1236 * 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. 1237 * the hall. Failing that it does it's best to pick the highest plus arrow.
1367 */ 1238 */
1368object * 1239static object *
1369find_better_arrow (object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1370{ 1241{
1371 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1372 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1373 1244
1374 if (!type) 1245 if (!type)
1378 { 1249 {
1379 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1250 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1380 { 1251 {
1381 i = 0; 1252 i = 0;
1382 ntmp = find_better_arrow (arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1383 if (i > betterby) 1255 if (i > betterby)
1384 { 1256 {
1385 tmp = ntmp; 1257 tmp = ntmp;
1386 betterby = i; 1258 betterby = i;
1387 } 1259 }
1388 } 1260 }
1389 else if (arrow->type == ARROW && arrow->race == type) 1261 else if (arrow->type == ARROW && arrow->race == type)
1390 { 1262 {
1391 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1392 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1264 if (target->race && arrow->slaying.contains (target->race))
1393 { 1265 {
1394 if (arrow->attacktype & AT_DEATH) 1266 if (arrow->attacktype & AT_DEATH)
1395 { 1267 {
1396 *better = 100; 1268 *better = 100;
1397 return arrow; 1269 return arrow;
1412 { 1284 {
1413 tmp = arrow; 1285 tmp = arrow;
1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1286 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1415 } 1287 }
1416 } 1288 }
1289
1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1418 { 1291 {
1419 tmp = arrow; 1292 tmp = arrow;
1420 betterby = 2 + arrow->magic + arrow->stats.dam; 1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1421 } 1294 }
1295
1422 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1423 { 1297 {
1424 tmp = arrow; 1298 tmp = arrow;
1425 betterby = 1 + arrow->magic + arrow->stats.dam; 1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1426 } 1300 }
1427 } 1301 }
1428 } 1302 }
1429 } 1303 }
1304
1430 if (tmp == NULL && arrow == NULL) 1305 if (tmp == NULL && arrow == NULL)
1431 return find_arrow (op, type); 1306 return find_arrow (op, type);
1432 1307
1433 *better = betterby; 1308 *better = betterby;
1434 return tmp; 1309 return tmp;
1438 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1439 * op = the shooter 1314 * op = the shooter
1440 * type = bow->race 1315 * type = bow->race
1441 * dir = fire direction 1316 * dir = fire direction
1442 */ 1317 */
1443object * 1318static object *
1444pick_arrow_target (object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1445{ 1320{
1446 object *tmp = NULL; 1321 object *tmp = NULL;
1447 maptile *m; 1322 maptile *m;
1448 int i, mflags, found, number; 1323 int i, mflags, found, number;
1449 sint16 x, y; 1324 sint16 x, y;
1464 for (i = 0, found = 0; i < 20; i++) 1339 for (i = 0, found = 0; i < 20; i++)
1465 { 1340 {
1466 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1467 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1468 mflags = get_map_flags (m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1469 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1470 { 1346 {
1471 tmp = NULL; 1347 tmp = 0;
1472 break; 1348 break;
1473 } 1349 }
1474 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1350 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1475 { 1351 {
1476 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1477 * perhaps a bad assumption. 1353 * perhaps a bad assumption.
1478 */ 1354 */
1479 tmp = NULL; 1355 tmp = 0;
1480 break; 1356 break;
1481 } 1357 }
1358
1482 if (mflags & P_IS_ALIVE) 1359 if (mflags & P_IS_ALIVE)
1483 {
1484 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1360 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1485 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1486 {
1487 found++;
1488 break;
1489 }
1490 if (found)
1491 break; 1362 break;
1492 }
1493 } 1363 }
1494 if (tmp == NULL) 1364
1365 if (!tmp)
1495 return find_arrow (op, type); 1366 return find_arrow (op, type);
1496 1367
1497 if (tmp->head) 1368 if (tmp->head)
1498 tmp = tmp->head; 1369 tmp = tmp->head;
1499 1370
1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1540 return 0; 1411 return 0;
1541 } 1412 }
1542 1413
1543 // optimisation: move object to top so we will find it quickly again 1414 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below) 1415 splay (bow);
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1550 } 1416 }
1551 1417
1552 if (!bow->race || !bow->skill) 1418 if (!bow->race || !bow->skill)
1553 { 1419 {
1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 } 1446 }
1581 1447
1582 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1583 if (arrow->nrof == 0) 1449 if (arrow->nrof == 0)
1584 { 1450 {
1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1585 arrow->destroy (); 1452 arrow->destroy ();
1586 return 0; 1453 return 0;
1587 } 1454 }
1588 1455
1589 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1590 arrow = get_split_ob (arrow, 1); 1457 arrow = arrow->split ();
1591 if (!arrow) 1458 if (!arrow)
1592 { 1459 {
1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1460 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1594 return 0; 1461 return 0;
1595 } 1462 }
1599 arrow->direction = dir; 1466 arrow->direction = dir;
1600 1467
1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1468 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam; 1469 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype; 1470 arrow->stats.grace = arrow->attacktype;
1604 1471 arrow->custom_name = arrow->slaying;
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607 1472
1608#if 0 1473#if 0
1609 if (player *pl = op->contr) 1474 if (player *pl = op->contr)
1610 { 1475 {
1611 float speed = pl->weapon_sp; 1476 float speed = pl->weapon_sp;
1662 op->play_sound (sound_find ("fire_arrow")); 1527 op->play_sound (sound_find ("fire_arrow"));
1663 m->insert (arrow, sx, sy, op); 1528 m->insert (arrow, sx, sy, op);
1664 1529
1665 if (!arrow->destroyed ()) 1530 if (!arrow->destroyed ())
1666 move_arrow (arrow); 1531 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 1532
1676 return 1; 1533 return 1;
1677} 1534}
1678 1535
1679/* Special fire code for players - this takes into 1536/* Special fire code for players - this takes into
1681 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1682 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1683 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1684 * hence the function name. 1541 * hence the function name.
1685 */ 1542 */
1686int 1543static int
1687player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1688{ 1545{
1689 int ret = 0, wcmod = 0; 1546 int ret;
1690 1547
1691 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1692 { 1549 {
1693 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1694 } 1551 }
1695 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1552 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1696 { 1553 {
1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1554 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); 1555 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1701 } 1556 }
1702 else if (op->contr->bowtype == bow_threewide) 1557 else if (op->contr->bowtype == bow_threewide)
1703 { 1558 {
1704 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1559 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)]); 1560 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)]); 1561 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1707 } 1562 }
1708 else if (op->contr->bowtype == bow_spreadshot) 1563 else if (op->contr->bowtype == bow_spreadshot)
1709 { 1564 {
1710 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1565 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); 1566 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); 1567 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1713 } 1568 }
1714 else 1569 else
1715 { 1570 {
1721} 1576}
1722 1577
1723/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1724 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1725 */ 1580 */
1726void 1581static void
1727fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1728{ 1583{
1729 object *item = op->contr->ranged_ob; 1584 object *item = op->contr->ranged_ob;
1730 1585
1731 if (!item) 1586 if (!item)
1738 { 1593 {
1739 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1740 return; 1595 return;
1741 } 1596 }
1742 1597
1743 if (!op->change_weapon (item)) 1598 if (!op->apply (item))
1744 return; 1599 return;
1745 1600
1746 if (item->type == WAND) 1601 if (item->type == WAND)
1747 { 1602 {
1748 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1753 return; 1608 return;
1754 } 1609 }
1755 } 1610 }
1756 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1757 { 1612 {
1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1613 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1614
1615 // using the maximum of the rods charge allows at least one spell cast
1616 // for a rod or horn, this fixes some broken rods.
1617 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1759 { 1618 {
1760 op->contr->play_sound (sound_find ("wand_poof")); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1761 1620
1762 if (item->type == ROD) 1621 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)); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1768 } 1627 }
1769 } 1628 }
1770 1629
1771 if (cast_spell (op, item, dir, item->inv, NULL)) 1630 if (cast_spell (op, item, dir, item->inv, NULL))
1772 { 1631 {
1773 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1632 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1633
1774 if (item->type == WAND) 1634 if (item->type == WAND)
1775 { 1635 {
1776 if (!(--item->stats.food)) 1636 if (!(--item->stats.food))
1777 { 1637 {
1778 object *tmp; 1638 object *tmp;
1782 CLEAR_FLAG (item, FLAG_ANIMATE); 1642 CLEAR_FLAG (item, FLAG_ANIMATE);
1783 item->face = item->arch->face; 1643 item->face = item->arch->face;
1784 item->set_speed (0); 1644 item->set_speed (0);
1785 } 1645 }
1786 1646
1787 if ((tmp = item->in_player ())) 1647 if (object *pl = item->visible_to ())
1788 esrv_update_item (UPD_ANIM, tmp, item); 1648 esrv_update_item (UPD_ANIM, pl, item);
1789 } 1649 }
1790 } 1650 }
1791 else if (item->type == ROD || item->type == HORN) 1651 else if (item->type == ROD || item->type == HORN)
1792 drain_rod_charge (item); 1652 drain_rod_charge (item);
1793 } 1653 }
1798bool 1658bool
1799fire (object *op, int dir) 1659fire (object *op, int dir)
1800{ 1660{
1801 int spellcost = 0; 1661 int spellcost = 0;
1802 1662
1803 /* check for loss of invisiblity/hide */
1804 if (action_makes_visible (op))
1805 make_visible (op);
1806
1807 player *pl = op->contr; 1663 player *pl = op->contr;
1808 1664
1809 if (pl->golem) 1665 if (pl->golem)
1810 { 1666 {
1811 control_golem (op->contr->golem, dir); 1667 control_golem (op->contr->golem, dir);
1813 } 1669 }
1814 1670
1815 object *ob = pl->ranged_ob; 1671 object *ob = pl->ranged_ob;
1816 1672
1817 if (!ob) 1673 if (!ob)
1818 return false;
1819
1820 if (!op->change_weapon (ob))
1821 return false; 1674 return false;
1822 1675
1823 if (op->speed_left > 0.f) 1676 if (op->speed_left > 0.f)
1824 --op->speed_left; 1677 --op->speed_left;
1825 else 1678 else
1826 return false; 1679 return false;
1827 1680
1681 if (!op->apply (ob))
1682 return false;
1683
1684 /* check for loss of invisiblity/hide */
1685 if (action_makes_visible (op))
1686 make_visible (op);
1687
1828 switch (ob->type) 1688 switch (ob->type)
1829 { 1689 {
1830 case BOW: 1690 case BOW:
1831 player_fire_bow (op, dir); 1691 player_fire_bow (op, dir);
1832 break; 1692 break;
1833 1693
1834 case SPELL: 1694 case SPELL:
1835 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1695 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1836 break; 1696 break;
1837 1697
1838 case BUILDER: 1698 case BUILDER:
1839 apply_map_builder (op, dir); 1699 apply_map_builder (op, dir);
1840 break; 1700 break;
1841 1701
1842 case SKILL: 1702 case SKILL:
1843 do_skill (op, op, ob, dir, 0); 1703 do_skill (op, op, ob, dir, 0);
1844 break; 1704 break;
1845 1705
1706 case RANGED:
1707 //TODO: use skill to fire (do_skill_fire?)
1708 break;
1709
1846 default: 1710 default:
1847 fire_misc_object (op, dir); 1711 fire_misc_object (op, dir);
1848 break; 1712 break;
1849 } 1713 }
1850 1714
1851 return true; 1715 return true;
1852} 1716}
1853 1717
1854/* find_key 1718static object *
1855 * We try to find a key for the door as passed. If we find a key
1856 * and successfully use it, we return the key, otherwise NULL
1857 * This function merges both normal and locked door, since the logic
1858 * for both is the same - just the specific key is different.
1859 * pl is the player,
1860 * inv is the objects inventory to searched
1861 * door is the door we are trying to match against.
1862 * This function can be called recursively to search containers.
1863 */
1864object *
1865find_key (object *pl, object *container, object *door) 1719find_key_ (object *pl, object *container, object *door)
1866{ 1720{
1867 object *tmp, *key; 1721 object *tmp, *key;
1868 1722
1869 /* Should not happen, but sanity checking is never bad */ 1723 /* Should not happen, but sanity checking is never bad */
1870 if (!container->inv) 1724 if (!container->inv)
1873 /* First, lets try to find a key in the top level inventory */ 1727 /* First, lets try to find a key in the top level inventory */
1874 for (tmp = container->inv; tmp; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1875 { 1729 {
1876 if (door->type == DOOR && tmp->type == KEY) 1730 if (door->type == DOOR && tmp->type == KEY)
1877 break; 1731 break;
1732
1878 /* For sanity, we should really check door type, but other stuff 1733 /* For sanity, we should really check door type, but other stuff
1879 * (like containers) can be locked with special keys 1734 * (like containers) can be locked with special keys
1880 */ 1735 */
1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1882 break; 1737 break;
1888 * a key, return 1743 * a key, return
1889 */ 1744 */
1890 if (!tmp) 1745 if (!tmp)
1891 { 1746 {
1892 for (tmp = container->inv; tmp; tmp = tmp->below) 1747 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 {
1894 /* No reason to search empty containers */ 1748 /* No reason to search empty containers */
1895 if (tmp->type == CONTAINER && tmp->inv) 1749 if (tmp->type == CONTAINER && tmp->inv)
1896 {
1897 if ((key = find_key (pl, tmp, door))) 1750 if ((key = find_key_ (pl, tmp, door)))
1898 return key; 1751 return key;
1899 }
1900 }
1901 1752
1902 if (!tmp) 1753 if (!tmp)
1903 return NULL; 1754 return 0;
1904 } 1755 }
1905 1756
1906 /* We get down here if we have found a key. Now if its in a container, 1757 /* We get down here if we have found a key. Now if its in a container,
1907 * see if we actually want to use it 1758 * see if we actually want to use it
1908 */ 1759 */
1909 if (pl != container) 1760 if (pl != container)
1910 { 1761 {
1911 /* Only let players use keys in containers */ 1762 /* Only let players use keys in containers */
1912 if (!pl->contr) 1763 if (!pl->contr)
1913 return NULL; 1764 return 0;
1765
1914 /* cases where this fails: 1766 /* cases where this fails:
1915 * If we only search the player inventory, return now since we 1767 * If we only search the player inventory, return now since we
1916 * are not in the players inventory. 1768 * are not in the players inventory.
1917 * If the container is not active, return now since only active 1769 * If the container is not active, return now since only active
1918 * containers can be used. 1770 * containers can be used.
1922 * inv must have been an container and must have been active. 1774 * inv must have been an container and must have been active.
1923 * 1775 *
1924 * Change the color so that the message doesn't disappear with 1776 * Change the color so that the message doesn't disappear with
1925 * all the others. 1777 * all the others.
1926 */ 1778 */
1927 if (pl->contr->usekeys == key_inventory || 1779 if (pl->contr->usekeys == key_inventory
1928 !QUERY_FLAG (container, FLAG_APPLIED) || 1780 || !QUERY_FLAG (container, FLAG_APPLIED)
1929 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1930 { 1782 {
1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1783 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)); 1784 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1933 return NULL; 1785 return NULL;
1934 } 1786 }
1935 } 1787 }
1936 1788
1937 return tmp; 1789 return tmp;
1790}
1791
1792/* find_key
1793 * We try to find a key for the door as passed. If we find a key
1794 * and successfully use it, we return the key, otherwise NULL
1795 * This function merges both normal and locked door, since the logic
1796 * for both is the same - just the specific key is different.
1797 * pl is the player,
1798 * inv is the objects inventory to searched
1799 * door is the door we are trying to match against.
1800 * This function can be called recursively to search containers.
1801 */
1802object *
1803find_key (object *pl, object *container, object *door)
1804{
1805 if (door->slaying && is_match_expr (door->slaying))
1806 {
1807 // for match expressions, we try to find the key by applying the match
1808 // to the op itself, which is supposed to find the "key", instead
1809 // of searching through containers ourselves.
1810
1811 return match_one (door->slaying, container, door, pl, pl);
1812 }
1813 else
1814 return find_key_ (pl, container, door);
1938} 1815}
1939 1816
1940/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
1941 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
1942 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
1969 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); 1846 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1970 remove_door2 (door); /* remove door without violence ;-) */ 1847 remove_door2 (door); /* remove door without violence ;-) */
1971 } 1848 }
1972 1849
1973 /* Do this after we print the message */ 1850 /* Do this after we print the message */
1974 decrease_ob (key); /* Use up one of the keys */ 1851 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 1852
1979 return 1; /* Nothing more to do below */ 1853 return 1; /* Nothing more to do below */
1980 } 1854 }
1981 else if (door->type == LOCKED_DOOR) 1855 else if (door->type == LOCKED_DOOR)
1982 { 1856 {
1995 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
1996 */ 1870 */
1997bool 1871bool
1998move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
1999{ 1873{
2000 int on_battleground; 1874 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1875 {
1876 --op->speed_left;
1877 return true;
1878 }
2001 1879
2002 sint16 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
2003 sint16 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
2004 1882
2005 on_battleground = op_on_battleground (op, 0, 0);
2006
2007 if (out_of_map (op->map, nx, ny)) 1883 if (out_of_map (op->map, nx, ny))
2008 return false; 1884 return false;
2009
2010 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011 {
2012 --op->speed_left;
2013 return true;
2014 }
2015 1885
2016 /* If braced, or can't move to the square, and it is not out of the 1886 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 1887 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 1888 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 1889 * player. This is a pretty nasty hack, because if we could
2079 --op->speed_left; 1949 --op->speed_left;
2080 1950
2081 op->play_sound (sound_find ("push_player")); 1951 op->play_sound (sound_find ("push_player"));
2082 push_ob (mon, dir, op); 1952 push_ob (mon, dir, op);
2083 1953
2084 if (op->contr->tmp_invis || op->hide) 1954 if (action_makes_visible (op))
2085 make_visible (op); 1955 make_visible (op);
2086 1956
2087 return true; 1957 return true;
2088 } 1958 }
2089 else 1959 else
2090 return false; 1960 return false;
2091 } 1961 }
1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
2092 1964
2093 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2094 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2095 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
2096 * attack them either. 1968 * attack them either.
2111 push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2112 } 1984 }
2113 else 1985 else
2114 op->statusmsg ("You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2115 1987
2116 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2117 make_visible (op); 1989 make_visible (op);
2118 1990
2119 return true; 1991 return true;
2120 } 1992 }
2121 } 1993 }
2161} 2033}
2162 2034
2163bool 2035bool
2164move_player (object *op, int dir) 2036move_player (object *op, int dir)
2165{ 2037{
2166 int pick;
2167
2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2169 return 0; 2039 return 0;
2170 2040
2171 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2172 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
2173 { 2043 {
2174 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2175 return 0; 2045 return 0;
2176 } 2046 }
2177 2047
2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2180 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2181 2051
2182 op->facing = dir; 2052 op->facing = dir;
2183 2053
2184 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2185 do_hidden_move (op); 2055 do_hidden_move (op);
2186 2056
2187 bool retval; 2057 bool retval;
2058 int pick = 0;
2188 2059
2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2190 retval = RESULT_INT (0); 2061 retval = RESULT_INT (0);
2191 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2192 retval = fire (op, dir); 2063 retval = fire (op, dir);
2249 return move_player (op, op->direction); 2120 return move_player (op, op->direction);
2250 2121
2251 return false; 2122 return false;
2252} 2123}
2253 2124
2254int 2125static int
2255save_life (object *op) 2126save_life (object *op)
2256{ 2127{
2257 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2258 return 0; 2129 return 0;
2259 2130
2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2262 { 2133 {
2263 op->play_sound (sound_find ("ob_evaporate")); 2134 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)); 2135 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2265 2136
2266 if (op->contr)
2267 esrv_del_item (op->contr, tmp->count);
2268
2269 tmp->destroy (); 2137 tmp->destroy ();
2270 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2271 2139
2272 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2273 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2274 2142
2275 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2276 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2277 2145
2278 op->update_stats (); 2146 op->update_stats ();
2279 return 1; 2147 return 1;
2280 } 2148 }
2281 2149
2285 return 0; 2153 return 0;
2286} 2154}
2287 2155
2288/* This goes throws the inventory and removes unpaid objects, and puts them 2156/* 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 2157 * 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 2158 * function will descend into containers. op is the object to start the search
2291 * from. 2159 * from.
2292 */ 2160 */
2293static void 2161static void
2294drop_unpaid_items (object *op, object *env) 2162drop_unpaid_items (object *op, object *env)
2295{ 2163{
2296 while (op) 2164 while (op)
2297 { 2165 {
2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2299 2167
2300 if (QUERY_FLAG (op, FLAG_UNPAID)) 2168 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); 2169 op->insert_at (env);
2306 }
2307 else if (op->inv) 2170 else if (op->inv)
2308 drop_unpaid_items (op->inv, env); 2171 drop_unpaid_items (op->inv, env);
2309 2172
2310 op = next; 2173 op = next;
2311 } 2174 }
2314void 2177void
2315object::drop_unpaid_items () 2178object::drop_unpaid_items ()
2316{ 2179{
2317 if (!flag [FLAG_REMOVED]) 2180 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this); 2181 ::drop_unpaid_items (inv, this);
2319}
2320
2321/*
2322 * Returns pointer a static string containing gravestone text
2323 * Moved from apply.c to player.c - player.c is what
2324 * actually uses this function. player.c may not be quite the
2325 * best, a misc file for object actions is probably better,
2326 * but there isn't one in the server directory.
2327 */
2328char *
2329gravestone_text (object *op)
2330{
2331 static char buf2[MAX_BUF];
2332 char buf[MAX_BUF];
2333 time_t now = time (NULL);
2334
2335 strcpy (buf2, " R.I.P.\n\n");
2336 if (op->type == PLAYER)
2337 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2338 else
2339 sprintf (buf, "%s\n", &op->name);
2340
2341 strncat (buf2, " ", 20 - strlen (buf) / 2);
2342 strcat (buf2, buf);
2343 if (op->type == PLAYER)
2344 sprintf (buf, "who was in level %d when killed\n", op->level);
2345 else
2346 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2347
2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2349 strcat (buf2, buf);
2350 if (op->type == PLAYER)
2351 {
2352 sprintf (buf, "by %s.\n\n", op->contr->killer);
2353 strncat (buf2, " ", 21 - strlen (buf) / 2);
2354 strcat (buf2, buf);
2355 }
2356
2357 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2359 strcat (buf2, buf);
2360
2361 return buf2;
2362} 2182}
2363 2183
2364void 2184void
2365do_some_living (object *op) 2185do_some_living (object *op)
2366{ 2186{
2521 { 2341 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2342 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523 2343
2524 if (over_hp > 0) 2344 if (over_hp > 0)
2525 { 2345 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2346 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0; 2347 op->last_heal = 0;
2528 } 2348 }
2529 else 2349 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2350 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2531 } 2351 }
2547 op->stats.food--; 2367 op->stats.food--;
2548 } 2368 }
2549 2369
2550 if (op->stats.food < 0 && op->stats.hp >= 0) 2370 if (op->stats.food < 0 && op->stats.hp >= 0)
2551 { 2371 {
2552 object *tmp, *flesh = 0; 2372 object *flesh = 0;
2553 2373
2554 for (tmp = op->inv; tmp; tmp = tmp->below) 2374 for_inv_removable (op, tmp)
2555 { 2375 {
2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2376 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2377 continue;
2378
2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2557 { 2380 {
2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 op->statusmsg ("You blindly grab for a bite of food. "
2559 { 2382 "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."); 2383 op->apply (tmp);
2561 manual_apply (op, tmp, 0); 2384
2562 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2563 break; 2386 break;
2564 } 2387 }
2565 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2566 flesh = tmp; 2389 flesh = tmp;
2567 } /* End if paid for object */ 2390 }
2568 } /* end of for loop */
2569 2391
2570 /* If player is still starving, it means they don't have any food, so 2392 /* If player is still starving, it means they don't have any food, so
2571 * eat flesh instead. 2393 * eat flesh instead.
2572 */ 2394 */
2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2574 { 2396 {
2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2397 op->statusmsg ("You blindly grab for a bite of food. "
2398 "H<To prevent you from starving, you ate some random item from your backpack.>");
2576 manual_apply (op, flesh, 0); 2399 op->apply (flesh);
2577 } 2400 }
2401
2402 // If player is still starving, alert him!
2403 if (op->stats.food < 0)
2404 op->failmsg ("You are starving! "
2405 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2578 } 2406 }
2579 2407
2580 if (op->stats.food < 0) 2408 if (op->stats.food < 0)
2581 { 2409 {
2582 op->stats.hp += op->stats.food; 2410 op->stats.hp += op->stats.food;
2583 op->stats.food = 0; 2411 op->stats.food = 0;
2412
2413 if (op->stats.hp < 0)
2414 {
2415 op->contr->killer = archetype::get ("killer_starvation");
2416 op->contr->killer->destroy ();
2584 } 2417 }
2418 }
2585 2419
2420 /* killer should be set here already */
2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2421 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2587 kill_player (op); 2422 kill_player (op);
2588 } 2423 }
2589} 2424}
2590 2425
2595 */ 2430 */
2596void 2431void
2597kill_player (object *op) 2432kill_player (object *op)
2598{ 2433{
2599 int x, y; 2434 int x, y;
2600 char buf[MAX_BUF];
2601 maptile *map; /* this is for resurrection */ 2435 maptile *map; /* this is for resurrection */
2602 int will_kill_again; 2436 int will_kill_again;
2603 archetype *at; 2437 archetype *at;
2604 object *tmp; 2438 object *tmp;
2605 2439
2606 if (save_life (op)) 2440 if (save_life (op))
2607 return; 2441 return;
2442
2443 dynbuf_text deathtab;
2444
2445 /* restore player */
2446 at = archetype::find (shstr_poisoning);
2447 if (object *tmp = present_arch_in_ob (at, op))
2448 {
2449 tmp->destroy ();
2450 deathtab << "Your body feels cleansed...\r";
2451 }
2452
2453 at = archetype::find (shstr_confusion);
2454 if (object *tmp = present_arch_in_ob (at, op))
2455 {
2456 tmp->destroy ();
2457 deathtab << "Your mind feels clearer...\r";
2458 }
2459
2460 cure_disease (op, 0, 0); /* remove any disease */
2461
2462 max_it (op->stats.hp , op->stats.maxhp);
2463 max_it (op->stats.sp , op->stats.maxsp);
2464 max_it (op->stats.grace, op->stats.maxgrace);
2465 max_it (op->stats.food , 200);
2466
2467 // remove all spell effects that are active
2468 // to avoid long-term effects such as word-of-recall
2469 for (object *item = op->inv; item; )
2470 {
2471 object *next = item->below;
2472
2473 if (item->type == SPELL_EFFECT && item->active)
2474 item->destroy ();
2475
2476 item = next;
2477 }
2608 2478
2609 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2479 /* 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. 2480 * in cities ONLY!!! It is very important that this doesn't get abused.
2611 * Look at op_on_battleground() for more info --AndreasV 2481 * Look at op_on_battleground() for more info --AndreasV
2612 */ 2482 */
2613 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2614 { 2484 {
2615 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2485 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 2486
2638 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2639 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2640 { 2489
2641 tmp->name = format ("%s's finger" , &op->name); 2490 tmp->name = format ("%s's finger" , &op->name);
2642 tmp->name_pl = format ("%s's fingers", &op->name); 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2643 tmp->msg = format ( 2492 tmp->msg = format (
2644 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2493 "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 2494 &op->name, op->contr->title,
2495 (int)op->level,
2496 op->contr->killer_name ()
2646 ); 2497 );
2647 tmp->value = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2648 tmp->materialname = "organics"; 2499 tmp->material = name_to_material (shstr_organic);
2649 tmp->insert_at (op, tmp); 2500 tmp->insert_at (op, tmp);
2650 }
2651 2501
2652 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2653 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2654 op->contr->braced = 0; 2504 op->contr->braced = 0;
2505
2506 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2655 return; 2507 return;
2656 } 2508 }
2657 2509
2510 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2511 deathtab << "T<YOU HAVE DIED>\n\n";
2512
2658 INVOKE_PLAYER (DEATH, op->contr); 2513 INVOKE_PLAYER (DEATH, op->contr);
2659 2514
2660 command_kill_pets (op, 0); 2515 command_kill_pets (op, 0);
2661
2662 if (op->stats.food < 0)
2663 strcpy (op->contr->killer, "starvation");
2664 2516
2665 op->contr->play_sound (sound_find ("player_dies")); 2517 op->contr->play_sound (sound_find ("player_dies"));
2666 2518
2667 /* save the map location for corpse, gravestone */ 2519 /* save the map location for corpse, gravestone */
2668 x = op->x; 2520 x = op->x;
2698 2550
2699 lost_a_stat = 0; 2551 lost_a_stat = 0;
2700 2552
2701 for (z = 0; z < num_stats_lose; z++) 2553 for (z = 0; z < num_stats_lose; z++)
2702 { 2554 {
2703 i = RANDOM () % NUM_STATS; 2555 i = rndm (NUM_STATS);
2704 2556
2705 if (settings.stat_loss_on_death) 2557 if (settings.stat_loss_on_death)
2706 { 2558 {
2707 /* Pick a random stat and take a point off it. Tell the player 2559 /* Pick a random stat and take a point off it. Tell the player
2708 * what he lost. 2560 * what he lost.
2715 lost_a_stat = 1; 2567 lost_a_stat = 1;
2716 } 2568 }
2717 else 2569 else
2718 { 2570 {
2719 /* deplete a stat */ 2571 /* deplete a stat */
2720 archetype *deparch = archetype::find ("depletion"); 2572 archetype *deparch = archetype::find (shstr_depletion);
2721 object *dep; 2573 object *dep;
2722 2574
2723 dep = present_arch_in_ob (deparch, op); 2575 dep = present_arch_in_ob (deparch, op);
2724 if (!dep) 2576 if (!dep)
2725 { 2577 {
2726 dep = arch_to_object (deparch); 2578 dep = deparch->instance ();
2727 insert_ob_in_ob (dep, op); 2579 insert_ob_in_ob (dep, op);
2728 } 2580 }
2729 lose_this_stat = 1; 2581 lose_this_stat = 1;
2730 if (settings.balanced_stat_loss) 2582 if (settings.balanced_stat_loss)
2731 { 2583 {
2759 } 2611 }
2760 } 2612 }
2761 2613
2762 if (lose_this_stat) 2614 if (lose_this_stat)
2763 { 2615 {
2764 this_stat = get_attr_value (&(dep->stats), i); 2616 this_stat = get_attr_value (&dep->stats, i);
2765 /* We could try to do something clever like find another 2617 /* We could try to do something clever like find another
2766 * stat to reduce if this fails. But chances are, if 2618 * stat to reduce if this fails. But chances are, if
2767 * stats have been depleted to -50, all are pretty low 2619 * stats have been depleted to -50, all are pretty low
2768 * and should be roughly the same, so it shouldn't make a 2620 * and should be roughly the same, so it shouldn't make a
2769 * difference. 2621 * difference.
2777 lost_a_stat = 1; 2629 lost_a_stat = 1;
2778 } 2630 }
2779 } 2631 }
2780 } 2632 }
2781 } 2633 }
2634
2782 /* If no stat lost, tell the player. */ 2635 /* If no stat lost, tell the player. */
2783 if (!lost_a_stat) 2636 if (!lost_a_stat)
2784 { 2637 {
2785 /* determine_god() seems to not work sometimes... why is this? 2638 /* determine_god() seems to not work sometimes... why is this?
2786 Should I be using something else? GD */ 2639 Should I be using something else? GD */
2787 const char *god = determine_god (op); 2640 shstr_tmp god = determine_god (op);
2788 2641
2789 if (god && (strcmp (god, "none"))) 2642 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); 2643 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2791 else 2644 else
2792 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2645 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2793 } 2646 }
2794#else 2647#else
2795 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2648 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2796#endif 2649#endif
2797 2650
2798 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2799 * exp loss on the stone. 2652 * exp loss on the stone.
2800 */ 2653 */
2801 tmp = arch_to_object (archetype::find ("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2802 sprintf (buf, "%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2803 tmp->name = buf; 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2804 sprintf (buf, "%s's gravestones", &op->name); 2657 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2805 tmp->name_pl = buf; 2658 &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; 2659 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL, 0); 2660 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2661
2811 /**************************************/ 2662 /**************************************/
2812 /* */ 2663 /* */
2813 /* Subtract the experience points, */ 2664 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */
2816 /* */ 2665 /* */
2817 /**************************************/ 2666 /**************************************/
2818 2667
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)); */ 2668 /*add_exp(op, (op->stats.exp * -0.20)); */
2841 apply_death_exp_penalty (op); 2669 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 2670
2848 /* 2671 /*
2849 * Check to see if the player has any unpaid items. If so, remove them 2672 * Check to see if the player has any unpaid items. If so, remove them
2850 * and put them back in the map. 2673 * and put them back in the map.
2851 */ 2674 */
2886 if (will_kill_again & (1 << at)) 2709 if (will_kill_again & (1 << at))
2887 force->resist[at] = 100; 2710 force->resist[at] = 100;
2888 2711
2889 insert_ob_in_ob (force, op); 2712 insert_ob_in_ob (force, op);
2890 op->update_stats (); 2713 op->update_stats ();
2891
2892 } 2714 }
2893 2715
2894 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2895} 2717}
2896 2718
2897void 2719static void
2898loot_object (object *op) 2720loot_object (object *op)
2899{ /* Grab and destroy some treasure */ 2721{ /* Grab and destroy some treasure */
2900 object *tmp, *tmp2, *next; 2722 object *tmp, *tmp2, *next;
2901 2723
2902 op->close_container (); /* close open sack first */ 2724 op->close_container (); /* close open sack first */
2916 2738
2917 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2739 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2918 { 2740 {
2919 if (tmp->nrof > 1) 2741 if (tmp->nrof > 1)
2920 { 2742 {
2921 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2743 tmp->decrease (rndm (1, tmp->nrof - 1));
2922 tmp2->destroy ();
2923 insert_ob_in_map (tmp, op->map, NULL, 0); 2744 insert_ob_in_map (tmp, op->map, NULL, 0);
2924 } 2745 }
2925 else 2746 else
2926 tmp->destroy (); 2747 tmp->destroy ();
2927 } 2748 }
2934 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
2935 * what needs to be fixed. Refresh windows and fix speed if anything 2756 * what needs to be fixed. Refresh windows and fix speed if anything
2936 * was changed. 2757 * was changed.
2937 */ 2758 */
2938void 2759void
2939fix_weight (void) 2760fix_weight ()
2940{ 2761{
2941 for_all_players (pl) 2762 for_all_players (pl)
2942 { 2763 {
2943 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2764 sint32 old = pl->ob->carrying;
2944 2765
2945 if (old == sum) 2766 pl->ob->update_weight ();
2946 continue; 2767
2768 if (old != pl->ob->carrying)
2769 {
2947 pl->ob->update_stats (); 2770 pl->ob->update_stats ();
2948 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2771 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2772 }
2949 } 2773 }
2950} 2774}
2951 2775
2952void 2776void
2953fix_luck (void) 2777fix_luck ()
2954{ 2778{
2955 for_all_players (pl) 2779 for_all_players (pl)
2956 if (!pl->ob->contr->ns->state) 2780 if (!pl->ob->contr->ns->state)
2957 pl->ob->change_luck (0); 2781 pl->ob->change_luck (0);
2958} 2782}
2995} 2819}
2996 2820
2997void 2821void
2998make_visible (object *op) 2822make_visible (object *op)
2999{ 2823{
3000 op->hide = 0; 2824 op->flag [FLAG_HIDDEN] = 0;
3001 op->invisible = 0; 2825 op->invisible = 0;
3002 2826
3003 if (op->type == PLAYER) 2827 if (op->type == PLAYER)
3004 { 2828 {
3005 op->contr->tmp_invis = 0; 2829 op->contr->tmp_invis = 0;
3030 2854
3031 if (!ob || !ob->map) 2855 if (!ob || !ob->map)
3032 return 0; 2856 return 0;
3033 2857
3034 /* so, on normal lighted maps, its hard to hide */ 2858 /* so, on normal lighted maps, its hard to hide */
3035 level = ob->map->darkness - 2; 2859 level = ob->map->darklevel () - 2;
3036 2860
3037 /* this also picks up whether the object is glowing. 2861 /* this also picks up whether the object is glowing.
3038 * If you carry a light on a non-dark map, its not 2862 * If you carry a light on a non-dark map, its not
3039 * as bad as carrying a light on a pitch dark map */ 2863 * as bad as carrying a light on a pitch dark map */
3040 if (has_carried_lights (ob)) 2864 if (ob->has_carried_lights ())
3041 level = -(10 + (2 * ob->map->darkness)); 2865 level = -(10 + (2 * ob->map->darklevel ()));
3042 2866
3043 /* scan through all nearby squares for terrain to hide in */ 2867 /* 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]) 2868 for (i = 0, x = ob->x, y = ob->y;
2869 i <= SIZEOFFREE1;
2870 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3045 { 2871 {
3046 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2872 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3047 if (mflag & P_OUT_OF_MAP) 2873 if (mflag & P_OUT_OF_MAP)
3048 {
3049 continue; 2874 continue;
3050 } 2875
3051 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2876 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3052 level += 2; 2877 level += 2;
3053 else /* open terrain! */ 2878 else /* open terrain! */
3054 level -= 1; 2879 level -= 1;
3055 } 2880 }
3066 * spot (surrounded by clear terrain in broad daylight). -b.t. 2891 * spot (surrounded by clear terrain in broad daylight). -b.t.
3067 */ 2892 */
3068void 2893void
3069do_hidden_move (object *op) 2894do_hidden_move (object *op)
3070{ 2895{
3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2896 int hide = 0;
3072 object *skop;
3073 2897
3074 if (!op || !op->map) 2898 if (!op || !op->map)
3075 return; 2899 return;
3076 2900
3077 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2901 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2902 int num = random_roll (0, 19, op, PREFER_LOW);
3078 2903
3079 /* its *extremely* hard to run and sneak/hide at the same time! */ 2904 /* its *extremely* hard to run and sneak/hide at the same time! */
3080 if (op->type == PLAYER && op->contr->run_on) 2905 if (op->type == PLAYER && op->contr->run_on)
3081 if (!skop || num >= skop->level) 2906 if (!skop || num >= skop->level)
3082 { 2907 {
3092 num -= hide; 2917 num -= hide;
3093 2918
3094 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2919 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3095 { 2920 {
3096 make_visible (op); 2921 make_visible (op);
2922
3097 if (op->type == PLAYER) 2923 if (op->type == PLAYER)
3098 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2924 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3099 } 2925 }
3100 else if (op->type == PLAYER && skop) 2926 else if (op->type == PLAYER && skop)
3101 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2927 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3191 while (op) 3017 while (op)
3192 { 3018 {
3193 dx = rv.distance_x + op->arch->x; 3019 dx = rv.distance_x + op->arch->x;
3194 dy = rv.distance_y + op->arch->y; 3020 dy = rv.distance_y + op->arch->y;
3195 3021
3196 /* only the viewable area the player sees is updated by LOS 3022 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; 3023 return 1;
3204 3024
3205 op = op->more; 3025 op = op->more;
3206 }
3207
3208 return 0;
3209}
3210
3211/* routine for both players and monsters. We call this when
3212 * there is a possibility for our action distrubing our hiding
3213 * place or invisiblity spell. Artefact invisiblity is not
3214 * effected by this. If we arent invisible to begin with, we
3215 * return 0.
3216 */
3217int
3218action_makes_visible (object *op)
3219{
3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3221 {
3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3223 return 0;
3224
3225 if (op->contr && op->contr->tmp_invis == 0)
3226 return 0;
3227
3228 /* If monsters, they should become visible */
3229 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3230 {
3231 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3232 return 1;
3233 }
3234 } 3026 }
3235 3027
3236 return 0; 3028 return 0;
3237} 3029}
3238 3030
3262 && tmp->name == shstr_battleground 3054 && tmp->name == shstr_battleground
3263 && EXIT_X (tmp) && EXIT_Y (tmp)) 3055 && EXIT_X (tmp) && EXIT_Y (tmp))
3264 { 3056 {
3265 /* before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3266 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3058 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3267 {
3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3059 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3060 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3269 { 3061 {
3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3271 {
3272 if (x && y) 3062 if (x && y)
3273 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3274 3064
3275 return 1; 3065 return 1;
3276 }
3277 } 3066 }
3278 }
3279 3067
3280 if (x && y) 3068 if (x && y)
3281 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3282 3070
3283 return 1; 3071 return 1;
3440 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3441 } 3229 }
3442 else 3230 else
3443 { 3231 {
3444 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3445 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3446 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 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); 3235 who->insert (tmp);
3448 if (who->type == PLAYER)
3449 esrv_send_item (who, tmp);
3450 } 3236 }
3451} 3237}
3452 3238
3453/** 3239//-GPL
3454 * Unready an object for a player. This function does nothing if the object was
3455 * not readied.
3456 */
3457void
3458player_unready_range_ob (player *pl, object *ob)
3459{
3460 if (pl->ob->current_weapon == ob)
3461 pl->ob->current_weapon = 0;
3462
3463 if (pl->combat_ob == ob)
3464 pl->combat_ob = 0;
3465
3466 if (pl->ranged_ob == ob)
3467 pl->ranged_ob = 0;
3468}
3469 3240
3470sint8 3241sint8
3471player::visibility_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3472{ 3243{
3473 if (!ns) 3244 if (!ns)
3474 return 0; 3245 return LOS_BLOCKED;
3475 3246
3476 int dx, dy; 3247 int dx, dy;
3477 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3478 return 0; 3249 return LOS_BLOCKED;
3479 3250
3480 x += dx - ns->current_x + ns->mapx / 2; 3251 x += dx - ns->current_x;
3481 y += dy - ns->current_y + ns->mapy / 2; 3252 y += dy - ns->current_y;
3482 3253
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]; 3254 return blocked_los (x, y);
3487} 3255}
3488 3256
3489void 3257void
3490player::infobox (const char *title, const char *msg, int color) 3258player::infobox (const char *title, const char *msg, int color)
3491{ 3259{

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