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Comparing deliantra/server/server/player.C (file contents):
Revision 1.155 by root, Sat Jul 21 15:04:36 2007 UTC vs.
Revision 1.298 by root, Sun Jan 29 03:59:15 2017 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
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 ()
183 72
184 if (ob->map) 73 if (ob->map)
185 maplevel = ob->map->path; 74 maplevel = ob->map->path;
186 75
187 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 78 ob->map = 0;
189 party = 0; 79 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 80
193 players.erase (this); 81 players.erase (this);
194} 82}
195 83
196// connect the player with a specific client 84// connect the player with a specific client
206 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
207 95
208 ns->update_look = 0; 96 ns->update_look = 0;
209 ns->look_position = 0; 97 ns->look_position = 0;
210 98
211 clear_los (this); 99 clear_los ();
212 100
213 ns->reset_stats (); 101 ns->reset_stats ();
214 102
215 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
218 106
219 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
220 link_player_skills (ob); 108 link_skills ();
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 109
224 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
225 111
226 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
228 { 114 {
229 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
230 116
231 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
238 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
239 } 125 }
240 126
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 128
243 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
244 130
245 ob->flag [FLAG_READY_WEAPON] = false; 131 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
247 ob->flag [FLAG_READY_BOW] = false; 134 ob->flag [FLAG_READY_BOW] = false;
248 135
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats (); 136 ob->update_stats ();
271 137
272 ns->floorbox_update (); 138 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
275 141
276 activate (); 142 activate ();
277 143
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
284} 146}
285 147
286void 148void
287player::disconnect () 149player::disconnect ()
288{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
289 if (ns) 157 if (ns)
290 { 158 {
291 if (active) 159 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293 161
296 ns->reset_stats (); 164 ns->reset_stats ();
297 ns->pl = 0; 165 ns->pl = 0;
298 ns = 0; 166 ns = 0;
299 } 167 }
300 168
301 if (ob) 169 // this is important for the player scheduler to get the correct refcount
302 { 170 // when ns = 0
303 ob->close_container (); //TODO: client-specific 171 observe = viewpoint = ob;
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
308 172
309 deactivate (); 173 deactivate ();
310} 174}
175
176//-GPL
311 177
312// the need for this function can be explained 178// the need for this function can be explained
313// by load_object not returning the object 179// by load_object not returning the object
314void 180void
315player::set_object (object *op) 181player::set_object (object *op)
316{ 182{
317 ob = observe = op; 183 ob = observe = viewpoint = op;
318 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
319 185
320 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
321 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
322 188
323 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
324} 190}
325 191
326void 192void
327player::set_observe (object *op) 193player::set_observe (object *op)
328{ 194{
329 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
330 do_los = 1; 196 do_los = 1;
331} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
332 207
333player::player () 208player::player ()
334{ 209{
335 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point. 211 * we deal with that below this point.
342 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
343 218
344 gen_sp_armour = 10; 219 gen_sp_armour = 10;
345 bowtype = bow_normal; 220 bowtype = bow_normal;
346 petmode = pet_normal; 221 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers; 222 usekeys = containers;
349 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
350 do_los = 1; 224 do_los = 1;
351 225
352 weapon_sp = 1.0f; 226 weapon_sp = 1.0f;
360 234
361 attachable::do_destroy (); 235 attachable::do_destroy ();
362 236
363 if (ob) 237 if (ob)
364 { 238 {
365 ob->destroy_inv (false); 239 ob->contr = 0;
366 ob->destroy (); 240 ob->destroy ();
367 } 241 }
368 242
369 ob = observe = 0; 243 ob = observe = viewpoint = 0;
370} 244}
371 245
372player::~player () 246player::~player ()
373{ 247{
374 /* Clear item stack */ 248 /* Clear item stack */
375 free (stack_items); 249 free (stack_items);
250}
251
252/*
253 * get_player_archetype() return next player archetype from archetype
254 * list. Not very efficient routine, but used only creating new players.
255 * Note: there MUST be at least one player archetype!
256 */
257static archetype *
258get_player_archetype (archetype *at)
259{
260 // archetypes could have been reloaded
261 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
262
263 if (!nat)
264 return at;
265
266 archvec::iterator i = archetypes.find (nat);
267
268 for (;;)
269 {
270 if (++i == archetypes.end ())
271 i = archetypes.begin ();
272 else if (*i == at)
273 cleanup ("not a single player archetype found");
274
275 if ((*i)->type == PLAYER)
276 return *i;
277 }
376} 278}
377 279
378/* Tries to add player on the connection passed in ns. 280/* Tries to add player on the connection passed in ns.
379 * All we can really get in this is some settings like host and display 281 * All we can really get in this is some settings like host and display
380 * mode. 282 * mode.
382player * 284player *
383player::create () 285player::create ()
384{ 286{
385 player *pl = new player; 287 player *pl = new player;
386 288
387 pl->set_object (arch_to_object (get_player_archetype (0))); 289 pl->set_object (get_player_archetype (0)->instance ());
388 290
389 pl->ob->roll_stats (); 291 pl->ob->roll_stats ();
390 pl->ob->stats.wc = 2; 292 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */ 293 pl->ob->run_away = 25; /* Then we panick... */
392 294
393 set_first_map (pl->ob); 295 set_first_map (pl->ob);
394 296
395 return pl; 297 return pl;
396}
397
398/*
399 * get_player_archetype() return next player archetype from archetype
400 * list. Not very efficient routine, but used only creating new players.
401 * Note: there MUST be at least one player archetype!
402 */
403archetype *
404get_player_archetype (archetype *at)
405{
406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
408 for (;;)
409 {
410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418} 298}
419 299
420object * 300object *
421get_nearest_player (object *mon) 301get_nearest_player (object *mon)
422{ 302{
425 unsigned lastdist; 305 unsigned lastdist;
426 rv_vector rv; 306 rv_vector rv;
427 307
428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 308 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 { 309 {
430 /* We should not find free objects on this friendly list, but it
431 * does periodically happen. Given that, lets deal with it.
432 * While unlikely, it is possible the next object on the friendly
433 * list is also free, so encapsulate this in a while loop.
434 */
435 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
436 {
437 object *tmp = ol->ob;
438
439 /* Can't do much more other than log the fact, because the object
440 * itself will have been cleared.
441 */
442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
444 ol = ol->next;
445 remove_friendly_object (tmp);
446 if (!ol)
447 return op;
448 }
449
450 /* Remove special check for player from this. First, it looks to cause
451 * some crashes (ol->ob->contr not set properly?), but secondly, a more
452 * complicated method of state checking would be needed in any case -
453 * as it was, a clever player could type quit, and the function would
454 * skip them over while waiting for confirmation. Remove
455 * on_same_map check, as can_detect_enemy also does this
456 */
457 if (!can_detect_enemy (mon, ol->ob, &rv)) 310 if (!can_detect_enemy (mon, ol->ob, &rv))
458 continue; 311 continue;
459 312
460 if (lastdist > rv.distance) 313 if (lastdist > rv.distance)
461 { 314 {
477#endif 330#endif
478 return op; 331 return op;
479} 332}
480 333
481/* I believe this can safely go to 2, 3 is questionable, 4 will likely 334/* I believe this can safely go to 2, 3 is questionable, 4 will likely
482 * result in a monster paths backtracking. It basically determines how large a 335 * result in a monster paths backtracking. It basically determines how large a
483 * detour a monster will take from the direction path when looking 336 * detour a monster will take from the direction path when looking
484 * for a path to the player. The values are in the amount of direction 337 * for a path to the player. The values are in the amount of direction
485 * the deviation is 338 * the deviation is
486 */ 339 */
487#define DETOUR_AMOUNT 2 340#define DETOUR_AMOUNT 2
523 */ 376 */
524int 377int
525path_to_player (object *mon, object *pl, unsigned mindiff) 378path_to_player (object *mon, object *pl, unsigned mindiff)
526{ 379{
527 rv_vector rv; 380 rv_vector rv;
528 sint16 x, y;
529 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 381 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
530 maptile *m, *lastmap;
531 382
532 get_rangevector (mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
533 384
534 if (rv.distance < mindiff) 385 if (rv.distance < mindiff)
535 return 0; 386 return 0;
536 387
537 x = mon->x; 388 mapxy pos (mon);
538 y = mon->y;
539 m = mon->map;
540 dir = rv.direction; 389 dir = rv.direction;
541 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 390 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 391 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
543 392
544 /* If we can't solve it within the search distance, return now. */ 393 /* If we can't solve it within the search distance, return now. */
545 if (diff > max) 394 if (diff > max)
546 return 0; 395 return 0;
547 396
548 while (diff > 1 && max > 0) 397 while (diff > 1 && max > 0)
549 { 398 {
550 lastx = x; 399 mapxy lastpos = pos;
551 lasty = y;
552 lastmap = m;
553 x = lastx + freearr_x[dir];
554 y = lasty + freearr_y[dir];
555 400
556 mflags = get_map_flags (m, &m, x, y, &x, &y); 401 pos.move (dir);
557 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
558 402
559 /* Space is blocked - try changing direction a little */ 403 /* Space is blocked - try changing direction a little */
560 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 404 if (!pos.normalise ()
561 && (m == mon->map && blocked_link (mon, m, x, y)))) 405 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
406 && blocked_link (mon, pos.m, pos.x, pos.y)))
562 { 407 {
563 /* recalculate direction from last good location. Possible 408 /* recalculate direction from last good location. Possible
564 * we were not traversing ideal location before. 409 * we were not traversing ideal location before.
565 */ 410 */
566 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 411 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
567 if (rv.direction != dir) 412 if (rv.direction != dir)
568 { 413 {
569 /* OK - says direction should be different - lets reset the 414 /* OK - says direction should be different - lets reset the
570 * the values so it will try again. 415 * the values so it will try again.
571 */ 416 */
572 x = lastx;
573 y = lasty;
574 m = lastmap; 417 pos = lastpos;
575 dir = firstdir = rv.direction; 418 dir = firstdir = rv.direction;
576 } 419 }
577 else 420 else
578 { 421 {
579 /* direct path is blocked - try taking a side step to 422 /* direct path is blocked - try taking a side step to
580 * either the left or right. 423 * either the left or right.
581 * Note increase the values in the loop below to be 424 * Note increase the values in the loop below to be
582 * more than -1/1 respectively will mean the monster takes 425 * more than -1/1 respectively will mean the monster takes
583 * bigger detour. Have to be careful about these values getting 426 * bigger detour. Have to be careful about these values getting
584 * too big (3 or maybe 4 or higher) as the monster may just try 427 * too big (3 or maybe 4 or higher) as the monster may just try
585 * stepping back and forth 428 * stepping back and forth
586 */ 429 */
587 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 430 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
588 { 431 {
589 if (i == 0) 432 if (i == 0)
590 continue; /* already did this, so skip it */ 433 continue; /* already did this, so skip it */
434
591 /* Use lastdir here - otherwise, 435 /* Use lastdir here - otherwise,
592 * since the direction that the creature should move in 436 * since the direction that the creature should move in
593 * may change, you could get infinite loops. 437 * may change, you could get infinite loops.
594 * ie, player is northwest, but monster can only 438 * ie, player is northwest, but monster can only
595 * move west, so it does that. It goes some distance, 439 * move west, so it does that. It goes some distance,
597 * can't do that, but now finds it can move east, and 441 * can't do that, but now finds it can move east, and
598 * gets back to its original point. lastdir contains 442 * gets back to its original point. lastdir contains
599 * the last direction the creature has successfully 443 * the last direction the creature has successfully
600 * moved. 444 * moved.
601 */ 445 */
602
603 x = lastx + freearr_x[absdir (lastdir + i)];
604 y = lasty + freearr_y[absdir (lastdir + i)];
605 m = lastmap; 446 pos = lastpos;
606 mflags = get_map_flags (m, &m, x, y, &x, &y); 447 pos.move (absdir (lastdir + i));
607 if (mflags & P_OUT_OF_MAP) 448
449 if (!pos.normalise ())
608 continue; 450 continue;
609 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 451
610 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 452 mapspace &ms = *pos;
453
454 if (ms.flags () & P_BLOCKSVIEW)
611 continue; 455 continue;
612 if (mflags & P_BLOCKSVIEW) 456
457 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
613 continue; 458 continue;
614 459
615 if (m == mon->map && blocked_link (mon, m, x, y)) 460 if (blocked_link (mon, pos.m, pos.x, pos.y))
616 break; 461 break;
617 } 462 }
463
618 /* go through entire loop without finding a valid 464 /* go through entire loop without finding a valid
619 * sidestep to take - thus, no valid path. 465 * sidestep to take - thus, no valid path.
620 */ 466 */
621 if (i == (DETOUR_AMOUNT + 1)) 467 if (i == DETOUR_AMOUNT + 1)
622 return 0; 468 return 0;
469
623 diff--; 470 diff--;
624 lastdir = dir; 471 lastdir = dir;
625 max--; 472 max--;
626 if (!firstdir) 473 if (!firstdir)
627 firstdir = dir + i; 474 firstdir = dir + i;
631 { 478 {
632 /* we moved towards creature, so diff is less */ 479 /* we moved towards creature, so diff is less */
633 diff--; 480 diff--;
634 max--; 481 max--;
635 lastdir = dir; 482 lastdir = dir;
483
636 if (!firstdir) 484 if (!firstdir)
637 firstdir = dir; 485 firstdir = dir;
638 } 486 }
639 487
640 if (diff <= 1) 488 if (diff <= 1)
641 { 489 {
642 /* Recalculate diff (distance) because we may not have actually 490 /* Recalculate diff (distance) because we may not have actually
643 * headed toward player for entire distance. 491 * headed toward player for entire distance.
644 */ 492 */
645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 493 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 494 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
647 } 495 }
648 496
649 if (diff > max) 497 if (diff > max)
650 return 0; 498 return 0;
656 504
657 return firstdir; 505 return firstdir;
658} 506}
659 507
660void 508void
661give_initial_items (object *pl, treasurelist * items) 509give_initial_items (object *pl, treasurelist *items)
662{ 510{
663 object *op, *next = NULL;
664
665 if (pl->randomitems != NULL) 511 if (pl->randomitems)
666 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 512 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
667 513
668 for (op = pl->inv; op; op = next) 514 for (object *next, *op = pl->inv; op; op = next)
669 { 515 {
670 next = op->below; 516 next = op->below;
671 517
672 /* Forces get applied per default, unless they have the 518 /* Forces get applied per default, unless they have the
673 * flag "neutral" set. Sorry but I can't think of a better way 519 * flag "neutral" set. Sorry but I can't think of a better way
674 */ 520 */
675 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 521 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
676 SET_FLAG (op, FLAG_APPLIED); 522 op->set_flag (FLAG_APPLIED);
677 523
678 /* we never give weapons/armour if these cannot be used 524 /* we never give weapons/armour if these cannot be used
679 * by this player due to race restrictions 525 * by this player due to race restrictions
680 */ 526 */
681 if (pl->type == PLAYER) 527 if (pl->type == PLAYER)
682 { 528 {
683 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 529 if ((!pl->flag [FLAG_USE_ARMOUR]
530 &&
684 (op->type == ARMOUR || op->type == BOOTS || 531 (op->type == ARMOUR || op->type == BOOTS
685 op->type == CLOAK || op->type == HELMET || 532 || op->type == CLOAK || op->type == HELMET
686 op->type == SHIELD || op->type == GLOVES || 533 || op->type == SHIELD || op->type == GLOVES
687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 534 || op->type == BRACERS || op->type == GIRDLE))
535 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
688 { 536 {
689 op->destroy (); 537 op->destroy ();
690 continue; 538 continue;
691 } 539 }
692 } 540 }
693 541
694 /* This really needs to be better - we should really give 542 /* Here we remove duplicated skills (as duplicated spell objects have
695 * a substitute spellbook. The problem is that we don't really 543 * _very_ confusing effects for players), which could for instance be
696 * have a good idea what to replace it with (need something like 544 * generated by multiple treasurelists specifying the same skills.
697 * a first level treasurelist for each skill.)
698 * remove duplicate skills also
699 */ 545 */
700 if (op->type == SPELLBOOK || op->type == SKILL) 546 if (op->type == SKILL)
701 { 547 {
702 object *tmp;
703
704 for (tmp = op->below; tmp; tmp = tmp->below) 548 for (object *tmp = op->below; tmp; tmp = tmp->below)
705 if (tmp->type == op->type && tmp->name == op->name) 549 if (tmp->type == op->type && tmp->name == op->name)
706 break;
707
708 if (tmp)
709 { 550 {
710 op->destroy (); 551 op->destroy ();
711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 552 break;
712 continue;
713 } 553 }
714 554
715 if (op->nrof > 1) 555 if (op->nrof > 1)
716 op->nrof = 1; 556 op->nrof = 1;
717 } 557 }
718 558
719 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
720 { 560 op->inv->clr_flag (FLAG_STARTEQUIP);
721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
722 }
723 561
724 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
725 * items. Just don't identify gold or silver, or it won't be 563 * items. Just don't identify gold or silver, or it won't be
726 * merged properly. 564 * merged properly.
727 */ 565 */
728 if (need_identify (op)) 566 if (op->need_identify ())
729 {
730 SET_FLAG (op, FLAG_IDENTIFIED);
731 CLEAR_FLAG (op, FLAG_CURSED);
732 CLEAR_FLAG (op, FLAG_DAMNED);
733 } 567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
734 if (op->type == SPELL) 573 if (op->type == SPELL)
735 { 574 {
736 op->destroy (); 575 op->destroy ();
737 continue; 576 continue;
738 } 577 }
739 else if (op->type == SKILL) 578 else if (op->type == SKILL)
740 { 579 {
741 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
742 op->stats.exp = 0; 581 op->stats.exp = 0;
743 op->level = 1; 582 op->level = 1;
744 } 583 }
745 /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
746 else 585 op->set_flag (FLAG_INV_LOCKED);
747 SET_FLAG (op, FLAG_INV_LOCKED);
748 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
749 587
750 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
751 link_player_skills (pl); 589 pl->contr->link_skills ();
752} 590}
753 591
754void 592void
755get_party_password (object *op, partylist *party) 593get_party_password (object *op, partylist *party)
756{ 594{
766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 604 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
767} 605}
768 606
769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 607/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
770static int 608static int
771roll_stat (void) 609roll_stat ()
772{ 610{
773 int a[4], i, j, k; 611 int a[4], i, j, k;
774 612
775 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
776 a[i] = (int) rndm (6) + 1; 614 a[i] = rndm (1, 6);
777 615
778 for (i = 0, j = 0, k = 7; i < 4; i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
779 if (a[i] < k) 617 if (a[i] < k)
780 k = a[i], j = i; 618 k = a[i], j = i;
781 619
857static void 695static void
858start_info (object *op) 696start_info (object *op)
859{ 697{
860 char buf[MAX_BUF]; 698 char buf[MAX_BUF];
861 699
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 700 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf); 701 new_draw_info (NDI_UNIQUE, 0, op, buf);
864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
866} 702}
867 703
868/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
869 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
873 */ 709 */
874void 710void
875player::chargen_race_done () 711player::chargen_race_done ()
876{ 712{
877 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
878 esrv_new_player (ob->contr, ob->weight + ob->carrying); 714 esrv_new_player (ob->contr);
879 715
880 treasurelist *tl = treasurelist::find ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
881 if (tl) 717 if (tl)
882 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
883 719
884 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
885 INVOKE_PLAYER (LOGIN, ob->contr);
886 721
887 ob->contr->ns->state = ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
888 723
889 if (ob->msg) 724 if (ob->msg)
890 ob->msg = 0; 725 ob->msg = 0;
891 726
892 /* We create this now because some of the unique maps will need it
893 * to save here.
894 */
895 {
896 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf);
899 }
900
901 start_info (ob); 727 start_info (ob);
902 CLEAR_FLAG (ob, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
903 give_initial_items (ob, ob->randomitems); 729 give_initial_items (ob, ob->randomitems);
904 link_player_skills (ob);
905 esrv_send_inventory (ob, ob); 730 esrv_send_inventory (ob, ob);
906 ob->update_stats (); 731 ob->update_stats ();
907 732
908 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
909 * is one for this race 734 * is one for this race
910 */ 735 */
911 if (*first_map_ext_path) 736 if (*first_map_ext_path)
912 { 737 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
913 object *tmp;
914 char mapname[MAX_BUF];
915
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
917 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = ob->x;
920 EXIT_Y (tmp) = ob->y;
921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the
923 * default initial map */
924 tmp->destroy ();
925 }
926 else 738 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 739 LOG (llevDebug, "first_map_ext_path not set\n");
740}
741
742/*
743 * Returns true if the given player is a legal class.
744 * The function to add and remove class-bonuses to the stats doesn't
745 * check if the stat becomes negative, thus this function
746 * merely checks that all stats are 1 or more, and returns
747 * false otherwise.
748 */
749static int
750allowed_class (const object *op)
751{
752 return op->stats.Dex > 0
753 && op->stats.Str > 0
754 && op->stats.Con > 0
755 && op->stats.Int > 0
756 && op->stats.Wis > 0
757 && op->stats.Pow > 0
758 && op->stats.Cha > 0;
928} 759}
929 760
930void 761void
931player::chargen_race_next () 762player::chargen_race_next ()
932{ 763{
961 ob->stats.hp = ob->stats.maxhp; 792 ob->stats.hp = ob->stats.maxhp;
962 ob->stats.sp = ob->stats.maxsp; 793 ob->stats.sp = ob->stats.maxsp;
963 ob->stats.grace = 0; 794 ob->stats.grace = 0;
964} 795}
965 796
966void 797static void
967flee_player (object *op) 798flee_player (object *op)
968{ 799{
969 int dir, diff; 800 int dir, diff;
970 rv_vector rv; 801 rv_vector rv;
971 802
972 if (op->stats.hp < 0) 803 if (op->stats.hp < 0)
973 { 804 {
974 LOG (llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
975 CLEAR_FLAG (op, FLAG_SCARED); 806 op->clr_flag (FLAG_SCARED);
976 return; 807 return;
977 } 808 }
978 809
979 if (op->enemy == NULL) 810 if (!op->enemy)
980 { 811 {
981 LOG (llevDebug, "Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
982 CLEAR_FLAG (op, FLAG_SCARED); 813 op->clr_flag (FLAG_SCARED);
983 return; 814 return;
984 } 815 }
985 816
986 /* Seen some crashes here. Since we don't store an 817 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
987 * op->enemy_count, it is possible that something destroys the
988 * actual enemy, and the object is recycled.
989 */
990 if (op->enemy->map == NULL)
991 { 818 {
992 CLEAR_FLAG (op, FLAG_SCARED);
993 op->enemy = NULL; 819 op->enemy = NULL;
994 return; 820 op->clr_flag (FLAG_SCARED);
995 }
996
997 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
998 {
999 op->enemy = NULL;
1000 CLEAR_FLAG (op, FLAG_SCARED);
1001 return; 821 return;
1002 } 822 }
1003 823
1004 get_rangevector (op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
1005 825
1006 dir = absdir (4 + rv.direction); 826 dir = absdir (4 + rv.direction);
1007 for (diff = 0; diff < 3; diff++) 827 for (diff = 0; diff < 3; diff++)
1008 { 828 {
1009 int m = 1 - (RANDOM () & 2); 829 int m = 1 - rndm (2) * 2;
1010 830
1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 831 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1012 return; 832 return;
1013 } 833 }
1014 834
1015 /* Cornered, get rid of scared */ 835 /* Cornered, get rid of scared */
1016 CLEAR_FLAG (op, FLAG_SCARED); 836 op->clr_flag (FLAG_SCARED);
1017 op->enemy = NULL; 837 op->enemy = NULL;
1018} 838}
1019 839
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 840/* check_pick sees if there is stuff to be picked up/picks up stuff.
1021 * It returns 1 if the player should keep on moving, 0 if he should 841 * It returns 1 if the player should keep on moving, 0 if he should
1025check_pick (object *op) 845check_pick (object *op)
1026{ 846{
1027 object *tmp, *next; 847 object *tmp, *next;
1028 int stop = 0; 848 int stop = 0;
1029 int wvratio; 849 int wvratio;
1030 char putstring[128];
1031 850
1032 /* if you're flying, you cna't pick up anything */ 851 /* if you're flying, you can't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 852 if (op->move_type & MOVE_FLYING)
1034 return 1; 853 return 1;
1035 854
1036 next = op->below; 855 next = op->below;
856
857 int cnt = MAX_ITEM_PER_ACTION;
858#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1037 859
1038 /* loop while there are items on the floor that are not marked as 860 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 861 * destroyed */
1040 while (next && !next->destroyed ()) 862 while (next && !next->destroyed ())
1041 { 863 {
1042 tmp = next; 864 tmp = next;
1043 next = tmp->below; 865 next = tmp->below;
1044 866
867 if (cnt <= 0)
868 {
869 op->failmsg ("Couldn't pickup all items at once.");
870 return 0;
871 }
872
1045 if (op->destroyed ()) 873 if (op->destroyed ())
1046 return 0; 874 return 0;
1047 875
1048 if (!can_pick (op, tmp)) 876 if (!can_pick (op, tmp))
1049 continue; 877 continue;
1050 878
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 879 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 880 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 881 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 882 CHK_PICK_PICKUP;
883
1055 continue; 884 continue;
1056 } 885 }
1057 886
1058 /* high not bit set? We're using the old autopickup model */ 887 /* pickup handling */
888 if (op->contr->mode & PU_DEBUG)
889 {
890 /* some debugging code to figure out item information */
891 const char *str = tmp->name
892 ? format ("item name: %s item type: %d weight/value: %d",
893 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
894 : format ("item name: %s item type: %d weight/value: %d",
895 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
896
897 new_draw_info (NDI_UNIQUE, 0, op, str);
898 }
899
900 if (op->contr->mode & PU_INHIBIT)
901 return 1;
902
903 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
904 return 1;
905
906 /* philosophy:
907 * It's easy to grab an item type from a pile, as long as it's
908 * generic. This takes no game-time. For more detailed pickups
909 * and selections, select-items should be used. This is a
910 * grab-as-you-run type mode that's really useful for arrows for
911 * example.
912 * The drawback: right now it has no frontend, so you need to
913 * stick the bits you want into a calculator in hex mode and then
914 * convert to decimal and then 'pickup <#>
915 */
916
917 /* the first two modes are exclusive: if NOTHING we return, if
918 * STOP then we stop. All the rest are applied sequentially,
919 * meaning if any test passes, the item gets picked up. */
920
921 /* if mode is set to pick nothing up, return */
922 if (op->contr->mode == PU_NOTHING)
923 return 1;
924
925 /* if mode is set to stop when encountering objects, return */
926 /* take STOP before INHIBIT since it doesn't actually pick
927 * anything up */
928 if (op->contr->mode & PU_STOP)
929 return 0;
930
931 /* useful for going into stores and not losing your settings... */
932 /* and for battles wher you don't want to get loaded down while
933 * fighting */
934 if (op->contr->mode & PU_INHIBIT)
935 return 1;
936
937 /* prevent us from turning into auto-thieves :) */
938 if (tmp->flag [FLAG_UNPAID])
939 continue;
940
941 /* ignore known cursed objects */
942 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
943 continue;
944
945 /* all food and drink if desired */
946 /* question: don't pick up known-poisonous stuff? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 947 if (op->contr->mode & PU_FOOD)
948 if (tmp->type == FOOD)
1060 { 949 {
1061 switch (op->contr->mode) 950 CHK_PICK_PICKUP;
951 continue;
952 }
953
954 if (op->contr->mode & PU_DRINK)
955 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
960
961 if (op->contr->mode & PU_POTION)
962 if (tmp->type == POTION)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 /* spellbooks, skillscrolls and normal books/scrolls */
969 if (op->contr->mode & PU_SPELLBOOK)
970 if (tmp->type == SPELLBOOK)
971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
976 if (op->contr->mode & PU_SKILLSCROLL)
977 if (tmp->type == SKILLSCROLL)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 if (op->contr->mode & PU_READABLES)
984 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 /* wands/staves/rods/horns */
991 if (op->contr->mode & PU_MAGIC_DEVICE)
992 if (tmp->type == WAND
993 || tmp->type == ROD
994 || tmp->type == HORN
995 || tmp->type == POWER_CRYSTAL)
996 {
997 CHK_PICK_PICKUP;
998 continue;
999 }
1000
1001 /* pick up all magical items */
1002 if (op->contr->mode & PU_MAGICAL)
1003 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1004 && !tmp->flag [FLAG_KNOWN_CURSED])
1005 {
1006 CHK_PICK_PICKUP;
1007 continue;
1008 }
1009
1010 if (op->contr->mode & PU_VALUABLES)
1011 {
1012 if (tmp->type == MONEY || tmp->type == GEM)
1062 { 1013 {
1063 case 0: 1014 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 1015 continue;
1065 case 1:
1066 pick_up (op, tmp);
1067 return 1;
1068 case 2:
1069 pick_up (op, tmp);
1070 return 0;
1071 case 3:
1072 return 0; /* stop before pickup */
1073 case 4:
1074 pick_up (op, tmp);
1075 break;
1076 case 5:
1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1082 pick_up (op, tmp);
1083 break;
1084
1085 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp);
1088 break;
1089
1090 default:
1091 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp);
1095 } 1016 }
1096 } 1017 }
1097 else 1018
1098 { /* old model */ 1019 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG) 1020 if (op->contr->mode & PU_JEWELS)
1021 if (tmp->type == RING
1022 || tmp->type == AMULET
1023 || tmp->type == GIRDLE
1024 || tmp->type == SKILL_TOOL)
1101 { 1025 {
1102 /* some debugging code to figure out item information */ 1026 CHK_PICK_PICKUP;
1103 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue; 1027 continue;
1028 }
1149 1029
1150 /* ignore known cursed objects */ 1030 /* we don't forget dragon food */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1031 if (op->contr->mode & PU_FLESH)
1032 if (tmp->type == FLESH)
1033 {
1034 CHK_PICK_PICKUP;
1152 continue; 1035 continue;
1036 }
1153 1037
1154 /* all food and drink if desired */ 1038 /* bows and arrows. Bows are good for selling! */
1155 /* question: don't pick up known-poisonous stuff? */ 1039 if (op->contr->mode & PU_BOW)
1040 if (tmp->type == BOW)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1046 if (op->contr->mode & PU_ARROW)
1047 if (tmp->type == ARROW)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1053 /* all kinds of armor etc. */
1054 if (op->contr->mode & PU_ARMOUR)
1055 if (tmp->type == ARMOUR)
1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1061 if (op->contr->mode & PU_HELMET)
1062 if (tmp->type == HELMET)
1063 {
1064 CHK_PICK_PICKUP;
1065 continue;
1066 }
1067
1068 if (op->contr->mode & PU_SHIELD)
1069 if (tmp->type == SHIELD)
1070 {
1071 CHK_PICK_PICKUP;
1072 continue;
1073 }
1074
1156 if (op->contr->mode & PU_FOOD) 1075 if (op->contr->mode & PU_BOOTS)
1157 if (tmp->type == FOOD) 1076 if (tmp->type == BOOTS)
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_GLOVES)
1083 if (tmp->type == GLOVES || tmp->type == BRACERS)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 if (op->contr->mode & PU_CLOAK)
1090 if (tmp->type == CLOAK)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 /* hoping to catch throwing daggers here */
1097 if (op->contr->mode & PU_MISSILEWEAPON)
1098 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 /* careful: chairs and tables are weapons! */
1105 if (op->contr->mode & PU_ALLWEAPON)
1106 {
1107 if (tmp->type == WEAPON)
1108 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1158 { 1109 {
1159 pick_up (op, tmp); 1110 CHK_PICK_PICKUP;
1160 continue; 1111 continue;
1161 } 1112 }
1113 }
1162 1114
1115 /* misc stuff that's useful */
1163 if (op->contr->mode & PU_DRINK) 1116 if (op->contr->mode & PU_KEY)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1117 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1165 { 1118 {
1166 pick_up (op, tmp); 1119 CHK_PICK_PICKUP;
1167 continue; 1120 continue;
1168 } 1121 }
1169 1122
1123 /* any of the last 4 bits set means we use the ratio for value
1124 * pickups */
1170 if (op->contr->mode & PU_POTION) 1125 if (op->contr->mode & PU_RATIO)
1171 if (tmp->type == POTION) 1126 {
1127 /* use value density to decide what else to grab */
1128 /* >=7 was >= op->contr->mode */
1129 /* >=7 is the old standard setting. Now we take the last 4 bits
1172 { 1130 */
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1131 wvratio = op->contr->mode & PU_RATIO;
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1132 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 { 1133 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1134#if 0
1135 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1136 if (tmp->name != NULL)
1218 { 1137 {
1219 pick_up (op, tmp); 1138 fprintf (stderr, "%s", tmp->name);
1220 continue;
1221 } 1139 }
1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327 }
1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1349#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL)
1352 {
1353 fprintf (stderr, "%s", tmp->name);
1354 }
1355 else 1140 else
1356 fprintf (stderr, "%s", tmp->arch->archname); 1141 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1142 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1143 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1359#endif 1144#endif
1145 CHK_PICK_PICKUP;
1360 continue; 1146 continue;
1361 }
1362 } 1147 }
1363 } /* the new pickup model */ 1148 } /* the new pickup model */
1364 } 1149 }
1365 1150
1366 return !stop; 1151 return !stop;
1367} 1152}
1368 1153
1154/* routine for both players and monsters. We call this when
1155 * there is a possibility for our action distrubing our hiding
1156 * place or invisiblity spell. Artefact invisiblity causes
1157 * "noise" instead. If we arent invisible to begin with, we
1158 * return 0.
1159 */
1160static int
1161action_makes_visible (object *op)
1162{
1163 if (op->invisible && op->flag [FLAG_ALIVE])
1164 {
1165 if (op->flag [FLAG_MAKE_INVIS])
1166 {
1167 // artefact invisibility is permanent, but we still make noise
1168 // this is important for game-balance.
1169 if (op->contr)
1170 op->make_noise ();
1171
1172 return 0;
1173 }
1174
1175 if (op->contr && op->contr->tmp_invis == 0)
1176 return 0;
1177
1178 /* If monsters, they should become visible */
1179 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1180 {
1181 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1182 return 1;
1183 }
1184 }
1185
1186 return 0;
1187}
1188
1369/* 1189/*
1370 * Find an arrow in the inventory and after that 1190 * Find an arrow in the inventory and after that
1371 * in the right type container (quiver). Pointer to the 1191 * in the right type container (quiver). Pointer to the
1372 * found object is returned. 1192 * found object is returned.
1373 */ 1193 */
1374object * 1194static object *
1375find_arrow (object *op, const char *type) 1195find_arrow (object *op, const char *type)
1376{ 1196{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type);
1382 else if (op->type == ARROW && op->race == type) 1198 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1199 return splay (tmp);
1200
1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1202 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1203 if (object *arrow = find_arrow (tmp, type))
1204 {
1205 splay (tmp);
1383 return op; 1206 return arrow;
1207 }
1384 1208
1385 return tmp; 1209 return 0;
1386} 1210}
1387 1211
1388/* 1212/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1213 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390 * against the target. A full test is not performed, simply a basic test 1214 * against the target. A full test is not performed, simply a basic test
1391 * of resistances. The archer is making a quick guess at what he sees down 1215 * of resistances. The archer is making a quick guess at what he sees down
1392 * the hall. Failing that it does it's best to pick the highest plus arrow. 1216 * the hall. Failing that it does it's best to pick the highest plus arrow.
1393 */ 1217 */
1394object * 1218static object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1219find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1220{
1397 object *tmp = NULL, *arrow, *ntmp; 1221 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1222 int attacknum, attacktype, betterby = 0, i;
1399 1223
1400 if (!type) 1224 if (!type)
1401 return NULL; 1225 return NULL;
1402 1226
1403 for (arrow = op->inv; arrow; arrow = arrow->below) 1227 for (arrow = op->inv; arrow; arrow = arrow->below)
1404 { 1228 {
1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1229 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1406 { 1230 {
1407 i = 0; 1231 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1232 ntmp = find_better_arrow (arrow, target, type, &i);
1233
1409 if (i > betterby) 1234 if (i > betterby)
1410 { 1235 {
1411 tmp = ntmp; 1236 tmp = ntmp;
1412 betterby = i; 1237 betterby = i;
1413 } 1238 }
1414 } 1239 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1240 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1241 {
1417 /* allways prefer assasination/slaying */ 1242 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1243 if (target->race && arrow->slaying.contains (target->race))
1419 { 1244 {
1420 if (arrow->attacktype & AT_DEATH) 1245 if (arrow->attacktype & AT_DEATH)
1421 { 1246 {
1422 *better = 100; 1247 *better = 100;
1423 return arrow; 1248 return arrow;
1438 { 1263 {
1439 tmp = arrow; 1264 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1265 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1266 }
1442 } 1267 }
1268
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1269 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1270 {
1445 tmp = arrow; 1271 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1272 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1273 }
1274
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1275 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1276 {
1450 tmp = arrow; 1277 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1278 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1279 }
1453 } 1280 }
1454 } 1281 }
1455 } 1282 }
1283
1456 if (tmp == NULL && arrow == NULL) 1284 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1285 return find_arrow (op, type);
1458 1286
1459 *better = betterby; 1287 *better = betterby;
1460 return tmp; 1288 return tmp;
1464 * find_better_arrow to find a decent arrow to use. 1292 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1293 * op = the shooter
1466 * type = bow->race 1294 * type = bow->race
1467 * dir = fire direction 1295 * dir = fire direction
1468 */ 1296 */
1469object * 1297static object *
1470pick_arrow_target (object *op, const char *type, int dir) 1298pick_arrow_target (object *op, shstr_cmp type, int dir)
1471{ 1299{
1472 object *tmp = NULL; 1300 object *tmp = NULL;
1473 maptile *m; 1301 maptile *m;
1474 int i, mflags, found, number; 1302 int i, mflags, found, number;
1475 sint16 x, y; 1303 sint16 x, y;
1490 for (i = 0, found = 0; i < 20; i++) 1318 for (i = 0, found = 0; i < 20; i++)
1491 { 1319 {
1492 x += freearr_x[dir]; 1320 x += freearr_x[dir];
1493 y += freearr_y[dir]; 1321 y += freearr_y[dir];
1494 mflags = get_map_flags (m, &m, x, y, &x, &y); 1322 mflags = get_map_flags (m, &m, x, y, &x, &y);
1323
1495 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1324 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1496 { 1325 {
1497 tmp = NULL; 1326 tmp = 0;
1498 break; 1327 break;
1499 } 1328 }
1500 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1329 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1501 { 1330 {
1502 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1331 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1503 * perhaps a bad assumption. 1332 * perhaps a bad assumption.
1504 */ 1333 */
1505 tmp = NULL; 1334 tmp = 0;
1506 break; 1335 break;
1507 } 1336 }
1337
1508 if (mflags & P_IS_ALIVE) 1338 if (mflags & P_IS_ALIVE)
1509 {
1510 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1339 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1511 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1340 if (tmp->flag [FLAG_ALIVE])
1512 {
1513 found++;
1514 break;
1515 }
1516 if (found)
1517 break; 1341 break;
1518 }
1519 } 1342 }
1520 if (tmp == NULL) 1343
1344 if (!tmp)
1521 return find_arrow (op, type); 1345 return find_arrow (op, type);
1522 1346
1523 if (tmp->head) 1347 if (tmp->head)
1524 tmp = tmp->head; 1348 tmp = tmp->head;
1525 1349
1526 return find_better_arrow (op, tmp, type, &i); 1350 return find_better_arrow (op, tmp, type, &i);
1527} 1351}
1528 1352
1529/* 1353/*
1530 * Creature fires a bow - op can be monster or player. Returns 1354 * Creature fires a bow - op can be monster or player. Returns
1531 * 1 if bow was actually fired, 0 otherwise. 1355 * 1 if bow was actually fired, 0 otherwise.
1532 * op is the object firing the bow. 1356 * op is the object firing the bow.
1533 * part is for multipart creatures - the part firing the bow. 1357 * part is for multipart creatures - the part firing the bow.
1534 * dir is the direction of fire. 1358 * dir is the direction of fire.
1535 * wc_mod is any special modifier to give (used in special player fire modes) 1359 * wc_mod is any special modifier to give (used in special player fire modes)
1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1389 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1566 return 0; 1390 return 0;
1567 } 1391 }
1568 1392
1569 // optimisation: move object to top so we will find it quickly again 1393 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below) 1394 splay (bow);
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1576 } 1395 }
1577 1396
1578 if (!bow->race || !bow->skill) 1397 if (!bow->race || !bow->skill)
1579 { 1398 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1399 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1587 { 1406 {
1588 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1589 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1408 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1409 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1591 else 1410 else
1592 CLEAR_FLAG (op, FLAG_READY_BOW); 1411 op->clr_flag (FLAG_READY_BOW);
1593 1412
1594 return 0; 1413 return 0;
1595 } 1414 }
1596 } 1415 }
1597 1416
1606 } 1425 }
1607 1426
1608 /* this should not happen, but sometimes does */ 1427 /* this should not happen, but sometimes does */
1609 if (arrow->nrof == 0) 1428 if (arrow->nrof == 0)
1610 { 1429 {
1430 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1611 arrow->destroy (); 1431 arrow->destroy ();
1612 return 0; 1432 return 0;
1613 } 1433 }
1614 1434
1615 left = arrow; /* these are arrows left to the player */ 1435 left = arrow; /* these are arrows left to the player */
1616 arrow = get_split_ob (arrow, 1); 1436 arrow = arrow->split ();
1617 if (!arrow) 1437 if (!arrow)
1618 { 1438 {
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1439 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 return 0; 1440 return 0;
1621 } 1441 }
1625 arrow->direction = dir; 1445 arrow->direction = dir;
1626 1446
1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1447 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam; 1448 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype; 1449 arrow->stats.grace = arrow->attacktype;
1630 1450 arrow->custom_name = arrow->slaying;
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633 1451
1634#if 0 1452#if 0
1635 if (player *pl = op->contr) 1453 if (player *pl = op->contr)
1636 { 1454 {
1637 float speed = pl->weapon_sp; 1455 float speed = pl->weapon_sp;
1647#endif 1465#endif
1648 1466
1649 SET_ANIMATION (arrow, arrow->direction); 1467 SET_ANIMATION (arrow, arrow->direction);
1650 1468
1651 /* update the speed */ 1469 /* update the speed */
1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 + bow->stats.dam / 7.f;
1654 1470
1655 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0; 1471 arrow->speed_left = 0;
1472 arrow->set_speed (max (2.f,
1473 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1474 + bow->stats.dam / 7.f
1475 ));
1657 1476
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1477 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659 1478
1660 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1661 { 1480 {
1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1501 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1683 1502
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1503 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1685 arrow->move_type = MOVE_FLY_LOW; 1504 arrow->move_type = MOVE_FLY_LOW;
1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1505 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1506 arrow->set_flag (FLAG_NO_PICK);
1687 1507
1688 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1508 op->play_sound (sound_find ("fire_arrow"));
1689 m->insert (arrow, sx, sy, op); 1509 m->insert (arrow, sx, sy, op);
1690 1510
1691 if (!arrow->destroyed ()) 1511 if (!arrow->destroyed ())
1692 move_arrow (arrow); 1512 move_arrow (arrow);
1693
1694 if (op->type == PLAYER)
1695 {
1696 if (left->destroyed ())
1697 esrv_del_item (op->contr, left->count);
1698 else
1699 esrv_send_item (op, left);
1700 }
1701 1513
1702 return 1; 1514 return 1;
1703} 1515}
1704 1516
1705/* Special fire code for players - this takes into 1517/* Special fire code for players - this takes into
1707 * but monsters can't. Putting that code here 1519 * but monsters can't. Putting that code here
1708 * makes the fire_bow code much cleaner. 1520 * makes the fire_bow code much cleaner.
1709 * this function should only be called if 'op' is a player, 1521 * this function should only be called if 'op' is a player,
1710 * hence the function name. 1522 * hence the function name.
1711 */ 1523 */
1712int 1524static int
1713player_fire_bow (object *op, int dir) 1525player_fire_bow (object *op, int dir)
1714{ 1526{
1715 int ret = 0, wcmod = 0; 1527 int ret;
1716 1528
1717 if (op->contr->bowtype == bow_bestarrow) 1529 if (op->contr->bowtype == bow_bestarrow)
1718 { 1530 {
1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1531 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1720 } 1532 }
1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1533 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1722 { 1534 {
1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1535 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1724 wcmod = -1;
1725
1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1536 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1727 } 1537 }
1728 else if (op->contr->bowtype == bow_threewide) 1538 else if (op->contr->bowtype == bow_threewide)
1729 { 1539 {
1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1540 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1731 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1541 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1542 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1733 } 1543 }
1734 else if (op->contr->bowtype == bow_spreadshot) 1544 else if (op->contr->bowtype == bow_spreadshot)
1735 { 1545 {
1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1547 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1548 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1739 } 1549 }
1740 else 1550 else
1741 { 1551 {
1747} 1557}
1748 1558
1749/* Fires a misc (wand/rod/horn) object in 'dir'. 1559/* Fires a misc (wand/rod/horn) object in 'dir'.
1750 * Broken apart from 'fire' to keep it more readable. 1560 * Broken apart from 'fire' to keep it more readable.
1751 */ 1561 */
1752void 1562static void
1753fire_misc_object (object *op, int dir) 1563fire_misc_object (object *op, int dir)
1754{ 1564{
1755 object *item = op->contr->ranged_ob; 1565 object *item = op->contr->ranged_ob;
1756 1566
1757 if (!item) 1567 if (!item)
1764 { 1574 {
1765 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1575 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1766 return; 1576 return;
1767 } 1577 }
1768 1578
1769 if (!op->change_weapon (item)) 1579 if (!op->apply (item))
1770 return; 1580 return;
1771 1581
1772 if (item->type == WAND) 1582 if (item->type == WAND)
1773 { 1583 {
1774 if (item->stats.food <= 0) 1584 if (item->stats.food <= 0)
1775 { 1585 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1586 op->contr->play_sound (sound_find ("wand_poof"));
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1587 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778 1588
1779 return; 1589 return;
1780 } 1590 }
1781 } 1591 }
1782 else if (item->type == ROD || item->type == HORN) 1592 else if (item->type == ROD || item->type == HORN)
1783 { 1593 {
1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1594 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1595
1596 // using the maximum of the rods charge allows at least one spell cast
1597 // for a rod or horn, this fixes some broken rods.
1598 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1785 { 1599 {
1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1600 op->contr->play_sound (sound_find ("wand_poof"));
1787 1601
1788 if (item->type == ROD) 1602 if (item->type == ROD)
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1603 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1790 else 1604 else
1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1605 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794 } 1608 }
1795 } 1609 }
1796 1610
1797 if (cast_spell (op, item, dir, item->inv, NULL)) 1611 if (cast_spell (op, item, dir, item->inv, NULL))
1798 { 1612 {
1799 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1613 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1614
1800 if (item->type == WAND) 1615 if (item->type == WAND)
1801 { 1616 {
1802 if (!(--item->stats.food)) 1617 if (!(--item->stats.food))
1803 { 1618 {
1804 object *tmp;
1805
1806 if (item->arch) 1619 if (item->arch)
1807 { 1620 {
1808 CLEAR_FLAG (item, FLAG_ANIMATE); 1621 item->clr_flag (FLAG_ANIMATE);
1809 item->face = item->arch->face; 1622 item->face = item->arch->face;
1810 item->set_speed (0); 1623 item->set_speed (0);
1811 } 1624 }
1812 1625
1813 if ((tmp = item->in_player ())) 1626 if (object *pl = item->visible_to ())
1814 esrv_update_item (UPD_ANIM, tmp, item); 1627 esrv_update_item (UPD_ANIM, pl, item);
1815 } 1628 }
1816 } 1629 }
1817 else if (item->type == ROD || item->type == HORN) 1630 else if (item->type == ROD || item->type == HORN)
1818 drain_rod_charge (item); 1631 drain_rod_charge (item);
1819 } 1632 }
1820} 1633}
1821 1634
1822/* Received a fire command for the player - go and do it. 1635/* Received a fire command for the player - go and do it.
1823 */ 1636 */
1824bool 1637bool
1825fire (object *op, int dir) 1638fire (object *who, int dir)
1826{ 1639{
1827 int spellcost = 0; 1640 int spellcost = 0;
1828 1641
1829 /* check for loss of invisiblity/hide */
1830 if (action_makes_visible (op))
1831 make_visible (op);
1832
1833 player *pl = op->contr; 1642 player *pl = who->contr;
1834 1643
1835 if (pl->golem) 1644 if (pl->golem)
1836 { 1645 {
1837 control_golem (op->contr->golem, dir); 1646 control_golem (who->contr->golem, dir);
1838 return false; 1647 return false;
1839 } 1648 }
1840 1649
1841 object *ob = pl->ranged_ob; 1650 object *ob = pl->ranged_ob;
1842 1651
1843 if (!ob) 1652 if (!ob)
1844 return false; 1653 return false;
1845 1654
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f) 1655 if (who->speed_left > 0.f)
1850 --op->speed_left; 1656 --who->speed_left;
1851 else 1657 else
1852 return false; 1658 return false;
1853 1659
1660 if (!who->apply (ob))
1661 return false;
1662
1663 /* check for loss of invisiblity/hide */
1664 if (action_makes_visible (who))
1665 make_visible (who);
1666
1854 switch (ob->type) 1667 switch (ob->type)
1855 { 1668 {
1856 case BOW: 1669 case BOW:
1857 player_fire_bow (op, dir); 1670 player_fire_bow (who, dir);
1858 break; 1671 break;
1859 1672
1860 case SPELL: 1673 case SPELL:
1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1674 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1862 break; 1675 break;
1863 1676
1864 case BUILDER: 1677 case BUILDER:
1865 apply_map_builder (op, dir); 1678 apply_map_builder (who, dir);
1866 break; 1679 break;
1867 1680
1868 case SKILL: 1681 case SKILL:
1869 do_skill (op, op, ob, dir, 0); 1682 do_skill (who, who, ob, dir, 0);
1870 break; 1683 break;
1871 1684
1685 case RANGED:
1686 do_skill (who, ob, who->chosen_skill, dir, 0);
1687 break;
1688
1872 default: 1689 default:
1873 fire_misc_object (op, dir); 1690 fire_misc_object (who, dir);
1874 break; 1691 break;
1875 } 1692 }
1876 1693
1877 return true; 1694 return true;
1878} 1695}
1879 1696
1880/* find_key 1697static object *
1881 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic
1884 * for both is the same - just the specific key is different.
1885 * pl is the player,
1886 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers.
1889 */
1890object *
1891find_key (object *pl, object *container, object *door) 1698find_key_ (object *pl, object *container, object *door)
1892{ 1699{
1893 object *tmp, *key; 1700 object *tmp, *key;
1894 1701
1895 /* Should not happen, but sanity checking is never bad */ 1702 /* Should not happen, but sanity checking is never bad */
1896 if (!container->inv) 1703 if (!container->inv)
1899 /* First, lets try to find a key in the top level inventory */ 1706 /* First, lets try to find a key in the top level inventory */
1900 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 { 1708 {
1902 if (door->type == DOOR && tmp->type == KEY) 1709 if (door->type == DOOR && tmp->type == KEY)
1903 break; 1710 break;
1711
1904 /* For sanity, we should really check door type, but other stuff 1712 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1713 * (like containers) can be locked with special keys
1906 */ 1714 */
1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1715 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 break; 1716 break;
1909 } 1717 }
1914 * a key, return 1722 * a key, return
1915 */ 1723 */
1916 if (!tmp) 1724 if (!tmp)
1917 { 1725 {
1918 for (tmp = container->inv; tmp; tmp = tmp->below) 1726 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1920 /* No reason to search empty containers */ 1727 /* No reason to search empty containers */
1921 if (tmp->type == CONTAINER && tmp->inv) 1728 if (tmp->type == CONTAINER && tmp->inv)
1922 {
1923 if ((key = find_key (pl, tmp, door))) 1729 if ((key = find_key_ (pl, tmp, door)))
1924 return key; 1730 return key;
1925 }
1926 }
1927 1731
1928 if (!tmp) 1732 if (!tmp)
1929 return NULL; 1733 return 0;
1930 } 1734 }
1931 1735
1932 /* We get down here if we have found a key. Now if its in a container, 1736 /* We get down here if we have found a key. Now if its in a container,
1933 * see if we actually want to use it 1737 * see if we actually want to use it
1934 */ 1738 */
1935 if (pl != container) 1739 if (pl != container)
1936 { 1740 {
1937 /* Only let players use keys in containers */ 1741 /* Only let players use keys in containers */
1938 if (!pl->contr) 1742 if (!pl->contr)
1939 return NULL; 1743 return 0;
1744
1940 /* cases where this fails: 1745 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 1746 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 1747 * are not in the players inventory.
1943 * If the container is not active, return now since only active 1748 * If the container is not active, return now since only active
1944 * containers can be used. 1749 * containers can be used.
1948 * inv must have been an container and must have been active. 1753 * inv must have been an container and must have been active.
1949 * 1754 *
1950 * Change the color so that the message doesn't disappear with 1755 * Change the color so that the message doesn't disappear with
1951 * all the others. 1756 * all the others.
1952 */ 1757 */
1953 if (pl->contr->usekeys == key_inventory || 1758 if (pl->contr->usekeys == key_inventory
1954 !QUERY_FLAG (container, FLAG_APPLIED) || 1759 || !container->flag [FLAG_APPLIED]
1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1760 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1956 { 1761 {
1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1762 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1763 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1959 return NULL; 1764 return NULL;
1960 } 1765 }
1961 } 1766 }
1962 1767
1963 return tmp; 1768 return tmp;
1769}
1770
1771/* find_key
1772 * We try to find a key for the door as passed. If we find a key
1773 * and successfully use it, we return the key, otherwise NULL
1774 * This function merges both normal and locked door, since the logic
1775 * for both is the same - just the specific key is different.
1776 * pl is the player,
1777 * inv is the objects inventory to searched
1778 * door is the door we are trying to match against.
1779 * This function can be called recursively to search containers.
1780 */
1781object *
1782find_key (object *pl, object *container, object *door)
1783{
1784 if (door->slaying && is_match_expr (door->slaying))
1785 {
1786 // for match expressions, we try to find the key by applying the match
1787 // to the op itself, which is supposed to find the "key", instead
1788 // of searching through containers ourselves.
1789
1790 return match_one (door->slaying, container, door, pl, pl);
1791 }
1792 else
1793 return find_key_ (pl, container, door);
1964} 1794}
1965 1795
1966/* moved door processing out of move_player_attack. 1796/* moved door processing out of move_player_attack.
1967 * returns 1 if player has opened the door with a key 1797 * returns 1 if player has opened the door with a key
1968 * such that the caller should not do anything more, 1798 * such that the caller should not do anything more,
1980 /* If we found a key, do some extra work */ 1810 /* If we found a key, do some extra work */
1981 if (key) 1811 if (key)
1982 { 1812 {
1983 object *container = key->env; 1813 object *container = key->env;
1984 1814
1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986
1987 if (action_makes_visible (op)) 1815 if (action_makes_visible (op))
1988 make_visible (op); 1816 make_visible (op);
1989 1817
1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1818 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1991 spring_trap (door->inv, op); 1819 spring_trap (door->inv, op);
1992 1820
1993 if (door->type == DOOR) 1821 if (door->type == DOOR)
1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1822 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1995 else if (door->type == LOCKED_DOOR) 1823 else if (door->type == LOCKED_DOOR)
1996 { 1824 {
1997 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1825 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1998 remove_door2 (door); /* remove door without violence ;-) */ 1826 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1827 }
2000 1828
2001 /* Do this after we print the message */ 1829 /* Do this after we print the message */
2002 decrease_ob (key); /* Use up one of the keys */ 1830 key->decrease (); /* Use up one of the keys */
2003 /* Need to update the weight the container the key was in */
2004 if (container != op)
2005 esrv_update_item (UPD_WEIGHT, op, container);
2006 1831
2007 return 1; /* Nothing more to do below */ 1832 return 1; /* Nothing more to do below */
2008 } 1833 }
2009 else if (door->type == LOCKED_DOOR) 1834 else if (door->type == LOCKED_DOOR)
2010 { 1835 {
2011 /* Might as well return now - no other way to open this */ 1836 /* Might as well return now - no other way to open this */
2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1837 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2013 return 1; 1838 return 1;
2014 } 1839 }
2015 1840
2016 return 0; 1841 return 0;
2017} 1842}
2023 * going to try and move (not fire weapons). 1848 * going to try and move (not fire weapons).
2024 */ 1849 */
2025bool 1850bool
2026move_player_attack (object *op, int dir) 1851move_player_attack (object *op, int dir)
2027{ 1852{
2028 int on_battleground; 1853 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1854 {
1855 --op->speed_left;
1856 return true;
1857 }
2029 1858
2030 sint16 nx = freearr_x[dir] + op->x; 1859 sint16 nx = freearr_x[dir] + op->x;
2031 sint16 ny = freearr_y[dir] + op->y; 1860 sint16 ny = freearr_y[dir] + op->y;
2032 1861
2033 on_battleground = op_on_battleground (op, 0, 0);
2034
2035 if (out_of_map (op->map, nx, ny)) 1862 if (out_of_map (op->map, nx, ny))
2036 return false; 1863 return false;
2037
2038 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2039 {
2040 --op->speed_left;
2041 return true;
2042 }
2043 1864
2044 /* If braced, or can't move to the square, and it is not out of the 1865 /* If braced, or can't move to the square, and it is not out of the
2045 * map, attack it. Note order of if statement is important - don't 1866 * map, attack it. Note order of if statement is important - don't
2046 * want to be calling move_ob if braced, because move_ob will move the 1867 * want to be calling move_ob if braced, because move_ob will move the
2047 * player. This is a pretty nasty hack, because if we could 1868 * player. This is a pretty nasty hack, because if we could
2065 || mon->flag [FLAG_CAN_ROLL]) 1886 || mon->flag [FLAG_CAN_ROLL])
2066 && mon != op) 1887 && mon != op)
2067 break; 1888 break;
2068 } 1889 }
2069 1890
2070 if (!mon) /* This happens anytime the player tries to move */ 1891 /* no monster == player tries to move into a wall or so */
2071 return false; /* into a wall */ 1892 if (!mon)
1893 {
1894 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1895 if (op->move_type & ob->move_block)
1896 {
1897 if (ob->move_block == MOVE_ALL)
1898 move_into_wall (op, ob);
1899 else
1900 {
1901 if (op->contr->ns->bumpmsg)
1902 {
1903 op->play_sound (sound_find ("blocked_move"));
1904
1905 op->statusmsg (ob->invisible
1906 ? "Something blocks you."
1907 : format ("Something blocks you from entering the %s.", query_name (ob))
1908 );
1909 }
1910 }
1911
1912 break;
1913 }
1914
1915 return false;
1916 }
2072 1917
2073 mon = mon->head_ (); 1918 mon = mon->head_ ();
2074 1919
2075 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1920 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2076 if (op->contr->weapon_sp_left > 0.f) 1921 if (op->contr->weapon_sp_left > 0.f)
2094 */ 1939 */
2095 if (op->type == PLAYER 1940 if (op->type == PLAYER
2096 && ((mon->owner && mon->owner->contr 1941 && ((mon->owner && mon->owner->contr
2097 && same_party (mon->owner->contr->party, op->contr->party)) 1942 && same_party (mon->owner->contr->party, op->contr->party))
2098 || mon->owner == op) 1943 || mon->owner == op)
2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1944 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2100 { 1945 {
2101 /* If we're braced, we don't want to switch places with it */ 1946 /* If we're braced, we don't want to switch places with it */
2102 if (op->contr->braced) 1947 if (op->contr->braced)
2103 return false; 1948 return false;
2104 1949
2105 if (op->speed_left > 0.f) 1950 if (op->speed_left > 0.f)
2106 { 1951 {
2107 --op->speed_left; 1952 --op->speed_left;
2108 1953
2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1954 op->play_sound (sound_find ("push_player"));
2110 push_ob (mon, dir, op); 1955 push_ob (mon, dir, op);
2111 1956
2112 if (op->contr->tmp_invis || op->hide) 1957 if (action_makes_visible (op))
2113 make_visible (op); 1958 make_visible (op);
2114 1959
2115 return true; 1960 return true;
2116 } 1961 }
2117 else 1962 else
2118 return false; 1963 return false;
2119 } 1964 }
1965
1966 bool on_battleground = op_on_battleground (op, 0, 0);
2120 1967
2121 /* in certain circumstances, you shouldn't attack friendly 1968 /* in certain circumstances, you shouldn't attack friendly
2122 * creatures. Note that if you are braced, you can't push 1969 * creatures. Note that if you are braced, you can't push
2123 * someone, but put it inside this loop so that you won't 1970 * someone, but put it inside this loop so that you won't
2124 * attack them either. 1971 * attack them either.
2125 */ 1972 */
2126 if ((mon->type == PLAYER || mon->enemy != op) 1973 if ((mon->type == PLAYER || mon->enemy != op)
2127 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1974 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2128 && ((op->contr->peaceful 1975 && ((op->contr->peaceful
2129 || (mon->type == PLAYER && mon->contr->peaceful)) 1976 || (mon->type == PLAYER && mon->contr->peaceful))
2130 && !on_battleground)) 1977 && !on_battleground))
2131 { 1978 {
2132 if (op->speed_left > 0.f) 1979 if (op->speed_left > 0.f)
2133 { 1980 {
2134 --op->speed_left; 1981 --op->speed_left;
2135 1982
2136 if (!op->contr->braced) 1983 if (!op->contr->braced)
2137 { 1984 {
2138 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1985 op->play_sound (sound_find ("push_player"));
2139 push_ob (mon, dir, op); 1986 push_ob (mon, dir, op);
2140 } 1987 }
2141 else 1988 else
2142 new_draw_info (0, 0, op, "You withhold your attack"); 1989 op->statusmsg ("You withhold your attack");
2143 1990
2144 if (op->contr->tmp_invis || op->hide) 1991 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2145 make_visible (op); 1992 make_visible (op);
2146 1993
2147 return true; 1994 return true;
2148 } 1995 }
2149 } 1996 }
2150 /* If the object is a boulder or other rollable object, then 1997 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced. 1998 * roll it if not braced. You can't roll it if you are braced.
2152 */ 1999 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2000 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2154 { 2001 {
2155 if (op->speed_left > 0.f) 2002 if (op->speed_left > 0.f)
2156 { 2003 {
2157 --op->speed_left; 2004 --op->speed_left;
2158 2005
2167 * Way it works is like this: First, it must have some hit points 2014 * Way it works is like this: First, it must have some hit points
2168 * and be living. Then, it must be one of the following: 2015 * and be living. Then, it must be one of the following:
2169 * 1) Not a player, 2) A player, but of a different party. Note 2016 * 1) Not a player, 2) A player, but of a different party. Note
2170 * that party_number -1 is no party, so attacks can still happen. 2017 * that party_number -1 is no party, so attacks can still happen.
2171 */ 2018 */
2172 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2019 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2020 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2174 { 2021 {
2175 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2022 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2176 { 2023 {
2177 --op->contr->weapon_sp_left; 2024 --op->contr->weapon_sp_left;
2189} 2036}
2190 2037
2191bool 2038bool
2192move_player (object *op, int dir) 2039move_player (object *op, int dir)
2193{ 2040{
2194 int pick;
2195
2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2041 if (!op->map || op->map->state != MAP_ACTIVE)
2197 return 0; 2042 return 0;
2198 2043
2199 /* Sanity check: make sure dir is valid */ 2044 /* Sanity check: make sure dir is valid */
2200 if ((dir < 0) || (dir >= 9)) 2045 if (dir < 0 || dir > 8)
2201 { 2046 {
2202 LOG (llevError, "move_player: invalid direction %d\n", dir); 2047 LOG (llevError, "move_player: invalid direction %d\n", dir);
2203 return 0; 2048 return 0;
2204 } 2049 }
2205 2050
2206 /* peterm: added following line */ 2051 /* peterm: added following line */
2207 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2052 if (op->flag [FLAG_CONFUSED] && dir)
2208 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2209 2054
2210 op->facing = dir; 2055 op->facing = dir;
2211 2056
2212 if (op->hide) 2057 if (op->flag [FLAG_HIDDEN])
2213 do_hidden_move (op); 2058 do_hidden_move (op);
2214 2059
2215 bool retval; 2060 bool retval;
2061 int pick = 0;
2216 2062
2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2063 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2218 retval = RESULT_INT (0); 2064 retval = RESULT_INT (0);
2219 else if (op->contr->fire_on) 2065 else if (op->contr->fire_on)
2220 retval = fire (op, dir); 2066 retval = fire (op, dir);
2251 * players. 2097 * players.
2252 */ 2098 */
2253bool 2099bool
2254handle_newcs_player (object *op) 2100handle_newcs_player (object *op)
2255{ 2101{
2256 if (QUERY_FLAG (op, FLAG_SCARED)) 2102 if (op->flag [FLAG_SCARED])
2257 { 2103 {
2258 if (op->speed_left > 0.f) 2104 if (op->speed_left > 0.f)
2259 { 2105 {
2260 --op->speed_left; 2106 --op->speed_left;
2261 flee_player (op); 2107 flee_player (op);
2277 return move_player (op, op->direction); 2123 return move_player (op, op->direction);
2278 2124
2279 return false; 2125 return false;
2280} 2126}
2281 2127
2282int 2128static int
2283save_life (object *op) 2129save_life (object *op)
2284{ 2130{
2285 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2131 if (!op->flag [FLAG_LIFESAVE])
2286 return 0; 2132 return 0;
2287 2133
2288 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2135 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2290 { 2136 {
2291 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2137 op->play_sound (sound_find ("ob_evaporate"));
2292 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2138 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2293 2139
2294 if (op->contr)
2295 esrv_del_item (op->contr, tmp->count);
2296
2297 tmp->destroy (); 2140 tmp->destroy ();
2298 CLEAR_FLAG (op, FLAG_LIFESAVE); 2141 op->clr_flag (FLAG_LIFESAVE);
2299 2142
2300 if (op->stats.hp < 0) 2143 if (op->stats.hp < 0)
2301 op->stats.hp = op->stats.maxhp; 2144 op->stats.hp = op->stats.maxhp;
2302 2145
2303 if (op->stats.food < 0) 2146 if (op->stats.food < 0)
2304 op->stats.food = 999; 2147 op->stats.food = MAX_FOOD;
2305 2148
2306 op->update_stats (); 2149 op->update_stats ();
2307 return 1; 2150 return 1;
2308 } 2151 }
2309 2152
2310 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2153 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG (op, FLAG_LIFESAVE); 2154 op->clr_flag (FLAG_LIFESAVE);
2312 enter_player_savebed (op); /* bring him home. */ 2155 enter_player_savebed (op); /* bring him home. */
2313 return 0; 2156 return 0;
2314} 2157}
2315 2158
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2159/* This goes throws the inventory and removes unpaid objects, and puts them
2317 * back in the map (location and map determined by values of env). This 2160 * back in the map (location and map determined by values of env). This
2318 * function will descend into containers. op is the object to start the search 2161 * function will descend into containers. op is the object to start the search
2319 * from. 2162 * from.
2320 */ 2163 */
2321static void 2164static void
2322drop_unpaid_items (object *op, object *env) 2165drop_unpaid_items (object *op, object *env)
2323{ 2166{
2324 while (op) 2167 while (op)
2325 { 2168 {
2326 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2169 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2327 2170
2328 if (QUERY_FLAG (op, FLAG_UNPAID)) 2171 if (op->flag [FLAG_UNPAID])
2329 {
2330 if (env->type == PLAYER)
2331 esrv_del_item (env->contr, op->count);
2332
2333 op->insert_at (env); 2172 op->insert_at (env);
2334 }
2335 else if (op->inv) 2173 else if (op->inv)
2336 drop_unpaid_items (op->inv, env); 2174 drop_unpaid_items (op->inv, env);
2337 2175
2338 op = next; 2176 op = next;
2339 } 2177 }
2344{ 2182{
2345 if (!flag [FLAG_REMOVED]) 2183 if (!flag [FLAG_REMOVED])
2346 ::drop_unpaid_items (inv, this); 2184 ::drop_unpaid_items (inv, this);
2347} 2185}
2348 2186
2349/*
2350 * Returns pointer a static string containing gravestone text
2351 * Moved from apply.c to player.c - player.c is what
2352 * actually uses this function. player.c may not be quite the
2353 * best, a misc file for object actions is probably better,
2354 * but there isn't one in the server directory.
2355 */
2356char *
2357gravestone_text (object *op)
2358{
2359 static char buf2[MAX_BUF];
2360 char buf[MAX_BUF];
2361 time_t now = time (NULL);
2362
2363 strcpy (buf2, " R.I.P.\n\n");
2364 if (op->type == PLAYER)
2365 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2366 else
2367 sprintf (buf, "%s\n", &op->name);
2368
2369 strncat (buf2, " ", 20 - strlen (buf) / 2);
2370 strcat (buf2, buf);
2371 if (op->type == PLAYER)
2372 sprintf (buf, "who was in level %d when killed\n", op->level);
2373 else
2374 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2375
2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf);
2378 if (op->type == PLAYER)
2379 {
2380 sprintf (buf, "by %s.\n\n", op->contr->killer);
2381 strncat (buf2, " ", 21 - strlen (buf) / 2);
2382 strcat (buf2, buf);
2383 }
2384
2385 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2387 strcat (buf2, buf);
2388
2389 return buf2;
2390}
2391
2392void 2187void
2393do_some_living (object *op) 2188do_some_living (object *op)
2394{ 2189{
2395 int last_food = op->stats.food; 2190 int last_food = op->stats.food;
2396 int gen_hp, gen_sp, gen_grace; 2191 int gen_hp, gen_sp, gen_grace;
2397 int over_hp, over_sp, over_grace;
2398 int i;
2399 int rate_hp = 1200; 2192 int rate_hp = 1200;
2400 int rate_sp = 2500; 2193 int rate_sp = 2500;
2401 int rate_grace = 2000; 2194 int rate_grace = 2000;
2402 const int max_hp = 1; 2195 const int max_hp = 1;
2403 const int max_sp = 1; 2196 const int max_sp = 1;
2404 const int max_grace = 1; 2197 const int max_grace = 1;
2405 2198
2199#if 0
2406 if (op->contr->hidden) 2200 if (op->contr->hidden)
2407 { 2201 {
2408 op->invisible = 1000; 2202 op->invisible = 1000;
2409 /* the socket code flashes the player visible/invisible 2203 /* the socket code flashes the player visible/invisible
2410 * depending on the value of invisible, so we need to 2204 * depending on the value of invisible, so we need to
2411 * alternate it here for it to work correctly. 2205 * alternate it here for it to work correctly.
2412 */ 2206 */
2413 if (pticks & 2) 2207 if (server_tick & 2)
2414 op->invisible--; 2208 op->invisible--;
2415 } 2209 }
2210 else
2211#endif
2416 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2212 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2417 { 2213 {
2418 if (!op->invisible--) 2214 if (!op->invisible--)
2419 { 2215 {
2420 make_visible (op); 2216 make_visible (op);
2421 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2217 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2448 { 2244 {
2449 gen_grace = op->stats.maxgrace; 2245 gen_grace = op->stats.maxgrace;
2450 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2246 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2451 } 2247 }
2452 2248
2453 /* Regenerate Spell Points */ 2249 /* Regenerate Grace */
2454 if (!op->contr->golem && --op->last_sp < 0) 2250 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2251 if (--op->last_grace < 0)
2455 { 2252 {
2456 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2457 if (op->stats.sp < op->stats.maxsp) 2253 if (op->stats.grace < op->stats.maxgrace / 2)
2254 op->stats.grace++; /* no penalty in food for regaining grace */
2255
2256 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2257
2258 if (max_grace > 1)
2458 { 2259 {
2459 op->stats.sp++; 2260 int over_grace = temp / rate_grace;
2460 /* dms do not consume food */ 2261
2461 if (!QUERY_FLAG (op, FLAG_WIZ)) 2262 if (over_grace > 0)
2462 { 2263 {
2463 op->stats.food--; 2264 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2464 if (op->contr->digestion < 0) 2265 op->last_grace = 0;
2465 op->stats.food += op->contr->digestion;
2466 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2467 op->stats.food = last_food;
2468 } 2266 }
2267 else
2268 op->last_grace = rate_grace / temp;
2469 } 2269 }
2270 else
2271 op->last_grace = rate_grace / temp;
2470 2272
2471 if (max_sp > 1) 2273 /* wearing stuff doesn't detract from grace generation. */
2274 }
2275
2276 if (op->stats.food > 0)
2277 {
2278 /* Regenerate Spell Points */
2279 if (!op->contr->golem && --op->last_sp < 0)
2472 { 2280 {
2473 over_sp = (gen_sp + 10) / rate_sp; 2281 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2474 if (over_sp > 0) 2282
2283 if (op->stats.sp < op->stats.maxsp)
2475 { 2284 {
2476 if (op->stats.sp < op->stats.maxsp) 2285 op->stats.sp++;
2286
2287 /* dms do not consume food */
2288 if (!op->flag [FLAG_WIZ])
2477 { 2289 {
2478 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2479
2480 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2481 op->stats.sp--; 2290 op->stats.food--;
2482 2291
2483 if (op->stats.sp > op->stats.maxsp) 2292 if (op->contr->digestion < 0)
2293 op->stats.food += op->contr->digestion;
2294 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2484 op->stats.sp = op->stats.maxsp; 2295 op->stats.food = last_food;
2485 } 2296 }
2297 }
2298
2299 if (max_sp > 1)
2300 {
2301 int over_sp = (gen_sp + 10) / rate_sp;
2302 if (over_sp > 0)
2303 {
2304 if (op->stats.sp < op->stats.maxsp)
2305 {
2306 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2307
2308 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2309 op->stats.sp--;
2310
2311 if (op->stats.sp > op->stats.maxsp)
2312 op->stats.sp = op->stats.maxsp;
2313 }
2314
2486 op->last_sp = 0; 2315 op->last_sp = 0;
2316 }
2317 else
2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2487 } 2319 }
2488 else 2320 else
2489 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2321 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2490 } 2322 }
2491 else
2492 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2493 }
2494 2323
2495 /* Regenerate Grace */ 2324 /* Regenerate Hit Points */
2496 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2497 if (--op->last_grace < 0) 2325 if (--op->last_heal < 0)
2498 {
2499 if (op->stats.grace < op->stats.maxgrace / 2)
2500 op->stats.grace++; /* no penalty in food for regaining grace */
2501
2502 if (max_grace > 1)
2503 { 2326 {
2504 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2327 if (op->stats.hp < op->stats.maxhp)
2505 if (over_grace > 0)
2506 { 2328 {
2507 op->stats.sp += over_grace 2329 op->stats.hp++;
2508 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2330
2331 /* dms do not consume food */
2332 if (!op->flag [FLAG_WIZ])
2333 {
2334 op->stats.food--;
2335
2336 if (op->contr->digestion < 0)
2337 op->stats.food += op->contr->digestion;
2338 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2339 op->stats.food = last_food;
2340 }
2341 }
2342
2343 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2344
2345 if (max_hp > 1)
2346 {
2347 int over_hp = temp / rate_hp;
2348
2349 if (over_hp > 0)
2350 {
2351 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2509 op->last_grace = 0; 2352 op->last_heal = 0;
2353 }
2354 else
2355 op->last_heal = rate_hp / temp;
2510 } 2356 }
2511 else 2357 else
2512 {
2513 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 }
2515 }
2516 else
2517 {
2518 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2519 }
2520 /* wearing stuff doesn't detract from grace generation. */
2521 }
2522
2523 /* Regenerate Hit Points */
2524 if (--op->last_heal < 0)
2525 {
2526 if (op->stats.hp < op->stats.maxhp)
2527 {
2528 op->stats.hp++;
2529 /* dms do not consume food */
2530 if (!QUERY_FLAG (op, FLAG_WIZ))
2531 {
2532 op->stats.food--;
2533 if (op->contr->digestion < 0)
2534 op->stats.food += op->contr->digestion;
2535 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2536 op->stats.food = last_food;
2537 }
2538 }
2539
2540 if (max_hp > 1)
2541 {
2542 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2543 if (over_hp > 0)
2544 {
2545 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2546 op->last_heal = 0; 2358 op->last_heal = rate_hp / temp;
2547 }
2548 else
2549 {
2550 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2551 }
2552 }
2553 else
2554 {
2555 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2556 } 2359 }
2557 } 2360 }
2558 2361
2559 /* Digestion */ 2362 /* Digestion */
2560 if (--op->last_eat < 0) 2363 if (--op->last_eat < 0)
2563 penalty = max (0, -op->contr->digestion); 2366 penalty = max (0, -op->contr->digestion);
2564 2367
2565 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2368 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2566 2369
2567 /* dms do not consume food */ 2370 /* dms do not consume food */
2568 if (!QUERY_FLAG (op, FLAG_WIZ)) 2371 if (!op->flag [FLAG_WIZ])
2569 op->stats.food--; 2372 op->stats.food--;
2570 } 2373 }
2571 2374
2572 if (op->stats.food < 0 && op->stats.hp >= 0) 2375 if (op->stats.food < 0 && op->stats.hp >= 0)
2573 { 2376 {
2574 object *tmp, *flesh = 0; 2377 object *flesh = 0;
2575 2378
2576 for (tmp = op->inv; tmp; tmp = tmp->below) 2379 for_inv_removable (op, tmp)
2577 { 2380 {
2578 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2381 if (tmp->flag [FLAG_UNPAID])
2382 continue;
2383
2384 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2579 { 2385 {
2580 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2386 op->statusmsg ("You blindly grab for a bite of food. "
2581 { 2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2582 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2388 op->apply (tmp);
2583 manual_apply (op, tmp, 0); 2389
2584 if (op->stats.food >= 0 || op->stats.hp < 0) 2390 if (op->stats.food >= 0 || op->stats.hp < 0)
2585 break; 2391 break;
2586 } 2392 }
2587 else if (tmp->type == FLESH) 2393 else if (tmp->type == FLESH)
2588 flesh = tmp; 2394 flesh = tmp;
2589 } /* End if paid for object */ 2395 }
2590 } /* end of for loop */
2591 2396
2592 /* If player is still starving, it means they don't have any food, so 2397 /* If player is still starving, it means they don't have any food, so
2593 * eat flesh instead. 2398 * eat flesh instead.
2594 */ 2399 */
2595 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2400 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2596 { 2401 {
2597 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2402 op->statusmsg ("You blindly grab for a bite of food. "
2403 "H<To prevent you from starving, you ate some random item from your backpack.>");
2598 manual_apply (op, flesh, 0); 2404 op->apply (flesh);
2599 } 2405 }
2406
2407 // If player is still starving, alert him!
2408 if (op->stats.food < 0)
2409 op->failmsg ("You are starving! "
2410 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2411 }
2412
2413 if (op->stats.food < 0)
2600 } 2414 {
2415 op->stats.hp += op->stats.food;
2416 op->stats.food = 0;
2601 2417
2602 while (op->stats.food < 0 && op->stats.hp >= 0) 2418 if (op->stats.hp < 0)
2603 op->stats.food++, op->stats.hp--; 2419 {
2420 op->contr->killer = archetype::get ("killer_starvation");
2421 op->contr->killer->destroy ();
2422 }
2423 }
2604 2424
2425 /* killer should be set here already */
2605 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2426 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2606 kill_player (op); 2427 kill_player (op);
2607 } 2428 }
2608} 2429}
2609 2430
2610/* If the player should die (lack of hp, food, etc), we call this. 2431/* If the player should die (lack of hp, food, etc), we call this.
2613 * file. 2434 * file.
2614 */ 2435 */
2615void 2436void
2616kill_player (object *op) 2437kill_player (object *op)
2617{ 2438{
2618 char buf[MAX_BUF];
2619 int x, y; 2439 int x, y;
2620
2621 //int i;
2622 maptile *map; /* this is for resurrection */ 2440 maptile *map; /* this is for resurrection */
2623
2624 /* int z;
2625 int num_stats_lose;
2626 int lost_a_stat;
2627 int lose_this_stat;
2628 int this_stat; */
2629 int will_kill_again; 2441 int will_kill_again;
2630 archetype *at; 2442 archetype *at;
2631 object *tmp; 2443 object *tmp;
2632 2444
2633 if (save_life (op)) 2445 if (save_life (op))
2634 return; 2446 return;
2447
2448 dynbuf_text deathtab;
2449
2450 /* restore player */
2451 at = archetype::find (shstr_poisoning);
2452 if (object *tmp = present_arch_in_ob (at, op))
2453 {
2454 tmp->destroy ();
2455 deathtab << "Your body feels cleansed...\r";
2456 }
2457
2458 at = archetype::find (shstr_confusion);
2459 if (object *tmp = present_arch_in_ob (at, op))
2460 {
2461 tmp->destroy ();
2462 deathtab << "Your mind feels clearer...\r";
2463 }
2464
2465 cure_disease (op, 0, 0); /* remove any disease */
2466
2467 max_it (op->stats.hp , op->stats.maxhp);
2468 max_it (op->stats.sp , op->stats.maxsp);
2469 max_it (op->stats.grace, op->stats.maxgrace);
2470 max_it (op->stats.food , 200);
2471
2472 // remove all spell effects that are active
2473 // to avoid long-term effects such as word-of-recall
2474 for (object *item = op->inv; item; )
2475 {
2476 object *next = item->below;
2477
2478 if (item->type == SPELL_EFFECT && item->active)
2479 item->destroy ();
2480
2481 item = next;
2482 }
2635 2483
2636 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2484 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2637 * in cities ONLY!!! It is very important that this doesn't get abused. 2485 * in cities ONLY!!! It is very important that this doesn't get abused.
2638 * Look at op_on_battleground() for more info --AndreasV 2486 * Look at op_on_battleground() for more info --AndreasV
2639 */ 2487 */
2640 if (op_on_battleground (op, &x, &y)) 2488 if (op_on_battleground (op, &x, &y))
2641 { 2489 {
2642 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2490 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2643 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2644
2645 /* restore player */
2646 at = archetype::find ("poisoning");
2647 if (object *tmp = present_arch_in_ob (at, op))
2648 {
2649 tmp->destroy ();
2650 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2651 }
2652
2653 at = archetype::find ("confusion");
2654 if (object *tmp = present_arch_in_ob (at, op))
2655 {
2656 tmp->destroy ();
2657 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2658 }
2659
2660 cure_disease (op, 0); /* remove any disease */
2661 op->stats.hp = op->stats.maxhp;
2662 if (op->stats.food <= 0)
2663 op->stats.food = 999;
2664 2491
2665 /* create a bodypart-trophy to make the winner happy */ 2492 /* create a bodypart-trophy to make the winner happy */
2666 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2493 object *tmp = archetype::find (shstr_finger)->instance ();
2667 { 2494
2668 sprintf (buf, "%s's finger", &op->name); 2495 tmp->name = format ("%s's finger" , &op->name);
2669 tmp->name = buf; 2496 tmp->name_pl = format ("%s's fingers", &op->name);
2670 sprintf (buf, " This finger has been cut off %s\n" 2497 tmp->msg = format (
2671 " the %s, when he was defeated at\n level %d by %s.\n", 2498 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2672 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2499 &op->name, op->contr->title,
2673 tmp->msg = buf; 2500 (int)op->level,
2501 op->contr->killer_name ()
2502 );
2674 tmp->value = 0, tmp->type = 0; 2503 tmp->value = 0, tmp->type = 0;
2675 tmp->materialname = "organics"; 2504 tmp->material = name_to_material (shstr_organic);
2676 tmp->insert_at (op, tmp); 2505 tmp->insert_at (op, tmp);
2677 }
2678 2506
2679 /* teleport defeated player to new destination */ 2507 /* teleport defeated player to new destination */
2680 transfer_ob (op, x, y, 0, NULL); 2508 transfer_ob (op, x, y, 0, NULL);
2681 op->contr->braced = 0; 2509 op->contr->braced = 0;
2510
2511 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2682 return; 2512 return;
2683 } 2513 }
2684 2514
2515 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2516 deathtab << "T<YOU HAVE DIED>\n\n";
2517
2685 INVOKE_PLAYER (DEATH, op->contr); 2518 INVOKE_PLAYER (DEATH, op->contr);
2686 2519
2687 command_kill_pets (op, 0); 2520 command_kill_pets (op, 0);
2688 2521
2689 if (op->stats.food < 0) 2522 op->contr->play_sound (sound_find ("player_dies"));
2690 {
2691 sprintf (buf, "%s starved to death.", &op->name);
2692 strcpy (op->contr->killer, "starvation");
2693 }
2694 else
2695 sprintf (buf, "%s died.", &op->name);
2696
2697 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2698 2523
2699 /* save the map location for corpse, gravestone */ 2524 /* save the map location for corpse, gravestone */
2700 x = op->x; 2525 x = op->x;
2701 y = op->y; 2526 y = op->y;
2702 map = op->map; 2527 map = op->map;
2730 2555
2731 lost_a_stat = 0; 2556 lost_a_stat = 0;
2732 2557
2733 for (z = 0; z < num_stats_lose; z++) 2558 for (z = 0; z < num_stats_lose; z++)
2734 { 2559 {
2735 i = RANDOM () % NUM_STATS; 2560 i = rndm (NUM_STATS);
2736 2561
2737 if (settings.stat_loss_on_death) 2562 if (settings.stat_loss_on_death)
2738 { 2563 {
2739 /* Pick a random stat and take a point off it. Tell the player 2564 /* Pick a random stat and take a point off it. Tell the player
2740 * what he lost. 2565 * what he lost.
2747 lost_a_stat = 1; 2572 lost_a_stat = 1;
2748 } 2573 }
2749 else 2574 else
2750 { 2575 {
2751 /* deplete a stat */ 2576 /* deplete a stat */
2752 archetype *deparch = archetype::find ("depletion"); 2577 archetype *deparch = archetype::find (shstr_depletion);
2753 object *dep; 2578 object *dep;
2754 2579
2755 dep = present_arch_in_ob (deparch, op); 2580 dep = present_arch_in_ob (deparch, op);
2756 if (!dep) 2581 if (!dep)
2757 { 2582 {
2758 dep = arch_to_object (deparch); 2583 dep = deparch->instance ();
2759 insert_ob_in_ob (dep, op); 2584 insert_ob_in_ob (dep, op);
2760 } 2585 }
2761 lose_this_stat = 1; 2586 lose_this_stat = 1;
2762 if (settings.balanced_stat_loss) 2587 if (settings.balanced_stat_loss)
2763 { 2588 {
2775 2600
2776 /* There is a maximum depletion total per level. */ 2601 /* There is a maximum depletion total per level. */
2777 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2602 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2778 { 2603 {
2779 lose_this_stat = 0; 2604 lose_this_stat = 0;
2780 /* Take loss chance vs keep chance to see if we 2605 /* Take loss chance vs keep chance to see if we
2781 retain the stat. */ 2606 retain the stat. */
2782 } 2607 }
2783 else 2608 else
2784 { 2609 {
2785 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2610 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2791 } 2616 }
2792 } 2617 }
2793 2618
2794 if (lose_this_stat) 2619 if (lose_this_stat)
2795 { 2620 {
2796 this_stat = get_attr_value (&(dep->stats), i); 2621 this_stat = get_attr_value (&dep->stats, i);
2797 /* We could try to do something clever like find another 2622 /* We could try to do something clever like find another
2798 * stat to reduce if this fails. But chances are, if 2623 * stat to reduce if this fails. But chances are, if
2799 * stats have been depleted to -50, all are pretty low 2624 * stats have been depleted to -50, all are pretty low
2800 * and should be roughly the same, so it shouldn't make a 2625 * and should be roughly the same, so it shouldn't make a
2801 * difference. 2626 * difference.
2802 */ 2627 */
2803 if (this_stat >= -50) 2628 if (this_stat >= -50)
2804 { 2629 {
2805 change_attr_value (&(dep->stats), i, -1); 2630 change_attr_value (&(dep->stats), i, -1);
2806 SET_FLAG (dep, FLAG_APPLIED); 2631 dep->set_flag (FLAG_APPLIED);
2807 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2632 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2808 op->update_stats (); 2633 op->update_stats ();
2809 lost_a_stat = 1; 2634 lost_a_stat = 1;
2810 } 2635 }
2811 } 2636 }
2812 } 2637 }
2813 } 2638 }
2639
2814 /* If no stat lost, tell the player. */ 2640 /* If no stat lost, tell the player. */
2815 if (!lost_a_stat) 2641 if (!lost_a_stat)
2816 { 2642 {
2817 /* determine_god() seems to not work sometimes... why is this? 2643 /* determine_god() seems to not work sometimes... why is this?
2818 Should I be using something else? GD */ 2644 Should I be using something else? GD */
2819 const char *god = determine_god (op); 2645 shstr_tmp god = determine_god (op);
2820 2646
2821 if (god && (strcmp (god, "none"))) 2647 if (god != shstr_none)
2822 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2648 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2823 else 2649 else
2824 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2650 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2825 } 2651 }
2826#else 2652#else
2827 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2653 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2828#endif 2654#endif
2829 2655
2830 /* Put a gravestone up where the character 'almost' died. List the 2656 /* Put a gravestone up where the character 'almost' died. List the
2831 * exp loss on the stone. 2657 * exp loss on the stone.
2832 */ 2658 */
2833 tmp = arch_to_object (archetype::find ("gravestone")); 2659 tmp = archetype::find (shstr_gravestone)->instance ();
2834 sprintf (buf, "%s's gravestone", &op->name); 2660 tmp->name = format ("%s's gravestone", &op->name);
2835 tmp->name = buf; 2661 tmp->name_pl = format ("%s's gravestones", &op->name);
2836 sprintf (buf, "%s's gravestones", &op->name); 2662 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2837 tmp->name_pl = buf; 2663 &op->name, op->contr->title, op->contr->killer_name ());
2838 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2839 tmp->msg = buf;
2840 tmp->x = op->x, tmp->y = op->y; 2664 tmp->x = op->x, tmp->y = op->y;
2841 insert_ob_in_map (tmp, op->map, NULL, 0); 2665 insert_ob_in_map (tmp, op->map, NULL, 0);
2842 2666
2843 /**************************************/ 2667 /**************************************/
2844 /* */ 2668 /* */
2845 /* Subtract the experience points, */ 2669 /* Subtract the experience points, */
2846 /* if we died cause of food, give us */
2847 /* food, and reset HP's... */
2848 /* */ 2670 /* */
2849 /**************************************/ 2671 /**************************************/
2850 2672
2851 /* remove any poisoning and confusion the character may be suffering. */
2852 /* restore player */
2853 at = archetype::find ("poisoning");
2854 tmp = present_arch_in_ob (at, op);
2855
2856 if (tmp)
2857 {
2858 tmp->destroy ();
2859 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2860 }
2861
2862 at = archetype::find ("confusion");
2863 tmp = present_arch_in_ob (at, op);
2864 if (tmp)
2865 {
2866 tmp->destroy ();
2867 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2868 }
2869
2870 cure_disease (op, 0); /* remove any disease */
2871
2872 /*add_exp(op, (op->stats.exp * -0.20)); */ 2673 /*add_exp(op, (op->stats.exp * -0.20)); */
2873 apply_death_exp_penalty (op); 2674 apply_death_exp_penalty (op);
2874 if (op->stats.food < 100)
2875 op->stats.food = 900;
2876 op->stats.hp = op->stats.maxhp;
2877 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2878 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2879 2675
2880 /* 2676 /*
2881 * Check to see if the player has any unpaid items. If so, remove them 2677 * Check to see if the player has any unpaid items. If so, remove them
2882 * and put them back in the map. 2678 * and put them back in the map.
2883 */ 2679 */
2907 if (will_kill_again) 2703 if (will_kill_again)
2908 { 2704 {
2909 object *force; 2705 object *force;
2910 int at; 2706 int at;
2911 2707
2912 force = get_archetype (FORCE_NAME); 2708 force = archetype::get (FORCE_NAME);
2913 /* 50 ticks should be enough time for the spell to abate */ 2709 /* 50 ticks should be enough time for the spell to abate */
2914 force->speed = 0.1f;
2915 force->speed_left = -5.f; 2710 force->speed_left = -5.f;
2916 SET_FLAG (force, FLAG_APPLIED); 2711 force->set_speed (0.1f);
2712 force->set_flag (FLAG_APPLIED);
2713
2917 for (at = 0; at < NROFATTACKS; at++) 2714 for (at = 0; at < NROFATTACKS; at++)
2918 if (will_kill_again & (1 << at)) 2715 if (will_kill_again & (1 << at))
2919 force->resist[at] = 100; 2716 force->resist[at] = 100;
2920 2717
2921 insert_ob_in_ob (force, op); 2718 insert_ob_in_ob (force, op);
2922 op->update_stats (); 2719 op->update_stats ();
2923
2924 } 2720 }
2925 2721
2926 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2722 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2927} 2723}
2928 2724
2929void 2725static void
2930loot_object (object *op) 2726loot_object (object *op)
2931{ /* Grab and destroy some treasure */ 2727{ /* Grab and destroy some treasure */
2932 object *tmp, *tmp2, *next; 2728 object *tmp, *next;
2933 2729
2934 op->close_container (); /* close open sack first */ 2730 op->close_container (); /* close open sack first */
2935 2731
2936 for (tmp = op->inv; tmp; tmp = next) 2732 for (tmp = op->inv; tmp; tmp = next)
2937 { 2733 {
2944 tmp->x = op->x, tmp->y = op->y; 2740 tmp->x = op->x, tmp->y = op->y;
2945 2741
2946 if (tmp->type == CONTAINER) 2742 if (tmp->type == CONTAINER)
2947 loot_object (tmp); /* empty container to ground */ 2743 loot_object (tmp); /* empty container to ground */
2948 2744
2949 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2745 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2950 { 2746 {
2951 if (tmp->nrof > 1) 2747 if (tmp->nrof > 1)
2952 { 2748 {
2953 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2749 tmp->decrease (rndm (1, tmp->nrof - 1));
2954 tmp2->destroy ();
2955 insert_ob_in_map (tmp, op->map, NULL, 0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2956 } 2751 }
2957 else 2752 else
2958 tmp->destroy (); 2753 tmp->destroy ();
2959 } 2754 }
2966 * fix_weight(): Check recursively the weight of all players, and fix 2761 * fix_weight(): Check recursively the weight of all players, and fix
2967 * what needs to be fixed. Refresh windows and fix speed if anything 2762 * what needs to be fixed. Refresh windows and fix speed if anything
2968 * was changed. 2763 * was changed.
2969 */ 2764 */
2970void 2765void
2971fix_weight (void) 2766fix_weight ()
2972{ 2767{
2973 for_all_players (pl) 2768 for_all_players (pl)
2974 { 2769 {
2975 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2770 weight_t old = pl->ob->carrying;
2976 2771
2977 if (old == sum) 2772 pl->ob->update_weight ();
2978 continue; 2773
2774 if (old != pl->ob->carrying)
2775 {
2979 pl->ob->update_stats (); 2776 pl->ob->update_stats ();
2980 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2777 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2778 }
2981 } 2779 }
2982} 2780}
2983 2781
2984void 2782void
2985fix_luck (void) 2783fix_luck ()
2986{ 2784{
2987 for_all_players (pl) 2785 for_all_players (pl)
2988 if (!pl->ob->contr->ns->state) 2786 if (!pl->ob->contr->ns->state)
2989 pl->ob->change_luck (0); 2787 pl->ob->change_luck (0);
2990} 2788}
3027} 2825}
3028 2826
3029void 2827void
3030make_visible (object *op) 2828make_visible (object *op)
3031{ 2829{
3032 op->hide = 0; 2830 op->flag [FLAG_HIDDEN] = 0;
3033 op->invisible = 0; 2831 op->invisible = 0;
2832
3034 if (op->type == PLAYER) 2833 if (op->type == PLAYER)
3035 { 2834 {
3036 op->contr->tmp_invis = 0; 2835 op->contr->tmp_invis = 0;
3037 op->contr->invis_race = 0; 2836 op->contr->invis_race = 0;
3038 } 2837 }
3041} 2840}
3042 2841
3043int 2842int
3044is_true_undead (object *op) 2843is_true_undead (object *op)
3045{ 2844{
3046 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2845 if (op->arch->flag [FLAG_UNDEAD])
3047 return 1; 2846 return 1;
3048 2847
3049 return 0; 2848 return 0;
3050} 2849}
3051 2850
3052/* look at the surrounding terrain to determine 2851/* look at the surrounding terrain to determine
3053 * the hideability of this object. Positive levels 2852 * the hideability of this object. Positive levels
3054 * indicate greater hideability. 2853 * indicate greater hideability.
3055 */ 2854 */
3056
3057int 2855int
3058hideability (object *ob) 2856hideability (object *ob)
3059{ 2857{
3060 int i, level = 0, mflag; 2858 int i, level = 0, mflag;
3061 sint16 x, y; 2859 sint16 x, y;
3062 2860
3063 if (!ob || !ob->map) 2861 if (!ob || !ob->map)
3064 return 0; 2862 return 0;
3065 2863
3066 /* so, on normal lighted maps, its hard to hide */ 2864 /* so, on normal lighted maps, its hard to hide */
3067 level = ob->map->darkness - 2; 2865 level = ob->map->darklevel () - 2;
3068 2866
3069 /* this also picks up whether the object is glowing. 2867 /* this also picks up whether the object is glowing.
3070 * If you carry a light on a non-dark map, its not 2868 * If you carry a light on a non-dark map, its not
3071 * as bad as carrying a light on a pitch dark map */ 2869 * as bad as carrying a light on a pitch dark map */
3072 if (has_carried_lights (ob)) 2870 if (ob->has_carried_lights ())
3073 level = -(10 + (2 * ob->map->darkness)); 2871 level = -(10 + (2 * ob->map->darklevel ()));
3074 2872
3075 /* scan through all nearby squares for terrain to hide in */ 2873 /* scan through all nearby squares for terrain to hide in */
3076 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2874 for (i = 0, x = ob->x, y = ob->y;
2875 i <= SIZEOFFREE1;
2876 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3077 { 2877 {
3078 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2878 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3079 if (mflag & P_OUT_OF_MAP) 2879 if (mflag & P_OUT_OF_MAP)
3080 {
3081 continue; 2880 continue;
3082 } 2881
3083 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2882 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3084 level += 2; 2883 level += 2;
3085 else /* open terrain! */ 2884 else /* open terrain! */
3086 level -= 1; 2885 level -= 1;
3087 } 2886 }
3098 * spot (surrounded by clear terrain in broad daylight). -b.t. 2897 * spot (surrounded by clear terrain in broad daylight). -b.t.
3099 */ 2898 */
3100void 2899void
3101do_hidden_move (object *op) 2900do_hidden_move (object *op)
3102{ 2901{
3103 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2902 int hide = 0;
3104 object *skop;
3105 2903
3106 if (!op || !op->map) 2904 if (!op || !op->map)
3107 return; 2905 return;
3108 2906
3109 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2907 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2908 int num = random_roll (0, 19, op, PREFER_LOW);
3110 2909
3111 /* its *extremely* hard to run and sneak/hide at the same time! */ 2910 /* its *extremely* hard to run and sneak/hide at the same time! */
3112 if (op->type == PLAYER && op->contr->run_on) 2911 if (op->type == PLAYER && op->contr->run_on)
3113 if (!skop || num >= skop->level) 2912 if (!skop || num >= skop->level)
3114 { 2913 {
3124 num -= hide; 2923 num -= hide;
3125 2924
3126 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2925 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3127 { 2926 {
3128 make_visible (op); 2927 make_visible (op);
2928
3129 if (op->type == PLAYER) 2929 if (op->type == PLAYER)
3130 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2930 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3131 } 2931 }
3132 else if (op->type == PLAYER && skop) 2932 else if (op->type == PLAYER && skop)
3133 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2933 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3148 2948
3149 if (who->type == PLAYER) 2949 if (who->type == PLAYER)
3150 player = 1; 2950 player = 1;
3151 2951
3152 else 2952 else
3153 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2953 friendly = who->flag [FLAG_FRIENDLY];
3154 2954
3155 /* search adjacent squares */ 2955 /* search adjacent squares */
3156 for (i = 1; i < 9; i++) 2956 for (i = 1; i < 9; i++)
3157 { 2957 {
3158 x = who->x + freearr_x[i]; 2958 x = who->x + freearr_x[i];
3167 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2967 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3168 continue; 2968 continue;
3169 2969
3170 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2970 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3171 { 2971 {
3172 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2972 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3173 return 1; 2973 return 1;
3174 else if (tmp->type == PLAYER) 2974 else if (tmp->type == PLAYER)
3175 {
3176 /*don't let a hidden DM prevent you from hiding */
3177 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3178 return 1; 2975 return 1;
3179 }
3180 } 2976 }
3181 } 2977 }
3182 return 0; 2978 return 0;
3183} 2979}
3184 2980
3185/* check the player los field for viewability of the 2981/* check the player los field for viewability of the
3186 * object op. This function works fine for monsters, 2982 * object op. This function works fine for monsters,
3187 * but we dont worry if the object isnt the top one in 2983 * but we dont worry if the object isnt the top one in
3188 * a pile (say a coin under a table would return "viewable" 2984 * a pile (say a coin under a table would return "viewable"
3189 * by this routine). Another question, should we be 2985 * by this routine). Another question, should we be
3190 * concerned with the direction the player is looking 2986 * concerned with the direction the player is looking
3191 * in? Realistically, most of use cant see stuff behind 2987 * in? Realistically, most of us can't see stuff behind
3192 * our backs...on the other hand, does the "facing" direction 2988 * our backs...on the other hand, does the "facing" direction
3193 * imply the way your head, or body is facing? Its possible 2989 * imply the way your head, or body is facing? It's possible
3194 * for them to differ. Sigh, this fctn could get a bit more complex. 2990 * for them to differ. Sigh, this fctn could get a bit more complex.
3195 * -b.t. 2991 * -b.t.
3196 * This function is now map tiling safe. 2992 * This function is now map tiling safe.
3197 */ 2993 */
3198
3199int 2994int
3200player_can_view (object *pl, object *op) 2995player_can_view (object *pl, object *op)
3201{ 2996{
3202 rv_vector rv; 2997 rv_vector rv;
3203 int dx, dy; 2998 int dx, dy;
3215 3010
3216 get_rangevector (pl, op, &rv, 0x1); 3011 get_rangevector (pl, op, &rv, 0x1);
3217 3012
3218 /* starting with the 'head' part, lets loop 3013 /* starting with the 'head' part, lets loop
3219 * through the object and find if it has any 3014 * through the object and find if it has any
3220 * part that is in the los array but isnt on 3015 * part that is in the los array but isn't on
3221 * a blocked los square. 3016 * a blocked los square.
3222 * we use the archetype to figure out offsets. 3017 * we use the archetype to figure out offsets.
3223 */ 3018 */
3224 while (op) 3019 while (op)
3225 { 3020 {
3226 dx = rv.distance_x + op->arch->x; 3021 dx = rv.distance_x + op->arch->x;
3227 dy = rv.distance_y + op->arch->y; 3022 dy = rv.distance_y + op->arch->y;
3228 3023
3229 /* only the viewable area the player sees is updated by LOS 3024 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3230 * code, so we need to restrict ourselves to that range of values
3231 * for any meaningful values.
3232 */
3233 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3234 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3235 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3236 return 1; 3025 return 1;
3026
3237 op = op->more; 3027 op = op->more;
3238 } 3028 }
3239 return 0;
3240}
3241 3029
3242/* routine for both players and monsters. We call this when
3243 * there is a possibility for our action distrubing our hiding
3244 * place or invisiblity spell. Artefact invisiblity is not
3245 * effected by this. If we arent invisible to begin with, we
3246 * return 0.
3247 */
3248int
3249action_makes_visible (object *op)
3250{
3251
3252 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3253 {
3254 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3255 return 0;
3256
3257 if (op->contr && op->contr->tmp_invis == 0)
3258 return 0;
3259
3260 /* If monsters, they should become visible */
3261 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3262 {
3263 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3264 return 1;
3265 }
3266 }
3267 return 0; 3030 return 0;
3268} 3031}
3269 3032
3270/* op_on_battleground - checks if the given object op (usually 3033/* op_on_battleground - checks if the given object op (usually
3271 * a player) is standing on a valid battleground-tile, 3034 * a player) is standing on a valid battleground-tile,
3276 * Default is to do the same as before, so only people wanting to have different points need worry about this 3039 * Default is to do the same as before, so only people wanting to have different points need worry about this
3277 */ 3040 */
3278int 3041int
3279op_on_battleground (object *op, int *x, int *y) 3042op_on_battleground (object *op, int *x, int *y)
3280{ 3043{
3281 object *tmp;
3282
3283 /* A battleground-tile needs the following attributes to be valid: 3044 /* A battleground-tile needs the following attributes to be valid:
3284 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3045 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3046 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3047 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3048 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3049 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3050 for (object *tmp = op->below; tmp; tmp = tmp->below)
3290 { 3051 {
3291 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3052 if (tmp->flag [FLAG_IS_FLOOR])
3292 { 3053 {
3293 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3054 if (tmp->flag [FLAG_NO_PICK]
3294 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3055 && tmp->type == BATTLEGROUND
3056 && tmp->name == shstr_battleground
3057 && EXIT_X (tmp) && EXIT_Y (tmp))
3295 { 3058 {
3296 /*before we assign the exit, check if this is a teambattle */ 3059 /* before we assign the exit, check if this is a teambattle */
3297 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3060 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3298 {
3299 object *invtmp;
3300
3301 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3061 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3062 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3302 { 3063 {
3303 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3304 {
3305 if (x != NULL && y != NULL) 3064 if (x && y)
3306 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3065 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3066
3307 return 1; 3067 return 1;
3308 }
3309 } 3068 }
3310 } 3069
3311 if (x != NULL && y != NULL) 3070 if (x && y)
3312 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3071 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3072
3313 return 1; 3073 return 1;
3314 } 3074 }
3315 } 3075 }
3316 } 3076 }
3077
3317 /* If we got here, did not find a battleground */ 3078 /* If we got here, did not find a battleground */
3318 return 0; 3079 return 0;
3319} 3080}
3320 3081
3321/* 3082/*
3337 char buf[MAX_BUF]; /* tmp. string buffer */ 3098 char buf[MAX_BUF]; /* tmp. string buffer */
3338 int i = 0, j = 0; 3099 int i = 0, j = 0;
3339 3100
3340 /* get the appropriate treasurelist */ 3101 /* get the appropriate treasurelist */
3341 if (atnr == ATNR_FIRE) 3102 if (atnr == ATNR_FIRE)
3342 trlist = treasurelist::find ("dragon_ability_fire"); 3103 trlist = treasurelist::find (shstr_dragon_ability_fire);
3343 else if (atnr == ATNR_COLD) 3104 else if (atnr == ATNR_COLD)
3344 trlist = treasurelist::find ("dragon_ability_cold"); 3105 trlist = treasurelist::find (shstr_dragon_ability_cold);
3345 else if (atnr == ATNR_ELECTRICITY) 3106 else if (atnr == ATNR_ELECTRICITY)
3346 trlist = treasurelist::find ("dragon_ability_elec"); 3107 trlist = treasurelist::find (shstr_dragon_ability_elec);
3347 else if (atnr == ATNR_POISON) 3108 else if (atnr == ATNR_POISON)
3348 trlist = treasurelist::find ("dragon_ability_poison"); 3109 trlist = treasurelist::find (shstr_dragon_ability_poison);
3349 3110
3350 if (trlist == NULL || who->type != PLAYER) 3111 if (trlist == NULL || who->type != PLAYER)
3351 return; 3112 return;
3352 3113
3353 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3114 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3450 else 3211 else
3451 j = 1; 3212 j = 1;
3452 strcat (buf, spellpathnames[i]); 3213 strcat (buf, spellpathnames[i]);
3453 } 3214 }
3454 } 3215 }
3216
3455 strcat (buf, "."); 3217 strcat (buf, ".");
3456 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3457 } 3219 }
3458 3220
3459 /* evtl. adding flags: */ 3221 /* evtl. adding flags: */
3460 if (QUERY_FLAG (item, FLAG_XRAYS)) 3222 if (item->flag [FLAG_XRAYS])
3461 SET_FLAG (skin, FLAG_XRAYS); 3223 skin->set_flag (FLAG_XRAYS);
3462 if (QUERY_FLAG (item, FLAG_STEALTH)) 3224 if (item->flag [FLAG_STEALTH])
3463 SET_FLAG (skin, FLAG_STEALTH); 3225 skin->set_flag (FLAG_STEALTH);
3464 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3226 if (item->flag [FLAG_SEE_IN_DARK])
3465 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3227 skin->set_flag (FLAG_SEE_IN_DARK);
3466 3228
3467 /* print message if there is one */ 3229 /* print message if there is one */
3468 if (item->msg != NULL) 3230 if (item->msg != NULL)
3469 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3231 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3470 } 3232 }
3471 else 3233 else
3472 { 3234 {
3473 /* generate misc. treasure */ 3235 /* generate misc. treasure */
3474 tmp = arch_to_object (tr->item); 3236 tmp = tr->item->instance ();
3475 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3237 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3476 tmp = insert_ob_in_ob (tmp, who); 3238 who->insert (tmp);
3477 if (who->type == PLAYER)
3478 esrv_send_item (who, tmp);
3479 } 3239 }
3480} 3240}
3481 3241
3482/** 3242//-GPL
3483 * Unready an object for a player. This function does nothing if the object was
3484 * not readied.
3485 */
3486void
3487player_unready_range_ob (player *pl, object *ob)
3488{
3489 if (pl->ob->current_weapon == ob)
3490 pl->ob->current_weapon = 0;
3491
3492 if (pl->combat_ob == ob)
3493 pl->combat_ob = 0;
3494
3495 if (pl->ranged_ob == ob)
3496 pl->ranged_ob = 0;
3497}
3498 3243
3499sint8 3244sint8
3500player::visibility_at (maptile *map, int x, int y) const 3245player::darkness_at (maptile *map, int x, int y) const
3501{ 3246{
3502 if (!ns) 3247 if (!ns)
3503 return 0; 3248 return LOS_BLOCKED;
3504 3249
3505 int dx, dy; 3250 int dx, dy;
3506 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3251 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3252 return LOS_BLOCKED;
3253
3254 x += dx - ns->current_x;
3255 y += dy - ns->current_y;
3256
3257 return blocked_los (x, y);
3258}
3259
3260void
3261player::infobox (const char *title, const char *msg, int color)
3262{
3263 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3264}
3265
3266void
3267player::statusmsg (const char *msg, int color)
3268{
3269 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3270}
3271
3272void
3273player::failmsg (const char *msg, int color)
3274{
3275 play_sound (sound_find ("generic_failure"));
3276 statusmsg (msg, color);
3277}
3278
3279void
3280object::failmsgf (const char *format, ...)
3281{
3282 if (!contr)
3507 return 0; 3283 return;
3508 3284
3509 x += dx - ns->current_x + ns->mapx / 2; 3285 va_list ap;
3510 y += dy - ns->current_y + ns->mapy / 2; 3286 va_start (ap, format);
3511 3287 contr->failmsg (vformat (format, ap));
3512 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3288 va_end (ap);
3513 return 0;
3514
3515 return 100 - blocked_los [x][y];
3516} 3289}
3290
3291void
3292player::failmsgf (const char *format, ...)
3293{
3294 va_list ap;
3295 va_start (ap, format);
3296 failmsg (vformat (format, ap));
3297 va_end (ap);
3298}
3299

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