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Comparing deliantra/server/server/player.C (file contents):
Revision 1.118 by root, Mon Apr 30 04:25:30 2007 UTC vs.
Revision 1.268 by root, Wed Apr 7 19:54:45 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 28#include <sproto.h>
28#include <sounds.h> 29#include <sounds.h>
29#include <living.h> 30#include <living.h>
30#include <object.h> 31#include <object.h>
31#include <spells.h> 32#include <spells.h>
34#include <algorithm> 35#include <algorithm>
35#include <functional> 36#include <functional>
36 37
37playervec players; 38playervec players;
38 39
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp))
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 60 add_friendly_object (ob);
187 enter_map ();
188} 61}
189 62
190void 63void
191player::deactivate () 64player::deactivate ()
192{ 65{
199 72
200 if (ob->map) 73 if (ob->map)
201 maplevel = ob->map->path; 74 maplevel = ob->map->path;
202 75
203 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
204 ob->map = 0; 78 ob->map = 0;
205 party = 0; 79 party = 0;
206 80
207 combat_skill = ranged_skill = 0; //TODO, should be special marker, non-refcounted, not this
208
209 players.erase (this); 81 players.erase (this);
210} 82}
211 83
212// connect the player with a specific client 84// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
214void 86void
215player::connect (client *ns) 87player::connect (client *ns)
216{ 88{
217 this->ns = ns; 89 this->ns = ns;
218 ns->pl = this; 90 ns->pl = this;
222 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
223 95
224 ns->update_look = 0; 96 ns->update_look = 0;
225 ns->look_position = 0; 97 ns->look_position = 0;
226 98
227 clear_los (ob); 99 clear_los ();
228 100
229 ns->reset_stats (); 101 ns->reset_stats ();
230 102
231 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
232 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
233 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
234 106
235 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
236 link_player_skills (ob); 108 link_skills ();
237 109
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
241 111
242 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
243 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
244 { 114 {
245 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
246
247 shstr_cmp dragon_ability_force ("dragon_ability_force");
248 shstr_cmp dragon_skin_force ("dragon_skin_force");
249 116
250 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
251 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
252 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
253 abil = tmp; 120 abil = tmp;
254 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
255 skin = tmp; 122 skin = tmp;
256 123
257 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
258 } 125 }
259 126
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 128
262 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
263 130
264 ob->update_stats (); 131 ob->update_stats ();
132
265 ns->floorbox_update (); 133 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
269 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
270 activate (); 143 activate ();
271
272 send_rules (ob);
273 send_news (ob);
274 display_motd (ob);
275 144
276 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
277 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
278} 147}
279 148
280void 149void
281player::disconnect () 150player::disconnect ()
282{ 151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
283 if (ns) 158 if (ns)
284 { 159 {
285 if (active) 160 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287 162
290 ns->reset_stats (); 165 ns->reset_stats ();
291 ns->pl = 0; 166 ns->pl = 0;
292 ns = 0; 167 ns = 0;
293 } 168 }
294 169
295 if (ob) 170 // this is important for the player scheduler to get the correct refcount
296 ob->close_container (); //TODO: client-specific 171 // when ns = 0
172 observe = viewpoint = ob;
297 173
298 deactivate (); 174 deactivate ();
299} 175}
176
177//-GPL
300 178
301// the need for this function can be explained 179// the need for this function can be explained
302// by load_object not returning the object 180// by load_object not returning the object
303void 181void
304player::set_object (object *op) 182player::set_object (object *op)
305{ 183{
306 ob = op; 184 ob = observe = viewpoint = op;
307 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
308 186
309 ob->speed_left = 0.5;
310 ob->speed = 1.0; 187 ob->speed = 1.0f;
188 ob->speed_left = 0.5f;
189
311 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
312} 191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
313 208
314player::player () 209player::player ()
315{ 210{
316 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
317 * we deal with that below this point. 212 * we deal with that below this point.
323 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
324 219
325 gen_sp_armour = 10; 220 gen_sp_armour = 10;
326 bowtype = bow_normal; 221 bowtype = bow_normal;
327 petmode = pet_normal; 222 petmode = pet_normal;
328 listening = 10;
329 usekeys = containers; 223 usekeys = containers;
330 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
331 do_los = 1; 225 do_los = 1;
226
227 weapon_sp = 1.0f;
228 weapon_sp_left = 0.5f;
332} 229}
333 230
334void 231void
335player::do_destroy () 232player::do_destroy ()
336{ 233{
337 disconnect (); 234 disconnect ();
338 235
339 attachable::do_destroy (); 236 attachable::do_destroy ();
340 237
341 if (ob) 238 if (ob)
342 {
343 ob->destroy_inv (false);
344 ob->destroy (); 239 ob->destroy ();
345 } 240
241 ob = observe = viewpoint = 0;
346} 242}
347 243
348player::~player () 244player::~player ()
349{ 245{
350 /* Clear item stack */ 246 /* Clear item stack */
351 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
352} 276}
353 277
354/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
355 * All we can really get in this is some settings like host and display 279 * All we can really get in this is some settings like host and display
356 * mode. 280 * mode.
358player * 282player *
359player::create () 283player::create ()
360{ 284{
361 player *pl = new player; 285 player *pl = new player;
362 286
363 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
364 288
365 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
366 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
367 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
368 292
369 set_first_map (pl->ob); 293 set_first_map (pl->ob);
370 294
371 return pl; 295 return pl;
372}
373
374/*
375 * get_player_archetype() return next player archetype from archetype
376 * list. Not very efficient routine, but used only creating new players.
377 * Note: there MUST be at least one player archetype!
378 */
379archetype *
380get_player_archetype (archetype *at)
381{
382 archetype *start = at;
383
384 for (;;)
385 {
386 if (at == NULL || at->next == NULL)
387 at = first_archetype;
388 else
389 at = at->next;
390
391 if (at->clone.type == PLAYER)
392 return at;
393
394 if (at == start)
395 {
396 LOG (llevError, "No Player archetypes\n");
397 exit (-1);
398 }
399 }
400} 296}
401 297
402object * 298object *
403get_nearest_player (object *mon) 299get_nearest_player (object *mon)
404{ 300{
407 unsigned lastdist; 303 unsigned lastdist;
408 rv_vector rv; 304 rv_vector rv;
409 305
410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
411 { 307 {
412 /* We should not find free objects on this friendly list, but it
413 * does periodically happen. Given that, lets deal with it.
414 * While unlikely, it is possible the next object on the friendly
415 * list is also free, so encapsulate this in a while loop.
416 */
417 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
418 {
419 object *tmp = ol->ob;
420
421 /* Can't do much more other than log the fact, because the object
422 * itself will have been cleared.
423 */
424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
426 ol = ol->next;
427 remove_friendly_object (tmp);
428 if (!ol)
429 return op;
430 }
431
432 /* Remove special check for player from this. First, it looks to cause
433 * some crashes (ol->ob->contr not set properly?), but secondly, a more
434 * complicated method of state checking would be needed in any case -
435 * as it was, a clever player could type quit, and the function would
436 * skip them over while waiting for confirmation. Remove
437 * on_same_map check, as can_detect_enemy also does this
438 */
439 if (!can_detect_enemy (mon, ol->ob, &rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
440 continue; 309 continue;
441 310
442 if (lastdist > rv.distance) 311 if (lastdist > rv.distance)
443 { 312 {
638 507
639 return firstdir; 508 return firstdir;
640} 509}
641 510
642void 511void
643give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
644{ 513{
645 object *op, *next = NULL;
646
647 if (pl->randomitems != NULL) 514 if (pl->randomitems)
648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
649 516
650 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
651 { 518 {
652 next = op->below; 519 next = op->below;
653 520
654 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
655 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
660 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
661 * by this player due to race restrictions 528 * by this player due to race restrictions
662 */ 529 */
663 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
664 { 531 {
665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
533 &&
666 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
667 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
668 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
537 || op->type == BRACERS || op->type == GIRDLE))
669 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 538 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
670 { 539 {
671 op->destroy (); 540 op->destroy ();
672 continue; 541 continue;
673 } 542 }
674 } 543 }
675 544
676 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
677 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
678 * have a good idea what to replace it with (need something like 547 * generated by bad treasurelists. - elmex
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */ 548 */
682 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
683 { 550 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 { 553 {
692 op->destroy (); 554 op->destroy ();
555 LOG (llevError,
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
694 continue; 557 break;
695 } 558 }
696 559
697 if (op->nrof > 1) 560 if (op->nrof > 1)
698 op->nrof = 1; 561 op->nrof = 1;
699 } 562 }
700 563
701 if (op->type == SPELLBOOK && op->inv) 564 if (op->type == SPELLBOOK && op->inv)
702 {
703 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 565 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
704 }
705 566
706 /* Give starting characters identified, uncursed, and undamned 567 /* Give starting characters identified, uncursed, and undamned
707 * items. Just don't identify gold or silver, or it won't be 568 * items. Just don't identify gold or silver, or it won't be
708 * merged properly. 569 * merged properly.
709 */ 570 */
710 if (need_identify (op)) 571 if (need_identify (op))
711 { 572 {
712 SET_FLAG (op, FLAG_IDENTIFIED); 573 SET_FLAG (op, FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED); 574 CLEAR_FLAG (op, FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED); 575 CLEAR_FLAG (op, FLAG_DAMNED);
715 } 576 }
577
716 if (op->type == SPELL) 578 if (op->type == SPELL)
717 { 579 {
718 op->destroy (); 580 op->destroy ();
719 continue; 581 continue;
720 } 582 }
722 { 584 {
723 SET_FLAG (op, FLAG_CAN_USE_SKILL); 585 SET_FLAG (op, FLAG_CAN_USE_SKILL);
724 op->stats.exp = 0; 586 op->stats.exp = 0;
725 op->level = 1; 587 op->level = 1;
726 } 588 }
727 /* lock all 'normal items by default */ 589 else /* lock all 'normal items by default */
728 else
729 SET_FLAG (op, FLAG_INV_LOCKED); 590 SET_FLAG (op, FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */ 591 } /* for loop of objects in player inv */
731 592
732 /* Need to set up the skill pointers */ 593 /* Need to set up the skill pointers */
733 link_player_skills (pl); 594 pl->contr->link_skills ();
734} 595}
735 596
736void 597void
737get_party_password (object *op, partylist *party) 598get_party_password (object *op, partylist *party)
738{ 599{
748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 609 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
749} 610}
750 611
751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 612/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752static int 613static int
753roll_stat (void) 614roll_stat ()
754{ 615{
755 int a[4], i, j, k; 616 int a[4], i, j, k;
756 617
757 for (i = 0; i < 4; i++) 618 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1; 619 a[i] = (int) rndm (6) + 1;
769} 630}
770 631
771void 632void
772object::roll_stats () 633object::roll_stats ()
773{ 634{
774 int statsort [7]; 635 int statsort [NUM_STATS];
775 636
776 for (;;) 637 for (;;)
777 { 638 {
778 int sum = 0; 639 int sum = 0;
779 for (int i = 7; i--; ) 640 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat (); 641 sum += statsort [i] = roll_stat ();
781 642
782 if (sum >= 82 && sum <= 116) 643 if (sum >= 82 && sum <= 116)
783 break; 644 break;
784 } 645 }
785 646
786 // Sort the stats so that rerolling is easier... 647 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>()); 648 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 649
650 for (int i = 0; i < NUM_STATS; ++i)
789 stats.Str = statsort[0]; 651 stats.stat (i) = statsort [i];
790 stats.Dex = statsort[1];
791 stats.Con = statsort[2];
792 stats.Int = statsort[3];
793 stats.Wis = statsort[4];
794 stats.Pow = statsort[5];
795 stats.Cha = statsort[6];
796 652
797 stats.exp = 0; 653 stats.exp = 0;
798 stats.ac = 0; 654 stats.ac = 0;
799 655
800 stats.hp = stats.maxhp; 656 stats.hp = stats.maxhp;
812} 668}
813 669
814void 670void
815object::swap_stats (int a, int b) 671object::swap_stats (int a, int b)
816{ 672{
817 int tmp = get_attr_value (&contr->orig_stats, a); 673 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819 set_attr_value (&contr->orig_stats, b, tmp);
820 674
675 for (int i = 0; i < NUM_STATS; ++i)
821 stats.Str = contr->orig_stats.Str; 676 stats.stat (i) = contr->orig_stats.stat (i);
822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828 677
829 //TODO: the following code looks so borked and should, at the very least, 678 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats 679 // be merged with the similar code in roll_stats
831 stats.ac = 0; 680 stats.ac = 0;
832 681
851static void 700static void
852start_info (object *op) 701start_info (object *op)
853{ 702{
854 char buf[MAX_BUF]; 703 char buf[MAX_BUF];
855 704
856 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 705 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
857 new_draw_info (NDI_UNIQUE, 0, op, buf); 706 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859 //new_draw_info (NDI_UNIQUE, 0, op, " ");
860} 707}
861 708
862/* This function takes the key that is passed, and does the 709/* This function takes the key that is passed, and does the
863 * appropriate action with it (change race, or other things). 710 * appropriate action with it (change race, or other things).
864 * The function name is for historical reasons - now we have 711 * The function name is for historical reasons - now we have
867 */ 714 */
868void 715void
869player::chargen_race_done () 716player::chargen_race_done ()
870{ 717{
871 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
872 esrv_new_player (ob->contr, ob->weight + ob->carrying); 719 esrv_new_player (ob->contr);
873 720
874 treasurelist *tl = treasurelist::find ("starting_wealth"); 721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
875 if (tl) 722 if (tl)
876 create_treasure (tl, ob, 0, 0, 0); 723 create_treasure (tl, ob, 0, 0, 0);
877 724
878 INVOKE_PLAYER (BIRTH, ob->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
879 INVOKE_PLAYER (LOGIN, ob->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
880 727
881 ob->contr->ns->state = ST_PLAYING; 728 ob->contr->ns->state = ST_PLAYING;
882 729
883 if (ob->msg) 730 if (ob->msg)
884 ob->msg = 0; 731 ob->msg = 0;
885
886 /* We create this now because some of the unique maps will need it
887 * to save here.
888 */
889 {
890 char buf[MAX_BUF];
891 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
892 make_path_to_file (buf);
893 }
894 732
895 start_info (ob); 733 start_info (ob);
896 CLEAR_FLAG (ob, FLAG_WIZ); 734 CLEAR_FLAG (ob, FLAG_WIZ);
897 give_initial_items (ob, ob->randomitems); 735 give_initial_items (ob, ob->randomitems);
898 link_player_skills (ob);
899 esrv_send_inventory (ob, ob); 736 esrv_send_inventory (ob, ob);
900 ob->update_stats (); 737 ob->update_stats ();
901 738
902 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
903 * is one for this race 740 * is one for this race
904 */ 741 */
905 if (*first_map_ext_path) 742 if (*first_map_ext_path)
906 { 743 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
907 object *tmp;
908 char mapname[MAX_BUF];
909
910 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
911 tmp = object::create ();
912 EXIT_PATH (tmp) = mapname;
913 EXIT_X (tmp) = ob->x;
914 EXIT_Y (tmp) = ob->y;
915 ob->enter_exit (tmp); /* we don't really care if it succeeded;
916 * if the map isn't there, then stay on the
917 * default initial map */
918 tmp->destroy ();
919 }
920 else 744 else
921 LOG (llevDebug, "first_map_ext_path not set\n"); 745 LOG (llevDebug, "first_map_ext_path not set\n");
922} 746}
923 747
924void 748void
934 int x = ob->x, y = ob->y; 758 int x = ob->x, y = ob->y;
935 759
936 ob->remove_statbonus (); 760 ob->remove_statbonus ();
937 ob->remove (); 761 ob->remove ();
938 ob->arch = get_player_archetype (ob->arch); 762 ob->arch = get_player_archetype (ob->arch);
939 ob->arch->clone.copy_to (ob); 763 ob->arch->copy_to (ob);
940 ob->instantiate (); 764 ob->instantiate ();
941 ob->stats = ob->contr->orig_stats; 765 ob->stats = ob->contr->orig_stats;
942 ob->name = ob->name_pl = name; 766 ob->name = ob->name_pl = name;
943 ob->x = x; 767 ob->x = x;
944 ob->y = y; 768 ob->y = y;
945 SET_ANIMATION (ob, 2); /* So player faces south */ 769 SET_ANIMATION (ob, 2); /* So player faces south */
946 insert_ob_in_map (ob, ob->map, ob, 0); 770 insert_ob_in_map (ob, ob->map, ob, 0);
947 assign (ob->contr->title, ob->arch->clone.name); 771 assign (ob->contr->title, ob->arch->object::name);
948 ob->add_statbonus (); 772 ob->add_statbonus ();
949 } 773 }
950 while (!allowed_class (ob)); 774 while (!allowed_class (ob));
951 775
952 update_object (ob, UP_OBJ_FACE); 776 update_object (ob, UP_OBJ_FACE);
955 ob->stats.hp = ob->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
956 ob->stats.sp = ob->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
957 ob->stats.grace = 0; 781 ob->stats.grace = 0;
958} 782}
959 783
960void 784static void
961flee_player (object *op) 785flee_player (object *op)
962{ 786{
963 int dir, diff; 787 int dir, diff;
964 rv_vector rv; 788 rv_vector rv;
965 789
968 LOG (llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
969 CLEAR_FLAG (op, FLAG_SCARED); 793 CLEAR_FLAG (op, FLAG_SCARED);
970 return; 794 return;
971 } 795 }
972 796
973 if (op->enemy == NULL) 797 if (!op->enemy)
974 { 798 {
975 LOG (llevDebug, "Fleeing player had no enemy.\n"); 799 LOG (llevDebug, "Fleeing player had no enemy.\n");
976 CLEAR_FLAG (op, FLAG_SCARED); 800 CLEAR_FLAG (op, FLAG_SCARED);
977 return; 801 return;
978 } 802 }
979 803
980 /* Seen some crashes here. Since we don't store an
981 * op->enemy_count, it is possible that something destroys the
982 * actual enemy, and the object is recycled.
983 */
984 if (op->enemy->map == NULL)
985 {
986 CLEAR_FLAG (op, FLAG_SCARED);
987 op->enemy = NULL;
988 return;
989 }
990
991 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 804 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
992 { 805 {
993 op->enemy = NULL; 806 op->enemy = NULL;
994 CLEAR_FLAG (op, FLAG_SCARED); 807 CLEAR_FLAG (op, FLAG_SCARED);
995 return; 808 return;
998 get_rangevector (op, op->enemy, &rv, 0); 811 get_rangevector (op, op->enemy, &rv, 0);
999 812
1000 dir = absdir (4 + rv.direction); 813 dir = absdir (4 + rv.direction);
1001 for (diff = 0; diff < 3; diff++) 814 for (diff = 0; diff < 3; diff++)
1002 { 815 {
1003 int m = 1 - (RANDOM () & 2); 816 int m = 1 - rndm (2) * 2;
1004 817
1005 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 818 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1006 return; 819 return;
1007 } 820 }
1008 821
1009 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
1010 CLEAR_FLAG (op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
1011 op->enemy = NULL; 824 op->enemy = NULL;
1012} 825}
1013 826
1014
1015/* check_pick sees if there is stuff to be picked up/picks up stuff. 827/* check_pick sees if there is stuff to be picked up/picks up stuff.
1016 * IT returns 1 if the player should keep on moving, 0 if he should 828 * It returns 1 if the player should keep on moving, 0 if he should
1017 * stop. 829 * stop.
1018 */ 830 */
1019int 831int
1020check_pick (object *op) 832check_pick (object *op)
1021{ 833{
1022 object *tmp, *next; 834 object *tmp, *next;
1023 int stop = 0; 835 int stop = 0;
1024 int wvratio; 836 int wvratio;
1025 char putstring[128];
1026 837
1027 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
1028 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
1029 return 1; 840 return 1;
1030 841
1031 next = op->below; 842 next = op->below;
843
844 int cnt = MAX_ITEM_PER_ACTION;
845#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1032 846
1033 /* loop while there are items on the floor that are not marked as 847 /* loop while there are items on the floor that are not marked as
1034 * destroyed */ 848 * destroyed */
1035 while (next && !next->destroyed ()) 849 while (next && !next->destroyed ())
1036 { 850 {
1037 tmp = next; 851 tmp = next;
1038 next = tmp->below; 852 next = tmp->below;
1039 853
854 if (cnt <= 0)
855 {
856 op->failmsg ("Couldn't pickup all items at once.");
857 return 0;
858 }
859
1040 if (op->destroyed ()) 860 if (op->destroyed ())
1041 return 0; 861 return 0;
1042 862
1043 if (!can_pick (op, tmp)) 863 if (!can_pick (op, tmp))
1044 continue; 864 continue;
1045 865
1046 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 866 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1047 { 867 {
1048 if (item_matched_string (op, tmp, op->contr->search_str)) 868 if (item_matched_string (op, tmp, op->contr->search_str))
1049 pick_up (op, tmp); 869 CHK_PICK_PICKUP;
870
1050 continue; 871 continue;
1051 } 872 }
1052 873
1053 /* high not bit set? We're using the old autopickup model */ 874 /* pickup handling */
875 if (op->contr->mode & PU_DEBUG)
876 {
877 /* some debugging code to figure out item information */
878 const char *str = tmp->name
879 ? format ("item name: %s item type: %d weight/value: %d",
880 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
881 : format ("item name: %s item type: %d weight/value: %d",
882 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
883
884 new_draw_info (NDI_UNIQUE, 0, op, str);
885 }
886
887 if (op->contr->mode & PU_INHIBIT)
888 return 1;
889
890 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
891 return 1;
892
893 /* philosophy:
894 * It's easy to grab an item type from a pile, as long as it's
895 * generic. This takes no game-time. For more detailed pickups
896 * and selections, select-items should be used. This is a
897 * grab-as-you-run type mode that's really useful for arrows for
898 * example.
899 * The drawback: right now it has no frontend, so you need to
900 * stick the bits you want into a calculator in hex mode and then
901 * convert to decimal and then 'pickup <#>
902 */
903
904 /* the first two modes are exclusive: if NOTHING we return, if
905 * STOP then we stop. All the rest are applied sequentially,
906 * meaning if any test passes, the item gets picked up. */
907
908 /* if mode is set to pick nothing up, return */
909 if (op->contr->mode == PU_NOTHING)
910 return 1;
911
912 /* if mode is set to stop when encountering objects, return */
913 /* take STOP before INHIBIT since it doesn't actually pick
914 * anything up */
915 if (op->contr->mode & PU_STOP)
916 return 0;
917
918 /* useful for going into stores and not losing your settings... */
919 /* and for battles wher you don't want to get loaded down while
920 * fighting */
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 /* prevent us from turning into auto-thieves :) */
925 if (QUERY_FLAG (tmp, FLAG_UNPAID))
926 continue;
927
928 /* ignore known cursed objects */
929 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
930 continue;
931
932 /* all food and drink if desired */
933 /* question: don't pick up known-poisonous stuff? */
1054 if (!(op->contr->mode & PU_NEWMODE)) 934 if (op->contr->mode & PU_FOOD)
935 if (tmp->type == FOOD)
1055 { 936 {
1056 switch (op->contr->mode) 937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_DRINK)
942 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 if (op->contr->mode & PU_POTION)
949 if (tmp->type == POTION)
950 {
951 CHK_PICK_PICKUP;
952 continue;
953 }
954
955 /* spellbooks, skillscrolls and normal books/scrolls */
956 if (op->contr->mode & PU_SPELLBOOK)
957 if (tmp->type == SPELLBOOK)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_SKILLSCROLL)
964 if (tmp->type == SKILLSCROLL)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 if (op->contr->mode & PU_READABLES)
971 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
976
977 /* wands/staves/rods/horns */
978 if (op->contr->mode & PU_MAGIC_DEVICE)
979 if (tmp->type == WAND
980 || tmp->type == ROD
981 || tmp->type == HORN
982 || tmp->type == POWER_CRYSTAL)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 /* pick up all magical items */
989 if (op->contr->mode & PU_MAGICAL)
990 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
991 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 if (op->contr->mode & PU_VALUABLES)
998 {
999 if (tmp->type == MONEY || tmp->type == GEM)
1057 { 1000 {
1058 case 0: 1001 CHK_PICK_PICKUP;
1059 return 1; /* don't pick up */ 1002 continue;
1060 case 1:
1061 pick_up (op, tmp);
1062 return 1;
1063 case 2:
1064 pick_up (op, tmp);
1065 return 0;
1066 case 3:
1067 return 0; /* stop before pickup */
1068 case 4:
1069 pick_up (op, tmp);
1070 break;
1071 case 5:
1072 pick_up (op, tmp);
1073 stop = 1;
1074 break;
1075 case 6:
1076 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1077 pick_up (op, tmp);
1078 break;
1079
1080 case 7:
1081 if (tmp->type == MONEY || tmp->type == GEM)
1082 pick_up (op, tmp);
1083 break;
1084
1085 default:
1086 /* use value density */
1087 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1088 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1089 pick_up (op, tmp);
1090 } 1003 }
1091 } 1004 }
1092 else 1005
1093 { /* old model */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1094 /* NEW pickup handling */
1095 if (op->contr->mode & PU_DEBUG) 1007 if (op->contr->mode & PU_JEWELS)
1008 if (tmp->type == RING
1009 || tmp->type == AMULET
1010 || tmp->type == GIRDLE
1011 || tmp->type == SKILL_TOOL)
1096 { 1012 {
1097 /* some debugging code to figure out item information */ 1013 CHK_PICK_PICKUP;
1098 if (tmp->name != NULL)
1099 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1100 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1101 else
1102 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1103 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1104
1105 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1106 }
1107
1108 /* philosophy:
1109 * It's easy to grab an item type from a pile, as long as it's
1110 * generic. This takes no game-time. For more detailed pickups
1111 * and selections, select-items should be used. This is a
1112 * grab-as-you-run type mode that's really useful for arrows for
1113 * example.
1114 * The drawback: right now it has no frontend, so you need to
1115 * stick the bits you want into a calculator in hex mode and then
1116 * convert to decimal and then 'pickup <#>
1117 */
1118
1119 /* the first two modes are exclusive: if NOTHING we return, if
1120 * STOP then we stop. All the rest are applied sequentially,
1121 * meaning if any test passes, the item gets picked up. */
1122
1123 /* if mode is set to pick nothing up, return */
1124
1125 if (op->contr->mode & PU_NOTHING)
1126 return 1;
1127
1128 /* if mode is set to stop when encountering objects, return */
1129 /* take STOP before INHIBIT since it doesn't actually pick
1130 * anything up */
1131
1132 if (op->contr->mode & PU_STOP)
1133 return 0;
1134
1135 /* useful for going into stores and not losing your settings... */
1136 /* and for battles wher you don't want to get loaded down while
1137 * fighting */
1138 if (op->contr->mode & PU_INHIBIT)
1139 return 1;
1140
1141 /* prevent us from turning into auto-thieves :) */
1142 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1143 continue; 1014 continue;
1015 }
1144 1016
1145 /* ignore known cursed objects */ 1017 /* we don't forget dragon food */
1146 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1018 if (op->contr->mode & PU_FLESH)
1019 if (tmp->type == FLESH)
1020 {
1021 CHK_PICK_PICKUP;
1147 continue; 1022 continue;
1023 }
1148 1024
1149 /* all food and drink if desired */ 1025 /* bows and arrows. Bows are good for selling! */
1150 /* question: don't pick up known-poisonous stuff? */ 1026 if (op->contr->mode & PU_BOW)
1027 if (tmp->type == BOW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 if (op->contr->mode & PU_ARROW)
1034 if (tmp->type == ARROW)
1035 {
1036 CHK_PICK_PICKUP;
1037 continue;
1038 }
1039
1040 /* all kinds of armor etc. */
1041 if (op->contr->mode & PU_ARMOUR)
1042 if (tmp->type == ARMOUR)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_HELMET)
1049 if (tmp->type == HELMET)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 if (op->contr->mode & PU_SHIELD)
1056 if (tmp->type == SHIELD)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1151 if (op->contr->mode & PU_FOOD) 1062 if (op->contr->mode & PU_BOOTS)
1152 if (tmp->type == FOOD) 1063 if (tmp->type == BOOTS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_GLOVES)
1070 if (tmp->type == GLOVES || tmp->type == BRACERS)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 if (op->contr->mode & PU_CLOAK)
1077 if (tmp->type == CLOAK)
1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1083 /* hoping to catch throwing daggers here */
1084 if (op->contr->mode & PU_MISSILEWEAPON)
1085 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 /* careful: chairs and tables are weapons! */
1092 if (op->contr->mode & PU_ALLWEAPON)
1093 {
1094 if (tmp->type == WEAPON)
1095 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1153 { 1096 {
1154 pick_up (op, tmp); 1097 CHK_PICK_PICKUP;
1155 continue; 1098 continue;
1156 } 1099 }
1100 }
1157 1101
1102 /* misc stuff that's useful */
1158 if (op->contr->mode & PU_DRINK) 1103 if (op->contr->mode & PU_KEY)
1159 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1104 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1160 { 1105 {
1161 pick_up (op, tmp); 1106 CHK_PICK_PICKUP;
1162 continue; 1107 continue;
1163 } 1108 }
1164 1109
1110 /* any of the last 4 bits set means we use the ratio for value
1111 * pickups */
1165 if (op->contr->mode & PU_POTION) 1112 if (op->contr->mode & PU_RATIO)
1166 if (tmp->type == POTION) 1113 {
1114 /* use value density to decide what else to grab */
1115 /* >=7 was >= op->contr->mode */
1116 /* >=7 is the old standard setting. Now we take the last 4 bits
1167 { 1117 */
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 /* spellbooks, skillscrolls and normal books/scrolls */
1173 if (op->contr->mode & PU_SPELLBOOK)
1174 if (tmp->type == SPELLBOOK)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_SKILLSCROLL)
1181 if (tmp->type == SKILLSCROLL)
1182 {
1183 pick_up (op, tmp);
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_READABLES)
1188 if (tmp->type == BOOK || tmp->type == SCROLL)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 /* wands/staves/rods/horns */
1195 if (op->contr->mode & PU_MAGIC_DEVICE)
1196 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* pick up all magical items */
1203 if (op->contr->mode & PU_MAGICAL) 1118 wvratio = op->contr->mode & PU_RATIO;
1204 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1119 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 if (op->contr->mode & PU_VALUABLES)
1211 { 1120 {
1212 if (tmp->type == MONEY || tmp->type == GEM) 1121#if 0
1122 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1123 if (tmp->name != NULL)
1213 { 1124 {
1214 pick_up (op, tmp); 1125 fprintf (stderr, "%s", tmp->name);
1215 continue;
1216 } 1126 }
1217 }
1218
1219 /* rings & amulets - talismans seems to be typed AMULET */
1220 if (op->contr->mode & PU_JEWELS)
1221 if (tmp->type == RING || tmp->type == AMULET)
1222 {
1223 pick_up (op, tmp);
1224 continue;
1225 }
1226
1227 /* we don't forget dragon food */
1228 if (op->contr->mode & PU_FLESH)
1229 if (tmp->type == FLESH)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* bows and arrows. Bows are good for selling! */
1236 if (op->contr->mode & PU_BOW)
1237 if (tmp->type == BOW)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_ARROW)
1244 if (tmp->type == ARROW)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 /* all kinds of armor etc. */
1251 if (op->contr->mode & PU_ARMOUR)
1252 if (tmp->type == ARMOUR)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_HELMET)
1259 if (tmp->type == HELMET)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_SHIELD)
1266 if (tmp->type == SHIELD)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_BOOTS)
1273 if (tmp->type == BOOTS)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_GLOVES)
1280 if (tmp->type == GLOVES)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_CLOAK)
1287 if (tmp->type == CLOAK)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 /* hoping to catch throwing daggers here */
1294 if (op->contr->mode & PU_MISSILEWEAPON)
1295 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* careful: chairs and tables are weapons! */
1302 if (op->contr->mode & PU_ALLWEAPON)
1303 {
1304 if (tmp->type == WEAPON && tmp->name != NULL)
1305 {
1306 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1307 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1308 {
1309 pick_up (op, tmp);
1310 continue;
1311 }
1312 }
1313
1314 if (tmp->type == WEAPON && tmp->name == NULL)
1315 {
1316 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1317 {
1318 pick_up (op, tmp);
1319 continue;
1320 }
1321 }
1322 }
1323
1324 /* misc stuff that's useful */
1325 if (op->contr->mode & PU_KEY)
1326 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1327 {
1328 pick_up (op, tmp);
1329 continue;
1330 }
1331
1332 /* any of the last 4 bits set means we use the ratio for value
1333 * pickups */
1334 if (op->contr->mode & PU_RATIO)
1335 {
1336 /* use value density to decide what else to grab */
1337 /* >=7 was >= op->contr->mode */
1338 /* >=7 is the old standard setting. Now we take the last 4 bits
1339 * and multiply them by 5, giving 0..15*5== 5..75 */
1340 wvratio = (op->contr->mode & PU_RATIO) * 5;
1341 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1342 {
1343 pick_up (op, tmp);
1344#if 0
1345 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1346 if (tmp->name != NULL)
1347 {
1348 fprintf (stderr, "%s", tmp->name);
1349 }
1350 else 1127 else
1351 fprintf (stderr, "%s", tmp->arch->name); 1128 fprintf (stderr, "%s", tmp->arch->archname);
1352 fprintf (stderr, ",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1353 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1130 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1354#endif 1131#endif
1132 CHK_PICK_PICKUP;
1355 continue; 1133 continue;
1356 }
1357 } 1134 }
1358 } /* the new pickup model */ 1135 } /* the new pickup model */
1359 } 1136 }
1360 1137
1361 return !stop; 1138 return !stop;
1139}
1140
1141/* routine for both players and monsters. We call this when
1142 * there is a possibility for our action distrubing our hiding
1143 * place or invisiblity spell. Artefact invisiblity causes
1144 * "noise" instead. If we arent invisible to begin with, we
1145 * return 0.
1146 */
1147static int
1148action_makes_visible (object *op)
1149{
1150 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1151 {
1152 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1153 {
1154 // artefact invisibility is permanent, but we still make noise
1155 // this is important for game-balance.
1156 if (op->contr)
1157 op->make_noise ();
1158
1159 return 0;
1160 }
1161
1162 if (op->contr && op->contr->tmp_invis == 0)
1163 return 0;
1164
1165 /* If monsters, they should become visible */
1166 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1167 {
1168 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1169 return 1;
1170 }
1171 }
1172
1173 return 0;
1362} 1174}
1363 1175
1364/* 1176/*
1365 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1366 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1367 * found object is returned. 1179 * found object is returned.
1368 */ 1180 */
1369object * 1181static object *
1370find_arrow (object *op, const char *type) 1182find_arrow (object *op, const char *type)
1371{ 1183{
1372 object *tmp = 0;
1373
1374 for (op = op->inv; op; op = op->below) 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1375 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1376 tmp = find_arrow (op, type);
1377 else if (op->type == ARROW && op->race == type) 1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1186 return splay (tmp);
1187
1188 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1189 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1190 if (object *arrow = find_arrow (tmp, type))
1191 {
1192 splay (tmp);
1378 return op; 1193 return arrow;
1194 }
1379 1195
1380 return tmp; 1196 return 0;
1381} 1197}
1382 1198
1383/* 1199/*
1384 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1200 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1385 * against the target. A full test is not performed, simply a basic test 1201 * against the target. A full test is not performed, simply a basic test
1386 * of resistances. The archer is making a quick guess at what he sees down 1202 * of resistances. The archer is making a quick guess at what he sees down
1387 * the hall. Failing that it does it's best to pick the highest plus arrow. 1203 * the hall. Failing that it does it's best to pick the highest plus arrow.
1388 */ 1204 */
1389object * 1205static object *
1390find_better_arrow (object *op, object *target, const char *type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1391{ 1207{
1392 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1393 int attacknum, attacktype, betterby = 0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1394 1210
1395 if (!type) 1211 if (!type)
1399 { 1215 {
1400 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1216 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1401 { 1217 {
1402 i = 0; 1218 i = 0;
1403 ntmp = find_better_arrow (arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1220
1404 if (i > betterby) 1221 if (i > betterby)
1405 { 1222 {
1406 tmp = ntmp; 1223 tmp = ntmp;
1407 betterby = i; 1224 betterby = i;
1408 } 1225 }
1409 } 1226 }
1410 else if (arrow->type == ARROW && arrow->race == type) 1227 else if (arrow->type == ARROW && arrow->race == type)
1411 { 1228 {
1412 /* allways prefer assasination/slaying */ 1229 /* allways prefer assasination/slaying */
1413 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1230 if (target->race && arrow->slaying.contains (target->race))
1414 { 1231 {
1415 if (arrow->attacktype & AT_DEATH) 1232 if (arrow->attacktype & AT_DEATH)
1416 { 1233 {
1417 *better = 100; 1234 *better = 100;
1418 return arrow; 1235 return arrow;
1426 else 1243 else
1427 { 1244 {
1428 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1245 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1429 { 1246 {
1430 attacktype = 1 << attacknum; 1247 attacktype = 1 << attacknum;
1431 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1248 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1432 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1249 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1433 { 1250 {
1434 tmp = arrow; 1251 tmp = arrow;
1435 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1252 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1436 } 1253 }
1437 } 1254 }
1255
1438 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1256 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1439 { 1257 {
1440 tmp = arrow; 1258 tmp = arrow;
1441 betterby = 2 + arrow->magic + arrow->stats.dam; 1259 betterby = 2 + arrow->magic + arrow->stats.dam;
1442 } 1260 }
1261
1443 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1262 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1263 {
1445 tmp = arrow; 1264 tmp = arrow;
1446 betterby = 1 + arrow->magic + arrow->stats.dam; 1265 betterby = 1 + arrow->magic + arrow->stats.dam;
1447 } 1266 }
1448 } 1267 }
1449 } 1268 }
1450 } 1269 }
1270
1451 if (tmp == NULL && arrow == NULL) 1271 if (tmp == NULL && arrow == NULL)
1452 return find_arrow (op, type); 1272 return find_arrow (op, type);
1453 1273
1454 *better = betterby; 1274 *better = betterby;
1455 return tmp; 1275 return tmp;
1459 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1460 * op = the shooter 1280 * op = the shooter
1461 * type = bow->race 1281 * type = bow->race
1462 * dir = fire direction 1282 * dir = fire direction
1463 */ 1283 */
1464 1284static object *
1465object *
1466pick_arrow_target (object *op, const char *type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1467{ 1286{
1468 object *tmp = NULL; 1287 object *tmp = NULL;
1469 maptile *m; 1288 maptile *m;
1470 int i, mflags, found, number; 1289 int i, mflags, found, number;
1471 sint16 x, y; 1290 sint16 x, y;
1486 for (i = 0, found = 0; i < 20; i++) 1305 for (i = 0, found = 0; i < 20; i++)
1487 { 1306 {
1488 x += freearr_x[dir]; 1307 x += freearr_x[dir];
1489 y += freearr_y[dir]; 1308 y += freearr_y[dir];
1490 mflags = get_map_flags (m, &m, x, y, &x, &y); 1309 mflags = get_map_flags (m, &m, x, y, &x, &y);
1310
1491 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1311 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1492 { 1312 {
1493 tmp = NULL; 1313 tmp = 0;
1494 break; 1314 break;
1495 } 1315 }
1496 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1316 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1497 { 1317 {
1498 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1318 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1499 * perhaps a bad assumption. 1319 * perhaps a bad assumption.
1500 */ 1320 */
1501 tmp = NULL; 1321 tmp = 0;
1502 break; 1322 break;
1503 } 1323 }
1324
1504 if (mflags & P_IS_ALIVE) 1325 if (mflags & P_IS_ALIVE)
1505 {
1506 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1326 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1508 {
1509 found++;
1510 break;
1511 }
1512 if (found)
1513 break; 1328 break;
1514 }
1515 } 1329 }
1516 if (tmp == NULL) 1330
1331 if (!tmp)
1517 return find_arrow (op, type); 1332 return find_arrow (op, type);
1518 1333
1519 if (tmp->head) 1334 if (tmp->head)
1520 tmp = tmp->head; 1335 tmp = tmp->head;
1521 1336
1534 */ 1349 */
1535int 1350int
1536fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1351fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1537{ 1352{
1538 object *left, *bow; 1353 object *left, *bow;
1539 int bowspeed, mflags; 1354 int mflags;
1540 maptile *m; 1355 maptile *m;
1541 1356
1542 if (!dir) 1357 if (!dir)
1543 { 1358 {
1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1359 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1545 return 0; 1360 return 0;
1546 } 1361 }
1547 1362
1548 if (op->type == PLAYER) 1363 if (op->contr)
1549 bow = op->contr->ranged_ob; 1364 bow = op->current_weapon;
1550 else 1365 else
1551 { 1366 {
1552 for (bow = op->inv; bow; bow = bow->below) 1367 for (bow = op->inv; bow; bow = bow->below)
1553 /* Don't check for applied - monsters don't apply bows - in that way, they 1368 /* Don't check for applied - monsters don't apply bows - in that way, they
1554 * don't need to switch back and forth between bows and weapons. 1369 * don't need to switch back and forth between bows and weapons.
1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1376 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1562 return 0; 1377 return 0;
1563 } 1378 }
1564 1379
1565 // optimisation: move object to top so we will find it quickly again 1380 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below) 1381 splay (bow);
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1572 } 1382 }
1573 1383
1574 if (!bow->race || !bow->skill) 1384 if (!bow->race || !bow->skill)
1575 { 1385 {
1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1577 return 0; 1387 return 0;
1578 } 1388 }
1579
1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1581
1582 /* penalize ROF for bestarrow */
1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1586 if (bowspeed < 1)
1587 bowspeed = 1;
1588 1389
1589 if (arrow == NULL) 1390 if (arrow == NULL)
1590 { 1391 {
1591 if ((arrow = find_arrow (op, bow->race)) == NULL) 1392 if ((arrow = find_arrow (op, bow->race)) == NULL)
1592 { 1393 {
1611 } 1412 }
1612 1413
1613 /* this should not happen, but sometimes does */ 1414 /* this should not happen, but sometimes does */
1614 if (arrow->nrof == 0) 1415 if (arrow->nrof == 0)
1615 { 1416 {
1417 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1616 arrow->destroy (); 1418 arrow->destroy ();
1617 return 0; 1419 return 0;
1618 } 1420 }
1619 1421
1620 left = arrow; /* these are arrows left to the player */ 1422 left = arrow; /* these are arrows left to the player */
1621 arrow = get_split_ob (arrow, 1); 1423 arrow = arrow->split ();
1622 if (!arrow) 1424 if (!arrow)
1623 { 1425 {
1624 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1426 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1625 return 0; 1427 return 0;
1626 } 1428 }
1627 1429
1628 arrow->set_owner (op); 1430 arrow->set_owner (op);
1629 arrow->skill = bow->skill; 1431 arrow->skill = bow->skill;
1630 arrow->direction = dir; 1432 arrow->direction = dir;
1631 1433
1632 if (op->type == PLAYER)
1633 {
1634 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1635 op->update_stats ();
1636 }
1637
1638 SET_ANIMATION (arrow, arrow->direction);
1639
1640 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1434 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1641 arrow->stats.hp = arrow->stats.dam; 1435 arrow->stats.hp = arrow->stats.dam;
1642 arrow->stats.grace = arrow->attacktype; 1436 arrow->stats.grace = arrow->attacktype;
1437 arrow->custom_name = arrow->slaying;
1643 1438
1644 if (arrow->slaying) 1439#if 0
1645 arrow->spellarg = strdup (arrow->slaying); 1440 if (player *pl = op->contr)
1441 {
1442 float speed = pl->weapon_sp;
1646 1443
1647 arrow->stats.dam += op->stats.dam + arrow->magic; 1444 /* penalize ROF for bestarrow */
1445 if (pl->bowtype == bow_bestarrow)
1446 speed *= .9f;
1447 else
1448 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1449
1450 op->speed_left += speed - op->speed;
1451 }
1452#endif
1453
1454 SET_ANIMATION (arrow, arrow->direction);
1648 1455
1649 /* update the speed */ 1456 /* update the speed */
1650 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1457 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1651 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1458 + bow->stats.dam / 7.f;
1652 1459
1653 arrow->set_speed (max (arrow->speed, 1.0)); 1460 arrow->set_speed (max (arrow->speed, 2.f));
1654 arrow->speed_left = 0; 1461 arrow->speed_left = 0;
1655 1462
1656 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1463 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1657 1464
1658 if (op->type == PLAYER) 1465 if (op->type == PLAYER)
1659 { 1466 {
1660 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1467 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1661 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1468 wc -= dex_bonus[op->stats.Dex];
1662 1469
1663 if (!arrow->slaying) 1470 if (!arrow->slaying)
1664 arrow->slaying = op->slaying; 1471 arrow->slaying = op->slaying;
1472
1473 arrow->attacktype |= op->attacktype;
1665 } 1474 }
1666 else 1475 else
1667 { 1476 {
1668 arrow->level = op->level; 1477 arrow->level = op->level;
1669 arrow->stats.wc -= bow->magic; 1478 arrow->stats.wc -= bow->magic;
1670 1479
1671 if (!arrow->slaying) 1480 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying; 1481 arrow->slaying = bow->slaying;
1673 }
1674 1482
1675 arrow->stats.wc -= arrow->level;
1676
1677 arrow->attacktype |= bow->attacktype; 1483 arrow->attacktype |= bow->attacktype;
1484 }
1678 1485
1486 wc -= arrow->level;
1487 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1488
1489 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1679 arrow->move_type = MOVE_FLY_LOW; 1490 arrow->move_type = MOVE_FLY_LOW;
1680 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1491 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1681 1492
1682 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1493 op->play_sound (sound_find ("fire_arrow"));
1683 m->insert (arrow, sx, sy, op); 1494 m->insert (arrow, sx, sy, op);
1684 1495
1685 if (!arrow->destroyed ()) 1496 if (!arrow->destroyed ())
1686 move_arrow (arrow); 1497 move_arrow (arrow);
1687
1688 if (op->type == PLAYER)
1689 {
1690 if (left->destroyed ())
1691 esrv_del_item (op->contr, left->count);
1692 else
1693 esrv_send_item (op, left);
1694 }
1695 1498
1696 return 1; 1499 return 1;
1697} 1500}
1698 1501
1699/* Special fire code for players - this takes into 1502/* Special fire code for players - this takes into
1701 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1702 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1703 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1704 * hence the function name. 1507 * hence the function name.
1705 */ 1508 */
1706int 1509static int
1707player_fire_bow (object *op, int dir) 1510player_fire_bow (object *op, int dir)
1708{ 1511{
1709 int ret = 0, wcmod = 0; 1512 int ret;
1710 1513
1711 if (op->contr->bowtype == bow_bestarrow) 1514 if (op->contr->bowtype == bow_bestarrow)
1712 { 1515 {
1713 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1516 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1714 } 1517 }
1715 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1518 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1716 { 1519 {
1717 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1520 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1718 wcmod = -1;
1719
1720 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1521 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1721 } 1522 }
1722 else if (op->contr->bowtype == bow_threewide) 1523 else if (op->contr->bowtype == bow_threewide)
1723 { 1524 {
1724 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1725 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1526 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1726 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1527 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1727 } 1528 }
1728 else if (op->contr->bowtype == bow_spreadshot) 1529 else if (op->contr->bowtype == bow_spreadshot)
1729 { 1530 {
1730 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1531 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1731 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1532 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1533 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1733
1734 } 1534 }
1735 else 1535 else
1736 { 1536 {
1737 /* Simple case */ 1537 /* Simple case */
1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1538 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739 } 1539 }
1540
1740 return ret; 1541 return ret;
1741} 1542}
1742
1743 1543
1744/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1745 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1746 */ 1546 */
1747void 1547static void
1748fire_misc_object (object *op, int dir) 1548fire_misc_object (object *op, int dir)
1749{ 1549{
1750 object *item = op->contr->ranged_ob; 1550 object *item = op->contr->ranged_ob;
1751 1551
1752 if (!item) 1552 if (!item)
1759 { 1559 {
1760 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1761 return; 1561 return;
1762 } 1562 }
1763 1563
1564 if (!op->apply (item))
1565 return;
1566
1764 if (item->type == WAND) 1567 if (item->type == WAND)
1765 { 1568 {
1766 if (item->stats.food <= 0) 1569 if (item->stats.food <= 0)
1767 { 1570 {
1768 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1571 op->contr->play_sound (sound_find ("wand_poof"));
1769 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1573
1770 return; 1574 return;
1771 } 1575 }
1772 } 1576 }
1773 else if (item->type == ROD || item->type == HORN) 1577 else if (item->type == ROD || item->type == HORN)
1774 { 1578 {
1775 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1579 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1580
1581 // using the maximum of the rods charge allows at least one spell cast
1582 // for a rod or horn, this fixes some broken rods.
1583 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1776 { 1584 {
1777 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1585 op->contr->play_sound (sound_find ("wand_poof"));
1586
1778 if (item->type == ROD) 1587 if (item->type == ROD)
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1780 else 1589 else
1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1591
1782 return; 1592 return;
1783 } 1593 }
1784 } 1594 }
1785 1595
1786 if (cast_spell (op, item, dir, item->inv, NULL)) 1596 if (cast_spell (op, item, dir, item->inv, NULL))
1787 { 1597 {
1788 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1598 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1599
1789 if (item->type == WAND) 1600 if (item->type == WAND)
1790 { 1601 {
1791 if (!(--item->stats.food)) 1602 if (!(--item->stats.food))
1792 { 1603 {
1793 object *tmp; 1604 object *tmp;
1794 1605
1795 if (item->arch) 1606 if (item->arch)
1796 { 1607 {
1797 CLEAR_FLAG (item, FLAG_ANIMATE); 1608 CLEAR_FLAG (item, FLAG_ANIMATE);
1798 item->face = item->arch->clone.face; 1609 item->face = item->arch->face;
1799 item->set_speed (0); 1610 item->set_speed (0);
1800 } 1611 }
1801 1612
1802 if ((tmp = item->in_player ())) 1613 if (object *pl = item->visible_to ())
1803 esrv_update_item (UPD_ANIM, tmp, item); 1614 esrv_update_item (UPD_ANIM, pl, item);
1804 } 1615 }
1805 } 1616 }
1806 else if (item->type == ROD || item->type == HORN) 1617 else if (item->type == ROD || item->type == HORN)
1807 drain_rod_charge (item); 1618 drain_rod_charge (item);
1808 } 1619 }
1809} 1620}
1810 1621
1811/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1812 */ 1623 */
1813void 1624bool
1814fire (object *op, int dir) 1625fire (object *who, int dir)
1815{ 1626{
1816 int spellcost = 0; 1627 int spellcost = 0;
1817 1628
1629 player *pl = who->contr;
1630
1631 if (pl->golem)
1632 {
1633 control_golem (who->contr->golem, dir);
1634 return false;
1635 }
1636
1637 object *ob = pl->ranged_ob;
1638
1639 if (!ob)
1640 return false;
1641
1642 if (who->speed_left > 0.f)
1643 --who->speed_left;
1644 else
1645 return false;
1646
1647 if (!who->apply (ob))
1648 return false;
1649
1818 /* check for loss of invisiblity/hide */ 1650 /* check for loss of invisiblity/hide */
1819 if (action_makes_visible (op)) 1651 if (action_makes_visible (who))
1820 make_visible (op); 1652 make_visible (who);
1821 1653
1822 player *pl = op->contr; 1654 switch (ob->type)
1823
1824 object *skill = pl->ranged_skill;
1825 object *rob = pl->ranged_ob;
1826
1827 if (!skill)
1828 return;
1829
1830 if (pl->golem)
1831 control_golem (op->contr->golem, dir);
1832 else if (skill->type == SKILL)
1833 { 1655 {
1834 if (skill_flags [skill->subtype] & SF_NEED_BOW) 1656 case BOW:
1835 player_fire_bow (op, dir); 1657 player_fire_bow (who, dir);
1836 else if (rob && rob->type == SPELL) /* Casting spells */ 1658 break;
1659
1660 case SPELL:
1837 spellcost = cast_spell (op, op, dir, rob, pl->spellparam[0] ? pl->spellparam : 0); 1661 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1838 else 1662 break;
1839 LOG (llevError, "skill %s ready but do not know what to do with its ob: %s\n",
1840 &skill->name, rob ? &rob->name : "(null)");
1841 }
1842 else if (skill == op)
1843 {
1844 if (!rob)
1845 {
1846 LOG (llevError, "self-skill ready but no ranged ob: %s\n", skill->debug_desc ());
1847 return;
1848 }
1849 1663
1850 if (rob->type == BUILDER) 1664 case BUILDER:
1851 apply_map_builder (op, dir); 1665 apply_map_builder (who, dir);
1852 else if (rob->type == SKILL || rob->type == SKILL_TOOL) 1666 break;
1667
1668 case SKILL:
1853 do_skill (op, op, rob, dir, NULL); 1669 do_skill (who, who, ob, dir, 0);
1854 else 1670 break;
1855 fire_misc_object (op, dir); //TODO: should become use_magic_item skill usage
1856 }
1857}
1858 1671
1859/* find_key 1672 case RANGED:
1860 * We try to find a key for the door as passed. If we find a key 1673 do_skill (who, ob, who->chosen_skill, dir, 0);
1861 * and successfully use it, we return the key, otherwise NULL 1674 break;
1862 * This function merges both normal and locked door, since the logic 1675
1863 * for both is the same - just the specific key is different. 1676 default:
1864 * pl is the player, 1677 fire_misc_object (who, dir);
1865 * inv is the objects inventory to searched 1678 break;
1866 * door is the door we are trying to match against. 1679 }
1867 * This function can be called recursively to search containers. 1680
1868 */ 1681 return true;
1869object * 1682}
1683
1684static object *
1870find_key (object *pl, object *container, object *door) 1685find_key_ (object *pl, object *container, object *door)
1871{ 1686{
1872 object *tmp, *key; 1687 object *tmp, *key;
1873 1688
1874 /* Should not happen, but sanity checking is never bad */ 1689 /* Should not happen, but sanity checking is never bad */
1875 if (!container->inv) 1690 if (!container->inv)
1878 /* First, lets try to find a key in the top level inventory */ 1693 /* First, lets try to find a key in the top level inventory */
1879 for (tmp = container->inv; tmp; tmp = tmp->below) 1694 for (tmp = container->inv; tmp; tmp = tmp->below)
1880 { 1695 {
1881 if (door->type == DOOR && tmp->type == KEY) 1696 if (door->type == DOOR && tmp->type == KEY)
1882 break; 1697 break;
1698
1883 /* For sanity, we should really check door type, but other stuff 1699 /* For sanity, we should really check door type, but other stuff
1884 * (like containers) can be locked with special keys 1700 * (like containers) can be locked with special keys
1885 */ 1701 */
1886 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1702 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1887 break; 1703 break;
1893 * a key, return 1709 * a key, return
1894 */ 1710 */
1895 if (!tmp) 1711 if (!tmp)
1896 { 1712 {
1897 for (tmp = container->inv; tmp; tmp = tmp->below) 1713 for (tmp = container->inv; tmp; tmp = tmp->below)
1898 {
1899 /* No reason to search empty containers */ 1714 /* No reason to search empty containers */
1900 if (tmp->type == CONTAINER && tmp->inv) 1715 if (tmp->type == CONTAINER && tmp->inv)
1901 {
1902 if ((key = find_key (pl, tmp, door))) 1716 if ((key = find_key_ (pl, tmp, door)))
1903 return key; 1717 return key;
1904 }
1905 }
1906 1718
1907 if (!tmp) 1719 if (!tmp)
1908 return NULL; 1720 return 0;
1909 } 1721 }
1910 1722
1911 /* We get down here if we have found a key. Now if its in a container, 1723 /* We get down here if we have found a key. Now if its in a container,
1912 * see if we actually want to use it 1724 * see if we actually want to use it
1913 */ 1725 */
1914 if (pl != container) 1726 if (pl != container)
1915 { 1727 {
1916 /* Only let players use keys in containers */ 1728 /* Only let players use keys in containers */
1917 if (!pl->contr) 1729 if (!pl->contr)
1918 return NULL; 1730 return 0;
1731
1919 /* cases where this fails: 1732 /* cases where this fails:
1920 * If we only search the player inventory, return now since we 1733 * If we only search the player inventory, return now since we
1921 * are not in the players inventory. 1734 * are not in the players inventory.
1922 * If the container is not active, return now since only active 1735 * If the container is not active, return now since only active
1923 * containers can be used. 1736 * containers can be used.
1927 * inv must have been an container and must have been active. 1740 * inv must have been an container and must have been active.
1928 * 1741 *
1929 * Change the color so that the message doesn't disappear with 1742 * Change the color so that the message doesn't disappear with
1930 * all the others. 1743 * all the others.
1931 */ 1744 */
1932 if (pl->contr->usekeys == key_inventory || 1745 if (pl->contr->usekeys == key_inventory
1933 !QUERY_FLAG (container, FLAG_APPLIED) || 1746 || !QUERY_FLAG (container, FLAG_APPLIED)
1934 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1935 { 1748 {
1936 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1937 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1750 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1938 return NULL; 1751 return NULL;
1939 } 1752 }
1940 } 1753 }
1941 1754
1942 return tmp; 1755 return tmp;
1756}
1757
1758/* find_key
1759 * We try to find a key for the door as passed. If we find a key
1760 * and successfully use it, we return the key, otherwise NULL
1761 * This function merges both normal and locked door, since the logic
1762 * for both is the same - just the specific key is different.
1763 * pl is the player,
1764 * inv is the objects inventory to searched
1765 * door is the door we are trying to match against.
1766 * This function can be called recursively to search containers.
1767 */
1768object *
1769find_key (object *pl, object *container, object *door)
1770{
1771 if (door->slaying && is_match_expr (door->slaying))
1772 {
1773 // for match expressions, we try to find the key by applying the match
1774 // to the op itself, which is supposed to find the "key", instead
1775 // of searching through containers ourselves.
1776
1777 return match_one (door->slaying, container, door, pl, pl);
1778 }
1779 else
1780 return find_key_ (pl, container, door);
1943} 1781}
1944 1782
1945/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
1946 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
1947 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
1948 * 0 otherwise 1786 * 0 otherwise
1949 */ 1787 */
1950static int 1788static int
1951player_attack_door (object *op, object *door) 1789player_attack_door (object *op, object *door)
1952{ 1790{
1953 /* If its a door, try to find a use a key. If we do destroy the door, 1791 /* If its a door, try to find a key. If we do destroy the door,
1954 * might as well return immediately as there is nothing more to do - 1792 * might as well return immediately as there is nothing more to do -
1955 * otherwise, we fall through to the rest of the code. 1793 * otherwise, we fall through to the rest of the code.
1956 */ 1794 */
1957 object *key = find_key (op, op, door); 1795 object *key = find_key (op, op, door);
1958 1796
1959 /* IF we found a key, do some extra work */ 1797 /* If we found a key, do some extra work */
1960 if (key) 1798 if (key)
1961 { 1799 {
1962 object *container = key->env; 1800 object *container = key->env;
1963
1964 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1965 1801
1966 if (action_makes_visible (op)) 1802 if (action_makes_visible (op))
1967 make_visible (op); 1803 make_visible (op);
1968 1804
1969 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1805 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1971 1807
1972 if (door->type == DOOR) 1808 if (door->type == DOOR)
1973 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1809 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1974 else if (door->type == LOCKED_DOOR) 1810 else if (door->type == LOCKED_DOOR)
1975 { 1811 {
1976 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1812 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1977 remove_door2 (door); /* remove door without violence ;-) */ 1813 remove_door2 (door); /* remove door without violence ;-) */
1978 } 1814 }
1979 1815
1980 /* Do this after we print the message */ 1816 /* Do this after we print the message */
1981 decrease_ob (key); /* Use up one of the keys */ 1817 key->decrease (); /* Use up one of the keys */
1982 /* Need to update the weight the container the key was in */
1983 if (container != op)
1984 esrv_update_item (UPD_WEIGHT, op, container);
1985 1818
1986 return 1; /* Nothing more to do below */ 1819 return 1; /* Nothing more to do below */
1987 } 1820 }
1988 else if (door->type == LOCKED_DOOR) 1821 else if (door->type == LOCKED_DOOR)
1989 { 1822 {
1990 /* Might as well return now - no other way to open this */ 1823 /* Might as well return now - no other way to open this */
1991 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1824 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1992 return 1; 1825 return 1;
1993 } 1826 }
1994 1827
1995 return 0; 1828 return 0;
1996} 1829}
1999 * It should keep the code cleaner. 1832 * It should keep the code cleaner.
2000 * When this is called, the players direction has been updated 1833 * When this is called, the players direction has been updated
2001 * (taking into account confusion.) The player is also actually 1834 * (taking into account confusion.) The player is also actually
2002 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
2003 */ 1836 */
2004void 1837bool
2005move_player_attack (object *op, int dir) 1838move_player_attack (object *op, int dir)
2006{ 1839{
2007 object *tmp, *mon; 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2008 int on_battleground; 1841 {
2009 maptile *m; 1842 --op->speed_left;
1843 return true;
1844 }
2010 1845
2011 sint16 nx = freearr_x[dir] + op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
2012 sint16 ny = freearr_y[dir] + op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
2013 1848
2014 on_battleground = op_on_battleground (op, 0, 0); 1849 if (out_of_map (op->map, nx, ny))
1850 return false;
2015 1851
2016 /* If braced, or can't move to the square, and it is not out of the 1852 /* 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 1853 * 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 1854 * 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 1855 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 1856 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 1857 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 1858 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 1859 * move_ob uses.
2024 */ 1860 */
2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1861 maptile *m = op->map->xy_find (nx, ny);
1862
1863 /* Go through all the objects, and find ones of interest. Only stop if
1864 * we find a monster - that is something we know we want to attack.
1865 * if its a door or barrel (can roll) see if there may be monsters
1866 * on the space
1867 */
1868 object *mon;
1869 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1870 {
1871 if ((mon->flag [FLAG_ALIVE]
1872 || mon->type == LOCKED_DOOR
1873 || mon->flag [FLAG_CAN_ROLL])
1874 && mon != op)
1875 break;
2026 { 1876 }
2027 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1877
1878 if (!mon) /* This happens anytime the player tries to move */
1879 return false; /* into a wall */
1880
1881 mon = mon->head_ ();
1882
1883 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1884 if (op->contr->weapon_sp_left > 0.f)
1885 if (player_attack_door (op, mon))
1886 {
1887 --op->contr->weapon_sp_left;
1888 return true;
2028 { 1889 }
2029 m = op->map->xy_find (nx, ny); 1890
2030 if (!m) 1891 /* The following deals with possibly attacking peaceful
2031 return; /* Don't think this should happen */ 1892 * or friendly creatures. Basically, all players are considered
1893 * unaggressive. If the moving player has peaceful set, then the
1894 * object should be pushed instead of attacked. It is assumed that
1895 * if you are braced, you will not attack friends accidently,
1896 * and thus will not push them.
1897 */
1898
1899 /* If the creature is a pet, push it even if the player is not
1900 * peaceful. Our assumption is the creature is a pet if the
1901 * player owns it and it is either friendly or unagressive.
1902 */
1903 if (op->type == PLAYER
1904 && ((mon->owner && mon->owner->contr
1905 && same_party (mon->owner->contr->party, op->contr->party))
1906 || mon->owner == op)
1907 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1908 {
1909 /* If we're braced, we don't want to switch places with it */
1910 if (op->contr->braced)
1911 return false;
1912
1913 if (op->speed_left > 0.f)
1914 {
1915 --op->speed_left;
1916
1917 op->play_sound (sound_find ("push_player"));
1918 push_ob (mon, dir, op);
1919
1920 if (action_makes_visible (op))
1921 make_visible (op);
1922
1923 return true;
2032 } 1924 }
2033 else 1925 else
2034 m = op->map;
2035
2036 if (!(tmp = m->at (nx, ny).bot))
2037 return; 1926 return false;
1927 }
2038 1928
2039 mon = 0; 1929 bool on_battleground = op_on_battleground (op, 0, 0);
2040 /* Go through all the objects, and find ones of interest. Only stop if
2041 * we find a monster - that is something we know we want to attack.
2042 * if its a door or barrel (can roll) see if there may be monsters
2043 * on the space
2044 */
2045 while (tmp)
2046 {
2047 if (tmp == op)
2048 {
2049 tmp = tmp->above;
2050 continue;
2051 }
2052 1930
2053 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2054 {
2055 mon = tmp;
2056 break;
2057 }
2058
2059 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2060 mon = tmp;
2061
2062 tmp = tmp->above;
2063 }
2064
2065 if (!mon) /* This happens anytime the player tries to move */
2066 return; /* into a wall */
2067
2068 if (mon->head)
2069 mon = mon->head;
2070
2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (player_attack_door (op, mon))
2073 return;
2074
2075 /* The following deals with possibly attacking peaceful
2076 * or frienddly creatures. Basically, all players are considered
2077 * unaggressive. If the moving player has peaceful set, then the
2078 * object should be pushed instead of attacked. It is assumed that
2079 * if you are braced, you will not attack friends accidently,
2080 * and thus will not push them.
2081 */
2082
2083 /* If the creature is a pet, push it even if the player is not
2084 * peaceful. Our assumption is the creature is a pet if the
2085 * player owns it and it is either friendly or unagressive.
2086 */
2087 if ((op->type == PLAYER)
2088#if COZY_SERVER
2089 &&
2090 ((mon->owner && mon->owner->contr
2091 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2092#else
2093 && mon->owner == op
2094#endif
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096 {
2097 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced)
2099 return;
2100
2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2102 push_ob (mon, dir, op);
2103 if (op->contr->tmp_invis || op->hide)
2104 make_visible (op);
2105
2106 return;
2107 }
2108
2109 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
2110 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
2111 * someone, but put it inside this loop so that you won't 1933 * someone, but put it inside this loop so that you won't
2112 * attack them either. 1934 * attack them either.
2113 */ 1935 */
2114 if ((mon->type == PLAYER || mon->enemy != op) && 1936 if ((mon->type == PLAYER || mon->enemy != op)
2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1937 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2116#ifdef PROHIBIT_PLAYERKILL
2117 (op->contr->peaceful 1938 && ((op->contr->peaceful
2118 || (mon->type == PLAYER 1939 || (mon->type == PLAYER && mon->contr->peaceful))
2119 && mon->contr->
2120 peaceful)) &&
2121#else
2122 op->contr->peaceful &&
2123#endif
2124 !on_battleground)) 1940 && !on_battleground))
1941 {
1942 if (op->speed_left > 0.f)
2125 { 1943 {
1944 --op->speed_left;
1945
2126 if (!op->contr->braced) 1946 if (!op->contr->braced)
2127 { 1947 {
2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1948 op->play_sound (sound_find ("push_player"));
2129 push_ob (mon, dir, op); 1949 push_ob (mon, dir, op);
2130 } 1950 }
2131 else 1951 else
2132 new_draw_info (0, 0, op, "You withhold your attack"); 1952 op->statusmsg ("You withhold your attack");
2133 1953
2134 if (op->contr->tmp_invis || op->hide) 1954 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2135 make_visible (op); 1955 make_visible (op);
2136 }
2137 1956
1957 return true;
1958 }
1959 }
2138 /* If the object is a boulder or other rollable object, then 1960 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 1961 * roll it if not braced. You can't roll it if you are braced.
2140 */ 1962 */
2141 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1963 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1964 {
1965 if (op->speed_left > 0.f)
2142 { 1966 {
1967 --op->speed_left;
1968
2143 recursive_roll (mon, dir, op); 1969 recursive_roll (mon, dir, op);
2144 if (action_makes_visible (op)) 1970 if (action_makes_visible (op))
2145 make_visible (op); 1971 make_visible (op);
2146 }
2147 1972
1973 return true;
1974 }
1975 }
2148 /* Any generic living creature. Including things like doors. 1976 /* Any generic living creature. Including things like doors.
2149 * Way it works is like this: First, it must have some hit points 1977 * Way it works is like this: First, it must have some hit points
2150 * and be living. Then, it must be one of the following: 1978 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 1979 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 1980 * that party_number -1 is no party, so attacks can still happen.
2153 */ 1981 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1982 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1983 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156 { 1984 {
2157 1985 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2158 /* If the player hasn't hit something this tick, and does
2159 * so, give them speed boost based on weapon speed. Doing
2160 * it here is better than process_players2, which basically
2161 * incurred a 1 tick offset.
2162 */
2163 if (!op->contr->has_hit)
2164 { 1986 {
2165 op->speed_left += op->speed / op->contr->weapon_sp; 1987 --op->contr->weapon_sp_left;
2166
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 }
2169 1988
2170 skill_attack (mon, op, 0, 0, 0); 1989 skill_attack (mon, op, 0, 0, 0);
2171
2172 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is
2175 * the wiz.
2176 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2178 {
2179 short luck = mon->stats.luck;
2180
2181 mon->contr->has_hit = 1;
2182 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck;
2184 }
2185 1990
2186 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2187 make_visible (op); 1992 make_visible (op);
2188 }
2189 } /* if player should attack something */
2190}
2191 1993
2192int 1994 return true;
1995 }
1996 }
1997
1998 return false;
1999}
2000
2001bool
2193move_player (object *op, int dir) 2002move_player (object *op, int dir)
2194{ 2003{
2195 int pick;
2196
2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2198 return 0; 2005 return 0;
2199 2006
2200 /* Sanity check: make sure dir is valid */ 2007 /* Sanity check: make sure dir is valid */
2201 if ((dir < 0) || (dir >= 9)) 2008 if (dir < 0 || dir >= 9)
2202 { 2009 {
2203 LOG (llevError, "move_player: invalid direction %d\n", dir); 2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2204 return 0; 2011 return 0;
2205 } 2012 }
2206 2013
2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2015 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2209 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2210 2017
2211 op->facing = dir; 2018 op->facing = dir;
2212 2019
2213 if (op->hide) 2020 if (op->flag [FLAG_HIDDEN])
2214 do_hidden_move (op); 2021 do_hidden_move (op);
2215 2022
2023 bool retval;
2024 int pick = 0;
2025
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2026 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 /*nop */ ; 2027 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on) 2028 else if (op->contr->fire_on)
2219 fire (op, dir); 2029 retval = fire (op, dir);
2220 else 2030 else
2221 { 2031 {
2222 move_player_attack (op, dir); 2032 retval = move_player_attack (op, dir);
2223 pick = check_pick (op); 2033 pick = check_pick (op);
2224 } 2034 }
2225 2035
2226 /* Add special check for newcs players and fire on - this way, the 2036 /* Add special check for newcs players and fire on - this way, the
2227 * server can handle repeat firing. 2037 * server can handle repeat firing.
2234 /* Update how the player looks. Use the facing, so direction may 2044 /* Update how the player looks. Use the facing, so direction may
2235 * get reset to zero. This allows for full animation capabilities 2045 * get reset to zero. This allows for full animation capabilities
2236 * for players. 2046 * for players.
2237 */ 2047 */
2238 animate_object (op, op->facing); 2048 animate_object (op, op->facing);
2239 return 0; 2049
2050 return retval;
2240} 2051}
2241 2052
2242/* This is similar to handle_player, below, but is only used by the 2053/* This is similar to handle_player, below, but is only used by the
2243 * new client/server stuff. 2054 * new client/server stuff.
2244 * This is sort of special, in that the new client/server actually uses 2055 * This is sort of special, in that the new client/server actually uses
2245 * the new speed values for commands. 2056 * the new speed values for commands.
2246 * 2057 *
2247 * Returns true if there are more actions we can do. 2058 * Returns true if there are more actions we can do. Should not do
2059 * many actions in a row, as that would be too unfair to other
2060 * players.
2248 */ 2061 */
2249int 2062bool
2250handle_newcs_player (object *op) 2063handle_newcs_player (object *op)
2251{ 2064{
2252 if (QUERY_FLAG (op, FLAG_SCARED)) 2065 if (QUERY_FLAG (op, FLAG_SCARED))
2253 { 2066 {
2254 flee_player (op); 2067 if (op->speed_left > 0.f)
2255 /* If player is still scared, that is his action for this tick */
2256 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2068 {
2258 op->speed_left--; 2069 --op->speed_left;
2070 flee_player (op);
2071
2259 return 0; 2072 return true;
2260 } 2073 }
2074 else
2075 return false;
2261 } 2076 }
2262 2077
2263 /* call this here - we also will call this in do_ericserver, but 2078 /* call this here - we also will call this in do_ericserver, but
2264 * the players time has been increased when doericserver has been 2079 * the players time has been increased when doericserver has been
2265 * called, so we recheck it here. 2080 * called, so we recheck it here.
2266 */ 2081 */
2267 if (op->contr->ns->handle_command ()) 2082 if (op->contr->ns->handle_command ())
2268 return 1; 2083 return true;
2269 2084
2270 if (op->speed_left > 0)
2271 {
2272 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2085 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273 {
2274 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--;
2276
2277 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff.
2280 */
2281 move_player (op, op->direction); 2086 return move_player (op, op->direction);
2282 2087
2283 return op->speed_left > 0;
2284 }
2285 }
2286
2287 return 0; 2088 return false;
2288} 2089}
2289 2090
2290int 2091static int
2291save_life (object *op) 2092save_life (object *op)
2292{ 2093{
2293 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2294 return 0; 2095 return 0;
2295 2096
2296 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2097 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2297 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2098 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2298 { 2099 {
2299 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2100 op->play_sound (sound_find ("ob_evaporate"));
2300 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2101 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2301
2302 if (op->contr)
2303 esrv_del_item (op->contr, tmp->count);
2304 2102
2305 tmp->destroy (); 2103 tmp->destroy ();
2306 CLEAR_FLAG (op, FLAG_LIFESAVE); 2104 CLEAR_FLAG (op, FLAG_LIFESAVE);
2307 2105
2308 if (op->stats.hp < 0) 2106 if (op->stats.hp < 0)
2309 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2310 2108
2311 if (op->stats.food < 0) 2109 if (op->stats.food < 0)
2312 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2313 2111
2314 op->update_stats (); 2112 op->update_stats ();
2315 return 1; 2113 return 1;
2316 } 2114 }
2317 2115
2321 return 0; 2119 return 0;
2322} 2120}
2323 2121
2324/* This goes throws the inventory and removes unpaid objects, and puts them 2122/* This goes throws the inventory and removes unpaid objects, and puts them
2325 * back in the map (location and map determined by values of env). This 2123 * back in the map (location and map determined by values of env). This
2326 * function will descend into containers. op is the object to start the search 2124 * function will descend into containers. op is the object to start the search
2327 * from. 2125 * from.
2328 */ 2126 */
2127static void
2128drop_unpaid_items (object *op, object *env)
2129{
2130 while (op)
2131 {
2132 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2133
2134 if (QUERY_FLAG (op, FLAG_UNPAID))
2135 op->insert_at (env);
2136 else if (op->inv)
2137 drop_unpaid_items (op->inv, env);
2138
2139 op = next;
2140 }
2141}
2142
2329void 2143void
2330remove_unpaid_objects (object *op, object *env) 2144object::drop_unpaid_items ()
2331{ 2145{
2332 while (op) 2146 if (!flag [FLAG_REMOVED])
2333 { 2147 ::drop_unpaid_items (inv, this);
2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2335
2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2337 {
2338 if (env->type == PLAYER)
2339 esrv_del_item (env->contr, op->count);
2340
2341 op->insert_at (env);
2342 }
2343 else if (op->inv)
2344 remove_unpaid_objects (op->inv, env);
2345
2346 op = next;
2347 }
2348}
2349
2350/*
2351 * Returns pointer a static string containing gravestone text
2352 * Moved from apply.c to player.c - player.c is what
2353 * actually uses this function. player.c may not be quite the
2354 * best, a misc file for object actions is probably better,
2355 * but there isn't one in the server directory.
2356 */
2357char *
2358gravestone_text (object *op)
2359{
2360 static char buf2[MAX_BUF];
2361 char buf[MAX_BUF];
2362 time_t now = time (NULL);
2363
2364 strcpy (buf2, " R.I.P.\n\n");
2365 if (op->type == PLAYER)
2366 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2367 else
2368 sprintf (buf, "%s\n", &op->name);
2369
2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf);
2372 if (op->type == PLAYER)
2373 sprintf (buf, "who was in level %d when killed\n", op->level);
2374 else
2375 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2376
2377 strncat (buf2, " ", 20 - strlen (buf) / 2);
2378 strcat (buf2, buf);
2379 if (op->type == PLAYER)
2380 {
2381 sprintf (buf, "by %s.\n\n", op->contr->killer);
2382 strncat (buf2, " ", 21 - strlen (buf) / 2);
2383 strcat (buf2, buf);
2384 }
2385
2386 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2388 strcat (buf2, buf);
2389
2390 return buf2;
2391} 2148}
2392 2149
2393void 2150void
2394do_some_living (object *op) 2151do_some_living (object *op)
2395{ 2152{
2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2204 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2448 else 2205 else
2449 { 2206 {
2450 gen_grace = op->stats.maxgrace; 2207 gen_grace = op->stats.maxgrace;
2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2208 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2452 }
2453
2454 /* Regenerate Spell Points */
2455 if (!op->contr->golem && --op->last_sp < 0)
2456 {
2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2458 if (op->stats.sp < op->stats.maxsp)
2459 {
2460 op->stats.sp++;
2461 /* dms do not consume food */
2462 if (!QUERY_FLAG (op, FLAG_WIZ))
2463 {
2464 op->stats.food--;
2465 if (op->contr->digestion < 0)
2466 op->stats.food += op->contr->digestion;
2467 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2468 op->stats.food = last_food;
2469 }
2470 }
2471
2472 if (max_sp > 1)
2473 {
2474 over_sp = (gen_sp + 10) / rate_sp;
2475 if (over_sp > 0)
2476 {
2477 if (op->stats.sp < op->stats.maxsp)
2478 {
2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2481 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2482 op->stats.sp--;
2483
2484 if (op->stats.sp > op->stats.maxsp)
2485 op->stats.sp = op->stats.maxsp;
2486 }
2487 op->last_sp = 0;
2488 }
2489 else
2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2491 }
2492 else
2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2494 } 2209 }
2495 2210
2496 /* Regenerate Grace */ 2211 /* Regenerate Grace */
2497 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2212 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2498 if (--op->last_grace < 0) 2213 if (--op->last_grace < 0)
2519 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2234 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2520 } 2235 }
2521 /* wearing stuff doesn't detract from grace generation. */ 2236 /* wearing stuff doesn't detract from grace generation. */
2522 } 2237 }
2523 2238
2239 if (op->stats.food > 0)
2240 {
2524 /* Regenerate Hit Points */ 2241 /* Regenerate Spell Points */
2525 if (--op->last_heal < 0) 2242 if (!op->contr->golem && --op->last_sp < 0)
2526 {
2527 if (op->stats.hp < op->stats.maxhp)
2528 { 2243 {
2529 op->stats.hp++; 2244 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2530 /* dms do not consume food */ 2245
2531 if (!QUERY_FLAG (op, FLAG_WIZ)) 2246 if (op->stats.sp < op->stats.maxsp)
2532 { 2247 {
2248 op->stats.sp++;
2249
2250 /* dms do not consume food */
2251 if (!QUERY_FLAG (op, FLAG_WIZ))
2252 {
2533 op->stats.food--; 2253 op->stats.food--;
2254
2534 if (op->contr->digestion < 0) 2255 if (op->contr->digestion < 0)
2535 op->stats.food += op->contr->digestion; 2256 op->stats.food += op->contr->digestion;
2536 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2257 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2537 op->stats.food = last_food; 2258 op->stats.food = last_food;
2259 }
2538 } 2260 }
2539 }
2540 2261
2541 if (max_hp > 1) 2262 if (max_sp > 1)
2542 {
2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2544 if (over_hp > 0)
2545 { 2263 {
2546 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2264 over_sp = (gen_sp + 10) / rate_sp;
2265 if (over_sp > 0)
2266 {
2267 if (op->stats.sp < op->stats.maxsp)
2268 {
2269 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2270
2271 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2272 op->stats.sp--;
2273
2274 if (op->stats.sp > op->stats.maxsp)
2275 op->stats.sp = op->stats.maxsp;
2276 }
2277
2547 op->last_heal = 0; 2278 op->last_sp = 0;
2279 }
2280 else
2281 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2548 } 2282 }
2549 else 2283 else
2284 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2285 }
2286
2287 /* Regenerate Hit Points */
2288 if (--op->last_heal < 0)
2289 {
2290 if (op->stats.hp < op->stats.maxhp)
2550 { 2291 {
2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2292 op->stats.hp++;
2293
2294 /* dms do not consume food */
2295 if (!QUERY_FLAG (op, FLAG_WIZ))
2296 {
2297 op->stats.food--;
2298
2299 if (op->contr->digestion < 0)
2300 op->stats.food += op->contr->digestion;
2301 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2302 op->stats.food = last_food;
2303 }
2552 } 2304 }
2305
2306 if (max_hp > 1)
2307 {
2308 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2309
2310 if (over_hp > 0)
2311 {
2312 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2313 op->last_heal = 0;
2314 }
2315 else
2316 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2553 } 2317 }
2554 else 2318 else
2555 {
2556 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2319 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2557 } 2320 }
2558 } 2321 }
2559 2322
2560 /* Digestion */ 2323 /* Digestion */
2561 if (--op->last_eat < 0) 2324 if (--op->last_eat < 0)
2562 { 2325 {
2563#ifdef COZY_SERVER 2326 int bonus = max (0, op->contr->digestion),
2564 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2327 penalty = max (0, -op->contr->digestion);
2565 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2566#else
2567 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2568#endif
2569 2328
2570 if (op->contr->gen_hp > 0)
2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2329 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2572 else
2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574 2330
2575 /* dms do not consume food */ 2331 /* dms do not consume food */
2576 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!QUERY_FLAG (op, FLAG_WIZ))
2577 op->stats.food--; 2333 op->stats.food--;
2578 } 2334 }
2579 2335
2580 if (op->stats.food < 0 && op->stats.hp >= 0) 2336 if (op->stats.food < 0 && op->stats.hp >= 0)
2581 { 2337 {
2582 object *tmp, *flesh = 0; 2338 object *flesh = 0;
2583 2339
2584 for (tmp = op->inv; tmp; tmp = tmp->below) 2340 for_inv_removable (op, tmp)
2585 { 2341 {
2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2342 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2343 continue;
2344
2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2587 { 2346 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2347 op->statusmsg ("You blindly grab for a bite of food. "
2589 { 2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2349 op->apply (tmp);
2591 manual_apply (op, tmp, 0); 2350
2592 if (op->stats.food >= 0 || op->stats.hp < 0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2593 break; 2352 break;
2594 } 2353 }
2595 else if (tmp->type == FLESH) 2354 else if (tmp->type == FLESH)
2596 flesh = tmp; 2355 flesh = tmp;
2597 } /* End if paid for object */ 2356 }
2598 } /* end of for loop */
2599 2357
2600 /* If player is still starving, it means they don't have any food, so 2358 /* If player is still starving, it means they don't have any food, so
2601 * eat flesh instead. 2359 * eat flesh instead.
2602 */ 2360 */
2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2604 { 2362 {
2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2363 op->statusmsg ("You blindly grab for a bite of food. "
2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2606 manual_apply (op, flesh, 0); 2365 op->apply (flesh);
2607 } 2366 }
2367
2368 // If player is still starving, alert him!
2369 if (op->stats.food < 0)
2370 op->failmsg ("You are starving! "
2371 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2372 }
2373
2374 if (op->stats.food < 0)
2608 } 2375 {
2376 op->stats.hp += op->stats.food;
2377 op->stats.food = 0;
2609 2378
2610 while (op->stats.food < 0 && op->stats.hp >= 0) 2379 if (op->stats.hp < 0)
2611 op->stats.food++, op->stats.hp--; 2380 {
2381 op->contr->killer = archetype::get ("killer_starvation");
2382 op->contr->killer->destroy ();
2383 }
2384 }
2612 2385
2386 /* killer should be set here already */
2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2387 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2614 kill_player (op); 2388 kill_player (op);
2615 } 2389 }
2616} 2390}
2617 2391
2621 * file. 2395 * file.
2622 */ 2396 */
2623void 2397void
2624kill_player (object *op) 2398kill_player (object *op)
2625{ 2399{
2626 char buf[MAX_BUF];
2627 int x, y; 2400 int x, y;
2628
2629 //int i;
2630 maptile *map; /* this is for resurrection */ 2401 maptile *map; /* this is for resurrection */
2631
2632 /* int z;
2633 int num_stats_lose;
2634 int lost_a_stat;
2635 int lose_this_stat;
2636 int this_stat; */
2637 int will_kill_again; 2402 int will_kill_again;
2638 archetype *at; 2403 archetype *at;
2639 object *tmp; 2404 object *tmp;
2640 2405
2641 if (save_life (op)) 2406 if (save_life (op))
2642 return; 2407 return;
2643 2408
2409 dynbuf_text deathtab;
2410
2411 /* restore player */
2412 at = archetype::find (shstr_poisoning);
2413 if (object *tmp = present_arch_in_ob (at, op))
2414 {
2415 tmp->destroy ();
2416 deathtab << "Your body feels cleansed...\r";
2417 }
2418
2419 at = archetype::find (shstr_confusion);
2420 if (object *tmp = present_arch_in_ob (at, op))
2421 {
2422 tmp->destroy ();
2423 deathtab << "Your mind feels clearer...\r";
2424 }
2425
2426 cure_disease (op, 0, 0); /* remove any disease */
2427
2428 max_it (op->stats.hp , op->stats.maxhp);
2429 max_it (op->stats.sp , op->stats.maxsp);
2430 max_it (op->stats.grace, op->stats.maxgrace);
2431 max_it (op->stats.food , 200);
2432
2433 // remove all spell effects that are active
2434 // to avoid long-term effects such as word-of-recall
2435 for (object *item = op->inv; item; )
2436 {
2437 object *next = item->below;
2438
2439 if (item->type == SPELL_EFFECT && item->active)
2440 item->destroy ();
2441
2442 item = next;
2443 }
2644 2444
2645 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2445 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2646 * in cities ONLY!!! It is very important that this doesn't get abused. 2446 * in cities ONLY!!! It is very important that this doesn't get abused.
2647 * Look at op_on_battleground() for more info --AndreasV 2447 * Look at op_on_battleground() for more info --AndreasV
2648 */ 2448 */
2649 if (op_on_battleground (op, &x, &y)) 2449 if (op_on_battleground (op, &x, &y))
2650 { 2450 {
2651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2451 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2653
2654 /* restore player */
2655 at = archetype::find ("poisoning");
2656 if (object *tmp = present_arch_in_ob (at, op))
2657 {
2658 tmp->destroy ();
2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2660 }
2661
2662 at = archetype::find ("confusion");
2663 if (object *tmp = present_arch_in_ob (at, op))
2664 {
2665 tmp->destroy ();
2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2667 }
2668
2669 cure_disease (op, 0); /* remove any disease */
2670 op->stats.hp = op->stats.maxhp;
2671 if (op->stats.food <= 0)
2672 op->stats.food = 999;
2673 2452
2674 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2675 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2676 { 2455
2677 sprintf (buf, "%s's finger", &op->name); 2456 tmp->name = format ("%s's finger" , &op->name);
2678 tmp->name = buf; 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2679 sprintf (buf, " This finger has been cut off %s\n" 2458 tmp->msg = format (
2680 " the %s, when he was defeated at\n level %d by %s.\n", 2459 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2460 &op->name, op->contr->title,
2682 tmp->msg = buf; 2461 (int)op->level,
2462 op->contr->killer_name ()
2463 );
2683 tmp->value = 0, tmp->type = 0; 2464 tmp->value = 0, tmp->type = 0;
2684 tmp->materialname = "organics"; 2465 tmp->material = name_to_material (shstr_organic);
2685 tmp->insert_at (op, tmp); 2466 tmp->insert_at (op, tmp);
2686 }
2687 2467
2688 /* teleport defeated player to new destination */ 2468 /* teleport defeated player to new destination */
2689 transfer_ob (op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2690 op->contr->braced = 0; 2470 op->contr->braced = 0;
2471
2472 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2691 return; 2473 return;
2692 } 2474 }
2693 2475
2476 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2477 deathtab << "T<YOU HAVE DIED>\n\n";
2478
2694 INVOKE_PLAYER (DEATH, op->contr); 2479 INVOKE_PLAYER (DEATH, op->contr);
2695 2480
2696 command_kill_pets (op, 0); 2481 command_kill_pets (op, 0);
2697 2482
2698 if (op->stats.food < 0) 2483 op->contr->play_sound (sound_find ("player_dies"));
2699 {
2700 sprintf (buf, "%s starved to death.", &op->name);
2701 strcpy (op->contr->killer, "starvation");
2702 }
2703 else
2704 sprintf (buf, "%s died.", &op->name);
2705
2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2707 2484
2708 /* save the map location for corpse, gravestone */ 2485 /* save the map location for corpse, gravestone */
2709 x = op->x; 2486 x = op->x;
2710 y = op->y; 2487 y = op->y;
2711 map = op->map; 2488 map = op->map;
2739 2516
2740 lost_a_stat = 0; 2517 lost_a_stat = 0;
2741 2518
2742 for (z = 0; z < num_stats_lose; z++) 2519 for (z = 0; z < num_stats_lose; z++)
2743 { 2520 {
2744 i = RANDOM () % NUM_STATS; 2521 i = rndm (NUM_STATS);
2745 2522
2746 if (settings.stat_loss_on_death) 2523 if (settings.stat_loss_on_death)
2747 { 2524 {
2748 /* Pick a random stat and take a point off it. Tell the player 2525 /* Pick a random stat and take a point off it. Tell the player
2749 * what he lost. 2526 * what he lost.
2756 lost_a_stat = 1; 2533 lost_a_stat = 1;
2757 } 2534 }
2758 else 2535 else
2759 { 2536 {
2760 /* deplete a stat */ 2537 /* deplete a stat */
2761 archetype *deparch = archetype::find ("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2762 object *dep; 2539 object *dep;
2763 2540
2764 dep = present_arch_in_ob (deparch, op); 2541 dep = present_arch_in_ob (deparch, op);
2765 if (!dep) 2542 if (!dep)
2766 { 2543 {
2767 dep = arch_to_object (deparch); 2544 dep = deparch->instance ();
2768 insert_ob_in_ob (dep, op); 2545 insert_ob_in_ob (dep, op);
2769 } 2546 }
2770 lose_this_stat = 1; 2547 lose_this_stat = 1;
2771 if (settings.balanced_stat_loss) 2548 if (settings.balanced_stat_loss)
2772 { 2549 {
2800 } 2577 }
2801 } 2578 }
2802 2579
2803 if (lose_this_stat) 2580 if (lose_this_stat)
2804 { 2581 {
2805 this_stat = get_attr_value (&(dep->stats), i); 2582 this_stat = get_attr_value (&dep->stats, i);
2806 /* We could try to do something clever like find another 2583 /* We could try to do something clever like find another
2807 * stat to reduce if this fails. But chances are, if 2584 * stat to reduce if this fails. But chances are, if
2808 * stats have been depleted to -50, all are pretty low 2585 * stats have been depleted to -50, all are pretty low
2809 * and should be roughly the same, so it shouldn't make a 2586 * and should be roughly the same, so it shouldn't make a
2810 * difference. 2587 * difference.
2818 lost_a_stat = 1; 2595 lost_a_stat = 1;
2819 } 2596 }
2820 } 2597 }
2821 } 2598 }
2822 } 2599 }
2600
2823 /* If no stat lost, tell the player. */ 2601 /* If no stat lost, tell the player. */
2824 if (!lost_a_stat) 2602 if (!lost_a_stat)
2825 { 2603 {
2826 /* determine_god() seems to not work sometimes... why is this? 2604 /* determine_god() seems to not work sometimes... why is this?
2827 Should I be using something else? GD */ 2605 Should I be using something else? GD */
2828 const char *god = determine_god (op); 2606 shstr_tmp god = determine_god (op);
2829 2607
2830 if (god && (strcmp (god, "none"))) 2608 if (god != shstr_none)
2831 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2609 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2832 else 2610 else
2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2611 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2834 } 2612 }
2835#else 2613#else
2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2614 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2837#endif 2615#endif
2838 2616
2839 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2840 * exp loss on the stone. 2618 * exp loss on the stone.
2841 */ 2619 */
2842 tmp = arch_to_object (archetype::find ("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2843 sprintf (buf, "%s's gravestone", &op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
2844 tmp->name = buf; 2622 tmp->name_pl = format ("%s's gravestones", &op->name);
2845 sprintf (buf, "%s's gravestones", &op->name); 2623 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2846 tmp->name_pl = buf; 2624 &op->name, op->contr->title, op->contr->killer_name ());
2847 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);
2848 tmp->msg = buf;
2849 tmp->x = op->x, tmp->y = op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2850 insert_ob_in_map (tmp, op->map, NULL, 0); 2626 insert_ob_in_map (tmp, op->map, NULL, 0);
2851 2627
2852 /**************************************/ 2628 /**************************************/
2853 /* */ 2629 /* */
2854 /* Subtract the experience points, */ 2630 /* Subtract the experience points, */
2855 /* if we died cause of food, give us */
2856 /* food, and reset HP's... */
2857 /* */ 2631 /* */
2858 /**************************************/ 2632 /**************************************/
2859 2633
2860 /* remove any poisoning and confusion the character may be suffering. */
2861 /* restore player */
2862 at = archetype::find ("poisoning");
2863 tmp = present_arch_in_ob (at, op);
2864
2865 if (tmp)
2866 {
2867 tmp->destroy ();
2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2869 }
2870
2871 at = archetype::find ("confusion");
2872 tmp = present_arch_in_ob (at, op);
2873 if (tmp)
2874 {
2875 tmp->destroy ();
2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2877 }
2878
2879 cure_disease (op, 0); /* remove any disease */
2880
2881 /*add_exp(op, (op->stats.exp * -0.20)); */ 2634 /*add_exp(op, (op->stats.exp * -0.20)); */
2882 apply_death_exp_penalty (op); 2635 apply_death_exp_penalty (op);
2883 if (op->stats.food < 100)
2884 op->stats.food = 900;
2885 op->stats.hp = op->stats.maxhp;
2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2888 2636
2889 /* 2637 /*
2890 * Check to see if the player has any unpaid items. If so, remove them 2638 * Check to see if the player has any unpaid items. If so, remove them
2891 * and put them back in the map. 2639 * and put them back in the map.
2892 */ 2640 */
2893 remove_unpaid_objects (op->inv, op); 2641 op->drop_unpaid_items ();
2894 2642
2895 /****************************************/ 2643 /****************************************/
2896 /* */ 2644 /* */
2897 /* Move player to his current respawn- */ 2645 /* Move player to his current respawn- */
2898 /* position (usually last savebed) */ 2646 /* position (usually last savebed) */
2918 object *force; 2666 object *force;
2919 int at; 2667 int at;
2920 2668
2921 force = get_archetype (FORCE_NAME); 2669 force = get_archetype (FORCE_NAME);
2922 /* 50 ticks should be enough time for the spell to abate */ 2670 /* 50 ticks should be enough time for the spell to abate */
2923 force->speed = 0.1; 2671 force->speed = 0.1f;
2924 force->speed_left = -5.0; 2672 force->speed_left = -5.f;
2925 SET_FLAG (force, FLAG_APPLIED); 2673 SET_FLAG (force, FLAG_APPLIED);
2926 for (at = 0; at < NROFATTACKS; at++) 2674 for (at = 0; at < NROFATTACKS; at++)
2927 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
2928 force->resist[at] = 100; 2676 force->resist[at] = 100;
2929 2677
2930 insert_ob_in_ob (force, op); 2678 insert_ob_in_ob (force, op);
2931 op->update_stats (); 2679 op->update_stats ();
2932
2933 } 2680 }
2934 2681
2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2936} 2683}
2937 2684
2938void 2685static void
2939loot_object (object *op) 2686loot_object (object *op)
2940{ /* Grab and destroy some treasure */ 2687{ /* Grab and destroy some treasure */
2941 object *tmp, *tmp2, *next; 2688 object *tmp, *tmp2, *next;
2942 2689
2943 op->close_container (); /* close open sack first */ 2690 op->close_container (); /* close open sack first */
2957 2704
2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2705 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2959 { 2706 {
2960 if (tmp->nrof > 1) 2707 if (tmp->nrof > 1)
2961 { 2708 {
2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2709 tmp->decrease (rndm (1, tmp->nrof - 1));
2963 tmp2->destroy ();
2964 insert_ob_in_map (tmp, op->map, NULL, 0); 2710 insert_ob_in_map (tmp, op->map, NULL, 0);
2965 } 2711 }
2966 else 2712 else
2967 tmp->destroy (); 2713 tmp->destroy ();
2968 } 2714 }
2975 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
2976 * what needs to be fixed. Refresh windows and fix speed if anything 2722 * what needs to be fixed. Refresh windows and fix speed if anything
2977 * was changed. 2723 * was changed.
2978 */ 2724 */
2979void 2725void
2980fix_weight (void) 2726fix_weight ()
2981{ 2727{
2982 for_all_players (pl) 2728 for_all_players (pl)
2983 { 2729 {
2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2730 sint32 old = pl->ob->carrying;
2985 2731
2986 if (old == sum) 2732 pl->ob->update_weight ();
2987 continue; 2733
2734 if (old != pl->ob->carrying)
2735 {
2988 pl->ob->update_stats (); 2736 pl->ob->update_stats ();
2989 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2737 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2738 }
2990 } 2739 }
2991} 2740}
2992 2741
2993void 2742void
2994fix_luck (void) 2743fix_luck ()
2995{ 2744{
2996 for_all_players (pl) 2745 for_all_players (pl)
2997 if (!pl->ob->contr->ns->state) 2746 if (!pl->ob->contr->ns->state)
2998 pl->ob->change_luck (0); 2747 pl->ob->change_luck (0);
2999} 2748}
3036} 2785}
3037 2786
3038void 2787void
3039make_visible (object *op) 2788make_visible (object *op)
3040{ 2789{
3041 op->hide = 0; 2790 op->flag [FLAG_HIDDEN] = 0;
3042 op->invisible = 0; 2791 op->invisible = 0;
2792
3043 if (op->type == PLAYER) 2793 if (op->type == PLAYER)
3044 { 2794 {
3045 op->contr->tmp_invis = 0; 2795 op->contr->tmp_invis = 0;
3046 op->contr->invis_race = 0; 2796 op->contr->invis_race = 0;
3047 } 2797 }
3050} 2800}
3051 2801
3052int 2802int
3053is_true_undead (object *op) 2803is_true_undead (object *op)
3054{ 2804{
3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2805 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3056 return 1; 2806 return 1;
3057 2807
3058 return 0; 2808 return 0;
3059} 2809}
3060 2810
3061/* look at the surrounding terrain to determine 2811/* look at the surrounding terrain to determine
3062 * the hideability of this object. Positive levels 2812 * the hideability of this object. Positive levels
3063 * indicate greater hideability. 2813 * indicate greater hideability.
3064 */ 2814 */
3065
3066int 2815int
3067hideability (object *ob) 2816hideability (object *ob)
3068{ 2817{
3069 int i, level = 0, mflag; 2818 int i, level = 0, mflag;
3070 sint16 x, y; 2819 sint16 x, y;
3071 2820
3072 if (!ob || !ob->map) 2821 if (!ob || !ob->map)
3073 return 0; 2822 return 0;
3074 2823
3075 /* so, on normal lighted maps, its hard to hide */ 2824 /* so, on normal lighted maps, its hard to hide */
3076 level = ob->map->darkness - 2; 2825 level = ob->map->darklevel () - 2;
3077 2826
3078 /* this also picks up whether the object is glowing. 2827 /* this also picks up whether the object is glowing.
3079 * If you carry a light on a non-dark map, its not 2828 * If you carry a light on a non-dark map, its not
3080 * as bad as carrying a light on a pitch dark map */ 2829 * as bad as carrying a light on a pitch dark map */
3081 if (has_carried_lights (ob)) 2830 if (ob->has_carried_lights ())
3082 level = -(10 + (2 * ob->map->darkness)); 2831 level = -(10 + (2 * ob->map->darklevel ()));
3083 2832
3084 /* scan through all nearby squares for terrain to hide in */ 2833 /* scan through all nearby squares for terrain to hide in */
3085 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2834 for (i = 0, x = ob->x, y = ob->y;
2835 i <= SIZEOFFREE1;
2836 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3086 { 2837 {
3087 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2838 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3088 if (mflag & P_OUT_OF_MAP) 2839 if (mflag & P_OUT_OF_MAP)
3089 {
3090 continue; 2840 continue;
3091 } 2841
3092 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2842 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 2843 level += 2;
3094 else /* open terrain! */ 2844 else /* open terrain! */
3095 level -= 1; 2845 level -= 1;
3096 } 2846 }
3104/* For Hidden creatures - a chance of becoming 'unhidden' 2854/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 2855 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 2856 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 2857 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 2858 */
3109
3110void 2859void
3111do_hidden_move (object *op) 2860do_hidden_move (object *op)
3112{ 2861{
3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2862 int hide = 0;
3114 object *skop;
3115 2863
3116 if (!op || !op->map) 2864 if (!op || !op->map)
3117 return; 2865 return;
3118 2866
3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2867 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2868 int num = random_roll (0, 19, op, PREFER_LOW);
3120 2869
3121 /* its *extremely* hard to run and sneak/hide at the same time! */ 2870 /* its *extremely* hard to run and sneak/hide at the same time! */
3122 if (op->type == PLAYER && op->contr->run_on) 2871 if (op->type == PLAYER && op->contr->run_on)
3123 if (!skop || num >= skop->level) 2872 if (!skop || num >= skop->level)
3124 { 2873 {
3134 num -= hide; 2883 num -= hide;
3135 2884
3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2885 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3137 { 2886 {
3138 make_visible (op); 2887 make_visible (op);
2888
3139 if (op->type == PLAYER) 2889 if (op->type == PLAYER)
3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2890 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3141 } 2891 }
3142 else if (op->type == PLAYER && skop) 2892 else if (op->type == PLAYER && skop)
3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2893 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3196 * object op. This function works fine for monsters, 2946 * object op. This function works fine for monsters,
3197 * but we dont worry if the object isnt the top one in 2947 * but we dont worry if the object isnt the top one in
3198 * a pile (say a coin under a table would return "viewable" 2948 * a pile (say a coin under a table would return "viewable"
3199 * by this routine). Another question, should we be 2949 * by this routine). Another question, should we be
3200 * concerned with the direction the player is looking 2950 * concerned with the direction the player is looking
3201 * in? Realistically, most of use cant see stuff behind 2951 * in? Realistically, most of us can't see stuff behind
3202 * our backs...on the other hand, does the "facing" direction 2952 * our backs...on the other hand, does the "facing" direction
3203 * imply the way your head, or body is facing? Its possible 2953 * imply the way your head, or body is facing? It's possible
3204 * for them to differ. Sigh, this fctn could get a bit more complex. 2954 * for them to differ. Sigh, this fctn could get a bit more complex.
3205 * -b.t. 2955 * -b.t.
3206 * This function is now map tiling safe. 2956 * This function is now map tiling safe.
3207 */ 2957 */
3208
3209int 2958int
3210player_can_view (object *pl, object *op) 2959player_can_view (object *pl, object *op)
3211{ 2960{
3212 rv_vector rv; 2961 rv_vector rv;
3213 int dx, dy; 2962 int dx, dy;
3225 2974
3226 get_rangevector (pl, op, &rv, 0x1); 2975 get_rangevector (pl, op, &rv, 0x1);
3227 2976
3228 /* starting with the 'head' part, lets loop 2977 /* starting with the 'head' part, lets loop
3229 * through the object and find if it has any 2978 * through the object and find if it has any
3230 * part that is in the los array but isnt on 2979 * part that is in the los array but isn't on
3231 * a blocked los square. 2980 * a blocked los square.
3232 * we use the archetype to figure out offsets. 2981 * we use the archetype to figure out offsets.
3233 */ 2982 */
3234 while (op) 2983 while (op)
3235 { 2984 {
3236 dx = rv.distance_x + op->arch->clone.x; 2985 dx = rv.distance_x + op->arch->x;
3237 dy = rv.distance_y + op->arch->clone.y; 2986 dy = rv.distance_y + op->arch->y;
3238 2987
3239 /* only the viewable area the player sees is updated by LOS 2988 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3246 return 1; 2989 return 1;
2990
3247 op = op->more; 2991 op = op->more;
3248 } 2992 }
3249 return 0;
3250}
3251 2993
3252/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we
3256 * return 0.
3257 */
3258int
3259action_makes_visible (object *op)
3260{
3261
3262 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3263 {
3264 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3265 return 0;
3266
3267 if (op->contr && op->contr->tmp_invis == 0)
3268 return 0;
3269
3270 /* If monsters, they should become visible */
3271 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3272 {
3273 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3274 return 1;
3275 }
3276 }
3277 return 0; 2994 return 0;
3278} 2995}
3279 2996
3280/* op_on_battleground - checks if the given object op (usually 2997/* op_on_battleground - checks if the given object op (usually
3281 * a player) is standing on a valid battleground-tile, 2998 * a player) is standing on a valid battleground-tile,
3286 * Default is to do the same as before, so only people wanting to have different points need worry about this 3003 * Default is to do the same as before, so only people wanting to have different points need worry about this
3287 */ 3004 */
3288int 3005int
3289op_on_battleground (object *op, int *x, int *y) 3006op_on_battleground (object *op, int *x, int *y)
3290{ 3007{
3291 object *tmp;
3292
3293 /* A battleground-tile needs the following attributes to be valid: 3008 /* A battleground-tile needs the following attributes to be valid:
3294 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3009 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3295 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3010 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3296 * and the exit-coordinates sp/hp must both be > 0. 3011 * and the exit-coordinates sp/hp must both be > 0.
3297 * => The intention here is to prevent abuse of the battleground- 3012 * => The intention here is to prevent abuse of the battleground-
3298 * feature (like pickable or hidden battleground tiles). */ 3013 * feature (like pickable or hidden battleground tiles). */
3299 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3014 for (object *tmp = op->below; tmp; tmp = tmp->below)
3300 { 3015 {
3301 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3016 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3302 { 3017 {
3303 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3018 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3304 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3019 && tmp->type == BATTLEGROUND
3020 && tmp->name == shstr_battleground
3021 && EXIT_X (tmp) && EXIT_Y (tmp))
3305 { 3022 {
3306 /*before we assign the exit, check if this is a teambattle */ 3023 /* before we assign the exit, check if this is a teambattle */
3307 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3024 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3308 {
3309 object *invtmp;
3310
3311 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3025 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3026 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3312 { 3027 {
3313 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3314 {
3315 if (x != NULL && y != NULL) 3028 if (x && y)
3316 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3030
3317 return 1; 3031 return 1;
3318 }
3319 } 3032 }
3320 } 3033
3321 if (x != NULL && y != NULL) 3034 if (x && y)
3322 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3036
3323 return 1; 3037 return 1;
3324 } 3038 }
3325 } 3039 }
3326 } 3040 }
3041
3327 /* If we got here, did not find a battleground */ 3042 /* If we got here, did not find a battleground */
3328 return 0; 3043 return 0;
3329} 3044}
3330 3045
3331/* 3046/*
3347 char buf[MAX_BUF]; /* tmp. string buffer */ 3062 char buf[MAX_BUF]; /* tmp. string buffer */
3348 int i = 0, j = 0; 3063 int i = 0, j = 0;
3349 3064
3350 /* get the appropriate treasurelist */ 3065 /* get the appropriate treasurelist */
3351 if (atnr == ATNR_FIRE) 3066 if (atnr == ATNR_FIRE)
3352 trlist = treasurelist::find ("dragon_ability_fire"); 3067 trlist = treasurelist::find (shstr_dragon_ability_fire);
3353 else if (atnr == ATNR_COLD) 3068 else if (atnr == ATNR_COLD)
3354 trlist = treasurelist::find ("dragon_ability_cold"); 3069 trlist = treasurelist::find (shstr_dragon_ability_cold);
3355 else if (atnr == ATNR_ELECTRICITY) 3070 else if (atnr == ATNR_ELECTRICITY)
3356 trlist = treasurelist::find ("dragon_ability_elec"); 3071 trlist = treasurelist::find (shstr_dragon_ability_elec);
3357 else if (atnr == ATNR_POISON) 3072 else if (atnr == ATNR_POISON)
3358 trlist = treasurelist::find ("dragon_ability_poison"); 3073 trlist = treasurelist::find (shstr_dragon_ability_poison);
3359 3074
3360 if (trlist == NULL || who->type != PLAYER) 3075 if (trlist == NULL || who->type != PLAYER)
3361 return; 3076 return;
3362 3077
3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3078 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3082 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3368 return; 3083 return;
3369 } 3084 }
3370 3085
3371 /* everything seems okay - now bring on the gift: */ 3086 /* everything seems okay - now bring on the gift: */
3372 item = &(tr->item->clone); 3087 item = tr->item;
3373 3088
3374 if (item->type == SPELL) 3089 if (item->type == SPELL)
3375 { 3090 {
3376 if (check_spell_known (who, item->name)) 3091 if (check_spell_known (who, item->name))
3377 return; 3092 return;
3436 { 3151 {
3437 /* forces in the treasurelist can alter the player's stats */ 3152 /* forces in the treasurelist can alter the player's stats */
3438 object *skin; 3153 object *skin;
3439 3154
3440 /* first get the dragon skin force */ 3155 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3156 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3443 ; 3157 ;
3444 3158
3445 if (!skin) 3159 if (!skin)
3446 return; 3160 return;
3447 3161
3461 else 3175 else
3462 j = 1; 3176 j = 1;
3463 strcat (buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3464 } 3178 }
3465 } 3179 }
3180
3466 strcat (buf, "."); 3181 strcat (buf, ".");
3467 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3468 } 3183 }
3469 3184
3470 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3480 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3481 } 3196 }
3482 else 3197 else
3483 { 3198 {
3484 /* generate misc. treasure */ 3199 /* generate misc. treasure */
3485 tmp = arch_to_object (tr->item); 3200 tmp = tr->item->instance ();
3486 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3201 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3487 tmp = insert_ob_in_ob (tmp, who); 3202 who->insert (tmp);
3488 if (who->type == PLAYER)
3489 esrv_send_item (who, tmp);
3490 }
3491}
3492
3493/**
3494 * Unready an object for a player. This function does nothing if the object was
3495 * not readied.
3496 */
3497void
3498player_unready_range_ob (player *pl, object *ob)
3499{
3500 if (pl->combat_ob == ob)
3501 { 3203 }
3502 pl->combat_skill = 0;
3503 pl->combat_ob = 0;
3504 }
3505
3506 if (pl->ranged_ob == ob)
3507 {
3508 pl->ranged_skill = 0;
3509 pl->ranged_ob = 0;
3510 }
3511} 3204}
3205
3206//-GPL
3512 3207
3513sint8 3208sint8
3514player::visibility_at (maptile *map, int x, int y) const 3209player::darkness_at (maptile *map, int x, int y) const
3515{ 3210{
3516 if (!ns) 3211 if (!ns)
3517 return 0; 3212 return LOS_BLOCKED;
3518 3213
3519 int dx, dy; 3214 int dx, dy;
3520 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3215 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3521 return 0; 3216 return LOS_BLOCKED;
3522 3217
3523 x += dx - ns->current_x + ns->mapx / 2; 3218 x += dx - ns->current_x;
3524 y += dy - ns->current_y + ns->mapy / 2; 3219 y += dy - ns->current_y;
3525 3220
3526 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3527 return 0;
3528
3529 return 100 - blocked_los [x][y]; 3221 return blocked_los (x, y);
3530} 3222}
3223
3224void
3225player::infobox (const char *title, const char *msg, int color)
3226{
3227 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3228}
3229
3230void
3231player::statusmsg (const char *msg, int color)
3232{
3233 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3234}
3235
3236void
3237player::failmsg (const char *msg, int color)
3238{
3239 play_sound (sound_find ("generic_failure"));
3240 statusmsg (msg, color);
3241}
3242

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