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Comparing deliantra/server/server/player.C (file contents):
Revision 1.117 by root, Sun Apr 29 21:44:35 2007 UTC vs.
Revision 1.250 by root, Sat Dec 12 03:17:21 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program 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 2 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 28#include <sproto.h>
28#include <sounds.h> 29#include <sounds.h>
29#include <living.h> 30#include <living.h>
30#include <object.h> 31#include <object.h>
31#include <spells.h> 32#include <spells.h>
34#include <algorithm> 35#include <algorithm>
35#include <functional> 36#include <functional>
36 37
37playervec players; 38playervec players;
38 39
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp))
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 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 */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 60 add_friendly_object (ob);
187 enter_map ();
188} 61}
189 62
190void 63void
191player::deactivate () 64player::deactivate ()
192{ 65{
199 72
200 if (ob->map) 73 if (ob->map)
201 maplevel = ob->map->path; 74 maplevel = ob->map->path;
202 75
203 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
204 ob->map = 0; 78 ob->map = 0;
205 party = 0; 79 party = 0;
206 80
207 // for weird reasons, this is often "ob", keeping a circular reference 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 82
210 players.erase (this); 83 players.erase (this);
211} 84}
212 85
213// connect the player with a specific client 86// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 87// also changes, rationalises, and fixes some incorrect settings
215void 88void
216player::connect (client *ns) 89player::connect (client *ns)
217{ 90{
218 this->ns = ns; 91 this->ns = ns;
219 ns->pl = this; 92 ns->pl = this;
223 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
224 97
225 ns->update_look = 0; 98 ns->update_look = 0;
226 ns->look_position = 0; 99 ns->look_position = 0;
227 100
228 clear_los (ob); 101 clear_los ();
229 102
230 ns->reset_stats (); 103 ns->reset_stats ();
231 104
232 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
235 108
236 if (!legal_range (shoottype)) 109 ob->update_weight ();
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 110 link_skills ();
241 111
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
245 113
246 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob)) 115 if (is_dragon_pl (ob))
248 { 116 {
249 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
250 118
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
257 abil = tmp; 122 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
259 skin = tmp; 124 skin = tmp;
260 125
261 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
262 } 127 }
263 128
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 130
266 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
267 132
268 ob->update_stats (); 133 ob->update_stats ();
134
269 ns->floorbox_update (); 135 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
273 138
274 activate (); 139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_BOW] = false;
275 142
276 send_rules (ob); 143 for (object *op = ob->inv; op; op = op->below)
277 send_news (ob); 144 if (op->flag [FLAG_APPLIED])
278 display_motd (ob); 145 switch (op->type)
146 {
147 case SKILL:
148 op->flag [FLAG_APPLIED] = false;
149 break;
150
151 case WAND:
152 case ROD:
153 case HORN:
154 case BOW:
155 ranged_ob = op;
156 break;
157
158 case WEAPON:
159 combat_ob = op;
160 break;
161 }
162
163 ob->current_weapon = 0;
164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
165 activate (); // change_weapon also activates, but this doesn't hurt
279 166
280 INVOKE_PLAYER (CONNECT, this); 167 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this); 168 INVOKE_PLAYER (LOGIN, this);
282} 169}
283 170
284void 171void
285player::disconnect () 172player::disconnect ()
286{ 173{
174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
287 if (ns) 180 if (ns)
288 { 181 {
289 if (active) 182 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291 184
294 ns->reset_stats (); 187 ns->reset_stats ();
295 ns->pl = 0; 188 ns->pl = 0;
296 ns = 0; 189 ns = 0;
297 } 190 }
298 191
299 if (ob) 192 // this is important for the player scheduler to get the correct refcount
300 ob->close_container (); //TODO: client-specific 193 // when ns = 0
194 observe = viewpoint = ob;
301 195
302 deactivate (); 196 deactivate ();
303} 197}
198
199//-GPL
304 200
305// the need for this function can be explained 201// the need for this function can be explained
306// by load_object not returning the object 202// by load_object not returning the object
307void 203void
308player::set_object (object *op) 204player::set_object (object *op)
309{ 205{
310 ob = op; 206 ob = observe = viewpoint = op;
311 ob->contr = this; /* this aren't yet in archetype */ 207 ob->contr = this; /* this aren't yet in archetype */
312 208
313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 209 ob->speed = 1.0f;
210 ob->speed_left = 0.5f;
211
315 ob->direction = 5; /* So player faces south */ 212 ob->direction = 5; /* So player faces south */
316} 213}
214
215void
216player::set_observe (object *op)
217{
218 observe = viewpoint = op ? op : ob;
219 do_los = 1;
220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
317 230
318player::player () 231player::player ()
319{ 232{
320 /* There are some elements we want initialised to non zero value - 233 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point. 234 * we deal with that below this point.
325 unapply = unapply_nochoice; 238 unapply = unapply_nochoice;
326 239
327 savebed_map = first_map_path; /* Init. respawn position */ 240 savebed_map = first_map_path; /* Init. respawn position */
328 241
329 gen_sp_armour = 10; 242 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 243 bowtype = bow_normal;
332 petmode = pet_normal; 244 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers; 245 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 246 peaceful = 1; /* default peaceful */
336 do_los = 1; 247 do_los = 1;
248
249 weapon_sp = 1.0f;
250 weapon_sp_left = 0.5f;
337} 251}
338 252
339void 253void
340player::do_destroy () 254player::do_destroy ()
341{ 255{
346 if (ob) 260 if (ob)
347 { 261 {
348 ob->destroy_inv (false); 262 ob->destroy_inv (false);
349 ob->destroy (); 263 ob->destroy ();
350 } 264 }
265
266 ob = observe = viewpoint = 0;
351} 267}
352 268
353player::~player () 269player::~player ()
354{ 270{
355 /* Clear item stack */ 271 /* Clear item stack */
356 free (stack_items); 272 free (stack_items);
273}
274
275/*
276 * get_player_archetype() return next player archetype from archetype
277 * list. Not very efficient routine, but used only creating new players.
278 * Note: there MUST be at least one player archetype!
279 */
280static archetype *
281get_player_archetype (archetype *at)
282{
283 // archetypes could have been reloaded
284 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
285
286 if (!nat)
287 return at;
288
289 archvec::iterator i = archetypes.find (nat);
290
291 for (;;)
292 {
293 if (++i == archetypes.end ())
294 i = archetypes.begin ();
295 else if (*i == at)
296 cleanup ("not a single player archetype found");
297
298 if ((*i)->type == PLAYER)
299 return *i;
300 }
357} 301}
358 302
359/* Tries to add player on the connection passed in ns. 303/* Tries to add player on the connection passed in ns.
360 * All we can really get in this is some settings like host and display 304 * All we can really get in this is some settings like host and display
361 * mode. 305 * mode.
363player * 307player *
364player::create () 308player::create ()
365{ 309{
366 player *pl = new player; 310 player *pl = new player;
367 311
368 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
369 313
370 pl->ob->roll_stats (); 314 pl->ob->roll_stats ();
371 pl->ob->stats.wc = 2; 315 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */ 316 pl->ob->run_away = 25; /* Then we panick... */
373 317
374 set_first_map (pl->ob); 318 set_first_map (pl->ob);
375 319
376 return pl; 320 return pl;
377}
378
379/*
380 * get_player_archetype() return next player archetype from archetype
381 * list. Not very efficient routine, but used only creating new players.
382 * Note: there MUST be at least one player archetype!
383 */
384archetype *
385get_player_archetype (archetype *at)
386{
387 archetype *start = at;
388
389 for (;;)
390 {
391 if (at == NULL || at->next == NULL)
392 at = first_archetype;
393 else
394 at = at->next;
395
396 if (at->clone.type == PLAYER)
397 return at;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 }
405} 321}
406 322
407object * 323object *
408get_nearest_player (object *mon) 324get_nearest_player (object *mon)
409{ 325{
412 unsigned lastdist; 328 unsigned lastdist;
413 rv_vector rv; 329 rv_vector rv;
414 330
415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 { 332 {
417 /* We should not find free objects on this friendly list, but it
418 * does periodically happen. Given that, lets deal with it.
419 * While unlikely, it is possible the next object on the friendly
420 * list is also free, so encapsulate this in a while loop.
421 */
422 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423 {
424 object *tmp = ol->ob;
425
426 /* Can't do much more other than log the fact, because the object
427 * itself will have been cleared.
428 */
429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
431 ol = ol->next;
432 remove_friendly_object (tmp);
433 if (!ol)
434 return op;
435 }
436
437 /* Remove special check for player from this. First, it looks to cause
438 * some crashes (ol->ob->contr not set properly?), but secondly, a more
439 * complicated method of state checking would be needed in any case -
440 * as it was, a clever player could type quit, and the function would
441 * skip them over while waiting for confirmation. Remove
442 * on_same_map check, as can_detect_enemy also does this
443 */
444 if (!can_detect_enemy (mon, ol->ob, &rv)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
445 continue; 334 continue;
446 335
447 if (lastdist > rv.distance) 336 if (lastdist > rv.distance)
448 { 337 {
643 532
644 return firstdir; 533 return firstdir;
645} 534}
646 535
647void 536void
648give_initial_items (object *pl, treasurelist * items) 537give_initial_items (object *pl, treasurelist *items)
649{ 538{
650 object *op, *next = NULL;
651
652 if (pl->randomitems != NULL) 539 if (pl->randomitems)
653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
654 541
655 for (op = pl->inv; op; op = next) 542 for (object *next, *op = pl->inv; op; op = next)
656 { 543 {
657 next = op->below; 544 next = op->below;
658 545
659 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
660 * flag "neutral" set. Sorry but I can't think of a better way 547 * flag "neutral" set. Sorry but I can't think of a better way
665 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
666 * by this player due to race restrictions 553 * by this player due to race restrictions
667 */ 554 */
668 if (pl->type == PLAYER) 555 if (pl->type == PLAYER)
669 { 556 {
670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
671 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
672 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
673 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
675 { 564 {
676 op->destroy (); 565 op->destroy ();
677 continue; 566 continue;
678 } 567 }
679 } 568 }
680 569
681 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
682 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
683 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
684 * a first level treasurelist for each skill.)
685 * remove duplicate skills also
686 */ 573 */
687 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
688 { 575 {
689 object *tmp;
690
691 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
692 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
693 break;
694
695 if (tmp)
696 { 578 {
697 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
698 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
699 continue; 582 break;
700 } 583 }
701 584
702 if (op->nrof > 1) 585 if (op->nrof > 1)
703 op->nrof = 1; 586 op->nrof = 1;
704 } 587 }
705 588
706 if (op->type == SPELLBOOK && op->inv) 589 if (op->type == SPELLBOOK && op->inv)
707 {
708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
709 }
710 591
711 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
712 * items. Just don't identify gold or silver, or it won't be 593 * items. Just don't identify gold or silver, or it won't be
713 * merged properly. 594 * merged properly.
714 */ 595 */
715 if (need_identify (op)) 596 if (need_identify (op))
716 { 597 {
717 SET_FLAG (op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
718 CLEAR_FLAG (op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
719 CLEAR_FLAG (op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
720 } 601 }
602
721 if (op->type == SPELL) 603 if (op->type == SPELL)
722 { 604 {
723 op->destroy (); 605 op->destroy ();
724 continue; 606 continue;
725 } 607 }
727 { 609 {
728 SET_FLAG (op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
729 op->stats.exp = 0; 611 op->stats.exp = 0;
730 op->level = 1; 612 op->level = 1;
731 } 613 }
732 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
733 else
734 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
735 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
736 617
737 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
738 link_player_skills (pl); 619 pl->contr->link_skills ();
739} 620}
740 621
741void 622void
742get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
743{ 624{
753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 634 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
754} 635}
755 636
756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 637/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
757static int 638static int
758roll_stat (void) 639roll_stat ()
759{ 640{
760 int a[4], i, j, k; 641 int a[4], i, j, k;
761 642
762 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
763 a[i] = (int) rndm (6) + 1; 644 a[i] = (int) rndm (6) + 1;
774} 655}
775 656
776void 657void
777object::roll_stats () 658object::roll_stats ()
778{ 659{
779 int statsort [7]; 660 int statsort [NUM_STATS];
780 661
781 for (;;) 662 for (;;)
782 { 663 {
783 int sum = 0; 664 int sum = 0;
784 for (int i = 7; i--; ) 665 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 666 sum += statsort [i] = roll_stat ();
786 667
787 if (sum >= 82 && sum <= 116) 668 if (sum >= 82 && sum <= 116)
788 break; 669 break;
789 } 670 }
790 671
791 // Sort the stats so that rerolling is easier... 672 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 673 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 674
675 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 676 stats.stat (i) = statsort [i];
795 stats.Dex = statsort[1];
796 stats.Con = statsort[2];
797 stats.Int = statsort[3];
798 stats.Wis = statsort[4];
799 stats.Pow = statsort[5];
800 stats.Cha = statsort[6];
801 677
802 stats.exp = 0; 678 stats.exp = 0;
803 stats.ac = 0; 679 stats.ac = 0;
804 680
805 stats.hp = stats.maxhp; 681 stats.hp = stats.maxhp;
817} 693}
818 694
819void 695void
820object::swap_stats (int a, int b) 696object::swap_stats (int a, int b)
821{ 697{
822 int tmp = get_attr_value (&contr->orig_stats, a); 698 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825 699
700 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 701 stats.stat (i) = contr->orig_stats.stat (i);
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833 702
834 //TODO: the following code looks so borked and should, at the very least, 703 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 704 // be merged with the similar code in roll_stats
836 stats.ac = 0; 705 stats.ac = 0;
837 706
856static void 725static void
857start_info (object *op) 726start_info (object *op)
858{ 727{
859 char buf[MAX_BUF]; 728 char buf[MAX_BUF];
860 729
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 730 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 731 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
865} 732}
866 733
867/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
872 */ 739 */
873void 740void
874player::chargen_race_done () 741player::chargen_race_done ()
875{ 742{
876 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
877 esrv_new_player (ob->contr, ob->weight + ob->carrying); 744 esrv_new_player (ob->contr);
878 745
879 treasurelist *tl = treasurelist::find ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
880 if (tl) 747 if (tl)
881 create_treasure (tl, ob, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
882 749
883 INVOKE_PLAYER (BIRTH, ob->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, ob->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
885 752
886 ob->contr->ns->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
887 754
888 if (ob->msg) 755 if (ob->msg)
889 ob->msg = 0; 756 ob->msg = 0;
890
891 /* We create this now because some of the unique maps will need it
892 * to save here.
893 */
894 {
895 char buf[MAX_BUF];
896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
897 make_path_to_file (buf);
898 }
899 757
900 start_info (ob); 758 start_info (ob);
901 CLEAR_FLAG (ob, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (ob, ob->randomitems); 760 give_initial_items (ob, ob->randomitems);
903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob); 761 esrv_send_inventory (ob, ob);
905 ob->update_stats (); 762 ob->update_stats ();
906 763
907 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
908 * is one for this race 765 * is one for this race
909 */ 766 */
910 if (*first_map_ext_path) 767 if (*first_map_ext_path)
911 { 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
912 object *tmp;
913 char mapname[MAX_BUF];
914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else 769 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
927} 771}
928 772
929void 773void
939 int x = ob->x, y = ob->y; 783 int x = ob->x, y = ob->y;
940 784
941 ob->remove_statbonus (); 785 ob->remove_statbonus ();
942 ob->remove (); 786 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch); 787 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob); 788 ob->arch->copy_to (ob);
945 ob->instantiate (); 789 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name; 791 ob->name = ob->name_pl = name;
948 ob->x = x; 792 ob->x = x;
949 ob->y = y; 793 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name); 796 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus (); 797 ob->add_statbonus ();
954 } 798 }
955 while (!allowed_class (ob)); 799 while (!allowed_class (ob));
956 800
957 update_object (ob, UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
960 ob->stats.hp = ob->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
961 ob->stats.sp = ob->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
962 ob->stats.grace = 0; 806 ob->stats.grace = 0;
963} 807}
964 808
965void 809static void
966flee_player (object *op) 810flee_player (object *op)
967{ 811{
968 int dir, diff; 812 int dir, diff;
969 rv_vector rv; 813 rv_vector rv;
970 814
973 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
974 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
975 return; 819 return;
976 } 820 }
977 821
978 if (op->enemy == NULL) 822 if (!op->enemy)
979 { 823 {
980 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
982 return; 826 return;
983 } 827 }
984 828
985 /* Seen some crashes here. Since we don't store an
986 * op->enemy_count, it is possible that something destroys the
987 * actual enemy, and the object is recycled.
988 */
989 if (op->enemy->map == NULL)
990 {
991 CLEAR_FLAG (op, FLAG_SCARED);
992 op->enemy = NULL;
993 return;
994 }
995
996 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 { 830 {
998 op->enemy = NULL; 831 op->enemy = NULL;
999 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1000 return; 833 return;
1003 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1004 837
1005 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
1006 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
1007 { 840 {
1008 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
1009 842
1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 843 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1011 return; 844 return;
1012 } 845 }
1013 846
1014 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 849 op->enemy = NULL;
1017} 850}
1018 851
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 852/* check_pick sees if there is stuff to be picked up/picks up stuff.
1021 * IT returns 1 if the player should keep on moving, 0 if he should 853 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 854 * stop.
1023 */ 855 */
1024int 856int
1025check_pick (object *op) 857check_pick (object *op)
1026{ 858{
1027 object *tmp, *next; 859 object *tmp, *next;
1028 int stop = 0; 860 int stop = 0;
1029 int wvratio; 861 int wvratio;
1030 char putstring[128];
1031 862
1032 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1034 return 1; 865 return 1;
1035 866
1036 next = op->below; 867 next = op->below;
1037 868
869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
871
1038 /* loop while there are items on the floor that are not marked as 872 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 873 * destroyed */
1040 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1041 { 875 {
1042 tmp = next; 876 tmp = next;
1043 next = tmp->below; 877 next = tmp->below;
1044 878
879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
1045 if (op->destroyed ()) 885 if (op->destroyed ())
1046 return 0; 886 return 0;
1047 887
1048 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1049 continue; 889 continue;
1050 890
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 892 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1055 continue; 896 continue;
1056 } 897 }
1057 898
1058 /* high not bit set? We're using the old autopickup model */ 899 /* pickup handling */
900 if (op->contr->mode & PU_DEBUG)
901 {
902 /* some debugging code to figure out item information */
903 const char *str = tmp->name
904 ? format ("item name: %s item type: %d weight/value: %d",
905 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
906 : format ("item name: %s item type: %d weight/value: %d",
907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
908
909 new_draw_info (NDI_UNIQUE, 0, op, str);
910 }
911
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
916 return 1;
917
918 /* philosophy:
919 * It's easy to grab an item type from a pile, as long as it's
920 * generic. This takes no game-time. For more detailed pickups
921 * and selections, select-items should be used. This is a
922 * grab-as-you-run type mode that's really useful for arrows for
923 * example.
924 * The drawback: right now it has no frontend, so you need to
925 * stick the bits you want into a calculator in hex mode and then
926 * convert to decimal and then 'pickup <#>
927 */
928
929 /* the first two modes are exclusive: if NOTHING we return, if
930 * STOP then we stop. All the rest are applied sequentially,
931 * meaning if any test passes, the item gets picked up. */
932
933 /* if mode is set to pick nothing up, return */
934 if (op->contr->mode == PU_NOTHING)
935 return 1;
936
937 /* if mode is set to stop when encountering objects, return */
938 /* take STOP before INHIBIT since it doesn't actually pick
939 * anything up */
940 if (op->contr->mode & PU_STOP)
941 return 0;
942
943 /* useful for going into stores and not losing your settings... */
944 /* and for battles wher you don't want to get loaded down while
945 * fighting */
946 if (op->contr->mode & PU_INHIBIT)
947 return 1;
948
949 /* prevent us from turning into auto-thieves :) */
950 if (QUERY_FLAG (tmp, FLAG_UNPAID))
951 continue;
952
953 /* ignore known cursed objects */
954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
955 continue;
956
957 /* all food and drink if desired */
958 /* question: don't pick up known-poisonous stuff? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1060 { 961 {
1061 switch (op->contr->mode) 962 CHK_PICK_PICKUP;
963 continue;
964 }
965
966 if (op->contr->mode & PU_DRINK)
967 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_POTION)
974 if (tmp->type == POTION)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 /* spellbooks, skillscrolls and normal books/scrolls */
981 if (op->contr->mode & PU_SPELLBOOK)
982 if (tmp->type == SPELLBOOK)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_SKILLSCROLL)
989 if (tmp->type == SKILLSCROLL)
990 {
991 CHK_PICK_PICKUP;
992 continue;
993 }
994
995 if (op->contr->mode & PU_READABLES)
996 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1001
1002 /* wands/staves/rods/horns */
1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1004 if (tmp->type == WAND
1005 || tmp->type == ROD
1006 || tmp->type == HORN
1007 || tmp->type == POWER_CRYSTAL)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 if (op->contr->mode & PU_VALUABLES)
1023 {
1024 if (tmp->type == MONEY || tmp->type == GEM)
1062 { 1025 {
1063 case 0: 1026 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 1027 continue;
1065 case 1:
1066 pick_up (op, tmp);
1067 return 1;
1068 case 2:
1069 pick_up (op, tmp);
1070 return 0;
1071 case 3:
1072 return 0; /* stop before pickup */
1073 case 4:
1074 pick_up (op, tmp);
1075 break;
1076 case 5:
1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1082 pick_up (op, tmp);
1083 break;
1084
1085 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp);
1088 break;
1089
1090 default:
1091 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp);
1095 } 1028 }
1096 } 1029 }
1097 else 1030
1098 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG) 1032 if (op->contr->mode & PU_JEWELS)
1033 if (tmp->type == RING
1034 || tmp->type == AMULET
1035 || tmp->type == GIRDLE
1036 || tmp->type == SKILL_TOOL)
1101 { 1037 {
1102 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1103 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue; 1039 continue;
1040 }
1149 1041
1150 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1043 if (op->contr->mode & PU_FLESH)
1044 if (tmp->type == FLESH)
1045 {
1046 CHK_PICK_PICKUP;
1152 continue; 1047 continue;
1048 }
1153 1049
1154 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1155 /* question: don't pick up known-poisonous stuff? */ 1051 if (op->contr->mode & PU_BOW)
1052 if (tmp->type == BOW)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_ARROW)
1059 if (tmp->type == ARROW)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 /* all kinds of armor etc. */
1066 if (op->contr->mode & PU_ARMOUR)
1067 if (tmp->type == ARMOUR)
1068 {
1069 CHK_PICK_PICKUP;
1070 continue;
1071 }
1072
1073 if (op->contr->mode & PU_HELMET)
1074 if (tmp->type == HELMET)
1075 {
1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_SHIELD)
1081 if (tmp->type == SHIELD)
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1156 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1157 if (tmp->type == FOOD) 1088 if (tmp->type == BOOTS)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 if (op->contr->mode & PU_GLOVES)
1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 if (op->contr->mode & PU_CLOAK)
1102 if (tmp->type == CLOAK)
1103 {
1104 CHK_PICK_PICKUP;
1105 continue;
1106 }
1107
1108 /* hoping to catch throwing daggers here */
1109 if (op->contr->mode & PU_MISSILEWEAPON)
1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* careful: chairs and tables are weapons! */
1117 if (op->contr->mode & PU_ALLWEAPON)
1118 {
1119 if (tmp->type == WEAPON)
1120 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1158 { 1121 {
1159 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1160 continue; 1123 continue;
1161 } 1124 }
1125 }
1162 1126
1127 /* misc stuff that's useful */
1163 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1165 { 1130 {
1166 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1167 continue; 1132 continue;
1168 } 1133 }
1169 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1170 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1171 if (tmp->type == POTION) 1138 {
1139 /* use value density to decide what else to grab */
1140 /* >=7 was >= op->contr->mode */
1141 /* >=7 is the old standard setting. Now we take the last 4 bits
1172 { 1142 */
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1144 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 { 1145 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1218 { 1149 {
1219 pick_up (op, tmp); 1150 fprintf (stderr, "%s", tmp->name);
1220 continue;
1221 } 1151 }
1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327 }
1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1349#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL)
1352 {
1353 fprintf (stderr, "%s", tmp->name);
1354 }
1355 else 1152 else
1356 fprintf (stderr, "%s", tmp->arch->name); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1155 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1359#endif 1156#endif
1157 CHK_PICK_PICKUP;
1360 continue; 1158 continue;
1361 }
1362 } 1159 }
1363 } /* the new pickup model */ 1160 } /* the new pickup model */
1364 } 1161 }
1365 1162
1366 return !stop; 1163 return !stop;
1164}
1165
1166/* routine for both players and monsters. We call this when
1167 * there is a possibility for our action distrubing our hiding
1168 * place or invisiblity spell. Artefact invisiblity causes
1169 * "noise" instead. If we arent invisible to begin with, we
1170 * return 0.
1171 */
1172static int
1173action_makes_visible (object *op)
1174{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1176 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1178 {
1179 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance.
1181 if (op->contr)
1182 op->make_noise ();
1183
1184 return 0;
1185 }
1186
1187 if (op->contr && op->contr->tmp_invis == 0)
1188 return 0;
1189
1190 /* If monsters, they should become visible */
1191 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1192 {
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1194 return 1;
1195 }
1196 }
1197
1198 return 0;
1367} 1199}
1368 1200
1369/* 1201/*
1370 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1371 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1372 * found object is returned. 1204 * found object is returned.
1373 */ 1205 */
1374object * 1206static object *
1375find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1376{ 1208{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type);
1382 else if (op->type == ARROW && op->race == type) 1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp);
1212
1213 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1215 if (object *arrow = find_arrow (tmp, type))
1216 {
1217 splay (tmp);
1383 return op; 1218 return arrow;
1219 }
1384 1220
1385 return tmp; 1221 return 0;
1386} 1222}
1387 1223
1388/* 1224/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1225 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390 * against the target. A full test is not performed, simply a basic test 1226 * against the target. A full test is not performed, simply a basic test
1391 * of resistances. The archer is making a quick guess at what he sees down 1227 * of resistances. The archer is making a quick guess at what he sees down
1392 * the hall. Failing that it does it's best to pick the highest plus arrow. 1228 * the hall. Failing that it does it's best to pick the highest plus arrow.
1393 */ 1229 */
1394object * 1230static object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1232{
1397 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1399 1235
1400 if (!type) 1236 if (!type)
1404 { 1240 {
1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 { 1242 {
1407 i = 0; 1243 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1409 if (i > betterby) 1246 if (i > betterby)
1410 { 1247 {
1411 tmp = ntmp; 1248 tmp = ntmp;
1412 betterby = i; 1249 betterby = i;
1413 } 1250 }
1414 } 1251 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1253 {
1417 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1419 { 1256 {
1420 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1421 { 1258 {
1422 *better = 100; 1259 *better = 100;
1423 return arrow; 1260 return arrow;
1431 else 1268 else
1432 { 1269 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 { 1271 {
1435 attacktype = 1 << attacknum; 1272 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1274 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 { 1275 {
1439 tmp = arrow; 1276 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1277 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1278 }
1442 } 1279 }
1280
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1282 {
1445 tmp = arrow; 1283 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1285 }
1286
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1288 {
1450 tmp = arrow; 1289 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1291 }
1453 } 1292 }
1454 } 1293 }
1455 } 1294 }
1295
1456 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1297 return find_arrow (op, type);
1458 1298
1459 *better = betterby; 1299 *better = betterby;
1460 return tmp; 1300 return tmp;
1464 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1305 * op = the shooter
1466 * type = bow->race 1306 * type = bow->race
1467 * dir = fire direction 1307 * dir = fire direction
1468 */ 1308 */
1469 1309static object *
1470object *
1471pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1472{ 1311{
1473 object *tmp = NULL; 1312 object *tmp = NULL;
1474 maptile *m; 1313 maptile *m;
1475 int i, mflags, found, number; 1314 int i, mflags, found, number;
1476 sint16 x, y; 1315 sint16 x, y;
1491 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1492 { 1331 {
1493 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1494 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1495 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 { 1337 {
1498 tmp = NULL; 1338 tmp = 0;
1499 break; 1339 break;
1500 } 1340 }
1501 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1341 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1502 { 1342 {
1503 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1504 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1505 */ 1345 */
1506 tmp = NULL; 1346 tmp = 0;
1507 break; 1347 break;
1508 } 1348 }
1349
1509 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1510 {
1511 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1512 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1513 {
1514 found++;
1515 break;
1516 }
1517 if (found)
1518 break; 1353 break;
1519 }
1520 } 1354 }
1521 if (tmp == NULL) 1355
1356 if (!tmp)
1522 return find_arrow (op, type); 1357 return find_arrow (op, type);
1523 1358
1524 if (tmp->head) 1359 if (tmp->head)
1525 tmp = tmp->head; 1360 tmp = tmp->head;
1526 1361
1539 */ 1374 */
1540int 1375int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1376fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1377{
1543 object *left, *bow; 1378 object *left, *bow;
1544 int bowspeed, mflags; 1379 int mflags;
1545 maptile *m; 1380 maptile *m;
1546 1381
1547 if (!dir) 1382 if (!dir)
1548 { 1383 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1384 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1385 return 0;
1551 } 1386 }
1552 1387
1553 if (op->type == PLAYER) 1388 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1389 bow = op->current_weapon;
1555 else 1390 else
1556 { 1391 {
1557 for (bow = op->inv; bow; bow = bow->below) 1392 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1393 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1394 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1399 if (!bow)
1565 { 1400 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1402 return 0;
1568 } 1403 }
1404
1405 // optimisation: move object to top so we will find it quickly again
1406 splay (bow);
1569 } 1407 }
1570 1408
1571 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1572 { 1410 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1412 return 0;
1575 } 1413 }
1576
1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1578
1579 /* penalize ROF for bestarrow */
1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1583 if (bowspeed < 1)
1584 bowspeed = 1;
1585 1414
1586 if (arrow == NULL) 1415 if (arrow == NULL)
1587 { 1416 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1417 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1418 {
1608 } 1437 }
1609 1438
1610 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1611 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1612 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1613 arrow->destroy (); 1443 arrow->destroy ();
1614 return 0; 1444 return 0;
1615 } 1445 }
1616 1446
1617 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1618 arrow = get_split_ob (arrow, 1); 1448 arrow = arrow->split ();
1619 if (!arrow) 1449 if (!arrow)
1620 { 1450 {
1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1451 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1622 return 0; 1452 return 0;
1623 } 1453 }
1624 1454
1625 arrow->set_owner (op); 1455 arrow->set_owner (op);
1626 arrow->skill = bow->skill; 1456 arrow->skill = bow->skill;
1627 arrow->direction = dir; 1457 arrow->direction = dir;
1628 1458
1629 if (op->type == PLAYER)
1630 {
1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1632 op->update_stats ();
1633 }
1634
1635 SET_ANIMATION (arrow, arrow->direction);
1636
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1459 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam; 1460 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype; 1461 arrow->stats.grace = arrow->attacktype;
1462 arrow->custom_name = arrow->slaying;
1640 1463
1641 if (arrow->slaying) 1464#if 0
1642 arrow->spellarg = strdup (arrow->slaying); 1465 if (player *pl = op->contr)
1466 {
1467 float speed = pl->weapon_sp;
1643 1468
1644 arrow->stats.dam += op->stats.dam + arrow->magic; 1469 /* penalize ROF for bestarrow */
1470 if (pl->bowtype == bow_bestarrow)
1471 speed *= .9f;
1472 else
1473 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1474
1475 op->speed_left += speed - op->speed;
1476 }
1477#endif
1478
1479 SET_ANIMATION (arrow, arrow->direction);
1645 1480
1646 /* update the speed */ 1481 /* update the speed */
1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1482 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1483 + bow->stats.dam / 7.f;
1649 1484
1650 arrow->set_speed (max (arrow->speed, 1.0)); 1485 arrow->set_speed (max (arrow->speed, 2.f));
1651 arrow->speed_left = 0; 1486 arrow->speed_left = 0;
1652 1487
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1488 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654 1489
1655 if (op->type == PLAYER) 1490 if (op->type == PLAYER)
1656 { 1491 {
1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1492 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1493 wc -= dex_bonus[op->stats.Dex];
1659 1494
1660 if (!arrow->slaying) 1495 if (!arrow->slaying)
1661 arrow->slaying = op->slaying; 1496 arrow->slaying = op->slaying;
1497
1498 arrow->attacktype |= op->attacktype;
1662 } 1499 }
1663 else 1500 else
1664 { 1501 {
1665 arrow->level = op->level; 1502 arrow->level = op->level;
1666 arrow->stats.wc -= bow->magic; 1503 arrow->stats.wc -= bow->magic;
1667 1504
1668 if (!arrow->slaying) 1505 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying; 1506 arrow->slaying = bow->slaying;
1670 }
1671 1507
1672 arrow->stats.wc -= arrow->level;
1673
1674 arrow->attacktype |= bow->attacktype; 1508 arrow->attacktype |= bow->attacktype;
1509 }
1675 1510
1511 wc -= arrow->level;
1512 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1513
1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1676 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1678 1517
1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1680 m->insert (arrow, sx, sy, op); 1519 m->insert (arrow, sx, sy, op);
1681 1520
1682 if (!arrow->destroyed ()) 1521 if (!arrow->destroyed ())
1683 move_arrow (arrow); 1522 move_arrow (arrow);
1684
1685 if (op->type == PLAYER)
1686 {
1687 if (left->destroyed ())
1688 esrv_del_item (op->contr, left->count);
1689 else
1690 esrv_send_item (op, left);
1691 }
1692 1523
1693 return 1; 1524 return 1;
1694} 1525}
1695 1526
1696/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1698 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1699 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1700 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1701 * hence the function name. 1532 * hence the function name.
1702 */ 1533 */
1703int 1534static int
1704player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1705{ 1536{
1706 int ret = 0, wcmod = 0; 1537 int ret;
1707 1538
1708 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1709 { 1540 {
1710 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1541 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1711 } 1542 }
1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1543 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1713 { 1544 {
1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1715 wcmod = -1;
1716
1717 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1718 } 1547 }
1719 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1720 { 1549 {
1721 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1722 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1551 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1723 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1724 } 1553 }
1725 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1726 { 1555 {
1727 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1728 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1557 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1729 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1558 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1730
1731 } 1559 }
1732 else 1560 else
1733 { 1561 {
1734 /* Simple case */ 1562 /* Simple case */
1735 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1563 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1736 } 1564 }
1565
1737 return ret; 1566 return ret;
1738} 1567}
1739
1740 1568
1741/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1742 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1743 */ 1571 */
1744void 1572static void
1745fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1746{ 1574{
1747 object *item; 1575 object *item = op->contr->ranged_ob;
1748 1576
1749 if (!op->contr->ranges[range_misc]) 1577 if (!item)
1750 { 1578 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1579 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1752 return; 1580 return;
1753 } 1581 }
1754 1582
1755 item = op->contr->ranges[range_misc];
1756 if (!item->inv) 1583 if (!item->inv)
1757 { 1584 {
1758 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1585 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1759 return; 1586 return;
1760 } 1587 }
1588
1589 if (!op->change_weapon (item))
1590 return;
1591
1761 if (item->type == WAND) 1592 if (item->type == WAND)
1762 { 1593 {
1763 if (item->stats.food <= 0) 1594 if (item->stats.food <= 0)
1764 { 1595 {
1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1596 op->contr->play_sound (sound_find ("wand_poof"));
1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1598
1767 return; 1599 return;
1768 } 1600 }
1769 } 1601 }
1770 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1771 { 1603 {
1772 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1605
1606 // using the maximum of the rods charge allows at least one spell cast
1607 // for a rod or horn, this fixes some broken rods.
1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1773 { 1609 {
1774 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1611
1775 if (item->type == ROD) 1612 if (item->type == ROD)
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1777 else 1614 else
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1616
1779 return; 1617 return;
1780 } 1618 }
1781 } 1619 }
1782 1620
1783 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1784 { 1622 {
1785 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1623 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1624
1786 if (item->type == WAND) 1625 if (item->type == WAND)
1787 { 1626 {
1788 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
1789 { 1628 {
1790 object *tmp; 1629 object *tmp;
1791 1630
1792 if (item->arch) 1631 if (item->arch)
1793 { 1632 {
1794 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1795 item->face = item->arch->clone.face; 1634 item->face = item->arch->face;
1796 item->set_speed (0); 1635 item->set_speed (0);
1797 } 1636 }
1798 1637
1799 if ((tmp = item->in_player ())) 1638 if (object *pl = item->visible_to ())
1800 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
1801 } 1640 }
1802 } 1641 }
1803 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
1804 drain_rod_charge (item); 1643 drain_rod_charge (item);
1805 } 1644 }
1806} 1645}
1807 1646
1808/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
1809 */ 1648 */
1810void 1649bool
1811fire (object *op, int dir) 1650fire (object *op, int dir)
1812{ 1651{
1813 int spellcost = 0; 1652 int spellcost = 0;
1653
1654 player *pl = op->contr;
1655
1656 if (pl->golem)
1657 {
1658 control_golem (op->contr->golem, dir);
1659 return false;
1660 }
1661
1662 object *ob = pl->ranged_ob;
1663
1664 if (!ob)
1665 return false;
1666
1667 if (op->speed_left > 0.f)
1668 --op->speed_left;
1669 else
1670 return false;
1671
1672 if (!op->change_weapon (ob))
1673 return false;
1814 1674
1815 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
1816 if (action_makes_visible (op)) 1676 if (action_makes_visible (op))
1817 make_visible (op); 1677 make_visible (op);
1818 1678
1819 switch (op->contr->shoottype) 1679 switch (ob->type)
1820 { 1680 {
1821 case range_none: 1681 case BOW:
1822 return;
1823
1824 case range_bow:
1825 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1826 return; 1683 break;
1827 1684
1828 case range_magic: /* Casting spells */ 1685 case SPELL:
1829 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1830 return; 1687 break;
1831 1688
1832 case range_misc: 1689 case BUILDER:
1690 apply_map_builder (op, dir);
1691 break;
1692
1693 case SKILL:
1694 do_skill (op, op, ob, dir, 0);
1695 break;
1696
1697 default:
1833 fire_misc_object (op, dir); 1698 fire_misc_object (op, dir);
1834 return; 1699 break;
1835
1836 case range_golem: /* Control summoned monsters from scrolls */
1837 control_golem (op->contr->ranges[range_golem], dir);
1838 return;
1839
1840 case range_skill:
1841 if (!op->chosen_skill)
1842 {
1843 if (op->type == PLAYER)
1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
1846 return;
1847 }
1848
1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1850 return;
1851 case range_builder:
1852 apply_map_builder (op, dir);
1853 return;
1854 default:
1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1856 return;
1857 } 1700 }
1858}
1859 1701
1860/* find_key 1702 return true;
1861 * We try to find a key for the door as passed. If we find a key 1703}
1862 * and successfully use it, we return the key, otherwise NULL 1704
1863 * This function merges both normal and locked door, since the logic 1705static object *
1864 * for both is the same - just the specific key is different.
1865 * pl is the player,
1866 * inv is the objects inventory to searched
1867 * door is the door we are trying to match against.
1868 * This function can be called recursively to search containers.
1869 */
1870object *
1871find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1872{ 1707{
1873 object *tmp, *key; 1708 object *tmp, *key;
1874 1709
1875 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1876 if (!container->inv) 1711 if (!container->inv)
1879 /* First, lets try to find a key in the top level inventory */ 1714 /* First, lets try to find a key in the top level inventory */
1880 for (tmp = container->inv; tmp; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1881 { 1716 {
1882 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1883 break; 1718 break;
1719
1884 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1885 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1886 */ 1722 */
1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1888 break; 1724 break;
1894 * a key, return 1730 * a key, return
1895 */ 1731 */
1896 if (!tmp) 1732 if (!tmp)
1897 { 1733 {
1898 for (tmp = container->inv; tmp; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 {
1900 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1901 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1902 {
1903 if ((key = find_key (pl, tmp, door))) 1737 if ((key = find_key_ (pl, tmp, door)))
1904 return key; 1738 return key;
1905 }
1906 }
1907 1739
1908 if (!tmp) 1740 if (!tmp)
1909 return NULL; 1741 return 0;
1910 } 1742 }
1911 1743
1912 /* We get down here if we have found a key. Now if its in a container, 1744 /* We get down here if we have found a key. Now if its in a container,
1913 * see if we actually want to use it 1745 * see if we actually want to use it
1914 */ 1746 */
1915 if (pl != container) 1747 if (pl != container)
1916 { 1748 {
1917 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1918 if (!pl->contr) 1750 if (!pl->contr)
1919 return NULL; 1751 return 0;
1752
1920 /* cases where this fails: 1753 /* cases where this fails:
1921 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1922 * are not in the players inventory. 1755 * are not in the players inventory.
1923 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1924 * containers can be used. 1757 * containers can be used.
1928 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1929 * 1762 *
1930 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1931 * all the others. 1764 * all the others.
1932 */ 1765 */
1933 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1934 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1935 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1936 { 1769 {
1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1938 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1939 return NULL; 1772 return NULL;
1940 } 1773 }
1941 } 1774 }
1942 1775
1943 return tmp; 1776 return tmp;
1777}
1778
1779/* find_key
1780 * We try to find a key for the door as passed. If we find a key
1781 * and successfully use it, we return the key, otherwise NULL
1782 * This function merges both normal and locked door, since the logic
1783 * for both is the same - just the specific key is different.
1784 * pl is the player,
1785 * inv is the objects inventory to searched
1786 * door is the door we are trying to match against.
1787 * This function can be called recursively to search containers.
1788 */
1789object *
1790find_key (object *pl, object *container, object *door)
1791{
1792 if (door->slaying && is_match_expr (door->slaying))
1793 {
1794 // for match expressions, we try to find the key by applying the match
1795 // to the op itself, which is supposed to find the "key", instead
1796 // of searching through containers ourselves.
1797
1798 return match_one (door->slaying, container, door, pl, pl);
1799 }
1800 else
1801 return find_key_ (pl, container, door);
1944} 1802}
1945 1803
1946/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1947 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1948 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1949 * 0 otherwise 1807 * 0 otherwise
1950 */ 1808 */
1951static int 1809static int
1952player_attack_door (object *op, object *door) 1810player_attack_door (object *op, object *door)
1953{ 1811{
1954 /* If its a door, try to find a use a key. If we do destroy the door, 1812 /* If its a door, try to find a key. If we do destroy the door,
1955 * might as well return immediately as there is nothing more to do - 1813 * might as well return immediately as there is nothing more to do -
1956 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
1957 */ 1815 */
1958 object *key = find_key (op, op, door); 1816 object *key = find_key (op, op, door);
1959 1817
1960 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
1961 if (key) 1819 if (key)
1962 { 1820 {
1963 object *container = key->env; 1821 object *container = key->env;
1964
1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1966 1822
1967 if (action_makes_visible (op)) 1823 if (action_makes_visible (op))
1968 make_visible (op); 1824 make_visible (op);
1969 1825
1970 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1972 1828
1973 if (door->type == DOOR) 1829 if (door->type == DOOR)
1974 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1830 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1975 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
1976 { 1832 {
1977 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1833 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1978 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
1979 } 1835 }
1980 1836
1981 /* Do this after we print the message */ 1837 /* Do this after we print the message */
1982 decrease_ob (key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
1983 /* Need to update the weight the container the key was in */
1984 if (container != op)
1985 esrv_update_item (UPD_WEIGHT, op, container);
1986 1839
1987 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
1988 } 1841 }
1989 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
1990 { 1843 {
1991 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
1992 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1845 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1993 return 1; 1846 return 1;
1994 } 1847 }
1995 1848
1996 return 0; 1849 return 0;
1997} 1850}
2000 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
2001 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
2002 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
2003 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2004 */ 1857 */
2005void 1858bool
2006move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
2007{ 1860{
2008 object *tmp, *mon; 1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1862 {
1863 --op->speed_left;
1864 return true;
1865 }
1866
2009 int on_battleground; 1867 int on_battleground;
2010 maptile *m;
2011 1868
2012 sint16 nx = freearr_x[dir] + op->x; 1869 sint16 nx = freearr_x[dir] + op->x;
2013 sint16 ny = freearr_y[dir] + op->y; 1870 sint16 ny = freearr_y[dir] + op->y;
2014 1871
2015 on_battleground = op_on_battleground (op, 0, 0); 1872 on_battleground = op_on_battleground (op, 0, 0);
1873
1874 if (out_of_map (op->map, nx, ny))
1875 return false;
2016 1876
2017 /* If braced, or can't move to the square, and it is not out of the 1877 /* If braced, or can't move to the square, and it is not out of the
2018 * map, attack it. Note order of if statement is important - don't 1878 * map, attack it. Note order of if statement is important - don't
2019 * want to be calling move_ob if braced, because move_ob will move the 1879 * want to be calling move_ob if braced, because move_ob will move the
2020 * player. This is a pretty nasty hack, because if we could 1880 * player. This is a pretty nasty hack, because if we could
2021 * move to some space, it then means that if we are braced, we should 1881 * move to some space, it then means that if we are braced, we should
2022 * do nothing at all. As it is, if we are braced, we go through 1882 * do nothing at all. As it is, if we are braced, we go through
2023 * quite a bit of processing. However, it probably is less than what 1883 * quite a bit of processing. However, it probably is less than what
2024 * move_ob uses. 1884 * move_ob uses.
2025 */ 1885 */
2026 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1886 maptile *m = op->map->xy_find (nx, ny);
1887
1888 /* Go through all the objects, and find ones of interest. Only stop if
1889 * we find a monster - that is something we know we want to attack.
1890 * if its a door or barrel (can roll) see if there may be monsters
1891 * on the space
1892 */
1893 object *mon;
1894 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1895 {
1896 if ((mon->flag [FLAG_ALIVE]
1897 || mon->type == LOCKED_DOOR
1898 || mon->flag [FLAG_CAN_ROLL])
1899 && mon != op)
1900 break;
2027 { 1901 }
2028 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1902
1903 if (!mon) /* This happens anytime the player tries to move */
1904 return false; /* into a wall */
1905
1906 mon = mon->head_ ();
1907
1908 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1909 if (op->contr->weapon_sp_left > 0.f)
1910 if (player_attack_door (op, mon))
1911 {
1912 --op->contr->weapon_sp_left;
1913 return true;
2029 { 1914 }
2030 m = op->map->xy_find (nx, ny); 1915
2031 if (!m) 1916 /* The following deals with possibly attacking peaceful
2032 return; /* Don't think this should happen */ 1917 * or friendly creatures. Basically, all players are considered
1918 * unaggressive. If the moving player has peaceful set, then the
1919 * object should be pushed instead of attacked. It is assumed that
1920 * if you are braced, you will not attack friends accidently,
1921 * and thus will not push them.
1922 */
1923
1924 /* If the creature is a pet, push it even if the player is not
1925 * peaceful. Our assumption is the creature is a pet if the
1926 * player owns it and it is either friendly or unagressive.
1927 */
1928 if (op->type == PLAYER
1929 && ((mon->owner && mon->owner->contr
1930 && same_party (mon->owner->contr->party, op->contr->party))
1931 || mon->owner == op)
1932 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1933 {
1934 /* If we're braced, we don't want to switch places with it */
1935 if (op->contr->braced)
1936 return false;
1937
1938 if (op->speed_left > 0.f)
1939 {
1940 --op->speed_left;
1941
1942 op->play_sound (sound_find ("push_player"));
1943 push_ob (mon, dir, op);
1944
1945 if (action_makes_visible (op))
1946 make_visible (op);
1947
1948 return true;
2033 } 1949 }
2034 else 1950 else
2035 m = op->map;
2036
2037 if (!(tmp = m->at (nx, ny).bot))
2038 return; 1951 return false;
1952 }
2039 1953
2040 mon = 0;
2041 /* Go through all the objects, and find ones of interest. Only stop if
2042 * we find a monster - that is something we know we want to attack.
2043 * if its a door or barrel (can roll) see if there may be monsters
2044 * on the space
2045 */
2046 while (tmp)
2047 {
2048 if (tmp == op)
2049 {
2050 tmp = tmp->above;
2051 continue;
2052 }
2053
2054 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2055 {
2056 mon = tmp;
2057 break;
2058 }
2059
2060 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2061 mon = tmp;
2062
2063 tmp = tmp->above;
2064 }
2065
2066 if (!mon) /* This happens anytime the player tries to move */
2067 return; /* into a wall */
2068
2069 if (mon->head)
2070 mon = mon->head;
2071
2072 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2073 if (player_attack_door (op, mon))
2074 return;
2075
2076 /* The following deals with possibly attacking peaceful
2077 * or frienddly creatures. Basically, all players are considered
2078 * unaggressive. If the moving player has peaceful set, then the
2079 * object should be pushed instead of attacked. It is assumed that
2080 * if you are braced, you will not attack friends accidently,
2081 * and thus will not push them.
2082 */
2083
2084 /* If the creature is a pet, push it even if the player is not
2085 * peaceful. Our assumption is the creature is a pet if the
2086 * player owns it and it is either friendly or unagressive.
2087 */
2088 if ((op->type == PLAYER)
2089#if COZY_SERVER
2090 &&
2091 ((mon->owner && mon->owner->contr
2092 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2093#else
2094 && mon->owner == op
2095#endif
2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2097 {
2098 /* If we're braced, we don't want to switch places with it */
2099 if (op->contr->braced)
2100 return;
2101
2102 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2103 push_ob (mon, dir, op);
2104 if (op->contr->tmp_invis || op->hide)
2105 make_visible (op);
2106
2107 return;
2108 }
2109
2110 /* in certain circumstances, you shouldn't attack friendly 1954 /* in certain circumstances, you shouldn't attack friendly
2111 * creatures. Note that if you are braced, you can't push 1955 * creatures. Note that if you are braced, you can't push
2112 * someone, but put it inside this loop so that you won't 1956 * someone, but put it inside this loop so that you won't
2113 * attack them either. 1957 * attack them either.
2114 */ 1958 */
2115 if ((mon->type == PLAYER || mon->enemy != op) && 1959 if ((mon->type == PLAYER || mon->enemy != op)
2116 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1960 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2117#ifdef PROHIBIT_PLAYERKILL
2118 (op->contr->peaceful 1961 && ((op->contr->peaceful
2119 || (mon->type == PLAYER 1962 || (mon->type == PLAYER && mon->contr->peaceful))
2120 && mon->contr->
2121 peaceful)) &&
2122#else
2123 op->contr->peaceful &&
2124#endif
2125 !on_battleground)) 1963 && !on_battleground))
1964 {
1965 if (op->speed_left > 0.f)
2126 { 1966 {
1967 --op->speed_left;
1968
2127 if (!op->contr->braced) 1969 if (!op->contr->braced)
2128 { 1970 {
2129 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1971 op->play_sound (sound_find ("push_player"));
2130 push_ob (mon, dir, op); 1972 push_ob (mon, dir, op);
2131 } 1973 }
2132 else 1974 else
2133 new_draw_info (0, 0, op, "You withhold your attack"); 1975 op->statusmsg ("You withhold your attack");
2134 1976
2135 if (op->contr->tmp_invis || op->hide) 1977 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2136 make_visible (op); 1978 make_visible (op);
2137 }
2138 1979
1980 return true;
1981 }
1982 }
2139 /* If the object is a boulder or other rollable object, then 1983 /* If the object is a boulder or other rollable object, then
2140 * roll it if not braced. You can't roll it if you are braced. 1984 * roll it if not braced. You can't roll it if you are braced.
2141 */ 1985 */
2142 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1986 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1987 {
1988 if (op->speed_left > 0.f)
2143 { 1989 {
1990 --op->speed_left;
1991
2144 recursive_roll (mon, dir, op); 1992 recursive_roll (mon, dir, op);
2145 if (action_makes_visible (op)) 1993 if (action_makes_visible (op))
2146 make_visible (op); 1994 make_visible (op);
2147 }
2148 1995
1996 return true;
1997 }
1998 }
2149 /* Any generic living creature. Including things like doors. 1999 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2000 * Way it works is like this: First, it must have some hit points
2151 * and be living. Then, it must be one of the following: 2001 * and be living. Then, it must be one of the following:
2152 * 1) Not a player, 2) A player, but of a different party. Note 2002 * 1) Not a player, 2) A player, but of a different party. Note
2153 * that party_number -1 is no party, so attacks can still happen. 2003 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2004 */
2155 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2005 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2156 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2006 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157 { 2007 {
2158 2008 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2159 /* If the player hasn't hit something this tick, and does
2160 * so, give them speed boost based on weapon speed. Doing
2161 * it here is better than process_players2, which basically
2162 * incurred a 1 tick offset.
2163 */
2164 if (!op->contr->has_hit)
2165 { 2009 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2010 --op->contr->weapon_sp_left;
2167
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 }
2170 2011
2171 skill_attack (mon, op, 0, 0, 0); 2012 skill_attack (mon, op, 0, 0, 0);
2172
2173 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is
2176 * the wiz.
2177 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2179 {
2180 short luck = mon->stats.luck;
2181
2182 mon->contr->has_hit = 1;
2183 skill_attack (op, mon, 0, 0, 0);
2184 mon->stats.luck = luck;
2185 }
2186 2013
2187 if (action_makes_visible (op)) 2014 if (action_makes_visible (op))
2188 make_visible (op); 2015 make_visible (op);
2189 }
2190 } /* if player should attack something */
2191}
2192 2016
2193int 2017 return true;
2018 }
2019 }
2020
2021 return false;
2022}
2023
2024bool
2194move_player (object *op, int dir) 2025move_player (object *op, int dir)
2195{ 2026{
2196 int pick;
2197
2198 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2027 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2199 return 0; 2028 return 0;
2200 2029
2201 /* Sanity check: make sure dir is valid */ 2030 /* Sanity check: make sure dir is valid */
2202 if ((dir < 0) || (dir >= 9)) 2031 if ((dir < 0) || (dir >= 9))
2203 { 2032 {
2209 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2038 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2210 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2039 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2211 2040
2212 op->facing = dir; 2041 op->facing = dir;
2213 2042
2214 if (op->hide) 2043 if (op->flag [FLAG_HIDDEN])
2215 do_hidden_move (op); 2044 do_hidden_move (op);
2216 2045
2046 bool retval;
2047 int pick = 0;
2048
2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2049 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2218 /*nop */ ; 2050 retval = RESULT_INT (0);
2219 else if (op->contr->fire_on) 2051 else if (op->contr->fire_on)
2220 fire (op, dir); 2052 retval = fire (op, dir);
2221 else 2053 else
2222 { 2054 {
2223 move_player_attack (op, dir); 2055 retval = move_player_attack (op, dir);
2224 pick = check_pick (op); 2056 pick = check_pick (op);
2225 } 2057 }
2226 2058
2227 /* Add special check for newcs players and fire on - this way, the 2059 /* Add special check for newcs players and fire on - this way, the
2228 * server can handle repeat firing. 2060 * server can handle repeat firing.
2235 /* Update how the player looks. Use the facing, so direction may 2067 /* Update how the player looks. Use the facing, so direction may
2236 * get reset to zero. This allows for full animation capabilities 2068 * get reset to zero. This allows for full animation capabilities
2237 * for players. 2069 * for players.
2238 */ 2070 */
2239 animate_object (op, op->facing); 2071 animate_object (op, op->facing);
2240 return 0; 2072
2073 return retval;
2241} 2074}
2242 2075
2243/* This is similar to handle_player, below, but is only used by the 2076/* This is similar to handle_player, below, but is only used by the
2244 * new client/server stuff. 2077 * new client/server stuff.
2245 * This is sort of special, in that the new client/server actually uses 2078 * This is sort of special, in that the new client/server actually uses
2246 * the new speed values for commands. 2079 * the new speed values for commands.
2247 * 2080 *
2248 * Returns true if there are more actions we can do. 2081 * Returns true if there are more actions we can do. Should not do
2082 * many actions in a row, as that would be too unfair to other
2083 * players.
2249 */ 2084 */
2250int 2085bool
2251handle_newcs_player (object *op) 2086handle_newcs_player (object *op)
2252{ 2087{
2253 if (QUERY_FLAG (op, FLAG_SCARED)) 2088 if (QUERY_FLAG (op, FLAG_SCARED))
2254 { 2089 {
2255 flee_player (op); 2090 if (op->speed_left > 0.f)
2256 /* If player is still scared, that is his action for this tick */
2257 if (QUERY_FLAG (op, FLAG_SCARED))
2258 { 2091 {
2259 op->speed_left--; 2092 --op->speed_left;
2093 flee_player (op);
2094
2260 return 0; 2095 return true;
2261 } 2096 }
2097 else
2098 return false;
2262 } 2099 }
2263 2100
2264 /* call this here - we also will call this in do_ericserver, but 2101 /* call this here - we also will call this in do_ericserver, but
2265 * the players time has been increased when doericserver has been 2102 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2103 * called, so we recheck it here.
2267 */ 2104 */
2268 if (op->contr->ns->handle_command ()) 2105 if (op->contr->ns->handle_command ())
2269 return 1; 2106 return true;
2270 2107
2271 if (op->speed_left > 0)
2272 {
2273 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2108 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2274 {
2275 /* All move commands take 1 tick, at least for now */
2276 op->speed_left--;
2277
2278 /* Instead of all the stuff below, let move_player take care
2279 * of it. Also, some of the skill stuff is only put in
2280 * there, as well as the confusion stuff.
2281 */
2282 move_player (op, op->direction); 2109 return move_player (op, op->direction);
2283 2110
2284 return op->speed_left > 0;
2285 }
2286 }
2287
2288 return 0; 2111 return false;
2289} 2112}
2290 2113
2291int 2114static int
2292save_life (object *op) 2115save_life (object *op)
2293{ 2116{
2294 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2117 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2295 return 0; 2118 return 0;
2296 2119
2297 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2120 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2298 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2121 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2299 { 2122 {
2300 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2123 op->play_sound (sound_find ("ob_evaporate"));
2301 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2124 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2302
2303 if (op->contr)
2304 esrv_del_item (op->contr, tmp->count);
2305 2125
2306 tmp->destroy (); 2126 tmp->destroy ();
2307 CLEAR_FLAG (op, FLAG_LIFESAVE); 2127 CLEAR_FLAG (op, FLAG_LIFESAVE);
2308 2128
2309 if (op->stats.hp < 0) 2129 if (op->stats.hp < 0)
2322 return 0; 2142 return 0;
2323} 2143}
2324 2144
2325/* This goes throws the inventory and removes unpaid objects, and puts them 2145/* This goes throws the inventory and removes unpaid objects, and puts them
2326 * back in the map (location and map determined by values of env). This 2146 * back in the map (location and map determined by values of env). This
2327 * function will descend into containers. op is the object to start the search 2147 * function will descend into containers. op is the object to start the search
2328 * from. 2148 * from.
2329 */ 2149 */
2150static void
2151drop_unpaid_items (object *op, object *env)
2152{
2153 while (op)
2154 {
2155 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2156
2157 if (QUERY_FLAG (op, FLAG_UNPAID))
2158 op->insert_at (env);
2159 else if (op->inv)
2160 drop_unpaid_items (op->inv, env);
2161
2162 op = next;
2163 }
2164}
2165
2330void 2166void
2331remove_unpaid_objects (object *op, object *env) 2167object::drop_unpaid_items ()
2332{ 2168{
2333 while (op) 2169 if (!flag [FLAG_REMOVED])
2334 { 2170 ::drop_unpaid_items (inv, this);
2335 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2336
2337 if (QUERY_FLAG (op, FLAG_UNPAID))
2338 {
2339 if (env->type == PLAYER)
2340 esrv_del_item (env->contr, op->count);
2341
2342 op->insert_at (env);
2343 }
2344 else if (op->inv)
2345 remove_unpaid_objects (op->inv, env);
2346
2347 op = next;
2348 }
2349}
2350
2351/*
2352 * Returns pointer a static string containing gravestone text
2353 * Moved from apply.c to player.c - player.c is what
2354 * actually uses this function. player.c may not be quite the
2355 * best, a misc file for object actions is probably better,
2356 * but there isn't one in the server directory.
2357 */
2358char *
2359gravestone_text (object *op)
2360{
2361 static char buf2[MAX_BUF];
2362 char buf[MAX_BUF];
2363 time_t now = time (NULL);
2364
2365 strcpy (buf2, " R.I.P.\n\n");
2366 if (op->type == PLAYER)
2367 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2368 else
2369 sprintf (buf, "%s\n", &op->name);
2370
2371 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf);
2373 if (op->type == PLAYER)
2374 sprintf (buf, "who was in level %d when killed\n", op->level);
2375 else
2376 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2377
2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2379 strcat (buf2, buf);
2380 if (op->type == PLAYER)
2381 {
2382 sprintf (buf, "by %s.\n\n", op->contr->killer);
2383 strncat (buf2, " ", 21 - strlen (buf) / 2);
2384 strcat (buf2, buf);
2385 }
2386
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf);
2390
2391 return buf2;
2392} 2171}
2393 2172
2394void 2173void
2395do_some_living (object *op) 2174do_some_living (object *op)
2396{ 2175{
2448 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2227 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2449 else 2228 else
2450 { 2229 {
2451 gen_grace = op->stats.maxgrace; 2230 gen_grace = op->stats.maxgrace;
2452 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2231 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2453 }
2454
2455 /* Regenerate Spell Points */
2456 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2457 {
2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2459 if (op->stats.sp < op->stats.maxsp)
2460 {
2461 op->stats.sp++;
2462 /* dms do not consume food */
2463 if (!QUERY_FLAG (op, FLAG_WIZ))
2464 {
2465 op->stats.food--;
2466 if (op->contr->digestion < 0)
2467 op->stats.food += op->contr->digestion;
2468 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2469 op->stats.food = last_food;
2470 }
2471 }
2472
2473 if (max_sp > 1)
2474 {
2475 over_sp = (gen_sp + 10) / rate_sp;
2476 if (over_sp > 0)
2477 {
2478 if (op->stats.sp < op->stats.maxsp)
2479 {
2480 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2481
2482 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2483 op->stats.sp--;
2484
2485 if (op->stats.sp > op->stats.maxsp)
2486 op->stats.sp = op->stats.maxsp;
2487 }
2488 op->last_sp = 0;
2489 }
2490 else
2491 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2492 }
2493 else
2494 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2495 } 2232 }
2496 2233
2497 /* Regenerate Grace */ 2234 /* Regenerate Grace */
2498 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2235 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2499 if (--op->last_grace < 0) 2236 if (--op->last_grace < 0)
2520 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2257 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2521 } 2258 }
2522 /* wearing stuff doesn't detract from grace generation. */ 2259 /* wearing stuff doesn't detract from grace generation. */
2523 } 2260 }
2524 2261
2262 if (op->stats.food > 0)
2263 {
2525 /* Regenerate Hit Points */ 2264 /* Regenerate Spell Points */
2526 if (--op->last_heal < 0) 2265 if (!op->contr->golem && --op->last_sp < 0)
2527 {
2528 if (op->stats.hp < op->stats.maxhp)
2529 { 2266 {
2530 op->stats.hp++; 2267 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2531 /* dms do not consume food */ 2268
2532 if (!QUERY_FLAG (op, FLAG_WIZ)) 2269 if (op->stats.sp < op->stats.maxsp)
2533 { 2270 {
2271 op->stats.sp++;
2272
2273 /* dms do not consume food */
2274 if (!QUERY_FLAG (op, FLAG_WIZ))
2275 {
2534 op->stats.food--; 2276 op->stats.food--;
2277
2535 if (op->contr->digestion < 0) 2278 if (op->contr->digestion < 0)
2536 op->stats.food += op->contr->digestion; 2279 op->stats.food += op->contr->digestion;
2537 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2280 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2538 op->stats.food = last_food; 2281 op->stats.food = last_food;
2282 }
2539 } 2283 }
2540 }
2541 2284
2542 if (max_hp > 1) 2285 if (max_sp > 1)
2543 {
2544 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2545 if (over_hp > 0)
2546 { 2286 {
2547 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2287 over_sp = (gen_sp + 10) / rate_sp;
2288 if (over_sp > 0)
2289 {
2290 if (op->stats.sp < op->stats.maxsp)
2291 {
2292 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2293
2294 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2295 op->stats.sp--;
2296
2297 if (op->stats.sp > op->stats.maxsp)
2298 op->stats.sp = op->stats.maxsp;
2299 }
2300
2548 op->last_heal = 0; 2301 op->last_sp = 0;
2302 }
2303 else
2304 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2549 } 2305 }
2550 else 2306 else
2307 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2308 }
2309
2310 /* Regenerate Hit Points */
2311 if (--op->last_heal < 0)
2312 {
2313 if (op->stats.hp < op->stats.maxhp)
2551 { 2314 {
2552 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2315 op->stats.hp++;
2316
2317 /* dms do not consume food */
2318 if (!QUERY_FLAG (op, FLAG_WIZ))
2319 {
2320 op->stats.food--;
2321
2322 if (op->contr->digestion < 0)
2323 op->stats.food += op->contr->digestion;
2324 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2325 op->stats.food = last_food;
2326 }
2553 } 2327 }
2328
2329 if (max_hp > 1)
2330 {
2331 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2332
2333 if (over_hp > 0)
2334 {
2335 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2336 op->last_heal = 0;
2337 }
2338 else
2339 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2554 } 2340 }
2555 else 2341 else
2556 {
2557 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2342 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2558 } 2343 }
2559 } 2344 }
2560 2345
2561 /* Digestion */ 2346 /* Digestion */
2562 if (--op->last_eat < 0) 2347 if (--op->last_eat < 0)
2563 { 2348 {
2564#ifdef COZY_SERVER 2349 int bonus = max (0, op->contr->digestion),
2565 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2350 penalty = max (0, -op->contr->digestion);
2566 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2567#else
2568 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2569#endif
2570 2351
2571 if (op->contr->gen_hp > 0)
2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2352 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2573 else
2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2575 2353
2576 /* dms do not consume food */ 2354 /* dms do not consume food */
2577 if (!QUERY_FLAG (op, FLAG_WIZ)) 2355 if (!QUERY_FLAG (op, FLAG_WIZ))
2578 op->stats.food--; 2356 op->stats.food--;
2579 } 2357 }
2580 2358
2581 if (op->stats.food < 0 && op->stats.hp >= 0) 2359 if (op->stats.food < 0 && op->stats.hp >= 0)
2582 { 2360 {
2583 object *tmp, *flesh = 0; 2361 object *flesh = 0;
2584 2362
2585 for (tmp = op->inv; tmp; tmp = tmp->below) 2363 for_inv_removable (op, tmp)
2586 { 2364 {
2587 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2365 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2366 continue;
2367
2368 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2588 { 2369 {
2589 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2370 op->statusmsg ("You blindly grab for a bite of food. "
2590 { 2371 "H<To prevent you from starving, you ate some random item from your backpack.>");
2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2592 manual_apply (op, tmp, 0); 2372 manual_apply (op, tmp, 0);
2373
2593 if (op->stats.food >= 0 || op->stats.hp < 0) 2374 if (op->stats.food >= 0 || op->stats.hp < 0)
2594 break; 2375 break;
2595 } 2376 }
2596 else if (tmp->type == FLESH) 2377 else if (tmp->type == FLESH)
2597 flesh = tmp; 2378 flesh = tmp;
2598 } /* End if paid for object */ 2379 }
2599 } /* end of for loop */
2600 2380
2601 /* If player is still starving, it means they don't have any food, so 2381 /* If player is still starving, it means they don't have any food, so
2602 * eat flesh instead. 2382 * eat flesh instead.
2603 */ 2383 */
2604 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2384 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2605 { 2385 {
2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2386 op->statusmsg ("You blindly grab for a bite of food. "
2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2607 manual_apply (op, flesh, 0); 2388 manual_apply (op, flesh, 0);
2608 } 2389 }
2390
2391 // If player is still starving, alert him!
2392 if (op->stats.food < 0)
2393 op->failmsg ("You are starving! "
2394 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2395 }
2396
2397 if (op->stats.food < 0)
2609 } 2398 {
2399 op->stats.hp += op->stats.food;
2400 op->stats.food = 0;
2610 2401
2611 while (op->stats.food < 0 && op->stats.hp >= 0) 2402 if (op->stats.hp < 0)
2612 op->stats.food++, op->stats.hp--; 2403 {
2404 op->contr->killer = archetype::get ("killer_starvation");
2405 op->contr->killer->destroy ();
2406 }
2407 }
2613 2408
2409 /* killer should be set here already */
2614 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2410 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2615 kill_player (op); 2411 kill_player (op);
2616 } 2412 }
2617} 2413}
2618 2414
2622 * file. 2418 * file.
2623 */ 2419 */
2624void 2420void
2625kill_player (object *op) 2421kill_player (object *op)
2626{ 2422{
2627 char buf[MAX_BUF];
2628 int x, y; 2423 int x, y;
2629
2630 //int i;
2631 maptile *map; /* this is for resurrection */ 2424 maptile *map; /* this is for resurrection */
2632
2633 /* int z;
2634 int num_stats_lose;
2635 int lost_a_stat;
2636 int lose_this_stat;
2637 int this_stat; */
2638 int will_kill_again; 2425 int will_kill_again;
2639 archetype *at; 2426 archetype *at;
2640 object *tmp; 2427 object *tmp;
2641 2428
2642 if (save_life (op)) 2429 if (save_life (op))
2643 return; 2430 return;
2644 2431
2432 dynbuf_text deathtab;
2433
2434 /* restore player */
2435 at = archetype::find (shstr_poisoning);
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your body feels cleansed...\r";
2440 }
2441
2442 at = archetype::find (shstr_confusion);
2443 if (object *tmp = present_arch_in_ob (at, op))
2444 {
2445 tmp->destroy ();
2446 deathtab << "Your mind feels clearer...\r";
2447 }
2448
2449 cure_disease (op, 0, 0); /* remove any disease */
2450
2451 max_it (op->stats.hp , op->stats.maxhp);
2452 max_it (op->stats.sp , op->stats.maxsp);
2453 max_it (op->stats.grace, op->stats.maxgrace);
2454
2455 if (op->stats.food <= 0)
2456 op->stats.food = 999;
2457
2458 // remove all spell effects that are active
2459 // to avoid long-term effects such as word-of-recall
2460 for (object *item = op->inv; item; )
2461 {
2462 object *next = item->below;
2463
2464 if (item->type == SPELL_EFFECT && item->active)
2465 item->destroy ();
2466
2467 item = next;
2468 }
2645 2469
2646 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2470 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2647 * in cities ONLY!!! It is very important that this doesn't get abused. 2471 * in cities ONLY!!! It is very important that this doesn't get abused.
2648 * Look at op_on_battleground() for more info --AndreasV 2472 * Look at op_on_battleground() for more info --AndreasV
2649 */ 2473 */
2650 if (op_on_battleground (op, &x, &y)) 2474 if (op_on_battleground (op, &x, &y))
2651 { 2475 {
2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2476 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2654
2655 /* restore player */
2656 at = archetype::find ("poisoning");
2657 if (object *tmp = present_arch_in_ob (at, op))
2658 {
2659 tmp->destroy ();
2660 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2661 }
2662
2663 at = archetype::find ("confusion");
2664 if (object *tmp = present_arch_in_ob (at, op))
2665 {
2666 tmp->destroy ();
2667 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2668 }
2669
2670 cure_disease (op, 0); /* remove any disease */
2671 op->stats.hp = op->stats.maxhp;
2672 if (op->stats.food <= 0)
2673 op->stats.food = 999;
2674 2477
2675 /* create a bodypart-trophy to make the winner happy */ 2478 /* create a bodypart-trophy to make the winner happy */
2676 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2479 object *tmp = archetype::find (shstr_finger)->instance ();
2677 { 2480
2678 sprintf (buf, "%s's finger", &op->name); 2481 tmp->name = format ("%s's finger" , &op->name);
2679 tmp->name = buf; 2482 tmp->name_pl = format ("%s's fingers", &op->name);
2680 sprintf (buf, " This finger has been cut off %s\n" 2483 tmp->msg = format (
2681 " the %s, when he was defeated at\n level %d by %s.\n", 2484 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2682 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2485 &op->name, op->contr->title,
2683 tmp->msg = buf; 2486 (int)op->level,
2487 op->contr->killer_name ()
2488 );
2684 tmp->value = 0, tmp->type = 0; 2489 tmp->value = 0, tmp->type = 0;
2685 tmp->materialname = "organics"; 2490 tmp->material = name_to_material (shstr_organic);
2686 tmp->insert_at (op, tmp); 2491 tmp->insert_at (op, tmp);
2687 }
2688 2492
2689 /* teleport defeated player to new destination */ 2493 /* teleport defeated player to new destination */
2690 transfer_ob (op, x, y, 0, NULL); 2494 transfer_ob (op, x, y, 0, NULL);
2691 op->contr->braced = 0; 2495 op->contr->braced = 0;
2496
2497 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2692 return; 2498 return;
2693 } 2499 }
2694 2500
2501 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2502 deathtab << "T<YOU HAVE DIED>\n\n";
2503
2695 INVOKE_PLAYER (DEATH, op->contr); 2504 INVOKE_PLAYER (DEATH, op->contr);
2696 2505
2697 command_kill_pets (op, 0); 2506 command_kill_pets (op, 0);
2698 2507
2699 if (op->stats.food < 0) 2508 op->contr->play_sound (sound_find ("player_dies"));
2700 {
2701 sprintf (buf, "%s starved to death.", &op->name);
2702 strcpy (op->contr->killer, "starvation");
2703 }
2704 else
2705 sprintf (buf, "%s died.", &op->name);
2706
2707 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2708 2509
2709 /* save the map location for corpse, gravestone */ 2510 /* save the map location for corpse, gravestone */
2710 x = op->x; 2511 x = op->x;
2711 y = op->y; 2512 y = op->y;
2712 map = op->map; 2513 map = op->map;
2740 2541
2741 lost_a_stat = 0; 2542 lost_a_stat = 0;
2742 2543
2743 for (z = 0; z < num_stats_lose; z++) 2544 for (z = 0; z < num_stats_lose; z++)
2744 { 2545 {
2745 i = RANDOM () % NUM_STATS; 2546 i = rndm (NUM_STATS);
2746 2547
2747 if (settings.stat_loss_on_death) 2548 if (settings.stat_loss_on_death)
2748 { 2549 {
2749 /* Pick a random stat and take a point off it. Tell the player 2550 /* Pick a random stat and take a point off it. Tell the player
2750 * what he lost. 2551 * what he lost.
2757 lost_a_stat = 1; 2558 lost_a_stat = 1;
2758 } 2559 }
2759 else 2560 else
2760 { 2561 {
2761 /* deplete a stat */ 2562 /* deplete a stat */
2762 archetype *deparch = archetype::find ("depletion"); 2563 archetype *deparch = archetype::find (shstr_depletion);
2763 object *dep; 2564 object *dep;
2764 2565
2765 dep = present_arch_in_ob (deparch, op); 2566 dep = present_arch_in_ob (deparch, op);
2766 if (!dep) 2567 if (!dep)
2767 { 2568 {
2768 dep = arch_to_object (deparch); 2569 dep = deparch->instance ();
2769 insert_ob_in_ob (dep, op); 2570 insert_ob_in_ob (dep, op);
2770 } 2571 }
2771 lose_this_stat = 1; 2572 lose_this_stat = 1;
2772 if (settings.balanced_stat_loss) 2573 if (settings.balanced_stat_loss)
2773 { 2574 {
2801 } 2602 }
2802 } 2603 }
2803 2604
2804 if (lose_this_stat) 2605 if (lose_this_stat)
2805 { 2606 {
2806 this_stat = get_attr_value (&(dep->stats), i); 2607 this_stat = get_attr_value (&dep->stats, i);
2807 /* We could try to do something clever like find another 2608 /* We could try to do something clever like find another
2808 * stat to reduce if this fails. But chances are, if 2609 * stat to reduce if this fails. But chances are, if
2809 * stats have been depleted to -50, all are pretty low 2610 * stats have been depleted to -50, all are pretty low
2810 * and should be roughly the same, so it shouldn't make a 2611 * and should be roughly the same, so it shouldn't make a
2811 * difference. 2612 * difference.
2819 lost_a_stat = 1; 2620 lost_a_stat = 1;
2820 } 2621 }
2821 } 2622 }
2822 } 2623 }
2823 } 2624 }
2625
2824 /* If no stat lost, tell the player. */ 2626 /* If no stat lost, tell the player. */
2825 if (!lost_a_stat) 2627 if (!lost_a_stat)
2826 { 2628 {
2827 /* determine_god() seems to not work sometimes... why is this? 2629 /* determine_god() seems to not work sometimes... why is this?
2828 Should I be using something else? GD */ 2630 Should I be using something else? GD */
2829 const char *god = determine_god (op); 2631 shstr_tmp god = determine_god (op);
2830 2632
2831 if (god && (strcmp (god, "none"))) 2633 if (god != shstr_none)
2832 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2634 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2833 else 2635 else
2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2636 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2835 } 2637 }
2836#else 2638#else
2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2639 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2838#endif 2640#endif
2839 2641
2840 /* Put a gravestone up where the character 'almost' died. List the 2642 /* Put a gravestone up where the character 'almost' died. List the
2841 * exp loss on the stone. 2643 * exp loss on the stone.
2842 */ 2644 */
2843 tmp = arch_to_object (archetype::find ("gravestone")); 2645 tmp = archetype::find (shstr_gravestone)->instance ();
2844 sprintf (buf, "%s's gravestone", &op->name); 2646 tmp->name = format ("%s's gravestone", &op->name);
2845 tmp->name = buf; 2647 tmp->name_pl = format ("%s's gravestones", &op->name);
2846 sprintf (buf, "%s's gravestones", &op->name); 2648 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2847 tmp->name_pl = buf; 2649 &op->name, op->contr->title, op->contr->killer_name ());
2848 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);
2849 tmp->msg = buf;
2850 tmp->x = op->x, tmp->y = op->y; 2650 tmp->x = op->x, tmp->y = op->y;
2851 insert_ob_in_map (tmp, op->map, NULL, 0); 2651 insert_ob_in_map (tmp, op->map, NULL, 0);
2852 2652
2853 /**************************************/ 2653 /**************************************/
2854 /* */ 2654 /* */
2855 /* Subtract the experience points, */ 2655 /* Subtract the experience points, */
2856 /* if we died cause of food, give us */
2857 /* food, and reset HP's... */
2858 /* */ 2656 /* */
2859 /**************************************/ 2657 /**************************************/
2860 2658
2861 /* remove any poisoning and confusion the character may be suffering. */
2862 /* restore player */
2863 at = archetype::find ("poisoning");
2864 tmp = present_arch_in_ob (at, op);
2865
2866 if (tmp)
2867 {
2868 tmp->destroy ();
2869 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2870 }
2871
2872 at = archetype::find ("confusion");
2873 tmp = present_arch_in_ob (at, op);
2874 if (tmp)
2875 {
2876 tmp->destroy ();
2877 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2878 }
2879
2880 cure_disease (op, 0); /* remove any disease */
2881
2882 /*add_exp(op, (op->stats.exp * -0.20)); */ 2659 /*add_exp(op, (op->stats.exp * -0.20)); */
2883 apply_death_exp_penalty (op); 2660 apply_death_exp_penalty (op);
2884 if (op->stats.food < 100)
2885 op->stats.food = 900;
2886 op->stats.hp = op->stats.maxhp;
2887 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2888 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2889 2661
2890 /* 2662 /*
2891 * Check to see if the player has any unpaid items. If so, remove them 2663 * Check to see if the player has any unpaid items. If so, remove them
2892 * and put them back in the map. 2664 * and put them back in the map.
2893 */ 2665 */
2894 remove_unpaid_objects (op->inv, op); 2666 op->drop_unpaid_items ();
2895 2667
2896 /****************************************/ 2668 /****************************************/
2897 /* */ 2669 /* */
2898 /* Move player to his current respawn- */ 2670 /* Move player to his current respawn- */
2899 /* position (usually last savebed) */ 2671 /* position (usually last savebed) */
2919 object *force; 2691 object *force;
2920 int at; 2692 int at;
2921 2693
2922 force = get_archetype (FORCE_NAME); 2694 force = get_archetype (FORCE_NAME);
2923 /* 50 ticks should be enough time for the spell to abate */ 2695 /* 50 ticks should be enough time for the spell to abate */
2924 force->speed = 0.1; 2696 force->speed = 0.1f;
2925 force->speed_left = -5.0; 2697 force->speed_left = -5.f;
2926 SET_FLAG (force, FLAG_APPLIED); 2698 SET_FLAG (force, FLAG_APPLIED);
2927 for (at = 0; at < NROFATTACKS; at++) 2699 for (at = 0; at < NROFATTACKS; at++)
2928 if (will_kill_again & (1 << at)) 2700 if (will_kill_again & (1 << at))
2929 force->resist[at] = 100; 2701 force->resist[at] = 100;
2930 2702
2931 insert_ob_in_ob (force, op); 2703 insert_ob_in_ob (force, op);
2932 op->update_stats (); 2704 op->update_stats ();
2933
2934 } 2705 }
2935 2706
2936 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2707 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2937} 2708}
2938 2709
2939void 2710static void
2940loot_object (object *op) 2711loot_object (object *op)
2941{ /* Grab and destroy some treasure */ 2712{ /* Grab and destroy some treasure */
2942 object *tmp, *tmp2, *next; 2713 object *tmp, *tmp2, *next;
2943 2714
2944 op->close_container (); /* close open sack first */ 2715 op->close_container (); /* close open sack first */
2958 2729
2959 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2730 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2960 { 2731 {
2961 if (tmp->nrof > 1) 2732 if (tmp->nrof > 1)
2962 { 2733 {
2963 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2734 tmp->decrease (rndm (1, tmp->nrof - 1));
2964 tmp2->destroy ();
2965 insert_ob_in_map (tmp, op->map, NULL, 0); 2735 insert_ob_in_map (tmp, op->map, NULL, 0);
2966 } 2736 }
2967 else 2737 else
2968 tmp->destroy (); 2738 tmp->destroy ();
2969 } 2739 }
2976 * fix_weight(): Check recursively the weight of all players, and fix 2746 * fix_weight(): Check recursively the weight of all players, and fix
2977 * what needs to be fixed. Refresh windows and fix speed if anything 2747 * what needs to be fixed. Refresh windows and fix speed if anything
2978 * was changed. 2748 * was changed.
2979 */ 2749 */
2980void 2750void
2981fix_weight (void) 2751fix_weight ()
2982{ 2752{
2983 for_all_players (pl) 2753 for_all_players (pl)
2984 { 2754 {
2985 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2755 sint32 old = pl->ob->carrying;
2986 2756
2987 if (old == sum) 2757 pl->ob->update_weight ();
2988 continue; 2758
2759 if (old != pl->ob->carrying)
2760 {
2989 pl->ob->update_stats (); 2761 pl->ob->update_stats ();
2990 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2762 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2763 }
2991 } 2764 }
2992} 2765}
2993 2766
2994void 2767void
2995fix_luck (void) 2768fix_luck ()
2996{ 2769{
2997 for_all_players (pl) 2770 for_all_players (pl)
2998 if (!pl->ob->contr->ns->state) 2771 if (!pl->ob->contr->ns->state)
2999 pl->ob->change_luck (0); 2772 pl->ob->change_luck (0);
3000} 2773}
3037} 2810}
3038 2811
3039void 2812void
3040make_visible (object *op) 2813make_visible (object *op)
3041{ 2814{
3042 op->hide = 0; 2815 op->flag [FLAG_HIDDEN] = 0;
3043 op->invisible = 0; 2816 op->invisible = 0;
2817
3044 if (op->type == PLAYER) 2818 if (op->type == PLAYER)
3045 { 2819 {
3046 op->contr->tmp_invis = 0; 2820 op->contr->tmp_invis = 0;
3047 op->contr->invis_race = 0; 2821 op->contr->invis_race = 0;
3048 } 2822 }
3051} 2825}
3052 2826
3053int 2827int
3054is_true_undead (object *op) 2828is_true_undead (object *op)
3055{ 2829{
3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2830 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3057 return 1; 2831 return 1;
3058 2832
3059 return 0; 2833 return 0;
3060} 2834}
3061 2835
3062/* look at the surrounding terrain to determine 2836/* look at the surrounding terrain to determine
3063 * the hideability of this object. Positive levels 2837 * the hideability of this object. Positive levels
3064 * indicate greater hideability. 2838 * indicate greater hideability.
3065 */ 2839 */
3066
3067int 2840int
3068hideability (object *ob) 2841hideability (object *ob)
3069{ 2842{
3070 int i, level = 0, mflag; 2843 int i, level = 0, mflag;
3071 sint16 x, y; 2844 sint16 x, y;
3072 2845
3073 if (!ob || !ob->map) 2846 if (!ob || !ob->map)
3074 return 0; 2847 return 0;
3075 2848
3076 /* so, on normal lighted maps, its hard to hide */ 2849 /* so, on normal lighted maps, its hard to hide */
3077 level = ob->map->darkness - 2; 2850 level = ob->map->darklevel () - 2;
3078 2851
3079 /* this also picks up whether the object is glowing. 2852 /* this also picks up whether the object is glowing.
3080 * If you carry a light on a non-dark map, its not 2853 * If you carry a light on a non-dark map, its not
3081 * as bad as carrying a light on a pitch dark map */ 2854 * as bad as carrying a light on a pitch dark map */
3082 if (has_carried_lights (ob)) 2855 if (ob->has_carried_lights ())
3083 level = -(10 + (2 * ob->map->darkness)); 2856 level = -(10 + (2 * ob->map->darklevel ()));
3084 2857
3085 /* scan through all nearby squares for terrain to hide in */ 2858 /* scan through all nearby squares for terrain to hide in */
3086 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2859 for (i = 0, x = ob->x, y = ob->y;
2860 i <= SIZEOFFREE1;
2861 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3087 { 2862 {
3088 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2863 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3089 if (mflag & P_OUT_OF_MAP) 2864 if (mflag & P_OUT_OF_MAP)
3090 {
3091 continue; 2865 continue;
3092 } 2866
3093 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2867 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3094 level += 2; 2868 level += 2;
3095 else /* open terrain! */ 2869 else /* open terrain! */
3096 level -= 1; 2870 level -= 1;
3097 } 2871 }
3105/* For Hidden creatures - a chance of becoming 'unhidden' 2879/* For Hidden creatures - a chance of becoming 'unhidden'
3106 * every time they move - as we subtract off 'invisibility' 2880 * every time they move - as we subtract off 'invisibility'
3107 * AND, for players, if they move into a ridiculously unhideable 2881 * AND, for players, if they move into a ridiculously unhideable
3108 * spot (surrounded by clear terrain in broad daylight). -b.t. 2882 * spot (surrounded by clear terrain in broad daylight). -b.t.
3109 */ 2883 */
3110
3111void 2884void
3112do_hidden_move (object *op) 2885do_hidden_move (object *op)
3113{ 2886{
3114 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2887 int hide = 0;
3115 object *skop;
3116 2888
3117 if (!op || !op->map) 2889 if (!op || !op->map)
3118 return; 2890 return;
3119 2891
3120 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2892 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2893 int num = random_roll (0, 19, op, PREFER_LOW);
3121 2894
3122 /* its *extremely* hard to run and sneak/hide at the same time! */ 2895 /* its *extremely* hard to run and sneak/hide at the same time! */
3123 if (op->type == PLAYER && op->contr->run_on) 2896 if (op->type == PLAYER && op->contr->run_on)
3124 if (!skop || num >= skop->level) 2897 if (!skop || num >= skop->level)
3125 { 2898 {
3135 num -= hide; 2908 num -= hide;
3136 2909
3137 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2910 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3138 { 2911 {
3139 make_visible (op); 2912 make_visible (op);
2913
3140 if (op->type == PLAYER) 2914 if (op->type == PLAYER)
3141 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2915 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3142 } 2916 }
3143 else if (op->type == PLAYER && skop) 2917 else if (op->type == PLAYER && skop)
3144 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2918 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3197 * object op. This function works fine for monsters, 2971 * object op. This function works fine for monsters,
3198 * but we dont worry if the object isnt the top one in 2972 * but we dont worry if the object isnt the top one in
3199 * a pile (say a coin under a table would return "viewable" 2973 * a pile (say a coin under a table would return "viewable"
3200 * by this routine). Another question, should we be 2974 * by this routine). Another question, should we be
3201 * concerned with the direction the player is looking 2975 * concerned with the direction the player is looking
3202 * in? Realistically, most of use cant see stuff behind 2976 * in? Realistically, most of us can't see stuff behind
3203 * our backs...on the other hand, does the "facing" direction 2977 * our backs...on the other hand, does the "facing" direction
3204 * imply the way your head, or body is facing? Its possible 2978 * imply the way your head, or body is facing? It's possible
3205 * for them to differ. Sigh, this fctn could get a bit more complex. 2979 * for them to differ. Sigh, this fctn could get a bit more complex.
3206 * -b.t. 2980 * -b.t.
3207 * This function is now map tiling safe. 2981 * This function is now map tiling safe.
3208 */ 2982 */
3209
3210int 2983int
3211player_can_view (object *pl, object *op) 2984player_can_view (object *pl, object *op)
3212{ 2985{
3213 rv_vector rv; 2986 rv_vector rv;
3214 int dx, dy; 2987 int dx, dy;
3226 2999
3227 get_rangevector (pl, op, &rv, 0x1); 3000 get_rangevector (pl, op, &rv, 0x1);
3228 3001
3229 /* starting with the 'head' part, lets loop 3002 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any 3003 * through the object and find if it has any
3231 * part that is in the los array but isnt on 3004 * part that is in the los array but isn't on
3232 * a blocked los square. 3005 * a blocked los square.
3233 * we use the archetype to figure out offsets. 3006 * we use the archetype to figure out offsets.
3234 */ 3007 */
3235 while (op) 3008 while (op)
3236 { 3009 {
3237 dx = rv.distance_x + op->arch->clone.x; 3010 dx = rv.distance_x + op->arch->x;
3238 dy = rv.distance_y + op->arch->clone.y; 3011 dy = rv.distance_y + op->arch->y;
3239 3012
3240 /* only the viewable area the player sees is updated by LOS 3013 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3241 * code, so we need to restrict ourselves to that range of values
3242 * for any meaningful values.
3243 */
3244 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3245 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3246 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3247 return 1; 3014 return 1;
3015
3248 op = op->more; 3016 op = op->more;
3249 } 3017 }
3250 return 0;
3251}
3252 3018
3253/* routine for both players and monsters. We call this when
3254 * there is a possibility for our action distrubing our hiding
3255 * place or invisiblity spell. Artefact invisiblity is not
3256 * effected by this. If we arent invisible to begin with, we
3257 * return 0.
3258 */
3259int
3260action_makes_visible (object *op)
3261{
3262
3263 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3264 {
3265 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3266 return 0;
3267
3268 if (op->contr && op->contr->tmp_invis == 0)
3269 return 0;
3270
3271 /* If monsters, they should become visible */
3272 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3273 {
3274 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3275 return 1;
3276 }
3277 }
3278 return 0; 3019 return 0;
3279} 3020}
3280 3021
3281/* op_on_battleground - checks if the given object op (usually 3022/* op_on_battleground - checks if the given object op (usually
3282 * a player) is standing on a valid battleground-tile, 3023 * a player) is standing on a valid battleground-tile,
3287 * Default is to do the same as before, so only people wanting to have different points need worry about this 3028 * Default is to do the same as before, so only people wanting to have different points need worry about this
3288 */ 3029 */
3289int 3030int
3290op_on_battleground (object *op, int *x, int *y) 3031op_on_battleground (object *op, int *x, int *y)
3291{ 3032{
3292 object *tmp;
3293
3294 /* A battleground-tile needs the following attributes to be valid: 3033 /* A battleground-tile needs the following attributes to be valid:
3295 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3034 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3296 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3035 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3297 * and the exit-coordinates sp/hp must both be > 0. 3036 * and the exit-coordinates sp/hp must both be > 0.
3298 * => The intention here is to prevent abuse of the battleground- 3037 * => The intention here is to prevent abuse of the battleground-
3299 * feature (like pickable or hidden battleground tiles). */ 3038 * feature (like pickable or hidden battleground tiles). */
3300 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3039 for (object *tmp = op->below; tmp; tmp = tmp->below)
3301 { 3040 {
3302 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3041 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3303 { 3042 {
3304 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3043 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3305 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3044 && tmp->type == BATTLEGROUND
3045 && tmp->name == shstr_battleground
3046 && EXIT_X (tmp) && EXIT_Y (tmp))
3306 { 3047 {
3307 /*before we assign the exit, check if this is a teambattle */ 3048 /* before we assign the exit, check if this is a teambattle */
3308 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3049 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3309 { 3050 {
3310 object *invtmp;
3311
3312 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3051 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3313 { 3052 {
3314 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3053 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3315 { 3054 {
3316 if (x != NULL && y != NULL) 3055 if (x && y)
3317 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3056 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3057
3318 return 1; 3058 return 1;
3319 } 3059 }
3320 } 3060 }
3321 } 3061 }
3062
3322 if (x != NULL && y != NULL) 3063 if (x && y)
3323 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3064 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3065
3324 return 1; 3066 return 1;
3325 } 3067 }
3326 } 3068 }
3327 } 3069 }
3070
3328 /* If we got here, did not find a battleground */ 3071 /* If we got here, did not find a battleground */
3329 return 0; 3072 return 0;
3330} 3073}
3331 3074
3332/* 3075/*
3348 char buf[MAX_BUF]; /* tmp. string buffer */ 3091 char buf[MAX_BUF]; /* tmp. string buffer */
3349 int i = 0, j = 0; 3092 int i = 0, j = 0;
3350 3093
3351 /* get the appropriate treasurelist */ 3094 /* get the appropriate treasurelist */
3352 if (atnr == ATNR_FIRE) 3095 if (atnr == ATNR_FIRE)
3353 trlist = treasurelist::find ("dragon_ability_fire"); 3096 trlist = treasurelist::find (shstr_dragon_ability_fire);
3354 else if (atnr == ATNR_COLD) 3097 else if (atnr == ATNR_COLD)
3355 trlist = treasurelist::find ("dragon_ability_cold"); 3098 trlist = treasurelist::find (shstr_dragon_ability_cold);
3356 else if (atnr == ATNR_ELECTRICITY) 3099 else if (atnr == ATNR_ELECTRICITY)
3357 trlist = treasurelist::find ("dragon_ability_elec"); 3100 trlist = treasurelist::find (shstr_dragon_ability_elec);
3358 else if (atnr == ATNR_POISON) 3101 else if (atnr == ATNR_POISON)
3359 trlist = treasurelist::find ("dragon_ability_poison"); 3102 trlist = treasurelist::find (shstr_dragon_ability_poison);
3360 3103
3361 if (trlist == NULL || who->type != PLAYER) 3104 if (trlist == NULL || who->type != PLAYER)
3362 return; 3105 return;
3363 3106
3364 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3107 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3368 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3111 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3369 return; 3112 return;
3370 } 3113 }
3371 3114
3372 /* everything seems okay - now bring on the gift: */ 3115 /* everything seems okay - now bring on the gift: */
3373 item = &(tr->item->clone); 3116 item = tr->item;
3374 3117
3375 if (item->type == SPELL) 3118 if (item->type == SPELL)
3376 { 3119 {
3377 if (check_spell_known (who, item->name)) 3120 if (check_spell_known (who, item->name))
3378 return; 3121 return;
3437 { 3180 {
3438 /* forces in the treasurelist can alter the player's stats */ 3181 /* forces in the treasurelist can alter the player's stats */
3439 object *skin; 3182 object *skin;
3440 3183
3441 /* first get the dragon skin force */ 3184 /* first get the dragon skin force */
3442 shstr_cmp dragon_skin_force ("dragon_skin_force");
3443 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3185 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3444 ; 3186 ;
3445 3187
3446 if (!skin) 3188 if (!skin)
3447 return; 3189 return;
3448 3190
3481 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3223 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3482 } 3224 }
3483 else 3225 else
3484 { 3226 {
3485 /* generate misc. treasure */ 3227 /* generate misc. treasure */
3486 tmp = arch_to_object (tr->item); 3228 tmp = tr->item->instance ();
3487 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3229 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3488 tmp = insert_ob_in_ob (tmp, who); 3230 who->insert (tmp);
3489 if (who->type == PLAYER)
3490 esrv_send_item (who, tmp);
3491 } 3231 }
3492} 3232}
3493 3233
3494/** 3234/**
3495 * Unready an object for a player. This function does nothing if the object was 3235 * Unready an object for a player. This function does nothing if the object was
3496 * not readied. 3236 * not readied.
3497 */ 3237 */
3498void 3238void
3499player_unready_range_ob (player *pl, object *ob) 3239player_unready_range_ob (player *pl, object *ob)
3500{ 3240{
3501 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3241 if (pl->ob->current_weapon == ob)
3242 pl->ob->current_weapon = 0;
3243
3244 if (pl->combat_ob == ob)
3245 pl->combat_ob = 0;
3246
3502 if (pl->ranges[i] == ob) 3247 if (pl->ranged_ob == ob)
3503 {
3504 pl->ranges[i] = 0; 3248 pl->ranged_ob = 0;
3505 if (pl->shoottype == i)
3506 pl->shoottype = range_none;
3507 }
3508} 3249}
3250
3251//-GPL
3509 3252
3510sint8 3253sint8
3511player::visibility_at (maptile *map, int x, int y) const 3254player::darkness_at (maptile *map, int x, int y) const
3512{ 3255{
3513 if (!ns) 3256 if (!ns)
3514 return 0; 3257 return LOS_BLOCKED;
3515 3258
3516 int dx, dy; 3259 int dx, dy;
3517 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3260 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3518 return 0; 3261 return LOS_BLOCKED;
3519 3262
3520 x += dx - ns->current_x + ns->mapx / 2; 3263 x += dx - ns->current_x;
3521 y += dy - ns->current_y + ns->mapy / 2; 3264 y += dy - ns->current_y;
3522 3265
3523 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3524 return 0;
3525
3526 return 100 - blocked_los [x][y]; 3266 return blocked_los (x, y);
3527} 3267}
3268
3269void
3270player::infobox (const char *title, const char *msg, int color)
3271{
3272 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3273}
3274
3275void
3276player::statusmsg (const char *msg, int color)
3277{
3278 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3279}
3280
3281void
3282player::failmsg (const char *msg, int color)
3283{
3284 play_sound (sound_find ("generic_failure"));
3285 statusmsg (msg, color);
3286}
3287

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