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Comparing deliantra/server/server/player.C (file contents):
Revision 1.173 by root, Mon Nov 5 23:20:49 2007 UTC vs.
Revision 1.268 by root, Wed Apr 7 19:54:45 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
187 ob->remove (); 76 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191 80
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this); 81 players.erase (this);
195} 82}
196 83
197// connect the player with a specific client 84// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (this); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
219 106
220 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 109
225 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
226 111
227 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
229 { 114 {
230 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
231 116
232 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
239 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
240 } 125 }
241 126
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 128
244 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
245 130
246 ob->update_stats (); 131 ob->update_stats ();
247 132
248 ns->floorbox_update (); 133 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
251 136
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
252 activate (); 143 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257 144
258 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
260} 147}
261 148
278 ns->reset_stats (); 165 ns->reset_stats ();
279 ns->pl = 0; 166 ns->pl = 0;
280 ns = 0; 167 ns = 0;
281 } 168 }
282 169
283 observe = ob; 170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
284 173
285 deactivate (); 174 deactivate ();
286} 175}
176
177//-GPL
287 178
288// the need for this function can be explained 179// the need for this function can be explained
289// by load_object not returning the object 180// by load_object not returning the object
290void 181void
291player::set_object (object *op) 182player::set_object (object *op)
292{ 183{
293 ob = observe = op; 184 ob = observe = viewpoint = op;
294 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
295 186
296 ob->speed = 1.0f; 187 ob->speed = 1.0f;
297 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
298 189
299 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326} 191}
327 192
328void 193void
329player::set_observe (object *op) 194player::set_observe (object *op)
330{ 195{
331 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
332 do_los = 1; 197 do_los = 1;
333} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
334 208
335player::player () 209player::player ()
336{ 210{
337 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point. 212 * we deal with that below this point.
344 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
345 219
346 gen_sp_armour = 10; 220 gen_sp_armour = 10;
347 bowtype = bow_normal; 221 bowtype = bow_normal;
348 petmode = pet_normal; 222 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers; 223 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
352 do_los = 1; 225 do_los = 1;
353 226
354 weapon_sp = 1.0f; 227 weapon_sp = 1.0f;
361 disconnect (); 234 disconnect ();
362 235
363 attachable::do_destroy (); 236 attachable::do_destroy ();
364 237
365 if (ob) 238 if (ob)
366 {
367 ob->destroy_inv (false);
368 ob->destroy (); 239 ob->destroy ();
369 }
370 240
371 ob = observe = 0; 241 ob = observe = viewpoint = 0;
372} 242}
373 243
374player::~player () 244player::~player ()
375{ 245{
376 /* Clear item stack */ 246 /* Clear item stack */
377 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 }
378} 276}
379 277
380/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
381 * 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
382 * mode. 280 * mode.
384player * 282player *
385player::create () 283player::create ()
386{ 284{
387 player *pl = new player; 285 player *pl = new player;
388 286
389 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
390 288
391 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
392 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
393 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
394 292
395 set_first_map (pl->ob); 293 set_first_map (pl->ob);
396 294
397 return pl; 295 return pl;
398}
399
400/*
401 * get_player_archetype() return next player archetype from archetype
402 * list. Not very efficient routine, but used only creating new players.
403 * Note: there MUST be at least one player archetype!
404 */
405archetype *
406get_player_archetype (archetype *at)
407{
408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
409
410 for (;;)
411 {
412 if (++i == archetypes.end ())
413 i = archetypes.begin ();
414 else if (*i == at)
415 cleanup ("not a single player archetype found");
416
417 if ((*i)->type == PLAYER)
418 return *i;
419 }
420} 296}
421 297
422object * 298object *
423get_nearest_player (object *mon) 299get_nearest_player (object *mon)
424{ 300{
631 507
632 return firstdir; 508 return firstdir;
633} 509}
634 510
635void 511void
636give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
637{ 513{
638 object *op, *next = NULL;
639
640 if (pl->randomitems != NULL) 514 if (pl->randomitems)
641 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
642 516
643 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
644 { 518 {
645 next = op->below; 519 next = op->below;
646 520
647 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
648 * 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
653 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
654 * by this player due to race restrictions 528 * by this player due to race restrictions
655 */ 529 */
656 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
657 { 531 {
658 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
533 &&
659 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
660 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
661 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
537 || op->type == BRACERS || op->type == GIRDLE))
662 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))
663 { 539 {
664 op->destroy (); 540 op->destroy ();
665 continue; 541 continue;
666 } 542 }
667 } 543 }
668 544
669 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
670 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
671 * have a good idea what to replace it with (need something like 547 * generated by bad treasurelists. - elmex
672 * a first level treasurelist for each skill.)
673 * remove duplicate skills also
674 */ 548 */
675 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
676 { 550 {
677 object *tmp;
678
679 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
680 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
681 break;
682
683 if (tmp)
684 { 553 {
685 op->destroy (); 554 op->destroy ();
555 LOG (llevError,
686 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
687 continue; 557 break;
688 } 558 }
689 559
690 if (op->nrof > 1) 560 if (op->nrof > 1)
691 op->nrof = 1; 561 op->nrof = 1;
692 } 562 }
693 563
694 if (op->type == SPELLBOOK && op->inv) 564 if (op->type == SPELLBOOK && op->inv)
695 {
696 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 565 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
697 }
698 566
699 /* Give starting characters identified, uncursed, and undamned 567 /* Give starting characters identified, uncursed, and undamned
700 * 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
701 * merged properly. 569 * merged properly.
702 */ 570 */
703 if (need_identify (op)) 571 if (need_identify (op))
704 { 572 {
705 SET_FLAG (op, FLAG_IDENTIFIED); 573 SET_FLAG (op, FLAG_IDENTIFIED);
706 CLEAR_FLAG (op, FLAG_CURSED); 574 CLEAR_FLAG (op, FLAG_CURSED);
707 CLEAR_FLAG (op, FLAG_DAMNED); 575 CLEAR_FLAG (op, FLAG_DAMNED);
708 } 576 }
577
709 if (op->type == SPELL) 578 if (op->type == SPELL)
710 { 579 {
711 op->destroy (); 580 op->destroy ();
712 continue; 581 continue;
713 } 582 }
715 { 584 {
716 SET_FLAG (op, FLAG_CAN_USE_SKILL); 585 SET_FLAG (op, FLAG_CAN_USE_SKILL);
717 op->stats.exp = 0; 586 op->stats.exp = 0;
718 op->level = 1; 587 op->level = 1;
719 } 588 }
720 /* lock all 'normal items by default */ 589 else /* lock all 'normal items by default */
721 else
722 SET_FLAG (op, FLAG_INV_LOCKED); 590 SET_FLAG (op, FLAG_INV_LOCKED);
723 } /* for loop of objects in player inv */ 591 } /* for loop of objects in player inv */
724 592
725 /* Need to set up the skill pointers */ 593 /* Need to set up the skill pointers */
726 link_player_skills (pl); 594 pl->contr->link_skills ();
727} 595}
728 596
729void 597void
730get_party_password (object *op, partylist *party) 598get_party_password (object *op, partylist *party)
731{ 599{
741 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:");
742} 610}
743 611
744/* 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. */
745static int 613static int
746roll_stat (void) 614roll_stat ()
747{ 615{
748 int a[4], i, j, k; 616 int a[4], i, j, k;
749 617
750 for (i = 0; i < 4; i++) 618 for (i = 0; i < 4; i++)
751 a[i] = (int) rndm (6) + 1; 619 a[i] = (int) rndm (6) + 1;
832static void 700static void
833start_info (object *op) 701start_info (object *op)
834{ 702{
835 char buf[MAX_BUF]; 703 char buf[MAX_BUF];
836 704
837 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 705 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
838 new_draw_info (NDI_UNIQUE, 0, op, buf); 706 new_draw_info (NDI_UNIQUE, 0, op, buf);
839 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
840 //new_draw_info (NDI_UNIQUE, 0, op, " ");
841} 707}
842 708
843/* This function takes the key that is passed, and does the 709/* This function takes the key that is passed, and does the
844 * appropriate action with it (change race, or other things). 710 * appropriate action with it (change race, or other things).
845 * The function name is for historical reasons - now we have 711 * The function name is for historical reasons - now we have
848 */ 714 */
849void 715void
850player::chargen_race_done () 716player::chargen_race_done ()
851{ 717{
852 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
853 esrv_new_player (ob->contr, ob->weight + ob->carrying); 719 esrv_new_player (ob->contr);
854 720
855 treasurelist *tl = treasurelist::find ("starting_wealth"); 721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
856 if (tl) 722 if (tl)
857 create_treasure (tl, ob, 0, 0, 0); 723 create_treasure (tl, ob, 0, 0, 0);
858 724
859 INVOKE_PLAYER (BIRTH, ob->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
860 INVOKE_PLAYER (LOGIN, ob->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
861 727
862 ob->contr->ns->state = ST_PLAYING; 728 ob->contr->ns->state = ST_PLAYING;
863 729
864 if (ob->msg) 730 if (ob->msg)
865 ob->msg = 0; 731 ob->msg = 0;
866
867 /* We create this now because some of the unique maps will need it
868 * to save here.
869 */
870 {
871 char buf[MAX_BUF];
872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
873 make_path_to_file (buf);
874 }
875 732
876 start_info (ob); 733 start_info (ob);
877 CLEAR_FLAG (ob, FLAG_WIZ); 734 CLEAR_FLAG (ob, FLAG_WIZ);
878 give_initial_items (ob, ob->randomitems); 735 give_initial_items (ob, ob->randomitems);
879 link_player_skills (ob);
880 esrv_send_inventory (ob, ob); 736 esrv_send_inventory (ob, ob);
881 ob->update_stats (); 737 ob->update_stats ();
882 738
883 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
884 * is one for this race 740 * is one for this race
885 */ 741 */
886 if (*first_map_ext_path) 742 if (*first_map_ext_path)
887 { 743 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
888 object *tmp;
889 char mapname[MAX_BUF];
890
891 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
892 tmp = object::create ();
893 EXIT_PATH (tmp) = mapname;
894 EXIT_X (tmp) = ob->x;
895 EXIT_Y (tmp) = ob->y;
896 ob->enter_exit (tmp); /* we don't really care if it succeeded;
897 * if the map isn't there, then stay on the
898 * default initial map */
899 tmp->destroy ();
900 }
901 else 744 else
902 LOG (llevDebug, "first_map_ext_path not set\n"); 745 LOG (llevDebug, "first_map_ext_path not set\n");
903} 746}
904 747
905void 748void
936 ob->stats.hp = ob->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
937 ob->stats.sp = ob->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
938 ob->stats.grace = 0; 781 ob->stats.grace = 0;
939} 782}
940 783
941void 784static void
942flee_player (object *op) 785flee_player (object *op)
943{ 786{
944 int dir, diff; 787 int dir, diff;
945 rv_vector rv; 788 rv_vector rv;
946 789
949 LOG (llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
950 CLEAR_FLAG (op, FLAG_SCARED); 793 CLEAR_FLAG (op, FLAG_SCARED);
951 return; 794 return;
952 } 795 }
953 796
954 if (op->enemy == NULL) 797 if (!op->enemy)
955 { 798 {
956 LOG (llevDebug, "Fleeing player had no enemy.\n"); 799 LOG (llevDebug, "Fleeing player had no enemy.\n");
957 CLEAR_FLAG (op, FLAG_SCARED); 800 CLEAR_FLAG (op, FLAG_SCARED);
958 return; 801 return;
959 } 802 }
960 803
961 /* Seen some crashes here. Since we don't store an
962 * op->enemy_count, it is possible that something destroys the
963 * actual enemy, and the object is recycled.
964 */
965 if (op->enemy->map == NULL)
966 {
967 CLEAR_FLAG (op, FLAG_SCARED);
968 op->enemy = NULL;
969 return;
970 }
971
972 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))
973 { 805 {
974 op->enemy = NULL; 806 op->enemy = NULL;
975 CLEAR_FLAG (op, FLAG_SCARED); 807 CLEAR_FLAG (op, FLAG_SCARED);
976 return; 808 return;
979 get_rangevector (op, op->enemy, &rv, 0); 811 get_rangevector (op, op->enemy, &rv, 0);
980 812
981 dir = absdir (4 + rv.direction); 813 dir = absdir (4 + rv.direction);
982 for (diff = 0; diff < 3; diff++) 814 for (diff = 0; diff < 3; diff++)
983 { 815 {
984 int m = 1 - (RANDOM () & 2); 816 int m = 1 - rndm (2) * 2;
985 817
986 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))))
987 return; 819 return;
988 } 820 }
989 821
990 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
991 CLEAR_FLAG (op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
1000check_pick (object *op) 832check_pick (object *op)
1001{ 833{
1002 object *tmp, *next; 834 object *tmp, *next;
1003 int stop = 0; 835 int stop = 0;
1004 int wvratio; 836 int wvratio;
1005 char putstring[128];
1006 837
1007 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
1008 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
1009 return 1; 840 return 1;
1010 841
1011 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)
1012 846
1013 /* 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
1014 * destroyed */ 848 * destroyed */
1015 while (next && !next->destroyed ()) 849 while (next && !next->destroyed ())
1016 { 850 {
1017 tmp = next; 851 tmp = next;
1018 next = tmp->below; 852 next = tmp->below;
1019 853
854 if (cnt <= 0)
855 {
856 op->failmsg ("Couldn't pickup all items at once.");
857 return 0;
858 }
859
1020 if (op->destroyed ()) 860 if (op->destroyed ())
1021 return 0; 861 return 0;
1022 862
1023 if (!can_pick (op, tmp)) 863 if (!can_pick (op, tmp))
1024 continue; 864 continue;
1025 865
1026 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 866 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1027 { 867 {
1028 if (item_matched_string (op, tmp, op->contr->search_str)) 868 if (item_matched_string (op, tmp, op->contr->search_str))
1029 pick_up (op, tmp); 869 CHK_PICK_PICKUP;
870
1030 continue; 871 continue;
1031 } 872 }
1032 873
1033 /* 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? */
1034 if (!(op->contr->mode & PU_NEWMODE)) 934 if (op->contr->mode & PU_FOOD)
935 if (tmp->type == FOOD)
1035 { 936 {
1036 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)
1037 { 1000 {
1038 case 0: 1001 CHK_PICK_PICKUP;
1039 return 1; /* don't pick up */ 1002 continue;
1040 case 1:
1041 pick_up (op, tmp);
1042 return 1;
1043 case 2:
1044 pick_up (op, tmp);
1045 return 0;
1046 case 3:
1047 return 0; /* stop before pickup */
1048 case 4:
1049 pick_up (op, tmp);
1050 break;
1051 case 5:
1052 pick_up (op, tmp);
1053 stop = 1;
1054 break;
1055 case 6:
1056 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1057 pick_up (op, tmp);
1058 break;
1059
1060 case 7:
1061 if (tmp->type == MONEY || tmp->type == GEM)
1062 pick_up (op, tmp);
1063 break;
1064
1065 default:
1066 /* use value density */
1067 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1068 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1069 pick_up (op, tmp);
1070 } 1003 }
1071 } 1004 }
1072 else 1005
1073 { /* old model */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1074 /* NEW pickup handling */
1075 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)
1076 { 1012 {
1077 /* some debugging code to figure out item information */ 1013 CHK_PICK_PICKUP;
1078 if (tmp->name != NULL)
1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1080 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1081 else
1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1083 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1084
1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1086 }
1087
1088 /* philosophy:
1089 * It's easy to grab an item type from a pile, as long as it's
1090 * generic. This takes no game-time. For more detailed pickups
1091 * and selections, select-items should be used. This is a
1092 * grab-as-you-run type mode that's really useful for arrows for
1093 * example.
1094 * The drawback: right now it has no frontend, so you need to
1095 * stick the bits you want into a calculator in hex mode and then
1096 * convert to decimal and then 'pickup <#>
1097 */
1098
1099 /* the first two modes are exclusive: if NOTHING we return, if
1100 * STOP then we stop. All the rest are applied sequentially,
1101 * meaning if any test passes, the item gets picked up. */
1102
1103 /* if mode is set to pick nothing up, return */
1104
1105 if (op->contr->mode & PU_NOTHING)
1106 return 1;
1107
1108 /* if mode is set to stop when encountering objects, return */
1109 /* take STOP before INHIBIT since it doesn't actually pick
1110 * anything up */
1111
1112 if (op->contr->mode & PU_STOP)
1113 return 0;
1114
1115 /* useful for going into stores and not losing your settings... */
1116 /* and for battles wher you don't want to get loaded down while
1117 * fighting */
1118 if (op->contr->mode & PU_INHIBIT)
1119 return 1;
1120
1121 /* prevent us from turning into auto-thieves :) */
1122 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1123 continue; 1014 continue;
1015 }
1124 1016
1125 /* ignore known cursed objects */ 1017 /* we don't forget dragon food */
1126 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;
1127 continue; 1022 continue;
1023 }
1128 1024
1129 /* all food and drink if desired */ 1025 /* bows and arrows. Bows are good for selling! */
1130 /* 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
1131 if (op->contr->mode & PU_FOOD) 1062 if (op->contr->mode & PU_BOOTS)
1132 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"))
1133 { 1096 {
1134 pick_up (op, tmp); 1097 CHK_PICK_PICKUP;
1135 continue; 1098 continue;
1136 } 1099 }
1100 }
1137 1101
1102 /* misc stuff that's useful */
1138 if (op->contr->mode & PU_DRINK) 1103 if (op->contr->mode & PU_KEY)
1139 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1104 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1140 { 1105 {
1141 pick_up (op, tmp); 1106 CHK_PICK_PICKUP;
1142 continue; 1107 continue;
1143 } 1108 }
1144 1109
1110 /* any of the last 4 bits set means we use the ratio for value
1111 * pickups */
1145 if (op->contr->mode & PU_POTION) 1112 if (op->contr->mode & PU_RATIO)
1146 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
1147 { 1117 */
1148 pick_up (op, tmp);
1149 continue;
1150 }
1151
1152 /* spellbooks, skillscrolls and normal books/scrolls */
1153 if (op->contr->mode & PU_SPELLBOOK)
1154 if (tmp->type == SPELLBOOK)
1155 {
1156 pick_up (op, tmp);
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_SKILLSCROLL)
1161 if (tmp->type == SKILLSCROLL)
1162 {
1163 pick_up (op, tmp);
1164 continue;
1165 }
1166
1167 if (op->contr->mode & PU_READABLES)
1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1169 {
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 /* wands/staves/rods/horns */
1175 if (op->contr->mode & PU_MAGIC_DEVICE)
1176 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 /* pick up all magical items */
1183 if (op->contr->mode & PU_MAGICAL) 1118 wvratio = op->contr->mode & PU_RATIO;
1184 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)
1185 {
1186 pick_up (op, tmp);
1187 continue;
1188 }
1189
1190 if (op->contr->mode & PU_VALUABLES)
1191 { 1120 {
1192 if (tmp->type == MONEY || tmp->type == GEM) 1121#if 0
1122 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1123 if (tmp->name != NULL)
1193 { 1124 {
1194 pick_up (op, tmp); 1125 fprintf (stderr, "%s", tmp->name);
1195 continue;
1196 } 1126 }
1197 }
1198
1199 /* rings & amulets - talismans seems to be typed AMULET */
1200 if (op->contr->mode & PU_JEWELS)
1201 if (tmp->type == RING || tmp->type == AMULET)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* we don't forget dragon food */
1208 if (op->contr->mode & PU_FLESH)
1209 if (tmp->type == FLESH)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 /* bows and arrows. Bows are good for selling! */
1216 if (op->contr->mode & PU_BOW)
1217 if (tmp->type == BOW)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1222
1223 if (op->contr->mode & PU_ARROW)
1224 if (tmp->type == ARROW)
1225 {
1226 pick_up (op, tmp);
1227 continue;
1228 }
1229
1230 /* all kinds of armor etc. */
1231 if (op->contr->mode & PU_ARMOUR)
1232 if (tmp->type == ARMOUR)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 if (op->contr->mode & PU_HELMET)
1239 if (tmp->type == HELMET)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_SHIELD)
1246 if (tmp->type == SHIELD)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 if (op->contr->mode & PU_BOOTS)
1253 if (tmp->type == BOOTS)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_GLOVES)
1260 if (tmp->type == GLOVES)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_CLOAK)
1267 if (tmp->type == CLOAK)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 /* hoping to catch throwing daggers here */
1274 if (op->contr->mode & PU_MISSILEWEAPON)
1275 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 /* careful: chairs and tables are weapons! */
1282 if (op->contr->mode & PU_ALLWEAPON)
1283 {
1284 if (tmp->type == WEAPON && tmp->name != NULL)
1285 {
1286 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292 }
1293
1294 if (tmp->type == WEAPON && tmp->name == NULL)
1295 {
1296 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301 }
1302 }
1303
1304 /* misc stuff that's useful */
1305 if (op->contr->mode & PU_KEY)
1306 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* any of the last 4 bits set means we use the ratio for value
1313 * pickups */
1314 if (op->contr->mode & PU_RATIO)
1315 {
1316 /* use value density to decide what else to grab */
1317 /* >=7 was >= op->contr->mode */
1318 /* >=7 is the old standard setting. Now we take the last 4 bits
1319 * and multiply them by 5, giving 0..15*5== 5..75 */
1320 wvratio = (op->contr->mode & PU_RATIO) * 5;
1321 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1322 {
1323 pick_up (op, tmp);
1324#if 0
1325 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1326 if (tmp->name != NULL)
1327 {
1328 fprintf (stderr, "%s", tmp->name);
1329 }
1330 else 1127 else
1331 fprintf (stderr, "%s", tmp->arch->archname); 1128 fprintf (stderr, "%s", tmp->arch->archname);
1332 fprintf (stderr, ",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1333 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))));
1334#endif 1131#endif
1132 CHK_PICK_PICKUP;
1335 continue; 1133 continue;
1336 }
1337 } 1134 }
1338 } /* the new pickup model */ 1135 } /* the new pickup model */
1339 } 1136 }
1340 1137
1341 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;
1342} 1174}
1343 1175
1344/* 1176/*
1345 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1346 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1347 * found object is returned. 1179 * found object is returned.
1348 */ 1180 */
1349object * 1181static object *
1350find_arrow (object *op, const char *type) 1182find_arrow (object *op, const char *type)
1351{ 1183{
1352 object *tmp = 0;
1353
1354 for (op = op->inv; op; op = op->below) 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1355 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1356 tmp = find_arrow (splay (op), type);
1357 else if (op->type == ARROW && op->race == type) 1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1358 return splay (op); 1186 return splay (tmp);
1359 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);
1193 return arrow;
1194 }
1195
1360 return tmp; 1196 return 0;
1361} 1197}
1362 1198
1363/* 1199/*
1364 * 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
1365 * 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
1366 * 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
1367 * 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.
1368 */ 1204 */
1369object * 1205static object *
1370find_better_arrow (object *op, object *target, const char *type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1371{ 1207{
1372 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1373 int attacknum, attacktype, betterby = 0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1374 1210
1375 if (!type) 1211 if (!type)
1379 { 1215 {
1380 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))
1381 { 1217 {
1382 i = 0; 1218 i = 0;
1383 ntmp = find_better_arrow (arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1220
1384 if (i > betterby) 1221 if (i > betterby)
1385 { 1222 {
1386 tmp = ntmp; 1223 tmp = ntmp;
1387 betterby = i; 1224 betterby = i;
1388 } 1225 }
1389 } 1226 }
1390 else if (arrow->type == ARROW && arrow->race == type) 1227 else if (arrow->type == ARROW && arrow->race == type)
1391 { 1228 {
1392 /* allways prefer assasination/slaying */ 1229 /* allways prefer assasination/slaying */
1393 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1230 if (target->race && arrow->slaying.contains (target->race))
1394 { 1231 {
1395 if (arrow->attacktype & AT_DEATH) 1232 if (arrow->attacktype & AT_DEATH)
1396 { 1233 {
1397 *better = 100; 1234 *better = 100;
1398 return arrow; 1235 return arrow;
1413 { 1250 {
1414 tmp = arrow; 1251 tmp = arrow;
1415 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1252 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1416 } 1253 }
1417 } 1254 }
1255
1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1256 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1419 { 1257 {
1420 tmp = arrow; 1258 tmp = arrow;
1421 betterby = 2 + arrow->magic + arrow->stats.dam; 1259 betterby = 2 + arrow->magic + arrow->stats.dam;
1422 } 1260 }
1261
1423 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1262 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1424 { 1263 {
1425 tmp = arrow; 1264 tmp = arrow;
1426 betterby = 1 + arrow->magic + arrow->stats.dam; 1265 betterby = 1 + arrow->magic + arrow->stats.dam;
1427 } 1266 }
1428 } 1267 }
1429 } 1268 }
1430 } 1269 }
1270
1431 if (tmp == NULL && arrow == NULL) 1271 if (tmp == NULL && arrow == NULL)
1432 return find_arrow (op, type); 1272 return find_arrow (op, type);
1433 1273
1434 *better = betterby; 1274 *better = betterby;
1435 return tmp; 1275 return tmp;
1439 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1440 * op = the shooter 1280 * op = the shooter
1441 * type = bow->race 1281 * type = bow->race
1442 * dir = fire direction 1282 * dir = fire direction
1443 */ 1283 */
1444object * 1284static object *
1445pick_arrow_target (object *op, const char *type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1446{ 1286{
1447 object *tmp = NULL; 1287 object *tmp = NULL;
1448 maptile *m; 1288 maptile *m;
1449 int i, mflags, found, number; 1289 int i, mflags, found, number;
1450 sint16 x, y; 1290 sint16 x, y;
1465 for (i = 0, found = 0; i < 20; i++) 1305 for (i = 0, found = 0; i < 20; i++)
1466 { 1306 {
1467 x += freearr_x[dir]; 1307 x += freearr_x[dir];
1468 y += freearr_y[dir]; 1308 y += freearr_y[dir];
1469 mflags = get_map_flags (m, &m, x, y, &x, &y); 1309 mflags = get_map_flags (m, &m, x, y, &x, &y);
1310
1470 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1311 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1471 { 1312 {
1472 tmp = NULL; 1313 tmp = 0;
1473 break; 1314 break;
1474 } 1315 }
1475 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)
1476 { 1317 {
1477 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1318 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1478 * perhaps a bad assumption. 1319 * perhaps a bad assumption.
1479 */ 1320 */
1480 tmp = NULL; 1321 tmp = 0;
1481 break; 1322 break;
1482 } 1323 }
1324
1483 if (mflags & P_IS_ALIVE) 1325 if (mflags & P_IS_ALIVE)
1484 {
1485 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)
1486 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1487 {
1488 found++;
1489 break;
1490 }
1491 if (found)
1492 break; 1328 break;
1493 }
1494 } 1329 }
1495 if (tmp == NULL) 1330
1331 if (!tmp)
1496 return find_arrow (op, type); 1332 return find_arrow (op, type);
1497 1333
1498 if (tmp->head) 1334 if (tmp->head)
1499 tmp = tmp->head; 1335 tmp = tmp->head;
1500 1336
1540 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1376 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1541 return 0; 1377 return 0;
1542 } 1378 }
1543 1379
1544 // 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
1545 if (bow->below) 1381 splay (bow);
1546 {
1547 bow->remove ();
1548 op->insert (bow);
1549 }
1550
1551 } 1382 }
1552 1383
1553 if (!bow->race || !bow->skill) 1384 if (!bow->race || !bow->skill)
1554 { 1385 {
1555 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);
1581 } 1412 }
1582 1413
1583 /* this should not happen, but sometimes does */ 1414 /* this should not happen, but sometimes does */
1584 if (arrow->nrof == 0) 1415 if (arrow->nrof == 0)
1585 { 1416 {
1417 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1586 arrow->destroy (); 1418 arrow->destroy ();
1587 return 0; 1419 return 0;
1588 } 1420 }
1589 1421
1590 left = arrow; /* these are arrows left to the player */ 1422 left = arrow; /* these are arrows left to the player */
1591 arrow = get_split_ob (arrow, 1); 1423 arrow = arrow->split ();
1592 if (!arrow) 1424 if (!arrow)
1593 { 1425 {
1594 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);
1595 return 0; 1427 return 0;
1596 } 1428 }
1600 arrow->direction = dir; 1432 arrow->direction = dir;
1601 1433
1602 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1434 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1603 arrow->stats.hp = arrow->stats.dam; 1435 arrow->stats.hp = arrow->stats.dam;
1604 arrow->stats.grace = arrow->attacktype; 1436 arrow->stats.grace = arrow->attacktype;
1605 1437 arrow->custom_name = arrow->slaying;
1606 if (arrow->slaying)
1607 arrow->spellarg = strdup (arrow->slaying);
1608 1438
1609#if 0 1439#if 0
1610 if (player *pl = op->contr) 1440 if (player *pl = op->contr)
1611 { 1441 {
1612 float speed = pl->weapon_sp; 1442 float speed = pl->weapon_sp;
1663 op->play_sound (sound_find ("fire_arrow")); 1493 op->play_sound (sound_find ("fire_arrow"));
1664 m->insert (arrow, sx, sy, op); 1494 m->insert (arrow, sx, sy, op);
1665 1495
1666 if (!arrow->destroyed ()) 1496 if (!arrow->destroyed ())
1667 move_arrow (arrow); 1497 move_arrow (arrow);
1668
1669 if (op->type == PLAYER)
1670 {
1671 if (left->destroyed ())
1672 esrv_del_item (op->contr, left->count);
1673 else
1674 esrv_send_item (op, left);
1675 }
1676 1498
1677 return 1; 1499 return 1;
1678} 1500}
1679 1501
1680/* Special fire code for players - this takes into 1502/* Special fire code for players - this takes into
1682 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1683 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1684 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1685 * hence the function name. 1507 * hence the function name.
1686 */ 1508 */
1687int 1509static int
1688player_fire_bow (object *op, int dir) 1510player_fire_bow (object *op, int dir)
1689{ 1511{
1690 int ret = 0, wcmod = 0; 1512 int ret;
1691 1513
1692 if (op->contr->bowtype == bow_bestarrow) 1514 if (op->contr->bowtype == bow_bestarrow)
1693 { 1515 {
1694 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);
1695 } 1517 }
1696 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)
1697 { 1519 {
1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1520 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1699 wcmod = -1;
1700
1701 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);
1702 } 1522 }
1703 else if (op->contr->bowtype == bow_threewide) 1523 else if (op->contr->bowtype == bow_threewide)
1704 { 1524 {
1705 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);
1706 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)]);
1707 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)]);
1708 } 1528 }
1709 else if (op->contr->bowtype == bow_spreadshot) 1529 else if (op->contr->bowtype == bow_spreadshot)
1710 { 1530 {
1711 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);
1712 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);
1713 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);
1714 } 1534 }
1715 else 1535 else
1716 { 1536 {
1722} 1542}
1723 1543
1724/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1725 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1726 */ 1546 */
1727void 1547static void
1728fire_misc_object (object *op, int dir) 1548fire_misc_object (object *op, int dir)
1729{ 1549{
1730 object *item = op->contr->ranged_ob; 1550 object *item = op->contr->ranged_ob;
1731 1551
1732 if (!item) 1552 if (!item)
1739 { 1559 {
1740 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1741 return; 1561 return;
1742 } 1562 }
1743 1563
1744 if (!op->change_weapon (item)) 1564 if (!op->apply (item))
1745 return; 1565 return;
1746 1566
1747 if (item->type == WAND) 1567 if (item->type == WAND)
1748 { 1568 {
1749 if (item->stats.food <= 0) 1569 if (item->stats.food <= 0)
1754 return; 1574 return;
1755 } 1575 }
1756 } 1576 }
1757 else if (item->type == ROD || item->type == HORN) 1577 else if (item->type == ROD || item->type == HORN)
1758 { 1578 {
1759 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))
1760 { 1584 {
1761 op->contr->play_sound (sound_find ("wand_poof")); 1585 op->contr->play_sound (sound_find ("wand_poof"));
1762 1586
1763 if (item->type == ROD) 1587 if (item->type == ROD)
1764 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));
1769 } 1593 }
1770 } 1594 }
1771 1595
1772 if (cast_spell (op, item, dir, item->inv, NULL)) 1596 if (cast_spell (op, item, dir, item->inv, NULL))
1773 { 1597 {
1774 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
1775 if (item->type == WAND) 1600 if (item->type == WAND)
1776 { 1601 {
1777 if (!(--item->stats.food)) 1602 if (!(--item->stats.food))
1778 { 1603 {
1779 object *tmp; 1604 object *tmp;
1783 CLEAR_FLAG (item, FLAG_ANIMATE); 1608 CLEAR_FLAG (item, FLAG_ANIMATE);
1784 item->face = item->arch->face; 1609 item->face = item->arch->face;
1785 item->set_speed (0); 1610 item->set_speed (0);
1786 } 1611 }
1787 1612
1788 if ((tmp = item->in_player ())) 1613 if (object *pl = item->visible_to ())
1789 esrv_update_item (UPD_ANIM, tmp, item); 1614 esrv_update_item (UPD_ANIM, pl, item);
1790 } 1615 }
1791 } 1616 }
1792 else if (item->type == ROD || item->type == HORN) 1617 else if (item->type == ROD || item->type == HORN)
1793 drain_rod_charge (item); 1618 drain_rod_charge (item);
1794 } 1619 }
1795} 1620}
1796 1621
1797/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1798 */ 1623 */
1799bool 1624bool
1800fire (object *op, int dir) 1625fire (object *who, int dir)
1801{ 1626{
1802 int spellcost = 0; 1627 int spellcost = 0;
1803 1628
1804 /* check for loss of invisiblity/hide */
1805 if (action_makes_visible (op))
1806 make_visible (op);
1807
1808 player *pl = op->contr; 1629 player *pl = who->contr;
1809 1630
1810 if (pl->golem) 1631 if (pl->golem)
1811 { 1632 {
1812 control_golem (op->contr->golem, dir); 1633 control_golem (who->contr->golem, dir);
1813 return false; 1634 return false;
1814 } 1635 }
1815 1636
1816 object *ob = pl->ranged_ob; 1637 object *ob = pl->ranged_ob;
1817 1638
1818 if (!ob) 1639 if (!ob)
1819 return false; 1640 return false;
1820 1641
1821 if (!op->change_weapon (ob))
1822 return false;
1823
1824 if (op->speed_left > 0.f) 1642 if (who->speed_left > 0.f)
1825 --op->speed_left; 1643 --who->speed_left;
1826 else 1644 else
1827 return false; 1645 return false;
1828 1646
1647 if (!who->apply (ob))
1648 return false;
1649
1650 /* check for loss of invisiblity/hide */
1651 if (action_makes_visible (who))
1652 make_visible (who);
1653
1829 switch (ob->type) 1654 switch (ob->type)
1830 { 1655 {
1831 case BOW: 1656 case BOW:
1832 player_fire_bow (op, dir); 1657 player_fire_bow (who, dir);
1833 break; 1658 break;
1834 1659
1835 case SPELL: 1660 case SPELL:
1836 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1661 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1837 break; 1662 break;
1838 1663
1839 case BUILDER: 1664 case BUILDER:
1840 apply_map_builder (op, dir); 1665 apply_map_builder (who, dir);
1841 break; 1666 break;
1842 1667
1843 case SKILL: 1668 case SKILL:
1844 do_skill (op, op, ob, dir, 0); 1669 do_skill (who, who, ob, dir, 0);
1845 break; 1670 break;
1846 1671
1672 case RANGED:
1673 do_skill (who, ob, who->chosen_skill, dir, 0);
1674 break;
1675
1847 default: 1676 default:
1848 fire_misc_object (op, dir); 1677 fire_misc_object (who, dir);
1849 break; 1678 break;
1850 } 1679 }
1851 1680
1852 return true; 1681 return true;
1853} 1682}
1854 1683
1855/* find_key 1684static object *
1856 * We try to find a key for the door as passed. If we find a key
1857 * and successfully use it, we return the key, otherwise NULL
1858 * This function merges both normal and locked door, since the logic
1859 * for both is the same - just the specific key is different.
1860 * pl is the player,
1861 * inv is the objects inventory to searched
1862 * door is the door we are trying to match against.
1863 * This function can be called recursively to search containers.
1864 */
1865object *
1866find_key (object *pl, object *container, object *door) 1685find_key_ (object *pl, object *container, object *door)
1867{ 1686{
1868 object *tmp, *key; 1687 object *tmp, *key;
1869 1688
1870 /* Should not happen, but sanity checking is never bad */ 1689 /* Should not happen, but sanity checking is never bad */
1871 if (!container->inv) 1690 if (!container->inv)
1874 /* 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 */
1875 for (tmp = container->inv; tmp; tmp = tmp->below) 1694 for (tmp = container->inv; tmp; tmp = tmp->below)
1876 { 1695 {
1877 if (door->type == DOOR && tmp->type == KEY) 1696 if (door->type == DOOR && tmp->type == KEY)
1878 break; 1697 break;
1698
1879 /* For sanity, we should really check door type, but other stuff 1699 /* For sanity, we should really check door type, but other stuff
1880 * (like containers) can be locked with special keys 1700 * (like containers) can be locked with special keys
1881 */ 1701 */
1882 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1702 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1883 break; 1703 break;
1889 * a key, return 1709 * a key, return
1890 */ 1710 */
1891 if (!tmp) 1711 if (!tmp)
1892 { 1712 {
1893 for (tmp = container->inv; tmp; tmp = tmp->below) 1713 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 {
1895 /* No reason to search empty containers */ 1714 /* No reason to search empty containers */
1896 if (tmp->type == CONTAINER && tmp->inv) 1715 if (tmp->type == CONTAINER && tmp->inv)
1897 {
1898 if ((key = find_key (pl, tmp, door))) 1716 if ((key = find_key_ (pl, tmp, door)))
1899 return key; 1717 return key;
1900 }
1901 }
1902 1718
1903 if (!tmp) 1719 if (!tmp)
1904 return NULL; 1720 return 0;
1905 } 1721 }
1906 1722
1907 /* 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,
1908 * see if we actually want to use it 1724 * see if we actually want to use it
1909 */ 1725 */
1910 if (pl != container) 1726 if (pl != container)
1911 { 1727 {
1912 /* Only let players use keys in containers */ 1728 /* Only let players use keys in containers */
1913 if (!pl->contr) 1729 if (!pl->contr)
1914 return NULL; 1730 return 0;
1731
1915 /* cases where this fails: 1732 /* cases where this fails:
1916 * If we only search the player inventory, return now since we 1733 * If we only search the player inventory, return now since we
1917 * are not in the players inventory. 1734 * are not in the players inventory.
1918 * If the container is not active, return now since only active 1735 * If the container is not active, return now since only active
1919 * containers can be used. 1736 * containers can be used.
1923 * inv must have been an container and must have been active. 1740 * inv must have been an container and must have been active.
1924 * 1741 *
1925 * Change the color so that the message doesn't disappear with 1742 * Change the color so that the message doesn't disappear with
1926 * all the others. 1743 * all the others.
1927 */ 1744 */
1928 if (pl->contr->usekeys == key_inventory || 1745 if (pl->contr->usekeys == key_inventory
1929 !QUERY_FLAG (container, FLAG_APPLIED) || 1746 || !QUERY_FLAG (container, FLAG_APPLIED)
1930 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1931 { 1748 {
1932 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1933 "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));
1934 return NULL; 1751 return NULL;
1935 } 1752 }
1936 } 1753 }
1937 1754
1938 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);
1939} 1781}
1940 1782
1941/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
1942 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
1943 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
1970 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); 1812 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1971 remove_door2 (door); /* remove door without violence ;-) */ 1813 remove_door2 (door); /* remove door without violence ;-) */
1972 } 1814 }
1973 1815
1974 /* Do this after we print the message */ 1816 /* Do this after we print the message */
1975 decrease_ob (key); /* Use up one of the keys */ 1817 key->decrease (); /* Use up one of the keys */
1976 /* Need to update the weight the container the key was in */
1977 if (container != op)
1978 esrv_update_item (UPD_WEIGHT, op, container);
1979 1818
1980 return 1; /* Nothing more to do below */ 1819 return 1; /* Nothing more to do below */
1981 } 1820 }
1982 else if (door->type == LOCKED_DOOR) 1821 else if (door->type == LOCKED_DOOR)
1983 { 1822 {
1996 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
1997 */ 1836 */
1998bool 1837bool
1999move_player_attack (object *op, int dir) 1838move_player_attack (object *op, int dir)
2000{ 1839{
2001 int on_battleground; 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1841 {
1842 --op->speed_left;
1843 return true;
1844 }
2002 1845
2003 sint16 nx = freearr_x[dir] + op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
2004 sint16 ny = freearr_y[dir] + op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
2005 1848
2006 on_battleground = op_on_battleground (op, 0, 0);
2007
2008 if (out_of_map (op->map, nx, ny)) 1849 if (out_of_map (op->map, nx, ny))
2009 return false; 1850 return false;
2010
2011 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2012 {
2013 --op->speed_left;
2014 return true;
2015 }
2016 1851
2017 /* 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
2018 * 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
2019 * 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
2020 * player. This is a pretty nasty hack, because if we could 1855 * player. This is a pretty nasty hack, because if we could
2080 --op->speed_left; 1915 --op->speed_left;
2081 1916
2082 op->play_sound (sound_find ("push_player")); 1917 op->play_sound (sound_find ("push_player"));
2083 push_ob (mon, dir, op); 1918 push_ob (mon, dir, op);
2084 1919
2085 if (op->contr->tmp_invis || op->hide) 1920 if (action_makes_visible (op))
2086 make_visible (op); 1921 make_visible (op);
2087 1922
2088 return true; 1923 return true;
2089 } 1924 }
2090 else 1925 else
2091 return false; 1926 return false;
2092 } 1927 }
1928
1929 bool on_battleground = op_on_battleground (op, 0, 0);
2093 1930
2094 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
2095 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
2096 * 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
2097 * attack them either. 1934 * attack them either.
2112 push_ob (mon, dir, op); 1949 push_ob (mon, dir, op);
2113 } 1950 }
2114 else 1951 else
2115 op->statusmsg ("You withhold your attack"); 1952 op->statusmsg ("You withhold your attack");
2116 1953
2117 if (op->contr->tmp_invis || op->hide) 1954 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2118 make_visible (op); 1955 make_visible (op);
2119 1956
2120 return true; 1957 return true;
2121 } 1958 }
2122 } 1959 }
2162} 1999}
2163 2000
2164bool 2001bool
2165move_player (object *op, int dir) 2002move_player (object *op, int dir)
2166{ 2003{
2167 int pick;
2168
2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2170 return 0; 2005 return 0;
2171 2006
2172 /* Sanity check: make sure dir is valid */ 2007 /* Sanity check: make sure dir is valid */
2173 if ((dir < 0) || (dir >= 9)) 2008 if (dir < 0 || dir >= 9)
2174 { 2009 {
2175 LOG (llevError, "move_player: invalid direction %d\n", dir); 2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2176 return 0; 2011 return 0;
2177 } 2012 }
2178 2013
2180 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2015 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2181 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2182 2017
2183 op->facing = dir; 2018 op->facing = dir;
2184 2019
2185 if (op->hide) 2020 if (op->flag [FLAG_HIDDEN])
2186 do_hidden_move (op); 2021 do_hidden_move (op);
2187 2022
2188 bool retval; 2023 bool retval;
2024 int pick = 0;
2189 2025
2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2026 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2191 retval = RESULT_INT (0); 2027 retval = RESULT_INT (0);
2192 else if (op->contr->fire_on) 2028 else if (op->contr->fire_on)
2193 retval = fire (op, dir); 2029 retval = fire (op, dir);
2250 return move_player (op, op->direction); 2086 return move_player (op, op->direction);
2251 2087
2252 return false; 2088 return false;
2253} 2089}
2254 2090
2255int 2091static int
2256save_life (object *op) 2092save_life (object *op)
2257{ 2093{
2258 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2259 return 0; 2095 return 0;
2260 2096
2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2098 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2263 { 2099 {
2264 op->play_sound (sound_find ("ob_evaporate")); 2100 op->play_sound (sound_find ("ob_evaporate"));
2265 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));
2266 2102
2267 if (op->contr)
2268 esrv_del_item (op->contr, tmp->count);
2269
2270 tmp->destroy (); 2103 tmp->destroy ();
2271 CLEAR_FLAG (op, FLAG_LIFESAVE); 2104 CLEAR_FLAG (op, FLAG_LIFESAVE);
2272 2105
2273 if (op->stats.hp < 0) 2106 if (op->stats.hp < 0)
2274 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2275 2108
2276 if (op->stats.food < 0) 2109 if (op->stats.food < 0)
2277 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2278 2111
2279 op->update_stats (); 2112 op->update_stats ();
2280 return 1; 2113 return 1;
2281 } 2114 }
2282 2115
2286 return 0; 2119 return 0;
2287} 2120}
2288 2121
2289/* 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
2290 * 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
2291 * 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
2292 * from. 2125 * from.
2293 */ 2126 */
2294static void 2127static void
2295drop_unpaid_items (object *op, object *env) 2128drop_unpaid_items (object *op, object *env)
2296{ 2129{
2297 while (op) 2130 while (op)
2298 { 2131 {
2299 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2132 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2300 2133
2301 if (QUERY_FLAG (op, FLAG_UNPAID)) 2134 if (QUERY_FLAG (op, FLAG_UNPAID))
2302 {
2303 if (env->type == PLAYER)
2304 esrv_del_item (env->contr, op->count);
2305
2306 op->insert_at (env); 2135 op->insert_at (env);
2307 }
2308 else if (op->inv) 2136 else if (op->inv)
2309 drop_unpaid_items (op->inv, env); 2137 drop_unpaid_items (op->inv, env);
2310 2138
2311 op = next; 2139 op = next;
2312 } 2140 }
2315void 2143void
2316object::drop_unpaid_items () 2144object::drop_unpaid_items ()
2317{ 2145{
2318 if (!flag [FLAG_REMOVED]) 2146 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this); 2147 ::drop_unpaid_items (inv, this);
2320}
2321
2322/*
2323 * Returns pointer a static string containing gravestone text
2324 * Moved from apply.c to player.c - player.c is what
2325 * actually uses this function. player.c may not be quite the
2326 * best, a misc file for object actions is probably better,
2327 * but there isn't one in the server directory.
2328 */
2329char *
2330gravestone_text (object *op)
2331{
2332 static char buf2[MAX_BUF];
2333 char buf[MAX_BUF];
2334 time_t now = time (NULL);
2335
2336 strcpy (buf2, " R.I.P.\n\n");
2337 if (op->type == PLAYER)
2338 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2339 else
2340 sprintf (buf, "%s\n", &op->name);
2341
2342 strncat (buf2, " ", 20 - strlen (buf) / 2);
2343 strcat (buf2, buf);
2344 if (op->type == PLAYER)
2345 sprintf (buf, "who was in level %d when killed\n", op->level);
2346 else
2347 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2348
2349 strncat (buf2, " ", 20 - strlen (buf) / 2);
2350 strcat (buf2, buf);
2351 if (op->type == PLAYER)
2352 {
2353 sprintf (buf, "by %s.\n\n", op->contr->killer);
2354 strncat (buf2, " ", 21 - strlen (buf) / 2);
2355 strcat (buf2, buf);
2356 }
2357
2358 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2360 strcat (buf2, buf);
2361
2362 return buf2;
2363} 2148}
2364 2149
2365void 2150void
2366do_some_living (object *op) 2151do_some_living (object *op)
2367{ 2152{
2522 { 2307 {
2523 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2308 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2524 2309
2525 if (over_hp > 0) 2310 if (over_hp > 0)
2526 { 2311 {
2527 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2312 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2528 op->last_heal = 0; 2313 op->last_heal = 0;
2529 } 2314 }
2530 else 2315 else
2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2316 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2532 } 2317 }
2548 op->stats.food--; 2333 op->stats.food--;
2549 } 2334 }
2550 2335
2551 if (op->stats.food < 0 && op->stats.hp >= 0) 2336 if (op->stats.food < 0 && op->stats.hp >= 0)
2552 { 2337 {
2553 object *tmp, *flesh = 0; 2338 object *flesh = 0;
2554 2339
2555 for (tmp = op->inv; tmp; tmp = tmp->below) 2340 for_inv_removable (op, tmp)
2556 { 2341 {
2557 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)
2558 { 2346 {
2559 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2347 op->statusmsg ("You blindly grab for a bite of food. "
2560 { 2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2561 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2349 op->apply (tmp);
2562 manual_apply (op, tmp, 0); 2350
2563 if (op->stats.food >= 0 || op->stats.hp < 0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2564 break; 2352 break;
2565 } 2353 }
2566 else if (tmp->type == FLESH) 2354 else if (tmp->type == FLESH)
2567 flesh = tmp; 2355 flesh = tmp;
2568 } /* End if paid for object */ 2356 }
2569 } /* end of for loop */
2570 2357
2571 /* 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
2572 * eat flesh instead. 2359 * eat flesh instead.
2573 */ 2360 */
2574 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2575 { 2362 {
2576 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.>");
2577 manual_apply (op, flesh, 0); 2365 op->apply (flesh);
2578 } 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.>");
2579 } 2372 }
2580 2373
2581 if (op->stats.food < 0) 2374 if (op->stats.food < 0)
2582 { 2375 {
2583 op->stats.hp += op->stats.food; 2376 op->stats.hp += op->stats.food;
2584 op->stats.food = 0; 2377 op->stats.food = 0;
2378
2379 if (op->stats.hp < 0)
2380 {
2381 op->contr->killer = archetype::get ("killer_starvation");
2382 op->contr->killer->destroy ();
2585 } 2383 }
2384 }
2586 2385
2386 /* killer should be set here already */
2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2387 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2588 kill_player (op); 2388 kill_player (op);
2589 } 2389 }
2590} 2390}
2591 2391
2596 */ 2396 */
2597void 2397void
2598kill_player (object *op) 2398kill_player (object *op)
2599{ 2399{
2600 int x, y; 2400 int x, y;
2601 char buf[MAX_BUF];
2602 maptile *map; /* this is for resurrection */ 2401 maptile *map; /* this is for resurrection */
2603 int will_kill_again; 2402 int will_kill_again;
2604 archetype *at; 2403 archetype *at;
2605 object *tmp; 2404 object *tmp;
2606 2405
2607 if (save_life (op)) 2406 if (save_life (op))
2608 return; 2407 return;
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 }
2609 2444
2610 /* 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
2611 * 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.
2612 * Look at op_on_battleground() for more info --AndreasV 2447 * Look at op_on_battleground() for more info --AndreasV
2613 */ 2448 */
2614 if (op_on_battleground (op, &x, &y)) 2449 if (op_on_battleground (op, &x, &y))
2615 { 2450 {
2616 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";
2617 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2618
2619 /* restore player */
2620 at = archetype::find ("poisoning");
2621 if (object *tmp = present_arch_in_ob (at, op))
2622 {
2623 tmp->destroy ();
2624 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2625 }
2626
2627 at = archetype::find ("confusion");
2628 if (object *tmp = present_arch_in_ob (at, op))
2629 {
2630 tmp->destroy ();
2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2632 }
2633
2634 cure_disease (op, 0, 0); /* remove any disease */
2635 op->stats.hp = op->stats.maxhp;
2636 if (op->stats.food <= 0)
2637 op->stats.food = 999;
2638 2452
2639 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2640 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2641 { 2455
2642 tmp->name = format ("%s's finger" , &op->name); 2456 tmp->name = format ("%s's finger" , &op->name);
2643 tmp->name_pl = format ("%s's fingers", &op->name); 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2644 tmp->msg = format ( 2458 tmp->msg = format (
2645 "This finger has been cut off of %s the %s, when he was defeated at 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",
2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer 2460 &op->name, op->contr->title,
2461 (int)op->level,
2462 op->contr->killer_name ()
2647 ); 2463 );
2648 tmp->value = 0, tmp->type = 0; 2464 tmp->value = 0, tmp->type = 0;
2649 tmp->materialname = "organics"; 2465 tmp->material = name_to_material (shstr_organic);
2650 tmp->insert_at (op, tmp); 2466 tmp->insert_at (op, tmp);
2651 }
2652 2467
2653 /* teleport defeated player to new destination */ 2468 /* teleport defeated player to new destination */
2654 transfer_ob (op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2655 op->contr->braced = 0; 2470 op->contr->braced = 0;
2471
2472 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2656 return; 2473 return;
2657 } 2474 }
2658 2475
2476 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2477 deathtab << "T<YOU HAVE DIED>\n\n";
2478
2659 INVOKE_PLAYER (DEATH, op->contr); 2479 INVOKE_PLAYER (DEATH, op->contr);
2660 2480
2661 command_kill_pets (op, 0); 2481 command_kill_pets (op, 0);
2662
2663 if (op->stats.food < 0)
2664 strcpy (op->contr->killer, "starvation");
2665 2482
2666 op->contr->play_sound (sound_find ("player_dies")); 2483 op->contr->play_sound (sound_find ("player_dies"));
2667 2484
2668 /* save the map location for corpse, gravestone */ 2485 /* save the map location for corpse, gravestone */
2669 x = op->x; 2486 x = op->x;
2699 2516
2700 lost_a_stat = 0; 2517 lost_a_stat = 0;
2701 2518
2702 for (z = 0; z < num_stats_lose; z++) 2519 for (z = 0; z < num_stats_lose; z++)
2703 { 2520 {
2704 i = RANDOM () % NUM_STATS; 2521 i = rndm (NUM_STATS);
2705 2522
2706 if (settings.stat_loss_on_death) 2523 if (settings.stat_loss_on_death)
2707 { 2524 {
2708 /* 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
2709 * what he lost. 2526 * what he lost.
2716 lost_a_stat = 1; 2533 lost_a_stat = 1;
2717 } 2534 }
2718 else 2535 else
2719 { 2536 {
2720 /* deplete a stat */ 2537 /* deplete a stat */
2721 archetype *deparch = archetype::find ("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2722 object *dep; 2539 object *dep;
2723 2540
2724 dep = present_arch_in_ob (deparch, op); 2541 dep = present_arch_in_ob (deparch, op);
2725 if (!dep) 2542 if (!dep)
2726 { 2543 {
2727 dep = arch_to_object (deparch); 2544 dep = deparch->instance ();
2728 insert_ob_in_ob (dep, op); 2545 insert_ob_in_ob (dep, op);
2729 } 2546 }
2730 lose_this_stat = 1; 2547 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) 2548 if (settings.balanced_stat_loss)
2732 { 2549 {
2760 } 2577 }
2761 } 2578 }
2762 2579
2763 if (lose_this_stat) 2580 if (lose_this_stat)
2764 { 2581 {
2765 this_stat = get_attr_value (&(dep->stats), i); 2582 this_stat = get_attr_value (&dep->stats, i);
2766 /* We could try to do something clever like find another 2583 /* We could try to do something clever like find another
2767 * stat to reduce if this fails. But chances are, if 2584 * stat to reduce if this fails. But chances are, if
2768 * stats have been depleted to -50, all are pretty low 2585 * stats have been depleted to -50, all are pretty low
2769 * 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
2770 * difference. 2587 * difference.
2778 lost_a_stat = 1; 2595 lost_a_stat = 1;
2779 } 2596 }
2780 } 2597 }
2781 } 2598 }
2782 } 2599 }
2600
2783 /* If no stat lost, tell the player. */ 2601 /* If no stat lost, tell the player. */
2784 if (!lost_a_stat) 2602 if (!lost_a_stat)
2785 { 2603 {
2786 /* determine_god() seems to not work sometimes... why is this? 2604 /* determine_god() seems to not work sometimes... why is this?
2787 Should I be using something else? GD */ 2605 Should I be using something else? GD */
2788 const char *god = determine_god (op); 2606 shstr_tmp god = determine_god (op);
2789 2607
2790 if (god && (strcmp (god, "none"))) 2608 if (god != shstr_none)
2791 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";
2792 else 2610 else
2793 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";
2794 } 2612 }
2795#else 2613#else
2796 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.";
2797#endif 2615#endif
2798 2616
2799 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2800 * exp loss on the stone. 2618 * exp loss on the stone.
2801 */ 2619 */
2802 tmp = arch_to_object (archetype::find ("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2803 sprintf (buf, "%s's gravestone", &op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
2804 tmp->name = buf; 2622 tmp->name_pl = format ("%s's gravestones", &op->name);
2805 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",
2806 tmp->name_pl = buf; 2624 &op->name, op->contr->title, op->contr->killer_name ());
2807 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);
2808 tmp->msg = buf;
2809 tmp->x = op->x, tmp->y = op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2810 insert_ob_in_map (tmp, op->map, NULL, 0); 2626 insert_ob_in_map (tmp, op->map, NULL, 0);
2811 2627
2812 /**************************************/ 2628 /**************************************/
2813 /* */ 2629 /* */
2814 /* Subtract the experience points, */ 2630 /* Subtract the experience points, */
2815 /* if we died cause of food, give us */
2816 /* food, and reset HP's... */
2817 /* */ 2631 /* */
2818 /**************************************/ 2632 /**************************************/
2819 2633
2820 /* remove any poisoning and confusion the character may be suffering. */
2821 /* restore player */
2822 at = archetype::find ("poisoning");
2823 tmp = present_arch_in_ob (at, op);
2824
2825 if (tmp)
2826 {
2827 tmp->destroy ();
2828 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2829 }
2830
2831 at = archetype::find ("confusion");
2832 tmp = present_arch_in_ob (at, op);
2833 if (tmp)
2834 {
2835 tmp->destroy ();
2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2837 }
2838
2839 cure_disease (op, 0, 0); /* remove any disease */
2840
2841 /*add_exp(op, (op->stats.exp * -0.20)); */ 2634 /*add_exp(op, (op->stats.exp * -0.20)); */
2842 apply_death_exp_penalty (op); 2635 apply_death_exp_penalty (op);
2843 if (op->stats.food < 100)
2844 op->stats.food = 900;
2845 op->stats.hp = op->stats.maxhp;
2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2848 2636
2849 /* 2637 /*
2850 * 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
2851 * and put them back in the map. 2639 * and put them back in the map.
2852 */ 2640 */
2887 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100; 2676 force->resist[at] = 100;
2889 2677
2890 insert_ob_in_ob (force, op); 2678 insert_ob_in_ob (force, op);
2891 op->update_stats (); 2679 op->update_stats ();
2892
2893 } 2680 }
2894 2681
2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2896} 2683}
2897 2684
2898void 2685static void
2899loot_object (object *op) 2686loot_object (object *op)
2900{ /* Grab and destroy some treasure */ 2687{ /* Grab and destroy some treasure */
2901 object *tmp, *tmp2, *next; 2688 object *tmp, *tmp2, *next;
2902 2689
2903 op->close_container (); /* close open sack first */ 2690 op->close_container (); /* close open sack first */
2917 2704
2918 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))))
2919 { 2706 {
2920 if (tmp->nrof > 1) 2707 if (tmp->nrof > 1)
2921 { 2708 {
2922 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2709 tmp->decrease (rndm (1, tmp->nrof - 1));
2923 tmp2->destroy ();
2924 insert_ob_in_map (tmp, op->map, NULL, 0); 2710 insert_ob_in_map (tmp, op->map, NULL, 0);
2925 } 2711 }
2926 else 2712 else
2927 tmp->destroy (); 2713 tmp->destroy ();
2928 } 2714 }
2935 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
2936 * 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
2937 * was changed. 2723 * was changed.
2938 */ 2724 */
2939void 2725void
2940fix_weight (void) 2726fix_weight ()
2941{ 2727{
2942 for_all_players (pl) 2728 for_all_players (pl)
2943 { 2729 {
2944 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2730 sint32 old = pl->ob->carrying;
2945 2731
2946 if (old == sum) 2732 pl->ob->update_weight ();
2947 continue; 2733
2734 if (old != pl->ob->carrying)
2735 {
2948 pl->ob->update_stats (); 2736 pl->ob->update_stats ();
2949 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 }
2950 } 2739 }
2951} 2740}
2952 2741
2953void 2742void
2954fix_luck (void) 2743fix_luck ()
2955{ 2744{
2956 for_all_players (pl) 2745 for_all_players (pl)
2957 if (!pl->ob->contr->ns->state) 2746 if (!pl->ob->contr->ns->state)
2958 pl->ob->change_luck (0); 2747 pl->ob->change_luck (0);
2959} 2748}
2996} 2785}
2997 2786
2998void 2787void
2999make_visible (object *op) 2788make_visible (object *op)
3000{ 2789{
3001 op->hide = 0; 2790 op->flag [FLAG_HIDDEN] = 0;
3002 op->invisible = 0; 2791 op->invisible = 0;
3003 2792
3004 if (op->type == PLAYER) 2793 if (op->type == PLAYER)
3005 { 2794 {
3006 op->contr->tmp_invis = 0; 2795 op->contr->tmp_invis = 0;
3031 2820
3032 if (!ob || !ob->map) 2821 if (!ob || !ob->map)
3033 return 0; 2822 return 0;
3034 2823
3035 /* so, on normal lighted maps, its hard to hide */ 2824 /* so, on normal lighted maps, its hard to hide */
3036 level = ob->map->darkness - 2; 2825 level = ob->map->darklevel () - 2;
3037 2826
3038 /* this also picks up whether the object is glowing. 2827 /* this also picks up whether the object is glowing.
3039 * 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
3040 * as bad as carrying a light on a pitch dark map */ 2829 * as bad as carrying a light on a pitch dark map */
3041 if (has_carried_lights (ob)) 2830 if (ob->has_carried_lights ())
3042 level = -(10 + (2 * ob->map->darkness)); 2831 level = -(10 + (2 * ob->map->darklevel ()));
3043 2832
3044 /* scan through all nearby squares for terrain to hide in */ 2833 /* scan through all nearby squares for terrain to hide in */
3045 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])
3046 { 2837 {
3047 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2838 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3048 if (mflag & P_OUT_OF_MAP) 2839 if (mflag & P_OUT_OF_MAP)
3049 {
3050 continue; 2840 continue;
3051 } 2841
3052 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2842 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3053 level += 2; 2843 level += 2;
3054 else /* open terrain! */ 2844 else /* open terrain! */
3055 level -= 1; 2845 level -= 1;
3056 } 2846 }
3067 * spot (surrounded by clear terrain in broad daylight). -b.t. 2857 * spot (surrounded by clear terrain in broad daylight). -b.t.
3068 */ 2858 */
3069void 2859void
3070do_hidden_move (object *op) 2860do_hidden_move (object *op)
3071{ 2861{
3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2862 int hide = 0;
3073 object *skop;
3074 2863
3075 if (!op || !op->map) 2864 if (!op || !op->map)
3076 return; 2865 return;
3077 2866
3078 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);
3079 2869
3080 /* 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! */
3081 if (op->type == PLAYER && op->contr->run_on) 2871 if (op->type == PLAYER && op->contr->run_on)
3082 if (!skop || num >= skop->level) 2872 if (!skop || num >= skop->level)
3083 { 2873 {
3093 num -= hide; 2883 num -= hide;
3094 2884
3095 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2885 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3096 { 2886 {
3097 make_visible (op); 2887 make_visible (op);
2888
3098 if (op->type == PLAYER) 2889 if (op->type == PLAYER)
3099 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!");
3100 } 2891 }
3101 else if (op->type == PLAYER && skop) 2892 else if (op->type == PLAYER && skop)
3102 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);
3192 while (op) 2983 while (op)
3193 { 2984 {
3194 dx = rv.distance_x + op->arch->x; 2985 dx = rv.distance_x + op->arch->x;
3195 dy = rv.distance_y + op->arch->y; 2986 dy = rv.distance_y + op->arch->y;
3196 2987
3197 /* only the viewable area the player sees is updated by LOS 2988 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3198 * code, so we need to restrict ourselves to that range of values
3199 * for any meaningful values.
3200 */
3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3203 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3204 return 1; 2989 return 1;
3205 2990
3206 op = op->more; 2991 op = op->more;
3207 }
3208
3209 return 0;
3210}
3211
3212/* routine for both players and monsters. We call this when
3213 * there is a possibility for our action distrubing our hiding
3214 * place or invisiblity spell. Artefact invisiblity is not
3215 * effected by this. If we arent invisible to begin with, we
3216 * return 0.
3217 */
3218int
3219action_makes_visible (object *op)
3220{
3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3222 {
3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3224 return 0;
3225
3226 if (op->contr && op->contr->tmp_invis == 0)
3227 return 0;
3228
3229 /* If monsters, they should become visible */
3230 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3231 {
3232 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3233 return 1;
3234 }
3235 } 2992 }
3236 2993
3237 return 0; 2994 return 0;
3238} 2995}
3239 2996
3263 && tmp->name == shstr_battleground 3020 && tmp->name == shstr_battleground
3264 && EXIT_X (tmp) && EXIT_Y (tmp)) 3021 && EXIT_X (tmp) && EXIT_Y (tmp))
3265 { 3022 {
3266 /* before we assign the exit, check if this is a teambattle */ 3023 /* before we assign the exit, check if this is a teambattle */
3267 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))
3268 {
3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3025 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3026 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3270 { 3027 {
3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3272 {
3273 if (x && y) 3028 if (x && y)
3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275 3030
3276 return 1; 3031 return 1;
3277 }
3278 } 3032 }
3279 }
3280 3033
3281 if (x && y) 3034 if (x && y)
3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283 3036
3284 return 1; 3037 return 1;
3422 else 3175 else
3423 j = 1; 3176 j = 1;
3424 strcat (buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3425 } 3178 }
3426 } 3179 }
3180
3427 strcat (buf, "."); 3181 strcat (buf, ".");
3428 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3429 } 3183 }
3430 3184
3431 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3441 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3442 } 3196 }
3443 else 3197 else
3444 { 3198 {
3445 /* generate misc. treasure */ 3199 /* generate misc. treasure */
3446 tmp = arch_to_object (tr->item); 3200 tmp = tr->item->instance ();
3447 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));
3448 tmp = insert_ob_in_ob (tmp, who); 3202 who->insert (tmp);
3449 if (who->type == PLAYER)
3450 esrv_send_item (who, tmp);
3451 } 3203 }
3452} 3204}
3453 3205
3454/** 3206//-GPL
3455 * Unready an object for a player. This function does nothing if the object was
3456 * not readied.
3457 */
3458void
3459player_unready_range_ob (player *pl, object *ob)
3460{
3461 if (pl->ob->current_weapon == ob)
3462 pl->ob->current_weapon = 0;
3463
3464 if (pl->combat_ob == ob)
3465 pl->combat_ob = 0;
3466
3467 if (pl->ranged_ob == ob)
3468 pl->ranged_ob = 0;
3469}
3470 3207
3471sint8 3208sint8
3472player::visibility_at (maptile *map, int x, int y) const 3209player::darkness_at (maptile *map, int x, int y) const
3473{ 3210{
3474 if (!ns) 3211 if (!ns)
3475 return 0; 3212 return LOS_BLOCKED;
3476 3213
3477 int dx, dy; 3214 int dx, dy;
3478 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3215 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3479 return 0; 3216 return LOS_BLOCKED;
3480 3217
3481 x += dx - ns->current_x + ns->mapx / 2; 3218 x += dx - ns->current_x;
3482 y += dy - ns->current_y + ns->mapy / 2; 3219 y += dy - ns->current_y;
3483 3220
3484 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3485 return 0;
3486
3487 return 100 - blocked_los [x][y]; 3221 return blocked_los (x, y);
3488} 3222}
3489 3223
3490void 3224void
3491player::infobox (const char *title, const char *msg, int color) 3225player::infobox (const char *title, const char *msg, int color)
3492{ 3226{

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