ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.198 by root, Sat May 17 00:17:02 2008 UTC vs.
Revision 1.296 by root, Thu Nov 17 04:59:33 2016 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 * Deliantra 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 <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
26
27#include <algorithm>
28#include <functional>
23 29
24#include <global.h> 30#include <global.h>
25#include <sproto.h> 31#include <sproto.h>
26#include <sounds.h> 32#include <sounds.h>
27#include <living.h> 33#include <living.h>
28#include <object.h> 34#include <object.h>
29#include <spells.h> 35#include <spells.h>
30#include <skills.h> 36#include <skills.h>
31 37
32#include <algorithm>
33#include <functional>
34
35playervec players; 38playervec players;
36
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 39
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{
165 54
166 players.insert (this); 55 players.insert (this);
167 ob->remove (); 56 ob->remove ();
168 ob->map = 0; 57 ob->map = 0;
169 ob->activate_recursive (); 58 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
171 add_friendly_object (ob); 60 add_friendly_object (ob);
172} 61}
173 62
174void 63void
175player::deactivate () 64player::deactivate ()
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->update_weight (); 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)
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); 129 esrv_new_player (this);
245 130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
246 ob->update_stats (); 136 ob->update_stats ();
247 137
248 ns->floorbox_update (); 138 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
251 141
252 activate (); 142 activate ();
253 143
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
260} 146}
261 147
262void 148void
278 ns->reset_stats (); 164 ns->reset_stats ();
279 ns->pl = 0; 165 ns->pl = 0;
280 ns = 0; 166 ns = 0;
281 } 167 }
282 168
283 observe = ob; 169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
284 172
285 deactivate (); 173 deactivate ();
286} 174}
175
176//-GPL
287 177
288// the need for this function can be explained 178// the need for this function can be explained
289// by load_object not returning the object 179// by load_object not returning the object
290void 180void
291player::set_object (object *op) 181player::set_object (object *op)
292{ 182{
293 ob = observe = op; 183 ob = observe = viewpoint = op;
294 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
295 185
296 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
297 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
298 188
299 ob->direction = 5; /* So player faces south */ 189 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 ob->deactivate (); // change_weapon activates, fix this better
327} 190}
328 191
329void 192void
330player::set_observe (object *op) 193player::set_observe (object *op)
331{ 194{
332 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
333 do_los = 1; 196 do_los = 1;
334} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
335 207
336player::player () 208player::player ()
337{ 209{
338 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
339 * we deal with that below this point. 211 * we deal with that below this point.
345 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
346 218
347 gen_sp_armour = 10; 219 gen_sp_armour = 10;
348 bowtype = bow_normal; 220 bowtype = bow_normal;
349 petmode = pet_normal; 221 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers; 222 usekeys = containers;
352 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
353 do_los = 1; 224 do_los = 1;
354 225
355 weapon_sp = 1.0f; 226 weapon_sp = 1.0f;
362 disconnect (); 233 disconnect ();
363 234
364 attachable::do_destroy (); 235 attachable::do_destroy ();
365 236
366 if (ob) 237 if (ob)
367 {
368 ob->destroy_inv (false);
369 ob->destroy (); 238 ob->destroy ();
370 }
371 239
372 ob = observe = 0; 240 ob = observe = viewpoint = 0;
373} 241}
374 242
375player::~player () 243player::~player ()
376{ 244{
377 /* Clear item stack */ 245 /* Clear item stack */
378 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
379} 275}
380 276
381/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
382 * All we can really get in this is some settings like host and display 278 * All we can really get in this is some settings like host and display
383 * mode. 279 * mode.
385player * 281player *
386player::create () 282player::create ()
387{ 283{
388 player *pl = new player; 284 player *pl = new player;
389 285
390 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
391 287
392 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
395 291
396 set_first_map (pl->ob); 292 set_first_map (pl->ob);
397 293
398 return pl; 294 return pl;
399}
400
401/*
402 * get_player_archetype() return next player archetype from archetype
403 * list. Not very efficient routine, but used only creating new players.
404 * Note: there MUST be at least one player archetype!
405 */
406archetype *
407get_player_archetype (archetype *at)
408{
409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
416
417 for (;;)
418 {
419 if (++i == archetypes.end ())
420 i = archetypes.begin ();
421 else if (*i == at)
422 cleanup ("not a single player archetype found");
423
424 if ((*i)->type == PLAYER)
425 return *i;
426 }
427} 295}
428 296
429object * 297object *
430get_nearest_player (object *mon) 298get_nearest_player (object *mon)
431{ 299{
505 */ 373 */
506int 374int
507path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
508{ 376{
509 rv_vector rv; 377 rv_vector rv;
510 sint16 x, y;
511 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
512 maptile *m, *lastmap;
513 379
514 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
515 381
516 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
517 return 0; 383 return 0;
518 384
519 x = mon->x; 385 mapxy pos (mon);
520 y = mon->y;
521 m = mon->map;
522 dir = rv.direction; 386 dir = rv.direction;
523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525 389
526 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
527 if (diff > max) 391 if (diff > max)
528 return 0; 392 return 0;
529 393
530 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
531 { 395 {
532 lastx = x; 396 mapxy lastpos = pos;
533 lasty = y;
534 lastmap = m;
535 x = lastx + freearr_x[dir];
536 y = lasty + freearr_y[dir];
537 397
538 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
540 399
541 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
543 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
544 { 404 {
545 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
546 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
547 */ 407 */
548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
549 if (rv.direction != dir) 409 if (rv.direction != dir)
550 { 410 {
551 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
552 * the values so it will try again. 412 * the values so it will try again.
553 */ 413 */
554 x = lastx;
555 y = lasty;
556 m = lastmap; 414 pos = lastpos;
557 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
558 } 416 }
559 else 417 else
560 { 418 {
561 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
568 */ 426 */
569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 { 428 {
571 if (i == 0) 429 if (i == 0)
572 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
573 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
574 * since the direction that the creature should move in 433 * since the direction that the creature should move in
575 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
576 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
577 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
579 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
580 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
581 * the last direction the creature has successfully 440 * the last direction the creature has successfully
582 * moved. 441 * moved.
583 */ 442 */
584
585 x = lastx + freearr_x[absdir (lastdir + i)];
586 y = lasty + freearr_y[absdir (lastdir + i)];
587 m = lastmap; 443 pos = lastpos;
588 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
589 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
590 continue; 447 continue;
591 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
592 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
593 continue; 452 continue;
594 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
595 continue; 455 continue;
596 456
597 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
598 break; 458 break;
599 } 459 }
460
600 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
601 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
602 */ 463 */
603 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
604 return 0; 465 return 0;
466
605 diff--; 467 diff--;
606 lastdir = dir; 468 lastdir = dir;
607 max--; 469 max--;
608 if (!firstdir) 470 if (!firstdir)
609 firstdir = dir + i; 471 firstdir = dir + i;
613 { 475 {
614 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
615 diff--; 477 diff--;
616 max--; 478 max--;
617 lastdir = dir; 479 lastdir = dir;
480
618 if (!firstdir) 481 if (!firstdir)
619 firstdir = dir; 482 firstdir = dir;
620 } 483 }
621 484
622 if (diff <= 1) 485 if (diff <= 1)
623 { 486 {
624 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
625 * headed toward player for entire distance. 488 * headed toward player for entire distance.
626 */ 489 */
627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
629 } 492 }
630 493
631 if (diff > max) 494 if (diff > max)
632 return 0; 495 return 0;
650 next = op->below; 513 next = op->below;
651 514
652 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
653 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
654 */ 517 */
655 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
656 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
657 520
658 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
659 * by this player due to race restrictions 522 * by this player due to race restrictions
660 */ 523 */
661 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
662 { 525 {
663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 526 if ((!pl->flag [FLAG_USE_ARMOUR]
664 && 527 &&
665 (op->type == ARMOUR || op->type == BOOTS 528 (op->type == ARMOUR || op->type == BOOTS
666 || op->type == CLOAK || op->type == HELMET 529 || op->type == CLOAK || op->type == HELMET
667 || op->type == SHIELD || op->type == GLOVES 530 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE)) 531 || op->type == BRACERS || op->type == GIRDLE))
669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
670 { 533 {
671 op->destroy (); 534 op->destroy ();
672 continue; 535 continue;
673 } 536 }
674 } 537 }
675 538
676 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
677 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
678 * have a good idea what to replace it with (need something like 541 * generated by multiple treasurelists specifying the same skills.
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */ 542 */
682 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
683 { 544 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 { 547 {
692 op->destroy (); 548 op->destroy ();
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 549 break;
694 continue;
695 } 550 }
696 551
697 if (op->nrof > 1) 552 if (op->nrof > 1)
698 op->nrof = 1; 553 op->nrof = 1;
699 } 554 }
700 555
701 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 557 op->inv->clr_flag (FLAG_STARTEQUIP);
703 558
704 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
705 * items. Just don't identify gold or silver, or it won't be 560 * items. Just don't identify gold or silver, or it won't be
706 * merged properly. 561 * merged properly.
707 */ 562 */
708 if (need_identify (op)) 563 if (op->need_identify ())
709 { 564 {
710 SET_FLAG (op, FLAG_IDENTIFIED); 565 op->set_flag (FLAG_IDENTIFIED);
711 CLEAR_FLAG (op, FLAG_CURSED); 566 op->clr_flag (FLAG_CURSED);
712 CLEAR_FLAG (op, FLAG_DAMNED); 567 op->clr_flag (FLAG_DAMNED);
713 } 568 }
714 569
715 if (op->type == SPELL) 570 if (op->type == SPELL)
716 { 571 {
717 op->destroy (); 572 op->destroy ();
718 continue; 573 continue;
719 } 574 }
720 else if (op->type == SKILL) 575 else if (op->type == SKILL)
721 { 576 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0; 578 op->stats.exp = 0;
724 op->level = 1; 579 op->level = 1;
725 } 580 }
726 else /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED); 582 op->set_flag (FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
729 584
730 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
731 link_player_skills (pl); 586 pl->contr->link_skills ();
732} 587}
733 588
734void 589void
735get_party_password (object *op, partylist *party) 590get_party_password (object *op, partylist *party)
736{ 591{
746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
747} 602}
748 603
749/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 604/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
750static int 605static int
751roll_stat (void) 606roll_stat ()
752{ 607{
753 int a[4], i, j, k; 608 int a[4], i, j, k;
754 609
755 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
756 a[i] = (int) rndm (6) + 1; 611 a[i] = rndm (1, 6);
757 612
758 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
759 if (a[i] < k) 614 if (a[i] < k)
760 k = a[i], j = i; 615 k = a[i], j = i;
761 616
853player::chargen_race_done () 708player::chargen_race_done ()
854{ 709{
855 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
856 esrv_new_player (ob->contr); 711 esrv_new_player (ob->contr);
857 712
858 treasurelist *tl = treasurelist::find ("starting_wealth"); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
859 if (tl) 714 if (tl)
860 create_treasure (tl, ob, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
861 716
862 INVOKE_PLAYER (BIRTH, ob->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
863 INVOKE_PLAYER (LOGIN, ob->contr);
864 718
865 ob->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
866 720
867 if (ob->msg) 721 if (ob->msg)
868 ob->msg = 0; 722 ob->msg = 0;
869 723
870 start_info (ob); 724 start_info (ob);
871 CLEAR_FLAG (ob, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
872 give_initial_items (ob, ob->randomitems); 726 give_initial_items (ob, ob->randomitems);
873 link_player_skills (ob);
874 esrv_send_inventory (ob, ob); 727 esrv_send_inventory (ob, ob);
875 ob->update_stats (); 728 ob->update_stats ();
876 729
877 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
878 * is one for this race 731 * is one for this race
879 */ 732 */
880 if (*first_map_ext_path) 733 if (*first_map_ext_path)
881 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
882 else 735 else
883 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
737}
738
739/*
740 * Returns true if the given player is a legal class.
741 * The function to add and remove class-bonuses to the stats doesn't
742 * check if the stat becomes negative, thus this function
743 * merely checks that all stats are 1 or more, and returns
744 * false otherwise.
745 */
746static int
747allowed_class (const object *op)
748{
749 return op->stats.Dex > 0
750 && op->stats.Str > 0
751 && op->stats.Con > 0
752 && op->stats.Int > 0
753 && op->stats.Wis > 0
754 && op->stats.Pow > 0
755 && op->stats.Cha > 0;
884} 756}
885 757
886void 758void
887player::chargen_race_next () 759player::chargen_race_next ()
888{ 760{
917 ob->stats.hp = ob->stats.maxhp; 789 ob->stats.hp = ob->stats.maxhp;
918 ob->stats.sp = ob->stats.maxsp; 790 ob->stats.sp = ob->stats.maxsp;
919 ob->stats.grace = 0; 791 ob->stats.grace = 0;
920} 792}
921 793
922void 794static void
923flee_player (object *op) 795flee_player (object *op)
924{ 796{
925 int dir, diff; 797 int dir, diff;
926 rv_vector rv; 798 rv_vector rv;
927 799
928 if (op->stats.hp < 0) 800 if (op->stats.hp < 0)
929 { 801 {
930 LOG (llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
931 CLEAR_FLAG (op, FLAG_SCARED); 803 op->clr_flag (FLAG_SCARED);
932 return; 804 return;
933 } 805 }
934 806
935 if (op->enemy == NULL) 807 if (!op->enemy)
936 { 808 {
937 LOG (llevDebug, "Fleeing player had no enemy.\n"); 809 LOG (llevDebug, "Fleeing player had no enemy.\n");
938 CLEAR_FLAG (op, FLAG_SCARED); 810 op->clr_flag (FLAG_SCARED);
939 return; 811 return;
940 } 812 }
941 813
942 /* Seen some crashes here. Since we don't store an 814 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
943 * op->enemy_count, it is possible that something destroys the
944 * actual enemy, and the object is recycled.
945 */
946 if (op->enemy->map == NULL)
947 { 815 {
948 CLEAR_FLAG (op, FLAG_SCARED);
949 op->enemy = NULL; 816 op->enemy = NULL;
950 return; 817 op->clr_flag (FLAG_SCARED);
951 }
952
953 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
954 {
955 op->enemy = NULL;
956 CLEAR_FLAG (op, FLAG_SCARED);
957 return; 818 return;
958 } 819 }
959 820
960 get_rangevector (op, op->enemy, &rv, 0); 821 get_rangevector (op, op->enemy, &rv, 0);
961 822
962 dir = absdir (4 + rv.direction); 823 dir = absdir (4 + rv.direction);
963 for (diff = 0; diff < 3; diff++) 824 for (diff = 0; diff < 3; diff++)
964 { 825 {
965 int m = 1 - (RANDOM () & 2); 826 int m = 1 - rndm (2) * 2;
966 827
967 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 828 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
968 return; 829 return;
969 } 830 }
970 831
971 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
972 CLEAR_FLAG (op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
973 op->enemy = NULL; 834 op->enemy = NULL;
974} 835}
975 836
976/* check_pick sees if there is stuff to be picked up/picks up stuff. 837/* check_pick sees if there is stuff to be picked up/picks up stuff.
977 * It returns 1 if the player should keep on moving, 0 if he should 838 * It returns 1 if the player should keep on moving, 0 if he should
981check_pick (object *op) 842check_pick (object *op)
982{ 843{
983 object *tmp, *next; 844 object *tmp, *next;
984 int stop = 0; 845 int stop = 0;
985 int wvratio; 846 int wvratio;
986 char putstring[128];
987 847
988 /* if you're flying, you cna't pick up anything */ 848 /* if you're flying, you can't pick up anything */
989 if (op->move_type & MOVE_FLYING) 849 if (op->move_type & MOVE_FLYING)
990 return 1; 850 return 1;
991 851
992 next = op->below; 852 next = op->below;
993 853
994 int cnt = MAX_ITEM_PER_DROP; 854 int cnt = MAX_ITEM_PER_ACTION;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 855#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
996 856
997 /* loop while there are items on the floor that are not marked as 857 /* loop while there are items on the floor that are not marked as
998 * destroyed */ 858 * destroyed */
999 while (next && !next->destroyed ()) 859 while (next && !next->destroyed ())
1015 875
1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 876 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1017 { 877 {
1018 if (item_matched_string (op, tmp, op->contr->search_str)) 878 if (item_matched_string (op, tmp, op->contr->search_str))
1019 CHK_PICK_PICKUP; 879 CHK_PICK_PICKUP;
880
1020 continue; 881 continue;
1021 } 882 }
1022 883
1023 /* high not bit set? We're using the old autopickup model */ 884 /* pickup handling */
885 if (op->contr->mode & PU_DEBUG)
886 {
887 /* some debugging code to figure out item information */
888 const char *str = tmp->name
889 ? format ("item name: %s item type: %d weight/value: %d",
890 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
891 : format ("item name: %s item type: %d weight/value: %d",
892 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
893
894 new_draw_info (NDI_UNIQUE, 0, op, str);
895 }
896
897 if (op->contr->mode & PU_INHIBIT)
898 return 1;
899
900 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
901 return 1;
902
903 /* philosophy:
904 * It's easy to grab an item type from a pile, as long as it's
905 * generic. This takes no game-time. For more detailed pickups
906 * and selections, select-items should be used. This is a
907 * grab-as-you-run type mode that's really useful for arrows for
908 * example.
909 * The drawback: right now it has no frontend, so you need to
910 * stick the bits you want into a calculator in hex mode and then
911 * convert to decimal and then 'pickup <#>
912 */
913
914 /* the first two modes are exclusive: if NOTHING we return, if
915 * STOP then we stop. All the rest are applied sequentially,
916 * meaning if any test passes, the item gets picked up. */
917
918 /* if mode is set to pick nothing up, return */
919 if (op->contr->mode == PU_NOTHING)
920 return 1;
921
922 /* if mode is set to stop when encountering objects, return */
923 /* take STOP before INHIBIT since it doesn't actually pick
924 * anything up */
925 if (op->contr->mode & PU_STOP)
926 return 0;
927
928 /* useful for going into stores and not losing your settings... */
929 /* and for battles wher you don't want to get loaded down while
930 * fighting */
931 if (op->contr->mode & PU_INHIBIT)
932 return 1;
933
934 /* prevent us from turning into auto-thieves :) */
935 if (tmp->flag [FLAG_UNPAID])
936 continue;
937
938 /* ignore known cursed objects */
939 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
940 continue;
941
942 /* all food and drink if desired */
943 /* question: don't pick up known-poisonous stuff? */
1024 if (!(op->contr->mode & PU_NEWMODE)) 944 if (op->contr->mode & PU_FOOD)
945 if (tmp->type == FOOD)
1025 { 946 {
1026 switch (op->contr->mode) 947 CHK_PICK_PICKUP;
948 continue;
949 }
950
951 if (op->contr->mode & PU_DRINK)
952 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
957
958 if (op->contr->mode & PU_POTION)
959 if (tmp->type == POTION)
960 {
961 CHK_PICK_PICKUP;
962 continue;
963 }
964
965 /* spellbooks, skillscrolls and normal books/scrolls */
966 if (op->contr->mode & PU_SPELLBOOK)
967 if (tmp->type == SPELLBOOK)
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_SKILLSCROLL)
974 if (tmp->type == SKILLSCROLL)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 if (op->contr->mode & PU_READABLES)
981 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
982 {
983 CHK_PICK_PICKUP;
984 continue;
985 }
986
987 /* wands/staves/rods/horns */
988 if (op->contr->mode & PU_MAGIC_DEVICE)
989 if (tmp->type == WAND
990 || tmp->type == ROD
991 || tmp->type == HORN
992 || tmp->type == POWER_CRYSTAL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 /* pick up all magical items */
999 if (op->contr->mode & PU_MAGICAL)
1000 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1001 && !tmp->flag [FLAG_KNOWN_CURSED])
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1006
1007 if (op->contr->mode & PU_VALUABLES)
1008 {
1009 if (tmp->type == MONEY || tmp->type == GEM)
1027 { 1010 {
1028 case 0:
1029 return 1; /* don't pick up */
1030 case 1:
1031 CHK_PICK_PICKUP; 1011 CHK_PICK_PICKUP;
1032 return 1; 1012 continue;
1033 case 2:
1034 CHK_PICK_PICKUP;
1035 return 0;
1036 case 3:
1037 return 0; /* stop before pickup */
1038 case 4:
1039 CHK_PICK_PICKUP;
1040 break;
1041 case 5:
1042 CHK_PICK_PICKUP;
1043 stop = 1;
1044 break;
1045 case 6:
1046 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1047 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1048 CHK_PICK_PICKUP;
1049 break;
1050
1051 case 7:
1052 if (tmp->type == MONEY || tmp->type == GEM)
1053 CHK_PICK_PICKUP;
1054 break;
1055
1056 default:
1057 /* use value density */
1058 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1059 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1060 CHK_PICK_PICKUP;
1061 } 1013 }
1062 } 1014 }
1063 else 1015
1064 { /* old model */ 1016 /* rings & amulets - talismans seems to be typed AMULET */
1065 /* NEW pickup handling */
1066 if (op->contr->mode & PU_DEBUG) 1017 if (op->contr->mode & PU_JEWELS)
1018 if (tmp->type == RING
1019 || tmp->type == AMULET
1020 || tmp->type == GIRDLE
1021 || tmp->type == SKILL_TOOL)
1067 { 1022 {
1068 /* some debugging code to figure out item information */ 1023 CHK_PICK_PICKUP;
1069 if (tmp->name != NULL)
1070 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1071 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1072 else
1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1074 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1075
1076 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1077 }
1078
1079 /* philosophy:
1080 * It's easy to grab an item type from a pile, as long as it's
1081 * generic. This takes no game-time. For more detailed pickups
1082 * and selections, select-items should be used. This is a
1083 * grab-as-you-run type mode that's really useful for arrows for
1084 * example.
1085 * The drawback: right now it has no frontend, so you need to
1086 * stick the bits you want into a calculator in hex mode and then
1087 * convert to decimal and then 'pickup <#>
1088 */
1089
1090 /* the first two modes are exclusive: if NOTHING we return, if
1091 * STOP then we stop. All the rest are applied sequentially,
1092 * meaning if any test passes, the item gets picked up. */
1093
1094 /* if mode is set to pick nothing up, return */
1095
1096 if (op->contr->mode & PU_NOTHING)
1097 return 1;
1098
1099 /* if mode is set to stop when encountering objects, return */
1100 /* take STOP before INHIBIT since it doesn't actually pick
1101 * anything up */
1102
1103 if (op->contr->mode & PU_STOP)
1104 return 0;
1105
1106 /* useful for going into stores and not losing your settings... */
1107 /* and for battles wher you don't want to get loaded down while
1108 * fighting */
1109 if (op->contr->mode & PU_INHIBIT)
1110 return 1;
1111
1112 /* prevent us from turning into auto-thieves :) */
1113 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1114 continue; 1024 continue;
1025 }
1115 1026
1116 /* ignore known cursed objects */ 1027 /* we don't forget dragon food */
1117 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1028 if (op->contr->mode & PU_FLESH)
1029 if (tmp->type == FLESH)
1030 {
1031 CHK_PICK_PICKUP;
1118 continue; 1032 continue;
1033 }
1119 1034
1120 /* all food and drink if desired */ 1035 /* bows and arrows. Bows are good for selling! */
1121 /* question: don't pick up known-poisonous stuff? */ 1036 if (op->contr->mode & PU_BOW)
1037 if (tmp->type == BOW)
1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1043 if (op->contr->mode & PU_ARROW)
1044 if (tmp->type == ARROW)
1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1049
1050 /* all kinds of armor etc. */
1051 if (op->contr->mode & PU_ARMOUR)
1052 if (tmp->type == ARMOUR)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_HELMET)
1059 if (tmp->type == HELMET)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 if (op->contr->mode & PU_SHIELD)
1066 if (tmp->type == SHIELD)
1067 {
1068 CHK_PICK_PICKUP;
1069 continue;
1070 }
1071
1122 if (op->contr->mode & PU_FOOD) 1072 if (op->contr->mode & PU_BOOTS)
1123 if (tmp->type == FOOD) 1073 if (tmp->type == BOOTS)
1074 {
1075 CHK_PICK_PICKUP;
1076 continue;
1077 }
1078
1079 if (op->contr->mode & PU_GLOVES)
1080 if (tmp->type == GLOVES || tmp->type == BRACERS)
1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1085
1086 if (op->contr->mode & PU_CLOAK)
1087 if (tmp->type == CLOAK)
1088 {
1089 CHK_PICK_PICKUP;
1090 continue;
1091 }
1092
1093 /* hoping to catch throwing daggers here */
1094 if (op->contr->mode & PU_MISSILEWEAPON)
1095 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 /* careful: chairs and tables are weapons! */
1102 if (op->contr->mode & PU_ALLWEAPON)
1103 {
1104 if (tmp->type == WEAPON)
1105 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1124 { 1106 {
1125 CHK_PICK_PICKUP; 1107 CHK_PICK_PICKUP;
1126 continue; 1108 continue;
1127 } 1109 }
1110 }
1128 1111
1112 /* misc stuff that's useful */
1129 if (op->contr->mode & PU_DRINK) 1113 if (op->contr->mode & PU_KEY)
1130 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1114 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1131 { 1115 {
1132 CHK_PICK_PICKUP; 1116 CHK_PICK_PICKUP;
1133 continue; 1117 continue;
1134 } 1118 }
1135 1119
1120 /* any of the last 4 bits set means we use the ratio for value
1121 * pickups */
1136 if (op->contr->mode & PU_POTION) 1122 if (op->contr->mode & PU_RATIO)
1137 if (tmp->type == POTION) 1123 {
1124 /* use value density to decide what else to grab */
1125 /* >=7 was >= op->contr->mode */
1126 /* >=7 is the old standard setting. Now we take the last 4 bits
1138 { 1127 */
1139 CHK_PICK_PICKUP;
1140 continue;
1141 }
1142
1143 /* spellbooks, skillscrolls and normal books/scrolls */
1144 if (op->contr->mode & PU_SPELLBOOK)
1145 if (tmp->type == SPELLBOOK)
1146 {
1147 CHK_PICK_PICKUP;
1148 continue;
1149 }
1150
1151 if (op->contr->mode & PU_SKILLSCROLL)
1152 if (tmp->type == SKILLSCROLL)
1153 {
1154 CHK_PICK_PICKUP;
1155 continue;
1156 }
1157
1158 if (op->contr->mode & PU_READABLES)
1159 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 /* wands/staves/rods/horns */
1166 if (op->contr->mode & PU_MAGIC_DEVICE)
1167 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1168 {
1169 CHK_PICK_PICKUP;
1170 continue;
1171 }
1172
1173 /* pick up all magical items */
1174 if (op->contr->mode & PU_MAGICAL) 1128 wvratio = op->contr->mode & PU_RATIO;
1175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1129 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_VALUABLES)
1182 { 1130 {
1183 if (tmp->type == MONEY || tmp->type == GEM) 1131#if 0
1132 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1133 if (tmp->name != NULL)
1184 { 1134 {
1185 CHK_PICK_PICKUP; 1135 fprintf (stderr, "%s", tmp->name);
1186 continue;
1187 } 1136 }
1188 }
1189
1190 /* rings & amulets - talismans seems to be typed AMULET */
1191 if (op->contr->mode & PU_JEWELS)
1192 if (tmp->type == RING || tmp->type == AMULET)
1193 {
1194 CHK_PICK_PICKUP;
1195 continue;
1196 }
1197
1198 /* we don't forget dragon food */
1199 if (op->contr->mode & PU_FLESH)
1200 if (tmp->type == FLESH)
1201 {
1202 CHK_PICK_PICKUP;
1203 continue;
1204 }
1205
1206 /* bows and arrows. Bows are good for selling! */
1207 if (op->contr->mode & PU_BOW)
1208 if (tmp->type == BOW)
1209 {
1210 CHK_PICK_PICKUP;
1211 continue;
1212 }
1213
1214 if (op->contr->mode & PU_ARROW)
1215 if (tmp->type == ARROW)
1216 {
1217 CHK_PICK_PICKUP;
1218 continue;
1219 }
1220
1221 /* all kinds of armor etc. */
1222 if (op->contr->mode & PU_ARMOUR)
1223 if (tmp->type == ARMOUR)
1224 {
1225 CHK_PICK_PICKUP;
1226 continue;
1227 }
1228
1229 if (op->contr->mode & PU_HELMET)
1230 if (tmp->type == HELMET)
1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_SHIELD)
1237 if (tmp->type == SHIELD)
1238 {
1239 CHK_PICK_PICKUP;
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_BOOTS)
1244 if (tmp->type == BOOTS)
1245 {
1246 CHK_PICK_PICKUP;
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_GLOVES)
1251 if (tmp->type == GLOVES)
1252 {
1253 CHK_PICK_PICKUP;
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_CLOAK)
1258 if (tmp->type == CLOAK)
1259 {
1260 CHK_PICK_PICKUP;
1261 continue;
1262 }
1263
1264 /* hoping to catch throwing daggers here */
1265 if (op->contr->mode & PU_MISSILEWEAPON)
1266 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1267 {
1268 CHK_PICK_PICKUP;
1269 continue;
1270 }
1271
1272 /* careful: chairs and tables are weapons! */
1273 if (op->contr->mode & PU_ALLWEAPON)
1274 {
1275 if (tmp->type == WEAPON && tmp->name != NULL)
1276 {
1277 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1278 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1279 {
1280 CHK_PICK_PICKUP;
1281 continue;
1282 }
1283 }
1284
1285 if (tmp->type == WEAPON && tmp->name == NULL)
1286 {
1287 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1288 {
1289 CHK_PICK_PICKUP;
1290 continue;
1291 }
1292 }
1293 }
1294
1295 /* misc stuff that's useful */
1296 if (op->contr->mode & PU_KEY)
1297 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1298 {
1299 CHK_PICK_PICKUP;
1300 continue;
1301 }
1302
1303 /* any of the last 4 bits set means we use the ratio for value
1304 * pickups */
1305 if (op->contr->mode & PU_RATIO)
1306 {
1307 /* use value density to decide what else to grab */
1308 /* >=7 was >= op->contr->mode */
1309 /* >=7 is the old standard setting. Now we take the last 4 bits
1310 * and multiply them by 5, giving 0..15*5== 5..75 */
1311 wvratio = (op->contr->mode & PU_RATIO) * 5;
1312 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1313 {
1314 CHK_PICK_PICKUP;
1315#if 0
1316 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1317 if (tmp->name != NULL)
1318 {
1319 fprintf (stderr, "%s", tmp->name);
1320 }
1321 else 1137 else
1322 fprintf (stderr, "%s", tmp->arch->archname); 1138 fprintf (stderr, "%s", tmp->arch->archname);
1323 fprintf (stderr, ",%d] = ", tmp->type); 1139 fprintf (stderr, ",%d] = ", tmp->type);
1324 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1140 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1325#endif 1141#endif
1142 CHK_PICK_PICKUP;
1326 continue; 1143 continue;
1327 }
1328 } 1144 }
1329 } /* the new pickup model */ 1145 } /* the new pickup model */
1330 } 1146 }
1331 1147
1332 return !stop; 1148 return !stop;
1149}
1150
1151/* routine for both players and monsters. We call this when
1152 * there is a possibility for our action distrubing our hiding
1153 * place or invisiblity spell. Artefact invisiblity causes
1154 * "noise" instead. If we arent invisible to begin with, we
1155 * return 0.
1156 */
1157static int
1158action_makes_visible (object *op)
1159{
1160 if (op->invisible && op->flag [FLAG_ALIVE])
1161 {
1162 if (op->flag [FLAG_MAKE_INVIS])
1163 {
1164 // artefact invisibility is permanent, but we still make noise
1165 // this is important for game-balance.
1166 if (op->contr)
1167 op->make_noise ();
1168
1169 return 0;
1170 }
1171
1172 if (op->contr && op->contr->tmp_invis == 0)
1173 return 0;
1174
1175 /* If monsters, they should become visible */
1176 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1177 {
1178 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1179 return 1;
1180 }
1181 }
1182
1183 return 0;
1333} 1184}
1334 1185
1335/* 1186/*
1336 * Find an arrow in the inventory and after that 1187 * Find an arrow in the inventory and after that
1337 * in the right type container (quiver). Pointer to the 1188 * in the right type container (quiver). Pointer to the
1338 * found object is returned. 1189 * found object is returned.
1339 */ 1190 */
1340object * 1191static object *
1341find_arrow (object *op, const char *type) 1192find_arrow (object *op, const char *type)
1342{ 1193{
1343 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1194 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1344 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1195 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1345 return splay (tmp); 1196 return splay (tmp);
1346 1197
1347 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1348 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1199 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1349 if (object *arrow = find_arrow (tmp, type)) 1200 if (object *arrow = find_arrow (tmp, type))
1350 { 1201 {
1351 splay (tmp); 1202 splay (tmp);
1352 return arrow; 1203 return arrow;
1353 } 1204 }
1359 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1210 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1360 * against the target. A full test is not performed, simply a basic test 1211 * against the target. A full test is not performed, simply a basic test
1361 * of resistances. The archer is making a quick guess at what he sees down 1212 * of resistances. The archer is making a quick guess at what he sees down
1362 * the hall. Failing that it does it's best to pick the highest plus arrow. 1213 * the hall. Failing that it does it's best to pick the highest plus arrow.
1363 */ 1214 */
1364object * 1215static object *
1365find_better_arrow (object *op, object *target, const char *type, int *better) 1216find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1366{ 1217{
1367 object *tmp = NULL, *arrow, *ntmp; 1218 object *tmp = NULL, *arrow, *ntmp;
1368 int attacknum, attacktype, betterby = 0, i; 1219 int attacknum, attacktype, betterby = 0, i;
1369 1220
1370 if (!type) 1221 if (!type)
1371 return NULL; 1222 return NULL;
1372 1223
1373 for (arrow = op->inv; arrow; arrow = arrow->below) 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1374 { 1225 {
1375 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1376 { 1227 {
1377 i = 0; 1228 i = 0;
1378 ntmp = find_better_arrow (arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1230
1379 if (i > betterby) 1231 if (i > betterby)
1380 { 1232 {
1381 tmp = ntmp; 1233 tmp = ntmp;
1382 betterby = i; 1234 betterby = i;
1383 } 1235 }
1384 } 1236 }
1385 else if (arrow->type == ARROW && arrow->race == type) 1237 else if (arrow->type == ARROW && arrow->race == type)
1386 { 1238 {
1387 /* allways prefer assasination/slaying */ 1239 /* allways prefer assasination/slaying */
1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1240 if (target->race && arrow->slaying.contains (target->race))
1389 { 1241 {
1390 if (arrow->attacktype & AT_DEATH) 1242 if (arrow->attacktype & AT_DEATH)
1391 { 1243 {
1392 *better = 100; 1244 *better = 100;
1393 return arrow; 1245 return arrow;
1408 { 1260 {
1409 tmp = arrow; 1261 tmp = arrow;
1410 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1262 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1411 } 1263 }
1412 } 1264 }
1265
1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1266 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1414 { 1267 {
1415 tmp = arrow; 1268 tmp = arrow;
1416 betterby = 2 + arrow->magic + arrow->stats.dam; 1269 betterby = 2 + arrow->magic + arrow->stats.dam;
1417 } 1270 }
1271
1418 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1272 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1419 { 1273 {
1420 tmp = arrow; 1274 tmp = arrow;
1421 betterby = 1 + arrow->magic + arrow->stats.dam; 1275 betterby = 1 + arrow->magic + arrow->stats.dam;
1422 } 1276 }
1435 * find_better_arrow to find a decent arrow to use. 1289 * find_better_arrow to find a decent arrow to use.
1436 * op = the shooter 1290 * op = the shooter
1437 * type = bow->race 1291 * type = bow->race
1438 * dir = fire direction 1292 * dir = fire direction
1439 */ 1293 */
1440object * 1294static object *
1441pick_arrow_target (object *op, const char *type, int dir) 1295pick_arrow_target (object *op, shstr_cmp type, int dir)
1442{ 1296{
1443 object *tmp = NULL; 1297 object *tmp = NULL;
1444 maptile *m; 1298 maptile *m;
1445 int i, mflags, found, number; 1299 int i, mflags, found, number;
1446 sint16 x, y; 1300 sint16 x, y;
1461 for (i = 0, found = 0; i < 20; i++) 1315 for (i = 0, found = 0; i < 20; i++)
1462 { 1316 {
1463 x += freearr_x[dir]; 1317 x += freearr_x[dir];
1464 y += freearr_y[dir]; 1318 y += freearr_y[dir];
1465 mflags = get_map_flags (m, &m, x, y, &x, &y); 1319 mflags = get_map_flags (m, &m, x, y, &x, &y);
1320
1466 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1321 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1467 { 1322 {
1468 tmp = NULL; 1323 tmp = 0;
1469 break; 1324 break;
1470 } 1325 }
1471 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1326 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1472 { 1327 {
1473 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1328 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1474 * perhaps a bad assumption. 1329 * perhaps a bad assumption.
1475 */ 1330 */
1476 tmp = NULL; 1331 tmp = 0;
1477 break; 1332 break;
1478 } 1333 }
1334
1479 if (mflags & P_IS_ALIVE) 1335 if (mflags & P_IS_ALIVE)
1480 {
1481 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1336 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1482 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1337 if (tmp->flag [FLAG_ALIVE])
1483 {
1484 found++;
1485 break;
1486 }
1487 if (found)
1488 break; 1338 break;
1489 }
1490 } 1339 }
1491 if (tmp == NULL) 1340
1341 if (!tmp)
1492 return find_arrow (op, type); 1342 return find_arrow (op, type);
1493 1343
1494 if (tmp->head) 1344 if (tmp->head)
1495 tmp = tmp->head; 1345 tmp = tmp->head;
1496 1346
1536 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1386 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1537 return 0; 1387 return 0;
1538 } 1388 }
1539 1389
1540 // optimisation: move object to top so we will find it quickly again 1390 // optimisation: move object to top so we will find it quickly again
1541 if (bow->below) 1391 splay (bow);
1542 {
1543 bow->remove ();
1544 op->insert (bow);
1545 }
1546
1547 } 1392 }
1548 1393
1549 if (!bow->race || !bow->skill) 1394 if (!bow->race || !bow->skill)
1550 { 1395 {
1551 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1396 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1558 { 1403 {
1559 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1560 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1405 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1561 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1406 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1562 else 1407 else
1563 CLEAR_FLAG (op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1564 1409
1565 return 0; 1410 return 0;
1566 } 1411 }
1567 } 1412 }
1568 1413
1577 } 1422 }
1578 1423
1579 /* this should not happen, but sometimes does */ 1424 /* this should not happen, but sometimes does */
1580 if (arrow->nrof == 0) 1425 if (arrow->nrof == 0)
1581 { 1426 {
1427 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1582 arrow->destroy (); 1428 arrow->destroy ();
1583 return 0; 1429 return 0;
1584 } 1430 }
1585 1431
1586 left = arrow; /* these are arrows left to the player */ 1432 left = arrow; /* these are arrows left to the player */
1596 arrow->direction = dir; 1442 arrow->direction = dir;
1597 1443
1598 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1444 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1599 arrow->stats.hp = arrow->stats.dam; 1445 arrow->stats.hp = arrow->stats.dam;
1600 arrow->stats.grace = arrow->attacktype; 1446 arrow->stats.grace = arrow->attacktype;
1601 1447 arrow->custom_name = arrow->slaying;
1602 if (arrow->slaying)
1603 arrow->spellarg = strdup (arrow->slaying);
1604 1448
1605#if 0 1449#if 0
1606 if (player *pl = op->contr) 1450 if (player *pl = op->contr)
1607 { 1451 {
1608 float speed = pl->weapon_sp; 1452 float speed = pl->weapon_sp;
1618#endif 1462#endif
1619 1463
1620 SET_ANIMATION (arrow, arrow->direction); 1464 SET_ANIMATION (arrow, arrow->direction);
1621 1465
1622 /* update the speed */ 1466 /* update the speed */
1623 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1624 + bow->stats.dam / 7.f;
1625 1467
1626 arrow->set_speed (max (arrow->speed, 2.f));
1627 arrow->speed_left = 0; 1468 arrow->speed_left = 0;
1469 arrow->set_speed (max (2.f,
1470 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1471 + bow->stats.dam / 7.f
1472 ));
1628 1473
1629 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1474 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1630 1475
1631 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1632 { 1477 {
1653 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1498 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1654 1499
1655 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1656 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1657 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1658 1504
1659 op->play_sound (sound_find ("fire_arrow")); 1505 op->play_sound (sound_find ("fire_arrow"));
1660 m->insert (arrow, sx, sy, op); 1506 m->insert (arrow, sx, sy, op);
1661 1507
1662 if (!arrow->destroyed ()) 1508 if (!arrow->destroyed ())
1670 * but monsters can't. Putting that code here 1516 * but monsters can't. Putting that code here
1671 * makes the fire_bow code much cleaner. 1517 * makes the fire_bow code much cleaner.
1672 * this function should only be called if 'op' is a player, 1518 * this function should only be called if 'op' is a player,
1673 * hence the function name. 1519 * hence the function name.
1674 */ 1520 */
1675int 1521static int
1676player_fire_bow (object *op, int dir) 1522player_fire_bow (object *op, int dir)
1677{ 1523{
1678 int ret = 0, wcmod = 0; 1524 int ret;
1679 1525
1680 if (op->contr->bowtype == bow_bestarrow) 1526 if (op->contr->bowtype == bow_bestarrow)
1681 { 1527 {
1682 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1528 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1683 } 1529 }
1684 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1530 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1685 { 1531 {
1686 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1532 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1687 wcmod = -1;
1688
1689 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1533 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1690 } 1534 }
1691 else if (op->contr->bowtype == bow_threewide) 1535 else if (op->contr->bowtype == bow_threewide)
1692 { 1536 {
1693 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1537 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1694 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1538 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1695 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1539 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1696 } 1540 }
1697 else if (op->contr->bowtype == bow_spreadshot) 1541 else if (op->contr->bowtype == bow_spreadshot)
1698 { 1542 {
1699 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1700 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1544 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1701 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1545 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1702 } 1546 }
1703 else 1547 else
1704 { 1548 {
1710} 1554}
1711 1555
1712/* Fires a misc (wand/rod/horn) object in 'dir'. 1556/* Fires a misc (wand/rod/horn) object in 'dir'.
1713 * Broken apart from 'fire' to keep it more readable. 1557 * Broken apart from 'fire' to keep it more readable.
1714 */ 1558 */
1715void 1559static void
1716fire_misc_object (object *op, int dir) 1560fire_misc_object (object *op, int dir)
1717{ 1561{
1718 object *item = op->contr->ranged_ob; 1562 object *item = op->contr->ranged_ob;
1719 1563
1720 if (!item) 1564 if (!item)
1727 { 1571 {
1728 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1572 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1729 return; 1573 return;
1730 } 1574 }
1731 1575
1732 if (!op->change_weapon (item)) 1576 if (!op->apply (item))
1733 return; 1577 return;
1734 1578
1735 if (item->type == WAND) 1579 if (item->type == WAND)
1736 { 1580 {
1737 if (item->stats.food <= 0) 1581 if (item->stats.food <= 0)
1742 return; 1586 return;
1743 } 1587 }
1744 } 1588 }
1745 else if (item->type == ROD || item->type == HORN) 1589 else if (item->type == ROD || item->type == HORN)
1746 { 1590 {
1747 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1591 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1748 1592
1749 // using the maximum of the rods charge allows at least one spell cast 1593 // using the maximum of the rods charge allows at least one spell cast
1750 // for a rod or horn, this fixes some broken rods. 1594 // for a rod or horn, this fixes some broken rods.
1751 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1595 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1752 { 1596 {
1753 op->contr->play_sound (sound_find ("wand_poof")); 1597 op->contr->play_sound (sound_find ("wand_poof"));
1754 1598
1755 if (item->type == ROD) 1599 if (item->type == ROD)
1756 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1761 } 1605 }
1762 } 1606 }
1763 1607
1764 if (cast_spell (op, item, dir, item->inv, NULL)) 1608 if (cast_spell (op, item, dir, item->inv, NULL))
1765 { 1609 {
1766 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1610 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1611
1767 if (item->type == WAND) 1612 if (item->type == WAND)
1768 { 1613 {
1769 if (!(--item->stats.food)) 1614 if (!(--item->stats.food))
1770 { 1615 {
1771 object *tmp;
1772
1773 if (item->arch) 1616 if (item->arch)
1774 { 1617 {
1775 CLEAR_FLAG (item, FLAG_ANIMATE); 1618 item->clr_flag (FLAG_ANIMATE);
1776 item->face = item->arch->face; 1619 item->face = item->arch->face;
1777 item->set_speed (0); 1620 item->set_speed (0);
1778 } 1621 }
1779 1622
1780 if (object *pl = item->visible_to ()) 1623 if (object *pl = item->visible_to ())
1787} 1630}
1788 1631
1789/* Received a fire command for the player - go and do it. 1632/* Received a fire command for the player - go and do it.
1790 */ 1633 */
1791bool 1634bool
1792fire (object *op, int dir) 1635fire (object *who, int dir)
1793{ 1636{
1794 int spellcost = 0; 1637 int spellcost = 0;
1795 1638
1796 /* check for loss of invisiblity/hide */
1797 if (action_makes_visible (op))
1798 make_visible (op);
1799
1800 player *pl = op->contr; 1639 player *pl = who->contr;
1801 1640
1802 if (pl->golem) 1641 if (pl->golem)
1803 { 1642 {
1804 control_golem (op->contr->golem, dir); 1643 control_golem (who->contr->golem, dir);
1805 return false; 1644 return false;
1806 } 1645 }
1807 1646
1808 object *ob = pl->ranged_ob; 1647 object *ob = pl->ranged_ob;
1809 1648
1810 if (!ob) 1649 if (!ob)
1811 return false; 1650 return false;
1812 1651
1813 if (!op->change_weapon (ob))
1814 return false;
1815
1816 if (op->speed_left > 0.f) 1652 if (who->speed_left > 0.f)
1817 --op->speed_left; 1653 --who->speed_left;
1818 else 1654 else
1819 return false; 1655 return false;
1820 1656
1657 if (!who->apply (ob))
1658 return false;
1659
1660 /* check for loss of invisiblity/hide */
1661 if (action_makes_visible (who))
1662 make_visible (who);
1663
1821 switch (ob->type) 1664 switch (ob->type)
1822 { 1665 {
1823 case BOW: 1666 case BOW:
1824 player_fire_bow (op, dir); 1667 player_fire_bow (who, dir);
1825 break; 1668 break;
1826 1669
1827 case SPELL: 1670 case SPELL:
1828 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1671 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1829 break; 1672 break;
1830 1673
1831 case BUILDER: 1674 case BUILDER:
1832 apply_map_builder (op, dir); 1675 apply_map_builder (who, dir);
1833 break; 1676 break;
1834 1677
1835 case SKILL: 1678 case SKILL:
1836 do_skill (op, op, ob, dir, 0); 1679 do_skill (who, who, ob, dir, 0);
1837 break; 1680 break;
1838 1681
1682 case RANGED:
1683 do_skill (who, ob, who->chosen_skill, dir, 0);
1684 break;
1685
1839 default: 1686 default:
1840 fire_misc_object (op, dir); 1687 fire_misc_object (who, dir);
1841 break; 1688 break;
1842 } 1689 }
1843 1690
1844 return true; 1691 return true;
1845} 1692}
1846 1693
1847/* find_key 1694static object *
1848 * We try to find a key for the door as passed. If we find a key
1849 * and successfully use it, we return the key, otherwise NULL
1850 * This function merges both normal and locked door, since the logic
1851 * for both is the same - just the specific key is different.
1852 * pl is the player,
1853 * inv is the objects inventory to searched
1854 * door is the door we are trying to match against.
1855 * This function can be called recursively to search containers.
1856 */
1857object *
1858find_key (object *pl, object *container, object *door) 1695find_key_ (object *pl, object *container, object *door)
1859{ 1696{
1860 object *tmp, *key; 1697 object *tmp, *key;
1861 1698
1862 /* Should not happen, but sanity checking is never bad */ 1699 /* Should not happen, but sanity checking is never bad */
1863 if (!container->inv) 1700 if (!container->inv)
1866 /* First, lets try to find a key in the top level inventory */ 1703 /* First, lets try to find a key in the top level inventory */
1867 for (tmp = container->inv; tmp; tmp = tmp->below) 1704 for (tmp = container->inv; tmp; tmp = tmp->below)
1868 { 1705 {
1869 if (door->type == DOOR && tmp->type == KEY) 1706 if (door->type == DOOR && tmp->type == KEY)
1870 break; 1707 break;
1708
1871 /* For sanity, we should really check door type, but other stuff 1709 /* For sanity, we should really check door type, but other stuff
1872 * (like containers) can be locked with special keys 1710 * (like containers) can be locked with special keys
1873 */ 1711 */
1874 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1712 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1875 break; 1713 break;
1881 * a key, return 1719 * a key, return
1882 */ 1720 */
1883 if (!tmp) 1721 if (!tmp)
1884 { 1722 {
1885 for (tmp = container->inv; tmp; tmp = tmp->below) 1723 for (tmp = container->inv; tmp; tmp = tmp->below)
1886 {
1887 /* No reason to search empty containers */ 1724 /* No reason to search empty containers */
1888 if (tmp->type == CONTAINER && tmp->inv) 1725 if (tmp->type == CONTAINER && tmp->inv)
1889 {
1890 if ((key = find_key (pl, tmp, door))) 1726 if ((key = find_key_ (pl, tmp, door)))
1891 return key; 1727 return key;
1892 }
1893 }
1894 1728
1895 if (!tmp) 1729 if (!tmp)
1896 return NULL; 1730 return 0;
1897 } 1731 }
1898 1732
1899 /* We get down here if we have found a key. Now if its in a container, 1733 /* We get down here if we have found a key. Now if its in a container,
1900 * see if we actually want to use it 1734 * see if we actually want to use it
1901 */ 1735 */
1902 if (pl != container) 1736 if (pl != container)
1903 { 1737 {
1904 /* Only let players use keys in containers */ 1738 /* Only let players use keys in containers */
1905 if (!pl->contr) 1739 if (!pl->contr)
1906 return NULL; 1740 return 0;
1741
1907 /* cases where this fails: 1742 /* cases where this fails:
1908 * If we only search the player inventory, return now since we 1743 * If we only search the player inventory, return now since we
1909 * are not in the players inventory. 1744 * are not in the players inventory.
1910 * If the container is not active, return now since only active 1745 * If the container is not active, return now since only active
1911 * containers can be used. 1746 * containers can be used.
1915 * inv must have been an container and must have been active. 1750 * inv must have been an container and must have been active.
1916 * 1751 *
1917 * Change the color so that the message doesn't disappear with 1752 * Change the color so that the message doesn't disappear with
1918 * all the others. 1753 * all the others.
1919 */ 1754 */
1920 if (pl->contr->usekeys == key_inventory || 1755 if (pl->contr->usekeys == key_inventory
1921 !QUERY_FLAG (container, FLAG_APPLIED) || 1756 || !container->flag [FLAG_APPLIED]
1922 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1757 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1923 { 1758 {
1924 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1759 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1925 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1760 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1926 return NULL; 1761 return NULL;
1927 } 1762 }
1928 } 1763 }
1929 1764
1930 return tmp; 1765 return tmp;
1766}
1767
1768/* find_key
1769 * We try to find a key for the door as passed. If we find a key
1770 * and successfully use it, we return the key, otherwise NULL
1771 * This function merges both normal and locked door, since the logic
1772 * for both is the same - just the specific key is different.
1773 * pl is the player,
1774 * inv is the objects inventory to searched
1775 * door is the door we are trying to match against.
1776 * This function can be called recursively to search containers.
1777 */
1778object *
1779find_key (object *pl, object *container, object *door)
1780{
1781 if (door->slaying && is_match_expr (door->slaying))
1782 {
1783 // for match expressions, we try to find the key by applying the match
1784 // to the op itself, which is supposed to find the "key", instead
1785 // of searching through containers ourselves.
1786
1787 return match_one (door->slaying, container, door, pl, pl);
1788 }
1789 else
1790 return find_key_ (pl, container, door);
1931} 1791}
1932 1792
1933/* moved door processing out of move_player_attack. 1793/* moved door processing out of move_player_attack.
1934 * returns 1 if player has opened the door with a key 1794 * returns 1 if player has opened the door with a key
1935 * such that the caller should not do anything more, 1795 * such that the caller should not do anything more,
1985 * going to try and move (not fire weapons). 1845 * going to try and move (not fire weapons).
1986 */ 1846 */
1987bool 1847bool
1988move_player_attack (object *op, int dir) 1848move_player_attack (object *op, int dir)
1989{ 1849{
1990 int on_battleground; 1850 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1851 {
1852 --op->speed_left;
1853 return true;
1854 }
1991 1855
1992 sint16 nx = freearr_x[dir] + op->x; 1856 sint16 nx = freearr_x[dir] + op->x;
1993 sint16 ny = freearr_y[dir] + op->y; 1857 sint16 ny = freearr_y[dir] + op->y;
1994 1858
1995 on_battleground = op_on_battleground (op, 0, 0);
1996
1997 if (out_of_map (op->map, nx, ny)) 1859 if (out_of_map (op->map, nx, ny))
1998 return false; 1860 return false;
1999
2000 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2001 {
2002 --op->speed_left;
2003 return true;
2004 }
2005 1861
2006 /* If braced, or can't move to the square, and it is not out of the 1862 /* If braced, or can't move to the square, and it is not out of the
2007 * map, attack it. Note order of if statement is important - don't 1863 * map, attack it. Note order of if statement is important - don't
2008 * want to be calling move_ob if braced, because move_ob will move the 1864 * want to be calling move_ob if braced, because move_ob will move the
2009 * player. This is a pretty nasty hack, because if we could 1865 * player. This is a pretty nasty hack, because if we could
2027 || mon->flag [FLAG_CAN_ROLL]) 1883 || mon->flag [FLAG_CAN_ROLL])
2028 && mon != op) 1884 && mon != op)
2029 break; 1885 break;
2030 } 1886 }
2031 1887
2032 if (!mon) /* This happens anytime the player tries to move */ 1888 /* no monster == player tries to move into a wall or so */
2033 return false; /* into a wall */ 1889 if (!mon)
1890 {
1891 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1892 if (op->move_type & ob->move_block)
1893 {
1894 if (ob->move_block == MOVE_ALL)
1895 move_into_wall (op, ob);
1896 else
1897 {
1898 if (op->contr->ns->bumpmsg)
1899 {
1900 op->play_sound (sound_find ("blocked_move"));
1901
1902 op->statusmsg (ob->invisible
1903 ? "Something blocks you."
1904 : format ("Something blocks you from entering the %s.", query_name (ob))
1905 );
1906 }
1907 }
1908
1909 break;
1910 }
1911
1912 return false;
1913 }
2034 1914
2035 mon = mon->head_ (); 1915 mon = mon->head_ ();
2036 1916
2037 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2038 if (op->contr->weapon_sp_left > 0.f) 1918 if (op->contr->weapon_sp_left > 0.f)
2056 */ 1936 */
2057 if (op->type == PLAYER 1937 if (op->type == PLAYER
2058 && ((mon->owner && mon->owner->contr 1938 && ((mon->owner && mon->owner->contr
2059 && same_party (mon->owner->contr->party, op->contr->party)) 1939 && same_party (mon->owner->contr->party, op->contr->party))
2060 || mon->owner == op) 1940 || mon->owner == op)
2061 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1941 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2062 { 1942 {
2063 /* If we're braced, we don't want to switch places with it */ 1943 /* If we're braced, we don't want to switch places with it */
2064 if (op->contr->braced) 1944 if (op->contr->braced)
2065 return false; 1945 return false;
2066 1946
2069 --op->speed_left; 1949 --op->speed_left;
2070 1950
2071 op->play_sound (sound_find ("push_player")); 1951 op->play_sound (sound_find ("push_player"));
2072 push_ob (mon, dir, op); 1952 push_ob (mon, dir, op);
2073 1953
2074 if (op->contr->tmp_invis || op->hide) 1954 if (action_makes_visible (op))
2075 make_visible (op); 1955 make_visible (op);
2076 1956
2077 return true; 1957 return true;
2078 } 1958 }
2079 else 1959 else
2080 return false; 1960 return false;
2081 } 1961 }
1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
2082 1964
2083 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2084 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2085 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
2086 * attack them either. 1968 * attack them either.
2087 */ 1969 */
2088 if ((mon->type == PLAYER || mon->enemy != op) 1970 if ((mon->type == PLAYER || mon->enemy != op)
2089 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1971 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2090 && ((op->contr->peaceful 1972 && ((op->contr->peaceful
2091 || (mon->type == PLAYER && mon->contr->peaceful)) 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2092 && !on_battleground)) 1974 && !on_battleground))
2093 { 1975 {
2094 if (op->speed_left > 0.f) 1976 if (op->speed_left > 0.f)
2101 push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2102 } 1984 }
2103 else 1985 else
2104 op->statusmsg ("You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2105 1987
2106 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2107 make_visible (op); 1989 make_visible (op);
2108 1990
2109 return true; 1991 return true;
2110 } 1992 }
2111 } 1993 }
2112 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2113 * roll it if not braced. You can't roll it if you are braced. 1995 * roll it if not braced. You can't roll it if you are braced.
2114 */ 1996 */
2115 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1997 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2116 { 1998 {
2117 if (op->speed_left > 0.f) 1999 if (op->speed_left > 0.f)
2118 { 2000 {
2119 --op->speed_left; 2001 --op->speed_left;
2120 2002
2129 * Way it works is like this: First, it must have some hit points 2011 * Way it works is like this: First, it must have some hit points
2130 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2131 * 1) Not a player, 2) A player, but of a different party. Note 2013 * 1) Not a player, 2) A player, but of a different party. Note
2132 * that party_number -1 is no party, so attacks can still happen. 2014 * that party_number -1 is no party, so attacks can still happen.
2133 */ 2015 */
2134 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2135 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2136 { 2018 {
2137 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2138 { 2020 {
2139 --op->contr->weapon_sp_left; 2021 --op->contr->weapon_sp_left;
2151} 2033}
2152 2034
2153bool 2035bool
2154move_player (object *op, int dir) 2036move_player (object *op, int dir)
2155{ 2037{
2156 int pick;
2157
2158 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2038 if (!op->map || op->map->state != MAP_ACTIVE)
2159 return 0; 2039 return 0;
2160 2040
2161 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2162 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir > 8)
2163 { 2043 {
2164 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2165 return 0; 2045 return 0;
2166 } 2046 }
2167 2047
2168 /* peterm: added following line */ 2048 /* peterm: added following line */
2169 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (op->flag [FLAG_CONFUSED] && dir)
2170 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2171 2051
2172 op->facing = dir; 2052 op->facing = dir;
2173 2053
2174 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2175 do_hidden_move (op); 2055 do_hidden_move (op);
2176 2056
2177 bool retval; 2057 bool retval;
2058 int pick = 0;
2178 2059
2179 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2180 retval = RESULT_INT (0); 2061 retval = RESULT_INT (0);
2181 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2182 retval = fire (op, dir); 2063 retval = fire (op, dir);
2213 * players. 2094 * players.
2214 */ 2095 */
2215bool 2096bool
2216handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2217{ 2098{
2218 if (QUERY_FLAG (op, FLAG_SCARED)) 2099 if (op->flag [FLAG_SCARED])
2219 { 2100 {
2220 if (op->speed_left > 0.f) 2101 if (op->speed_left > 0.f)
2221 { 2102 {
2222 --op->speed_left; 2103 --op->speed_left;
2223 flee_player (op); 2104 flee_player (op);
2239 return move_player (op, op->direction); 2120 return move_player (op, op->direction);
2240 2121
2241 return false; 2122 return false;
2242} 2123}
2243 2124
2244int 2125static int
2245save_life (object *op) 2126save_life (object *op)
2246{ 2127{
2247 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!op->flag [FLAG_LIFESAVE])
2248 return 0; 2129 return 0;
2249 2130
2250 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2251 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2252 { 2133 {
2253 op->play_sound (sound_find ("ob_evaporate")); 2134 op->play_sound (sound_find ("ob_evaporate"));
2254 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2135 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2255 2136
2256 tmp->destroy (); 2137 tmp->destroy ();
2257 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 op->clr_flag (FLAG_LIFESAVE);
2258 2139
2259 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2260 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2261 2142
2262 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2263 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2264 2145
2265 op->update_stats (); 2146 op->update_stats ();
2266 return 1; 2147 return 1;
2267 } 2148 }
2268 2149
2269 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2270 CLEAR_FLAG (op, FLAG_LIFESAVE); 2151 op->clr_flag (FLAG_LIFESAVE);
2271 enter_player_savebed (op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2272 return 0; 2153 return 0;
2273} 2154}
2274 2155
2275/* This goes throws the inventory and removes unpaid objects, and puts them 2156/* This goes throws the inventory and removes unpaid objects, and puts them
2282{ 2163{
2283 while (op) 2164 while (op)
2284 { 2165 {
2285 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2286 2167
2287 if (QUERY_FLAG (op, FLAG_UNPAID)) 2168 if (op->flag [FLAG_UNPAID])
2288 op->insert_at (env); 2169 op->insert_at (env);
2289 else if (op->inv) 2170 else if (op->inv)
2290 drop_unpaid_items (op->inv, env); 2171 drop_unpaid_items (op->inv, env);
2291 2172
2292 op = next; 2173 op = next;
2298{ 2179{
2299 if (!flag [FLAG_REMOVED]) 2180 if (!flag [FLAG_REMOVED])
2300 ::drop_unpaid_items (inv, this); 2181 ::drop_unpaid_items (inv, this);
2301} 2182}
2302 2183
2303/*
2304 * Returns pointer a static string containing gravestone text
2305 * Moved from apply.c to player.c - player.c is what
2306 * actually uses this function. player.c may not be quite the
2307 * best, a misc file for object actions is probably better,
2308 * but there isn't one in the server directory.
2309 */
2310const char *
2311gravestone_text (object *op)
2312{
2313 static dynbuf_text buf;
2314
2315 buf << "---- R.I.P. ----\n\n";
2316 op->name;
2317
2318 if (op->type == PLAYER)
2319 buf << " the " << op->contr->title;
2320
2321 buf << "\n\n";
2322
2323 buf << "who was level ";
2324 buf << (sint32)op->level << "\n\n" // OO breakdown
2325 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2326
2327 if (op->type == PLAYER)
2328 buf << "by " << op->contr->killer_name () << ".\n\n";
2329
2330 {
2331 static char buf2[128];
2332 time_t now = time (NULL);
2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2334 buf << buf2;
2335 }
2336
2337 return buf;
2338}
2339
2340void 2184void
2341do_some_living (object *op) 2185do_some_living (object *op)
2342{ 2186{
2343 int last_food = op->stats.food; 2187 int last_food = op->stats.food;
2344 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2345 int over_hp, over_sp, over_grace;
2346 int i;
2347 int rate_hp = 1200; 2189 int rate_hp = 1200;
2348 int rate_sp = 2500; 2190 int rate_sp = 2500;
2349 int rate_grace = 2000; 2191 int rate_grace = 2000;
2350 const int max_hp = 1; 2192 const int max_hp = 1;
2351 const int max_sp = 1; 2193 const int max_sp = 1;
2352 const int max_grace = 1; 2194 const int max_grace = 1;
2353 2195
2196#if 0
2354 if (op->contr->hidden) 2197 if (op->contr->hidden)
2355 { 2198 {
2356 op->invisible = 1000; 2199 op->invisible = 1000;
2357 /* the socket code flashes the player visible/invisible 2200 /* the socket code flashes the player visible/invisible
2358 * depending on the value of invisible, so we need to 2201 * depending on the value of invisible, so we need to
2359 * alternate it here for it to work correctly. 2202 * alternate it here for it to work correctly.
2360 */ 2203 */
2361 if (pticks & 2) 2204 if (server_tick & 2)
2362 op->invisible--; 2205 op->invisible--;
2363 } 2206 }
2207 else
2208#endif
2364 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2209 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2365 { 2210 {
2366 if (!op->invisible--) 2211 if (!op->invisible--)
2367 { 2212 {
2368 make_visible (op); 2213 make_visible (op);
2369 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2214 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2403 if (--op->last_grace < 0) 2248 if (--op->last_grace < 0)
2404 { 2249 {
2405 if (op->stats.grace < op->stats.maxgrace / 2) 2250 if (op->stats.grace < op->stats.maxgrace / 2)
2406 op->stats.grace++; /* no penalty in food for regaining grace */ 2251 op->stats.grace++; /* no penalty in food for regaining grace */
2407 2252
2253 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2254
2408 if (max_grace > 1) 2255 if (max_grace > 1)
2409 { 2256 {
2410 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2257 int over_grace = temp / rate_grace;
2258
2411 if (over_grace > 0) 2259 if (over_grace > 0)
2412 { 2260 {
2413 op->stats.sp += over_grace 2261 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2414 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2415 op->last_grace = 0; 2262 op->last_grace = 0;
2416 } 2263 }
2417 else 2264 else
2418 { 2265 op->last_grace = rate_grace / temp;
2419 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2420 }
2421 } 2266 }
2422 else 2267 else
2423 { 2268 op->last_grace = rate_grace / temp;
2424 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2269
2425 }
2426 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2427 } 2271 }
2428 2272
2429 if (op->stats.food > 0) 2273 if (op->stats.food > 0)
2430 { 2274 {
2436 if (op->stats.sp < op->stats.maxsp) 2280 if (op->stats.sp < op->stats.maxsp)
2437 { 2281 {
2438 op->stats.sp++; 2282 op->stats.sp++;
2439 2283
2440 /* dms do not consume food */ 2284 /* dms do not consume food */
2441 if (!QUERY_FLAG (op, FLAG_WIZ)) 2285 if (!op->flag [FLAG_WIZ])
2442 { 2286 {
2443 op->stats.food--; 2287 op->stats.food--;
2444 2288
2445 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2446 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2449 } 2293 }
2450 } 2294 }
2451 2295
2452 if (max_sp > 1) 2296 if (max_sp > 1)
2453 { 2297 {
2454 over_sp = (gen_sp + 10) / rate_sp; 2298 int over_sp = (gen_sp + 10) / rate_sp;
2455 if (over_sp > 0) 2299 if (over_sp > 0)
2456 { 2300 {
2457 if (op->stats.sp < op->stats.maxsp) 2301 if (op->stats.sp < op->stats.maxsp)
2458 { 2302 {
2459 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480 if (op->stats.hp < op->stats.maxhp) 2324 if (op->stats.hp < op->stats.maxhp)
2481 { 2325 {
2482 op->stats.hp++; 2326 op->stats.hp++;
2483 2327
2484 /* dms do not consume food */ 2328 /* dms do not consume food */
2485 if (!QUERY_FLAG (op, FLAG_WIZ)) 2329 if (!op->flag [FLAG_WIZ])
2486 { 2330 {
2487 op->stats.food--; 2331 op->stats.food--;
2488 2332
2489 if (op->contr->digestion < 0) 2333 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion; 2334 op->stats.food += op->contr->digestion;
2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food = last_food; 2336 op->stats.food = last_food;
2493 } 2337 }
2494 } 2338 }
2495 2339
2340 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2341
2496 if (max_hp > 1) 2342 if (max_hp > 1)
2497 { 2343 {
2498 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2344 int over_hp = temp / rate_hp;
2499 2345
2500 if (over_hp > 0) 2346 if (over_hp > 0)
2501 { 2347 {
2502 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2348 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2503 op->last_heal = 0; 2349 op->last_heal = 0;
2504 } 2350 }
2505 else 2351 else
2506 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2352 op->last_heal = rate_hp / temp;
2507 } 2353 }
2508 else 2354 else
2509 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2510 } 2356 }
2511 } 2357 }
2512 2358
2513 /* Digestion */ 2359 /* Digestion */
2514 if (--op->last_eat < 0) 2360 if (--op->last_eat < 0)
2517 penalty = max (0, -op->contr->digestion); 2363 penalty = max (0, -op->contr->digestion);
2518 2364
2519 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2365 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2520 2366
2521 /* dms do not consume food */ 2367 /* dms do not consume food */
2522 if (!QUERY_FLAG (op, FLAG_WIZ)) 2368 if (!op->flag [FLAG_WIZ])
2523 op->stats.food--; 2369 op->stats.food--;
2524 } 2370 }
2525 2371
2526 if (op->stats.food < 0 && op->stats.hp >= 0) 2372 if (op->stats.food < 0 && op->stats.hp >= 0)
2527 { 2373 {
2528 object *flesh = 0; 2374 object *flesh = 0;
2529 2375
2530 for_inv_removable (op, tmp) 2376 for_inv_removable (op, tmp)
2531 { 2377 {
2532 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2378 if (tmp->flag [FLAG_UNPAID])
2533 continue; 2379 continue;
2534 2380
2535 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2536 { 2382 {
2537 op->statusmsg ("You blindly grab for a bite of food. " 2383 op->statusmsg ("You blindly grab for a bite of food. "
2538 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2384 "H<To prevent you from starving, you ate some random item from your backpack.>");
2539 manual_apply (op, tmp, 0); 2385 op->apply (tmp);
2540 2386
2541 if (op->stats.food >= 0 || op->stats.hp < 0) 2387 if (op->stats.food >= 0 || op->stats.hp < 0)
2542 break; 2388 break;
2543 } 2389 }
2544 else if (tmp->type == FLESH) 2390 else if (tmp->type == FLESH)
2550 */ 2396 */
2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2397 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2552 { 2398 {
2553 op->statusmsg ("You blindly grab for a bite of food. " 2399 op->statusmsg ("You blindly grab for a bite of food. "
2554 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2400 "H<To prevent you from starving, you ate some random item from your backpack.>");
2555 manual_apply (op, flesh, 0); 2401 op->apply (flesh);
2556 } 2402 }
2557 2403
2558 // If player is still starving, alert him! 2404 // If player is still starving, alert him!
2559 if (op->stats.food < 0) 2405 if (op->stats.food < 0)
2560 op->failmsg ("You are starving! " 2406 op->failmsg ("You are starving! "
2563 2409
2564 if (op->stats.food < 0) 2410 if (op->stats.food < 0)
2565 { 2411 {
2566 op->stats.hp += op->stats.food; 2412 op->stats.hp += op->stats.food;
2567 op->stats.food = 0; 2413 op->stats.food = 0;
2414
2415 if (op->stats.hp < 0)
2416 {
2417 op->contr->killer = archetype::get ("killer_starvation");
2418 op->contr->killer->destroy ();
2568 } 2419 }
2420 }
2569 2421
2422 /* killer should be set here already */
2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2423 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2571 kill_player (op); 2424 kill_player (op);
2572 } 2425 }
2573} 2426}
2574 2427
2575/* If the player should die (lack of hp, food, etc), we call this. 2428/* If the player should die (lack of hp, food, etc), we call this.
2579 */ 2432 */
2580void 2433void
2581kill_player (object *op) 2434kill_player (object *op)
2582{ 2435{
2583 int x, y; 2436 int x, y;
2584 char buf[MAX_BUF];
2585 maptile *map; /* this is for resurrection */ 2437 maptile *map; /* this is for resurrection */
2586 int will_kill_again; 2438 int will_kill_again;
2587 archetype *at; 2439 archetype *at;
2588 object *tmp; 2440 object *tmp;
2589 2441
2590 if (save_life (op)) 2442 if (save_life (op))
2591 return; 2443 return;
2444
2445 dynbuf_text deathtab;
2446
2447 /* restore player */
2448 at = archetype::find (shstr_poisoning);
2449 if (object *tmp = present_arch_in_ob (at, op))
2450 {
2451 tmp->destroy ();
2452 deathtab << "Your body feels cleansed...\r";
2453 }
2454
2455 at = archetype::find (shstr_confusion);
2456 if (object *tmp = present_arch_in_ob (at, op))
2457 {
2458 tmp->destroy ();
2459 deathtab << "Your mind feels clearer...\r";
2460 }
2461
2462 cure_disease (op, 0, 0); /* remove any disease */
2463
2464 max_it (op->stats.hp , op->stats.maxhp);
2465 max_it (op->stats.sp , op->stats.maxsp);
2466 max_it (op->stats.grace, op->stats.maxgrace);
2467 max_it (op->stats.food , 200);
2468
2469 // remove all spell effects that are active
2470 // to avoid long-term effects such as word-of-recall
2471 for (object *item = op->inv; item; )
2472 {
2473 object *next = item->below;
2474
2475 if (item->type == SPELL_EFFECT && item->active)
2476 item->destroy ();
2477
2478 item = next;
2479 }
2592 2480
2593 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2481 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2594 * in cities ONLY!!! It is very important that this doesn't get abused. 2482 * in cities ONLY!!! It is very important that this doesn't get abused.
2595 * Look at op_on_battleground() for more info --AndreasV 2483 * Look at op_on_battleground() for more info --AndreasV
2596 */ 2484 */
2597 if (op_on_battleground (op, &x, &y)) 2485 if (op_on_battleground (op, &x, &y))
2598 { 2486 {
2599 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2487 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2600 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2601
2602 /* restore player */
2603 at = archetype::find ("poisoning");
2604 if (object *tmp = present_arch_in_ob (at, op))
2605 {
2606 tmp->destroy ();
2607 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2608 }
2609
2610 at = archetype::find ("confusion");
2611 if (object *tmp = present_arch_in_ob (at, op))
2612 {
2613 tmp->destroy ();
2614 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2615 }
2616
2617 cure_disease (op, 0, 0); /* remove any disease */
2618 op->stats.hp = op->stats.maxhp;
2619 if (op->stats.food <= 0)
2620 op->stats.food = 999;
2621 2488
2622 /* create a bodypart-trophy to make the winner happy */ 2489 /* create a bodypart-trophy to make the winner happy */
2623 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2490 object *tmp = archetype::find (shstr_finger)->instance ();
2624 { 2491
2625 tmp->name = format ("%s's finger" , &op->name); 2492 tmp->name = format ("%s's finger" , &op->name);
2626 tmp->name_pl = format ("%s's fingers", &op->name); 2493 tmp->name_pl = format ("%s's fingers", &op->name);
2627 tmp->msg = format ( 2494 tmp->msg = format (
2628 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2495 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2629 &op->name, op->contr->title, 2496 &op->name, op->contr->title,
2630 (int)op->level, 2497 (int)op->level,
2631 op->contr->killer_name () 2498 op->contr->killer_name ()
2632 ); 2499 );
2633 tmp->value = 0, tmp->type = 0; 2500 tmp->value = 0, tmp->type = 0;
2634 tmp->materialname = "organics"; 2501 tmp->material = name_to_material (shstr_organic);
2635 tmp->insert_at (op, tmp); 2502 tmp->insert_at (op, tmp);
2636 }
2637 2503
2638 /* teleport defeated player to new destination */ 2504 /* teleport defeated player to new destination */
2639 transfer_ob (op, x, y, 0, NULL); 2505 transfer_ob (op, x, y, 0, NULL);
2640 op->contr->braced = 0; 2506 op->contr->braced = 0;
2507
2508 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2641 return; 2509 return;
2642 } 2510 }
2643 2511
2512 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2513 deathtab << "T<YOU HAVE DIED>\n\n";
2514
2644 INVOKE_PLAYER (DEATH, op->contr); 2515 INVOKE_PLAYER (DEATH, op->contr);
2645 2516
2646 command_kill_pets (op, 0); 2517 command_kill_pets (op, 0);
2647
2648 if (op->stats.food < 0)
2649 {
2650 op->contr->killer = archetype::get ("killer_starvation");
2651 op->contr->killer->destroy ();
2652 }
2653 2518
2654 op->contr->play_sound (sound_find ("player_dies")); 2519 op->contr->play_sound (sound_find ("player_dies"));
2655 2520
2656 /* save the map location for corpse, gravestone */ 2521 /* save the map location for corpse, gravestone */
2657 x = op->x; 2522 x = op->x;
2687 2552
2688 lost_a_stat = 0; 2553 lost_a_stat = 0;
2689 2554
2690 for (z = 0; z < num_stats_lose; z++) 2555 for (z = 0; z < num_stats_lose; z++)
2691 { 2556 {
2692 i = RANDOM () % NUM_STATS; 2557 i = rndm (NUM_STATS);
2693 2558
2694 if (settings.stat_loss_on_death) 2559 if (settings.stat_loss_on_death)
2695 { 2560 {
2696 /* Pick a random stat and take a point off it. Tell the player 2561 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 2562 * what he lost.
2704 lost_a_stat = 1; 2569 lost_a_stat = 1;
2705 } 2570 }
2706 else 2571 else
2707 { 2572 {
2708 /* deplete a stat */ 2573 /* deplete a stat */
2709 archetype *deparch = archetype::find ("depletion"); 2574 archetype *deparch = archetype::find (shstr_depletion);
2710 object *dep; 2575 object *dep;
2711 2576
2712 dep = present_arch_in_ob (deparch, op); 2577 dep = present_arch_in_ob (deparch, op);
2713 if (!dep) 2578 if (!dep)
2714 { 2579 {
2715 dep = arch_to_object (deparch); 2580 dep = deparch->instance ();
2716 insert_ob_in_ob (dep, op); 2581 insert_ob_in_ob (dep, op);
2717 } 2582 }
2718 lose_this_stat = 1; 2583 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) 2584 if (settings.balanced_stat_loss)
2720 { 2585 {
2748 } 2613 }
2749 } 2614 }
2750 2615
2751 if (lose_this_stat) 2616 if (lose_this_stat)
2752 { 2617 {
2753 this_stat = get_attr_value (&(dep->stats), i); 2618 this_stat = get_attr_value (&dep->stats, i);
2754 /* We could try to do something clever like find another 2619 /* We could try to do something clever like find another
2755 * stat to reduce if this fails. But chances are, if 2620 * stat to reduce if this fails. But chances are, if
2756 * stats have been depleted to -50, all are pretty low 2621 * stats have been depleted to -50, all are pretty low
2757 * and should be roughly the same, so it shouldn't make a 2622 * and should be roughly the same, so it shouldn't make a
2758 * difference. 2623 * difference.
2759 */ 2624 */
2760 if (this_stat >= -50) 2625 if (this_stat >= -50)
2761 { 2626 {
2762 change_attr_value (&(dep->stats), i, -1); 2627 change_attr_value (&(dep->stats), i, -1);
2763 SET_FLAG (dep, FLAG_APPLIED); 2628 dep->set_flag (FLAG_APPLIED);
2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2629 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2765 op->update_stats (); 2630 op->update_stats ();
2766 lost_a_stat = 1; 2631 lost_a_stat = 1;
2767 } 2632 }
2768 } 2633 }
2772 /* If no stat lost, tell the player. */ 2637 /* If no stat lost, tell the player. */
2773 if (!lost_a_stat) 2638 if (!lost_a_stat)
2774 { 2639 {
2775 /* determine_god() seems to not work sometimes... why is this? 2640 /* determine_god() seems to not work sometimes... why is this?
2776 Should I be using something else? GD */ 2641 Should I be using something else? GD */
2777 const char *god = determine_god (op); 2642 shstr_tmp god = determine_god (op);
2778 2643
2779 if (god && (strcmp (god, "none"))) 2644 if (god != shstr_none)
2780 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2645 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2781 else 2646 else
2782 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2647 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2783 } 2648 }
2784#else 2649#else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2650 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2786#endif 2651#endif
2787 2652
2788 /* Put a gravestone up where the character 'almost' died. List the 2653 /* Put a gravestone up where the character 'almost' died. List the
2789 * exp loss on the stone. 2654 * exp loss on the stone.
2790 */ 2655 */
2791 tmp = arch_to_object (archetype::find ("gravestone")); 2656 tmp = archetype::find (shstr_gravestone)->instance ();
2792 tmp->name = format ("%s's gravestone", &op->name); 2657 tmp->name = format ("%s's gravestone", &op->name);
2793 tmp->name_pl = format ("%s's gravestones", &op->name); 2658 tmp->name_pl = format ("%s's gravestones", &op->name);
2794 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ()); 2659 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2660 &op->name, op->contr->title, op->contr->killer_name ());
2795 tmp->x = op->x, tmp->y = op->y; 2661 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL, 0); 2662 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2663
2798 /**************************************/ 2664 /**************************************/
2799 /* */ 2665 /* */
2800 /* Subtract the experience points, */ 2666 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */
2803 /* */ 2667 /* */
2804 /**************************************/ 2668 /**************************************/
2805 2669
2806 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */
2808 at = archetype::find ("poisoning");
2809 tmp = present_arch_in_ob (at, op);
2810
2811 if (tmp)
2812 {
2813 tmp->destroy ();
2814 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2815 }
2816
2817 at = archetype::find ("confusion");
2818 tmp = present_arch_in_ob (at, op);
2819 if (tmp)
2820 {
2821 tmp->destroy ();
2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2823 }
2824
2825 cure_disease (op, 0, 0); /* remove any disease */
2826
2827 // remove all spell effects that are active
2828 // to avoid long-term effects such as word-of-recall
2829 for (object *item = op->inv; item; )
2830 {
2831 object *next = item->below;
2832
2833 if (item->type == SPELL_EFFECT && item->active)
2834 item->destroy ();
2835
2836 item = next;
2837 }
2838
2839 /*add_exp(op, (op->stats.exp * -0.20)); */ 2670 /*add_exp(op, (op->stats.exp * -0.20)); */
2840 apply_death_exp_penalty (op); 2671 apply_death_exp_penalty (op);
2841
2842 if (op->stats.food < 100)
2843 op->stats.food = 900;
2844
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 2672
2849 /* 2673 /*
2850 * Check to see if the player has any unpaid items. If so, remove them 2674 * Check to see if the player has any unpaid items. If so, remove them
2851 * and put them back in the map. 2675 * and put them back in the map.
2852 */ 2676 */
2876 if (will_kill_again) 2700 if (will_kill_again)
2877 { 2701 {
2878 object *force; 2702 object *force;
2879 int at; 2703 int at;
2880 2704
2881 force = get_archetype (FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
2882 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
2883 force->speed = 0.1f;
2884 force->speed_left = -5.f; 2707 force->speed_left = -5.f;
2885 SET_FLAG (force, FLAG_APPLIED); 2708 force->set_speed (0.1f);
2709 force->set_flag (FLAG_APPLIED);
2710
2886 for (at = 0; at < NROFATTACKS; at++) 2711 for (at = 0; at < NROFATTACKS; at++)
2887 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100; 2713 force->resist[at] = 100;
2889 2714
2890 insert_ob_in_ob (force, op); 2715 insert_ob_in_ob (force, op);
2891 op->update_stats (); 2716 op->update_stats ();
2892
2893 } 2717 }
2894 2718
2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2719 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2896} 2720}
2897 2721
2898void 2722static void
2899loot_object (object *op) 2723loot_object (object *op)
2900{ /* Grab and destroy some treasure */ 2724{ /* Grab and destroy some treasure */
2901 object *tmp, *tmp2, *next; 2725 object *tmp, *next;
2902 2726
2903 op->close_container (); /* close open sack first */ 2727 op->close_container (); /* close open sack first */
2904 2728
2905 for (tmp = op->inv; tmp; tmp = next) 2729 for (tmp = op->inv; tmp; tmp = next)
2906 { 2730 {
2913 tmp->x = op->x, tmp->y = op->y; 2737 tmp->x = op->x, tmp->y = op->y;
2914 2738
2915 if (tmp->type == CONTAINER) 2739 if (tmp->type == CONTAINER)
2916 loot_object (tmp); /* empty container to ground */ 2740 loot_object (tmp); /* empty container to ground */
2917 2741
2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2742 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2919 { 2743 {
2920 if (tmp->nrof > 1) 2744 if (tmp->nrof > 1)
2921 { 2745 {
2922 tmp->decrease (rndm (1, tmp->nrof - 1)); 2746 tmp->decrease (rndm (1, tmp->nrof - 1));
2923 insert_ob_in_map (tmp, op->map, NULL, 0); 2747 insert_ob_in_map (tmp, op->map, NULL, 0);
2934 * fix_weight(): Check recursively the weight of all players, and fix 2758 * fix_weight(): Check recursively the weight of all players, and fix
2935 * what needs to be fixed. Refresh windows and fix speed if anything 2759 * what needs to be fixed. Refresh windows and fix speed if anything
2936 * was changed. 2760 * was changed.
2937 */ 2761 */
2938void 2762void
2939fix_weight (void) 2763fix_weight ()
2940{ 2764{
2941 for_all_players (pl) 2765 for_all_players (pl)
2942 { 2766 {
2943 sint32 old = pl->ob->carrying; 2767 weight_t old = pl->ob->carrying;
2944 2768
2945 pl->ob->update_weight (); 2769 pl->ob->update_weight ();
2946 2770
2947 if (old != pl->ob->carrying) 2771 if (old != pl->ob->carrying)
2948 { 2772 {
2951 } 2775 }
2952 } 2776 }
2953} 2777}
2954 2778
2955void 2779void
2956fix_luck (void) 2780fix_luck ()
2957{ 2781{
2958 for_all_players (pl) 2782 for_all_players (pl)
2959 if (!pl->ob->contr->ns->state) 2783 if (!pl->ob->contr->ns->state)
2960 pl->ob->change_luck (0); 2784 pl->ob->change_luck (0);
2961} 2785}
2998} 2822}
2999 2823
3000void 2824void
3001make_visible (object *op) 2825make_visible (object *op)
3002{ 2826{
3003 op->hide = 0; 2827 op->flag [FLAG_HIDDEN] = 0;
3004 op->invisible = 0; 2828 op->invisible = 0;
3005 2829
3006 if (op->type == PLAYER) 2830 if (op->type == PLAYER)
3007 { 2831 {
3008 op->contr->tmp_invis = 0; 2832 op->contr->tmp_invis = 0;
3013} 2837}
3014 2838
3015int 2839int
3016is_true_undead (object *op) 2840is_true_undead (object *op)
3017{ 2841{
3018 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2842 if (op->arch->flag [FLAG_UNDEAD])
3019 return 1; 2843 return 1;
3020 2844
3021 return 0; 2845 return 0;
3022} 2846}
3023 2847
3033 2857
3034 if (!ob || !ob->map) 2858 if (!ob || !ob->map)
3035 return 0; 2859 return 0;
3036 2860
3037 /* so, on normal lighted maps, its hard to hide */ 2861 /* so, on normal lighted maps, its hard to hide */
3038 level = ob->map->darkness - 2; 2862 level = ob->map->darklevel () - 2;
3039 2863
3040 /* this also picks up whether the object is glowing. 2864 /* this also picks up whether the object is glowing.
3041 * If you carry a light on a non-dark map, its not 2865 * If you carry a light on a non-dark map, its not
3042 * as bad as carrying a light on a pitch dark map */ 2866 * as bad as carrying a light on a pitch dark map */
3043 if (has_carried_lights (ob)) 2867 if (ob->has_carried_lights ())
3044 level = -(10 + (2 * ob->map->darkness)); 2868 level = -(10 + (2 * ob->map->darklevel ()));
3045 2869
3046 /* scan through all nearby squares for terrain to hide in */ 2870 /* scan through all nearby squares for terrain to hide in */
3047 for (i = 0, x = ob->x, y = ob->y; 2871 for (i = 0, x = ob->x, y = ob->y;
3048 i <= SIZEOFFREE1; 2872 i <= SIZEOFFREE1;
3049 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2873 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3121 2945
3122 if (who->type == PLAYER) 2946 if (who->type == PLAYER)
3123 player = 1; 2947 player = 1;
3124 2948
3125 else 2949 else
3126 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2950 friendly = who->flag [FLAG_FRIENDLY];
3127 2951
3128 /* search adjacent squares */ 2952 /* search adjacent squares */
3129 for (i = 1; i < 9; i++) 2953 for (i = 1; i < 9; i++)
3130 { 2954 {
3131 x = who->x + freearr_x[i]; 2955 x = who->x + freearr_x[i];
3140 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2964 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3141 continue; 2965 continue;
3142 2966
3143 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2967 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3144 { 2968 {
3145 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2969 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3146 return 1; 2970 return 1;
3147 else if (tmp->type == PLAYER) 2971 else if (tmp->type == PLAYER)
3148 {
3149 /*don't let a hidden DM prevent you from hiding */
3150 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3151 return 1; 2972 return 1;
3152 }
3153 } 2973 }
3154 } 2974 }
3155 return 0; 2975 return 0;
3156} 2976}
3157 2977
3158/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
3159 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
3160 * but we dont worry if the object isnt the top one in 2980 * but we dont worry if the object isnt the top one in
3161 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
3162 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
3163 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
3164 * in? Realistically, most of us can't see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
3165 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
3166 * imply the way your head, or body is facing? It's possible 2986 * imply the way your head, or body is facing? It's possible
3167 * for them to differ. Sigh, this fctn could get a bit more complex. 2987 * for them to differ. Sigh, this fctn could get a bit more complex.
3168 * -b.t. 2988 * -b.t.
3169 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
3170 */ 2990 */
3171int 2991int
3172player_can_view (object *pl, object *op) 2992player_can_view (object *pl, object *op)
3173{ 2993{
3196 while (op) 3016 while (op)
3197 { 3017 {
3198 dx = rv.distance_x + op->arch->x; 3018 dx = rv.distance_x + op->arch->x;
3199 dy = rv.distance_y + op->arch->y; 3019 dy = rv.distance_y + op->arch->y;
3200 3020
3201 /* only the viewable area the player sees is updated by LOS 3021 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3202 * code, so we need to restrict ourselves to that range of values
3203 * for any meaningful values.
3204 */
3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3207 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3208 return 1; 3022 return 1;
3209 3023
3210 op = op->more; 3024 op = op->more;
3211 }
3212
3213 return 0;
3214}
3215
3216/* routine for both players and monsters. We call this when
3217 * there is a possibility for our action distrubing our hiding
3218 * place or invisiblity spell. Artefact invisiblity is not
3219 * effected by this. If we arent invisible to begin with, we
3220 * return 0.
3221 */
3222int
3223action_makes_visible (object *op)
3224{
3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3226 {
3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3228 return 0;
3229
3230 if (op->contr && op->contr->tmp_invis == 0)
3231 return 0;
3232
3233 /* If monsters, they should become visible */
3234 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3235 {
3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3237 return 1;
3238 }
3239 } 3025 }
3240 3026
3241 return 0; 3027 return 0;
3242} 3028}
3243 3029
3258 * and the exit-coordinates sp/hp must both be > 0. 3044 * and the exit-coordinates sp/hp must both be > 0.
3259 * => The intention here is to prevent abuse of the battleground- 3045 * => The intention here is to prevent abuse of the battleground-
3260 * feature (like pickable or hidden battleground tiles). */ 3046 * feature (like pickable or hidden battleground tiles). */
3261 for (object *tmp = op->below; tmp; tmp = tmp->below) 3047 for (object *tmp = op->below; tmp; tmp = tmp->below)
3262 { 3048 {
3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3049 if (tmp->flag [FLAG_IS_FLOOR])
3264 { 3050 {
3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3051 if (tmp->flag [FLAG_NO_PICK]
3266 && tmp->type == BATTLEGROUND 3052 && tmp->type == BATTLEGROUND
3267 && tmp->name == shstr_battleground 3053 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp)) 3054 && EXIT_X (tmp) && EXIT_Y (tmp))
3269 { 3055 {
3270 /* before we assign the exit, check if this is a teambattle */ 3056 /* before we assign the exit, check if this is a teambattle */
3271 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3057 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3272 {
3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3058 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3059 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3274 { 3060 {
3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3276 {
3277 if (x && y) 3061 if (x && y)
3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3062 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279 3063
3280 return 1; 3064 return 1;
3281 }
3282 } 3065 }
3283 }
3284 3066
3285 if (x && y) 3067 if (x && y)
3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3068 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287 3069
3288 return 1; 3070 return 1;
3426 else 3208 else
3427 j = 1; 3209 j = 1;
3428 strcat (buf, spellpathnames[i]); 3210 strcat (buf, spellpathnames[i]);
3429 } 3211 }
3430 } 3212 }
3213
3431 strcat (buf, "."); 3214 strcat (buf, ".");
3432 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3433 } 3216 }
3434 3217
3435 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3436 if (QUERY_FLAG (item, FLAG_XRAYS)) 3219 if (item->flag [FLAG_XRAYS])
3437 SET_FLAG (skin, FLAG_XRAYS); 3220 skin->set_flag (FLAG_XRAYS);
3438 if (QUERY_FLAG (item, FLAG_STEALTH)) 3221 if (item->flag [FLAG_STEALTH])
3439 SET_FLAG (skin, FLAG_STEALTH); 3222 skin->set_flag (FLAG_STEALTH);
3440 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3223 if (item->flag [FLAG_SEE_IN_DARK])
3441 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3224 skin->set_flag (FLAG_SEE_IN_DARK);
3442 3225
3443 /* print message if there is one */ 3226 /* print message if there is one */
3444 if (item->msg != NULL) 3227 if (item->msg != NULL)
3445 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3446 } 3229 }
3447 else 3230 else
3448 { 3231 {
3449 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3450 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3451 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3452 who->insert (tmp); 3235 who->insert (tmp);
3453 } 3236 }
3454} 3237}
3455 3238
3456/** 3239//-GPL
3457 * Unready an object for a player. This function does nothing if the object was
3458 * not readied.
3459 */
3460void
3461player_unready_range_ob (player *pl, object *ob)
3462{
3463 if (pl->ob->current_weapon == ob)
3464 pl->ob->current_weapon = 0;
3465
3466 if (pl->combat_ob == ob)
3467 pl->combat_ob = 0;
3468
3469 if (pl->ranged_ob == ob)
3470 pl->ranged_ob = 0;
3471}
3472 3240
3473sint8 3241sint8
3474player::visibility_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3475{ 3243{
3476 if (!ns) 3244 if (!ns)
3477 return 0; 3245 return LOS_BLOCKED;
3478 3246
3479 int dx, dy; 3247 int dx, dy;
3480 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3481 return 0; 3249 return LOS_BLOCKED;
3482 3250
3483 x += dx - ns->current_x + ns->mapx / 2; 3251 x += dx - ns->current_x;
3484 y += dy - ns->current_y + ns->mapy / 2; 3252 y += dy - ns->current_y;
3485 3253
3486 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3487 return 0;
3488
3489 return 100 - blocked_los [x][y]; 3254 return blocked_los (x, y);
3490} 3255}
3491 3256
3492void 3257void
3493player::infobox (const char *title, const char *msg, int color) 3258player::infobox (const char *title, const char *msg, int color)
3494{ 3259{
3506{ 3271{
3507 play_sound (sound_find ("generic_failure")); 3272 play_sound (sound_find ("generic_failure"));
3508 statusmsg (msg, color); 3273 statusmsg (msg, color);
3509} 3274}
3510 3275
3276void
3277object::failmsgf (const char *format, ...)
3278{
3279 if (!contr)
3280 return;
3281
3282 va_list ap;
3283 va_start (ap, format);
3284 contr->failmsg (vformat (format, ap));
3285 va_end (ap);
3286}
3287
3288void
3289player::failmsgf (const char *format, ...)
3290{
3291 va_list ap;
3292 va_start (ap, format);
3293 failmsg (vformat (format, ap));
3294 va_end (ap);
3295}
3296

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines