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Comparing deliantra/server/server/player.C (file contents):
Revision 1.166 by root, Thu Aug 30 05:16:10 2007 UTC vs.
Revision 1.255 by root, Fri Mar 26 00:53:26 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
183 72
184 if (ob->map) 73 if (ob->map)
185 maplevel = ob->map->path; 74 maplevel = ob->map->path;
186 75
187 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 78 ob->map = 0;
189 party = 0; 79 party = 0;
190 enemy = 0; // sometimes keeps an extra refcount on itself
191 80
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 82
194 players.erase (this); 83 players.erase (this);
195} 84}
207 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
208 97
209 ns->update_look = 0; 98 ns->update_look = 0;
210 ns->look_position = 0; 99 ns->look_position = 0;
211 100
212 clear_los (this); 101 clear_los ();
213 102
214 ns->reset_stats (); 103 ns->reset_stats ();
215 104
216 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
219 108
220 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
221 link_player_skills (ob); 110 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 111
225 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
226 113
227 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
229 { 116 {
230 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
231 118
232 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
239 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
240 } 127 }
241 128
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 130
244 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
245 138
246 ob->flag [FLAG_READY_WEAPON] = false; 139 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false; 140 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false; 141 ob->flag [FLAG_READY_BOW] = false;
249 142
250 for (object *op = ob->inv; op; op = op->below) 143 for (object *op = ob->inv; op; op = op->below)
251 if (op->flag [FLAG_APPLIED]) 144 if (op->flag [FLAG_APPLIED])
252 switch (op->type) 145 switch (op->type)
253 { 146 {
254 case SKILL: 147 case SKILL:
255 ob->flag [FLAG_APPLIED] = false; 148 op->flag [FLAG_APPLIED] = false;
256 break; 149 break;
257 150
258 case WAND: 151 case WAND:
259 case ROD: 152 case ROD:
260 case HORN: 153 case HORN:
265 case WEAPON: 158 case WEAPON:
266 combat_ob = op; 159 combat_ob = op;
267 break; 160 break;
268 } 161 }
269 162
163 ob->current_weapon = 0;
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 ob->update_stats (); 165 activate (); // change_weapon also activates, but this doesn't hurt
272
273 ns->floorbox_update ();
274 esrv_send_inventory (ob, ob);
275 esrv_add_spells (this, 0);
276
277 activate ();
278
279 send_rules (ob);
280 send_news (ob);
281 display_motd (ob);
282 166
283 INVOKE_PLAYER (CONNECT, this); 167 INVOKE_PLAYER (CONNECT, this);
284 INVOKE_PLAYER (LOGIN, this); 168 INVOKE_PLAYER (LOGIN, this);
285} 169}
286 170
303 ns->reset_stats (); 187 ns->reset_stats ();
304 ns->pl = 0; 188 ns->pl = 0;
305 ns = 0; 189 ns = 0;
306 } 190 }
307 191
308 observe = ob; 192 // this is important for the player scheduler to get the correct refcount
193 // when ns = 0
194 observe = viewpoint = ob;
309 195
310 deactivate (); 196 deactivate ();
311} 197}
198
199//-GPL
312 200
313// the need for this function can be explained 201// the need for this function can be explained
314// by load_object not returning the object 202// by load_object not returning the object
315void 203void
316player::set_object (object *op) 204player::set_object (object *op)
317{ 205{
318 ob = observe = op; 206 ob = observe = viewpoint = op;
319 ob->contr = this; /* this aren't yet in archetype */ 207 ob->contr = this; /* this aren't yet in archetype */
320 208
321 ob->speed = 1.0f; 209 ob->speed = 1.0f;
322 ob->speed_left = 0.5f; 210 ob->speed_left = 0.5f;
323 211
324 ob->direction = 5; /* So player faces south */ 212 ob->direction = 5; /* So player faces south */
325} 213}
326 214
327void 215void
328player::set_observe (object *op) 216player::set_observe (object *op)
329{ 217{
330 observe = op ? op : ob; 218 observe = viewpoint = op ? op : ob;
331 do_los = 1; 219 do_los = 1;
332} 220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
333 230
334player::player () 231player::player ()
335{ 232{
336 /* There are some elements we want initialised to non zero value - 233 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point. 234 * we deal with that below this point.
343 savebed_map = first_map_path; /* Init. respawn position */ 240 savebed_map = first_map_path; /* Init. respawn position */
344 241
345 gen_sp_armour = 10; 242 gen_sp_armour = 10;
346 bowtype = bow_normal; 243 bowtype = bow_normal;
347 petmode = pet_normal; 244 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers; 245 usekeys = containers;
350 peaceful = 1; /* default peaceful */ 246 peaceful = 1; /* default peaceful */
351 do_los = 1; 247 do_los = 1;
352 248
353 weapon_sp = 1.0f; 249 weapon_sp = 1.0f;
365 { 261 {
366 ob->destroy_inv (false); 262 ob->destroy_inv (false);
367 ob->destroy (); 263 ob->destroy ();
368 } 264 }
369 265
370 ob = observe = 0; 266 ob = observe = viewpoint = 0;
371} 267}
372 268
373player::~player () 269player::~player ()
374{ 270{
375 /* Clear item stack */ 271 /* Clear item stack */
376 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 }
377} 301}
378 302
379/* Tries to add player on the connection passed in ns. 303/* Tries to add player on the connection passed in ns.
380 * All we can really get in this is some settings like host and display 304 * All we can really get in this is some settings like host and display
381 * mode. 305 * mode.
383player * 307player *
384player::create () 308player::create ()
385{ 309{
386 player *pl = new player; 310 player *pl = new player;
387 311
388 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
389 313
390 pl->ob->roll_stats (); 314 pl->ob->roll_stats ();
391 pl->ob->stats.wc = 2; 315 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */ 316 pl->ob->run_away = 25; /* Then we panick... */
393 317
394 set_first_map (pl->ob); 318 set_first_map (pl->ob);
395 319
396 return pl; 320 return pl;
397}
398
399/*
400 * get_player_archetype() return next player archetype from archetype
401 * list. Not very efficient routine, but used only creating new players.
402 * Note: there MUST be at least one player archetype!
403 */
404archetype *
405get_player_archetype (archetype *at)
406{
407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
408
409 for (;;)
410 {
411 if (++i == archetypes.end ())
412 i = archetypes.begin ();
413 else if (*i == at)
414 cleanup ("not a single player archetype found");
415
416 if ((*i)->type == PLAYER)
417 return *i;
418 }
419} 321}
420 322
421object * 323object *
422get_nearest_player (object *mon) 324get_nearest_player (object *mon)
423{ 325{
630 532
631 return firstdir; 533 return firstdir;
632} 534}
633 535
634void 536void
635give_initial_items (object *pl, treasurelist * items) 537give_initial_items (object *pl, treasurelist *items)
636{ 538{
637 object *op, *next = NULL;
638
639 if (pl->randomitems != NULL) 539 if (pl->randomitems)
640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
641 541
642 for (op = pl->inv; op; op = next) 542 for (object *next, *op = pl->inv; op; op = next)
643 { 543 {
644 next = op->below; 544 next = op->below;
645 545
646 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
647 * 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
652 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
653 * by this player due to race restrictions 553 * by this player due to race restrictions
654 */ 554 */
655 if (pl->type == PLAYER) 555 if (pl->type == PLAYER)
656 { 556 {
657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
658 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
659 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
660 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
661 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))
662 { 564 {
663 op->destroy (); 565 op->destroy ();
664 continue; 566 continue;
665 } 567 }
666 } 568 }
667 569
668 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
669 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
670 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
671 * a first level treasurelist for each skill.)
672 * remove duplicate skills also
673 */ 573 */
674 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
675 { 575 {
676 object *tmp;
677
678 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
679 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
680 break;
681
682 if (tmp)
683 { 578 {
684 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
685 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
686 continue; 582 break;
687 } 583 }
688 584
689 if (op->nrof > 1) 585 if (op->nrof > 1)
690 op->nrof = 1; 586 op->nrof = 1;
691 } 587 }
692 588
693 if (op->type == SPELLBOOK && op->inv) 589 if (op->type == SPELLBOOK && op->inv)
694 {
695 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
696 }
697 591
698 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
699 * 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
700 * merged properly. 594 * merged properly.
701 */ 595 */
702 if (need_identify (op)) 596 if (need_identify (op))
703 { 597 {
704 SET_FLAG (op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
705 CLEAR_FLAG (op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
706 CLEAR_FLAG (op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
707 } 601 }
602
708 if (op->type == SPELL) 603 if (op->type == SPELL)
709 { 604 {
710 op->destroy (); 605 op->destroy ();
711 continue; 606 continue;
712 } 607 }
714 { 609 {
715 SET_FLAG (op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
716 op->stats.exp = 0; 611 op->stats.exp = 0;
717 op->level = 1; 612 op->level = 1;
718 } 613 }
719 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
720 else
721 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
722 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
723 617
724 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
725 link_player_skills (pl); 619 pl->contr->link_skills ();
726} 620}
727 621
728void 622void
729get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
730{ 624{
740 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:");
741} 635}
742 636
743/* 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. */
744static int 638static int
745roll_stat (void) 639roll_stat ()
746{ 640{
747 int a[4], i, j, k; 641 int a[4], i, j, k;
748 642
749 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
750 a[i] = (int) rndm (6) + 1; 644 a[i] = (int) rndm (6) + 1;
831static void 725static void
832start_info (object *op) 726start_info (object *op)
833{ 727{
834 char buf[MAX_BUF]; 728 char buf[MAX_BUF];
835 729
836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 730 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
837 new_draw_info (NDI_UNIQUE, 0, op, buf); 731 new_draw_info (NDI_UNIQUE, 0, op, buf);
838 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
839 //new_draw_info (NDI_UNIQUE, 0, op, " ");
840} 732}
841 733
842/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
843 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
844 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
847 */ 739 */
848void 740void
849player::chargen_race_done () 741player::chargen_race_done ()
850{ 742{
851 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
852 esrv_new_player (ob->contr, ob->weight + ob->carrying); 744 esrv_new_player (ob->contr);
853 745
854 treasurelist *tl = treasurelist::find ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
855 if (tl) 747 if (tl)
856 create_treasure (tl, ob, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
857 749
858 INVOKE_PLAYER (BIRTH, ob->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
859 INVOKE_PLAYER (LOGIN, ob->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
860 752
861 ob->contr->ns->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
862 754
863 if (ob->msg) 755 if (ob->msg)
864 ob->msg = 0; 756 ob->msg = 0;
865
866 /* We create this now because some of the unique maps will need it
867 * to save here.
868 */
869 {
870 char buf[MAX_BUF];
871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
872 make_path_to_file (buf);
873 }
874 757
875 start_info (ob); 758 start_info (ob);
876 CLEAR_FLAG (ob, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
877 give_initial_items (ob, ob->randomitems); 760 give_initial_items (ob, ob->randomitems);
878 link_player_skills (ob);
879 esrv_send_inventory (ob, ob); 761 esrv_send_inventory (ob, ob);
880 ob->update_stats (); 762 ob->update_stats ();
881 763
882 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
883 * is one for this race 765 * is one for this race
884 */ 766 */
885 if (*first_map_ext_path) 767 if (*first_map_ext_path)
886 { 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
887 object *tmp;
888 char mapname[MAX_BUF];
889
890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
891 tmp = object::create ();
892 EXIT_PATH (tmp) = mapname;
893 EXIT_X (tmp) = ob->x;
894 EXIT_Y (tmp) = ob->y;
895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
896 * if the map isn't there, then stay on the
897 * default initial map */
898 tmp->destroy ();
899 }
900 else 769 else
901 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
902} 771}
903 772
904void 773void
935 ob->stats.hp = ob->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
936 ob->stats.sp = ob->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
937 ob->stats.grace = 0; 806 ob->stats.grace = 0;
938} 807}
939 808
940void 809static void
941flee_player (object *op) 810flee_player (object *op)
942{ 811{
943 int dir, diff; 812 int dir, diff;
944 rv_vector rv; 813 rv_vector rv;
945 814
948 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
949 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
950 return; 819 return;
951 } 820 }
952 821
953 if (op->enemy == NULL) 822 if (!op->enemy)
954 { 823 {
955 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
956 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
957 return; 826 return;
958 } 827 }
959 828
960 /* Seen some crashes here. Since we don't store an
961 * op->enemy_count, it is possible that something destroys the
962 * actual enemy, and the object is recycled.
963 */
964 if (op->enemy->map == NULL)
965 {
966 CLEAR_FLAG (op, FLAG_SCARED);
967 op->enemy = NULL;
968 return;
969 }
970
971 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
972 { 830 {
973 op->enemy = NULL; 831 op->enemy = NULL;
974 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
975 return; 833 return;
978 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
979 837
980 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
981 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
982 { 840 {
983 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
984 842
985 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 843 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
986 return; 844 return;
987 } 845 }
988 846
989 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
990 CLEAR_FLAG (op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
999check_pick (object *op) 857check_pick (object *op)
1000{ 858{
1001 object *tmp, *next; 859 object *tmp, *next;
1002 int stop = 0; 860 int stop = 0;
1003 int wvratio; 861 int wvratio;
1004 char putstring[128];
1005 862
1006 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1007 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1008 return 1; 865 return 1;
1009 866
1010 next = op->below; 867 next = op->below;
1011 868
869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
871
1012 /* 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
1013 * destroyed */ 873 * destroyed */
1014 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1015 { 875 {
1016 tmp = next; 876 tmp = next;
1017 next = tmp->below; 877 next = tmp->below;
1018 878
879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
1019 if (op->destroyed ()) 885 if (op->destroyed ())
1020 return 0; 886 return 0;
1021 887
1022 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1023 continue; 889 continue;
1024 890
1025 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1026 { 892 {
1027 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1028 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1029 continue; 896 continue;
1030 } 897 }
1031 898
1032 /* 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? */
1033 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1034 { 961 {
1035 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)
1036 { 1025 {
1037 case 0: 1026 CHK_PICK_PICKUP;
1038 return 1; /* don't pick up */ 1027 continue;
1039 case 1:
1040 pick_up (op, tmp);
1041 return 1;
1042 case 2:
1043 pick_up (op, tmp);
1044 return 0;
1045 case 3:
1046 return 0; /* stop before pickup */
1047 case 4:
1048 pick_up (op, tmp);
1049 break;
1050 case 5:
1051 pick_up (op, tmp);
1052 stop = 1;
1053 break;
1054 case 6:
1055 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1056 pick_up (op, tmp);
1057 break;
1058
1059 case 7:
1060 if (tmp->type == MONEY || tmp->type == GEM)
1061 pick_up (op, tmp);
1062 break;
1063
1064 default:
1065 /* use value density */
1066 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1067 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1068 pick_up (op, tmp);
1069 } 1028 }
1070 } 1029 }
1071 else 1030
1072 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1073 /* NEW pickup handling */
1074 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)
1075 { 1037 {
1076 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1077 if (tmp->name != NULL)
1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1080 else
1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1083
1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1085 }
1086
1087 /* philosophy:
1088 * It's easy to grab an item type from a pile, as long as it's
1089 * generic. This takes no game-time. For more detailed pickups
1090 * and selections, select-items should be used. This is a
1091 * grab-as-you-run type mode that's really useful for arrows for
1092 * example.
1093 * The drawback: right now it has no frontend, so you need to
1094 * stick the bits you want into a calculator in hex mode and then
1095 * convert to decimal and then 'pickup <#>
1096 */
1097
1098 /* the first two modes are exclusive: if NOTHING we return, if
1099 * STOP then we stop. All the rest are applied sequentially,
1100 * meaning if any test passes, the item gets picked up. */
1101
1102 /* if mode is set to pick nothing up, return */
1103
1104 if (op->contr->mode & PU_NOTHING)
1105 return 1;
1106
1107 /* if mode is set to stop when encountering objects, return */
1108 /* take STOP before INHIBIT since it doesn't actually pick
1109 * anything up */
1110
1111 if (op->contr->mode & PU_STOP)
1112 return 0;
1113
1114 /* useful for going into stores and not losing your settings... */
1115 /* and for battles wher you don't want to get loaded down while
1116 * fighting */
1117 if (op->contr->mode & PU_INHIBIT)
1118 return 1;
1119
1120 /* prevent us from turning into auto-thieves :) */
1121 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1122 continue; 1039 continue;
1040 }
1123 1041
1124 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1125 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;
1126 continue; 1047 continue;
1048 }
1127 1049
1128 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1129 /* 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
1130 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1131 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"))
1132 { 1121 {
1133 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1134 continue; 1123 continue;
1135 } 1124 }
1125 }
1136 1126
1127 /* misc stuff that's useful */
1137 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1138 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1139 { 1130 {
1140 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1141 continue; 1132 continue;
1142 } 1133 }
1143 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1144 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1145 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
1146 { 1142 */
1147 pick_up (op, tmp);
1148 continue;
1149 }
1150
1151 /* spellbooks, skillscrolls and normal books/scrolls */
1152 if (op->contr->mode & PU_SPELLBOOK)
1153 if (tmp->type == SPELLBOOK)
1154 {
1155 pick_up (op, tmp);
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_SKILLSCROLL)
1160 if (tmp->type == SKILLSCROLL)
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_READABLES)
1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 /* wands/staves/rods/horns */
1174 if (op->contr->mode & PU_MAGIC_DEVICE)
1175 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 /* pick up all magical items */
1182 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1183 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)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_VALUABLES)
1190 { 1145 {
1191 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1192 { 1149 {
1193 pick_up (op, tmp); 1150 fprintf (stderr, "%s", tmp->name);
1194 continue;
1195 } 1151 }
1196 }
1197
1198 /* rings & amulets - talismans seems to be typed AMULET */
1199 if (op->contr->mode & PU_JEWELS)
1200 if (tmp->type == RING || tmp->type == AMULET)
1201 {
1202 pick_up (op, tmp);
1203 continue;
1204 }
1205
1206 /* we don't forget dragon food */
1207 if (op->contr->mode & PU_FLESH)
1208 if (tmp->type == FLESH)
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 /* bows and arrows. Bows are good for selling! */
1215 if (op->contr->mode & PU_BOW)
1216 if (tmp->type == BOW)
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221
1222 if (op->contr->mode & PU_ARROW)
1223 if (tmp->type == ARROW)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* all kinds of armor etc. */
1230 if (op->contr->mode & PU_ARMOUR)
1231 if (tmp->type == ARMOUR)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 if (op->contr->mode & PU_HELMET)
1238 if (tmp->type == HELMET)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_SHIELD)
1245 if (tmp->type == SHIELD)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_BOOTS)
1252 if (tmp->type == BOOTS)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_GLOVES)
1259 if (tmp->type == GLOVES)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_CLOAK)
1266 if (tmp->type == CLOAK)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 /* hoping to catch throwing daggers here */
1273 if (op->contr->mode & PU_MISSILEWEAPON)
1274 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 /* careful: chairs and tables are weapons! */
1281 if (op->contr->mode & PU_ALLWEAPON)
1282 {
1283 if (tmp->type == WEAPON && tmp->name != NULL)
1284 {
1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1287 {
1288 pick_up (op, tmp);
1289 continue;
1290 }
1291 }
1292
1293 if (tmp->type == WEAPON && tmp->name == NULL)
1294 {
1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300 }
1301 }
1302
1303 /* misc stuff that's useful */
1304 if (op->contr->mode & PU_KEY)
1305 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1306 {
1307 pick_up (op, tmp);
1308 continue;
1309 }
1310
1311 /* any of the last 4 bits set means we use the ratio for value
1312 * pickups */
1313 if (op->contr->mode & PU_RATIO)
1314 {
1315 /* use value density to decide what else to grab */
1316 /* >=7 was >= op->contr->mode */
1317 /* >=7 is the old standard setting. Now we take the last 4 bits
1318 * and multiply them by 5, giving 0..15*5== 5..75 */
1319 wvratio = (op->contr->mode & PU_RATIO) * 5;
1320 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1321 {
1322 pick_up (op, tmp);
1323#if 0
1324 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1325 if (tmp->name != NULL)
1326 {
1327 fprintf (stderr, "%s", tmp->name);
1328 }
1329 else 1152 else
1330 fprintf (stderr, "%s", tmp->arch->archname); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1331 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1332 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))));
1333#endif 1156#endif
1157 CHK_PICK_PICKUP;
1334 continue; 1158 continue;
1335 }
1336 } 1159 }
1337 } /* the new pickup model */ 1160 } /* the new pickup model */
1338 } 1161 }
1339 1162
1340 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;
1341} 1199}
1342 1200
1343/* 1201/*
1344 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1345 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1346 * found object is returned. 1204 * found object is returned.
1347 */ 1205 */
1348object * 1206static object *
1349find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1350{ 1208{
1351 object *tmp = 0;
1352
1353 for (op = op->inv; op; op = op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1355 tmp = find_arrow (op, type);
1356 else if (op->type == ARROW && op->race == type) 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);
1357 return op; 1218 return arrow;
1219 }
1358 1220
1359 return tmp; 1221 return 0;
1360} 1222}
1361 1223
1362/* 1224/*
1363 * 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
1364 * 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
1365 * 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
1366 * 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.
1367 */ 1229 */
1368object * 1230static object *
1369find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1370{ 1232{
1371 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1372 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1373 1235
1374 if (!type) 1236 if (!type)
1378 { 1240 {
1379 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))
1380 { 1242 {
1381 i = 0; 1243 i = 0;
1382 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1383 if (i > betterby) 1246 if (i > betterby)
1384 { 1247 {
1385 tmp = ntmp; 1248 tmp = ntmp;
1386 betterby = i; 1249 betterby = i;
1387 } 1250 }
1388 } 1251 }
1389 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1390 { 1253 {
1391 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1392 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1393 { 1256 {
1394 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1395 { 1258 {
1396 *better = 100; 1259 *better = 100;
1397 return arrow; 1260 return arrow;
1412 { 1275 {
1413 tmp = arrow; 1276 tmp = arrow;
1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1277 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1415 } 1278 }
1416 } 1279 }
1280
1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1418 { 1282 {
1419 tmp = arrow; 1283 tmp = arrow;
1420 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1421 } 1285 }
1286
1422 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1423 { 1288 {
1424 tmp = arrow; 1289 tmp = arrow;
1425 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1426 } 1291 }
1427 } 1292 }
1428 } 1293 }
1429 } 1294 }
1295
1430 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1431 return find_arrow (op, type); 1297 return find_arrow (op, type);
1432 1298
1433 *better = betterby; 1299 *better = betterby;
1434 return tmp; 1300 return tmp;
1438 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1439 * op = the shooter 1305 * op = the shooter
1440 * type = bow->race 1306 * type = bow->race
1441 * dir = fire direction 1307 * dir = fire direction
1442 */ 1308 */
1443object * 1309static object *
1444pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1445{ 1311{
1446 object *tmp = NULL; 1312 object *tmp = NULL;
1447 maptile *m; 1313 maptile *m;
1448 int i, mflags, found, number; 1314 int i, mflags, found, number;
1449 sint16 x, y; 1315 sint16 x, y;
1464 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1465 { 1331 {
1466 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1467 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1468 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1469 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1470 { 1337 {
1471 tmp = NULL; 1338 tmp = 0;
1472 break; 1339 break;
1473 } 1340 }
1474 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)
1475 { 1342 {
1476 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1477 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1478 */ 1345 */
1479 tmp = NULL; 1346 tmp = 0;
1480 break; 1347 break;
1481 } 1348 }
1349
1482 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1483 {
1484 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)
1485 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1486 {
1487 found++;
1488 break;
1489 }
1490 if (found)
1491 break; 1353 break;
1492 }
1493 } 1354 }
1494 if (tmp == NULL) 1355
1356 if (!tmp)
1495 return find_arrow (op, type); 1357 return find_arrow (op, type);
1496 1358
1497 if (tmp->head) 1359 if (tmp->head)
1498 tmp = tmp->head; 1360 tmp = tmp->head;
1499 1361
1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1540 return 0; 1402 return 0;
1541 } 1403 }
1542 1404
1543 // optimisation: move object to top so we will find it quickly again 1405 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below) 1406 splay (bow);
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1550 } 1407 }
1551 1408
1552 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1553 { 1410 {
1554 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);
1580 } 1437 }
1581 1438
1582 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1583 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1584 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1585 arrow->destroy (); 1443 arrow->destroy ();
1586 return 0; 1444 return 0;
1587 } 1445 }
1588 1446
1589 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1590 arrow = get_split_ob (arrow, 1); 1448 arrow = arrow->split ();
1591 if (!arrow) 1449 if (!arrow)
1592 { 1450 {
1593 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);
1594 return 0; 1452 return 0;
1595 } 1453 }
1599 arrow->direction = dir; 1457 arrow->direction = dir;
1600 1458
1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1459 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam; 1460 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype; 1461 arrow->stats.grace = arrow->attacktype;
1604 1462 arrow->custom_name = arrow->slaying;
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607 1463
1608#if 0 1464#if 0
1609 if (player *pl = op->contr) 1465 if (player *pl = op->contr)
1610 { 1466 {
1611 float speed = pl->weapon_sp; 1467 float speed = pl->weapon_sp;
1662 op->play_sound (sound_find ("fire_arrow")); 1518 op->play_sound (sound_find ("fire_arrow"));
1663 m->insert (arrow, sx, sy, op); 1519 m->insert (arrow, sx, sy, op);
1664 1520
1665 if (!arrow->destroyed ()) 1521 if (!arrow->destroyed ())
1666 move_arrow (arrow); 1522 move_arrow (arrow);
1667
1668 if (op->type == PLAYER)
1669 {
1670 if (left->destroyed ())
1671 esrv_del_item (op->contr, left->count);
1672 else
1673 esrv_send_item (op, left);
1674 }
1675 1523
1676 return 1; 1524 return 1;
1677} 1525}
1678 1526
1679/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1681 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1682 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1683 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1684 * hence the function name. 1532 * hence the function name.
1685 */ 1533 */
1686int 1534static int
1687player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1688{ 1536{
1689 int ret = 0, wcmod = 0; 1537 int ret;
1690 1538
1691 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1692 { 1540 {
1693 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->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);
1694 } 1542 }
1695 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)
1696 { 1544 {
1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1698 wcmod = -1;
1699
1700 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1701 } 1547 }
1702 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1703 { 1549 {
1704 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);
1705 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)]);
1706 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)]);
1707 } 1553 }
1708 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1709 { 1555 {
1710 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);
1711 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);
1712 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);
1713 } 1559 }
1714 else 1560 else
1715 { 1561 {
1721} 1567}
1722 1568
1723/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1724 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1725 */ 1571 */
1726void 1572static void
1727fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1728{ 1574{
1729 object *item = op->contr->ranged_ob; 1575 object *item = op->contr->ranged_ob;
1730 1576
1731 if (!item) 1577 if (!item)
1753 return; 1599 return;
1754 } 1600 }
1755 } 1601 }
1756 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1757 { 1603 {
1758 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))
1759 { 1609 {
1760 op->contr->play_sound (sound_find ("wand_poof")); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1761 1611
1762 if (item->type == ROD) 1612 if (item->type == ROD)
1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1768 } 1618 }
1769 } 1619 }
1770 1620
1771 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1772 { 1622 {
1773 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
1774 if (item->type == WAND) 1625 if (item->type == WAND)
1775 { 1626 {
1776 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
1777 { 1628 {
1778 object *tmp; 1629 object *tmp;
1782 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1783 item->face = item->arch->face; 1634 item->face = item->arch->face;
1784 item->set_speed (0); 1635 item->set_speed (0);
1785 } 1636 }
1786 1637
1787 if ((tmp = item->in_player ())) 1638 if (object *pl = item->visible_to ())
1788 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
1789 } 1640 }
1790 } 1641 }
1791 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
1792 drain_rod_charge (item); 1643 drain_rod_charge (item);
1793 } 1644 }
1798bool 1649bool
1799fire (object *op, int dir) 1650fire (object *op, int dir)
1800{ 1651{
1801 int spellcost = 0; 1652 int spellcost = 0;
1802 1653
1803 /* check for loss of invisiblity/hide */
1804 if (action_makes_visible (op))
1805 make_visible (op);
1806
1807 player *pl = op->contr; 1654 player *pl = op->contr;
1808 1655
1809 if (pl->golem) 1656 if (pl->golem)
1810 { 1657 {
1811 control_golem (op->contr->golem, dir); 1658 control_golem (op->contr->golem, dir);
1813 } 1660 }
1814 1661
1815 object *ob = pl->ranged_ob; 1662 object *ob = pl->ranged_ob;
1816 1663
1817 if (!ob) 1664 if (!ob)
1818 return false;
1819
1820 if (!op->change_weapon (ob))
1821 return false; 1665 return false;
1822 1666
1823 if (op->speed_left > 0.f) 1667 if (op->speed_left > 0.f)
1824 --op->speed_left; 1668 --op->speed_left;
1825 else 1669 else
1826 return false; 1670 return false;
1827 1671
1672 if (!op->change_weapon (ob))
1673 return false;
1674
1675 /* check for loss of invisiblity/hide */
1676 if (action_makes_visible (op))
1677 make_visible (op);
1678
1828 switch (ob->type) 1679 switch (ob->type)
1829 { 1680 {
1830 case BOW: 1681 case BOW:
1831 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1832 break; 1683 break;
1833 1684
1834 case SPELL: 1685 case SPELL:
1835 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1836 break; 1687 break;
1837 1688
1838 case BUILDER: 1689 case BUILDER:
1839 apply_map_builder (op, dir); 1690 apply_map_builder (op, dir);
1840 break; 1691 break;
1849 } 1700 }
1850 1701
1851 return true; 1702 return true;
1852} 1703}
1853 1704
1854/* find_key 1705static object *
1855 * We try to find a key for the door as passed. If we find a key
1856 * and successfully use it, we return the key, otherwise NULL
1857 * This function merges both normal and locked door, since the logic
1858 * for both is the same - just the specific key is different.
1859 * pl is the player,
1860 * inv is the objects inventory to searched
1861 * door is the door we are trying to match against.
1862 * This function can be called recursively to search containers.
1863 */
1864object *
1865find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1866{ 1707{
1867 object *tmp, *key; 1708 object *tmp, *key;
1868 1709
1869 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1870 if (!container->inv) 1711 if (!container->inv)
1873 /* 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 */
1874 for (tmp = container->inv; tmp; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1875 { 1716 {
1876 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1877 break; 1718 break;
1719
1878 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1879 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1880 */ 1722 */
1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1882 break; 1724 break;
1888 * a key, return 1730 * a key, return
1889 */ 1731 */
1890 if (!tmp) 1732 if (!tmp)
1891 { 1733 {
1892 for (tmp = container->inv; tmp; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 {
1894 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1895 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1896 {
1897 if ((key = find_key (pl, tmp, door))) 1737 if ((key = find_key_ (pl, tmp, door)))
1898 return key; 1738 return key;
1899 }
1900 }
1901 1739
1902 if (!tmp) 1740 if (!tmp)
1903 return NULL; 1741 return 0;
1904 } 1742 }
1905 1743
1906 /* 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,
1907 * see if we actually want to use it 1745 * see if we actually want to use it
1908 */ 1746 */
1909 if (pl != container) 1747 if (pl != container)
1910 { 1748 {
1911 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1912 if (!pl->contr) 1750 if (!pl->contr)
1913 return NULL; 1751 return 0;
1752
1914 /* cases where this fails: 1753 /* cases where this fails:
1915 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1916 * are not in the players inventory. 1755 * are not in the players inventory.
1917 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1918 * containers can be used. 1757 * containers can be used.
1922 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1923 * 1762 *
1924 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1925 * all the others. 1764 * all the others.
1926 */ 1765 */
1927 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1928 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1929 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1930 { 1769 {
1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1932 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1933 return NULL; 1772 return NULL;
1934 } 1773 }
1935 } 1774 }
1936 1775
1937 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);
1938} 1802}
1939 1803
1940/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1941 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1942 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1964 1828
1965 if (door->type == DOOR) 1829 if (door->type == DOOR)
1966 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 */
1967 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
1968 { 1832 {
1969 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);
1970 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
1971 } 1835 }
1972 1836
1973 /* Do this after we print the message */ 1837 /* Do this after we print the message */
1974 decrease_ob (key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
1975 /* Need to update the weight the container the key was in */
1976 if (container != op)
1977 esrv_update_item (UPD_WEIGHT, op, container);
1978 1839
1979 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
1980 } 1841 }
1981 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
1982 { 1843 {
1983 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
1984 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...");
1985 return 1; 1846 return 1;
1986 } 1847 }
1987 1848
1988 return 0; 1849 return 0;
1989} 1850}
1995 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
1996 */ 1857 */
1997bool 1858bool
1998move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
1999{ 1860{
2000 int on_battleground; 1861 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1862 {
1863 --op->speed_left;
1864 return true;
1865 }
2001 1866
2002 sint16 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
2003 sint16 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
2004 1869
2005 on_battleground = op_on_battleground (op, 0, 0);
2006
2007 if (out_of_map (op->map, nx, ny)) 1870 if (out_of_map (op->map, nx, ny))
2008 return false; 1871 return false;
2009
2010 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011 {
2012 --op->speed_left;
2013 return true;
2014 }
2015 1872
2016 /* If braced, or can't move to the square, and it is not out of the 1873 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 1874 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 1875 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2079 --op->speed_left; 1936 --op->speed_left;
2080 1937
2081 op->play_sound (sound_find ("push_player")); 1938 op->play_sound (sound_find ("push_player"));
2082 push_ob (mon, dir, op); 1939 push_ob (mon, dir, op);
2083 1940
2084 if (op->contr->tmp_invis || op->hide) 1941 if (action_makes_visible (op))
2085 make_visible (op); 1942 make_visible (op);
2086 1943
2087 return true; 1944 return true;
2088 } 1945 }
2089 else 1946 else
2090 return false; 1947 return false;
2091 } 1948 }
1949
1950 bool on_battleground = op_on_battleground (op, 0, 0);
2092 1951
2093 /* in certain circumstances, you shouldn't attack friendly 1952 /* in certain circumstances, you shouldn't attack friendly
2094 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
2095 * someone, but put it inside this loop so that you won't 1954 * someone, but put it inside this loop so that you won't
2096 * attack them either. 1955 * attack them either.
2109 { 1968 {
2110 op->play_sound (sound_find ("push_player")); 1969 op->play_sound (sound_find ("push_player"));
2111 push_ob (mon, dir, op); 1970 push_ob (mon, dir, op);
2112 } 1971 }
2113 else 1972 else
2114 new_draw_info (0, 0, op, "You withhold your attack"); 1973 op->statusmsg ("You withhold your attack");
2115 1974
2116 if (op->contr->tmp_invis || op->hide) 1975 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2117 make_visible (op); 1976 make_visible (op);
2118 1977
2119 return true; 1978 return true;
2120 } 1979 }
2121 } 1980 }
2161} 2020}
2162 2021
2163bool 2022bool
2164move_player (object *op, int dir) 2023move_player (object *op, int dir)
2165{ 2024{
2166 int pick;
2167
2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2169 return 0; 2026 return 0;
2170 2027
2171 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2172 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
2173 { 2030 {
2174 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2175 return 0; 2032 return 0;
2176 } 2033 }
2177 2034
2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2180 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2037 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2181 2038
2182 op->facing = dir; 2039 op->facing = dir;
2183 2040
2184 if (op->hide) 2041 if (op->flag [FLAG_HIDDEN])
2185 do_hidden_move (op); 2042 do_hidden_move (op);
2186 2043
2187 bool retval; 2044 bool retval;
2045 int pick = 0;
2188 2046
2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2190 retval = RESULT_INT (0); 2048 retval = RESULT_INT (0);
2191 else if (op->contr->fire_on) 2049 else if (op->contr->fire_on)
2192 retval = fire (op, dir); 2050 retval = fire (op, dir);
2249 return move_player (op, op->direction); 2107 return move_player (op, op->direction);
2250 2108
2251 return false; 2109 return false;
2252} 2110}
2253 2111
2254int 2112static int
2255save_life (object *op) 2113save_life (object *op)
2256{ 2114{
2257 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2258 return 0; 2116 return 0;
2259 2117
2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2119 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2262 { 2120 {
2263 op->play_sound (sound_find ("ob_evaporate")); 2121 op->play_sound (sound_find ("ob_evaporate"));
2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2122 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2265 2123
2266 if (op->contr)
2267 esrv_del_item (op->contr, tmp->count);
2268
2269 tmp->destroy (); 2124 tmp->destroy ();
2270 CLEAR_FLAG (op, FLAG_LIFESAVE); 2125 CLEAR_FLAG (op, FLAG_LIFESAVE);
2271 2126
2272 if (op->stats.hp < 0) 2127 if (op->stats.hp < 0)
2273 op->stats.hp = op->stats.maxhp; 2128 op->stats.hp = op->stats.maxhp;
2285 return 0; 2140 return 0;
2286} 2141}
2287 2142
2288/* This goes throws the inventory and removes unpaid objects, and puts them 2143/* This goes throws the inventory and removes unpaid objects, and puts them
2289 * back in the map (location and map determined by values of env). This 2144 * back in the map (location and map determined by values of env). This
2290 * function will descend into containers. op is the object to start the search 2145 * function will descend into containers. op is the object to start the search
2291 * from. 2146 * from.
2292 */ 2147 */
2293static void 2148static void
2294drop_unpaid_items (object *op, object *env) 2149drop_unpaid_items (object *op, object *env)
2295{ 2150{
2296 while (op) 2151 while (op)
2297 { 2152 {
2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2153 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2299 2154
2300 if (QUERY_FLAG (op, FLAG_UNPAID)) 2155 if (QUERY_FLAG (op, FLAG_UNPAID))
2301 {
2302 if (env->type == PLAYER)
2303 esrv_del_item (env->contr, op->count);
2304
2305 op->insert_at (env); 2156 op->insert_at (env);
2306 }
2307 else if (op->inv) 2157 else if (op->inv)
2308 drop_unpaid_items (op->inv, env); 2158 drop_unpaid_items (op->inv, env);
2309 2159
2310 op = next; 2160 op = next;
2311 } 2161 }
2314void 2164void
2315object::drop_unpaid_items () 2165object::drop_unpaid_items ()
2316{ 2166{
2317 if (!flag [FLAG_REMOVED]) 2167 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this); 2168 ::drop_unpaid_items (inv, this);
2319}
2320
2321/*
2322 * Returns pointer a static string containing gravestone text
2323 * Moved from apply.c to player.c - player.c is what
2324 * actually uses this function. player.c may not be quite the
2325 * best, a misc file for object actions is probably better,
2326 * but there isn't one in the server directory.
2327 */
2328char *
2329gravestone_text (object *op)
2330{
2331 static char buf2[MAX_BUF];
2332 char buf[MAX_BUF];
2333 time_t now = time (NULL);
2334
2335 strcpy (buf2, " R.I.P.\n\n");
2336 if (op->type == PLAYER)
2337 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2338 else
2339 sprintf (buf, "%s\n", &op->name);
2340
2341 strncat (buf2, " ", 20 - strlen (buf) / 2);
2342 strcat (buf2, buf);
2343 if (op->type == PLAYER)
2344 sprintf (buf, "who was in level %d when killed\n", op->level);
2345 else
2346 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2347
2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2349 strcat (buf2, buf);
2350 if (op->type == PLAYER)
2351 {
2352 sprintf (buf, "by %s.\n\n", op->contr->killer);
2353 strncat (buf2, " ", 21 - strlen (buf) / 2);
2354 strcat (buf2, buf);
2355 }
2356
2357 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2359 strcat (buf2, buf);
2360
2361 return buf2;
2362} 2169}
2363 2170
2364void 2171void
2365do_some_living (object *op) 2172do_some_living (object *op)
2366{ 2173{
2521 { 2328 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2329 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523 2330
2524 if (over_hp > 0) 2331 if (over_hp > 0)
2525 { 2332 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2333 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0; 2334 op->last_heal = 0;
2528 } 2335 }
2529 else 2336 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2337 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2531 } 2338 }
2547 op->stats.food--; 2354 op->stats.food--;
2548 } 2355 }
2549 2356
2550 if (op->stats.food < 0 && op->stats.hp >= 0) 2357 if (op->stats.food < 0 && op->stats.hp >= 0)
2551 { 2358 {
2552 object *tmp, *flesh = 0; 2359 object *flesh = 0;
2553 2360
2554 for (tmp = op->inv; tmp; tmp = tmp->below) 2361 for_inv_removable (op, tmp)
2555 { 2362 {
2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2363 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2364 continue;
2365
2366 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2557 { 2367 {
2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2368 op->statusmsg ("You blindly grab for a bite of food. "
2559 { 2369 "H<To prevent you from starving, you ate some random item from your backpack.>");
2560 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2561 manual_apply (op, tmp, 0); 2370 manual_apply (op, tmp, 0);
2371
2562 if (op->stats.food >= 0 || op->stats.hp < 0) 2372 if (op->stats.food >= 0 || op->stats.hp < 0)
2563 break; 2373 break;
2564 } 2374 }
2565 else if (tmp->type == FLESH) 2375 else if (tmp->type == FLESH)
2566 flesh = tmp; 2376 flesh = tmp;
2567 } /* End if paid for object */ 2377 }
2568 } /* end of for loop */
2569 2378
2570 /* If player is still starving, it means they don't have any food, so 2379 /* If player is still starving, it means they don't have any food, so
2571 * eat flesh instead. 2380 * eat flesh instead.
2572 */ 2381 */
2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2382 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2574 { 2383 {
2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2384 op->statusmsg ("You blindly grab for a bite of food. "
2385 "H<To prevent you from starving, you ate some random item from your backpack.>");
2576 manual_apply (op, flesh, 0); 2386 manual_apply (op, flesh, 0);
2577 } 2387 }
2388
2389 // If player is still starving, alert him!
2390 if (op->stats.food < 0)
2391 op->failmsg ("You are starving! "
2392 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2578 } 2393 }
2579 2394
2580 if (op->stats.food < 0) 2395 if (op->stats.food < 0)
2581 { 2396 {
2582 op->stats.hp += op->stats.food; 2397 op->stats.hp += op->stats.food;
2583 op->stats.food = 0; 2398 op->stats.food = 0;
2399
2400 if (op->stats.hp < 0)
2401 {
2402 op->contr->killer = archetype::get ("killer_starvation");
2403 op->contr->killer->destroy ();
2584 } 2404 }
2405 }
2585 2406
2407 /* killer should be set here already */
2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2408 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2587 kill_player (op); 2409 kill_player (op);
2588 } 2410 }
2589} 2411}
2590 2412
2594 * file. 2416 * file.
2595 */ 2417 */
2596void 2418void
2597kill_player (object *op) 2419kill_player (object *op)
2598{ 2420{
2599 char buf[MAX_BUF];
2600 int x, y; 2421 int x, y;
2601
2602 //int i;
2603 maptile *map; /* this is for resurrection */ 2422 maptile *map; /* this is for resurrection */
2604
2605 /* int z;
2606 int num_stats_lose;
2607 int lost_a_stat;
2608 int lose_this_stat;
2609 int this_stat; */
2610 int will_kill_again; 2423 int will_kill_again;
2611 archetype *at; 2424 archetype *at;
2612 object *tmp; 2425 object *tmp;
2613 2426
2614 if (save_life (op)) 2427 if (save_life (op))
2615 return; 2428 return;
2429
2430 dynbuf_text deathtab;
2431
2432 /* restore player */
2433 at = archetype::find (shstr_poisoning);
2434 if (object *tmp = present_arch_in_ob (at, op))
2435 {
2436 tmp->destroy ();
2437 deathtab << "Your body feels cleansed...\r";
2438 }
2439
2440 at = archetype::find (shstr_confusion);
2441 if (object *tmp = present_arch_in_ob (at, op))
2442 {
2443 tmp->destroy ();
2444 deathtab << "Your mind feels clearer...\r";
2445 }
2446
2447 cure_disease (op, 0, 0); /* remove any disease */
2448
2449 max_it (op->stats.hp , op->stats.maxhp);
2450 max_it (op->stats.sp , op->stats.maxsp);
2451 max_it (op->stats.grace, op->stats.maxgrace);
2452
2453 if (op->stats.food <= 0)
2454 op->stats.food = 999;
2455
2456 // remove all spell effects that are active
2457 // to avoid long-term effects such as word-of-recall
2458 for (object *item = op->inv; item; )
2459 {
2460 object *next = item->below;
2461
2462 if (item->type == SPELL_EFFECT && item->active)
2463 item->destroy ();
2464
2465 item = next;
2466 }
2616 2467
2617 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2468 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2618 * in cities ONLY!!! It is very important that this doesn't get abused. 2469 * in cities ONLY!!! It is very important that this doesn't get abused.
2619 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2620 */ 2471 */
2621 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2622 { 2473 {
2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2474 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2624 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2625
2626 /* restore player */
2627 at = archetype::find ("poisoning");
2628 if (object *tmp = present_arch_in_ob (at, op))
2629 {
2630 tmp->destroy ();
2631 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2632 }
2633
2634 at = archetype::find ("confusion");
2635 if (object *tmp = present_arch_in_ob (at, op))
2636 {
2637 tmp->destroy ();
2638 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2639 }
2640
2641 cure_disease (op, 0, 0); /* remove any disease */
2642 op->stats.hp = op->stats.maxhp;
2643 if (op->stats.food <= 0)
2644 op->stats.food = 999;
2645 2475
2646 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2647 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2648 { 2478
2649 sprintf (buf, "%s's finger", &op->name); 2479 tmp->name = format ("%s's finger" , &op->name);
2650 tmp->name = buf; 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2651 sprintf (buf, " This finger has been cut off %s\n" 2481 tmp->msg = format (
2652 " the %s, when he was defeated at\n level %d by %s.\n", 2482 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2653 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2483 &op->name, op->contr->title,
2654 tmp->msg = buf; 2484 (int)op->level,
2485 op->contr->killer_name ()
2486 );
2655 tmp->value = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2656 tmp->materialname = "organics"; 2488 tmp->material = name_to_material (shstr_organic);
2657 tmp->insert_at (op, tmp); 2489 tmp->insert_at (op, tmp);
2658 }
2659 2490
2660 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2661 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2662 op->contr->braced = 0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2663 return; 2496 return;
2664 } 2497 }
2665 2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2501
2666 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
2667 2503
2668 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
2669
2670 if (op->stats.food < 0)
2671 {
2672 sprintf (buf, "%s starved to death.", &op->name);
2673 strcpy (op->contr->killer, "starvation");
2674 }
2675 else
2676 sprintf (buf, "%s died.", &op->name);
2677 2505
2678 op->contr->play_sound (sound_find ("player_dies")); 2506 op->contr->play_sound (sound_find ("player_dies"));
2679 2507
2680 /* save the map location for corpse, gravestone */ 2508 /* save the map location for corpse, gravestone */
2681 x = op->x; 2509 x = op->x;
2711 2539
2712 lost_a_stat = 0; 2540 lost_a_stat = 0;
2713 2541
2714 for (z = 0; z < num_stats_lose; z++) 2542 for (z = 0; z < num_stats_lose; z++)
2715 { 2543 {
2716 i = RANDOM () % NUM_STATS; 2544 i = rndm (NUM_STATS);
2717 2545
2718 if (settings.stat_loss_on_death) 2546 if (settings.stat_loss_on_death)
2719 { 2547 {
2720 /* Pick a random stat and take a point off it. Tell the player 2548 /* Pick a random stat and take a point off it. Tell the player
2721 * what he lost. 2549 * what he lost.
2728 lost_a_stat = 1; 2556 lost_a_stat = 1;
2729 } 2557 }
2730 else 2558 else
2731 { 2559 {
2732 /* deplete a stat */ 2560 /* deplete a stat */
2733 archetype *deparch = archetype::find ("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2734 object *dep; 2562 object *dep;
2735 2563
2736 dep = present_arch_in_ob (deparch, op); 2564 dep = present_arch_in_ob (deparch, op);
2737 if (!dep) 2565 if (!dep)
2738 { 2566 {
2739 dep = arch_to_object (deparch); 2567 dep = deparch->instance ();
2740 insert_ob_in_ob (dep, op); 2568 insert_ob_in_ob (dep, op);
2741 } 2569 }
2742 lose_this_stat = 1; 2570 lose_this_stat = 1;
2743 if (settings.balanced_stat_loss) 2571 if (settings.balanced_stat_loss)
2744 { 2572 {
2772 } 2600 }
2773 } 2601 }
2774 2602
2775 if (lose_this_stat) 2603 if (lose_this_stat)
2776 { 2604 {
2777 this_stat = get_attr_value (&(dep->stats), i); 2605 this_stat = get_attr_value (&dep->stats, i);
2778 /* We could try to do something clever like find another 2606 /* We could try to do something clever like find another
2779 * stat to reduce if this fails. But chances are, if 2607 * stat to reduce if this fails. But chances are, if
2780 * stats have been depleted to -50, all are pretty low 2608 * stats have been depleted to -50, all are pretty low
2781 * and should be roughly the same, so it shouldn't make a 2609 * and should be roughly the same, so it shouldn't make a
2782 * difference. 2610 * difference.
2790 lost_a_stat = 1; 2618 lost_a_stat = 1;
2791 } 2619 }
2792 } 2620 }
2793 } 2621 }
2794 } 2622 }
2623
2795 /* If no stat lost, tell the player. */ 2624 /* If no stat lost, tell the player. */
2796 if (!lost_a_stat) 2625 if (!lost_a_stat)
2797 { 2626 {
2798 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
2799 Should I be using something else? GD */ 2628 Should I be using something else? GD */
2800 const char *god = determine_god (op); 2629 shstr_tmp god = determine_god (op);
2801 2630
2802 if (god && (strcmp (god, "none"))) 2631 if (god != shstr_none)
2803 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2632 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2804 else 2633 else
2805 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2634 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2806 } 2635 }
2807#else 2636#else
2808 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2637 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2809#endif 2638#endif
2810 2639
2811 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2812 * exp loss on the stone. 2641 * exp loss on the stone.
2813 */ 2642 */
2814 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2815 sprintf (buf, "%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2816 tmp->name = buf; 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2817 sprintf (buf, "%s's gravestones", &op->name); 2646 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2818 tmp->name_pl = buf; 2647 &op->name, op->contr->title, op->contr->killer_name ());
2819 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);
2820 tmp->msg = buf;
2821 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2822 insert_ob_in_map (tmp, op->map, NULL, 0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
2823 2650
2824 /**************************************/ 2651 /**************************************/
2825 /* */ 2652 /* */
2826 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
2827 /* if we died cause of food, give us */
2828 /* food, and reset HP's... */
2829 /* */ 2654 /* */
2830 /**************************************/ 2655 /**************************************/
2831 2656
2832 /* remove any poisoning and confusion the character may be suffering. */
2833 /* restore player */
2834 at = archetype::find ("poisoning");
2835 tmp = present_arch_in_ob (at, op);
2836
2837 if (tmp)
2838 {
2839 tmp->destroy ();
2840 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2841 }
2842
2843 at = archetype::find ("confusion");
2844 tmp = present_arch_in_ob (at, op);
2845 if (tmp)
2846 {
2847 tmp->destroy ();
2848 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2849 }
2850
2851 cure_disease (op, 0, 0); /* remove any disease */
2852
2853 /*add_exp(op, (op->stats.exp * -0.20)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
2854 apply_death_exp_penalty (op); 2658 apply_death_exp_penalty (op);
2855 if (op->stats.food < 100)
2856 op->stats.food = 900;
2857 op->stats.hp = op->stats.maxhp;
2858 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2859 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2860 2659
2861 /* 2660 /*
2862 * Check to see if the player has any unpaid items. If so, remove them 2661 * Check to see if the player has any unpaid items. If so, remove them
2863 * and put them back in the map. 2662 * and put them back in the map.
2864 */ 2663 */
2899 if (will_kill_again & (1 << at)) 2698 if (will_kill_again & (1 << at))
2900 force->resist[at] = 100; 2699 force->resist[at] = 100;
2901 2700
2902 insert_ob_in_ob (force, op); 2701 insert_ob_in_ob (force, op);
2903 op->update_stats (); 2702 op->update_stats ();
2904
2905 } 2703 }
2906 2704
2907 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2908} 2706}
2909 2707
2910void 2708static void
2911loot_object (object *op) 2709loot_object (object *op)
2912{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
2913 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
2914 2712
2915 op->close_container (); /* close open sack first */ 2713 op->close_container (); /* close open sack first */
2929 2727
2930 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2728 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2931 { 2729 {
2932 if (tmp->nrof > 1) 2730 if (tmp->nrof > 1)
2933 { 2731 {
2934 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2732 tmp->decrease (rndm (1, tmp->nrof - 1));
2935 tmp2->destroy ();
2936 insert_ob_in_map (tmp, op->map, NULL, 0); 2733 insert_ob_in_map (tmp, op->map, NULL, 0);
2937 } 2734 }
2938 else 2735 else
2939 tmp->destroy (); 2736 tmp->destroy ();
2940 } 2737 }
2947 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
2948 * what needs to be fixed. Refresh windows and fix speed if anything 2745 * what needs to be fixed. Refresh windows and fix speed if anything
2949 * was changed. 2746 * was changed.
2950 */ 2747 */
2951void 2748void
2952fix_weight (void) 2749fix_weight ()
2953{ 2750{
2954 for_all_players (pl) 2751 for_all_players (pl)
2955 { 2752 {
2956 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2753 sint32 old = pl->ob->carrying;
2957 2754
2958 if (old == sum) 2755 pl->ob->update_weight ();
2959 continue; 2756
2757 if (old != pl->ob->carrying)
2758 {
2960 pl->ob->update_stats (); 2759 pl->ob->update_stats ();
2961 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2760 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2761 }
2962 } 2762 }
2963} 2763}
2964 2764
2965void 2765void
2966fix_luck (void) 2766fix_luck ()
2967{ 2767{
2968 for_all_players (pl) 2768 for_all_players (pl)
2969 if (!pl->ob->contr->ns->state) 2769 if (!pl->ob->contr->ns->state)
2970 pl->ob->change_luck (0); 2770 pl->ob->change_luck (0);
2971} 2771}
3008} 2808}
3009 2809
3010void 2810void
3011make_visible (object *op) 2811make_visible (object *op)
3012{ 2812{
3013 op->hide = 0; 2813 op->flag [FLAG_HIDDEN] = 0;
3014 op->invisible = 0; 2814 op->invisible = 0;
3015 2815
3016 if (op->type == PLAYER) 2816 if (op->type == PLAYER)
3017 { 2817 {
3018 op->contr->tmp_invis = 0; 2818 op->contr->tmp_invis = 0;
3043 2843
3044 if (!ob || !ob->map) 2844 if (!ob || !ob->map)
3045 return 0; 2845 return 0;
3046 2846
3047 /* so, on normal lighted maps, its hard to hide */ 2847 /* so, on normal lighted maps, its hard to hide */
3048 level = ob->map->darkness - 2; 2848 level = ob->map->darklevel () - 2;
3049 2849
3050 /* this also picks up whether the object is glowing. 2850 /* this also picks up whether the object is glowing.
3051 * If you carry a light on a non-dark map, its not 2851 * If you carry a light on a non-dark map, its not
3052 * as bad as carrying a light on a pitch dark map */ 2852 * as bad as carrying a light on a pitch dark map */
3053 if (has_carried_lights (ob)) 2853 if (ob->has_carried_lights ())
3054 level = -(10 + (2 * ob->map->darkness)); 2854 level = -(10 + (2 * ob->map->darklevel ()));
3055 2855
3056 /* scan through all nearby squares for terrain to hide in */ 2856 /* scan through all nearby squares for terrain to hide in */
3057 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2857 for (i = 0, x = ob->x, y = ob->y;
2858 i <= SIZEOFFREE1;
2859 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3058 { 2860 {
3059 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2861 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3060 if (mflag & P_OUT_OF_MAP) 2862 if (mflag & P_OUT_OF_MAP)
3061 {
3062 continue; 2863 continue;
3063 } 2864
3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2865 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3065 level += 2; 2866 level += 2;
3066 else /* open terrain! */ 2867 else /* open terrain! */
3067 level -= 1; 2868 level -= 1;
3068 } 2869 }
3079 * spot (surrounded by clear terrain in broad daylight). -b.t. 2880 * spot (surrounded by clear terrain in broad daylight). -b.t.
3080 */ 2881 */
3081void 2882void
3082do_hidden_move (object *op) 2883do_hidden_move (object *op)
3083{ 2884{
3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2885 int hide = 0;
3085 object *skop;
3086 2886
3087 if (!op || !op->map) 2887 if (!op || !op->map)
3088 return; 2888 return;
3089 2889
3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2890 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2891 int num = random_roll (0, 19, op, PREFER_LOW);
3091 2892
3092 /* its *extremely* hard to run and sneak/hide at the same time! */ 2893 /* its *extremely* hard to run and sneak/hide at the same time! */
3093 if (op->type == PLAYER && op->contr->run_on) 2894 if (op->type == PLAYER && op->contr->run_on)
3094 if (!skop || num >= skop->level) 2895 if (!skop || num >= skop->level)
3095 { 2896 {
3105 num -= hide; 2906 num -= hide;
3106 2907
3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2908 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3108 { 2909 {
3109 make_visible (op); 2910 make_visible (op);
2911
3110 if (op->type == PLAYER) 2912 if (op->type == PLAYER)
3111 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2913 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3112 } 2914 }
3113 else if (op->type == PLAYER && skop) 2915 else if (op->type == PLAYER && skop)
3114 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2916 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3204 while (op) 3006 while (op)
3205 { 3007 {
3206 dx = rv.distance_x + op->arch->x; 3008 dx = rv.distance_x + op->arch->x;
3207 dy = rv.distance_y + op->arch->y; 3009 dy = rv.distance_y + op->arch->y;
3208 3010
3209 /* only the viewable area the player sees is updated by LOS 3011 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3210 * code, so we need to restrict ourselves to that range of values
3211 * for any meaningful values.
3212 */
3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3216 return 1; 3012 return 1;
3217 3013
3218 op = op->more; 3014 op = op->more;
3219 }
3220
3221 return 0;
3222}
3223
3224/* routine for both players and monsters. We call this when
3225 * there is a possibility for our action distrubing our hiding
3226 * place or invisiblity spell. Artefact invisiblity is not
3227 * effected by this. If we arent invisible to begin with, we
3228 * return 0.
3229 */
3230int
3231action_makes_visible (object *op)
3232{
3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3234 {
3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3236 return 0;
3237
3238 if (op->contr && op->contr->tmp_invis == 0)
3239 return 0;
3240
3241 /* If monsters, they should become visible */
3242 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3243 {
3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3245 return 1;
3246 }
3247 } 3015 }
3248 3016
3249 return 0; 3017 return 0;
3250} 3018}
3251 3019
3275 && tmp->name == shstr_battleground 3043 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp)) 3044 && EXIT_X (tmp) && EXIT_Y (tmp))
3277 { 3045 {
3278 /* before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3047 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3280 {
3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3049 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3282 { 3050 {
3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3284 {
3285 if (x && y) 3051 if (x && y)
3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287 3053
3288 return 1; 3054 return 1;
3289 }
3290 } 3055 }
3291 }
3292 3056
3293 if (x && y) 3057 if (x && y)
3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295 3059
3296 return 1; 3060 return 1;
3453 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3454 } 3218 }
3455 else 3219 else
3456 { 3220 {
3457 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3458 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3459 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3223 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3460 tmp = insert_ob_in_ob (tmp, who); 3224 who->insert (tmp);
3461 if (who->type == PLAYER)
3462 esrv_send_item (who, tmp);
3463 } 3225 }
3464} 3226}
3465 3227
3466/** 3228/**
3467 * Unready an object for a player. This function does nothing if the object was 3229 * Unready an object for a player. This function does nothing if the object was
3478 3240
3479 if (pl->ranged_ob == ob) 3241 if (pl->ranged_ob == ob)
3480 pl->ranged_ob = 0; 3242 pl->ranged_ob = 0;
3481} 3243}
3482 3244
3245//-GPL
3246
3483sint8 3247sint8
3484player::visibility_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3485{ 3249{
3486 if (!ns) 3250 if (!ns)
3487 return 0; 3251 return LOS_BLOCKED;
3488 3252
3489 int dx, dy; 3253 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0; 3255 return LOS_BLOCKED;
3492 3256
3493 x += dx - ns->current_x + ns->mapx / 2; 3257 x += dx - ns->current_x;
3494 y += dy - ns->current_y + ns->mapy / 2; 3258 y += dy - ns->current_y;
3495 3259
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y]; 3260 return blocked_los (x, y);
3500} 3261}
3262
3263void
3264player::infobox (const char *title, const char *msg, int color)
3265{
3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3267}
3268
3269void
3270player::statusmsg (const char *msg, int color)
3271{
3272 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3273}
3274
3275void
3276player::failmsg (const char *msg, int color)
3277{
3278 play_sound (sound_find ("generic_failure"));
3279 statusmsg (msg, color);
3280}
3281

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